Download as pdf or txt
Download as pdf or txt
You are on page 1of 908

Characters T he setting of the Scales of War Adventure Path is more implied than actual.

Thats intentional on our part. We want you to make the world your own rather than

of War
define it for you (beyond the degree of definition required to place future adventures).
But from Rescue at Rivenroar onward, your characters at your table will come to life and
develop their own backstories, goals, and agendas. As a launching pad for those backstories,
we offer the following character backgrounds. Each one comes with a small game benefit,
Backgrounds for Your Scales of War Hero usually a small skill modifier. But power-gamers beware! Youll search in vain for significant
advantage. The bonuses are intentionally small because we dont want a characters past to
by David Noonan overshadow that characters present. Think of these backgrounds as aids to roleplaying, not
illustrations by Austin Hsu, and Tina Young the means to eke out an incremental advantage to a skill check.

TM & 2008 Wizards of the Coast, Inc. All rights reserved.

August 20 08 | D r ag o n 3 6 6
17
Scales of War Background

Weve identified some backgrounds as being remaining sympathetic to your cause? Do you intend
particularly good for a given race or class. Check the to go back, and if so, what needs to happen first?
ones for your race and class out first, of course, but Benefit: You are used to going it alone. You gain
dont limit yourself to those. Sometimes its fun to play a +2 bonus to saving throws whenever no allies are
against type and choose a background that stands at within 5 squares of you.
odds with what people would expect from your race Good Background: Dragonborn.
and class. Its your story, and your PC is a singular
character within it. Dont feel like you have to obey a Redemption Seeker
sort of demographic imperative to be a typical elf or I am an instrument of honor. I am he who seeks the weight
a typical fighter. to balance the scales.
One final note: Youll notice proper names lurk- Somewhere in your past, you behaved less than
ing in some of the backgrounds. Feel free to run with honorably. Perhaps it was a moment of ill-considered
those, and dont be surprised if some of the places, rage, a flirtation outside societys boundaries, or
groups, and people mentioned here appear in future maybe you took the blame for someone elses lack of
steps on the Scales of War adventure path. honor. Ever since, you have been striving to act impec-
cably and with such valor that you redeem yourself
Wandering Duelist for the transgression in your past. What great event
I am a student of the True Blade. Perhaps youd like started your quest for redemption? Is there anyone
to match yours against mine? I guarantee well both trying to thwart your efforts? Have you given any
learn something. thought to what will happen after you balance the
You are an itinerant warriorsometimes a conscript, scales of honor?
sometimes a mercenary, but often just a wanderer Benefit: You add Diplomacy and Insight to your
with a sharp sword and an empty coin-purse. How class skill list, and you gain a +1 bonus to Diplomacy
did you learn your initial training in the combat arts? and Insight checks.
Why havent you resorted to out-and-out banditry? Good Background: Dragonborn.
What places have you visited in your wandering?
What would it take for you to settle down? Seeker for the Lost Clan
Benefit: You add Intimidate to your class skill list Im an ordinary sort, but those Im seeking are extraordinary.
and give yourself a +3 bonus to Intimidate checks. Quite extraordinary indeed. Warsmith
Good Background: Dragonborn. Some say you are the last of your breed, but you dont Crafter is too mundane a term for me, but artist implies
think so. Although your family is gone for good, a concern with form, not function. Place me somewhere in
Scorned Noble youve been tracking down rumors of another branch between. Call me an artisan.
I am an exile of honor, set apart from my people. Yet in of your ancestry. Theyre out there somewhere, and You make powerful weapons and armor, instruments
my heart, I remain as steadfast as ever to those I will never you want desperately to be reunited with them. What of warfare both elegant and deadly. Who taught
see again. clues do you have that the lost clan exists? Who raised you your craft, and what is your relationship like
You grew up as one of the best and brightest, but you, if not this lost clan? And on a fundamental level, with your mentor? Is there something youve always
what happened to send you away from your life of why do you want to find them so intensely? wanted to make, but youve lacked the proper materi-
privilege? Was it a legal matter, an affair of the heart, Benefit: You add History and Dungeoneering to als for it? To what degree do you insist on wielding
or the skullduggery of a rival noble family? Are mem- your class skill list, and you gain a +1 bonus to His- weapons you make yourself, and how do you react
bers of your noble family secretly supporting you or tory and Dungeoneering checks. when you examine someone elses work?
Good Background: Dwarf.

August 20 08 | D r ag o n 3 6 6
18
Scales of War Background

Benefit: You can construct your own weapons and Benefit: You add Bluff and Insight to your class Are there partners in crime in your past, and whats
armor, given proper tools and raw materials. Making skill list, and you gain a +1 bonus to Bluff and your relationship with them like? How does someone
a weapon takes two days, and making armor takes Insight checks. inclined to mischief make a living? Under what
four days. Doing so confers no economic advantage, Good Background: Eladrin. circumstances can you overcome your natural
however. The item ultimately costs the same as it instinct and toe the line?
would if youd purchased it directly. And you can cast Magic Scholar Benefit: You add Bluff and Thievery to your class
Creation rituals as if you had the Ritual Caster feat. I can recite the Twelve Trigonomystiks from memory, skill list, and you gain a +1 bonus to Bluff and
Good Background: Dwarf. and Ive read all the Moon-Opal Analects. I favor the Thievery checks.
Vallander Folio, but I do concede that the Braytonburg Good Background: Eladrin.
Brother in Battle Folio is more concise.
Im the sort that craves only a sharp axe, a bitter aleand You believe that magic is the key to unlocking fun- Silent Hunter
companions true to share them with. damental secrets of the universe, and youll eagerly Im either someone you never see, or Im the last
Not everyone needs to be chased across the world delve into eldritch tomes to learn from the masters of someone you see.
by black-cloaked assassins. You crave fighting, beer- bygone ages. Is there a particular aspect of magic that From a young age, you were trained to track, stalk,
drinking, and companionship of either the friendly or youre eager to master? A particular scholar or school and bring down your prey. The hunters outlook is
the romantic sort. Have you always had such simple of thought you favor? And how do you react when you now pervasive in your lifeyour problems are merely
desires, or did you come to this simplicity after years encounter a magic phenomenon that doesnt behave elusive quarry that you relentlessly hunt down and
spent striving for something more esoteric? Are there the way your theories tell you it should? ultimately claim as a trophy. Is there a particular
particular enemies you relish fightingor particular Benefit: You add Arcana and History to your class monster youre particularly good at hunting? One
brands of ale you savor? skill list, and you gain a +1 bonus to Arcana and that frustrates you? Or frightens you? Who taught
Benefit: You add Endurance to your class skill list, History checks. you the art of stealth? And have you ever had the
and you gain a +3 bonus to Endurance checks. Good Background: Eladrin. tables turned on you, when someone or something
Good Background: Dwarf. hunted you?

Seducer You believe that magic is the key to unlocking fundamental


I assure you my reputation is exaggeratedat least a little.
But my reputation had to have piqued your curiosity, or you secrets of the universe, and youll eagerly delve into eldritch
wouldnt be here, would you?
You cant keep away from romantic liaisons with the tomes to learn from the masters of bygone ages.
attractive and the alluring. And after practice, youre
good at it, having slept your way through a dozen
Eldritch Harlequin Benefit: You add Stealth and Perception to your
manor-houses and noble villas. How mercenary
Im the fly in the proverbial ointment, I suppose. But Ive class skill list, and you gain a +1 bonus to Stealth and
are your seductionsdo you genuinely fall in love
never been much for proverbs. Theyre just rules that Perception checks.
easily, or is there always an ulterior motive? Are you
happen to rhyme sometimes. Good Background: Elf.
motivated by the sheer beauty of your paramours,
Your tie to the mysterious and fey places in the world
the chase and conquest, or the fringe benefits of
is particularly strong. Youve always been a mischie-
bedding the wealthy and influential? Is there some-
vous sorta troublemaker, and the person who upsets
one who got away, or someone unusually resistant to
the apple-cart just to see how far the apples will roll.
your charms?
What sorts of trouble has your mischief resulted in?

August 20 08 | D r ag o n 3 6 6
19
Scales of War Background

Forest Warden for youand good enough for the other party that he The art of war is one you know well, and youve
Im just part of the Whorlwood. But Im its leaves, its comes back for more. Is there a particular trade or marched with armies both to victory and to defeat.
branches, its trunk, its roots. commodity that youre expert at doing business in? What key battles did you take part in? What was your
You regard yourself as part of the natural worldbut Who gets you your goods, and to whom do you sell? rank, and did you have any particular duties? Do you
youre the part of the natural world that nurtures Who are your business partners? Investors? Rivals? have old war comrades around, and how do they feel
and protects the rest. You strive against dangers both Benefit: Learn an extra language of your choice, about you?
mundane (like a rapacious woodcutter) and magical add Insight to your class skill list, and you gain a +2 Benefit: It takes four failed death saves to kill you.
(a mysterious taint that kills vegetation by night). Why bonus to Insight checks. Good Background: Half-elf.
are you now an adventurer rather than still in your Good Background: Half-elf.
forest? How do you react when youre taken far from
the natural world, like the heart of a city or another
plane of existence? Is there a particular enemy of the
You have a justifiable pride in your powers of observation
forest that youre still striving against?
Benefit: You add Nature and Perception to your
and deduction, and you take a delight in surprising others
class skill list, and you gain a +1 bonus to Nature and
Perception checks.
with your conclusions that borders on the theatrical.
Good Background: Elf.
Detective Con Artist
Explorer/Guide Im the guy who noticed how sharp your sword is, despite Im not the guy youre looking for. Seriously, I was in
Im the only one who can get you from here to Rythan Keep the fact that you arent carrying a whetstone. But I suppose Oakmont last night. I wasnt even here.
in less than two weeks. And Ill make sure you dont wind up calling it your sword isnt really accurate, is it? Youve long made a living on the backs of the greedy,
in a gnoll tribes soup cauldron. You have a justifiable pride in your powers of obser- the gullible, and the unobservant. What sort of
Ever since you saw your first map, you wanted to vation and deduction, and you take a delight in confidence games did you favorelaborate conspira-
know what the lands beyond the margin looked like. surprising others with your conclusions that borders cies, rigged games of chance, or ruses that facilitated
And as an inveterate traveler, youve started to find on the theatrical. How did you hone your inquisi- traditional crimes like burglary, robbery, or kidnap-
out. What places have you seen on your journeys? tive nature? With the city watch, in a noble court, or ping? How did you learn your trade? How close have
How do you make ends meet? Whats the greatest among the priesthood? Are there particularly notable you come to being caught? And how many enemies
danger youve ever faced? Is there a mythical place crimes youve solved? If so, did your efforts earn you are out there, looking for a chance to get even?
youre particularly keen to visit someday? any lifetime friends or enemies? Benefit: You add Bluff and Thievery to your class
Benefit: Learn an extra language of your choice, Benefit: You add Perception and Insight to your skill list, and you gain a +1 bonus to Bluff and
add Nature to your class skill list, and you gain a +2 class skill list, and you gain a +1 bonus to Perception Thievery checks.
bonus to Nature checks. and Insight checks. Good Background: Halfling.
Good Background: Elf. Good Background: Half-elf.

Merchant Prince Wandering Mercenary


Im the only guy who can get you spiderhaunt silk within I served with the Targa Lancers throughout the Montesi
10 leagues of here. And thats just the start of the business Incursion, then I trained the Wallach family retinue when
we can accomplish together. they took back Blackbarrow Castle. That led to a promotion
Youve always had a knack for mercantile affairs, and when the orcs invaded, and I...
nothing pleases you more than a deal thats profitable

August 20 08 | D r ag o n 3 6 6
20
Scales of War Background

River Smuggler transition to civilian life? Ever get caught giving


Im either a simple boatman, or a not-so-simple orders just like the old days, or are you glad to have
boatman. Depends whos askin. that responsibility lifted from your shoulders?
Youve plied the rivers and coastlines of the Benefit: You gain proficiency in a simple or
world, making a little money on official cargo military weapon of your choice, and you gain a +1
and a lot of money on the crates hidden in the bonus to initiative checks.
bow compartment. What did you smuggle, and Good Background: Human.
why was it contraband? Who did you deal with
on each end of your journey? Did you ever get Noble Scion
caught? Or double-crossed? The last name is Rocannon. Our lands are east of here,
Benefit: You add Athletics and Streetwise encompassing the towns of New Laurel and Krindelton and
to your class skill list, and you gain a +1 bonus to extending up to Plover Pass.
Athletics and Streetwise checks. You grew up as one of the best and brightest, having
Good Background: Halfling. access to more training and more opportunity than
anyone else around you. What sorts of esoteric activ-
Cloistered Priest itiesfalconry, courtly intrigues, fine artwere you
I took my vows as a child in the grand temple at exposed to? What event set you on the adventurers
Tarsalee, and Ive served there faithfully ever since. path? How do you feel about those who didnt have
Youve grown up in the heart of religious the privilege and opportunity you did?
worship, and you know the rituals and rites of Benefit: You add a knowledge skill of your choice
your faith better than most. What event sent you to your class skill list, and you gain a +2 bonus to
out into the wider world? Under what circum- checks with that skill.
stances will you return? Given your sheltered Good Background: Human.
upbringing, how do you react to the strange and
the dangerous? Scion of an Ancient Bloodline
Benefit: You add Religion to your class skill The blood of the Khavarran runs through my veins. Aha! I
list, and you gain a +3 bonus to Religion checks. see youre schooled enough to recognize the dynastic name.
Street Urchin Your circumstances might be reduced at the moment,
Good Background: Human.
Im part of the Redboot crew, and thats all you need to hear. but the nigh-mythical sorcerer-kings of the tiefling
You grew up on the mean streets of an urban metrop-
Gritty Sergeant empire are among your ancestors. You cannot help
olis, and you quickly found safety amid numbers of but dream of those bygone days. What sort of ruler
Dont call me sir. I work for a living, soldier! I was picking
likeminded poor youths. They taught you to fight, to was your ancestor...according to your family and
boys like you off the turf back when your mama was picking
steal (mostly from those who had something worth according to the history books? Are there particular
daisies in the field. Your papa, too.
stealing), and to protect what little you had. How did qualities of your ancestor that youre eager to emulate,
Youve led people into battle and had them bleed
you escape that life of poverty and petty crime? Under or perhaps repudiate? Do you entertain dreams of
on you as they died. But many of them lived to fight
what circumstances will you go back? And what ruling an empire yourself someday?
again. Youve seen them come and go, sometimes so
happened to your family friends in the meantime? Benefit: You add History to your class skill list,
quickly that you never learned their names. Are there
Benefit: You add Intimidate and Streetwise to and you gain a +3 bonus to History checks.
particular battles you remember wellor curse?
your class skill list, and you gain a +1 bonus to Intimi- Good Background: Tiefling.
Particular generals who wasted the lives of the those
date and Streetwise checks.
in your care? To what degree have you made the
Good Background: Halfling

August 20 08 | D r ag o n 3 6 6
21
Scales of War Background

Cult Escapee so, what does it say? How were you treated dif-
The tattoo means I was a member of the Six-Fingered ferently as a child?
Hand. Youll notice I said was a member. Benefit: You substitute your highest ability
At first the group appeared to be on to something big, score for Constitution to determine your initial
and you wanted to be part. But when you saw how hit points.
dark their grand design was, you escaped. What drew Good Background: Cleric.
you to the cult in the first place, and what caused you
to spurn it? Who was in the cult: your friends, your Traveling Missionary
family, your whole community? Are they hunting I bring you the unending light of Pelorlight that
you still? illuminates the darkness, comforts the weary and
Benefit: You add Arcana and Bluff to your class wounded, and vexes the black of heart.
skill list, and you gain a +1 bonus to Arcana and Your calling is to bring the light of your chosen
Bluff checks. faith to the dark corners of the world. What
Good Background: Tiefling. places have you seen in your journeys, and
were they receptive, indifferent, or antagonistic
Young Cutthroat to your message? How do you feel when youre
Youve heard of the Chillbain Clan in New Shardaluum? back in the temples of the faithful? What
Ive got a lot of Chillbain friends. Close friends, if you know circumstances will cause you to leave the road
what I mean. and settle down?
You were the violent arm of an organized crime Benefit: Learn an extra language of your
cartel, dispensing bloody punishment for real and choice, add Religion to your class skill list, and
imagined slights. How were you recruited into the gain a +2 bonus to Religion checks.
syndicate; was it based on family, trade guild, or Good Background: Cleric.
neighborhood ties? How high did you rise in its ranks?
Why arent you still there? Is there a price on your Recent Convert
head from the authorities, the crime syndicate, Look, I was once an ordinary fellow like you. But
or both? during the Shrieking Plague, I found a source of
Benefit: You add Intimidate and Thievery to your power Id never imagined. Or perhaps it found me.
class skill list, and you gain a +1 bonus to Intimidate You werent always the religious sort. But you
and Thievery checks. recently had a supernatural experience that
Good Background: Tiefling. changed your outlook and showed you your Former Gladiator
true calling. What was that event? Are there unan- I trained under Thool Rhak, fighting in various pits across
Auspicious Birth swered questions in its wake? And how did you feel the northern trade towns. Then I survived two seasons in
I was born on the slopes of Mount Emberstare during an about religion (both your new one and religions in the Terrimula Arena over in Jarrak City. So yeah, I know
eclipse, when the moon turned as red as blood. general) prior to your conversion? my stuff.
The circumstances of your birth were somehow Benefit: Once per encounter, reroll a failed saving Youve grown up fighting for the amusement of the
blessed, and you grew up knowing you were somehow throw against a charm effect. crowd. Did you seek out this life, or was it thrust upon
set apart and special. Who regards your birth as Good Background: Cleric. you? What sorts of gladiatorial spectacles did you take
auspicious? Are you tied to a specific prophecy, and if part in: individual combats, staged mass battles, glad-
iator-vs.-monster fights, or inherently unfair gladiator

August 20 08 | D r ag o n 3 6 6
22
Scales of War Background

punishments (like unarmed prisoners against beasts)? crusaders zeal. For what crime were you imprisoned? whether your fate is truly ordained? And who or what
And what kept you going? The whips of your masters, How did you attain your release? Do you have is standing in your way?
the lure of competition, or the roar of the crowd? difficulty reconciling your old life with your new Benefit: Once per day, you can reroll an initiative
Benefit: It takes four failed death saves to kill you. calling? How do you react when your old life check if you dont like the result. You keep the second
Good Background: Fighter. re-emerges unexpectedly? result whether its better, the same, or worse.
Benefit: You add Streetwise to your class skill list, Good Background: Paladin.
Haunted Veteran and you gain a +3 bonus to Streetwise checks.
I marched south into the jungle with Atrelius. Can we talk Good Background: Paladin. Last of the Breed
about something else? Everyone says that the Resolute Two Hundred are no more.
You saw things in the war that no one should have to Crusading Zealot Thats not truenot as long I draw breath, anyway.
see, and the horrors of war changed your personality. I am but a humble instrument of my god. But Im an You were part of an elite order of roving guardians
What were you like before you went to war? Under instrument with several sharp edges, to be sure. but theyre all gone and only you remain. What
what circumstances will you share what you experi- Your calling is an intensely personal one. The voices caused the order to die out? How did you escape that
enced? How do you keep those memories at bay: By of the gods themselves have sent you on your crusade, fate? Will you try to rejuvenate the order, or are you
adventuring and other hardships, through prayer, or and they periodically guide you to this day. How resigned to it passing into history?
with a bottle? do others react when you tell them what drives you Benefit: You add Endurance and Perception to
Benefit: Once per encounter, reroll a failed saving forward? What was it like the first time you received your class skill list, and you gain a +1 bonus to
throw against a fear effect. divine inspiration? Do you ever doubt or question the Endurance and Perception checks.
Good Background: Fighter. voices from the gods? Good Background: Ranger.

Former Barbarian
My people are the Khartalli Narashthe wolves of the
Other people run away screaming when they see a monster.
desert in your tongue.
Your formative years were spent as part of an indig-
You run toward it screaming.
enous tribe of hunter-gatherers. As a nomad, you went
where the food was, traveling across the wilderness Benefit: You gain a +1 bonus to saving throws Monster Hunter
from season to season. What happened to your tribe? until you fail a saving throw, and then the bonus is Im a hunter of exotic game. The more cunning and elusive,
What would it take for you to return? And were you a gone until you rest. the better. And if the locals all call it a legend, thats best
typical member of the tribe, or was there something Good Background: Paladin. of all.
that set you apart? Other people run away screaming when they see
Benefit: You add Nature to your class skill list, Trained from Birth for a a monster. You run toward it screaming. You like
and you gain a +1 bonus to Nature checks. Specific Prophecy testing your mettle against the strangest and most
Good Background: Fighter. The doves? They come and go as they please. By Choineros horrible creatures that the dark places of the world
wisdom, the doves will watch over me until the day of the spawn. Whats your greatest trophy taken to date?
Prison Conversion Great Rift. Is there a particular sort of monster that is your
The scars are just evidence of a wayward youth. Im The prophetic words were written in scripture nemesis? And are there certain circumstances that
actually a testament to the power of prison ministry. long before you were born, and youre part of a make your hunt a fair one or make your quarry a
You did something bad enough to result in your concentrated effort to fulfill, safeguard, or thwart worthy adversary?
imprisonment, but while there, your life changed. that prophecy. What is the nature of the prophecy,
Upon your release, you took up your new life with a and whats your relationship to it? Do you question

August 20 08 | D r ag o n 3 6 6
23
Scales of War Background

Benefit: You gain a +2 bonus whenever you use a Did you work alone or as part of a gang? If you
knowledge skill to make a monster knowledge check worked with others, what do they think of you now?
(as described on page 180 of the Players Handbook). Did you ever get caught?
Good Background: Ranger. Benefit: You add Athletics and Thievery to your
class skill list, and you gain a +1 bonus to Athletics
Fugitive from a Vengeful Rival and Thievery checks.
Suffice it to say that Lord Sakrath is no friend of mine. Good Background: Rogue.
There was a falling out, followed by several impromptu
duels and an abrupt departure. Political Rebel
Youve angered someone powerful enough to make Im the guy whos going to put Lord Chaulcherts head on
you a fugitive. Every month brings new evidence that a pike and free the whole Mirrin Valley from the whip of
your rivals wrath hasnt waned: a bounty hunter, his taskmasters.
trouble with the authorities, or posters indicated yet You struggle against political injustice. Perhaps the
another increase in the price on your head. What nobles are oppressing the serfs, the church is quash-
event caused you to take flight? How long have you ing religious rivals, the king is crushing the trade
been on the run, and what lands have you traveled guilds, or the guilds are suppressing independent
through on the way? Is there something other than mercantilists. Youre on the side of the underdog,
your death that will end the chase? Are you trying to and youve escalated the struggle beyond words to
escape, or will you ultimately turn the tables on direct action. Against whom are you rebelling? Are
your rival? you part of a larger revolutionary cell, or do you act
Benefit: You add Bluff and Stealth to your alone? What will things look like when youve won?
class skill list, and you gain a +1 bonus to Bluff and What put you on the adventurers path?
Stealth checks. Benefit: You add Diplomacy and Streetwise
Good Background: Ranger. to your class skill list, and you gain a +1 bonus to
Diplomacy and Streetwise checks.
Assassin Good Background: Rogue.
I bear the Sigil of Vaurom. I have tasted the Black Lotus
Tea and seen the sublime mysteries within Vauroms
Impossible Crypt. I say this not as a boast, but as a
warning.
Youve been trained in the thousand arts of death,
sent to preemptively kill the powerful. What secret
order taught you your trade, and how did they
recruit you? What targets have you assassinated, and
Cat Burglar
did any escape your clutches? Do you have a current The Hrulla Tower in Jarrak City? Ive been in and out of
contract, did you give up the assassins life, or are you there three times. The ivy on the courtyard walls is pretty
on the run? much a Please Steal From Me sign.
Benefit: You add Arcana and Stealth to your You take an artisans approach to large-scale burglary,
class skill list, and you gain a +1 bonus to Arcana and stealing from the most well-protected treasure troves
Stealth checks. you can find. What particularly notable items have
Good Background: Rogue. you stolen, and what did you do with the proceeds?

August 20 08 | D r ag o n 3 6 6
24
Scales of War Background

On the Run from the Devil explain away. But collectively, its clear that something Benefit: You gain proficiency in a simple or
Im just a guy whos looking for a little more time before the sinister has designs on your soul. What phenomena military weapon of your choice, and you gain a +1
bill comes due. did you experience as a child? Do you still see omens bonus to Diplomacy checks.
Youve made an eldritch bargain, but you no longer in your daily life? And do you have any clues about Good Background: Warlord.
like the terms. Accordingly, youre trying to alter or the specifics of your dark destiny?
escape the bargain any way you can. Who is the Benefit: You substitute your highest ability score Officer Who Came Out of
bargain with, and what element of it are you trying to for Constitution to determine your initial hit points. Retirement
break (the term that involves your death, the devilish Good Background: Warlock. Well, we didnt do it that way during the Eastern
imprisonment of your family, or the forfeiture of your Campaigns, I can tell you that.
soul)? What specific form is the enforcement taking? Vet Who Cant Let Go You gave up a life in the army or the city watch long
In other words, whos chasing you? We were encamped on the southern banks of the Trellisha ago, but somehow you wound up eating hardtack and
Benefit: You add Bluff and Perception to your River when the orcs came. It was like watching ants on the sleeping on a bedroll amid well-meaning but green
class skill list, and you gain a +1 bonus to Bluff and march. You could see the glint of spears from horizon to recruits half your age. Under what circumstances
Perception checks. horizon. Then they just started throwing themselves into did you retire, and then what got you back out on the
Good Background: Warlock. the river. trail? What lessons are you trying to pass on? What
Youve mustered out of the army, but youre forever quirks of your comrades drive you crazy? What is it
Apprentice of Sinister Cabal bound to military life and you still see events through going to take for you to retire once again?
I learned that trick from the very best: The Black a soldiers eyes. What was your army career like? Benefit: You gain a +1 bonus to initiative checks,
Constellation. What major battles did you fight in, and did you you add History to your class skill list, and you gain a
To call your fellow conspirators a cult is to credit encounter any great heroes or generals on the +1 bonus to History checks.
them with more fervor and less intelligence than battlefield? Why arent you still in the military? Under Good Background: Warlord.
theyve earned. You are part of a secret group that what circumstances could you reenlist?
wields arcane power for a dark, mysterious purpose Benefit: You add History and Intimidate to your Arcane Student Who Saw
and there might be secrets within the cabal that you class skill list, and you gain a +1 bonus to History and Too Much
dont know about yet. How were you recruited into Intimidate checks. I was one of the brightest students in the Ebon Tower. But
this cabal, and what is their professed aim? Do you Good Background: Warlord. I was curious. And after I saw the demons bound in the
have mentors, friends, or rivals in the cabal? Are you basement, I knew some of my instructors were even more
still an active member, or have you left the cabal Noble Bred for War curiousand less scrupulousthan I was.
temporarily or permanently? My father, the fourth Lord of the Parapets, gave me that Youve received extensive arcane training, but then
Benefit: You add Arcana and Dungeoneering to blade. More importantly, he taught me how to use it you learned something sinister about your teachers.
your class skill list, and you gain a +1 bonus to Arcana and why. What did you learn? Did you confront them, or did
and Dungeoneering checks. Youre part of a noble family with an ancestral you flee? Are they chasing you to try to win you back
Good Background: Warlock. mandate to safeguard the lands in your care. Often, into the fold, or to make sure that you dont reveal
that means marching off to war, and you learned the their secrets?
Born Under a Bad Sign solemnity of that duty from an early age. What is your Benefit: You receive a +1 bonus to saving throws
My mother told me that the caul was just superstition, and family protecting its lands against: monsters, barbaric to end effects that daze, stun, immobilize, or
the howling wolves were just a coincidence. But Ive seen hordes, bandits, or an invading army? Were there restrain you.
enough to know that something...dark...is involved. family members who spurned their duty? How does Good Background: Wizard.
Your entire childhood was one superstitious omen the adventurers life fulfill your noble duty?
after another. Individually, theyre easy to ignore or

August 20 08 | D r ag o n 3 6 6
25
Scales of War Background

Backgrounds at a Glance new wondrous items and implements to channel your


Name Background Name Background power. Who taught you how to make such items? Is
Apprentice of Sinister Cabal Warlock Missing Master Wizard there a particular item youre keen to make, once you
Arcane Student Who Saw Too Much Wizard Monster Hunter Ranger gather the rare and expensive materials for it? How
Assassin Rogue Noble Bred for War Warlord do you assess the work of other arcane artisans when
Auspicious Birth Cleric Noble Scion Human you encounter magic items in the treasure troves
Born Under a Bad Sign Warlock Officer Who Came Out of Retirement Warlord you find?
Brother in Battle Dwarf On the Run from the Devil Warlock Benefit: You can construct your own implements
Cat Burglar Rogue Political Rebel Rogue and wondrous items, given proper tools and raw
Cloistered Priest Human Prison Conversion Paladin materials. Making an implement takes two days, and
Con Artist Halfling Recent Convert Cleric making a wondrous item takes four days. Doing so
Crusading Zealot Paladin Redemption Seeker Dragonborn confers no economic advantage, however. The item
Cult Escapee Tiefling River Smuggler Halfling ultimately costs the same as it would if youd
Detective Half-elf Scion of an Ancient Bloodline Tiefling purchased it directly. And you can cast Creation
Eldritch Harlequin Eladrin Scorned Noble Dragonborn rituals as if you had the Ritual Caster feat.
Explorer/Guide Elf Seducer Eladrin Good Background: Wizard. D
Forest Warden Elf Seeker for the Lost Clan Dwarf
Former Barbarian Fighter Silent Hunter Elf About the Author
Former Gladiator Fighter Street Urchin Halfling David Noonan is a game designer for Wizards of the Coast,
Fugitive from a Vengeful Rival Ranger Trained from Birth for a Specific Prophecy Paladin Inc. He contributed to the 4th edition core rules and co-wrote
the Scepter Tower of Spellgard adventure. He lives in Washing-
Gritty Sergeant Human Traveling Missionary Cleric
ton state with his wife and two children.
Haunted Veteran Fighter Vet Who Cant Let Go Warlord
Imbuer Wizard Wandering Duelist Dragonborn
Last of the Breed Ranger Wandering Mercenary Half-elf
Magic Scholar Eladrin Warsmith Dwarf
Merchant Prince Half-elf Young Cutthroat Tiefling

Missing Master Benefit: You add Perception and Insight to your


I learned the Art at the hands of Rodraig the Raven. He fled class skill list, and you gain a +1 bonus to Perception
into the portal when the...things...came, and Ive been and Insight checks.
looking for him ever since. Good Background: Wizard.
Your mentor disappeared under mysterious circum-
stances, and youve been trying to find him or her Imbuer
ever since. What was your master like, and what were In two different ways, you could call me a collector. I gather
the circumstances of the disappearance? What clues antiquitiesitems whove borne silent witness to great
do you have that drive you forward? What will do events. And then I collect magic potence to imbue within
when you find your missing master? those antiquities, improving them to the limit of my ability.
The blending of magical power with mundane objects
has been your forte, and you delight in the creation of

August 20 08 | D r ag o n 3 6 6
26
Rescue at Rivenroar

by David Noonan The world has never been a safe place. Bastions of civilization

Rescue at
populate a dark, menacing worldislands of order and reason exist in a
land otherwise overrun by dark cults, vile monsters, creatures from the
dark edges of the imagination, and worse. As deadly as the world is on

Rivenroar
a normal day, something has begun to stir on the fringes of the civilized
Elsir Vale. Formerly the site of an attack by an army known as the Red
Hand, the Vale has known several years of peace since brave adventurers
stormed into the teeth of the approaching Hand and sent them scurrying
illustrations by Jason A. Engle and Steve Prescott cartography by Mike Schley
back into the darkness.

TM & 2008 Wizards of the Coast, Inc. All rights reserved.


4
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

But the peace of Elsir Valeand specifically, the his destiny calling. He declared himself the new
town of Brindol, heart of the former conflict with the Warlord of Sinruths Hand (as he named the group),
Whats an Adventure Path? Red Handhas been shattered. The vague shadow of emblazoned every possible surface with a crudely
Scales of War is the fourth Adventure Path to appear unease the locals have been experiencing lately has painted, downward thrusting red hand insignia, and
in the pages of Dungeon Magazine. But what, you ask, crystallized in the form of an attack on the town itself. set about recruiting the massive army that he felt was
is an Adventure Path? Quite simply, it is a series of Now Brindol finds itself once more in need of brave his birthright.
related adventures intended to form a complete D&D heroes willing to come to the aid of their citizens. But starting an army isnt as easy as those camp-
campaign that takes your players from 1st level all the
In Rescue at Rivenroar, the player characters fire tales led Sinruth to believe. Years passed with
way to, in the case of Scales of War, 30th level.
Previous Adventure Paths, presented with the 3rd must brave the depths of ancient catacombs in search Sinruths band eking out a meager existence in the
Edition D&D rules, took characters from 1st to 20th of prisoners taken from the town of Brindol in a wilderness. But slowly, he started to gain allies. A
level. But with all three tiers in the new edition ripe midnight raid. The hobgoblins, bandits that style temporary bargain with some sinister, mischievous
and ready to explore, were pushing the limit with themselves after an invading horde from long ago, gnomes blossomed into a lasting friendship. The Red
Scales of War. Each tier takes roughly six adventures have taken refuge in a dungeon under a ruined Hands exploration of the mountains unearthed some
to traverse, which means well finish off this Adven- mountain fortress, and the PCs must clear them out undisturbed catacombs beneath the long-ruined
ture Path in about eighteen issues. Each adventure to find the captive townsfolk and the treasures taken Castle Rivenroar. Sinruth struck another bargain,
advances characters from between one and a half
from Brindol. and the undead guardians let the Red Hand move
to two levels of experience. We recognize that not
everyone will meet every encounter or complete Rescue at Rivenroar also marks the first step in in, in exchange for periodic payment of kidnapped
every quest, however, so periodically, we point DMs a great journeythe Scales of War Adventure Path, prisoners.
to a supplemental Side Trek or short adventure to keep which spans 30 levels and put the PCs at the crux of Sinruth and the reconstituted Red Hand had a
your PCs on pace. events that shapes the world for centuries to come. base and a growing reputation, but they were far from
Plus, roughly every other month, Dragon will fea- While the scope of this adventure isnt as grand, a mighty army. An emissary from another remnant of
ture new support content for Scales of War. The first it represents the seed from which an epic tale will the Red Hand offered to join forces under Sinruths
such article appears in Dragon #366 in August 2008, surely grow. Rescue at Rivenroar is an adventure for banner and more than double Sinruths fifty soldiers
and it details possible character backgrounds for your
1st-level PCs. under arms. All Sinruth had to do was attack Brindol,
brand-new Scales of War characters.
Finally, this Adventure Path is intended to function steal some relics from the original Red Hand inva-
as a complete D&D campaign. That means we make sion, and take enough prisoners to keep the undead
some assumptions about the history of the world as Background guardians of Rivenroar satisfied.
we move along, just as you would in any campaign The new Red Hand did recently, with Sinruth per-
you run. We borrow heavily from the D&D mythol- Sinruth is a hobgoblin with greater aspirations than sonally leading the assault on Brindol. The Red Hand
ogy of 4th Edition, as well as all the great ideas that a life spent preying on the fringes of civilization. He sacked Brindols Hall of Great Valor, stealing back
have cropped up in other products over the years listened closely at the campfires when his fathers many of the museum pieces on display there. Sinruth
including the pages of past issues of Dungeon! and uncles told tales of the Red Hand of Doom, a brought back seven prisoners, despite the fact that the
Enjoy your stay in Scales of War, and keep an eye mighty army that ran across the land like a scythe.
out for next months installment, Siege of Bordrins new Red Hand lost half its number in the attack. So
And when he became an adult and a leader of his now Sinruth waits in the Rivenroar catacombs for the
Watch, by Robert J. Schwalb.
own band of hobgoblins, he found a cache of tunics emissary to return with reinforcements, and he bides
and weapons left behind by that army. Sinruth felt

5
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

his time by contemplating the stolen treasures of a The Prisoners


grander age and dreaming of conquests yet to come.
Meanwhile in Brindol, the dead have been buried Rescue at Rivenroar includes a puzzle
and the damage to the town repaired. But seven of the in the form of the seven prisoners the
townsfolk are missingtaken by Sinruth and the Red PCs are trying to rescue. The hobgob-
Hand. The town council is willing to pay handsomely lins have been moving their captives
for brave adventurers to rescue the prisoners and around the Rivenroar catacombs, so each
recover the antique treasures taken from the Hall of prisoner knows something about the
Great Valor...adventurers like those at your table. Rivenroar layout. When the PCs reach
their first prisoner, that prisoner gives
them clues about where one or two of the
Adventure Synopsis other prisoners are. And while none of
the prisoners are effective combatants,
In Rescue at Rivenroar, the PCs must rescue seven some have useful knowledge or skills.
kidnapped citizens of Brindol. Part of Sinruths rise Rescuing the prisoners amounts to a
to power is due to his evangelizing to his fellow gobli- major quest, but its likely the PCs rescue
noids and other vile creatures that he will overthrow some captives, return them to civiliza-
local bastions of civilization. He reserves special tion, then come back for the rest. The
loathing, however, for Brindol, scene of the Red PCs dont earn the 500 XP until all the
Hands defeat. captives return to Brindol or die trying.
The recent attack has the locals unnerved, and (One prisoner, Kartenix, has died in
early in the adventure, the PCs witness firsthand captivity.)
that the kidnappings are not an isolated incident. To Below youll find brief descriptions of
sow more fear and uncertainty, more of Sinruths each of the prisoners. Each one knows
Hand continues raids on the town. After foiling a pair somethingbut by no means everything
of such attacks, the PCs are approached by Coun- about the location of the other prisoners.
cilmember Troyas, a member of Brindols ruling town All the prisoners are scared out of their
council, to recover the missing citizens. wits to greater or lesser degree. Some
The PCs travel to Sinruths laira sprawling under- have been tormentedthough not yet torturedby emphasize that these six people have been held pris-
ground complex called Rivenroar. There they face their captors. And while the hobgoblins have been oner by hobgoblins for four days, marched into the
Sinruths Hand, free the lost citizens of Brindol, face moving the prisoners around the Rivenroar cata- mountains, then moved around seemingly at random
Sinruth himself...and discover some uncomfortable combs, the prisoners often have bags over their heads. within ancient catacombs, the PCs likely understand
information about the nature of Sinruth in Elsir Vale. And when youve been dragged, kicking and scream- why a particular captive cant remember whether
ing, down hallway after darkened hallway, they all the hallway is 40 feet or 50 feet long. Adronsius is an
start to look alike. Any maps that captives draw for exception; as a dwarf, he has an instinctive grasp of
PCs are inaccurate and out of proportion. And if you

6
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

The Quests
Rescue at Rivenroar offers the opportunity
for PCs to earn quest XP in a couple of places.
Provided here is the list of quests, and their
rewards, in the adventure.
Major QuestRescue
Rescuing the prisoners from Rivenroar amounts
to a major quest. The PCs dont earn the quest
XP until the prisoners fate has been determined,
and those still living returned to Brindol.
Reward: 500 XP (and 200 gp if the prisoners
are returned).
Minor QuestTreasure
Returning the stolen items described in The Treasure
to Brindol results in the PCs fulfilling the quest
conditions and earning the XP.
Reward: 100 XP (and the 200 gp promised in
The Treasure).
underground space that make his recollections of the Jalissa isnt a spellcaster per se, but she is trained in
places he has been more accurate. the arcane arts (Arcana +10) and knows the following
None of the captives are effective combatants. rituals: comprehend language, silence, and eye of alarm. as a soldier during the great Red Hand invasion
They can wield captured weapons, but they attack She doesnt have the alchemical reagents or residuum, years ago. So he has an utter hatred of hobgoblins that
only in extremis and prefer to stay well behind the but the PCs might have some reagents, and they can comes out the first time hes present when the PCs
PCs. Its easiest to just give them a turn at initiative find some residuum in room 7just down the stairs battle goblins or hobgoblins. Sertanian hurls invec-
point 0, moving them away from potential threats. If from where the hobgoblins are holding Jalissa. tive, taunts the hobgoblins, and recommends that any
you need combat statistics for them, give them 15 hit Jalissa also knows that Thurann, the 8-year-old boy, unconscious ones be put to the sword immediately.
points, 12 in all defenses, a speed of 6, and a melee is being held somewhere nearbyshe heard him shout- Sertanian is the only captive who can identify the
basic attack at +0 for 1d4 damage if unarmed and ing only a few hours ago. They were held together in treasures from the Hall of Great Valor on sight (theyve
1d8 damage if armed. room 16 until yesterday, and Thurann proved adept at been his responsibility for years). He also knows that
Jalissa: Jalissa is an acolyte of Ioun who is held stealing extra food for himself and Jalissa. Mirtala the cook is being held downstairs in a chamber
in room 16. She hysterically clings to whichever PC Sertanian: Sertanian, the castellan of the Hall near a spiral staircase with frescos on the walls. The
comes through the door from room 15 first. She does of Great Valor, is held in room 6. Sertanian tries to hobgoblins sent Sertanian away (perhaps a day ago
anything that PC says without question, and she looks weather his captivity with dignity, and when rescued, Sertanian has lost track of time), saying that the plump
for approval from that PC if someone else tries to give he brushes off questions about his captivity as Just Mirtala will make a better meal. And he suspects that
her even an innocuous order. a few hard days, nothing more. Lets get on with the Kartenix is dead; Kartenix told Sertanian a couple
rescue, shall we? But Sertanian has a pasthe served of days ago that he was going to try to overpower the

7
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

Thurann upset is incontrovertible evidence that


his father is dead, and he is distrustful of anyone
who doubts that my father said hed figure out a
way to escape and then come rescue me.
Mirtala: The cook Mirtala is held in room
10. Mirtala has been bitten repeatedly by the dire
rats in room 10 and has filth fever. Shes almost
catatonic with fear and it takes careful diplomacy
(described in the room 10 encounter) to persuade
her to say anything.
Mirtala knows that Adronsius is being held
upstairs in a family crypt...the name started
with J, but I dont remember it exactly. And she
was held with Sertanian briefly, so she knows that
he was held someplace thats up a spiral staircase,
then around a bunch of corners and down two
separate flights of stairs from room 10. That was
several days ago, though. She also thought she
heard Kartenixs voice during that blindfolded
walk, so he might be somewhere on that path.
Zerriksa: The crone Zerriksa is held in
room 12. She resists as passively as a woman in
her seventies can manage. A naturally cranky
woman, she has made her captors more than
a little miserable. And she has played on the
ettercap guarding him the following morning by pre- roundabout path so Thurann doesnt know how close rumors in Brindol and intimated she might have
tending to be asleep. But then they moved Kartenix, so he is. Thurann also knows that the old witch Zer- dark powers, hoping that shed scare the hobgoblins
Sertanian doesnt know where he is. riksa is being held in a magic circle just beyond the into treating her better.
Thurann: The 8-year-old son of Kartenix the big room with all the mushrooms downstairsthe Her plan workedto a point. The hobgoblins put
guard captain, Thurann is held in room 17. Thurann hobgoblins brought Thurann down there to threaten Zerriksa inside a magic trap in room 12, hoping she
is a brave, observant boy. Outwardly, hes handling his him in front of Zerriksa. wouldnt be able to turn them into toads once she was
ordeal better than many of the adults. He even stole Thurann has some skills you wouldnt expect the inside. Now shes stuck there, but at least the hobgob-
food for Jalissa and himself. Since he reached Riven- son of a watch captain to have. Despite his small size, lins are giving her a wide berth.
roar, Thurann spent most of his time with Jalissa he has Athletics +7 and Thievery +9. And while he Everyone in Brindol thinks that Zerriksa is a witch,
while keeping an eye out for his father. Yesterday they cant really fight, hes brave when it comes to climbing but shes really just an accomplished herbalist (Heal
moved him from room 16 to room 17, but they took a or handling other hazards. The only thing that makes +9, Nature +9). While they cant attack her directly,

8
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

the gnomes and ettercaps have been trying to intimi- power the ettercaps, whove webbed him up. They tional 100 XP (plus the 200 gp reward) when the fol-
date her and perhaps persuade her to switch sides. intend to scare the other prisoners with the corpse for lowing items are brought back to Brindol.
Two days ago the ettercaps showed her Kartenixs a while and then consume it. The PCs can bring his Ornate, gilded dragoncrest helm (room 21).
corpse, half-wrapped in webbing. And yesterday one body back to Brindol for a decent burial if they wish. Ceremonial platinum longsword; too heavy and
of the gnomes brought the boy Thurann to the edge of blunt to be useful as a weapon (room 23).
the circle and threatened to slit his throat. Set of three shields with the Red Hand insignia,
Zerriksa doesnt care for her fellow prisoners, but she The Treasure each with a charred hole near the center (room 23).
knows that she wouldnt last long with the denizens of Set of iron gauntlets with extensive filigree
Rivenroar once they realized she has no magic powers. The people of Brindol want their friends and neigh- (room 21).
So shes just playing out her bluff and biding her time. bors back; thats their primary concern. But they also Heraldic battle standard depicting two hands
Adronsius: Adronsius the alchemist is held in want some of the treasures back from their Hall of clasped in a handshake (room 23).
room 14. For some reason, the hobgoblins are par- Great Valor. Most of the treasures have little or no
ticularly keen on beating dwarves, and Adronsius has intrinsic value. Theyre museum pieces from the Red
borne the brunt of their physical abuse. All the pris- Hand invasion many years ago. But the sentimental
oners have been roughed up a little, but Adronsius value to the town is immense. PCs can earn an addi-
has been beat bloody every day since the hobgoblins
took him prisoner. When the PCs rescue Adronsius,
he has only 5 hit points out of 15. BRINDOL
While Adronsius is an accomplished alchemist, First visited in the 3rd edition adventure Red Hand at all times, with about one-quarter on duty at any
he has none of the tools of his trade and so cant mix of Doom, Brindol has a smaller population than it given time. In times of crisis, the Lord Warden has
anything up until he gets back to Brindol. He knows did before the events of that adventure. But the last access to another 200 well-equipped but poorly
decade has brought mild prosperity to the region, trained soldiers by calling up the militia.
Mirtala is alive, but he isnt sure where theyre keep-
with only bandits (such as Sinruth and his ilk) dis- Inns: Chatrenn and Sons; The Red Door; Avandrian
ing her. And he was brought to the upper level for an
turbing the peace. Hostel; The Silk and Spoon; Pantashi Inn.
interrogation session where he saw Jelissa. Population: 6,700; another 1,000 live within Taverns: Ilyas Cardhouse; The Marooned Schoo-
Because hes a dwarf, Adronsius remembers the a five-mile radius of the town itself. The people of ner; Clefties; Brindol Gentlemans Club; the Blue
way pretty wellfor a guy who was blindfolded. It Brindol are mostly humans, half-elves, and dwarves. Parrot; the Antler and Thistle.
was down the stairs, straight across the entry cham- The towns population swells by several hundred Major Guilds: Prospectors; Blacksmiths and Smelt-
ber, turning left in the room that smelled of goblin, whenever some connected halfling clans known as ers; Teamsters and Farriers; Weavers; River Bargemen
then left again in the room with the crackling sound, the river people are in town. (halfling controlled).
Government: A town has a council, two-thirds Supplies: Alchemy by Adronsius (currently closed);
around two right corners, then through a room that
of whom are hereditary landlords and the re- Gavriel Arms and Smithy; Staghunter Outfitters;
smelled of the dead, then up the stairs to a room with
mainder of whom are guildmasters from the citys Alpenglow Trading House.
a sticky floor, right and up another set of stairs, then important trade guilds. Lord Warden Harrik Orenna Temples: Temple of Erathis; College of Ioun; Shrine
through a dusty room and left through a door. That is the public face of the council and commander of of the Sun (Pelor); Moondust Temple (Sehanine);
good enough directions for ya? the city militia. Shrine of Bahamut (no permanent clergy); Shrine of
Kartenix: Kartenix the guard captain is now Defense: The city has 200 soldiers under arms the Open Door (Avandra).
deceased. His body is in room 7. He tried to over-

9
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

Preparing for of time so that you can give yourself a sneak preview of Dungeons & Dragons 4th Edition rules yet, that is
how each room will play out. No one knows your table your first best step so that you make certain you
Adventure better than you do, so you can foresee how the mon- understand the rules. Also as mentioned above, read
strous denizens of the Rivenroar catacombs interact through at least the first few encounters described
Rescue at Rivenroar introduces the characters to one
with the specific players at your table. If you want to in this adventure before starting. This review enables
another and kicks off the new Scales of War Adventure
jump straight into the action, see the Kicking Off the you to become familiar with the material and the style
Path. This Adventure Path takes the characters across
Action Quickly sidebar for details. of presentation. You might also want to take a look at
the countryside of the Elsir Vale and into a deadly
the sections below regarding the adventure format.
dungeon, where they face Sinruths Hand, a force of What You Need to Play
goblins, hobgoblins, and other monsters bent on the
This adventure includes the encounters the PCs face Using Tactical Encounters
conquest of the Vale and its environs.
as they explore and adventure in the area. It also Each encounter includes several common elements,
As a DM, the best way to spend your precious
provides tactical maps and more for the adventure. as described below.
preparation time is by looking at the encounters ahead
If you and your players havent read through the
Treasure Parcels
Encounter Level
Each tactical encounter assumes a group of five PCs. An
Parcel A: _______________________, room 5. Parcel 5: Magic item, level 3 encounter of average difficulty is one where the encoun-
Parcel B: _______________________, room 5. Parcel 6: Magic item, level 2
ter level is equal to the level of the party. Encounters that
Parcel C: _______________________, room 7. Parcel 7: Two potions of healing, 100 gp
Parcel D: _______________________, room 9. Parcel 8: One 100 gp gem, 80 gp are 1 or 2 levels lower than the party are easy encoun-
Parcel E: ________________________, room 9. Parcel 9: 260 gp ters, while encounters that are 2 or more levels higher
Parcel F: _______________________, room 9. Parcel 10: One potion of healing, 70 gp than the party are difficult encounters.
Parcel G: ______________________, room 15. Parcel 11: 170 gp For overcoming an encounter, a group earns the
Parcel H: ______________________, room 15. Parcel 12: 100 gp, 200 sp XP value listed beside the encounter level. This
Parcel I: _______________________, room 17. Parcel 13: One potion of healing, 10 gp amount should be divided by the number of group
Parcel J: _______________________, room 21. Parcel 14: 30 gp, 100 sp members, and an equal amount should be awarded
Parcel K: ______________________, room 21.
to each character.
Parcel L: _______________________, room 24.
Parcel M: ______________________, room 24. Large or Small Groups: As mentioned above, Res-
Parcel N: ______________________, room 24. cue at Rivenroar is designed for five PCs. If you have
Setup
more or fewer players at your table, you should adjust This section of a tactical encounter provides you
Based on the guidelines in the Dungeon Masters the monster and treasure mix according to the rules with the basic parameters of the encounter. First, it
Guide, the following parcels can go in the lines in the Dungeon Masters Guide. Doing so rarely takes provides context or background information for the
above. Rely on the wish lists your players gave you more than a few minutesits just a matter of adding encounter. Next, it provides a key to the monsters in
for the first four parcels. or subtracting monsters and treasure parcels here and the encounter so you can locate them on the tactical
there. Smaller groups can face fewer monsters and
map. The map of each encounter area indicates where
Parcel 1: Magic item, level 5 find fewer treasure parcels, while larger groups can
Parcel 2: Magic item, level 5 the monsters are located when the encounter begins.
face more numerous foes and earn greater rewards
Parcel 3: Magic item, level 4 (which are split up more ways, naturally). The setup section also describes what monsters are
Parcel 4: Magic item, level 3 doing and how they react when the PCs arrive.

10
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

Read Aloud Text Treasure Preparation Connecting Rivenroar to


Read aloud text provides information about what the Rescue at Rivenroar employs the parcel technique Red Hand of Doom
characters can see and are aware of. You do not have of treasure distribution described in the Dungeon Sinruth is, at the end of the day, something of a wan-
to read it word for word; feel free to paraphrase and Masters Guide. You need 14 treasure parcels in addi- nabe. He aspires to be part of a great horde like the
use your own words when describing this informa- tion to the rewards from the people of Brindol, which one that menaced Brindol and the entire region in the
tion. Use read aloud text wisely; they are written for are worth three parcels (return the captives) and two Red Hand of Doom adventure. Weve set the timeline
the most common approach to a particular situation parcels (recover the treasures from the Great Hall of forward by a decade, but the exact time doesnt matter.
and what your player characters do might require you Valor). Consult your players wish lists, then apportion If it works better for you, then by all means place the
to alter the information in any number of ways. treasure parcels to the following list: original Red Hand of Doom anywhere from a year to
a century in the past, but adjust the story behind the
Monster Statistics adventure accordingly. As long as the (embellished)
Encounters include stat blocks for each monster type Starting the tale of hobgoblins on the march finds its way to young
present in the encounter. If more than one monster Adventure Sinruths ears, the villains motivation is intact.
of a particular kind is present, the stat block indicates But you dont need to have played Red Hand of
how many creatures can be found. The default beginning of the adventure, and indeed Doom to play Rescue at Rivenroar. Theres merely
the campaign, assumes the PCs want some time to a common thread of history that connects the two
Tactics explore the city. Feel free to extend events in Brindol adventures. The hobgoblins in this adventure hope
This entry describes special actions the monsters take during and after the hobgoblin attack. You can do the to become something like the great goblin army that
to defeat the adventurers. Sometimes this means the following, for example: once threatened Brindol with utter destruction
monsters take advantage of special features of the Give the players plenty of time to talk to each destruction averted only by the timely efforts of the
area or make use of special powers or equipment. other and to the other bar patrons before the hobgob- adventurers.
lins attack. A more measured pace delays the action,
Map but it also gives the players at your table time to get
Each encounter includes a map keyed with the initial into character and learn more about their comrades
locations of each monster. The map also indicates the before the bitumen torches start flying.
location of any special features of the area. Give the PCs some NPC rivals: Brindol locals
who think theyre brave and capable enough to rescue
Features of the Area the prisoners. The locals could be in over their heads
This section describes special features noted on the (and maybe need rescuing themselves eventually), or
map. If the location has items or areas of interest with they might indeed be capable...or at least capable of
which the characters can interact, those features are sabotaging the PCs efforts.
described here. Look here to see if a door is out of the
ordinary, if an altar has a secret compartment, or if
the area includes treasure.

11
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

Bar Fight! More goblins come through the door each round. 2 Goblin Blackblades (G)
Small natural humanoid
Level 1 Lurker
XP 100
Move the following creatures in the room at the hob-
Initiative +7 Senses Perception +1; low-light vision
Encounter Level 1 (580 XP; monsters arent goblins initiative point each round. HP 25; Bloodied 12
solely focused on the PCs, however) Round 2: 3 hobgoblins and 1 goblin blackblade AC 16; Fortitude 12, Reex 14, Will 11
enter. The blackblade throws a bitumen torch at the Speed 6; see also goblin tactics
Setup bottles of alcohol behind the bar.
m Short Sword (standard; at-will) Weapon
+5 vs. AC; 1d6 + 2 damage.
This encounter is a simple affair that introduces Round 3: 2 hobgoblins enter. R Bitumen Torch (standard; at-will) Weapon
the PCs to each other and gives the players a little Round 4: 1 hobgoblin and 1 goblin blackblade +6 vs. Reflex; 1d4 damage; starts a fire in that square
practice with their new characters. It also shows how whether it hits or misses (see Spreading the Fire sidebar
enter. The new blackblade throws a bitumen torch at
above). Each blackblade has one lit torch when it enters
surprised Brindol is by the hobgoblin attack. the card table. the bar.
10 hobgoblin grunts (H) At first, the goblins attack the closest person. No more Combat Advantage
2 goblin blackblades (G) than two hobgoblins at a time fight each PC, with the The goblin blackblade deals an extra 1d6 damage against
any target it has combat advantage against.
8 human rabble (R) rest menacing the bar patrons and serving wenches.
Goblin Tactics (immediate reaction, when missed by a melee
But by the third round, the goblins realize that the attack; at-will)
Put three human rabble at the card table in the back, PCs are the only ones providing resistance, so they The goblin shifts 1 square.
one human behind the bar, and the rest scattered Sneaky
start ignoring the other bar patrons.
When shifting, a goblin blackblade can move into a space
around the tavern as you see fit. Have the players The goblin blackblades have been given instruc- occupied by an ally of its level or lower. The ally shifts into
decide where their PCs are sitting. The monsters tions to focus on property damage, so they throw their the blackblades previous space as a free action.
begin the fight outside the bar, and a few of them bitumen torches rather than engage in melee if given Alignment Evil Languages Common, Goblin
come in the front door every round. Skills Stealth +10, Thievery +10
a chance.
Str 14 (+2) Dex 17 (+3) Wis 12 (+1)
Once the players have described to the rest of the Con 13 (+1) Int 8 (1) Cha 8 (1)
10 Hobgoblin Grunts (H) Level 3 Minion
table what their characters look like and what theyre Medium natural humanoid XP 38 Equipment leather armor, short sword, 3 bitumen torches
doing at the bar, read or paraphrase the following Initiative +4 Senses Perception +1; low-light vision
description: HP 1: a missed attack never damages a minion. 8 Human Rabble (R) Level 2 Minion
AC 17 (19 with phalanx soldier); Fortitude 15, Reex 13, Will 12 Medium natural humanoid XP 31
Speed 6 Initiative +0 Senses Perception +0
The gentle hubbub of an evening at the Antler and Thistle m Longsword (standard; at-will) Weapon HP 1; a missed attack never damages a minion.
tavern is shattered by the crack of the front door f lying off +6 vs. AC; 5 damage. AC 15; Fortitude 13, Reex 11, Will 11; see also mob rule
Hobgoblin Resilience (immediate reaction, when the hobgob- Speed 6
its hinges to land amid the nearest tables. Four hobgoblins
lin grunt suffers an effect that a save can end; encounter) m Club (standard; at-will) Weapon
rush into the bar, swords outstretched to skewer the nearest The hobgoblin grunt rolls a saving throw against the effect. +6 vs. AC; 4 damage.
bar patrons. For Sinruth! For the Hand! they cry. Phalanx Soldier Mob Rule
The hobgoblin grunt gains a +2 bonus to AC while at least The human rabble gains a +2 power bonus to all defenses
Tactics one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
while at least two other human rabble are within 5
squares of it.
The fight begins when four of the hobgoblin grunts Skills Athletics +6, History +2 Alignment Any Languages Common
burst through the door. They attack the bar patrons Str 18 (+4) Dex 14 (+2) Wis 13 (+1) Str 14 (+2) Dex 10 (+0) Wis 10 (+0)
Con 15 (+2) Int 10 (+0) Cha 9 (1) Con 12 (+1) Int 9 (1) Cha 11 (+0)
(probably wounding or killing a couple of them).
Equipment leather armor, light shield, longsword Equipment club
Then roll initiative.

12
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

The PCs are the only bar patrons who fight back an improvised weapon such as a chair, bottle, or table
effectively. The others flee, freeze, or fight poorly, only cutlery (a +4 attack at 1d8 damage for them).
to die on the hobgoblins swords. Improvised Weapons: The great thing about this
The hobgoblins are flush with easy victory so far, tavern (other than the beer) is that its full of impro-
and they dont flee even when the fight turns against vised weapons such as chairs, bottles, table cutlery,
them. But the blackblades might slink away if it looks kebob skewers, and bowls of hot stew. Behind your
like theyll die otherwise. Dont let them flee with screen, all improvised weapons are treated the same:
unused torches, however. Theyre 1d8 weapons that confer no proficiency bonus.
For the bar patrons, that means they can make +4
Features of the Area attacks dealing 4 damage. If a PC uses an improvised
Illumination: Bright light. The area is illuminated weapon, it deals 1d8 + Strength modifier damage.
by several lanterns. Card Table: Theres 30 gp stacked here. The three
Tables: The tables are all tall enough that a Small bar patrons sitting here wont fleenot while theres
creature can move under them and gain cover from money on the table, at any rate.
doing so. Hopping onto a table costs 1 extra square of
movement. A character can use a standard action to
Handling All the NPCs
tip over a table, which can then grant cover to a stand-
ing creature or superior cover to a prone creature. Almost all the NPCs in this battle go down in a
The Bar: The bartender hunkers down behind the single hit. And the whole point of the encounter
bar, which provides cover against ranged and melee is to introduce the PCs to each other and give the
attacks. It takes a DC 30 Athletics check to jump up players at your table a little practice with new
on the bar with a standing high jump and a DC 15 characters and new rules. So you neednt be a
check to do it with a 2-square running start. If any stickler for tracking the exact position and wel- Windows: If a creature is pushed through the
of squares behind the bar catch on fire, then they all fare of each NPCespecially the bar patrons. windows at the front of the bar (such as from a bull
catch fire at the end of the blackblades next turn. As a DM, you have better ways to spend your rush), it takes an extra 1d6 damage from the glass.
Thats high-proof stuff back there. time than figuring out the exact details of NPC-
The Patrons: The bar patrons arent all human on-NPC violence (after all, how many NPCs are Aftermath
(though most are), but its easiest to use the human sitting at your table?). Its fine to just toss 1d20 When the hobgoblins have been defeated, the sur-
rabble stat block for them all. Assume that they act when a hobgoblin attacks the bartender. A high viving bar patrons organize a bucket brigade from a
on initiative point 0. If an interesting course of action roll means the bartender dies, a medium roll nearby well to quell the fire. A clearly wounded city
doesnt suggest itself, just roll 1d6 for each of them. means hes wounded, and a low roll means hes watch patrol arrives as the bucket brigade douses the
A result of 1 or 2 means they freeze, cower, or move unscathed. If you want a hobgoblin to put one last flames, and they quickly try to learn whats hap-
behind nearby cover. A 3 or 4 means they flee out the of the serving wenches in a headlock and try pening from anyone who speaks to them (probably
nearest door as long as they can do so without suffer- to drag her out into the street, just do itdont the PCs). This conversation gives the PCs enough time
ing an opportunity attack. A 5 or 6 means they grab keep your players waiting while you work out to have a short rest before the next encounter.
the details of the grab attack.

13
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

2 Hobgoblin Archers (H) Level 3 Artillery


The Ogre Medium natural humanoid XP 150
Initiative +7 Senses Perception +8; low-light vision
Bombardier HP 39; Bloodied 19
AC 17; Fortitude 13, Reex 15, Will 13
Encounter Level 1 (650 XP) Speed 6
m Longsword (standard; at-will) Weapon
Setup +6 vs. AC; 1d8 + 2 damage.
r Longbow (standard; at-will) Weapon
The PCs do battle with more of the marauders Ranged 20/40; +9 vs. AC; 1d10 + 4 damage, and the
menacing the town of Brindol. hobgoblin archer grants an ally within 5 squares of it a
1 ogre savage (O) +2 bonus to its next ranged attack roll against the same
target.
2 hobgoblin archers (H)
Hobgoblin Resilience (immediate reaction, when the hobgob-
lin archer suffers an effect that a save can end; encounter)
Have the ogre round the corner north of the main The hobgoblin archer rolls a saving throw against the effect.
Alignment Evil Languages Common, Goblin
tavern entrance, pulling the pitch wagon behind him.
Skills Athletics +5, History +6
The archers ride atop the wagon. One is lighting pitch Str 14 (+3) Dex 19 (+5) Wis 14 (+3)
casks and handing them to the ogre while the other Con 15 (+3) Int 11 (+1) Cha 10 (+1)
one shoots arrows at any fleeing townsfolk. Equipment leather armor, longsword, longbow, quiver of 30
arrows
When the players place their PC miniatures near the
tavern door, read: Ogre Savage (O) Level 8 Brute
Large natural humanoid XP 350
Initiative +4 Senses Perception +4
As youve been talking to the guards, youve been hearing
HP 111; Bloodied 55
shouts in the distance. But now those shouts are a lot closer, AC 19; Fortitude 21, Reex 16, Will 16
and a throng of townsfolk comes running around the street Speed 8
corner to the north. m Greatclub (standard; at-will) Weapon
Reach 2; +11 vs. AC; 2d10 + 5 damage.
Theyre fleeing a curious sight: a full-grown ogre pulling r Pitch Cask (standard; at-will) Weapon the casks.) One hobgoblin shoots at the PCs, while the
a wagon by a yoke around its waist. The ogre holds a cask Ranged 20; 1 vs. Reflex; 2d6 fire damage, then the pitch cask
other one lights another pitch cask (a standard action)
in one hand and a massive club in the other. Riding atop the explodes as described in Pitch Cask section.
M Angry Smash (standard; recharge ) Weapon then picks it up and hands it to the ogre for next
wagon are two hobgoblins with bows.
The ogre savage makes a greatclub attack, but gets two attack round (two minor actions).
rolls and takes the better result. After the first round, the hobgoblins take their
Tactics Alignment Chaotic evil Languages Giant
cues from what the ogre is doing. The ogre moves
These monsters are focused on property destruction, Str 21 (+9) Dex 11 (+4) Wis 11 (+4)
Con 21 (+9) Int 4 (+1) Cha 6 (+2) forward and throws a cask if no one is within reach
and they havent faced serious opposition yet, so they
Equipment hide armor, greatclub 2 at the end of its 4-square move. But once it starts
might be slow to take the PCs seriously.
In the first round, the ogre throws a cask in the making melee attacks, it stops throwing casks, and
If the hobgoblins beat the ogres initiative, they
PCs direction; hes unlikely to hit, but its a useful then both hobgoblins shoot their bows.
delay until the ogre throws his cask.
demonstration of the casks potential. (See the Fea- The hobgoblins flee if reduced to 5 hit points or
tures of the Area for rules on hitting and missing with fewer or if one of the PCs rushes the wagon with a lit

14
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

becomes difficult terrain that deals 1d6 fire damage


Spreading Fire Fighting the Ogre
to any creature that starts its turn in a wagon square.
Whether the blackblades bitumen torches hit and the Fire!
Pitch Casks: These casks are filled with roofing
or not, they light the square theyre in on fire. pitch, which is flammable enough to make a primitive Under ordinary circumstances, level 8 brutes
A creature in a square thats on fire takes 1d6 bomb. The ogre can hurl a lit pitch cask as a standard arent appropriate for level 1 PCs. But the PCs
damage at the start of the blackblades turn. At action. It has lousy aim, however. After choosing a have a key advantage: the wagon attached to the
the end of the blackblades next turn, roll 1d8 for target square for the attack, roll 1d8 (for direction) and ogres waist. The presence of the wagon means
each square thats on fire to see where it spreads. 1d41 (for distance) to see where the pitch cask actu- the ogre cant effectively chase the PCs, so PCs
The square to the north catches fire on a 1, to the ally lands. This becomes the origin square for a burst 1 can flee if they need to do so.
northeast on 2, east on 3, southeast on 4, south attack. The pitch cask lands 1d41 squares to the north Depending on the PCs at your table, you
on 5, southwest on 6, west on 7, and northwest on a d8 result of 1, 1d41 squares to the northeast on might have another problem: the ogres outra-
on 8. Over successive rounds, the fire should 2, east on 3, southeast on 4, south on 5, southwest on 6, geous 111 hit points. Some PCs can deal a lot of
spread at an increasingly rapid rate. west on 7, and northwest on 8. damage even at 1st level, and others might blow
up the wagon while the ogre is still attached
torch or other obvious source of fire in hand. The ogre Pitch Cask (meaning the ogre takes the explosion damage
doesnt flee outrightbeing yoked to the wagon makes Filled with roofing pitch, this cask is flammable enough to for 4 consecutive rounds). If neither of those
make a primitive bomb. situations applies at your table, its fine to have
a retreat difficult in any casebut he might try to leave
the area if faced with fire. Additionally, if fewer than Standard Action Area burst 1 within 10 squares the ogre die early. Theres no sense in slogging
Target: Each creature in burst through a long fight whose outcome is obvious
half of the monsters remain, they attempt to escape. Attack: Dexterity vs. Reflex
Special: The pitch cask rarely lands where the ogre wants to everyone at your table.
Features of the Area it to. See the text above for details. As for the fire, PCs can put out an adjacent
Hit: 3d6 fire damage. square of fire as a standard action. A minor
Wagon: The wagon is 2 squares by 3 squares, with
Effect: The origin square of the burst burns for the rest
the hobgoblins riding in the forward 2 squares. While action keeps an adjacent square of fire from
of the encounter. Any character entering the square
yoked to the wagon, the ogre has a speed of only 4. or starting his turn in the square takes 1d6 fire spreading during that round. Reward your PCs
The ogre and the hobgoblins collectively must spend damage. for other creative methods of putting out a fire
2 standard actions to free the ogre from the wagon (such as using a cold-based power to douse one
yoke. If the casks on the back of the wagon take at Aftermath or more squares simultaneously).
least 5 fire damage, they start to explode. The casks A crowd gathers after the PCs defeat the ogre, and
in one of the 4 squares in the back of the wagon deto- more guards arrive a few minutes later. They imme- The next morning, the full extent of Sinruths
nate each round. Each explosion is a +6 attack against diately ask for the PCs help defending the bridge. attack is known, including the captives taken and the
Reflex defense in a burst 3 area, dealing 3d6 fire But by the time the PCs reach the bridge, Sinruths treasures stolen from the Hall of Great Valor. At that
damage (half on miss). When the first casks explode, band has already retreated. The residents of Brindol point, the PCs receive the job offer from the Brindol
tell the players that its clear that not all the casks spend the rest of the night putting out the fires that town council. They can either try to track the goblins
have exploded yet, and that the wagon is afire. When the goblins set, tending to the wounded, and keeping through the wilderness, or they can first try inter-
the explosions are over, the wreckage of the wagon a nervous watch from the ramparts. rogating a captured hobgoblin currently held in the
town stockades.

15
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

The Summons ber Troyas is a somber man, who speaks carefully and Insight (DC 15): You empathize with Troyas and
methodically. He maintains eye contact, and attempts use that knowledge to encourage assistance. First
Councilmember Eoffram Troyas is a new addition
at levity are met with a long, cold stare, followed by a success with this skill reveals that any use of the
to the Brindol city council. As such, he is less prone
reminder about the nature of the threat to Brindol. Intimidate skill earns a failure.
to the traditional means of accomplishing important
If youre interested in making the meeting with History (DC 13): You make an insightful remark
tasks. In a short time, he has established a reputation
Councilmember Troyas more than just a roleplay- about the attack 10 years ago. This is available only
as an outspoken, and sometimes combative, public
ing encounter, consider the following skill challenge. after one character has gained a success using the
figure. A half-elf, he has shown little of his races
Refer to The Quests sidebar on page 7 for information Diplomacy skill, and it can be used only once in this
good-natured tendency toward patience.
about the quests and their rewards. way during the challenge.
One of Troyass most recent controversial remarks
Intimidate: Troyas refuses to be intimidated by the
was that he intended to use adventurers to aid in cutting
Skill Challenge PCs. Each use of this skill earns a failure.
down on recent bandit attacks in the Elsir Vale. Other
As Councilmember Eoffram Troyas greets you solemnly, Success: Troyas gives the PCs the deal outlined
members of the councildespite the citys recent history
he makes eye contact with each of you in turn. I am above, as well as the promise of whatever aid the
and survival thanks to the efforts of adventurerswere
considering something, and I wished to speak to you about good people of Brindol can muster.
dubious, but willing to give Councilmember Troyass
it in personand in private. Failure: Troyas gives the PCs the deal outlined
policy a chanceto fail. Many of the more entrenched
above, but more reluctantly. In addition, the PCs find
public figures secretly believe that the mercurial nature
This skill challenge is a social challenge that allows the rest of the town council reluctant to deal with them
of adventurers makes them eminently unsuitable for the
Troyas to determine the character of the PCs and also (2 penalty on later skill checks made to influence the
defense of the city. At least, thats their public stance. Pri-
allows the PCs to take the job for the rescue effort. This council until the quest is successful), and they receive
vately, rumors on the street continue to circulate about
might be a good opportunity for each player to introduce vague warnings that failure to achieve rapid results can
graft and embezzlement among the council, causing
himself or herself in character and describe the sorts cause them to be replaced. Finally, the council halves
many to wonder if such members of the council would
of things the character can do in a dangerous situation. the monetary reward for bringing prisoners back.
rather see the funds that are used to hire adventurers
Setup: For Troyas to provide full assistance, the
end up in their pockets.
PCs need to convince him of their trustworthiness
As soon as the PCs have defeated the ogre, word
and that they can handle the challenges he sets them. Interrogating
reaches Councilmember Troyas within the day. The
assaults upon the city proper are a fresh outrage, espe-
Level: 1. Morrik
XP: 200
cially to a man who lost his family to the Red Hands This is unlikely to end up as a combat encounter,
Complexity: 2 (requires 6 successes before
assault ten years earlier. He doesnt have blind faith in although the statistics for the main players are
3 failures).
the PCs, however, and wants to meet them himself. provided, just in case.
Primary Skills: Diplomacy, Insight, History.
The Councilmember has several goals in his meet-
Diplomacy (DC 15): You attempt to convince
ing with the characters. Before he promises them any
Troyas that your goals and his match up nicely, or that
Setup
money, he wants to ascertain their motivations. Hes not In this skill challenge, the PCs try to learn as much
you are the right person for what he has in mind. The
looking for absolute trust, but he doesnt want his faith information as they can from Morrik, a hobgoblin
first success with this skill opens up the use of the
to be misplaced. He already has a fair idea of their com- captured in the raid on Brindol.
History skill (Troyas mentions the Red Hands attacks
petence after the ogre battle, so this meeting is mostly a
ten years ago).
formality and a roleplaying opportunity. Councilmem-

16
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

Exact positioning doesnt matter in this encounter, Hobgoblin Soldier Level 3 Soldier 2 Human Guards Level 3 Soldier
Medium natural humanoid XP 150 Medium natural humanoid XP 150
because its not a battle. Assume the PCs are within
Initiative +7 Senses Perception +3; low-light vision Initiative +5 Senses Perception +6
earshot of Morrik throughout the skill challenge. HP 47; Bloodied 23 HP 47; Bloodied 23
AC 20 (22 with phalanx soldier); Fortitude 18, Reex 16, Will 16 AC 18; Fortitude 16, Reex 15, Will 14
When the PCs arrive at the town green, read: Speed 5 Speed 5
m Flail (standard; at-will) Weapon m Halberd (standard; at-will) Weapon
+7 vs. AC; 1d10 + 4 damage, the target is marked and Reach 2; +10 vs. AC; 1d10 + 3 damage, and the target is
Just as the guards said, theres a lone hobgoblin in stocks slowed until the end of the hobgoblin soldiers next turn. marked until the end of the human guards next turn.
and shackles here. His wounds from last nights battle have M Formation Strike (standard; at-will) Weapon M Powerful Strike (standard; recharge ) Weapon
Requires ail; +7 vs. AC; 1d10 + 4 damage, and the hob- Requires halberd; reach 2; +10 vs. AC; 1d10 + 7 damage,
been bandaged, but a number of tomatoes on the ground
goblin soldier shifts 1 square provided it ends in a space and the target is knocked prone.
near him and on the surface of the stocks indicate that his adjacent to another hobgoblin. R Crossbow (standard; at-will) Weapon
treatment hasnt been completely kind. Hobgoblin Resilience (immediate reaction, when the hobgob- Ranged 15/30; +9 vs. AC; 1d8 + 2 damage.
He takes one weary look at you and says, I aint saying lin soldier suffers an effect that a save can end; encounter) Alignment Any Languages Common
The hobgoblin soldier rolls a saving throw against the effect. Skills Streetwise +7
nothin unless you people let me go.
Phalanx Soldier Str 16 (+4) Dex 14 (+3) Wis 11 (+1)
The hobgoblin soldier gains a +2 bonus to AC while at least Con 15 (+3) Int 10 (+1) Cha 12 (+2)
Skill Challenge one hobgoblin ally is adjacent to it. Equipment chainmail, halberd, crossbow with 20 bolts
Alignment Evil Languages Common, Goblin
Level: 1.
Skills Athletics +10, History +8 of the goblins lair. Morrik draws a crude map of the
XP: 200 Str 19 (+5) Dex 14 (+3) Wis 14 (+3)
Complexity: 2 (requires 6 successes before 3 mountain path that leads to Castle Rivenroar.
Con 15 (+3) Int 11 (+1) Cha 10 (+1)
failures). Equipment scale armor, heavy shield, ail Morrik doesnt know anything about the treasures
Primary Skills: Bluff, Diplomacy, History, taken from the Hall of Great Valor. Must have been
Success: The PCs learn that Sinruth is the leader Sinruth himself, I suppose, because he didnt say any-
Intimidate.
of the goblins, and he eventually wants to raise an thing about it, he says.
Bluff (DC 20): You try the threat of extensive vio-
army and carve out a fiefdom of his own. The gob- In addition, if the PCs used History for at least
lence or long imprisonment. If you convince the guards
lins are using catacombs under the ruins of Castle two of the successes, they learn that Sinruth and the
to play along, you receive a +5 bonus to the check.
Rivenroar as a base for now. Morrik and the other goblins see themselves as descendants of the Red
Diplomacy (DC 15): You try to cut a deal. If the
hobgoblins were ordered to take prisoners during the Hand horde that menaced Brindol years ago. But its
guards hear you directly offer Morrik his freedom,
raid to give to the undead horrors that guard part also apparent to a student of history that they have no
theyll tell Morrik, You arent getting away, hobgob-
lin. That closes off this approach.
History (DC 13): You ask about the crimson hand No Rough Stuff
insignia on the hobgoblins tunic in an effort to make the The town guards dont mind the occasional slap or punch, and they arent against threats of violence (as long
hobgoblin to open up about Sinruths band and its plans. as their own Insight checks reveal that theyre indeed threats and not stated intent). With the whole town
Intimidate (DC 15): You use subtle or overt watching, however, they do not put up with persistent violence. We need him to be healthy and well treated
threats involving Morriks safety. A failure means that for trial, one says. And the last thing this town needs is mob violence right now.
Morrik doesnt respect you as a warrior; it closes off The other guard points out a different (and more pragmatic) reason for not getting physical with the pris-
this approach and increases the DCs of other checks oner. Goblins are cowards at heart, and if you start breaking fingers or whatever, theyll say anything to make
by 2 for the duration of the challenge. the pain stop. Youll just get a bunch of lies, he says to a PC, out of the hobgoblins earshot.

17
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

actual connection with the historic Red Hand. Theyre Skill Challenge weather. If at least three characters in the group suc-
flying the Red Hand insignia upside-down, for starters. Level: 1. ceed, this counts as a success toward the skill challenge
Failure: As success, except that Morriks map XP: 300 (maximum four successes; but keep rolling after this
leads the PCs on a circuitous route to Rivenroara Complexity: 3 (requires 8 successes before 3 number is reached to check for failures). If two charac-
path that takes them right into a kruthik nest. failures). ters succeed, it is neither a success nor a failure. If one
Primary Skills: Perception, Nature, Endurance. or no characters succeed, each member of the group
Features of the Area Perception (DC 18): One or more PCs watch for signs loses one healing surge, in addition to counting as a
The Town Guards: The two guards here have that the hobgoblins have passed this way and otherwise failure for the challenge. For every two additional char-
been given simple orders by the town council: Keep keep the rest of the travelers on track. Only one char- acters in the party above or below five, add +1 to the
the prisoner alive...but keep the prisoner. They do acter can attempt this check in each set of checks, but number of successful rolls required for a success. For
not consent to letting him out of the stocks. other characters can assist if theyre not already assisting every two characters less than five, decrease it by 1.
Stocks: The hobgoblin is shackled with his head and another check (see above). If the PCs got a map from Success: The PCs reach the ruins of Rivenroar
arms through the stocks. Breaking him free requires Morrik (whether its a good map or the map that leads Castle without incident. The trip takes 8 hours, plus
either the use of the guards key or the PCs must some- to the kruthiks), they can worry less about following the one hour per failed Perception or Nature check.
how pick the lock without the guards noticing. Then it tracks of the goblins and gain a +5 bonus on the check. Failure: The trip leads the PCs right into a mon-
takes a standard action to let Morrik out of the stocks. A successful check counts as one success toward com- ster lair. Use the kruthik encounter if the PCs either
pleting the skill challenge (maximum five successes). A received no map or a good map from Morrik. If the
failed check means that the PCs lose their way tempo- PCs ended up with a bad map, theyre going to have
Tracking rarily, extending the duration of the trek by 1 hour. the kruthik encounter anyway. In that case, let them
the Goblins Nature (DC 15): One or more PCs use their talent stumble into the hunting grounds of a cave bear.
to guide the group around dead ends and natural haz- After dealing with the monster, the PCs still
Hot on the trail of the hobgoblins and their captives, ards such as unstable rock slopes. Only one character havent reached Rivenroar Castle. They must repeat
the PCs head into the mountains northeast of Brindol. can attempt this check in each set of checks, but other the task at complexity 1 (requiring four successes
In this skill challenge, they must track the goblins to characters can assist if theyre not already assisting before three failures) to reach Rivenroar thereafter.
their lair while staying safe from the other dangers of another check (see above). A successful check counts
the wilderness. as one success toward completing the skill challenge Cave Bear Level 6 Elite Brute
During the challenge the PCs roll multiple sets of Medium natural beast XP 500
(maximum five successes). A failed check indicates Initiative +4 Senses Perception +5; darkvision
skill checks; each set equates to roughly an hour or that the PCs had to take a treacherous detour that HP 170; Bloodied 85
two of travel. Typically one character makes a Nature adds one hour to the trip and requires each PC to suc- AC 20; Fortitude 21, Reex 17, Will 18
check, another makes a Perception check, and every- ceed on a DC 10 Athletics check or lose one healing
Saving Throws +2
one makes Endurance checks. In each set of checks, a Speed 8
surge from a nasty fall or other accident (these Athlet- Action Points 1
character can assist only one other characters check. ics checks dont count as successes or failures toward m Claw (standard; at-will)

the skill challenge). +10 vs. AC; 2d8 + 5 damage.


C Cave Bear Frenzy (standard; recharge )
Endurance (DC 10): In each set of checks, each Close burst 1; targets enemies; +10 vs. AC; 2d8 + 5 damage.
character must roll an Endurance check to resist the Alignment Unaligned Languages
effects of altitude and exposure to bad mountain Str 20 (+8) Dex 13 (+4) Wis 14 (+5)
Con 15 (+5) Int 2 (1) Cha 12 (+4)

18
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

2 Kruthik Adults (A) Level 4 Brute


Kruthik Ambush Medium natural beast (reptile) XP 175 each

Initiative +6 Senses Perception +4; low-light vision,


Encounter Level 2 (600 XP) tremorsense 10
Gnashing Horde aura 1; an enemy that ends its turn in the
Setup aura takes 2 damage.
PCs encounter these hunting kruthiks in one of two HP 67; Bloodied 33
AC 17; Fortitude 14, Reex 15, Will 13
ways: by failing the challenge to interrogate Morrik, Speed 6, burrow 3 (tunneling), climb 6
or by failing the challenge to track the hobgoblins. m Claw (standard; at-will)
2 kruthik adults (A) +8 vs. AC; 1d10 + 3 damage.
R Toxic Spikes (standard; recharge ) Poison
2 kruthik young (Y)
The kruthik makes 2 attacks against two different targets:
ranged 5; +7 vs. AC; 1d8 + 4 damage, and the target takes
The kruthik adults and young emerge from a tunnel ongoing 5 poison damage and is slowed (save ends both).
beneath the rock to the north when the PCs reach Alignment Unaligned Languages
Str 17 (+5) Dex 18 (+6) Wis 12 (+4)
roughly the middle of the map. Midway through the Con 17 (+5) Int 4 (1) Cha 8 (+1)
battle, they might be joined by these creatures:
4 kruthik hatchlings (in the nest to the west) 2 Kruthik Young (Y) Level 2 Brute
Small natural beast (reptile) XP 125 each
Initiative +4 Senses Perception +1; low-light vision,
When the PCs have placed themselves along tremorsense 10
the path, read: Gnashing Horde aura 1; an enemy that ends its turn in the aura
takes 2 damage. 4 Kruthik Hatchlings Level 2 Minion
HP 43; Bloodied 21 Small natural beast (reptile) XP 31 each
This canyon winds between two ridges. Suddenly, chittering, AC 15; Fortitude 13, Reex 14, Will 11 Initiative +3 Senses Perception +0; low-light vision,
armored buglike creatures emerge from the ground just Speed 8, burrow 2, climb 8 tremorsense 10
m Claw (standard; at-will) Gnashing Horde aura 1; an enemy that ends its turn in the aura
north of you and quickly move in your direction.
+5 vs. AC; 1d8 + 2 damage. takes 2 damage.
Alignment Unaligned Languages HP 1; a missed attack never damages a minion.
Tactics Str 15 (+3) Dex 16 (+4) Wis 10 (+1) AC 15; Fortitude 13, Reex 15, Will 12
The kruthik young charge into the fray immediately, Con 13 (+2) Int 4 (2) Cha 6 (1) Speed 8, burrow 2 (tunneling), climb 8
mClaw (standard; at-will)
while the adults hang back. Adults use their toxic spikes If a PC steps into one of those squares, the area of +5 vs. AC; 4 damage.
in the first round. The kruthiks dont flee, but might weak ground gives way. The PC must immediately Alignment Unaligned Languages
retreat to the west, hoping to reach the hatchlings there. make a saving throw or fall 10 feet (taking 1d10 Str 13 (+1) Dex 16 (+3) Wis 10 (+0)
Con 13 (+1) Int 4 (3) Cha 6 (2)
damage). PCs who fall find themselves in the bottom of
Features of the Area a shallow pit. It takes a DC 15 Athletics check to climb Kruthik Nest: To the west is a pile of rocks that hides
Weak Ground: The marked (!) positions on the back to the surface. the nest where the kruthik hatchlings live. The hatch-
map have just a thin layer of rock above abandoned The kruthiks automatically sense the weak ground lings dont join the fight unless a PC takes cover in the
kruthik warrens. It takes a successful DC 15 Percep- with tremorsense, so they dont fall in. An observant PC rocks within 4 squares of their nest.
tion check or Dungeoneering check to notice cracks in (DC 10 Insight) might notice that they sometimes take Steep Slopes: The slopes on either side of the path
the round that indicate the presence of the warrens. circuitous paths for no reason. are considered difficult ground for creatures moving
uphill, but not for moving downhill.

19
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

Rivenroar
Wandering in the they each lose one healing surge trying to walk back Sinruth wants to raise an army and carve out a fief-
Wilderness to the trail and 1 hour is added to the duration of the dom of his own, but to do so, he knew that he needed
Its a brisk walk of 8 hours between Brindol and Riven- trek. Up to two characters can assist this check. a place for his command center, so he went looking
roar, so many groups will choose to take extended Endurance (DC 10): Every character must roll one for one. When they found the catacombs of Castle
rests near Rivenroar rather than making the trek Endurance check to avoid the rigors of wilderness Rivenroar, Sinruth decided that they could serve as a
back and forth. travel such as exposure to the elements and mun- starting pointand perhaps expand as needed later.
If your group prefers to head back to Brindol, and dane woes such as twisted ankles and exhaustion. So, he set to work clearing it out and making alliances
you want to give them a little workout, consider using Each successful check counts as a success toward when he found a need for them.
this optional skill challenge for any or all of the jour- the skill challenge (maximum three successes;). If no The castle itself and its catacombs housed the
neys between Brindol and Rivenroar. characters succeed, each member of the group loses Rivenroar family (living and deceased) long ago.
one healing surge, in addition to counting as a failure Some other local families of note used the catacombs
Setup: The PCs must use their wilderness lore to for the challenge, and everyone must reroll the Endur- as a place of interment as well. These families and the
avoid hazards and monsters traveling between Brin- ance check. Each character may assist only one other Rivenroars had more than one thing in common, but
dol and the Rivenroar catacombs. character on an Endurance check made as part of this now only those who know what theyre looking at as
Level: 1. challenge. they journey through the catacombs can figure it out:
XP: 100 Success: The PCs reach Brindol or Rivenroar with- a reverence for Vecna. Now the castle and the cata-
Complexity: 1 (requires 4 successes before 3 out incident after 8 hours of travel. combs house a much different set of inhabitants than
failures). Failure: Roll on the table below and begin a combat those who built it long ago might have envisioned.
Primary Skills: Perception, Nature, Endurance. encounter with the indicated monsters. After dealing
Special: After the PCs have made the trip between with the monster, the PCs must start the challenge Common Dungeon Elements
Brindol and Rivenroar in both directions, they gain a over again to reach their intended destination. The Rivenroar catacombs were constructed over the
+2 bonus to all checks every time they have to repeat course of only about a decade, so its architecture is
this challenge. remarkably consistent.
Perception (DC 20): You notice a shortcut. This Doors: None of the doors lock, though all have
Wilderness Encounters
doesnt directly contribute to a success, but it gives d% Monsters simple sliding latches accessible on both sides. They
each character in the party a +2 bonus to their next 0110 2 adult kruthiks, 2 young kruthiks exist merely for the privacy of those visiting their
Endurance or Nature check made as part of the chal- 1120 3 fey panthers
2130 3 rage drakes ancestorsthe countermeasures against grave rob-
lenge. Each character may attempt this check (or 3140 1 vine horror, 3 stirges bers (such as the magma claws, the evistro, and at
assist with anothers Perception check) only once, and 4150 3 dire wolves least some of the undead) are more lethal. The doors
unsuccessful checks dont count as a failure toward 5160 3 deathjump spiders
6170 5 hyenas swing in both directions, and they baffle sound better
the skill challenge. 7180 1 cave bear than most doors. All DCs for listening through a door
Nature (DC 12): You stay on course and avoid local 8190 2 dire boars (described on page 37 of the Dungeon Masters Guide)
91100 3 hippogriffs
hazards common to the mountain (maximum three are 5 higher than theyd otherwise be.
successes). If this check is failed twice during the
same challenge, the group gets sufficiently lost that

20
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

Rivenroar Overview
The catacombs now host Sinruths crew, and they
havent taken much care with their treatment of
things during their occupation. With the addition of
the
prisoners, some of the areas serve as a sort of jail.

1. Chamber of Flame Unbound


Room 1: Bound iron doors open into other areas of
the
catacombs here, and four defenders stand guard.
Tactical Encounter: Chamber of Flame
Unbound
(page 25).

2. Goblin Warren
Rooms 2 and 3: The first room here serves as the
hobgoblins living quarters, and the hallway provides
access to most of the level. Seven creatures are in this
area.
Tactical Encounter: Goblin Warren (page 26).

Floors: The floors are made of flagstoneslightly Strength check to pry the lid off a sarcophagus. Up to 3. Portal Room
slippery because the catacombs are damp, but not two PCs can usefully aid the PC making the attempt. Room 4: The portal in this room sometimes allows
dangerous. Alcoves: Niches in the walls are another common creatures to come through itbut it is only a one-way
Ceilings: Thick wooden beams hold up the burial technique here in the catacombs. The skeletons portal. An ochre jelly and two specters are in this
ceilings. Most are 10 feet off the ground at the walls are in the same bad condition as the ones in the sar- room.
and 15 feet high at the center of the room. cophagus. Each alcove goes 2 to 3 feet into the wall. Tactical Encounter: Portal Room (page 28).
Sarcophagi: Many of the rooms have stone Sometimes a section of wall has three alcoves (high,
sarcophagi. Most have a family name engraved on middle, and low). 4. Von Urstadt Crypt
them and year of death that indicates they were Stairs: All stairs are difficult terrain. Other than Rooms 5 and 6: The crypt contains alcoves holding
buried about 300 years ago. Some have a likeness of the iron spiral staircase between rooms 8 and 9, all deceased members of the Von Urstadt clan, plus a few
the deceased carved into the lid, while others have the stairs are made of flagstone. more surprises, which include two magma claws and
abstract designs. The skeleton inside each sarcopha- two gnomes. Prisoner: Sertanian.
gus is moldy due to the damp, and most burial garb Tactical Encounter: Von Urstadt Crypt (page 29).
has long since rotted away. It takes a successful DC 20

21
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

5. Spiderweb Landing
Room 7: Ettercaps lurk in this room. Prisoner: The body of
Kartenis is here.
Tactical Encounter: Spiderweb Landing (page 30).

6. Rivenroar Family Crypt


Rooms 8 and 9: While hobgoblins live in the first room
(along with a guard drake), altars, sarcophagi, and inscriptions
are among the features of the room below it.
Tactical Encounter: Rivenroar Family Crypt (page 31).

7. Fresco Chamber
Room 10: This single room features some dire rats and
gnomes. The statues are of displacer beasts. Prisoner: Mirtala.
Mirtala is near catatonic, and requires special attention to
bring around (see the sidebar).
Tactical Encounter: Fresco Chamber (page 33).

8. Mushroom Chamber
Rooms 11 and 12: Various mushrooms grow within the
room, which is defended by two rage drakes.
Prisoner: Zerriksa.
Tactical Encounter: Mushroom Chamber (page 34).

9. Von Jallach Crypt


Rooms 13 and 14: A floor trap and some swarms are the
more obvious features of the first room. Runes decorate the
latter room. Two needlefang drakes and a gnome hold this
room. Prisoner: Adronsius.
Tactical Encounter: Von Jallach Crypt (page 35).

10. Von Adrez-Kauthin Crypt


Rooms 15 and 16: Hobgoblins guard the first room, which
ascends to the next one. Within it are one goblin and two spit-
ting drakes. Prisoner: Jalissa.
Tactical Encounter: Von Adrez-Kauthin Crypt (page 37).

22
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

Getting Mirtala
to Talk
It takes significant effort to convince Mirtala to
tell the PCs what she knowsor anything, for
that matter.
Level: 1.
XP: 100
Complexity: 1 (requires 4 successes before 3
failures).
Primary Skills: Bluff, Diplomacy, Intimidate,
Insight.
Bluff (DC 15): You trick Mirtala into believing
that she knows you from back in Brindol. The
PCs can earn only one success this way.
Diplomacy (DC 15): You coax Mirtala to
come out of her shell, convincing her that shes
now safe.
Insight (DC 10): You might realize that Mir-
tala has some had some sort of severe mental
trauma. This grants a +2 bonus on Diplomacy
checks made during the challenge. The PCs can
earn only one success this way.
Intimidate (DC 15): You threaten Mirtala
(directly or indirectly) with consequences for
being uncooperative. A failure closes off this
approach and applies a 2 penalty to other
checks made for the duration of the challenge.
Success: Mirtala tells the PCs what she
knows, as described on page 33.
Failure: Mirtala meekly follows the PCs
around but doesnt say anything.

23
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

11. Honor Guard Crypt Session Chars Enc 1 XP Enc 2 XP Enc 3 XP Enc 4 XP Enc 5 XP Enc 6 XP Treasure
Rooms 17, 18, and 19: Alcoves fill one room, while date Present found
a fountain that serves as a scrying pool is in the other-
with the boy prisoner Thurann. The third room has a
sunburst mosaic within it. Two ghouls and two zom-
bies move throughout these rooms. Prisoner: Thurann.
Tactical Encounter: Honor Guard Crypt
(page 39).

12. Sinruths Abode


Rooms 20 and 21: Sinruth is in one of these two
rooms, which also features menhirs in the first room
and a sarcophagus in the second. The dragoncrest helm
and the gauntlets are in this room along with Sinruth.
Tactical Encounter: Sinruth's Abode (page 41).

13. Crypt Guardian Chamber


Room 22: A square prison in this room holds an evis-
tro, and some wererats are also within this room.
Tactical Encounter: Crypt Guardian Chamber Tactical Encounter: Lords of Rivenroar Audi- ence of powerful necromantic magic indicates that
(page 42). ence Chamber (page 44). Rivenroar Castle might have had a secret history of its
own. Such matters are beyond the scope of this adven-
14. Shrine of the Obelisk ture, but they are fertile ground for future exploits of
Room 23: This shrine has lines of pews facing Conclusion the heroes of Rescue at Rivenroar.
a rune-encrusted obelisk at the northern end of
the room. A gnome and some wererats watch this When the captives have been freed and the antiques
room for intruders. The PCs can find the longsword, recovered, the PCs can make a final trip back to XP and Treasure
three shields, and the battle standard in this room.
Tactical Encounter: Shrine of the Obelisk
Rivenroar and claim their reward. Unless most of Tracker
the prisoners perished, the town is delighted with
(page 43). the PCs success, and they throw a great feast in the Use the chart above to keep track of your progress
repaired Hall of Great Valor to honor them. With through Rescue at Rivenroar. Doing so can help you
15. Lords of Rivenroar great ceremony, each of the antiques is restored to its keep track of milestones/action points and the rewards
Audience Chamber place on the mantles and walls of the great hall. (XP and treasure) youve handed out. Shade in the XP
Room 24: Two thrones stand along the north wall of But Sinruths letter should give the PCs pause. box if the PCs took an extended rest afterward; that
the chamber, and one contains a fleshy corpse, while Clearly something beyond a single band of hobgoblins way youll know when to award action points.
the other has a skeleton. Skeletons and a wight start with delusions of grandeur is out there. And the pres-
battle with PCs here.
24
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

Chamber of Flame Tactics trap, per se. It was intended more to be impressive to
family members paying their respects.
The hobgoblins screen the sharpshooters. One of the
Unbound sharpshooters spends a minor action to open one of the
At initiative 10, move each of the braziers south 1
square. If a creature is in the way, the brazier makes
Encounter Level 1 (550 XP) center doors to set the braziers in motion. All the mon-
an attack at +5 vs. Fortitude. If the brazier hits, it
sters know how to avoid the gouts of flame.
pushes the creature 1 square. If it misses, neither
Setup If reduced to 5 hit points or fewer, a goblinoid flees
brazier moves that turn. When the braziers reach the
This is a fairly straightforward battle. through the nearest exit, putting the next room on
wall, start moving them 1 square north each turn.
2 hobgoblin soldiers (H) alert and joining its denizens for the rest of the day.
At initiative point 0, the braziers send a gout of
2 goblin sharpshooters (G)
Features of the Area flame from one to the other, alternating between right
and left. The brazier makes an attack (+5 vs. Reflex)
When the PCs descend into the catacomb, read: Illumination: The braziers provide bright light
against each creature in the path. If the brazier hits, it
for 10 squares.
deals 1d6 fire damage.
Two flail-wielding hobgoblins stand ready in the center of Braziers: When any of the doors in this chamber
Doors: These bound iron doors have latches, but
this dank chamber. Braziers flank double doors on the north are open, the braziers start to move north and south
no locks. The west doors have a plaque on it that says
wall. Two goblins with crossbows stand in front of that door. on grooves in the floor. They move at initiative point
To Von Urstadt. The north doors say To Rivenroar
10, and they shoot a gout of flame from one brazier
Family. The east doors say To Von Jallach.
If the characters have a passive Perception score to the other at initiative point 0. The fire is not a
of 15 or higher, read: 2 Goblin Sharpshooters (G) Level 2 Artillery 2 Hobgoblin Soldiers (H) Level 3 Soldier
Small natural humanoid (goblin) XP 125 each Medium natural humanoid XP 150 each
Initiative +5 Senses Perception +2; low-light vision Initiative +7 Senses Perception +3; low-light vision
You can make out faint grooves in the f loor that begin
HP 31; Bloodied 15 HP 47; Bloodied 23
underneath the braziers and extend to the south wall. AC 16; Fortitude 12, Reflex 14, Will 11 AC 20 (22 with phalanx soldier); Fortitude 18, Reex 16, Will 16
Speed 6; see also goblin tactics Speed 5
m Short Sword (standard; at-will) Weapon m Flail (standard; at-will) Weapon
+6 vs. AC; 1d6 + 2 damage. +7 vs. AC; 1d10 + 4 damage, the target is marked and
r Hand Crossbow (standard; at-will) Weapon slowed until the end of the hobgoblin soldiers next turn.
Ranged 10/20; +9 vs. AC; 1d6 + 4 damage. M Formation Strike (standard; at-will) Weapon
Sniper Requires ail; +7 vs. AC; 1d10 + 4 damage, and the hob-
When a goblin sharpshooter makes a ranged attack from goblin soldier shifts 1 square provided it ends in a space
hiding and misses, it is still considered to be hiding. adjacent to another hobgoblin.
Combat Advantage Hobgoblin Resilience (immediate reaction, when the hobgob-
The goblin sharpshooter deals an extra 1d6 damage against lin soldier suffers an effect that a save can end; encounter)
any target it has combat advantage against. The hobgoblin soldier rolls a saving throw against the effect.
Goblin Tactics (immediate reaction, when missed by a melee Phalanx Soldier
attack; at-will) The hobgoblin soldier gains a +2 bonus to AC while at least
The goblin shifts 1 square. one hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin Alignment Evil Languages Common, Goblin
Skills Stealth +12, Thievery +12 Skills Athletics +10, History +8
Str 14 (+3) Dex 18 (+5) Wis 13 (+2) Str 19 (+5) Dex 14 (+3) Wis 14 (+3)
Con 13 (+2) Int 8 (+0) Cha 8 (+0) Con 15 (+3) Int 11 (+1) Cha 10 (+1)
Equipment leather armor, short sword, hand crossbow with 20 Equipment scale armor, heavy shield, ail
bolts

25
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

Goblin Warren Tactics


The hobgoblins try to use superior numbers to
Encounter Level 1 (500 XP)
envelop the PCs. The goblins join the fray, rolling ini-
tiative prior to the start of the second round.
Setup The hobgoblins fight until slain, but goblins
Room 2 serves as basic living quarters for the hobgob-
reduced to 10 hit points or fewer flee north through
lins, and room 3 is the central hallway that provides
room 3 and put rooms 8 and 9 on alert for 10 min-
access to most of this level.
utes. Goblin sharpshooters leap or use ropes to move
across pits in room 3.
1 hobgoblin soldier (H)
2 goblin sharpshooters (G) Features of the Area
4 hobgoblin grunts (R)
Illumination: The brazier in room 2 provides
bright light for 10 squares. Room 3 has only whatever
The hobgoblins start in a cluster in room 2, and the
light the PCs bring with them.
goblins are in area 3.
Pits: Its a 20-foot fall (and 2d10 damage) into
room 11. Creatures can clear the pit with a success-
When the PCs reach the southern doorway, read:
ful DC 10 Athletics check (DC 20 if they dont have a
running start) or a DC 12 Acrobatics check (to swing
This L-shaped room has doors in the north and west walls.
across on the rope). The goblins try the DC 10 Athlet-
A group of angry hobgoblins is near the middle of the room.
ics check (at +3) if they have a running start and the
Around the periphery of the room are bedrolls, sacks, and a
DC 12 Acrobatics check (at +5) if they dont.
roasting rack near the brazier.
A narrow fissure in the ceiling carries the smoke from
the brazier away.

When the PCs reach area 3, read:

A hallway stretches north into the darkness. A jagged hole


in the floor runs the width of the passageway about 10 feet
ahead. Two ropes hang from the ceiling and extend down
into the pit.

26
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

4 Hobgoblin Grunts (R) Level 3 Minion 2 Goblin Sharpshooter (G) Level 2 Artillery Hobgoblin Soldier (H) Level 3 Soldier
Medium natural humanoid XP 38 each Small natural humanoid (goblin) XP 125 each Medium natural humanoid XP 150
Initiative +4 Senses Perception +1; low-light vision Initiative +5 Senses Perception +2; low-light vision Initiative +7 Senses Perception +3; low-light vision
HP 1: a missed attack never damages a minion. HP 31; Bloodied 15 HP 47; Bloodied 23
AC 17 (19 with phalanx soldier); Fortitude 15, Reex 13, Will 12 AC 16; Fortitude 12, Reflex 14, Will 11 AC 20 (22 with phalanx soldier); Fortitude 18,
Speed 6 Speed 6; see also goblin tactics Reex 16, Will 16
m Longsword (standard; at-will) Weapon m Short Sword (standard; at-will) Weapon Speed 5
+6 vs. AC; 5 damage. +6 vs. AC; 1d6 + 2 damage. m Flail (standard; at-will) Weapon
Hobgoblin Resilience (immediate reaction, when the hobgob- r Hand Crossbow (standard; at-will) Weapon +7 vs. AC; 1d10 + 4 damage, the target is marked and
lin grunt suffers an effect that a save can end; encounter) Ranged 15/30; +9 vs. AC; 1d6 + 4 damage. slowed until the end of the hobgoblin soldiers next turn.
The hobgoblin grunt rolls a saving throw against the effect. Sniper M Formation Strike (standard; at-will) Weapon
Phalanx Soldier When a goblin sharpshooter makes a ranged attack from Requires ail; +7 vs. AC; 1d10 + 4 damage, and the hob-
The hobgoblin grunt gains a +2 bonus to AC while at least hiding and misses, it is still considered to be hiding. goblin soldier shifts 1 square provided it ends in a space
one hobgoblin ally is adjacent to it. Combat Advantage adjacent to another hobgoblin.
Alignment Evil Languages Common, Goblin The goblin sharpshooter deals an extra 1d6 damage against Hobgoblin Resilience (immediate reaction, when the hobgoblin
Skills Athletics +6, History +2 any target it has combat advantage against. soldier suffers an effect that a save can end; encounter)
Str 18 (+4) Dex 14 (+2) Wis 13 (+1) Goblin Tactics (immediate reaction, when missed by a melee The hobgoblin soldier rolls a saving throw against the effect.
Con 15 (+2) Int 10 (+0) Cha 9 (1) attack; at-will) Phalanx Soldier
Equipment leather armor, light shield, longsword The goblin shifts 1 square. The hobgoblin soldier gains a +2 bonus to AC while at least one
Alignment Evil Languages Common, Goblin hobgoblin ally is adjacent to it.
Skills Stealth +12, Thievery +12 Alignment Evil Languages Common, Goblin
Str 14 (+3) Dex 18 (+5) Wis 13 (+2) Skills Athletics +10, History +8
Con 13 (+2) Int 8 (+0) Cha 8 (+0) Str 19 (+5) Dex 14 (+3) Wis 14 (+3)
Equipment leather armor, short sword, hand crossbow with 20 Con 15 (+3) Int 11 (+1) Cha 10 (+1)
bolts Equipment scale armor, heavy shield, ail

27
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

Portal Room hour has passed and provided the last


ochre jelly to come through is dead.
Encounter Level 2 (650 XP)
Features of the
Setup Area
This room is the destination of a one-way portal from Illumination: The portal itself glows,
another castle from a bygone ageand monsters providing bright light within 5 squares.
sometimes come through the portal. Portal: The portal, once a connec-
1 ochre jelly (O) tion to another faraway castle allied with
2 specters Rivenroar, crackles whenever the image
flickers away. Its a phantasm and can be
The encounter doesnt start until the PCs pause for more walked through as if it wasnt there. But
than a few seconds to examine the image of the castle. its a one-way portal from somewhere, as
the PCs learn when an ochre jelly slith-
When the PCs enter the chamber, read: ers through.

A picture in the middle of this room shows f lickering Ochre Jelly (O) Level 3 Elite Brute 2 Specters Level 4 Lurker
images of a sinister castle in the middle of a swamp. Large natural beast (blind, ooze) XP 300 Medium shadow humanoid (undead) XP 175 each
Initiative +0 Senses Perception +2; blindsight 10, trem- Initiative +8 Senses Perception +6; darkvision
orsense 10 Spectral Chill (Cold) aura 1; enemies in the aura take a 2
If the PCs examine the picture for more than 1 HP 102; Bloodied 51 see also split below penalty to all defenses.
round, read: AC 18; Fortitude 16, Reflex 14, Will 14 HP 30; Bloodied 15
Immune gaze; Resist 5 acid AC 16; Fortitude 16, Reflex 16, Will 17
Saving Throws +2 Immune disease, poison; Resist 10 necrotic, insubstantial;
A slimy creature slithers through the image and roils Speed 4; see also flowing form Vulnerable 5 radiant
toward you. Action Points 1 Speed fly 6 (hover); phasing
m Slam (standard; at-will) Acid m Spectral Touch (standard; at-will) Necrotic

Tactics +8 vs. AC; 2d6 + 1 damage, and ongoing 5 acid damage


(save ends).
+7 vs. Reflex; 1d6 + 2 necrotic damage.
C Spectral Barrage (standard; recharge ) Illusion,
The ochre jelly comes through the portal if it detects Flowing Form (move; at-will) Psychic
someone studying the image (the hobgoblins have The ochre jelly shifts 4 squares. Close burst 2; targets enemies; +7 vs. Will; 2d6 + 2 psychic
Split (when first bloodied; encounter) damage, and the target is knocked prone.
learned the hard way to rush through this room). The
The ochre jelly splits into two, each with hit points equal Invisibility (standard; at-will) Illusion
specters, mere opportunists who arent affiliated with one-half its current hit points. Effects applied to the The specter becomes invisible until it attacks or until it is hit
the ochre jelly, roll for initiative before the start of the original ochre jelly do not apply to the second one. An by an attack.
third round. They attack from the rear. ochre jelly cant split if it is reduced to 0 hit points by the Alignment Chaotic evil Languages Common
attack that bloodied it. Left alone, the two halves of the Skills Stealth +9
All these creatures fight until slain, but they dont ochre jelly recombine into a single creature at the end of Str 10 (+2) Dex 15 (+4) Wis 8 (+1)
pursue PCs beyond this room. Another ochre jelly the encounter. Con 13 (+3) Int 6 (+0) Cha 15 (+4)
spawns from the picture portal provided at least an Alignment Unaligned Languages
Str 13 (+2) Dex 8 (+0) Wis 12 (+2)
Con 11 (+1) Int 1 (4) Cha 1 (4)

28
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

Von Urstadt Crypt in the region (DC 15 History). An inscription along the North Doors in Room 5: These doors summon
east wall says Hail Von Urstadts! Ascend with Glory! the magma claws if left open for more than a few sec-
Encounter Level 2 (600 XP) and a dust-covered fresco on the west wall depicts onds. Once magma claws have been summoned, they
human knights riding pegasi into the clouds. remain for 1 day. The doors dont summon magma
Setup Some of the bodies in the alcoves were buried with claws more frequently than that in any case.
The gnomes working for Sinruth have figured out that treasure. It takes 20 minutes (divided by the number
leaving the doors between rooms 5 and 6 open for of searchers) to find treasure parcels A and B.
more than a few seconds summons two magma claws, Prisoner: Sertanian, the castellan of the Great
presumably to destroy tomb robbers. Hall of Valor, is kept in one of the jail cells. Sertanian
2 magma claws is described on page 7. He knows what all the trea-
2 gnome skulks (G) sures from the Great Hall look like, and he knows
that Mirtala is held downstairs near a spiral staircase.
The encounter starts when one of the gnomes sum-
mons the magma claws. 2 Gnome Skulks (G) Level 2 Lurker
Small fey humanoid XP 125 each
Initiative +8 Senses Perception +2; low-light vision
When the PCs reach the middle of the room, read: HP 34; Bloodied 17
AC 16; Fortitude 14, Reflex 14, Will 12
Speed 5
One of the north doors swings open. Nothing comes through m War Pick (standard; at-will) Weapon
the doors, but after a few tense seconds, two fiery creatures +7 vs. AC; 1d8 + 3 damage (crit 1d8 + 11).
appear, making the room uncomfortably hotand dangerous. R Hand Crossbow (standard; at-will) Weapon
Ranged 10/20; +7 vs. AC; 1d6 + 3 damage.
Tactics Combat Advantage
The gnome skulk deals an extra 1d6 damage on melee and
One gnome hides near the north doors and waits for ranged attacks against any target it has combat advantage
intruders to approach before summoning the magma against.
Fade Away (immediate reaction, when the gnome skulk takes 2 Magma Claws Level 4 Brute
claws. Then, once the PCs are engaged, the gnomes
damage; encounter) Illusion Medium elemental magical beast (earth, fire) XP 175 each
sneak behind them to strike at a vulnerable PC. The gnome skulk turns invisible until it attacks or until the Initiative +3 Senses Perception +7
The magma claws fight until slain, but they dont end of its next turn. HP 64; Bloodied 32
Reactive Stealth AC 16; Fortitude 16, Reflex 14, Will 13
leave room 5. If the gnomes fall below 10 hit points, they
If a gnome has cover or concealment when it makes an Immune petrification; Resist 10 fire; Vulnerable cold (slowed
try to make it to their allies, the ettercaps in room 7. initiative check at the start of an encounter, it can make a until the end of the magma claws next turn)
Stealth check to escape notice. Speed 4 (8 while charging)
Features of the Area Shadow Skulk m Claw (standard; at-will) Fire
When a gnome skulk makes a melee or a ranged attack +7 vs. AC; 1d6 + 4 damage plus 1d6 fire damage.
Illumination: The only illumination is from the
from hiding and misses, it is still considered to be hiding. M Spew Lava (standard; at-will) Fire
magma claws, which emit bright light for 10 squares. Alignment Unaligned Languages Common, Elven +5 vs. Reflex; the target takes ongoing 5 fire damage and is
Jail Cells: A DC 15 Thievery check can pick the Skills Arcana +10, Stealth +11, Thievery +9 immobilized (save ends both).
Str 8 (+0) Dex 17 (+4) Wis 12 (+2) Alignment Unaligned Languages Primordial
lock, or the PCs can take the key from one of the skulks.
Con 16 (+4) Int 14 (+3) Cha 13 (+2) Skills Endurance +9, Stealth +8
Alcoves: Alcoves on the north and south walls hold Equipment leather armor, war pick, hand crossbow with 20 Str 18 (+6) Dex 12 (+3) Wis 11 (+2)
the skeletons of the Von Urstadt clan, once prominent bolts Con 14 (+4) Int 2 (2) Cha 6 (+0)

29
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

Spiderweb Landing 2 Ettercap Fang Guards (G)


Medium natural humanoid (spider)
Level 4 Soldier
XP 175 each
Ettercap Webspinner (W)
Medium natural humanoid (spider)
Level 5 Controller
XP 200
Initiative +6 Senses Perception +3 Initiative +4 Senses Perception +9
Encounter Level 1 (550 XP) HP 56; Bloodied 28 HP 64; Bloodied 32
AC 20; Fortitude 17, Reflex 16, Will 15 AC 18; Fortitude 17, Reflex 16, Will 16
Setup Resist 10 poison Resist 10 poison
Speed 5, climb 5 (spider climb); see also web Speed 5, climb 5 (spider climb); see also web
This room features some difficult terrainand a walker
walker
potentially tragic situation if the PCs have prisoners m Greataxe (standard; at-will) Weapon m Longspear (standard; at-will) Weapon
with them when they discover the body of Kartenix +9 vs. AC; 1d12 + 5 damage (crit 1d12 + 17). Reach 2, +10 vs. AC; 1d10 + 3 damage.
M Spider Bite (standard; at-will) Poison M Spider Bite (standard; at-will) Poison
the guard captain.
Requires combat advantage; +9 vs. AC; 1d6 + 4 damage. Requires combat advantage; +10 vs. AC; 1d6 + 3 damage,
2 ettercap fang guards (G) If the attack hits, the ettercap makes a secondary attack and the ettercap makes a secondary attack against the
1 ettercap webspinner (W) against the same target. Secondary Attack: +7 vs. Fortitude; same target. Secondary Attack: +8 vs. Fortitude;
the target is stunned until the end of the ettercaps next ongoing 5poison damage (save ends).
turn and takes ongoing 5 poison damage (save ends). R Web Net (minor 1/round; at-will)
The webspinner is in the northwest corner of the M Web Tangle (standard; at-will) Ranged 5; +9 vs. Reflex; the target is restrained (save ends).
room and the fang guards are near the middle. +7 vs. Reflex; the target is immobilized (save ends). A Webbed Terrain (standard; recharge z ) Zone
Web Reaper Area burst 2 within 10; +9 vs. Reflex; the target is immobi-
The ettercap fang guard gains a +2 bonus to attack rolls lized (save ends). The zone is filled with spider webs and is
When the PCs reach a point where they can see
and deals an extra 2 damage against restrained and considered difficult terrain until the end of the encounter.
into the room, read: immobilized creatures. Web Walker
Web Walker An ettercap ignores movement effects of spider webs and
This landing is covered with spiderwebs, and the f loor An ettercap ignores movement effects of spider webs and difficult terrain related to spider swarms.
difficult terrain related to spider swarms. Alignment Unaligned Languages
under your feet is sticky. A trio of ettercaps shuff les around Alignment Unaligned Languages Skills Stealth +9
the room ahead of you, which has passages heading up and Skills Stealth +9 Str 16 (+5) Dex 14 (+4) Wis 15 (+4)
to the west, down and to the south, and north turning east. Str 16 (+5) Dex 14 (+4) Wis 13 (+3) Con 16 (+5) Int 5 (1) Cha 13 (+3)
Con 16 (+5) Int 5 (1) Cha 11 (+2) Equipment leather armor, longspear
Tactics Equipment leather armor, greataxe

The webspinner tries to immobilize or restrain as tures that arent ettercaps). A character who enters Silk Bag: A bag in the southeast corner contains
many PCs as it can with its webs, and then the fang a spiderweb square must make a successful DC 10 treasure parcel C and 100 gp in residuum.
guards concentrate on that target. Athletics or Acrobatics check or
The ettercaps fight bravely until two are dead. The become immobilized until the
sole survivor flees as best it can, unless it thinks it can creature succeeds on the escape
revenge itself against an adjacent bloodied PC. action. Spiderweb squares also
provide concealment.
Features of the Area Corpse: Kartenixs corpse is
Illumination: None beyond what the PCs bring webbed to the wall in the south-
with them. east corner, his face a rictus of
Spiderwebs: About half the squares in the room pain and his eyes bulging.
are covered with spiderwebs (difficult terrain for crea-

30
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

Rivenroar Family Tactics Features of the Area


It takes two turns for any of the hobgoblins or the Illumination: Theres a lantern (10 squares
Crypt drake to make it all the way up or down the staircase, bright light) at the northwest corner of room 9. Thats
Encounter Level 1 (525 XP) so no matter which room the PCs enter first, they enough to illuminate the squares adjacent to the
have to contend with reinforcements in the third staircase in room 8; that room is otherwise dark. The
Setup round. altars have candles (2 squares dim light) on them.
Some of the hobgoblins live in room 8, and room 9 The drake fights until slain, but the hobgoblins flee Altars: The altars are devoted to Bane (Religion
below it is a major crypt. Either way, the PCs face a if theyre reduced to 10 hit points or fewer and are DC 10). But astute observers (Religion DC 15) notice
two-stage fight when the two rooms reinforce each outnumbered by PCs. They flee toward the entrance that they werent always sotheyre originally altars to
other. through room 3 if they can reach it or through rooms Vecna that the hobgoblins have rededicated.
1 hobgoblin archer (A) 7, 5, 4, and 2 if the PCs have cut off that escape route. Sarcophagi: The northernmost two sarcophagi
4 hobgoblin grunts (R) The hobgoblins have lived with that garbage pit hold treasure parcels D, E, and F. They arent locked
1 hobgoblin soldier (H) for so long that theyve almost forgotten its there. or trapped, but it takes a DC 20 Strength check to
1 guard drake (D) They arent smart enough to stay away from the edge move the heavy stone lids off the sarcophagi.
during a fight. Spiral Staircase: The staircase connects rooms 8
The hobgoblin soldier and guard drake start in room and 9 and takes 12 squares to ascend or descend 20
8, and the grunts and archers start in room 9. feet. Its difficult terrain.

If the PCs enter room 8, read: 4 Hobgoblin Grunts (R) Level 3 Minion Hobgoblin Archer (A) Level 3 Artillery
Medium natural humanoid XP 38 each Medium natural humanoid XP 150
Furs and bedrolls cover the f loor, with sacks and rucksacks Initiative +4 Senses Perception +1; low-light vision Initiative +7 Senses Perception +8; low-light vision
HP 1: a missed attack never damages a minion. HP 39; Bloodied 19
leaned against the walls. A hobgoblin stands with a guard
AC 17 (19 with phalanx soldier); Fortitude 15, Reex 13, AC 17; Fortitude 13, Reex 15, Will 13
drake at his side. A spiral staircase of wrought iron descends Will 12 Speed 6
from an alcove in the north. Speed 6 m Longsword (standard; at-will) Weapon
m Longsword (standard; at-will) Weapon +6 vs. AC; 1d8 + 2 damage.
+6 vs. AC; 5 damage. r Longbow (standard; at-will) Weapon
If the PCs enter room 9, read: Hobgoblin Resilience (immediate reaction, when the hobgoblin Ranged 20/40; +9 vs. AC; 1d10 + 4 damage, and the hobgob-
grunt suffers an effect that a save can end; encounter) lin archer grants an ally within 5 squares of it a +2 bonus to
Five hobgoblins stand amid four stone sarcophagi in this The hobgoblin grunt rolls a saving throw against the effect. its next ranged attack roll against the same target.
Phalanx Soldier Hobgoblin Resilience (immediate reaction, when the hobgob-
chamber. A side chamber to the east has two marble altars.
The hobgoblin grunt gains a +2 bonus to AC while at least one lin archer suffers an effect that a save can end; encounter)
A spiral staircase made of wrought iron ascends from an hobgoblin ally is adjacent to it. The hobgoblin archer rolls a saving throw against the effect.
alcove to the north. And theres a hole in the f loor in the Alignment Evil Languages Common, Goblin Alignment Evil Languages Common, Goblin
northeast corner. Skills Athletics +6, History +2 Skills Athletics +5, History +6
Str 18 (+4) Dex 14 (+2) Wis 13 (+1) Str 14 (+3) Dex 19 (+5) Wis 14 (+3)
Con 15 (+2) Int 10 (+0) Cha 9 (1) Con 15 (+3) Int 11 (+1) Cha 10 (+1)
Equipment leather armor, light shield, longsword Equipment leather armor, longsword, longbow, quiver of
30 arrows

31
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

Hobgoblin Soldier (H) Level 3 Soldier Guard Drake (D) Level 2 Brute
Medium natural humanoid XP 150 Small natural beast (reptile) XP 125
Initiative +7 Senses Perception +3; low-light vision Initiative +3 Senses Perception +7
HP 47; Bloodied 23 HP 48; Bloodied 24
AC 20 (22 with phalanx soldier); Fortitude 18, AC 15; Fortitude 15, Reflex 13, Will 12
Reex 16, Will 16 Immune fear (while within 2 squares of an ally)
Speed 5 Speed 6
m Flail (standard; at-will) Weapon m Bite (standard; at-will)
+7 vs. AC; 1d10 + 4 damage, the target is marked and slowed +6 vs. AC; 1d10 + 3 damage, or 1d10 + 9 damage while
until the end of the hobgoblin soldiers next turn. within 2 squares of an ally.
M Formation Strike (standard; at-will) Weapon Alignment Unaligned Languages
Requires ail; +7 vs. AC; 1d10 + 4 damage, and the hobgoblin Str 16 (+4) Dex 15 (+3) Wis 12 (+2)
soldier shifts 1 square provided it ends in a space adjacent Con 18 (+5) Int 3 (3) Cha 12 (+2)
to another hobgoblin.
Hobgoblin Resilience (immediate reaction, when the hobgob-
lin soldier suffers an effect that a save can end; encounter)
The hobgoblin soldier rolls a saving throw against the effect.
Phalanx Soldier
The hobgoblin soldier gains a +2 bonus to AC while at least one
hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +10, History +8
Str 19 (+5) Dex 14 (+3) Wis 14 (+3)
Con 15 (+3) Int 11 (+1) Cha 10 (+1)
Equipment scale armor, heavy shield, ail
Living Quarters: It takes one person about 20
minutes to look through the sacks in room 9and its
just ragged goblin clothing and primitive tools, worth-
less back in civilization.
Pit: The goblins throw all their garbage down
this 40-foot-deep pit. The stench that wafts out of
the pit makes that obvious.
Wall Inscription: Running around the walls
near the ceiling is the following message, repeated
every 10 feet or so: Here lie the Rivenroars until
the Day of the Black Sun. If you seek their monu-
ment, look at the lands around you.

32
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

Fresco Chamber 2 Gnome Skulks (G)


Small fey humanoid
Level 2 Lurker
XP 125 each
Initiative +8 Senses Perception +2; low-light vision
Encounter Level 1 (550 XP) HP 34; Bloodied 17
AC 16; Fortitude 14, Reflex 14, Will 12
Setup Speed 5
m War Pick (standard; at-will) Weapon
This encounter includes a straightforward fight with
+7 vs. AC; 1d8 + 3 damage (crit 1d8 + 11).
rats and gnomes, then a roleplaying opportunity as R Hand Crossbow (standard; at-will) Weapon
the PCs must contend with a shell-shocked prisoner. Ranged 10/20; +7 vs. AC; 1d6 + 3 damage.
3 dire rats (R) Combat Advantage
The gnome skulk deals an extra 1d6 damage on melee and
2 gnome skulks (G) ranged attacks against any target it has combat advantage
against.
When the PCs round the corner and can see into Fade Away (immediate reaction, when the gnome skulk takes
damage; encounter) Illusion
this room, read:
The gnome skulk turns invisible until it attacks or until the
end of its next turn.
3 Dire Rats (R) Level 1 Brute
Medium natural beast XP 100 each
Four statues of displacer beasts, their eyes glowing amber, Reactive Stealth
Initiative +2 Senses Perception +5;
stare at you. Beyond them is a candlelit altar. Tied to the If a gnome has cover or concealment when it makes an
low-light vision
initiative check at the start of an encounter, it can make a
front of it is a human female, her eyes wild with terror. Stealth check to escape notice.
HP 38; Bloodied 19
AC 15; Fortitude 15, Reflex 13, Will 11
Shadow Skulk
Tactics When a gnome skulk makes a melee or a ranged attack
Immune filth fever (see below)
Speed 6, climb 3
from hiding and misses, it is still considered to be hiding.
The gnome skulks stay hidden in the shadows until m Bite (standard; at-will) Disease
Alignment Unaligned Languages Common, Elven
the battle falls into a stable position, then they sidle +4 vs. AC; 1d6 + 2 damage, and the target contracts filth
Skills Arcana +10, Stealth +11, Thievery +9
fever (see below).
around to the partys rear and attack vulnerable PCs. Str 8 (+0) Dex 17 (+4) Wis 12 (+2)
Alignment Unaligned Languages
The rats bite whatevers nearest. Con 16 (+4) Int 14 (+3) Cha 13 (+2)
Skills Stealth +7
Equipment leather armor, war pick, hand crossbow with 20
The rats fight until slain, but then gnomes try to bolts
Str 14 (+2) Dex 15 (+2) Wis 10 (+0)
hide and flee if reduced below 10 hit points. Con 18 (+4) Int 3 (4) Cha 6 (2)
beast statue likewise provide dim light in squares Altar: With a large marble raven atop it, it doesnt
adjacent to a statue.
Features of the Area Displacer Beast Statues: Each displacer beast
take a Religion check to figure out that this altar is
Illumination: The candles on the altar emit dim devoted to the Raven Queen.
statue has glowing eyes but are otherwise ordinary Prisoner: Mirtala the cook has been tied to
light for 2 squares, and the eyes of each displacer
statues. the altar and menaced by the rats for days. Shes
Filth Fever Level 3 Disease caught filth fever from them, and shes frightened
The target ! Initial Effect The target loses 1 !" The target takes a 2 ! Final Effect: The target to the point of catatonia. See the sidebar on page
is cured. healing surge. penalty to AC, Fortitude takes a 2 penalty to AC,
23 for information on dealing with Mirtala. She
defense, and Reflex Fortitude defense, and
defense. Reflex defense. The target follows obvious rescuers around, but she doesnt
loses all healing surges talk unless PCs succeed at breaking through her
and cannot regain hit
points.
mental trauma. She has a clue where Adronsius
and Sertanian are being held.

33
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

Mushroom Chamber 2 Rage Drakes (D)


Large natural beast (mount, reptile)
Level 5 Brute
XP 200 each
check allows a PC to enter a square of mushrooms with-
out disturbing it.
Initiative +3 Senses Perception +3
Encounter Level 1 (500 XP) HP 77; Bloodied 38; see also bloodied rage Cloudspores: Described in the Dungeon Masters
AC 17; Fortitude 17, Reflex 15, Will 15 Guide (page 67), cloudspores are brown. If a PC distrubs
Setup Immune fear (while bloodied only) a cloudspore, it emits a cloud of spores that provides con-
Speed 8
The PCs must contend not only with rage drakes, m Bite (standard; at-will)
cealment in that square for 5 minutes.
but a number of toxic mushrooms. +9 vs. AC; 1d10 + 4 damage; see also bloodied rage. Shrieker Mushrooms: The white mushrooms shriek
2 rage drakes (D) M Claw (standard; at-will) when someone steps adjacent to or in their square.
+8 vs. AC; 1d6 + 4 damage; see also bloodied rage.
Doomspores: These gray mushrooms, described in
M Raking Charge (standard; at-will)
The rage drakes have a passive Perception of 13. When the rage drake charges, it makes two claw attacks the Dungeon Masters Guide (page 88), make a +6 attack
against a single target. against Fortitude if a PC steps into their square, dealing
When the PCs can see into room 11, read: Bloodied Rage (while bloodied) 1d10 poison damage and ongoing 5 poison (save ends).
The rage drake gains a +2 bonus to attack rolls and deals an
Slumberspores: These red-capped mushrooms,
extra 5 damage per attack.
This room, filled with all sorts of architectural debris, Raging Mount (while bloodied and mounted by a friendly rider when disturbed, make a +6 attack against the Will of
has a wet, musty smell. Amid the ruins are all sorts of of 5th level or higher; at-will) Mount whoever disturbed them and all adjacent creatures. On a
The rage drake grants its rider a +2 bonus to attack rolls and
mushrooms, mostly with brown or gray caps. hit, a creature is slowed (save ends). If that creature fails
damage rolls with melee attacks.
Alignment Unaligned Languages its first saving throw, it becomes unconscious (save ends).
When the PCs round the corner into room 12, read: Str 19 (+6) Dex 13 (+3) Wis 13 (+3) Prisoner: Zerriksa the crone is within a magic
Con 17 (+5) Int 3 (2) Cha 12 (+3) circle in room 12. Shes described on page 8. To
You see an old woman within a glowing magic circle. You inside. Disrupting the circle requires a successful DC rescue her, the PCs must somehow deal with the
can hear her muffled voice: Get me out of here! 20 Thievery, Arcana, and/or Perception (no retries) to magic circle. Shes the only one who knows for sure
notice that the circle sometimes flickers out of existence that Kartenix is dead and in the clutches of the
Tactics for a split-second. If the circle is vacant, then theres no ettercaps. If rescued, the PCs have to put up with
The rage drakes lurk out of sight behind chunks of barrier and anyone can walk (or be pushed) in. At that her criticism and complaints until they return her to
rubble until the PCs run afoul of the mushrooms, point the barrier reappears and the trap resets. Brindol. Shes too grumpy to be grateful.
when they rush in. The rage drakes are affected by Shafts: Its a 20-foot climb (Athletics DC
the spores, but theyre cunning enough to know that 20 up the wall or DC 5 up the slippery rope) to
certain mushrooms are to be avoided. The drakes reach room 3.
fight until slain, but they wont leave room 11. Mushrooms: Some squares have toxic mush-
rooms in them, in one of the varieties below. Roll
Features of the Area 1d4 when a PC enters one of these patches to
Illumination: Phosphorescent fungi cover the walls determine the variety. All mushroom squares
and ceiling, bathing the chamber in dim light. are difficult terrain. PCs can figure out what the
Magic Circle: Zerriksa is trapped in this circle in mushrooms do with a DC 15 Dungeoneering
room 12. Anyone pressing against the invisible barrier check ahead of time or after the fact by observing
along the perimeter of the circle takes 1d10 damage what color of mushroom had what effect. Once
per round, and deals half as much damage to a creature identified, a DC 15 Acrobatics or Dungeoneering

34
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

Von Jallach Crypt


Encounter Level 1 (525 XP)

Setup
This room features some swarms, an obvious floor
trap, and a gnome that reveals himself at an inconve-
nient time for the PCs.
2 needlefang drake swarms (D)
1 gnome skulk (G)

The needlefangs coalesce into two swarms once the


PCs cross the threshold into room 13, coming out
from the alcoves around the perimeter of the room.

When the PCs ascend to room 13, read:

A square bounded by glowing runes dominates the f loor


in this room. The east wall has two doors. The walls are
covered with empty alcoves designed to hold dead bodies.

Tactics Lintel Inscription: At the top of the stairs lead- Fountain: The water in room 14 is cool and pure
The needlefangs overwhelm the first PC or PCs into ing to room 13, Von Jallach Family Tomb is carved fed by an intact cistern in the ruins above.
the room. The needlefangs have learned through above the doorway. Prisoner: Adronsius the alchemist is chained to
painful experience not to touch the runes on the Alcoves: The Von Jallachs never got to use this the wall in room 14. Hes described on page 9. It
floor. The gnome skulk waits until the needlefang family cryptRivenroar Castle fell before they had a takes a DC 20 Strength check to pull his shackles
drakes are fighting and the runes glowing to attack. chance. But in the back corners of the alcoves in room out of the wall, a DC 15 Thievery check to pick the
The gnome flees if reduced to below 10 hit points 13 are the debris and detritus that the needlefang lock, or use of the key (in possession of the gnome
and if he thinks it can make it to the stairs. drakes have gathered into their nests. at the start of the encounter). Adronsius can pro-
Floor Runes: The runes in room 13 pulse with vide directions to where Jelissa is being held.
Features of the Area light every few seconds. They deal 2d6 damage to
Illumination: The floor runes in room 13 glow like any creature that steps on them, and 1d4 damage to
candlesdim light within 2 squares. Room 14 has only any creature that leaps or flies over them. A DC 10
the illumination that the PCs bring with them. Arcana check reveals that the runes spell out Von
Jallach in a phonetic alphabet that wizards some-
times use.

35
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

Gnome Skulk (G) Level 2 Lurker 2 Needlefang Drake Swarms (D) Level 2 Soldier
Small fey humanoid XP 125 Medium natural beast (reptile, swarm) XP 125 each
Initiative +8 Senses Perception +2; low-light vision Initiative +7 Senses Perception +7
HP 34; Bloodied 17 Swarm Attack aura 1; the needlefang drake swarm makes
AC 16; Fortitude 14, Reflex 14, Will 12 a basic attack as a free action against each enemy that
Speed 5 begins its turn in the aura.
m War Pick (standard; at-will) Weapon HP 38; Bloodied 19
+7 vs. AC; 1d8 + 3 damage (crit 1d8 + 11). AC 18; Fortitude 15, Reflex 17, Will 14
R Hand Crossbow (standard; at-will) Weapon Immune fear; Resist half damage from melee and ranged attacks;
Ranged 10/20 +7 vs. AC; 1d6 + 3 damage. Vulnerable +5 damage from close and area attacks.
Combat Advantage Speed 7
The gnome skulk deals an extra 1d6 damage on melee and m Swarm of Teeth (standard; at-will)
ranged attacks against any target it has combat advantage +8 vs. AC; 1d10 + 4 damage, or 2d10 + 4 damage against a
against. prone target.
Fade Away (immediate reaction, when the gnome skulk takes M Pull Down (minor; at-will)
damage; encounter) Illusion + 7 vs. Fortitude; the target is knocked prone.
The gnome skulk turns invisible until it attacks or until the Alignment Unaligned Languages
end of its next turn. Str 15 (+3) Dex 18 (+5) Wis 12 (+2)
Reactive Stealth Con 14 (+3) Int 2 (3) Cha 10 (+1)
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 escape notice.
Shadow Skulk
When a gnome skulk makes a melee or a ranged attack
from hiding and misses, it is still considered to be hiding.
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

36
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

Von Adrez-Kauthin
Crypt
Encounter Level 1 (550 XP)

Setup
This room, the gateway to the upper level, has a fight
with a mix of drake artillery and hobgoblin soldiers.
1 goblin hexer (G)
2 spitting drakes (S)
4 hobgoblin grunts (H)

The hobgoblin grunts are in the middle of the room


15, and the spitting drakes are along the western edge
of the room. The goblin hexer comes out of room 16 to
join the battle at the start of the second round.

When the PCs ascend the stairs, read:

Carved into the last three steps of the staircase are the words
Von Adrez, Kauthin, and Crypt. And once you climb
high enough to see into the chamber at the top of the stairs, The drakes fight until slain. The hobgoblins dont Low Sarcophagi: Each sarcophagus is set into
you see bas-relief images of humans laden with baskets, bags, flee unless the hexer flees or falls, at which point they the floor so that it protrudes only 6 inches or so
and boxesall depicted walking clockwise around the room. flee for room 21. The hexer flees toward room 21 if (not enough to affect movement). It takes a DC 20
Four hobgoblin guards stand in the middle of the room, its below 10 hit points. Strength check to pull each lid off the sarcophagus.
and behind them are two spitting drakes. The southwest one has treasure parcels G and H in it.
Features of the Area Prisoner: Shackled to the wall in room 16 is
Tactics Illumination: Braziers in the northeast and Jalissa, an acolyte of Ioun and one of the Brindol
The hobgoblin strategy is straightforward: Move into southeast corners of room 15 cast bright light for 10 residents the PCs are trying to save. See page 7
melee and stay together. Likewise, the spitting drakes squares. Room 16 has only the lights that PCs bring for a full description. Jalissa knows that the boy
try to spit every round. The goblin uses its vexing cloud with them. Thurann is somewhere nearby. A DC 20 Strength
if the PCs are clustered together. Then it hexes PCs that Bas-Reliefs: The carvings depict the merchant check is sufficient to yank the shackles from the
are maneuvering away from the hobgoblins and uses operations of the Von Adrez-Kauthin family (DC 20 wall, and a DC 15 Thievery check can pick the
incite bravery if it thinks the hobgoblins are going to die. History), once quite prominent in the region. lock. Or PCs can do the obvious thing and use the
key that the goblin hexer has.

37
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

Goblin Hexer (G) Level 3 Controller (Leader) 4 Hobgoblin Grunts (H) Level 1 Minion Spitting Drake (S) Level 3 Artillery
Small natural humanoid XP 150 Medium natural humanoid XP 25 each Medium natural beast (reptile) XP 150
Initiative +3 Senses Perception +2; low-light vision Initiative +4 Senses Perception +1; low-light vision Initiative +5 Senses Perception +3
HP 46; Bloodied 23 HP 1: a missed attack never damages a minion. HP 38; Bloodied 19
AC 17; Fortitude 14, Reflex 15, Will 16; see also lead from the AC 17 (19 with phalanx soldier); Fortitude 15, Reex 13, Will 12 AC 17; Fortitude 14, Reflex 16, Will 14
rear Speed 5 Resist 10 acid
Speed 6; see also goblin tactics m Longsword (standard; at-will) Weapon Speed 7
m Hexer Rod (standard; at-will) Weapon +6 vs. AC; 3 damage. m Bite (standard; at-will)
+7 vs. AC; 1d6 + 1 damage. Phalanx Soldier +6 vs. AC; 1d6 + 2 damage.
R Blinding Hex (standard; at-will) The hobgoblin grunt gains a +2 bonus to AC while at least one R Caustic Spit (standard; at-will) Acid
Ranged 10; +7 vs. Fortitude; 2d6 + 1 damage, and the target hobgoblin ally is adjacent to it. Ranged 10; +8 vs. Reflex; 1d10 + 4 acid damage.
is blinded (save ends). Alignment Evil Languages Common, Goblin Alignment Unaligned Languages
R Stinging Hex (standard; recharge ) Skills Athletics +6, Stealth +9 Str 14 (+3) Dex 18 (+5) Wis 14 (+3)
Ranged 10; +7 vs. Will; the target takes 3d6 + 1 damage if it Str 18 (+4) Dex 14 (+2) Wis 13 (+1) Con 14 (+3) Int 3 (3) Cha 12 (+2)
moves during its turn (save ends). Con 15 (+2) Int 10 (+0) Cha 9 (1)
A Vexing Cloud (standard; sustain minor; encounter) Zone Equipment leather armor, light shield, longsword
Area burst 3 within 10; automatic hit; all enemies within
the zone take a 2 penalty to attack rolls. The zone grants
concealment to the goblin hexer and its allies. The goblin
hexer can sustain the zone as a minor action, moving it up
to 5 squares.
R Incite Bravery (immediate reaction, when an ally uses goblin
tactics; at-will)
Range 10; the targeted ally can shift 2 squares and make an
attack.
Goblin Tactics (immediate reaction, when missed by a melee
attack; at-will)
The goblin shifts 1 square.
Lead from the Rear (immediate interrupt, when targeted by a
ranged attack; at-will)
The goblin hexer can change the attacks target to an adja-
cent ally of its level or lower.
Alignment Evil Languages Common, Goblin
Skills Stealth +10, Thievery +10
Str 10 (+1) Dex 15 (+3) Wis 13 (+2)
Con 14 (+3) Int 9 (+0) Cha 18 (+5)
Equipment leather robes, hexer rod

38
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

Honor Guard Crypt on Thurann, then they go down the stairs to room 18 Room 15: A room with hobgoblins and two drakes.
and the ghouls disturb the water. After the ghouls Room 21: A room with a single sarcophagus. A
Encounter Level 2 (650 XP) spend a minute or so watching the ripples, they head ridged helmet sits atop the sarcophagus, and a mas-
up the western stairs back to room 19, where they sive hobgoblin in spiked armor is regarding it. If
Setup spend about 5 minutes basking in the power of the present, Adronsius recognizes the dragoncrest helm.
This encounter could take place in any of the three black sun before repeating their circuit. It takes them Room 22: An empty room with four heavy square
rooms; the ghouls and zombies walk an endless patrol about 10 minutes altogether. columns near the corners.
in the center of the level, and the PCs are bound to The zombies attack the nearest enemy, but the Room 23: A shrine with pews and an obelisk. At
run into them eventually. ghouls try to paralyze whichever PCs look like clerics the base of the obelisks are shattered shields with
2 ghouls or look fast. If a ghoul paralyzes a PC, then both ghouls the Red Hand insignia on them. You dont have to be
2 zombies attack the paralyzed PC. The ghouls shout at the zom- Adronsius to figure that one out.
bies to do likewise, but the zombies wont listen. Room 24: A room with two thrones next to each
Place the monsters at whichever doorway they normally The zombies and ghouls fight until slain. They other. One has a skeleton, and the other has a biped of
walk through as they follow their patrol (see below). give chase throughout rooms 17, 18, and 19, but not uncertain race.
beyond. Room 5: An empty room with funerary alcoves in
When the PCs reach the doorway to room 17, read: the walls.
Features of the Area Room 6: A room with two jail cells, one of which
This room has alcoves full of skeletal remains along the Illumination: Room 17 has only the illumination holds an older man (Sertanian).
south wall, plus an annex with a fountain and a tied-up boy that the PCs bring with them. The decorative spire The pool shows each room for only 3 seconds,
to the east. in the center of the fountain in room 18 glows like a and the ripples dont show a lot of detail. Splashing
torch, casting bright light for 5 squares. The sunburst or dipping a hand in the water provides sufficient
When the PCs reach the doorway to room 18, read: in the floor in room 19 actively absorbs lightit never ripples to work through the above list once, with
gets brighter than dim light, no matter how powerful more or less vigorous ripples lasting longer or shorter
A still pool of water dominates this room, which is the light source. correspondingly.
noticeably more humid than others inside the catacombs. A Scrying Pool Room: If disturbed, the pool of water Sunburst: When any creature crosses the thresh-
sheen of water droplets covers the walls. in the center of room 18 shows faint images of many old to enter room 19, the sunburst design set into the
of the rooms in the catacombs. Rather than ordinary flow turns black and the lights dim. Undead creatures
When the PCs reach the doorway to room 19, read: ripples, the waves and ripples form crude but recogniz- that start their turn on a square thats part of the
able images. DMs might need to alter some of these black sunburst regain 5 hit points.
The middle of this room has a sunburst mosaic in it. images to reflect rooms the PCs have already cleared Faultline: The hallway heading west from room
Passageways head west then north, north then east, and out and prisoners theyve already rescued. 19 has a large faultline running along its length. A
due east. Room 9: A chamber with four sarcophagi and hob- DC 15 Dungeoneering check is sufficient to reveal
goblin guards milling around. that the floor will collapse if the PCs walk too close
Tactics Room 10: A room with a displacer beast statue and together (and anyone can plainly see that the hall-
The zombies and ghouls travel together. They start an altar with a raven atop it. A woman (Mirtala) is way is hazardous). PCs at least two squares away
in room 19, walk down to room 17 where they check trussed up atop the altar. from other PCs are safe, but any two creatures closer

39
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

2 Ghouls Level 5 Soldier 2 Zombies Level 2 Brute


Medium natural humanoid (undead) XP 200 each Medium natural animate (undead) XP 125 each
Initiative +8 Senses Perception +2; darkvision Initiative 1 Senses Perception +0; darkvision
HP 63; Bloodied 31 HP 40; Bloodied 20 see also zombie weakness
AC 21; Fortitude 18, Reflex 20, Will 17 AC 13; Fortitude 13, Reflex 9, Will 10
Immune disease, poison; Resist 10 necrotic; Immune disease, poison; Resist 10 necrotic;
Vulnerable 5 radiant Vulnerable 5 radiant
Speed 8, climb 4 Speed 4
m Claws (standard; at-will) m Slam (standard; at-will)
+12 vs. AC; 1d6 + 4 damage, and the target is immobilized +6 vs. AC; 2d6 + 2 damage.
(save ends). M Zombie Grab (standard; at-will)
M Ghoulish Bite (standard; at-will) +4 vs. Fortitude; the target is grabbed (until escape). Checks
Target must be immobilized, stunned, or unconscious; +10 made to escape the zombies grab take a 5 penalty.
vs. AC; 3d6 + 4 damage and the target is stunned (save Zombie Weakness
ends). Any critical hit to the zombie reduces it to 0 hit points
Alignment Chaotic evil Languages Common instantly.
Skills Stealth +11 Alignment Unaligned Languages
Str 14 (+4) Dex 19 (+6) Wis 11 (+2) Str 14 (+3) Dex 6 (1) Wis 8 (+0)
Con 15 (+4) Int 10 (+2) Cha 12 (+3) Con 10 (+1) Int 1 (4) Cha 3 (3)
together than that triggers a collapse that deals 1d10
damage to everyone in the hallway as the entire
length collapses 10 feet. After the collapse, the hall-
way is difficult terrain and must be climbed 10 feet at
each end (Athletics DC 10).
Wall Inscriptions: Carved into the walls is this
repeating message: Honor the Heroic Guardians of
Rivenroar.
Alcoves: Skeletal human remains are in alcoves
along the south wall of room 17. PCs who spend the
20 minutes necessary to search them (dividing the
work if necessary) find treasure parcel I.
Prisoner: Thurann, the 8-year-old son of the
guard captain, is tied up at the base of the still foun-
tain in the room 17 annex. Thurann is described on
page 8. He doesnt know that his father is dead, but
he does know that Zerriksa is being held in a magic
circle beyond the mushroom chamber downstairs.

40
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

Sinruths Abode When the PCs reach room 20, read:


Sinruth, Hobgoblin Chieftain (S) Level 2 Soldier Solo
Medium natural humanoid, goblin XP 150
Initiative +7 Senses Perception +3; low-light vision
Encounter Level 2 (625 XP) Thin menhirs are scattered across the f loor of this HP 185; Bloodied 92
AC 22 (24 with phalanx soldier); Fortitude 16, Reflex 16, Will 12
triangular room. A passageway leads north, then turns
Setup westand something beyond that turn is casting light.
Saving Throws +5
Speed 5
This room has a solo knock-down, drag-out fight with Action Points 2
Sinruth, the leader of the hobgoblins. Tactics M Chain Yank (standard; at-will) Weapon
Sinruth (S) Sinruth fights with reckless abandonhe wants to be
Requires spiked chain; reach 2; +8 vs. AC; 1d10 + 4
damage, and the target is pulled 1. If creature is adjacent,
Sinruth starts in room 21 but he moves to room 20 if surrounded by the PCs so his chain can do its work. chain yank instead briefly bashes the creature against Sin-
he hears the PCs in there. He pulls people close if possible, and then uses chain ruths armor spikes for an extra 1d6 damage.
M Chain Trip (standard; at-will) Weapon
whirlwind as soon as two or three PCs are adjacent.
Requires spiked chain; reach 2; +6 vs. Reflex; 1d6 + 4
If there are adjacent enemies but no one 2 damage, and the target is knocked prone.
squares away, Sinruth alternates between C Chain Whirlwind (standard; recharge ) Weapon
pulling people into his armor spikes and Requires spiked chain; close burst 1; +8 vs. AC; 1d6 + 4
damage.
knocking them prone, then stomping on M Jackboot Stomp (minor; at-will) Weapon
them. If hes fighting in room 20, he tries to Requires adjacent prone target; +6 vs. AC; 1d6 + 4 damage.
position himself so that he pulls his enemies Hobgoblin Resilience (immediate reaction, when the hobgob-
lin soldier suffers an effect that a save can end; encounter)
into a square with a menhir on it.
Sinruth rolls a saving throw against the effect.
Sinruth fights until slain unless you want to Phalanx Soldier
save him as a future adversary, in which case Sinruth gains a +2 bonus to AC while at least one hobgoblin
he runs through any rooms he believes to be ally is adjacent to it.
Alignment Evil Languages Common, Goblin
inhabited, figuring that slows down pursuers.
Skills Athletics +9, Intimidate +8
Str 17 (+4) Dex 14 (+3) Wis 10 (+1)
Features of the Area Con 13 (+2) Int 10 (+1) Cha 14 (+3)
Equipment plate armor, spiked chain
Illumination: Room 20 has no illumina-
tion beyond what the PCs bring with them. Brindol Treasure: Sinruth is wearing the gaunt-
Room 21 has a lantern that emits bright light lets from the Hall of Great Valor, and the dragoncrest
for 10 squares. helm is sitting on the sarcophagus in room 21.
Menhirs: The menhirs in room 20 are 8 Sinruths Papers: In his breast pocket, Sinruth
feet tall and narrowthey dont take up the keeps a region map (similar to the one on page 6, but
whole square. Theyre noticeably cold to the with several paths and good ambush spots marked), a
touch. Any creature that starts its turn in a map of Brindol (similar to the one on page 8, but with
square with a menhir takes 1d6 cold damage. the Hall of Great Valor), and the letter from the Emis-
Sarcophagus: Treasure parcels J and K can sary (see page 45).
be found inside, and it takes only a DC 15
Strength check to open itthis lid is loose.

41
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

2 Wererats (W) Level 3 Skirmisher Evistro (Carnage Demon) (E) Level 6 Brute
Crypt Guardian Medium natural humanoid (shapechanger) XP 150 each Medium elemental magical beast (demon) XP 250
Initiative +7 Senses Perception +7; low-light vision Initiative +4 Senses Perception +4
Chamber HP 48; Bloodied 24 HP 90; Bloodied 45
Regeneration 5 (if the wererat takes damage from a silver AC 16; Fortitude 18, Reflex 14, Will 14
Encounter Level 1 (550 XP) weapon, its regeneration doesnt function on its next turn) Resist 10 variable (1/encounter; see glossary)
AC 17; Fortitude 15, Reflex 16, Will 13 Speed 6
Setup Immune filth fever (see below) m Claws (standard; at-will)
Speed 6, climb 4 (not in human form) +9 vs. AC; 1d8 + 5 damage.
The wererats trigger a rampaging evistro, then join in m Short Sword (standard; at-will) Weapon M Destructive Bite (minor; at-will)
the mayhem themselves. +8 vs. AC; 1d6 + 4 damage. Bloodied target only; +8 vs. AC; 1d6 + 5 damage.
1 evistro (E) m Bite (standard; at-will) Disease Carnage
+8 vs. AC; 1d4 + 2 damage, and the target takes ongoing 2 The carnage demon gains a +1 bonus to melee attacks if
2 wererats (W)
damage (save ends) and contracts filth fever (see below). it has one or more allies adjacent to its target (+3 if one of
Change Shape (minor; at-will) Polymorph these allies is another carnage demon). This bonus stacks
When the PCs move close to either the southern A wererat can alter its physical form to appear as a dire rat with combat advantage.
or a unique human (see Change Shape on page 280 in the Alignment Chaotic evil Languages Abyssal
or the eastern doorway, read:
Monster Manual). It loses its bite attack in human form. Str 21 (+8) Dex 12 (+4) Wis 12 (+4)
Combat Advantage Con 20 (+8) Int 5 (+0) Cha 7 (+1)
A foul creature stalks the space bounded by the square The wererat deals an extra 1d6 damage on melee attacks
columns, but it stops short of crossing that boundary. against any target it has combat advantage against. Unlike other guardians that were bound to spe-
Alignment Evil Languages Common cific chambers, the evistro pursues fleeing PCs all the
Skills Bluff +6, Stealth +10, Streetwise +6, Thievery +10 way to the entry room.
Str 10 (+1) Dex 18 (+5) Wis 12 (+2)
Con 16 (+4) Int 10 (+1) Cha 11 (+1)
Equipment cloak, short sword Features of the Area
When the PCs attract the evistros attention, read: Illumination: The brazier in the corner provides
bright light within 10 squares.
The evistro throws itself against an invisible barrier, unable Square Prison: The evistro is bound to remain
to get to you. But then a wererat appears at the northern within the square in the middle of the chamber until
doorway and yells, I release you, crypt guardian! someone gives it permission to leave. Then it gets an
hour to find and kill as many intruders as it can find.
Tactics It considerd the goblins, hobgoblins, and other crea-
The evistro fights until slain. The wererats flee when tures that live here as residents.
reduced to below 10 hit points, heading to room 23.
Filth Fever Level 3 Disease
The target ! Initial Effect The target loses 1 !" The target takes a 2 ! Final Effect: The target
is cured. healing surge. penalty to AC, Fortitude takes a 2 penalty to AC,
defense, and Reflex Fortitude defense, and
defense. Reflex defense. The target
loses all healing surges
and cannot regain hit
points.

42
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

Shrine of the Obelisk Gnome Arcanist (A) Level 3 Controller (Leader) 2 Wererats (W) Level 3 Skirmisher
Small fey humanoid XP 150 Medium natural humanoid (shapechanger) XP 150 each
Initiative +1 Senses Perception +1; low-light vision Initiative +7 Senses Perception +7; low-light vision
Encounter Level 1 (450 XP)
Aura of Illusion (Illusion) aura 5; the gnome arcanist and all HP 48; Bloodied 24
allies in the aura gain concealment and can hide in the aura. Regeneration 5 (if the wererat takes damage from a silver
Setup HP 46; Bloodied 23 weapon, its regeneration doesnt function on its next turn)
The rest of the wererats are here, along with the AC 16; Fortitude 13, Reflex 15, Will 13 AC 17; Fortitude 15, Reflex 16, Will 13
Speed 5; see also fey step Immune filth fever (see below)
arcanist that leads the gnomes. m Dagger (standard; at-will) Weapon Speed 6, climb 4 (not in human form)
1 gnome arcanist (A) +6 vs. AC; 1d4 damage. m Short Sword (standard; at-will) Weapon
2 wererats (W) R Scintillating Bolt (standard; at-will) Radiant +8 vs. AC; 1d6 + 4 damage.
Ranged 10; +6 vs. Fortitude; 1d6 + 4 radiant damage, and m Bite (standard; at-will) Disease
the target is dazed (save ends). +8 vs. AC; 1d4 + 2 damage, and the target takes ongoing 2
When the PCs reach the southwest doorway, read: R Startling Glamor (minor; at-will) Fear, Illusion damage (save ends) and contracts filth fever (see below).
Ranged 10; +7 vs. Will; the target shifts 1 square Change Shape (minor; at-will) Polymorph
Lines of pews make it clear that this was once a shrine C Illusory Terrain (standard; recharge ) Illusion A wererat can alter its physical form to appear as a dire rat
Close burst 5; targets enemies; +7 vs. Will; the target is or a unique human (see Change Shape, page 280 in the
dedicated to the rune-encrusted obelisk at the north end of
slowed (save ends). Monster Manual). It loses its bite attack in human form.
the room. A gnome stands next to the obelisk, and sidling Fade Away (immediate reaction, when the gnome arcanist Combat Advantage
toward the doorway are two more wererats, their teeth takes damage; encounter) Illusion The wererat deals an extra 1d6 damage on melee attacks
glinting in the torchlight. The gnome arcanist turns invisible until it attacks or until against any target it has combat advantage against.
the end of its next turn. Alignment Evil Languages Common
Fey Step (move; encounter) Teleportation Skills Bluff +6, Stealth +10, Streetwise +6, Thievery +10
The gnome arcanist teleports 5 squares. Str 10 (+1) Dex 18 (+5) Wis 12 (+2)
Reactive Stealth Con 16 (+4) Int 10 (+1) Cha 11 (+1)
If a gnome has cover or concealment when it makes an Equipment cloak, short sword
initiative check at the start of an encounter, it can make a
Stealth check to escape notice.
Features of the Area
Alignment Unaligned Languages Common, Elven Illumination: Torches to the left and right of
Skills Arcana +12, Bluff +8, Insight +6, Stealth +8 the obelisks would ordinarily emit bright light for
Str 10 (+1) Dex 10 (+1) Wis 11 (+1)
Con 14 (+3) Int 18 (+5) Cha 15 (+3) 5 squares, but the obelisk appears to have the same
Equipment robes, dagger light-absorbing property as the sunburst in room 19,
so the illumination in this room never exceeds dim.
Tactics Pews: Squares with pews count as difficult terrain.
The wererats try to keep the PCs occupied in melee so Obelisk: A DC 15 Religion check reveals iconog-
that the gnome can make ranged attacks safely. The raphy common to worshipers of Vecna. Other than
wererats try to flank a PC, but not if it means risking the weird effect on lighting, the obelisk is not magical.
an enemy running over to engage the gnome. Rivenroar Treasure: The ceremonial sword, the
The wererats know theyre cornered. They fight broken shields, and the battle standard are here.
to the death. But the gnome saves fey step and reactive
stealth to try to escape if reduced below 15 hit points.

43
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

Lords of Rivenroar
the wight uses horrific visage to make some breath- Features of the Area
ing room. It saves its reanimate power for when the
Illumination: None beyond what the PCs bring
Audience Chamber boneshard skeleton dies, because it knows that the
with them.
decrepit skeletons keep coming back indefinitely.
Encounter Level 1 (500 XP) Thrones: They appear golden, but its just gilt.
The boneshard skeleton picks whatever appears to be
Bone Piles: Five of theseyou choose which
the most competent melee combatant and attacks, first
Setup with the boneshard and then with the scimitar. It uses its
onesanimate and become decrepit skeletons at the
The deathlock commands the other undead in the start of the deathlock wights first turn. The others are
boneshard blast if it can hit three or more PCs with it.
Rivenroar catacombs. Unlike Sinruth, the wight loves merely difficult terrainnot that the PCs are likely to
The decrepit skeletons are bolstered by the nec-
intrudersthey have the life energy that he craves. step in those squares anyway.
romantic energies coursing through the catacombs.
1 deathlock wight (D) Frescos: Paintings on the walls depict a series of
Each round at the beginning of the decrepit skeletons
1 boneshard skeleton (B) older, robed humans, standing on clouds or riding
turn, one slain decrepit skeleton returns to life. The
5 decrepit skeletons chariots through the sky. The faces are more realistic
only way to stop this perpetual reanimation is for
than the other elements, suggesting that the art is
all living creatures to leave the chamber or for all
The decrepit skeletons arise in the middle of the first intended as portraiture. A History check (DC 20)
five decrepit skeletons to be dead at the start of the
round (roll initiative for them, but dont place them yet). indicates that at least some match historical descrip-
decrepit skeletons turn.
tions of the lords of Rivenroar. Three of the portraits
When the PCs reach either doorway, read: along the south wall have been defaced.
Treasure: Parcels L, M, and N are in this room,
Two thrones sit along the north wall of this immense preferably mounted on the walls or attached to the
chamber. One has a rotting but still f leshy corpse on it, throne somehow.
and the other has a bleached skeleton. Other piles of bone
litter the ground.
The eyes of the fleshy corpse begin to glow.
Intruderssssss! it lisps. Consssssssume them!

Tactics
The first thing the deathlock wight does is shout
Arise, my warriors! At that point, five of the bone
piles coalesce into decrepit skeletonsplace them on
the map at this point. Then the wight takes its turn,
and the decrepit skeletons take their normal place in
the initiative order.
The wight tries to paralyze as many enemies with
grave bolt as possible, especially any PC that looks
like a cleric or paladin. When PCs move too close,

44
July 20 08 | D u n g e o n 1 56
Rescue at Rivenroar

Deathlock Wight (D) Level 4 Controller Boneshard Skeleton (B) Level 5 Brute About the Author
Medium natural humanoid (undead) XP 175 Medium natural animate (undead) XP 200 David Noonan is a designer/developer for Wizards of the
Initiative +4 Senses Perception +1; darkvision Initiative +5 Senses Perception +4; darkvision Coast. His credits include co-designing Dungeon Masters
HP 54; Bloodied 27 HP 77; Bloodied 38 see also boneshard burst Guide II, Heroes of Battle, and numerous products for the
AC 18; Fortitude 15, Reflex 16, Will 17 AC 17; Fortitude 16, Reflex 16, Will 15 Eberron campaign setting. He lives in Washington state with
Immune disease, poison; Resist 10 necrotic; Immune disease, poison; Resist 10 necrotic; Vulnerable 5 his wife, son, and daughter.
Vulnerable 5 radiant radiant
Speed 6 Speed 6
m Claw (standard; at-will) Necrotic m Scimitar (standard; at-will) Necrotic, Weapon
+9 vs. AC; 1d6 necrotic damage, and the target loses 1 +9 vs. AC; 1d8 + 3 damage (crit 1d8 + 11) plus 5 necrotic
healing surge. damage.
R Grave Bolt (standard; at-will) Necrotic m Boneshard (standard; at-will) Necrotic
Ranged 20; +6 vs. Reflex; 1d6 + 4 necrotic damage, and the +9 vs. AC; 1d4 + 3 damage, and ongoing 5 necrotic damage
target is immobilized (save ends). (save ends).
R Reanimate (minor; encounter) Healing, Necrotic C Boneshard Burst (when first bloodied and again when the
Ranged 10; affects a destroyed undead creature of a level boneshard skeleton is reduced to 0 hit points) Necrotic
no higher than the deathlock wights level + 2; the target Close burst 3; +8 vs. Reflex; 2d6 + 3 necrotic damage.
stands as a free action with a number of hit points equal Alignment Unaligned Languages
to one-half its bloodied value. This power does not affect Str 16 (+5) Dex 16 (+5) Wis 14 (+4)
minions. Con 17 (+5) Int 3 (2) Cha 3 (2)
C Horrific Visage (standard; recharge ) Fear Equipment scimitar
Close blast 5; +7 vs. Will; 1d6 damage, and the target is
pushed 3 squares.
Alignment Evil Languages Common
Brave Sinruth,
Skills Arcana +10, Religion +10 The Red Hand will rise again! The other remnants take great cheer in your recent attacks on commerce coming into
Str 10 (+2) Dex 14 (+4) Wis 9 (+1) The Blight That is Brindol.
Con 14 (+4) Int 16 (+5) Cha 18 (+6) Were particularly pleased with your ability to inspire a fighting spirit in others, whether they have true goblin
5 Decrepit Skeletons Level 1 Minion blood or merely wish they did. To be blunt, we think you should have many more soldiers under your command.
Medium natural animate (undead) XP 25 each Many, many more.
Initiative +3 Senses Perception +2; darkvision And recent events have rendered some remnants leaderless. With a bold stroke on your part, the remnants would
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 13, Reflex 14, Will 13
rally to the Red Hand you so proudly display.
Immune disease, poison As your bold stroke, do this: Attack the The Blight That is Brindol by night. Focus your efforts on their Hall of
Speed 6 Great Valor, for it mocks the many hard-won victories by the first Red Hand of Doom. Take from them the spoils
m Longsword (standard; at-will) Weapon
of war they shamelessly hang on their walls and bring those antiques back to Rivenroar.
+6 vs. AC; 4 damage.
r Shortbow (standard; at-will) Weapon Do this before the moon is next full. And with regard to your previous question, turning over captives to your
Ranged 15/30; +6 vs. AC; 3 damage. unliving allies at Rivenroar is perfectly acceptable. War sometimes makes strange bedfellows, and we appreciate
Alignment Unaligned Languages how youve united such disparate forces under your banner. Whatever prisoners you take from Rivenroar you can
Str 15 (+2) Dex 17 (+3) Wis 14 (+2)
Con 13 (+1) Int 3 (4) Cha 3 (4)
give to the wight.
Equipment heavy shield, longsword, shortbow, quiver of Fight with the valor of your ancestors, Sinruth. And keep your hands stained red with the blood of the weak!
10 arrows I will visit you again next month, at a time of my choosing.

The Emissary

45
July 20 08 | D u n g e o n 1 56
Siege of Bordrin's Watch

Siege of
Bordrins
Watch
by Robert J. Schwalb
illustrations by William O'Connor and David Griffith cartography by Mike Schley

How can we forget the suffering of our kin during the Age of Chains? How can we
set aside those ancient grudges when the risk of slavery is now greater than ever?
Fellow warriors, the orcs are upon us, marching once more to the beat of the giants
drum. It falls to us to stop themto hold fast no matter their numbers. If we falter,
we give into fear. Its not just ourselves and our way of life that will suffer; all people
of the Elsir Vale will perish as well. War is upon us. Now is the time for men and
women of courage to stand up and defend those who cannot defend themselves.

TM & 2008 Wizards of the Coast, Inc. All rights reserved.

4
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

Siege of Bordrins Watch is an adventure for five the orcs have emerged, they now have a leader who
3rd-level characters. By the end of the adventure, can keep them together long enough to win.
Whats an the characters should be halfway through 4th-level. The orc leader is an overlarge warrior and chief-
Adventure Path? You can run this adventure as the sequel to Rescue tain named Tusk. Not a true orc, he has the blood of
Scales of War is the fourth Adventure Path to at Rivenroar, continuing the unfolding story of ogres in his veins, which makes him larger, tougher,
appear in the pages of Dungeon Magazine. But the Scales of War campaign, or run it as part of a and eminently more dangerous. Having slaughtered
what, you ask, is an Adventure Path? Quite simply, campaign of your own design. This adventure half a dozen orc chieftains, he drew together the
it is a series of related adventures intended to features exploration, roleplaying opportunities, and unruly tribes to mount an offensive against Bordrins
form a complete D&D campaign that takes your
combats in dynamic environments, making it a Watch to lay claim to the soft lands beyond its walls.
players from 1st level all the way to, in the case
of Scales of War, 30th level. perfect addition to any campaign. Tusk knows the history of the Stonehome Mountains
Previous Adventure Paths, presented with the In this adventure, a new threat looms to the west: well, knowing that unless he can find some way to
3rd Edition D&D rules, took characters from 1st A vast horde of orcs and their despicable kin emerge bypass the fortress in the mountains, it wont matter
to 20th level. But with all three tiers in the new from the barren lands bent on plunder and conquest. how many warriors he commands since he would fail.
edition ripe and ready to explore, were push- While the Elsir Vale and other lands mobilize their What Tusk needs is a way around the fortress.
ing the limit with Scales of War. Each tier takes meager forces to respond to the danger, a call has Ever resourceful and with numerous contacts and
roughly six adventures to traverse, which means gone out to those heroes of the Vale to join forces and allies, Tusk turned to his occasional lover and advisor,
well finish off this Adventure Path in about
help to push back this new evil before its too late. a shadar-kai witch named Myrissa. He sent her back
eighteen issues. Each adventure advances char-
acters from between one and a half to two levels to the Shadowfell to recruit allies to help his cause,
of experience. We recognize that not everyone and a short time later she returned with a small army
will meet every encounter or complete every Background of dark ones, led by a mysterious and sinister dark
quest, however, so periodically, well point you creeper, known as the emissary. This leader offered
to a supplemental Side Trek or short adventure The lands west of the Stonehome Mountains have to assist Tusk in exchange for an exclusive arrange-
to keep your PCs on pace. Plus, roughly every few been a festering mire of want and suffering. This ment in which they would supply Tusks armies with
months, Dragon will feature new support content parched and barren landscape is suited only for orcs, weaponry for whatever price the dark creeper and
for Scales of War. goblinoids, and other fell creatures. From time to his fellows asked, and in exchange, the dark creepers
Finally, this Adventure Path is intended to time, a warlord gathers a small army and tumbles
function as a complete D&D campaign. That would find a way through the mountains. Tusk read-
out of these badlands to test their strength and arms ily agreed and paid the exorbitant price, gaining a
means well be making some assumptions about
the history of the world as we move along, just against the stalwart dwarf defenders, but never have fine arsenal, and also, he hoped, the key to victory.
as you would in any campaign you run. Well be they crossed the mountains because straddling its Not long after, the dark creepers returned and
borrowing heavily from the D&D mythology of single pass is an ancient dwarven stronghold named revealed a number of tunnels burrowed beneath the
4th Edition, as well as all the great ideas that have Bordrins Watch. No matter how many orcs muster, mountain. They showed the chieftain the locations of
cropped up in other products over the years they die upon its walls, painting the sturdy stone each, explaining how the passages connected one side
including the pages of past issues of Dungeon! with their black blood. So the rumors of a new host of the mountains to the other. No tunnel was large
Enjoy your stay in Scales of War, and keep an in these forlorn bogs and dead woods seemed a small
eye out for next months installment. enough to accommodate his entire army, so, Tusk
threatnothing the guardians could not handle. This gave his horde their marching orders, sending them
army, though, is different. Unlike all the many times to climb the mountain slopes, while his scouts moved

5
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

ahead to secure the tunnels and prepare the way Along the way, the characters encounter a patrol
for Tusk and his elite warriors to strike the fortress of orcs, which suggests that the orcs have somehow The Quest
from below. crossed the mountains. Armed with this information, Siege of Bordrins Watch offers the oppor-
the characters should approach the Council of Elders tunity for PCs to earn quest XP in a couple of
to reveal the new threat. With this revelation, the places. Provided here is the list of quests, and
Adventure Synopsis Council believes they have been compromised and their rewards, in the adventure.
that the tunnels beneath the mountains breached.
Even though the dwarves have been successful in Even though this development poses great danger to Major QuestSealing the Nexus
containing the orc hordes in the past, this time its their defenses, the orc horde is still far enough away The PCs must travel down to the lower tun-
different and the dwarves of Overlook are concerned that there is time to seal the tunnels and prevent the nels, make their way past the orc invaders, and
that the walls of the Bordrins Watch might not be orcs from coming through the tunnels. Thus, it falls locate the ancient Nexus to complete their
enough to staunch the flood. All their misgivings to the PCs and two other groups to secure the tunnels mission before the orc hordes arrive.
stem from the reports brought back by their own and seal the Nexus to prevent the orcs from breaching R e w a r d : 750 X P (a n d 1, 0 0 0 g p
scouts, who mention endless ranks of orcs, trolls, the defenses. [four parcels]).
and worse marching inexorably to the Stonehome The Council of Elders assigns the task of securing
Mountains. To shore up the thin number of defend- the tunnels beneath the Monastery of the Sundered
ers to man the Watch, Overlook dispatched a call to Chain to the PCs, and they dispatch other groups
arms, beseeching able-bodied men and women across to the other weak points in their defenses. Once the
the Elsir Vale to mobilize at Overlook and then join characters arrive at the old monastery, it is clear the
forces with the defenders in the mountains. With the other locations might be compromised and the other
memory of the last war that ravaged the Vale, militias adventuring groups might be overmatched. Assuming
formed up and adventurers from as far away as the PCs find Kalad (see page 38), the heroes learn the
Brindol answered the call. dwarf paladin already secured the tunnel to Bordrins
This adventure assumes the characters are among Watch, but discover the Vents are likely not secure.
those who go to aid the dwarves. Being seasoned So, the characters must travel down to the lower
adventurers and with some notoriety for their success tunnels, make their way past the orc invaders, and
in Rivenroar, it should be clear from the locals and locate the ancient Nexus to complete their mission
any NPC allies the characters might have made that before the orc hordes arrive. Sealing the Nexus, then,
joining the dwarves is the right thing to do. Of course, constitutes a major quest worth 750 XP.
if the PCs need a bit more prompting, you might
convince them to head in this direction by throwing
a few orcs at their current residence to drive home the
severity of the threat. Alternatively, Overlook is a city
of some size, and it makes an ideal place for the
characters to spend their hard-earned gold.

6
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

Preparing for Encounter Level Monster Statistics


Each tactical encounter assumes a group of five player Encounters include stat blocks for each monster type
Adventure characters. An encounter of average difficulty is one present in the encounter. If more than one monster
where the encounter level is equal to the level of the of a particular kind is present, the stat block indicates
Siege of Bordrins Watch takes the characters into
party. Encounters that are 1 or 2 levels lower than the how many creatures can be found.
a deadly environment and pits them against the
party are easy encounters, while encounters that are
advance troops of a deadly orc horde. As such, the
2 or more levels higher than the party are difficult Tactics
characters venture into enormous chambers and
encounters. This entry describes special actions the monsters take
use their talents against terrifying foes, all the while
For overcoming an encounter, a group earns the to defeat the adventurers. Sometimes this means the
racing to reach the Nexus before the horde arrives.
XP value listed beside the encounter level. This monsters take advantage of special features of the
Obviously, a good reading of the adventure can only
amount should be divided by the number of group area or make use of special powers or equipment.
help, but if youre under the gun, you can skip over
members, and an equal amount should be awarded
the introductory materials and go straight to the
to each character. Map
adventure. You should, at the very least, review the
Each encounter includes a map keyed with the initial
encounters, while paying attention to the creatures,
Setup locations of each monster. The map also indicates the
their powers, and the settings in which the characters
This section of a tactical encounter provides you location of any special features of the area.
face them.
with the basic parameters of the encounter. First, it
What You Need to Play provides context or background information for the Features of the Area
encounter. Next, it provides a key to the monsters in This section describes special features noted on the
This adventure includes the encounters the PCs face
the encounter so you can locate them on the tactical map. If the location has items or areas of interest with
as they explore and adventure in the area. It also pro-
map. The map of each encounter area indicates where which the characters can interact, those features are
vides tactical maps and more for the adventure. If you
the monsters are located when the encounter begins. described here. Look here to see if a door is out of the
and your players havent read through the Dungeons
The setup section also describes what monsters are ordinary, if an altar has a secret compartment, or if
& Dragons 4th Edition rules yet, that is your first best
doing and how they react when the PCs arrive. the area includes treasure.
step so that you make certain you understand the
rules. Also as mentioned above, read through at least
Read-Aloud Text Treasure Preparation
the first few encounters described in this adventure
Read aloud text provides information about what the As with the first installment of the Scales of War cam-
before starting. This review enables you to become
characters can see and are aware of. You do not have paign, Siege of Bordrins Watch makes use of the
familiar with the material and the style of presenta-
to read it word for word; feel free to paraphrase and parcel system of treasure rewards as described in the
tion. You might also want to take a look at the sections
use your own words when describing this informa- Dungeon Masters Guide. The characters should accu-
below regarding the adventure format.
tion. Use read aloud text wisely; they are written for mulate 15 parcels by the end of the adventure. Of
Using Tactical Encounters the most common approach to a particular situation these, they should gain the reward for completing the
and what your player characters do might require you mission (four parcels for 1,000 gp), and then what-
Each encounter includes several common elements,
to alter the information in any number of ways. ever treasures they find along the way (the remaining
as described below.
eleven). You can supply these treasures in whatever
way you wish, but the following sidebar presents the

7
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

most likely rooms to bear treasure. During your prep-


Treasure Parcels Parcel 9: 80 gp, 300 sp
aration, assign parcels from those that follow to the Parcel 10: One potion of healing, 90 gp
rooms in the spaces provided. Use the players wish Parcel A: _______________________, M-2.
Parcel 11: 50 gp, 400 sp
lists to come up with magic items for the first Parcel B: _______________________, M-4.
Parcel C: _______________________, M-4.
six parcels. Adapting the Adventure: Siege at Bordrins Watch
Parcel D: _______________________, M-5.
is designed with five players in mind. This said, you can
Parcel E: _______________________, M-5.
adapt the adventure for larger groups easily by adding
Parcel F: _______________________, M-5.
Starting the Parcel G: _______________________, V-3.
more treasure and inserting a few extra monsters us-
ing the guidelines presented in the Dungeon Masters
Adventure Parcel H: _______________________, V-3.
Guide. When adapting the adventure for larger groups,
Parcel I: ________________________, V-4.
keep it simple. Where possible, just add one monster
You can kick off the adventure in two ways: quick Parcel J: ________________________, V-4.
whose level equals the encounter level for each ad-
and slow. Use the quick-start method if you want to Parcel K: _______________________, V-4.
ditional PC. Otherwise, look for appropriate monsters
move straight to the action. The slow start emphasizes from this adventure and the Monster Manual to help
Based on the guidelines in the Dungeon Masters
roleplaying and stretches out the opening sequence to stiffen up the resistance.
Guide, the following parcels can go in the lines
build the tension leading up to the major quest. This adventure is also designed for 3rd-level char-
above. Rely on the wish lists your players gave you
acters. As written, a group of 2nd-level characters can
for the first four parcels.
Quick Start play through the adventure, as could a slightly larger
party of 1st-level characters, but be sure to give the
When using this method, read aloud the following Parcel 1: Magic item, level 7
characters plenty of chances to take extended rests so
text and proceed to the skill challenge described Parcel 2: Magic item, level 7
that they can have a fair shot at surviving the expedi-
under the Monastery of the Sundered Chain on Parcel 3: Magic item, level 6
tion. For higher-level groups, adapting the adventure
page 27. Parcel 4: Magic item, level 5
takes a bit more work. Youll need to add monsters
Parcel 5: Magic item, level 5
and increase the treasure rewards to amounts appro-
Parcel 6: Magic item, level 4
War approaches. A week ago, a call to arms sounded priate for the characters. In all, adjusting the adventure
Parcel 7: Two potions of healing, two gems worth
throughout the Elsir Valley, summoning warriors to help is not too arduous, and with a little work, you can run
100 gp, 80gp
defend Bordrins Watch in the Stonehome Mountains far to this scenario for groups of three to eight players, and
Parcel 8: One potion of healing, 250 gp art object,
for characters of 1st through 5th level.
the west. Word of an army of orcs on the march had spread 40 gp
through the Vale for months, but now, it appeared the
rumors were true.
You, along with militia groups and other adventurers
from all over the Vale, marched west until you came to
the city of Overlook, a large fortified community raised
by dwarves centuries ago. Once there, you and two other
groups were invited to attend the Council of Elders, where
you learned the Bordrins Watch had already been compro-
misedadvanced parties of orcs had uncovered the tunnels
beneath the mountains and were already coming through

8
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

to harass supply trains and reinforcements bound for the a monetary reward (choose one or two parcels and gray and wrinkled. The third is younger, with black
fortress. The Council asked your group and the others to dont use them later in the adventure). A failure hair and hard features. The two female elders are
descend into these tunnels, clear them out, and seal them results in a monetary reward (one parcel) and a both attractive, one with red hair and the other with
off before the main host of the enemy army arrived. For general frostiness (2 penalty to all Diplomacy brown. All five wear the robes of their officeluxu-
your efforts, the Council promised to pay each group 1,000 checks) whenever the PCs return to Brindol. riant purple and silver damask. Arranged beneath
gp upon their return. Your team is to head to the old Mon- Once the characters set out from Brindol, they them, filling the chamber completely, is a motley
astery of the Sundered Chain to the southwest, where they need to travel along the Dwarfroad or the Elsir River crowd of common soldiers, militia, and adventurers,
can gain access to the tunnels below, while one group heads to reach Overlook. Along the way, they might have with each race and occupation represented, and most
for Bordrins Watch to secure those passages, and the other a few encounters in the wilderness (especially if standing in small groups, but a few mingling.
to Bordrins Watch. With your mission clear, you and your the PCs arent quite 3rd level when the adventure Characters that met any other groups while in the
companions head for the mountains to meet your destiny. begins). Wilderness Encounters on page 23 provides citythe Freeriders, the Farstriders, or others (see
several options. page 26 for names)should see them here as well as
Slow Start After a long (and possibly uneventful) journey any other parties you design. Allow the characters to
Rather than jumping straight into the adventure, you out of the Elsir Vale, the characters stumble onto a mingle with these groups as the players like, but few
can extend the opening sequence to allow the adven- band of orcs just outside the Westdeep. These scouts groups know much about whats going on and if the
ture to unfold more naturally, giving the players the left the mountainsagainst ordersto do a bit of loot- PCs faced orcs, they likely know more than the rest
chance to develop their characters and participate ing in the countryside. The characters face two orc of the host. Most groups are polite, but the Farstriders
in the events leading up to the adventure proper. raiders and five orc drudges. Astute players might drip with self-confidence bordering on arrogance.
Consider using some or all the following events sum- realize if orcs are on this side of the mountain, When ready to proceed, the youngest male elder
marized in the quick start. perhaps this means the enemy has already breached steps forward and addresses the crowd. Read or
Have the characters hear about the call to arms Bordrins Watch! paraphrase the following text:
while spending some downtime in their favorite
watering hole or someplace else the characters spend At Overlook, the adventurers are free to explore the Welcome to High Hall friends. I am Elder Cadrick. I dont
a lot of time. Interested characters might do some city, resupply, and purchase new equipment. Not long much see the point in bandying words, so Ill lay it out for
snooping about to learn more about the nature of the after they arrive, they should learn they arent the you. War is upon us. A great host of orcs comes from the
threat, Bordrins Watch, and the Stonehome Moun- only adventurers in the city. In fact, the city crawls west. Their intention is clear. They will come through the
tains. You could resolve this through roleplaying with them. Also, the Council of Elders convenes mountains bent on slaughter. Those they spare can look
alone, portioning out information from local NPCs or shortly after the PCs enter Overlook to discuss the forward to a short life of slavery. Overlook, and Bordrins
other characters introduced in the previous adven- threat to the city and the vale beyond, and then they Watch in the mountains, have long held fast against these
ture. At some point, the town council approaches summon the various adventuring groups, militias, raids, but our scouts say never has such an army gathered.
the PCs and asks that they lend their support to the and others to Caer Overlook (see page 10). Thus, we turn to you brave souls to help defend not only
dwarves. Mercenary characters might engage in a Once there, the PCs and other adventurers are Overlook, but also all the Elsir Vale.
social challenge to negotiate the terms of their ser- led through a maze of corridors until they reach the When the orcs arrive, were certain they will come up
vice. This level 3 skill challenge has a complexity of High Hall. Standing on the 20-foot tall dais are the through the pass. We know this because already there have
2 and uses Bluff, Diplomacy, Insight, and Intimidate five elders. Each of the three male dwarves have long been attacks from the tunnels below, compromising the
as the primary skills. A success grants the characters beards that hang to their feet, and two are old, being

9
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

fastness. The defenders have fought back the savages, but If the group doesnt step forward, you can have smattering of eladrin and elves, and an assortment of
its clear the rest are coming and fast. the Freeriders (see page 24) or another group step up other, less familiar, races.
So heres the plan. Durkik Forgeheart will lead the instead. The Council sends the PCs to defend Bor- Overlook is largely a trading center, and people
militias and most of you to bolster Bordrins Watch. Orc drins Watch. Not long after they arrive, word comes on both sides of the mountain come to the city to
trailblazers infest the tunnels below, so weve tasked their that the other group hasnt yet returned, so an officer exchange goods, rumors, and information. The citys
security to the Farstriders. One more mission remains, sends the PCs to find out what happened, though numerous markets and bustling streets makes it the
though. We need a group to evacuate the monastery on with only half the reward. Assuming they dont ideal place to do business, thus characters in search
the other side of the mountains. Its dangerous work, what mutiny, proceed with the Monastery as normal. of a particular tool or device are more likely to find it
with the orcs and all, but priests need a warning of whats here than anywhere for miles around.
coming if they dont know already. Supplementing its trade is a robust mining indus-
Do we have any volunteers? Overlook try. The mountains are rich in iron, silver, tin, and no
few gemstones. Dwarf and human miners and pros-
No one steps forward to take this mission, so it falls The city of Overlook stands on the eastern slopes of pectors set out from Overlook each day, some working
to the PCs to do so. When they volunteer, Edgar Som- the Stonehome Mountains, a hoary range of crum- in the blackness of the deep mines, while others scour
merfield, the leader of the Farstriders, angrily steps bling peaks as old as the world. The citys founding the heights in search of treasuressome succeeding,
forward and says, Should I remind the Council of lies sometime far back in the mists of time, at a point others failing, and others still vanishing in the misty
our previous arrangement? Cadrick responds with a after the dwarves in this region threw off the shackles peaks never to be seen again.
nod and a placating gesture, thanks the PCs for their of slavery and chased the giants and orcs west across Although the city depends on Bordrins Watch to
service, and dismisses the gathered crowd. The elder the mountains at the end of the Age of Chains. Over- endure most of the attacks from the west, the city is
speaks with the Farstriders leader for a few moments, look, and the fastness of Bordrins Watch, were raised not without its own defenses. The dwarves erected
after which Sommerfield storms out of the hall. Cad- to safeguard the liberated dwarf peoples and to be steep walls to protect themselves, but as the city out-
rick holds the PCs and promises them 1,000 gp upon the first line of defense should their ancient enemies grew its original protections, the inhabitants raised
their return. Unless the PCs have any other business, forget their defeat and seek to enslave the dwarves more walls to encircle the growing population. So far,
youre free to proceed with the adventure at the Mon- once more. this has happened four times, giving the city four sets
astery of the Sundered Chain described on page 27. Since its founding, Overlook has never come under of walls, one inside of the other. The shantytown, the
attack, though Bordrins Watch has time and again, unofficial ninth district, grows beyond the eastern
Troubleshooting: The PCs might be curious at least once every century. Overlook supplies the walls and its just a matter of time before the Council
about the Farstriders, and a little chatting (DC 15 mountain pass with soldiers, supplies, and needed decides to raise another wall and add those squatters
Streetwise) reveals the group has a storied career, resources, ensuring the Watch is never without the to the rest of the city.
having slain a black dragon, wiped out tribes of savage goods they need to live up to their ancient respon- Piercing each wall, on both the western side and
humanoids, recovered fabled relics, and more. Should sibility. While doughty dwarf warriors hold the the eastern side, is a large gate flanked by two square
the characters ask Cadrick about them, he mentions Watch, the city is far more cosmopolitan and includes stone towers. Most times, the gates stand open, even
that the Farstriders met with the Council earlier and peoples of nearly every race and culture known in in the dead of night, but when trouble looms, such
negotiated for the job with the most danger and glory, this corner of the world. Dwarves are still the domi- as now, the gates are closed at dusk, and the inner
which is why they are descending into the mountains nate group, but humans and halflings make up a gatesthe ones leading into High Hallmight close
to secure them. close second, followed by dragonborn, tieflings, and a even earlier.

10
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

The outer walls are 100 feet tall,taller where


they travel over higher elevation. Each inner wall
stands another 20 feet tall. Guards patrol the walls
infrequently, though the gatehouses are held by a
half-dozen warriors (dwarf bolters, Monster Manual,
page 97).

Districts
Overlook has eight districts, each distinguished by the
types of its people there as well as the industry one
finds there.

Blister
Looking for work? You ought to prick the blister an see
what bubbles up...
The Blister is a rough-and-tumble section of the city,
populated by mercenaries, adventurers, and the usual
sort of traveling folk with few roots. Characterized by
a great number of winesinks, taverns, pleasure dens,
gambling halls, and bordellos, Blister is not a place to
get lost.
Buildings: Blisters buildings are a mix of timber
and stone of architectural styles ranging the gamut.
Old dwarven buildings stand next to almost organic
tiefling dreaming halls, while a halfling gambling turers, thieves, and traveling folk, representing the stench of a crowded district. Wood smoke hangs over
den sits in the shadow of an old temple dedicated to citys most diverse population. the streets, mixing with other, more sinister smells.
Sehanine in her more larcenous aspect. Sights: Visitors and inhabitants alike might see Sounds: Merchants hawk their wares amid laugh-
Streets: Blisters roads thread their way through a pair of human thugs beating a half-orc with their ter, screams, the murmur of crowds, the clatter of
the press of buildings, darkened by shadows cast by clubs in an alley, a scantily clad man calling out to kitchens, cries of thief!, the whistle of a constable in
structures built too close together. Filth and detritus passersby, a street magician performing tricks, an pursuit, the sounds of barking dogs, the hiss of cats,
clog the alleys, sometimes spilling out onto the major elderly alchemist selling cure-alls, street preachers and the growls of spiretop drakes.
thoroughfaresthat is, roads large enough to accom- prophesizing the end of the world, tents and stalls,
modate a horse. clotheslines stretched across the streets, and bands of Boneyard
People: Humans, halflings, and dragonborn have adventurers looking for trouble. Not much to do in the Boneyard aside from sicking up.
the largest numbers in Blister, though one can find a Smells: All sorts of odors waft up from Blister, Occupying the southeast corner of Overlook, Bone-
variety of races here. As mentioned, most are adven- including smells of exotic cuisine to the expected yard has every distasteful business and venture,

11
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

including everything from the citys slaughter- inured to the foul odors wafting up from the more best to keep the streets free of rubbish, the materials
houses, renderers, tanners, dyers, and even the citys toxic parts of the district. and industries produce ripe odors a shade better
graveyards. Sights: Common sights include wagons laden than death.
Buildings: As an industrial corner of the city, with animal carcasses, workers trudging to their jobs, Sounds: One can hear the creaks of wagons, the
most buildings are plain and functional, and they are plumes of acrid smoke, and pipes leaking toxic fluids spillage of liquids, crackling fire, the screams of
constructed to serve the operation and little else. into the gutters. The Boneyard is as unpleasant to look animals at the slaughter, and the grunts of hard labor.
Streets: The Boneyard features broad roads in at as it is to smell.
good repair so wagons can easily navigate the district. Smells: A pall of smoke stinking of urine and Elftown
People: Humans are the largest group of people sulfur hangs over the Boneyard, turning the sun a Dont know why they still call it Elftown; cant say as Ive
here and most are dirty, lacking in sophistication, and pale shade of brown. Even though the locals do their ever seen an elf there.
Elftown covers the northwestern corner of the inner
Overlook city and takes its name from the one elf to live there
This city of stone stands on the side of the Stone- advisors and also to air the grievances of their particu- some seventy years ago. The community consists
home Mountains. Constructed as a haven for newly lar constituencies. Although these individuals have the of upscale and well-off entrepreneurs, merchants,
liberated dwarves from their former giant masters, power to influence, they have no real authority in the bankers, lawyers, physicians, and other members
Overlook has since outgrown its noble roots and city, though many are wealthy and powerful by means
of Overlooks upper crust, and many folk elsewhere
become a haven for peoples all over the Elsir Vale other than the office they hold.
want to inhabit a small house on the edge of this fine
and beyond. Defense: Overlook keeps a standing garrison of
150 warriors armed and ready for any threat. In times quarter.
Population: 12,250; about another 5,000
people live in small settlements scattered on the of trouble (such as now), Overlook can muster another Buildings: With fine buildings of astonishing
lower slopes. The people of Overlook are mostly 500 warriors from the local militia, and another 100 architecture, white-washed or painted in pastel
dwarves, humans, and halflings, though pockets of from the outlying settlements. At Bordrins Watch, colors, Elftown has some of the nicest homes and
dragonborn, tiefling, eladrin, and elf communities another 500 hundred warriors protect the mountain shops in the city. Even the smaller houses are sumptu-
are isolated in their own ethnic neighborhoods. pass from within its steep walls and skyscraping ous compared to those of pretty much anywhere else
Overlooks importance as a trade center results in towers.
in the city, and all are accented by parks, lawns of
great numbers of travelers from faraway lands and Districts: Blister, Boneyard, Elftown, Forgeworks,
green grass, statuary, and beds of exotic flowers and
of a wild assortment of races, cultures, and beliefs, High Hall, Nine Bells, Stonehammer, Tradetown,
Shantytown (unofficial). semimobile plants.
lending the city its cosmopolitan atmosphere.
Government: The Council of Elders, a group of Inns: Beldens Rest; Cadricks Boarding House; Streets: Aside from the broad Dwarfroad that
five male and female dwarves, governs Overlook. Clean Sheets; House of Sleep; Mountains Hearth; winds though Elftown, most streets are large enough
Each is elected to office and serves a 10-year term. Pollivers; the Turned Spoon; and numerous others. to accommodate two carriages side by side. The roads
The dwarves see ruling as a burden and none relish Taverns: Coxcomb Spirits; Dergans XXX Brewery; are covered in pale white stone and maintained by a
the job, preferring to hand power off to someone Michaels Blond; Pickled Imp; Pig and Bucket; the Salty legion of well-paid servants. Even the side streets are
else. Heading up the Council is the Great Elder, Mug; and numerous others.
clean and lit with everburning torches contained in
Morgoff Stonefirst, an aging dwarf whos ready Supplies: Dungeoneers Survival Emporium; Elsir
iron lanterns to chase away the shadows.
to retire. Consortium; Mertys; Stonehome Treasures.
Temples: Divine Knot (various); Shrine of Erathis; People: In spite of the name, few, if any, elves live
One representative from each of the eight
districts of Overlook attends the Council, serving as Stone Anvil (Moradin). in Elftown, though several eladrin are affiliated with
the ambassador who takes residence here. Instead,

12
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

wealthy humans and dwarves command this section


of the city, though one can be sure to find a handful
of dragonborn, a smattering of tieflings, and a few
reckless halflings.
Sights: Observers can see black carriages pulled
by teams of matching horses, patrols of uniformed
guards, and fountains sending spray into the air, as
well as servants painting houses, cleaning the streets,
and avoiding attention.
Smells: One is likely to smell fine cooking, fresh-
cut grass, the perfume of brilliant flowers, incense,
and other pleasant aromas.
Sounds: Notes played on a harp, the singing of a
lovely young woman (or a younger man), a haughty
noble screaming at a servant, the whinny of horses,
and the clink of gold are common sounds.

Forgeworks
Let me tell you about this place I know. If youre looking for
armor, I can think of nowhere better to go.
The Forgeworks, or just the Forge, is a middle-class
district given over to successful artisans, tradesfolk,
and other men and women who work hard and are
successful in their professions. More than half of and most are even to provide smooth transport to and pies, sausages, and other portable foods for work-
the buildings here are workshops with apartments from the Forge. ers and visitors alike, lending the pleasant (or not
overhead. Warehouses, businesses, stables, and other People: Dwarves and humans live side by side in so pleasant) aromas of their fare to the atmosphere.
places of industry round out the rest. The Forgeworks the Forgeworks, but one can also find a small popula- Although a busy part of Overlook, the Forgeworks is
stands in the Middle City, south of Tradetown. tion of half-elves, gnomes, and a few others as well. surprisingly clean.
Buildings: Small shops with flats above line the During the day, business here brings folk from all Sounds: Frequent sounds are hammers on anvils,
streets, punctuated with the occasional tavern, shrine over the city to do business. a sharp curse, the hum of conversation, wagons creak-
to Moradin or Erathis, and speckled with overlarge Sights: Blacksmiths hard at work at their forges, ing, aurochs straining in their traces, and the sound
warehouses. weavers chatting while working their looms, painters, of footfalls from passersby.
Streets: Broad streets, wide enough to accommo- tailors, and a host of other shops and business, all pro-
date aurochs and wagons, run through this district, duce goods for the citizens of Overlook and beyond. High Hall
while narrow alleys branch off to disappear in the Smells: The air is pregnant with the smells of The heart and soul of Overlook, son, High Hall is where
maze of buildings beyond. Cobbles cover the ground sweat, smoke, and industry. Street vendors sell meat the movers and shakers make all the decisions.

13
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

High Hall, or the Old City, is where the city leaders to murder to eliminate an inflexible politician. Thus, Nine Bells
convene to govern Overlook. Few folk still live in most high-ranking officials surround themselves with Nine Bells, Nine Hells, all the same to me.
High Hall since nearly every inch of available space guards, making travel anywhere in High Hall all the Nine Bells district takes its name for the nine temples
is given over to the various ministries making up the harder. found in the heart of the district. Since these temples
citys government. Thus, aside from a few extremely People: The Council of Elders might all be cater to the sick and the poor, this district draws the
wealthy folks, most people funnel out of High Hall dwarves, but the rest of the citys government is as hungry, the diseased, and the destitute to its streets.
at the end of the day to head home to Elftown, Stone- diverse as the city. Bureaucrats, functionaries, mes- Before the walls were raised here, Nine Bells was a
hammer, or elsewhere. sengers, and palanquins bearing representatives from place of great wealtha community favored by those
Buildings: High Hall consists of a forest of mas- other districts all make their way through High Hall rich citizens who wanted to escape the clamor of the
sive buildings packed tightly inside its walls. Towers throughout the day, and sometimes at night. city. However, after it was annexed along with Blister
thrust up from the fortresslike structures, climbing Sights: Buildings, buildings, and more build- and the Boneyard, the estates were abandoned and
high above the walls and affording a look at the entire ings crowd the district, their carved faades telling the folks fled to Stonehammer or Elftown to escape
city and the lands all around. Most buildings house ancient stories of heroic dwarves, the end of the Age the flood of destitute people that washed into the
one of the dozen or so ministries that see to keeping of Chains, and other historical events that helped place. Now, Nine Bells is the worst part of the city and
the city operating. Examples include the Ministry of shape this region. One might see workers cleaning up is ever a source of embarrassment for the citys elite.
Commerce, the Ministry of Foreign Affairs, the Min- a murder scene, while street vendors sell everything Buildings: With rotting estates, old vineyards now
istry of War, and so on. Each operates out of a marble from amulets that promise to bring good luck in the overrun by tents and wooden shacks, sagging row-
or brick building fronted by impressive statues of courts, to food dealers, and tattered street lawyers houses, and communities of tents, Nine Bells decays
dwarf warriors, artisans, and historical figures, while searching for clients. even while the rest of the city grows strong. The busi-
the walls themselves bear intricate carvings and bas- Smells: Overcrowding and the malaise of too nesses, such as they are, cater to darker interests,
reliefs capturing key moments from the citys history. many people gives High Hall an unpleasant aroma in including dreaming halls, sinister taverns, fighting
The outer edge of High Hall holds the businesses spite of the fact that the Council spares no expense in pits, and disease-ridden brothels. Huddled in one
and few homes of those who grease the engines of keeping this part of the city clean. Wafting up from corner of this district are nine great temples, raised
politics. Restaurants, inns, and a few shops provide the streets is a mix of rubbish, food, and sweat, but long ago, but faced, on all sides, by poverty, despair,
patronage to the citys elite, but they shut down at compared to other sections of Overlook, High Hall is and the worst sorts of people imaginable. Called the
nightfall. tolerable. Divine Knot, a few of these temples have been aban-
Streets: Suffering from too many buildings in a Sounds: Throughout the day, a steady hum of doned, while the rest keep small staffs of dedicated
confined space, High Halls roads are positively peril- conversation sounds, punctuated with the ringing of servants who soldier on to fight the misery plaguing
ous. Tight and cramped while winding through the bells, the angry shouts of guards as they escort their this district.
heart of Overlook, they contain numerous shadowy worthy charges through the press of people, voices Streets: As one might expect, Nine Bells streets
alcoves, dead-ends, and limited range of sight as they raised in protest at some new law, and an assortment are muddy lanes and narrow alleys, all filthy and
turn and twist. Although High Hall doesnt have a of other noises make High Hall loud. At night, how- most worming through the press of decaying build-
thievery problem, it does suffer from hired killers. ever, it becomes deathly quiet. ings. Closest to the temples, the muddy roads gain
The dwarves deal honorably with one another, but the cobbles, typically clean and free of debris.
same cannot be said for all the citys representatives, People: Nine Bells is the bottom of the barrel, so
and rival humans, tieflings, and others might resort to speak, and it welcomes anyone who has nowhere

14
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

else to go. Humans, dwarves, tieflings, halflings, exists toward the folks of Stonehammer from those of Sounds: Deep, resonating laughter, the bass voice
gnomes, and even a few half-orcs scratch out an exis- lower means and status. of a dwarf noble, the grunt of a thrall bearing the
tence in this wretched mire. Despair is strong here Buildings: Stonehammer is the most dwarven of weight of his charge, the hiss of a spiretop drake, and
and it drives many of its people to commit unspeak- districts, and its buildings are grand, sweeping, and the sounds of good living permeate the district.
able acts to survive. Drugs, prostitution, and even magnificent to behold. Towers that thrust up from
slavery can all be found here. lower levels rival those found in High Hall in terms Tradetown
Sights: A dead dog rotting in the streets, a swarm of height and grandeur. Since space is at a premium, Have a care in Tradetown, son. You can go there with a
of rats cornering a gaunt gnome in a darkened alley, a the dwarves here have built upward. The wealthiest full purse and come out with nothing more than a pail of
hideous crone hobbling under the weight of her scav- citizens live in the aeries, while servants, low-born beans.
enged scraps, a gang of children armed with sharp dwarves, and all those who support the sumptuous Tradetown is a melting pot of all races, cultures, and
knives and hungry eyes, and a robed priest swinging lifestyles of the elite dwell in the Darkthe bowels of occupations. In many ways, Tradetown is a lot like
a smoking censer to chase away the spirits can all be Stonehammer. the Blister, but it has been established for longer and
found in Nine Bells. Streets: The towers feature wide, sturdy bridges it has a mix of fabulous wealth and appalling poverty.
Smells: A fecal stench hangs in the air, mixed with of stone, each fitted with high railings to prevent Tradetown, as one might expect, is a commercial
the equally nauseating odors of vomit, rot, and rub- accidents and equipped with everburning torches for and retail district, where merchants, tradesfolk, and
bish. People here are unclean and their odors mingle safety. In the Dark, the roads are tight and twisting, prospectors come to do business. Most middle-tier
with that of the befouled air to create a symphony of threading around the towers bases, and plunged in business-inclined people have homes here and gather
noxious odors. Nearest to the temples, the air grows nearly perpetual darkness. in coffee houses, upscale bars, and bathhouses to do
a bit more tolerable thanks to incense and the modi- People: Stonehammer is exclusively a dwarven business. In stark contrast to the bustling commerce,
cum of respect the people show the men and women district and nondwarves are not permitted to live Tradetown is also home to a powerful thieving guild
of the cloth. here. Other races often work in the Dark, but even named the Lost Ones. A clandestine organization,
Sounds: Within this area, one can hear mad they must keep their residences outside the district. they have agreements with nearly all the major enter-
laughter echoing out of a darkened ally, a womans Folk here are wealthy and powerful, and they repre- prises here, offering protection (or rather exemption)
cry, a wailing child, the sound of flies devouring an sent the best the city has to offer. from thievery and the promise to leave their custom-
abandoned carcass, the splash of effluvia, and the Sights: A knot of dwarf priests bestow blessings ers alone.
whisper of a threat. on a newly completed bridge, a palanquin borne by a Buildings: Tradetown is a hodgepodge of stone
dozen human thralls bears a dwarf lady to an upscale buildings (many of dwarven architecture), wooden
Stonehammer market, a pompous dwarf aristocrat waxes on about structures, warehouses, shops, inns, taverns, and
Theres a different kind of stench in Stonehammer... its his successful ventures in Tradetown, and stern-faced everything and anything a person might want in a
the stench of arrogance. guards armed with halberds block access into the city of this size.
Stonehammer occupies the southern half of the inner innards of an impressive tower. Streets: Tradetown is every bit as cramped as the
city, and it wraps around High Hall up to the Dwar- Smells: None; the air is clean, although a breeze Blister and in some ways more so for the vendors and
froad. Like Elftown, Stonehammer is home to the might push the fetid odors from the rest of the city, hawkers crowding the streets. Moving merchandise
wealthy citizens of Overlook, specifically the dwarves. but such occasions are rare and brief. In the Dark, into Tradetown is a chore and often requires porters
Since this district is cleaner, safer, and more exclusive dust, sweat, and wood smoke fill the air, tinged with a rather than wagons to transport anything of size. The
than other parts of the city, great deal of resentment faint chemical smell.

15
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

roads are cobbled, but alleys and side-streets might be and it is home to the poorest and most desperate of few locations warrant mentioning. Each entry corre-
muddy and covered in rubbish. people that have nowhere else to go. Most of Shanty- sponds with a location shown on the Overlook map.
People: Tradetown is home to a dizzying number towns people are refugees from other lands, victims
of people, from elves and eladrin to lumbering half- of tragedy and circumstance, or exiles who keep a 1. Dwarfroad
orcs and goliaths. Humans and gnomes rub elbows in low profile so they can go about their wicked busi- The old Dwarfroad emerges from the Elsir Vale
taverns, while dwarves of low character might engage ness without attracting attention. Thus, Shantytowns and climbs the slopes of the Stonehome Mountains,
in backroom deals with sinister tieflings. people are beggars, destitute farmers, maimed moving through Overlook and ascending up to
Sights: Merchants line the roads, selling an assort- adventurers, undead, necromancers, cultists, and Bordrins Watch and down the other side into the
ment of goods that range from magic items, ritual worse, all thrown together in one of the most badlands beyond. The old road is far older than Over-
ingredients, and curiosities, to common goods such desperate spots in the region. look, having been paved during the Age of Chains
as pots, pans, cutlery, trade goods, and everything in Buildings: Tents and lean-tos make up the by dwarf slaves for their giant masters. After the
between. Shady men and women walk the streets, majority of buildings in Shantytown, though some dwarves successfully rebelled, the Dwarfroad served
eyes in constant motion as they search for new marks, wooden structures rise up from the mess like islands as a primary trade route for the old dwarven kingdom
while grifters and charlatans peddle cure-alls or in a sea of misery. that followed, but over the last century or so, goblins,
use trickery to part their customers from their coin. Streets: Little better than muddy paths wending bandits, and worse, have made travel along it perilous.
Urchins run through the alleys, leading visitors through heaps of debris and filth, no one is sure if the Still, closer to Overlook, the road is somewhat safe
through the safer parts of Tradetown, while disguised mud is actually mud.... and folk near the city still make use of it.
halflings lead other visitors to the nastier corners, People: People of all races and from all lands live
where the travelers can find beatings and robberies here, though humans appear to be the most numer- 2. The Gray Redoubt of
instead of their destinations. ous. Most have hard luck stories, but a few live here by Rufus Crumley
Smells: An unsettling mixture of roasting meats, choicefor easy hunting or to escape notice. The so-called gray redoubt is a leaning tower of gray
beer, ale, and spices blends with excrement, sweat, Sights: One can see a filthy child screaming in the and black stone that has the dubious distinction of
and the strange odors of illegal substances, wreathing middle of a street, a flock of chickens fleeing from a being the tallest structure in Shantytown. Speculated
the district in a perpetual haze. hungry cat, a brown-clad cultist with a rat skull on a as being as old as the city, the tower has had many
Sounds: One can hear womans laughter, a thong around his neck, a shrine dedicated to a sinister owners over the centuries, but is currently the home
dragonborns growl, an argument, a shout of thief!, god, and a bloated corpse ripening in the sun. to one Rufus Crumley.
children playing, a yelping dog, a persistent mer- Smells: Filth, filth, and more filththe stench of A dabbler in necromancy and the dark arts, Crum-
chants pitch, and the whispered invitations from Shantytown is staggering. ley is a wildly unpopular figure in the Shantytown,
second-story rooms overlooking the narrow streets. Sounds: Within this area one can hear laughter but powerful enough that no one dares report him
and crying, moans and sighs, the squelch of foot- to the authorities. For the most part, Crumley keeps
Shantytown falls, the grunt of pain, the short shriek of butchered to himself, working in his laboratory to master the
You think Nine Bells is bad? Spend a night in the animal, the howl of a dog in pain. secrets of undeath and foul magic. Its whispered
Shantytown. that undead horrors guard the tower, so not even the
Not a true district, Shantytown clings to the back of Key Locations thieves of the district dare attempt burglary. Its well
the city like festering boil. Shantytown is a wretched The districts are broadly described so you can stock known that Crumley pays good gold for cadavers and
maze of tents, shacks, and rotting wooden buildings, them with shops, temples, and inns as you need, but a

16
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

Rufus Crumley Level 9 Elite Controller


Medium natural humanoid, human XP 800
a cot in a large common room in the attic. The main Adventurers and mercenaries loiter in the Pig and
Initiative +7 Senses Perception +8 floor consists of a kitchen and dining hall where a Bucket, because its a good place to find work and
HP 188; Bloodied 94 patron can buy a burned or undercooked meal, tepid exchange news. Merchants, wizards, and shady types
AC 25; Fortitude 20, Reflex 24, Will 22
beer, and cloudy water for a reasonable price. drift in and out the bat-wing doors day or night, so
Saving Throws +2
Speed 6 DMs Tip: Yerrin Dalovoy, a halfling with a one doesnt have to wait long before someone blows
Action Points 1 wicked scar on his left cheek, runs the place, having in with a job offer. Kyle Rester cultivates this atmo-
m Dagger (standard; at-will) Poison, Weapon
won it in a game of Three Dragon Ante a few years sphere since he was an adventurer in his youth. His
+13 vs. AC; 1d4 + 3 damage, and ongoing 5 poison damage
(save ends).
back. He uses the inn as a front to smuggle drugs bright red hair has gone to gray and his freckled face
r Ray of Rot (standard; at-will) Necrotic and poisons into Overlook, supplying his contacts in is creased and wrinkled with age, but hes competent
Ranged 10; +13 vs. Fortitude; 1d6 + 6 necrotic damage, and the Lost Folk with useful commodities for their crimi- and knows his way around a sword.
the target is slowed until the end of Rufuss next turn.
nal interests.
A A Grave Wind (standard; recharge ) Necrotic
Area burst 2 within 10; +14 vs. Fortitude; 2d8 + 6 necrotic
6. Dungeoneers Survival
damage. A swirling cloud of souls appears in the area and 4. Mountains Hearth Emporium
remains until the end of Rufuss next turn. It grants con- Just inside the east gates and facing the old Dwar- A narrow building, but deep, the Dungeoneers
cealment, and any creature that starts its turn in the area
takes 6 necrotic damage.
froad is a three-story inn named the Mountains Survival Emporium is a general store specializing
Invisibility (standard; sustain: standard; encounter) Illusion Hearth. Famed for its clean and neat accommoda- in common goods such as rope, packs, tents, and
Rufus can turn invisible until the end of his next turn. tions, fine meals, and pleasant staff, the Hearth is bedrollsall available for reasonable prices. The shop
Alignment Evil Languages Common, Infernal, Supernal
one of the more popular stops in Overlook. The dwarf doesnt deal in weapons or armor, but if a customer
Skills Arcana +16, Religion +13
Str 11 (+4) Dex 16 (+7) Wis 19 (+8) matron Reggen runs the place like clockwork, and flirts enough with Myra Edgerton, a half-elf of
Con 14 (+6) Int 22 (+10) Cha 14 (+6) her persistence and dedication has paid off. Unfortu- prodigious size, he might just gain access to the store
Equipment patched robes, dagger, staff nately, the Lost Folk have been putting pressure on of wondrous items she has collected over the years.
her to pay for protection. So far, she has resisted and DMs Tip: Myra is in fact a doppelganger assas-
is knowledgeable in a few rituals useful for removing
has paid the price for her refusal in the vandalism sin (Monster Manual, page 71) and uses her cover to
afflictions, and, if it can believed, thwart death.
and dark threats she has endured. Shed pay well if avert suspicion toward her nocturnal ventures. Shes
DM Tip: Although Rufus deals in black magic, he
someone could get these thugs off her back. careful to conceal her true nature, and she acts as a
doesnt pose much of a threat to Overlook since his
facilitator for those needing a discreet blade, claiming
work is largely theoretical. Should the PCs need
5. Pig and Bucket she knows people, when in fact, she is the people.
discreet healing for an ailment or death, Rufus pro-
One of the Blisters most famous dives, the Pig and
vides it with no questions asked, making him a useful,
Bucket is a one-story tavern squashed between two 7. Tombs
if shady ally.
boarding houses of ill-repute. Most of the tavern Adventurers dont have much reason to explore the
3. Clean Sheets consists of the beer hall, where booths line the walls, Boneyard unless theyre in need of leathers, dyes, or
and row tables and benches fill the open area in the a funeral service. In fact, the thing that brings most
A sagging, rotting building leaning out over the old
center. A wooden bar, replete with names and curses people to the Boneyard is the Tombs, Overlooks old
Dwarfroad, this inn hasnt had clean sheets since it
carved onto its surface, runs along the back wall, graveyard. As large above ground as it is below, Tombs
first opened for business a decade ago. What it does
where a dozen casks hold a variety of beers. contains the burial vaults for citizens dating back to
offer is shelter and a suspicious meal. Clean Sheets
the citys founding. The city eventually swallowed it
accommodations include a pair of private rooms, or

17
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

up when it annexed the Boneyard a hundred years 10. Beldens Rest haunting its booths are connected and they keep a
ago. For as much as the groundskeepers maintain An adorable elderly couple runs Beldens Rest. Rory finger on the pulse of the city.
Tombs, the cemetery is a grim and foreboding place, Teng, human, and his wife Ruth, half-elf, have
aided by the overlarge temple of the Raven Queen operated the inn since it was first built, and the inn
12. Mertys
that crouches in the heart of the maze of headstones, has a reputation for its comfortable rooms, excellent This gaudy shop fronts the old Dwarfroad as it passes
vaults, and crypts. food, and courteous staff. Prices are reasonable and between Tradetown and Forgeworks. The place is
DMs Tip: Although not advertised, Tombs loses a the owners find new ways to surprise and please their painted in pastel colors and big glass windows in the
dozen cadavers every year. No one is sure where they guests during their stay. The inn consists of a lounge front display adventurers battling with papier-mch
go or if there are robbers about, but the attendants and restaurant on the main floor, with the upper two monsters. Mertys sells a variety of gear and equip-
who leave much to be desired in their vigilancesee floors given over to private rooms. Theyre best known ment, all for 150% above the normal prices. What the
the loss as acceptable. for their pressed duck. place lacks in good deals, it more than makes up for
DMs Tip: Rory and his wife are secret cultists in variety, making this shop an excellent choice for
8. Dergans XXX Brewery of Asmodeus and the couple keeps a shrine to the adventurers looking to track down ingredients, magic
Dergans XXX Brewery is home of Dergans XXX dark god in a secret room attached to their cellar. On items, and other hard-to-find gear. A halfling named
Stout, a full-bodied black lager brewed using a recipe (un)holy days, they and their fellow dedicates gather Riley Swifttoe owns the place and keeps a gnome
passed down through a dozen generations of dwarf beneath the inn to perform blood sacrifices to their artificer on hand to put together custom goods.
brewmasters. The current brewer is a dwarf by the master. They hide their activities well, but the fact
name of Forsworth Clangman, and he takes pride that tieflings stay here for free is a big clue to where
13. Shrine of Erathis
in continuing his familys tradition. The Brewery is their loyalties truly lie. In the heart of Tradetown stands a small shrine
beloved by laborers throughout the Forgeworks, and dedicated to Erathis. Little more than a covered altar,
off-duty workers come each day to drink away their 11. The Salty Mug littered with stubs of incense and scraps of paper con-
wages in the comfort of this dark tavern and brewery. This tavern nestles between the steep cliff that runs taining prayers offered up by locals for good fortune,
through the Tradetown and the middle wall, so the and a large idol of the goddess looking off to the hori-
9. Stonehome Treasures sun shines upon the building only in the middle of zon, people come here throughout the day or night. A
Mikal Rensfield runs Stonehome Treasures, an unas- the day. The rest of time, shadows cloak the place, gentle old woman named Haelyn attends the shrine
suming shop specializing in selling goods produced providing a fitting atmosphere for a haven of thieves and accepts tithes from penitents and those seeking
in and around Overlook. Rensfield, an enterprising and scum. Founded a dozen years ago by an ex-pirate the deitys blessings. Haelyn might know a few rituals
human merchant, solicits finished materials from named Kyne, the Salty Mug immediately attracted the to remove afflictions, but she is not, in fact, a cleric.
artisans in the city and from the outlying villages and worst sort of clienteleprostitutes, thugs, murderers,
turns them around for a profit in the Forgeworks. His thieves, and, of course, adventurers. Fights break out
14. Coxcomb Spirits
merchandise is an eclectic mix of mundane equip- here all the time and murders are common enough A proud rooster adorns a hanging sign above the
ment, weapons, armor, and a smattering of magic that when a stabbing occurs, the bartendera brutish entrance to Coxcomb Spirits. More restaurant than
items he has picked up for a steal from local explorers. hobgoblin named Krunk, collects the body and sells it tavern, Coxcomb Spirits offers a fine selection of
Treasures, as its often called, does a brisk business to the renderer the next morning. wines, beers, ales, and liquors to accompany the
in the city, and adventurers of discerning taste shop In spite of the danger, the Salty Mug is a good place artful meals prepared by Chef Drebben. The Spirits
here exclusively. to pick up rumors and happenings in the city. People

18
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

caters mostly to the citys elite, and a nonpolitician little better than any of the bureaucrats choking the erful commercial forces in the region. Ever since, the
might wait for months for reservations. life from the city. Consortium has only grown larger and more success-
Ironically, a ghost in its cellar haunts the Spirits. ful, which is a fact not lost on the folk of Tradetown
Drebben has contained the unruly and unwanted 16. House of Sleep and elsewhere who have begun to resent the
guest by arranging holy symbols around its lair, but The House of Sleep specializes in exemplary service Consortiums influence.
he fears his solution is temporary at best. Hed hire and keeps out unwanted guests with its exorbitant Overlook houses the Consortiums warehouses and
someone to clear out the ghost, but fears it would be prices. A great tower that stands seven stories tall and production facilities in Elftown. Fronting these build-
bad for business. is pierced with so many arched windows, the building ings is a small shop that provides goods, weapons,
appears as if it has more glass than stone in its con- armor, and other materials (none of which is magi-
15. Stone Anvil struction. The House offers private accommodations cal) at a 10% discount below those prices listed in the
Easily one of the largest buildings in Overlook, Stone only; each suite of pleasant rooms includes a small Players Handbook.
Anvil is a grand cathedral dedicated to Moradin. kitchen, lounge, and bedroom, as well as the service DMs Tip: The Consortium is indeed a powerful
The churchs foundation extends deep into the earth, of two servants who see to the guests every need. merchant conglomerate, but its interests extend much
where copyists work to transcribe the holy texts of Kalaban Whisperwind, an eladrin expatriate, further than moving mundane goods around the Elsir
Moradin, write holy books, and compile ritual books owns the House of Sleep and dotes on his guests. Vale. The Consortium has turned hungry eyes at a
for the clergy. Some say these cavernous vaults hold A cultured and educated man, his life is one of ser- bigger prize; they hope to oust the ruling Council and
far more than the legion of scribes and that ancient vice. Those who can afford a room here are never install a government friendlier to the Consortiums
relics from the Age of Chains are buried in the deep- disappointed. interests, preferably consisting of individuals hand-
est of vaults. picked by the merchants. A small cadre believes the
Above, stone walls assembled from blocks of stone 17. The Turned Spoon coming conflict will be good for them, since they
larger than many homes climb far above the bridges The Turned Spoon is a quaint restaurant on the south- expect that a disastrous defeat at Bordrins Watch will
and buildings of Stonehammer. Its uppermost levels ern edge of Elftown. Founded by a cadre of halfling weaken the Councils influence and open the door
are studded with leaded windows that sparkle in the chefs from the riverlands to the south, they offer a for a coup. When this occurs, the Consortium intends
sun, each of which is shaped to resemble hammers. large menu and a dizzying array of spirits. The res- to move in with their mercenary soldiers, which are
Doors to the worship hall rise 40 feet and require taurant is comfortable, with padded chairs and low hidden throughout the city, seize the government, and
six dwarves to open or close them such is their tables. Deemed a romantic spot by the elite, and the shatter the orc armies themselves.
great weight. epitome of excess by everyone else, the Turned Spoon
The Stone Anvil is open to all who would pay offers large meals of unimpeachable quality. 19. Pollivers
homage to Moradin, but its placement in the city as Pollivers is a small inn and club used by visiting
well as an unwelcoming atmosphere results in its con- 18. Elsir Consortium officials and for local officials in need of clandestine
gregation being nearly all dwarves. The current high Forty years ago, a group of merchants set aside their meetings. A large building, four stories tall, it sits atop
priest is Durkik Forgeheart, and he has served three differences and combined their businesses to found a tower near the eastern gate into the High Hall. Tall
decades. Durkik, a dwarf, began his career as a pious the Elsir Consortium. Their unified front allowed glass windows face out on all sides, with burgundy
servant of his god, but years of corruption, wealth, them to expand their individual markets to nearly curtains inside that can drawn closed for privacy,
and status have chipped away at his idealism, leaving every community in the Elsir Vale until a decade while a pair of golden griffons stands watch to either
him grasping and opportunistic, which makes him later, and they have emerged as one of the most pow- side of the bronzed doors. The inside is just as grand

19
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

as the outside, with high ceilings, patterned floors in If the scale were not impressive enough, the archi- vigilant in safeguarding the private rooms and
priceless woods, and a legion of servants that cater to tecture in the details establishes the fortress as one inner vaults.
their guests. Large rooms, on scale with those found of the greatest in the lands. Carvings, engravings,
in the House of Sleep, fill the upper levels, while a and bas-reliefs adorn the walls, capturing moments 22. Ministry of War
bar, restaurant, game room, and smoking lounge fill of dwarven history and inscribing those grudges to The Ministry of War is more compound than single
out the main floor. which all dwarves still cling. Scrollwork bears threats structure, consisting of six buildings arranged inside
Officials and envoys use Pollivers to conduct pri- and promises, vows of vengeance against orcs, giants, a walled-in courtyard. Three buildings are barracks
vate meetings, to make secret deals, andto chart the and anyone or anything else that had wronged for the garrison that protects and patrols the city. The
course for the future of Overlook. As such, member- these people. fourth serves as an armory and smithy, producing
ship is gained by not only circumstances of birth and Inside, the same degree of artistry appears weapons, ammunition, and armor for recruits. The
wealth, but also for a candidates discretion. Being a throughout the building, from the brilliant tapestries fifth building houses the officers quarters, while the
member of Pollivers is an expense many in Overlook to the inlaid stone work covering the floors, and sixth contains the officers of the War Minister.
find worthwhile. statues of the courageous Firstborn who sacrificed The Ministry of War produces both soldiers and
their lives to liberate their kin. All this, inside and watchmembers, and their training regimens are
20. Michaels Blond out, pales before the brilliant majesty of the Council nearly identical. The Ministry accepts most candi-
In stark contrast to Pollivers and the other pricey Chamber: the High Hall. This magnificent room dates provided they are fit and able, but it allocates
establishments in High Hall and Stonehammer, measures 200 feet in diameter with a great dome recruits to the city watch or garrison. Some candi-
Michaels Blond is a down-to-earth tavern that spe- overhead. A dais, raised 20 feet above the echoing dates, no matter how eager, are refused. Topping the
cializes in serving the working class, offering honest chamber, holds the five high-backed chairs for the list are gnomes, any goblinoids (reformed or not), orcs
fare, good brew, and a comfortable environment councilors. The floor around the dais is polished (and their kin), and any other individual that lacks
all for a modest fee. Few officials would sully their to a mirror finish to reflect the mural on the dome the strength, discipline, or ethical substance to serve.
names by having dinner here, but those looking for overhead. In it, one can see an artists rendition of DMs Tip: Rumors tell of a third branch of the
information on the elite might pry a few secrets from Moradins wrath against the primordials, telling the Ministry of War, a covert group of operatives that
disgruntled servants deep in their cups. story of the gods gift, the betrayal, the Age of Chains, combine teams of individuals with untraditional tal-
and culminating in the dwarves liberation. ents, such as wizards, warlocks, and others. If such a
21. Caer Overlook Caer Overlook provides quarters for the elders as group exists, the Council and the Ministry both deny
(Government) well as smaller apartments for the districts represen- their existence.
Rising above all the other districts and buildings in tatives and their families. Each is a sumptuous room
the city is Caer Overlook, a sprawling fortress of stone with high ceilings and marble floors. Fireplaces large 23. Cadricks Boarding House
hauled out from the depths of the earth from the very enough for a grown man to stand hold roaring fires, When other districts provide lodgings, one might
mines the dwarves excavated during the dark days of heating the entire castle through a feat of engineer- wonder why anyone would rent a room in the Nine
their enslavement. The castle consists of eight round ing, while everburning torches illuminate the halls Bells. There are few good reasons and those who do
towers arranged in a star pattern surrounding a and chambers with a soft white light. Few, however, seek out a place to stay here are either too poor or too
central keep capped with a domed roof. Hedging have the chance to behold the splendor of this place, desperate to hunker down anywhere else, or, worse,
in all the towers and the keep is another stone wall, since the guardians protecting the councilors are need or have to keep a low profile. In any event,
taller than the wall bounding the High Hall, and it Cadricks Boarding House welcomes any and all
raises 200-feet tall.

20
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

inside its mildewed walls, offering dirt cheap rates resolve, leading a few of the temples to close their Fear about the orc army spreads through Overlook
that even include a loaf of bread (with crunchies!) and doors (specifically Ioun, Moradin, and Pelor). The like a cancer, but it also emboldens groups who see
a pail of murky water. One never fears being alone in restAvandra, Bahamut, Erathis, Kord, the Raven the confusion and chaos as a singular opportunity for
the rooms, because lice, fleas, and other vermin infest Queen, and, oddly, Zehirremain, but with small mischief. A group of anarchists emerges from Nine
the straw mattress beneath stained sheets. No detail clergies and smaller congregations. Bells to cause trouble in a higher-class district.
is spared in this interesting place, with peeling wall-
paper revealing swathes of black, quivering mold, 25. Pickled Imp Outraged Drakes (Level 1;
clouds of flies, and spiders so big, a shoe large enough The Pickled Imp is an infamous tavern located just XP 500)
has not been cobbled to silence their scuttling. inside the Nine Bells. Taking its name from the large 5 spiretop drakes (level 1 skirmisher; Monster
Wendell the Sott owns the Boarding House and jar containing a dead imp suspended in brown fluid Manual, page 90)
is not sure who Cadrick was, though hell tell you he sitting proudly on the old wooden bar, the Pickled
did at one time if he can be sobered up long enough Imp is no place for the meek. Tucked away on a side Years ago, Overlook brought in spiretop drakes to
to reply. An army of sycophants and hangers-on lurk street a few blocks away from the western gates, the control the growing rat problem. It worked, but now
in the shadows of this building, taking residence here Pickled Imp squats at the end of a foul alley, which the drakes are everywhere. Generally, the drakes are
thanks to Wendells good graces or his obliviousness. is littered with slop tossed from the windows of comfortable enough around humanoid races, but if
DMs Tip: The folk loitering around Cadricks tenements on all sides. The favored watering hole their eggs are disturbed, they can become fierce, as
Boarding House are a band of a rabble-rousers and of beggars, storytellers, vagabonds, madmen, and in the case of this clutch. An enterprising thief sought
agitatorsanarchists that want to see the Council dis- shiftless folk, the Pickled Imp provides watery wine to snatch a few eggs and turn a profit outside the city
solved and laws removed, letting the city go back to and a bitter yellow fluid that passes for beer. Fights and for his trouble, he found death instead of gold.
a more natural state. They hide their intentions and are common, and in the cellar, the Imps patrons can
their purpose well, except for the bits of graffiti that watch kobolds fight brutal death matches. Pressgangs (Level 1; XP 524)
show up all around the inn, with such profundity as 2 halfling thieves (level 2 skirmisher; Monster
Dwarves suck! Orcs Rool! and Armen wuz here. Urban Encounters Manual, page 152)
Clearly, this group is disorganized and doomed to Between expeditions, the characters can retreat to 2 human lackeys (level 7 minion; Monster Manual,
failure, but if an individual could unite them and Overlook to rest and recover, to acquire rituals and page 162)
give them some direction, there are enough of them gear, or gather additional information. While in the 4 human rabble (level 2 minion; Monster Manual,
to be dangerous. city, you can use any of the following encounters to page 162)
make their time in the city more interesting.
24. Divine Knot Overlook has sounded the call to war, and many
The Divine Knot is the name given to the nine Anarchists (Level 1; XP 498) people have answered without the need of having
temples filling out the northwest corner of the Nine 2 human bandits (level 2 skirmisher; Monster to pressgang folk into service. A few gangs, however,
Bells district. Each temple is a grand house of worship Manual, page 162) emerged from Nine Bells, Blister, and the Boneyard,
designed to honor the gods, but is marred by the 8 human rabble (level 2 minion; Monster Manual, and they now roam the streets, ambushing anyone
squalor and filth contaminating this district. For page 162) they find in the name of patriotism and delivering
years, the priests worked to clean up their environs their bloody charges to the Ministry of War for
but frequent failures have chipped away at their fresh recruits.

21
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

Lost Ones (Level 2; XP 675) Beyond Overlook each season, fed by towns, hamlets, and communities
1 human mage (level 4 artillery; Monster Manual, all under Overlooks protection. The stores can keep
Overlook is one of the most interesting features of the
page 163) a modest-sized force fed and watered for up to six
Stonehome Mountains, but it isnt the only one. Ruins
4 human bandits (level 2 skirmisher; Monster months without needing to resupply.
of the old dwarven kingdom dot the peaks for hun-
Manual, page 162) Like the Monastery, the Watch contains a secret
dreds of miles to the north and south, while old caves
staircase that winds down into the mountain and
lead to tunnels worming through the rock. Closest to
The characters stumble onto a group of Lost Ones connects at a large room called the Nexus. There,
the Overlook, though, the land is safer and is home to
intimidating a shop owner into coughing up gold for soldiers at the Watch could move beneath the feet
numerous villages and other places of interest.
protection. These enforcers respond with violence of their enemy and strike them from behind. This
Armistice: Purported to be the site of victory of
to any interference, but they scatter if the mage is passage hasnt been used in centuries and only a scant
the giants and orcs, here the freed dwarves signed
taken out. Henceforth, the PCs gain the Lost Ones as few know of its existence.
a compact of peace that would bind them into one
enemies, and during the adventurers stay, they Elsir River: The headwaters of the Elsire River
nation. Now the kingdom is no more, so Armistice
discover that some shops and taverns refuse them flow in a series of waterfalls that drain the mountains
is just a relic of the past filled with old codgers who
service and that their steps are dogged by gangs of back into the valley to the east. West of Sodden (see
think back on better days.
these criminals. below), the river is too rough and hides too many
Bordrins Watch: Straddling the old Dwarfroad
rocks for boats to navigate, though from Sodden, one
is a mighty fortress that was raised to control traf-
Mysterious Killers (Level 3; fic across the mountains and protect the Elsir Vale
can travel across the valley, going as far as Brindol.
XP 750) from attack. Bordrins Watch contains one of the
Feud: Two dwarf families dominate this tiny
2 doppelganger sneaks (level 3 skirmisher; Monster hamlet and, as their name indicated, they are prone
three access points to the tunnels beneath the moun-
Manual, page 71) to violence. The only thing they cant stand more than
tains. The stronghold consists of a long wall, which is
3 human guards (level 3 soldier; Monster Manual, one another is outsiders.
150-feet tall and over 80 feet thick at the base, and it
page 162) Hope: Another speck of a town, Hope appeared
is punctuated with steep towers fitted with arrowslits.
after prospectors found a vein of silver nearby. Once
Battlements cap the wall, allowing sentries to watch
While moving through the city, the PCs come upon the vein played out, most of the miners moved north
the pass and defend the fortress from attack. Atop
a vicious fight in a darkened alley. There, the attack- to Armistice, but a few stubborn folk live here still,
each tower is a pair of catapults. Ballistae and scorpi-
ers are finishing up slaughtering another group of working the mines in search of precious metals.
ons are positioned every 40 feet along the
adventurers. Should the PCs defeat the attackers, Travelers have reported that something is not right
walls length.
they find on them a list of names, some unknown, with these people and theres a feeling that the
In the center of the pass is a massive gate. Its doors
others known, including those of the Freeriders (see citizens of Hope are hiding something sinister.
stand 100-feet tall, and it takes 40 aurochs to pull
page 24) and four of the five player characters. These Lantern: A minuscule settlement of just fifty
them open. The gatehouse surrounding the doors
killers were hired by a mysterious agency in the city souls, Lantern is little more than a logging camp.
consists of two towers, each as tall as the wall and
whos working to eliminate potential problems as his Monastery of the Sundered Chain: About
wider than three standing towers together.
plans unfold. A future adventure can provide greater eighteen miles southwest of Overlook stands the old
Bordrins Watch can accommodate 3,000 soldiers
revelations in this sinister plot. Monastery of the Sundered Chain. Raised to house
on the walls and in the towers, but the grounds on
an order of holy warriors in service to Moradin, the
the eastern side of the pass can hold up to 100 times
templars have largely withdrawn from Overlook,
this number if need be. Granaries are replenished

22
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

seeing the city as having lost its identity. Even though


the relationship is strained, the monastery and the
city remain allies. The monastery contains one of
three access points to the tunnels beneath the Stone-
home Mountains. The templars are reputed to be the
only ones with the knowledge of how to close off
the tunnels.
Mylers Stone: This town was once a large city,
but years of decay, disease, and tragedy reduced the
place to a handful of desperate people eking out an
existence in the ruins of the past.
Old Den: A trade depot used by rangers and elves
alike, this site is a cluster of wooden buildings
surrounded by a palisade.
Shackles: Overlooks sister, Shackles was a
powerful city and was the former capital of the fallen
dwarven kingdom. It fell nearly two centuries ago
when the orcs sacked it before the kingdom could
respond.
Sodden: A small town at the headwaters of the
Elsir River, this is a quaint community of farmers and
fisherfolk. They work well with the elves, which is
perhaps the only thing that stops the elves from
erasing Lantern altogether.
The Vents: Natural fissures vent steam from a Wilderness Encounters Opportunists (Level 1; XP 500)
superheated underground lake. The tunnels are dan- The characters have plenty of opportunities to get 1 bugbear warrior (level 5 brute; Monster Manual,
gerous since they are also choked with foul monsters in trouble while traveling to Overlook or when they page 135)
of the Underdark, dangerous flora, and vicious fauna. explore the citys surrounding countryside. They can 2 goblin warriors (level 1 skirmisher; Monster
For more information on the Vents, see page 39. stumble into trouble while attempting to complete Manual, page 137)
The Westdeep: This dense forest grows in the their mission, or if the characters arent quite of the 4 goblin cutters (level 1 minion; Monster Manual,
narrow depression between the Stonehome and level they need to be to survive this adventure, you page 136)
Wyrmsmoke Mountains. A dangerous place, several can add any of the following encounters.
tribes of xenophobic elves live here, and they do A brutish bugbear named Rorrag leads a small force
not take kindly to trespassers. Conflict between the out of the Westdeep to strike the smaller settlements
loggers at Lantern and the elves has come close to for plunder and slaughter. Rorrag is aware of the
open war, and its known that if the elves attack, the approaching orc horde and seizes the chance to strike
dwarves will be forced to respond.

23
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

these hamlets while their garrisons defend the Vale Elf hunters patrol the fringes of the Westdeep, Megan Swiftblade
against the attack. scouring the forest for loggers and trappers. They Megan Swiftblade was the pretty daughter of a poor
arent interested in a fight with the PCs, unless the farmer not far from Brindol. When the Red Hand
Deserters (Level 1; XP 518) characters are despoiling the forest in some way. invaded the Vale, the goblins and dragonspawn slew
1 human berserker (level 4 brute; Monster Manual, This said, characters treating the elves with respect her family and left her scarredphysically and
page 163) might learn about orcs who have slipped through the emotionally. She spent the last decade honing her
2 human bandits (level 2 skirmisher; Monster mountains. Resolve this as a complexity 2 social chal- fighting skills, vowing she would give her life to
Manual, page 162) lenge, using Bluff, Diplomacy, Insight, and Nature as protect innocents from the encroaching darkness so
3 human rabble (level 2 minion; Monster Manual, the key skills. A success (six successes before three other young people would never face the horrors she
page 162) defeats) reveals the elves have encountered orcs in the was forced to endure.
forest, but not in considerable numbers. They suspect
Not all those called to defend Elsir Vale have the they might be part of the horde since their armor and Megan Swiftblade Level 3 Soldier
courage to do so, and as reports have filtered in from weapons bristle with boar tusks. Medium natural humanoid, human XP 150
the west, a few warriors have abandoned their posts. Initiative +4 Senses Perception +3

Since deserters face death if captured, these men and The Freeriders HP 44; Bloodied 22
AC 19; Fortitude 18, Reflex 15, Will 16
women have turned to banditry to survive. The characters arent the only band of adventurers Speed 5
called to help defend Bordrins Watch; and numerous m Longsword (standard; at-will) Weapon
Orc Scouts (Level 1; XP 520) groups, of varying skill and expertise, have come to +11 vs. AC; 1d8 + 5 damage, and the target is marked until
the end of Megans next turn.
2 orc scouts (level 3 skirmisher; page 53) Overlook to lend their talents in the fight against the r Longbow (standard; at-will) Weapon
5 orc drudges (level 4 minion; Monster Manual, approaching army. Most of these adventuring groups Ranged 20/40; +4 vs. AC; 1d10 + 1 damage.
page 203) are pleasant enough, but rivalries, even good-natured M Sure Strike (standard; at-will) Weapon
+13 vs. AC; 1d8 + 1 damage.
ones, are bound to arise. During their stay in Over-
M Tide of Iron (standard; at-will) Weapon
A band of orcs, having slipped through the vents, now look, the characters should eventually cross paths Requires shield; +11 vs. AC; 1d8 + 5 damage, and the
prowl the countryside, ambushing militias, adventur- with the Freeriders. If youre using the slow start target, if Large or smaller, is pushed 1 square. The target
ers, and anyone else they encounter to soften up the option, consider introducing these adventurers before is marked until the end of Megans next turn. Megan can
shift into the space the pushed target vacated.
defenses against the hordes attack. All these orcs the PCs are called to the Council of Elders. M Dance of Steel (standard; encounter) Weapon
have the tell-tale tusks that mark their allegiance to The Freeriders formed up six months ago in Elsirs +11 vs. AC; 2d8 + 5 damage, and the target is marked and
their orog chieftain. Crossing. They left the small community and headed slowed until the end of Megans next turn.
No Opening (immediate interrupt, when an enemy attacks
east, where they dealt with a foul cabal of cultists in
and has combat advantage; encounter)
Westdeep Elves (Level 2; an isolated town called Beacon. After, they returned Megan cancels the combat advantage she was about
XP 625) to Brindol for some down time and learned of the to grant.
2 elf archers (level 2 artillery; Monster Manual, impending threat. Like the PCs, the Freeriders went Alignment Good Languages Common, Goblin
Skills Intimidate +6
page 106) west to do their part in defending their homeland. Str 18 (+5) Dex 13 (+2) Wis 14 (+3)
3 elf scouts (level 2 skirmisher; Monster Manual, Con 12 (+2) Int 11 (+1) Cha 10 (+1)
page 106) Equipment scale armor, light shield, longsword, longbow with
quiver of 20 arrows, adventurers kit

24
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

As the leader of the Freeriders, Megan sees her Ragnum Dourstone Level 3 Controller (Leader) Sylen Leafrunner Level 3 Skirmisher
Medium natural humanoid, dwarf XP 150 Medium fey humanoid, elf XP 150
fellow adventurers as extended family and is protec-
Initiative +1 Senses Perception +4; low-light vision Initiative +7 Senses Perception +10; low-light vision
tive of themprotective to the point that conflicts HP 46; Bloodied 23 Group Awareness aura 5; all allies inside the aura gain a +1
sometimes arise. She can come off as brusque, but she AC 17; Fortitude 16, Reflex 13, Will 16 racial bonus to Perception checks.
means well and is fearless in battle. Megan is sword Saving Throws +5 against poison effects HP 44; Bloodied 22
Speed 5 AC 19; Fortitude 15, Reflex 17, Will 15
thin with an attractive figure, keeps her blond hair m Warhammer (standard; at-will) Weapon Speed 7
cut short, and has a vicious scar that runs from her +8 vs. AC; 1d10 + 4 damage. m Longsword (standard; at-will) Weapon
forehead and down her left cheek. r Crossbow (standard; at-will) Weapon +8 vs. AC; 1d8 + 2 damage.
Ranged 15/30; +5 vs. AC; 1d8 damage. r Longbow (standard; at-will) Weapon
M Priests Shield (standard; at-will) Weapon Ranged 20/40; +9 vs. AC; 1d10 + 4 damage.
Ragnum Dourstone +8 vs. AC; 1d10 + 4 damage, and Ragnum or one adjacent Elven Accuracy (free; encounter)
The heart of the Freeriders is Ragnum Dourstone, a ally gains a +1 power bonus to AC until the end of Rag- Sylen can reroll an attack roll. It must use the second roll,
graying dwarf priest of Moradin. Born and raised in nums next turn. even if its lower.
M Wrathful Thunder (standard; encounter) Thunder, Hunters Quarry (minor; at-will [1/round])
Overlook, he left the city in disgust after witnessing
Weapon Closest enemy becomes Sylens quarry. Once per round,
the decay in his church. Although estranged from his +8 vs. AC; 1d10 + 4 thunder damage, and the target is Sylen can deal an extra 1d6 damage on an attack against
kin, he would not abandon the city to the orc armies dazed until the end of Ragnums next turn. his quarry. Sylen can have just one quarry at a time.
C Healing Word (minor; 2/encounter [1/round]) Healing R Twin Strike (standard; at-will) Weapon
and so he convinced his companions to make the
One ally; the target spends a healing surge and regains an Requires longbow; ranged 20/40; +9 vs. AC, two attacks;
journey west. additional 1d6 + 3 hit points. 1d10 damage per attack.
Ragnum is just over 4-1/2 feet tall and weighs M Cure Light Wounds (standard; daily) Healing R Cut and Run (standard; encounter) Weapon
upward of 200 pounds. He has auburn hair streaked Melee touch; the target regains a number of hit points equal Requires longbow; ranged 20/40; +9 vs. AC, two attacks;
to its surge value + 3. 1d10 + 4 damage per attack. Sylen can shift up to 3
with gray and a thick beard he wears in braids. Gruff
Stand Your Ground squares after the first or second attack.
and serious, he believes in doing his duty with honor When an effect forces a dwarf to movethrough a pull, a Yield Ground (immediate reaction, when damaged by a melee
and is an implacable foe when crossed. push, or a slidethe dwarf moves 1 square less than the attack; encounter)
effect specifies. When an attack would knock the dwarf Sylen can shift 2 squares and gains a +2 power bonus to all
prone, the dwarf can roll a saving throw to avoid falling defenses until the end of his next turn.
Sylen Leafrunner prone. Alignment Good Languages Common, Elven
Born in the Westdeep, Sylen left his woodland home, Alignment Lawful good Languages Common, Dwarven Skills Nature +10, Stealth +10
disagreeing with their distrust and remembering Skills Dungeoneering +6, Endurance +5, Religion +6 Str 14 (+3) Dex 18 (+5) Wis 15 (+3)
Str 16 (+4) Dex 10 (+1) Wis 16 (+4) Con 12 (+2) Int 11 (+1) Cha 10 (+1)
how his people aided in the defense of the Vale
Con 14 (+3) Int 11 (+1) Cha 13 (+2) Equipment leather armor, longsword, longbow with a quiver
against the Red Hand. He fell in with Megan and Equipment chainmail, warhammer, crossbow with case of 10 of 20 arrows, adventurers kit
began a torrid love affair that has endured over the bolts, symbol, adventurers kit
Red Hand a decade past. When she had learned all
years. Although he feels strongly for the woman, he is dyed in greens and browns. Hes friendly and a she could, she left to find her own place in the world.
secretly ashamed, feeling as though he has betrayed constant companion, keeping his secret guilt close to Ghena is content to work with the Freeriders, but
his people and his culture by his dalliance in human his heart. sees it as a short-term venture, since she believes shes
realms.
destined for greatness, far more than her current
Sylen is whip thin, with long brown hair and angu- Ghena Tenson companions will ever achieve.
lar features that give him the look of a fox. Hes most An arcanist of some talent, Ghena was apprenticed Short, pudgy, with a round face and small eyes,
comfortable in his hunting garb and wears clothing to a wizard who helped save the Elsir Vale from the she has shoulder-length blond hair, a face full of

25
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

Ghena Tenson Level 3 Controller


Medium natural humanoid, human XP 150
Madrick Level 3 Skirmisher
Small fey humanoid XP 150
Other Adventuring
Initiative +2 Senses Perception +3 Initiative +6 Senses Perception +6; low-light vision Groups
HP 44; Bloodied 22 HP 44; Bloodied 22 Numerous other adventuring bands have come to
AC 19; Fortitude 15, Reflex 18, Will 16 AC 18; Fortitude 14, Reflex 16, Will 16
Overlook, including the Farstriders, the Green Hand,
Speed 6 Speed 5
m Quarterstaff (standard; at-will) Weapon m Dagger (standard; at-will) Weapon the Company of Wolves, the Slayers, and others.
+5 vs. AC; 1d8 damage. +8 vs. AC; 1d4 + 1 damage. You can flesh these out as needed, or just drop their
r Magic Missile (standard; at-will) Force r Dagger (standard; at-will) Weapon
names, and others of your own creation, into the
Ranged 20; +7 vs. Reflex; 2d4 + 4 force damage. This power Ranged 5/10; +10 vs. AC; 1d4 + 3 damage.
counts as a ranged basic attack. M or R Sly Flourish (standard; at-will) Weapon background to emphasize the severity of the threat
A Cloud of Daggers (standard; at-will) Force Requires dagger; melee 1 or ranged 5/10; +10 vs. AC; 1d4 + to the city.
Area burst 1 within 10; +7 vs. Reflex; 1d6 + 4 force 6 damage. Of these other groups, only the Farstriders bear
damage. The powers area is filled with sharp daggers of M Positioning Strike (standard; encounter) Weapon
special mention. Led by Edgar Sommerfield, a war-
force. Any creature that enters the area or starts its turn Requires dagger; +10 vs. Will; 1d4 + 3 damage, and slide
there takes 2 force damage. The cloud remains in place the target 3 squares. lord of some fame, the Farstriders are far and above
until the end of Ghenas next turn. Sneak Attack the most successful adventuring party in these lands,
C Color Spray (standard; encounter) Radiant Once per round, Madricks attack deals an extra 2d6
hence their being tasked with the Vents. Theyve slain
Close blast 5; +7 vs. Will; 1d6 + 4 radiant damage, and the damage to a target he has combat advantage against.
target is dazed until the end of Ghenas next turn. Fade Away (immediate reaction, when Madrick takes damage; a black dragon, ousted a nest of kobolds, and even
Shield (immediate interrupt, when hit by an attack; encounter) encounter) Illusion undertaken an expedition into the Shadowfell. Aside
Ghena gains a +4 power bonus to AC and Reflex defense Madrick is invisible until he attacks or until the end of his from Sommerfield, the group includes twin elf rang-
until the end of her next turn. next turn.
ers, Uulath and Reiner, a half-elf warlock named Jen,
Alignment Unaligned Languages Common, Draconic Reactive Stealth
Skills Arcana +10, History +10, Religion +10 If Madrick has cover or concealment when he makes an ini- and Corben, a human fighter. Their statistics arent
Str 10 (+1) Dex 13 (+2) Wis 14 (+3) tiative check, he can make a Stealth check to escape notice. necessary since they are all slain in their attempt to
Con 12 (+2) Int 18 (+5) Cha 10 (+1) Fleeting Ghost (move; at-will) seal the Nexus, leaving it to the PCs to save Overlook
Equipment robes, staff, spellbook, adventurers kit Madrick can move his speed and make a Stealth check.
He does not take the normal penalty from movement on and the Elsir Vale from the attackers.
freckles, and long, slender fingers. She wears this check. DMs Tip: If the characters spend any time in
traveling clothes and carries a black staff with silver Alignment Good Languages Common, Elven Overlook before they head out for the monastery,
Skills Arcana +4, Stealth +11, Thievery +9
ferrules at either end. you could introduce this party along with the
Str 13 (+2) Dex 16 (+4) Wis 11 (+1)
Con 12 (+2) Int 12 (+2) Cha 16 (+4) Freeriders. This experienced group might serve as
Madrick Equipment leather armor, 5 daggers, adventurers kit, raccoon mentors, for a time, or close friends, making their
Madrick never planned on becoming an adventurer; named Bandit deaths all the more poignant when the characters
he was content in his forest home in the Feywild with them ever since. Although he enjoys their company, find their corpses.
his pet raccoon, Bandit. However, the formorians hes always looking for a way back to his home so he
raided his community, and only by his quick wit and might rescue his captured kin.
a timely warning from Bandit did Madrick escape. Madrick is short, with pale skin, and large black
Unfortunately for him, he went through a doorway eyes. He wears brown and gray clothing to help him
into the natural world. Confused, surprised, and a sneak about. His best friend in the world is Bandit
little homesick, Madrick took up with the Freeriders and the raccoon is never far from his side.
for lack of anything else to do and has remained with

26
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

and hazards lurking at the higher elevations between


Overlook and the monastery.
Level: 3.
Complexity: 1 (requires 4 successes before
3 failures).
Primary Skills: Endurance, Nature, Perception,
Stealth.
Special: Once the characters reach the monastery,
they gain a +2 bonus to all checks each time they
repeat this challenge.
Endurance (DC 15): A trek through the trackless
wilderness is slow and arduous. At least two charac-
ters must make Endurance checks to preserve their
stamina and avoid fatigue, injury, and exhaustion.
Failed checks result in everyone in the party losing 1
healing surge in addition to counting as a failure.
Nature (DC 20): The mountain paths are twisting
and confusing, making it easy to become lost. In addi-
tion to counting as a failure, two failed Nature checks
result in the characters losing 1 healing surge since
they have to backtrack and reorient themselves to
regain their bearings.
Perception (DC 20): The character notices an easier
route up to the monastery, granting a +2 bonus to
all Endurance, Nature, and Stealth checks for the
Monastery of the excellent education in religion and combat, but also remainder of the journey.
Stealth (DC 15): The characters move cautiously
Sundered Chain gains a mark of pride and honor.
through the mountains, being careful not to attract
The monastery is about 20 miles from Overlook,
Constructed centuries ago to house an elite fight- higher up in the mountains, and just beneath the attention. A failure closes off this approach for the
ing force of Moradin dedicates, the Monastery of the Hammer, a great peak that loosely resembles a down- duration of the challenge.
Sundered Chain preserves the memories of the hard- turned hammer. The trip to the monastery can be Success: The characters reach the monastery or
ships endured at the hands of the giants, and it trains free of danger, or, if the PCs are in need of additional Overlook without trouble.
initiates in fighting arts useful for battling these foes. experience points, can be reached safely with an Failure: Roll on the following table and begin a
For generations, the monastery has stood as a symbol extended skill challenge. combat encounter with the indicated monsters. After
of dwarven perseverance and expertise in the fight- Setup: The PCs must navigate the mountains finishing the encounter, the PCs must start their chal-
ing arts and one who trains there not only receives an using their expertise and cunning to avoid monsters lenge over again to reach their intended destination.

27
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

Wilderness Encounters
d% Monsters Encountered
Monastery of the
0110 3 griffons Sundered Chain Overview
1120 2 cave bears The monastery includes the following areas.
2130 5 hippogriffs
3160 6 orc raiders
6170 Orc eye of Gruumsh and 4 orc berserkers Monastery
7180 5 wights This area includes the monastery, the courtyard, and
8190 5 ghouls
91100 4 gnoll marauders the outer walls. The entire site butts up against the
mountains, which serve as the fourth wall. The outer
When arranging the battlefield, use a mountain walls stand 50 feet tall and plinths spaced at regular
map with difficult terrain (rubble, scree), cover (rocky intervals reinforce it. Access to the courtyard comes
outcroppings and defiles), and concealment (deep by way of a pair of 30-foot tall double doors, which
shadows) to create a dynamic fight. Orcs fight until are never locked.
slain; all other monsters flee when reduced to 10 Inside the walls is the Hall of Moradin and the
hit points or fewer. None of these encounters surrounding courtyard. Fine sand covers the court-
has treasure. yard and the spaces between endless rows of statues,
each carved to commemorate the deeds of an ancient
Dungeon Features dwarf hero.
Certain elements of the dungeon are universal The monastery is a looming structure capped
throughout the complex. with a red-tiled roof. Bas-reliefs adorn its exterior,
Doors: Unless otherwise mentioned, none of the capturing religious events and heroes in perfect stone
doors are locked and all can be opened by depressing carvings.
a lever in the handle. Doors open inward, and so the Orcs have overrun the place, with a band outside
hinges are in the rooms interior. in the courtyard and a second group in the Hall. The
Stairs: Stairs count as difficult terrain. Unless latter is defacing Moradins altar.
otherwise called out in the text, stairs are made
from stone.
Hall of Heroes
Accessed by way of a concealed staircase inside the Chamber of Works
Extended Rest Hall of Moradin, the Hall of Heroes stretches out hun- At the bottom of the great staircase is the Chamber
Few places are safe enough inside the dungeon for an dreds of feet below the monastery above it. Here, the of Works, where the monks honored their gods by
extended rest since the orcs constantly move about, monks slept and reflected on their devotion to their producing fine dwarfcraft weapons, armor, and other
carrying plunder up to the temple proper. To take an god. The Halls north end opens onto a switchback goods, which they sold to feed and clothe themselves.
extended rest, the characters have to leave the monas- stair that drops even deeper into the mountain to the The orcs now use this room to tease out the secrets
tery and find a safe place to hide in the surrounding workshops far below. from their prisoners, subjecting them to awful tor-
countryside. Any attacks are noticed while the char- The once sacred areas house only carnage, for the ment before feeding their bones to the fires.
acters are gone, and the orcs reinforce cleared rooms orcs overran the dwarves and slew them all, leaving
with fresh troops drawn from other locations. their bodies to rot where they lay.

28
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

Orc Sentries When the characters approach, read: first sign of trouble, they toss aside their meals and
leap to their feet to engage the enemies.
Encounter Level 1 (564 XP) A grand edifice rises above steep walls, which are about
50-feet tall. These walls encircle the compound and run up Features of the Area
Setup to the higher slopes of the mountain beyond. Illumination: At night, the cook fires shed bright
A small force of orcs camps in the courtyard out- light in a 20-square radius.
side the monastery, and they keep their eyes out for When the characters move inside the wall, read: Ground: Fine sand covers the ground throughout
intruders. Each group has settled around campfires the courtyard, and while somewhat slippery, it does
where indicated on the tactical map. The characters Near the gate, you see three bonfires burning, where gray not interfere with movement.
can access the courtyard by moving through the and green-skinned savages cook haunches of meat that look Stairs: Stairs lead to the battlements 10 squares
closed double doors or by climbing the wall. suspiciously like arms and legs. above the battlefield. Refer to the temple map on page
2 orc raiders (R) 28 for a larger look at the area.
6 orc drudges (D) Perception Check Statues: Two rows of stone statues line the
DC 10: The characters spot smoke rising from the courtyard. approach to the doors. Characters standing in a space
adjacent to a statue gain cover. Climbing a statue
Tactics requires a DC 10 Athletics check. Each statue has AC
Although charged with guard duty, the orcs are lax 22, other defenses 20; hp 50; resist 10 to all damage.
and more interested in feeding their hunger. At the Massive Statues: Hulking statues of dwarf cham-
2 Orc Raiders (R) Level 3 Skirmisher pions spread out from this approach. Statues provide
Medium natural humanoid XP 150 each total cover to those standing behind them. Climbing
Initiative +5 Senses Perception +1; low-light vision a massive statue requires a DC 15 Athletics check.
HP 46; Bloodied 23; see also warriors surge
AC 17; Fortitude 15, Reflex 14, Will 12 Finally, each massive statue has AC 22, other defenses
Speed 6 (8 while charging) 20; hp 500; resist 10 to all damage.
m Greataxe (standard; at-will) Weapon Campfires: Any creature entering or starting its
+8 vs. AC; 1d12 + 3 damage (crit 1d12 + 15).
turn in one of these spaces takes 1d6 fire damage,
R Handaxe (standard; at-will) Weapon
Ranged 5/10; +7 vs. AC; 1d6 + 3 damage; see also and ongoing 5 fire damage (save ends).
killers eye.
M Warriors Surge (standard, usable only while bloodied;
encounter) Healing, Weapon
6 Orc Drudges (D) Level 4 Minion
Medium natural humanoid XP 44 each
The orc raider makes a melee basic attack and regains 11
Initiative +0 Senses Perception +0; low-light vision
hit points.
HP 1; a missed attack never damages a minion.
Killers Eye
AC 16; Fortitude 15, Reflex 12, Will 12
When making a ranged attack, the orc raider ignores cover
Speed 6 (8 while charging)
and concealment (but not total concealment) if the target
m Club (standard; at-will) Weapon
is within 5 squares of it.
+9 vs. AC; 5 damage.
Alignment Chaotic evil Languages Common, Giant
Alignment Chaotic evil Languages Common, Giant
Skills Endurance +8, Intimidate +5
Str 16 (+5) Dex 10 (+2) Wis 10 (+2)
Str 17 (+4) Dex 15 (+3) Wis 10 (+1)
Con 14 (+4) Int 8 (+1) Cha 9 (+1)
Con 14 (+3) Int 8 (+0) Cha 9 (+0)
Equipment hide armor, club
Equipment leather armor, greataxe, 4 handaxes

29
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

Hall of Moradin Perception Check The orcs know the way out is sealed behind them
DC 17: You spot movement coming from the balcony over- thanks to Kalad (see M5), so they fight to death,
Encounter Level 2 (651 XP) heada figure wielding an impossibly large crossbow in two giving and expecting no quarter.
hands drools with excitement as it levels the weapon at you.
Setup Features of the Area
The orcs took the dwarf priests by surprise, coming Tactics Illumination: Two braziers atop the dais fill the
up from below through the hidden door in the altar. The orc witch doctor is none too thrilled to see the room with bright light.
The battle was vicious and the dwarves were eventu- PCs and screams in the hopes of hurrying along the Ceiling: The ceiling stretches 140 feet overhead.
ally slain, leaving this once breathtaking chamber in reinforcements from below. She and her bolt throw- Balcony: Two staircases (difficult terrain) lead up
the hands of cruel orcs to despoil and destroy. An orc ers buy time until the orc sergeant and the drudges to a balcony that overlooks the hall. Characters on the
witch doctor (W) completes its prayers to Gruumsh arrive. balcony gain cover from attacks made from below.
by defacing the altar, while a pair of orc bolt throwers The witch doctor spits curses, delaying her
stands guard in the balcony. action until one or more PCs come within her
At the start of the second round, an orc sergeant range. The first PC to close the distance receives
(S) leads a squad of 4 orc drudges (D) out from the her unspeakable filth for his or her bravery and
depths of the temple. At the start of the second round, when the rest converge, the witch doctor follows
place their miniatures in available spaces next to up on the second round with curse of Gruumsh.
the altar. Should any enemies reach her, she switches
1 orc sergeant (S) tactics and lays into her foes with her disgusting
1 orc witch doctor (W) claws.
2 orc bolt throwers (B) The orc bolt throwers stay on the balcony,
4 orc drudges (D) taking advantage of the cover. They pick off soft
targets first, but switch their targets to any who
When the characters enter this chamber, read: try to engage in melee. After a couple of shots, the
bolt throwers bloodlust gets the better of them
The dome of this massive chamber features a brilliant and they rush down to engage their enemies.
mural of dwarves fighting giants in what looks like the same When the sergeant arrives on the second
mountains through which you have traveled. At the center round, he takes over, directing his drudges to
of the room is a dais ringed with blood-spattered steps. move and charge the closest PCs and keep them
Atop it stands a cracked anvil, clearly an altar, but now off the witch doctor. He fights from behind the
desecrated by dripping gore and smears of filth. A hideous drudges, using his reach weapon to press the
orc crone dressed in tattered rags screeches when she sees attack, while benefiting from protection provided
you, hopping from one leg to the other in outrage. by his expendable troops. The drudges fight as
directed, charging the PCs and fighting until
slain.

30
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

Sunken Areas: Stairs lead down to sunken seat- Orc Sergeant (S) Level 3 Soldier (Leader) Orc Witch Doctor (W) Level 2 Controller
ing areas filled with pews. The pews are packed Medium natural humanoid XP 150 Medium natural humanoid XP 125
Initiative +2 Senses Perception +5; low-light vision Initiative +2 Senses Perception +3; low-light vision
densely enough to count as difficult terrain in any Lead by Fear aura 1; orcs inside the aura gain a +1 power HP 33; Bloodied 16
space containing a pew. bonus to attack rolls. AC 15; Fortitude 13, Reflex 14, Will 17
Dwarf Corpses: The remains of the brave dwarf HP 46; Bloodied 23; see also warriors surge Speed 6 (8 while charging)
AC 19; Fortitude 17, Reflex 13, Will 14 m Disgusting Claws (standard; at-will) Poison
priests and paladins litter the floor, their blood cool-
Speed 6 (8 while charging) +7 vs. AC; 1d6 + 1 damage, and ongoing 5 poison damage
ing on the stone floor. m Glaive (standard; at-will) Weapon (save ends).
Dais: The steps leading up to the dais count as dif- Reach 2; +10 vs. AC; 2d4 + 4 damage. R Curse of Gruumsh (standard; recharge ) Acid
M Warriors Surge (standard, usable only while bloodied; Ranged 10; +6 vs. Fortitude; target is blinded (save ends),
ficult terrain.
encounter) Healing and the orc witch doctor makes a secondary attack.
Altar: On the center of the dais is a large altar The orc sergeant makes a melee basic attack and regains Secondary Attack: Close burst 1 centered on primary
dedicated to Moradin, cut from black basalt and 11 hit points. target; +6 vs. Reflex; 1d6 + 4 acid damage, and ongoing
carved to resemble a large anvil. The orc witch doctor Back to the Front! (immediate reaction, when orc ally within 2 acid damage (save ends).
5 squares is forcibly moved; at-will) R Unspeakable Filth (standard; at-will)
has desecrated the holy stone, smearing excrement
Slide triggering ally 1 square. Ranged 5/10; +5 vs. Reflex; 1d4 + 4 damage, and the
on its surface and mingling the filth with the spilled Alignment Chaotic evil Languages Common, Giant target takes 2 penalty to attack rolls until the end of the
entrails of murdered priests. Orcs in spaces adjacent Skills Endurance +5, Intimidate +5 orc witch doctors next turn.
to the defaced altar gain a +1 power bonus to their Str 19 (+5) Dex 9 (+0) Wis 13 (+2) Alignment Chaotic evil Languages Common, Giant
Con 14 (+3) Int 11 (+1) Cha 11 (+1) Skills Arcana +6, Intimidate +10
attack rolls. Equipment chainmail, glaive, tattered cloak Str 11 (+1) Dex 12 (+2) Wis 14 (+3)
Hidden Door: The altar slides on a cunningly Con 9 (+0) Int 11 (+1) Cha 18 (+5)
crafted base to reveal a staircase going down. Nor- 2 Orc Bolt Throwers (B) Level 1 Artillery Equipment befouled rags, bone rod
mally, a DC 25 Perception check is required to find Medium natural humanoid XP 100
Initiative +2 Senses Perception +4; low-light vision
the hidden door, but the orcs coming through it 6 Orc Drudges (D) Level 4 Minion
HP 26; Bloodied 13; see also warriors surge
Medium natural humanoid XP 44 each
reveals its presence to any who can see them when AC 13; Fortitude 14, Reflex 14, Will 11 Initiative +0 Senses Perception +0; low-light vision
they first emerge. Speed 6 (8 while charging) HP 1; a missed attack never damages a minion.
m Battleaxe (standard; at-will) Weapon
Steps and Dais: Statuary, rubble, bones, trees, AC 16; Fortitude 15, Reflex 12, Will 12
+6 vs. AC; 1d10 + 3 damage
crates, boxes, and so on are on the steps and dais. Speed 6 (8 while charging)
r Bellybow (standard; at-will; recharges when the creature
m Club (standard; at-will) Weapon
Braziers: A character can tip over a brazier by uses a move action to reload it) Weapon
+9 vs. AC; 5 damage.
making a DC 10 Strength check, or dealing 20 Ranged 20/40; +8 vs. AC; 1d12 + 2 damage, and the target Alignment Chaotic evil Languages Common, Giant
is pushed 1 square.
damage to it. When knocked over, the brazier makes Str 16 (+5) Dex 10 (+2) Wis 10 (+2)
M Warriors Surge (standard, usable only while bloodied;
Con 14 (+4) Int 8 (+1) Cha 9 (+1)
a close blast 3 attack against each creature in the encounter) Healing
Equipment hide armor, club
area; +6 vs. Reflex; 1d10 fire damage (crit 2d10 fire The orc bolt thrower makes a melee basic attack and
regains 6 hit points.
damage, and ongoing 5 fire damage [save ends]).
Alignment Chaotic evil Languages Common, Giant
Skills Stealth +7
Str 14 (+2) Dex 15 (+2) Wis 9 (1)
Con 14 (+2) Int 9 (1) Cha 8 (1)
Equipment leather armor, battleaxe, bellybow with 10 bolts

31
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

Hall of Heroes it uses warriors surge before resuming its attack. The one of the priests cells. The steps count as difficult
berserker fights to the death. terrain.
Encounter Level 4 (889 XP) The orog militants are far more cautious in their The cells are bare and devoid of much of inter-
approach. They stay close to their allies to employ est. Each contains a cot, a trunk filled with personal
Setup their fierce counterstrike power and discipline, prefer- effects such as spare robes, smallclothes, and a few
The orcs boiled up from the depths and spilled into ring to stay close to other orogs or the berserker to the relics from the dwarves lives before they joined the
this grand hall, killing everything they encoun- drudges. If the militants are bloodied, they shift back monastery. The items have no worth beyond their
tered. In the aftermath of the violence, the orcs are and spend their second wind, jumping back into the sentimental value.
scouring the remains in search of treasure, hidden thick of battle at the start of their next
enemies, and a way to unseal the passage through the turn.
mountain. The orc drudges are reckless and over-
1 orc berserker (B) confident. They fling themselves at their
3 orog militants (M) foes with little regard for strategy.
6 orc drudges (D) All monsters here fight to the death.

When the characters descend the stairs and Features of the


reach this room, read: Area
Illumination: Braziers in each of the
The carnage in this grand hall is obscene. Dead dwarves, four corners shed light in a 10-square
some still in their nightclothes, litter the f loor, blood radius, illuminating all but the center
painting the gray stone tiles, walls, and columns. In the of this massive room. Tipping a brazier
light cast by burning braziers, you see the butchers: requires a DC 10 Strength check or
more orcs. attacks that deal a total of 20 damage.
When knocked over, the brazier makes
Important!: Have the characters make Stealth a close blast 3 attack against each crea-
checks as they descend the stairs. If their results are ture in the area; +6 vs. Reflex; 1d10 fire
12 or higher, they take the monsters by surprise. damage (crit 2d10 fire damage, and
ongoing 5 fire damage [save ends]).
Ceiling: The ceiling is 20 squares
Tactics overhead.
The orcs howl in rage when they spot new enemies Stairs: A spiral staircase at the south-
and surge forward to slaughter the PCs. ern end of the room leads up to room 12.
The orc berserker charges the closest character The stairs count as difficult terrain.
on its first action, moving first if needed to set up Adjoining Rooms: All along either
the charge. The berserker viciously attacks with its side of the room are stairs that climb 30
greataxe each round until its bloodied, at which point feet up to a landing and the entrance to

32
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

Columns: Two rows of 10-foot diameter columns Orc Berserker (B) Level 4 Brute 3 Orog Militants (M) Level 3 Soldier
Medium natural humanoid XP 175 Medium natural humanoid XP 150 each
support the ceiling overhead. Climbing a column
Initiative +3 Senses Perception +2; low-light vision Initiative +3 Senses Perception +2; low-light vision
requires a DC 25 Athletics check. Each column has HP 66; Bloodied 33; see also warriors surge HP 48; Bloodied 24
AC 20, other defenses 18; hp 100; resist 10 to all AC 15; Fortitude 17, Reflex 13, Will 12 AC 20; Fortitude 17, Reflex 13, Will 14; see also discipline
damage. Destroying a column triggers a cave-in (Dun- Speed 6 (8 while charging) Speed 5
m Greataxe (standard; at-will) Weapon m Bastard Sword (standard; at-will) Weapon
geon Masters Guide, page 91). The columns provide
+8 vs. AC; 1d12 + 5 damage (crit 1d12 + 17). +10 vs. AC; 1d10 + 4 damage, and the target is marked until
total cover to creatures standing behind them. M Warriors Surge (standard, usable only while bloodied; the end of the orog militants next turn.
Statue: A massive statue of a dwarf warrior bat- encounter) Healing, Weapon M Relentless (standard; at-will) Weapon
The orc berserker makes a melee basic attack and regains Requires bastard sword; +10 vs. AC; 1d10 + 4 damage, and
tling a hydra dominates the center of the room,
16 hit points. the target is pushed 1 square. The target is marked until
standing nearly as tall as the ceiling. A DC 20 History Alignment Chaotic evil Languages Common, Giant the orogs next turn. The orog militant can shift into the
check reveals the statue describes a famous battle Skills Endurance +10, Intimidate +6 vacated square as a free action.
between Dergan Fellfist and a legendary hydra that Str 20 (+7) Dex 13 (+3) Wis 10 (+2) M Fierce Counterstrike (immediate reaction, when adjacent ally
Con 16 (+5) Int 8 (+1) Cha 9 (+1) is first bloodied; encounter) Weapon
devoured 300 warriors until the dwarf hero killed the
Equipment leather armor, greataxe Requires bastard sword; +10 vs. AC; 2d10 + 4 damage, and
beast in single combat. Its said Dergans bones were the target is pushed 1 square. The orog militant can shift
interred somewhere in the mountains and, given 6 Orc Drudges (D) Level 4 Minion into the vacated square as a free action.
Medium natural humanoid XP 44 each Discipline
the statues presence, its a safe bet that his remains
Initiative +0 Senses Perception +0; low-light vision Orogs gain a +2 bonus to saving throws against any ongoing
are sealed beneath the statues. Climbing the statue effects when adjacent to an ally.
HP 1; a missed attack never damages a minion.
requires a DC 20 Athletics check. The statue has AC AC 16; Fortitude 15, Reflex 12, Will 12 Alignment Evil Languages Common, Giant
25, other defenses 18; hp 300; resist 15 to all damage. Speed 6 (8 while charging) Str 19 (+5) Dex 10 (+1) Wis 13 (+2)
m Club (standard; at-will) Weapon Con 16 (+4) Int 9 (+0) Cha 11 (+1)
Dwarf Statues: At the north end of the room,
+9 vs. AC; 5 damage. Equipment plate armor, heavy shield, bastard sword
flanking the exit, is a pair of 30-foot tall statues of Alignment Chaotic evil Languages Common, Giant
grim dwarf warriors, each holding an axe, with the Str 16 (+5) Dex 10 (+2) Wis 10 (+2)
head down, between its feet. The statues wear hel- Con 14 (+4) Int 8 (+1) Cha 9 (+1)
Equipment hide armor, club
mets that conceal all but their beard. The statues do
not depict particular dwarf warriors, but rather are
idealized versions of Moradins chosen servants. A
DC 15 Perception check reveals that the base of the
statues are smooth and dark, caused by the countless
hands that have touched them for the blessing they
are thought to bestow.
Climbing the statue requires a DC 20 Athletics
check. The statue has AC 20, other defenses 18; hp
100; resist 10 to all damage.
Corpses: The orcs took the dwarves by surprise.
The dwarves fought bravely, but lacking their armor,
they could not stand against the weapons and num-
bers of the invaders.

33
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

Into the Depths Orog Scarred Champion (C)


Medium natural humanoid, orc
Level 4 Brute
XP 175
3 Orc Bolt Throwers (B)
Medium natural humanoid
Level 1 Artillery
XP 100 each
Initiative +2 Senses Perception +8; low-light vision Initiative +2 Senses Perception +4; low-light vision
HP 66; Bloodied 33; see also champions scorn HP 26; Bloodied 13; see also warriors surge
Encounter Level 3 (751 XP) AC 17; Fortitude 19, Reflex 14, Will 15 AC 13; Fortitude 14, Reflex 14, Will 11
Speed 5 Speed 6 (8 while charging)
Setup m Greatsword (standard; at-will) Weapon
+10 vs. AC; 1d10 + 5 damage, and the target is marked
m Battleaxe (standard; at-will) Weapon
+6 vs. AC; 1d10 + 3 damage
The dwarves constructed this series of staircases and until the end of the orog scarred champions next turn. r Bellybow (standard; at-will; recharges when the creature
landings to reach the bottom of the chasm, where it C Winnowing Slash (standard; recharge when first bloodied) uses a move action to reload it) Weapon
Weapon Ranged 20/40; +8 vs. AC; 1d12 + 2 damage, and the target
connects to the deeper tunnels under the mountain.
Requires greatsword; close burst 1; +7 vs. AC; 2d10 + 5 is pushed 1 square.
1 orog champion (C) damage, and the target is pushed 1 square. M Warriors Surge (standard, usable only while bloodied;
1 spiretop drake (S) C Champions Scorn (minor; at-will) Fear encounter) Healing
Close blast 5; one creature; the target becomes the object The orc bolt thrower makes a melee basic attack and
3 orc bolt throwers (B)
of the orogs scorn. The orog scarred champions melee regains 6 hit points.
4 orc drudges (D) attacks deal an extra 1d10 damage to the target, and if Alignment Chaotic evil Languages Common, Giant
the scarred champion reduces the target to 0 hit points, Skills Stealth +7
When the characters enter this room, read: it regains 16 hit points. Str 14 (+2) Dex 15 (+2) Wis 9 (1)
Alignment Chaotic evil Languages Common, Giant Con 14 (+2) Int 9 (1) Cha 8 (1)
Skills Intimidate +6 Equipment leather armor, battleaxe, bellybow with 10 bolts
The floor gives way to a massive cavern. A long staircase Str 20 (+7) Dex 10 (+2) Wis 12 (+3)
and series of landings lead down to the cavern f loor nearly Con 16 (+5) Int 9 (+1) Cha 8 (+1)
4 Orc Drudges (D) Level 4 Minion
100 feet below. A group of orcs climbs the stairs. Equipment plate armor, greataxe
Medium natural humanoid XP 44
Initiative +0 Senses Perception +0; low-light vision
Tactics Spiretop Drake (S)
Small natural beast (reptile)
Level 1 Skirmisher
XP 100
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 15, Reflex 12, Will 12
The orc bolt throwers concentrate their attacks Initiative +6 Senses Perception +3 Speed 6 (8 while charging)
against the ranged attackers, while the spiretop drake HP 29; Bloodied 14 m Club (standard; at-will) Weapon

swoops in to harass characters that try the staircase AC 16; Fortitude 11, Reflex 14, Will 13 +9 vs. AC; 5 damage.
Speed 4, fly 8 (hover); see also flyby attack Alignment Chaotic evil Languages Common, Giant
going down. The orog scarred champion and the m Bite (standard; at-will) Str 16 (+5) Dex 10 (+2) Wis 10 (+2)
drudges race up the stairs to confront the PCs. +6 vs. AC; 1d6 + 4 damage. Con 14 (+4) Int 8 (+1) Cha 9 (+1)
m Snatch (standard; at-will) Equipment hide armor, club
Features of the Area +4 vs. Reflex; 1 damage, and the spiretop drake steals a
small object from the target, such as a vial, scroll, or coin.
Illumination: Braziers provide bright light in a M Flyby Attack (standard; at-will)
10-square radius. The spiretop drake flies up to 8 squares and makes one
Stairs: The stairs connecting the various landings melee basic attack at any point during that movement. The
drake doesnt provoke opportunity attacks when moving
count as difficult terrain. away from the target of the attack.
Chasm: A fall from the ledges is likely lethal, deal- Alignment Unaligned Languages
ing damage as appropriate for the height of the fall. Str 11 (+0) Dex 18 (+4) Wis 16 (+3)
Con 13 (+1) Int 3 (4) Cha 11 (+0)

34
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

35
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

Chamber of Works Perception Check


DC 10: The character spots a dwarf being beaten by a
Encounter Level 6 (1,264 XP) hulking orog warrior.
DC 15: The character hears the orog demand in broken
Setup Common that the dwarf open the tunnel.
The Chamber of Works served two purposes. First,
it connected to the deeper tunnels through a long, Tactics
downward-sloping passage, and second, it housed The orcs are distracted by Og and his prisoner and so
the forges and workshops used by the priests to they arent paying attention when the PCs arrive, which
honor their god. The orcs discovered this passage in allows the PCs to take advantage of surprise. Once the
their searching beneath the mountain and came up combat begins, the orcs turn, almost as one, loose angry
through this room, slaughtering the dwarves as they shouts, and throw themselves recklessly at the intruders.
raced into the complex to finish off the defenders. Og drops Kalad to the floor, draws his bastard sword
Their haste to overrun the temple above caused and wades into the battle. Hes irate, so if orc drudges
them to miss Kalad, a devout dwarf paladin. While block his path to the PCs, he doesnt think twice about
the orcs fought his kin upstairs, Kalad pulled the lever cutting his way through to reach the characters. Once
and collapsed the tunnel, thus cutting off the route there, he uses fearsome sweep to rip through his oppo-
for more orcs to breach the mountain. When Og, the nents, adjusting his position each round to catch as
orog hero, returned and found the tunnel caved-in, he many enemies as he can. The first character to hit him
was enraged and has spent the last few hours beating with a melee attack receives lay him open on Ogs next
Kalad, bringing him to the brink of death. turn. Og knows he has failed in his mission and sees this
1 raging fire battle as his chance to redeem himself.
Og, orog hero (O) The eye of Gruumsh hangs back, knowing not to get ward, Og makes his stand adjacent to the flames to grab
1 orc eye of Gruumsh (G) in Ogs way. He supports Og by hitting the PCs early and flings his enemies into the roaring fire.
2 orc berserkers (B) with chaos hammer and then directs the battle by using
6 orc drudges (D) swift arm of destruction to prod the berserkers into the Features of the Area
thick of things. Even if the PCs corner the orc, he fights Illumination: The roaring fire fills the room with
When the characters enter this room, read: back with ferocity, using bull rush to shove PCs into bright light.
forges or into the raging fire. Ceiling: The ceiling is 30 feet overhead.
A fearsome blaze rages on one side of this natural cavern, The orc berserkers sweep around from different Rubble: When Kalad collapsed the tunnel to
making silhouettes of the orcs gathered here. They seem directions to hit the PCs from either side, barking prom- the deeper tunnels, parts of the ceiling in this room
intent on something on the opposite side of the room, where ises to each other that theyll meet in the middle. The collapsed, killing a number of orcs in the process.
you can hear grunts and shouts above the roar of the f lame. drudges hoot and bark as they surge toward the intrud- Squares contain a substantial amount of rubble and
ers, laughing even as the PCs cut them down. count as difficult terrain.
Should the battle turn against the orcs, Og pulls back Forge: All the intact forges are lit and roar with
to murder Kalad, who is too wounded to resist. After- flame. Characters starting their turns adjacent to a

36
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

Og, Orog Hero (O) Level 6 Elite Soldier 6 Orc Drudges (D) Level 4 Minion forge take 5 fire damage. Forges count as difficult
Medium natural humanoid, orc XP 500 Medium natural humanoid XP 44 each
terrain and characters entering or starting their turn
Initiative +5 Senses Perception +8; low-light vision Initiative +0 Senses Perception +0; low-light vision
HP 144; Bloodied 72 HP 1; a missed attack never damages a minion. inside a space containing a forge take 10 fire damage
AC 24; Fortitude 23, Reflex 19, Will 16 AC 16; Fortitude 15, Reflex 12, Will 12 and ongoing 5 fire damage (save ends).
Speed 5 Speed 6 (8 while charging) Caved-In Tunnel: The tunnel leading through
m Bastard Sword (standard; at-will) Weapon m Club (standard; at-will) Weapon
the mountain has been collapsed for at least 2 miles.
+14 vs. AC; 1d10 + 5 damage, and the target is marked +9 vs. AC; 5 damage.
until the end of Ogs next turn. Alignment Chaotic evil Languages Common, Giant Movement through the tunnel is impossible.
C Fearsome Sweep (standard; at-will) Weapon Str 16 (+5) Dex 10 (+2) Wis 10 (+2)
Requires bastard sword; close burst 1; +14 vs. AC; 1d10 + Con 14 (+4) Int 8 (+1) Cha 9 (+1)
Equipment hide armor, club
Raging Fire Level 2 Blaster
5 damage, and the target is marked until the end of Ogs
Hazard XP 250
next turn.
M Orogs Rebuke (immediate reaction, when marked target Damage to one of the forges caused hot coals to spill onto the
Orc Eye of Gruumsh (G) Level 5 Controller (Leader)
shifts, moves, or makes an attack that does not include Og floor and set fire to discarded materials. The fire is now out
Medium natural humanoid XP 200
as a target; at-will) Weapon of control and is spreading across the room. At the start of the
Initiative +6 Senses Perception +3; low-light vision
Og makes a basic attack. encounter, the fire fills a 6-square-by-6-square area.
Wrath of Gruumsh aura 10; orcs in the aura can use death
M Lay Him Open (standard; recharge when first bloodied) Hazard: A 6-by-6 square area has a fire.
strike (see below).
Weapon HP 64; Bloodied 32; see also warriors surge and death strike Perception
Requires bastard sword; +14 vs. AC; 2d10 + 5 damage, and AC 19; Fortitude 17, Reflex 14, Will 15 No check is necessary to notice the fire.
ongoing 5 damage (save ends). Miss: Half damage, and no Speed 6 (8 while charging) DC 16: The character notices the fire is spreading.
ongoing damage. m Spear (standard; at-will) Weapon Trigger
Alignment Evil Languages Common, Giant +10 vs. AC; 1d8 + 3 damage. When a creature enters a space adjacent to the raging fire
Skills Intimidate +7 M Warriors Surge (standard, usable only while bloodied; or starts its turn in a space adjacent to or inside the raging
Str 20 (+8) Dex 15 (+5) Wis 10 (+3) encounter) Healing, Weapon fire, the raging fire attacks.
Con 16 (+6) Int 11 (+3) Cha 9 (+2) The eye of Gruumsh makes a melee basic attack and Attack
Equipment plate armor, shield, bastard sword regains 16 hit points. Free Action Melee 1
M Death Strike (when reduced to 0 hit points) Target: The triggering creature
2 Orc Berserkers (B) Level 4 Brute The eye of Gruumsh makes a melee basic attack. Attack: +6 vs. Reflex
Medium natural humanoid XP 175 each R Eye of Wrath (minor; at-will) Fear Special: The raging fire gains a +5 bonus to its attack roll if
Initiative +3 Senses Perception +2; low-light vision Ranged 5; +8 vs. Will; the target takes a 4 penalty to AC the target stands inside the fire.
HP 66; Bloodied 33; see also warriors surge (save ends). Hit: 2d6 fire damage and ongoing 5 fire damage (save ends).
AC 15; Fortitude 17, Reflex 13, Will 12 R Swift Arm of Destruction (standard; recharge ) Miss: Half damage, and no ongoing damage.
Speed 6 (8 while charging) Healing Effect: The fire also provides concealment to all creatures
m Greataxe (standard; at-will) Weapon Ranged 5; one orc within range makes a melee basic attack inside it and within 2 squares of it.
+8 vs. AC; 1d12 + 5 damage (crit 1d12 + 17). (as a free action) and regains 15 hit points on a hit or 5 hit Special: Each time the fire attacks, it spreads into its targets
M Warriors Surge (standard, usable only while bloodied; points on a miss. space whether it hits or misses.
encounter) Healing, Weapon A Chaos Hammer (standard; encounter) Force Countermeasures
The orc berserker makes a melee basic attack and regains Area burst 1 within 10; +8 vs. Reflex; 2d6 + 3 force A character can move into a square of raging fire or a
16 hit points. damage, and the target is knocked prone. Miss: Half square adjacent to the raging fire without triggering the
Alignment Chaotic evil Languages Common, Giant damage, and the target is not knocked prone. attack with a DC 20 Acrobatics check.
Skills Endurance +10, Intimidate +6 Alignment Chaotic evil Languages Common, Giant Two gallons of water destroys 1 square of raging fire.
Str 20 (+7) Dex 13 (+3) Wis 10 (+2) Skills Endurance +9, Intimidate +10, Religion +7 Targeting 1 or more squares with a water attack
Con 16 (+5) Int 8 (+1) Cha 9 (+1) Str 17 (+5) Dex 14 (+4) Wis 12 (+3) automatically destroys the fire in those squares.
Equipment leather armor, greataxe Con 16 (+5) Int 11 (+2) Cha 17 (+5)
Equipment leather armor, fur cloak, spear

37
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

Kalad to seal the Nexus, thus closing off all the passages Kalad the Paladin
Medium natural humanoid, dwarf
Level 4 Elite Soldier
XP 350
through the mountains and forcing the orcs and orogs
Initiative +4 Senses Perception +4; low-light vision
Once the characters defeat Og and his warriors, they to face Bordrins Watch. He also has a good idea about HP 54; Bloodied 27
can find Kalad crumpled on the floor in the space how to reach the Nexus (granting a +2 bonus to all AC 21; Fortitude 17, Reflex 14, Will 16
checks made to navigate the Vents; see below). Finally, Saving Throws +2; +7 against poison effects
indicated on the tactical map. Assuming the char-
Speed 5
acters stopped Og before he could kill the dwarf, he also has a score to settle against the orcs and gladly
Action Points 1
the PCs can talk with the last dwarf of the monas- accompanies the PCs on the final leg of their mis- m Greataxe (standard; at-will) Weapon
tery. Failing that, the characters might take Kalads sion with no convincing required. Should any of the +8 vs. AC; 1d12 + 3 damage (crit 1d12 + 18), and the
target is marked until the end of Kalads next turn. If the
remains back to Overlook to have him raised by the PCs think to mention the tunnels beneath Bordrins
target moves or makes an attack that does not include
Raise Dead ritual or converse with him using Speak Watch, Kalad mentions they are already sealed, for Kalad as the target, the target takes 5 radiant damage.
with Dead. In any event, Kalad is helpful, for he he closed them a few days ago after the news of the M Arcing Smite (standard; encounter) Weapon
approaching army grew dire. One or two creatures; +8 vs. AC, one attack per target;
knows whats at stake if the orcs come through the
1d12 + 3 damage (crit 1d12 + 18) damage, and the target
mountains. As for the Vents, Kalad insists they go to the tun-
is marked until end of Kalads next turn.
nels to make certain the other group completed their M Holy Strike (standard; at-will) Radiant, Weapon
Using Kalad mission. Theres too much at stake, friends! He +8 vs. AC; 1d12 + 3 damage (crit 1d12 + 18) radiant
damage, and if Kalad marked the target, he deals an extra
Provided Kalad survives (or is restored to life), the adds, its a labyrinth down there, easy to get turned
2 radiant damage.
dwarf can be an invaluable aid to the PCs as they around. Would you risk the lives of everyone in that C Sacred Circle (standard; daily) Zone
work to complete their quest. Kalad knows how valley on the efforts of just one group? Close burst 3; the burst creates a zone that, until the end
of the encounter, gives Kalad and allies within it a +1
Description power bonus to AC.
Divine Strength (minor; encounter)
Kalad is tall for a dwarf, thickly muscled, but Kalad applies his Strength modifier as extra damage on his
his beard was savagely cut from his face and next attack this turn.
his injuries are extensive (hes at 1 hit point Stand Your Ground
When an effect forces Kalad to movethrough a pull, a
and out of healing surges). His armor and push, or a slidehe moves 1 square less than the effect
weapon are still inside the Chamber of Works, specifies. When an attack would knock Kalad prone, he
and he dons them when he can. Even when can roll a saving throw to avoid falling prone.
Alignment Lawful good Languages Common, Dwarven
fully recovered, he has a haunted look about
Skills Dungeoneering +6, Endurance +11, Heal +9, History +7,
him, for hes plagued with the horrors of the Religion +7
attack and he wont know peace until the orcs Str 17 (+5) Dex 10 (+2) Wis 14 (+4)
are stopped. Con 14 (+4) Int 11 (+2) Cha 14 (+4)
Equipment plate armor, greataxe
Deeply pious, as one would expect of a holy
warrior, Kalad spends a portion of each day if gruff, constant in his support, but always detached.
in deep prayer, calling out to his god for guid- He doesnt have much use for humor and ignores the
ance, comfort, and a renewal of his resolve banter of those around him. He has a mission and
to continue his fight against the darkness. he intends to see it to its end. He might be reserved
Outside these private times, Kalad is friendly, in his relations, but the PCs couldnt ask for a more

38
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

committed ally. Kalad sees the PCs as divine agents grow worried enough to send the PCs or the Freerid- orc armies to find and destroy Tusk in the hopes of
heroes sent by the gods to save him and reveal to him ers into the Vents to make sure the job was done. unraveling the glue that holds this force together. This
his lifes purpose. Thus, he watches the characters for Shift the Perspective: Without Kalad, the char- doesnt require a lot of work; you need only change
further revelations that might shed light on what lies acters have an even chance of going back to the city the dynamics of the battlefield, alter the order of
in store for him next. or heading up to the fortress. To deal with this even- encounters, insert a few extra ones, and remove a few
tuality, adjust the plot so that, in the case of Bordrins unnecessary ones and the adventure can still come to
Watch, the tunnel was never sealed and the char- a satisfactory end.
Unexpected acters stumble across the entrance while patrolling
Developments the walls of the fortress, or, in the case of the city, all
three groups succeed, but a fourth entrance exists, but The Vents
Upon rescuing Kalad, the adventurers learn that this time underneath Caer Overlook. In either case,
the dwarf paladin has sealed two of the three pos- you can use the encounters described under the Vents The Vents are easy to find, even if they are several
sible routes through the mountain. If the PCs didnt by changing the location of the entrance. miles away near the foot of the mountains, for the
save the paladin or if they dismiss his warnings, Let the Orcs Through: For particularly stubborn steam rising from the fissures is visible from quite
the characters might head up to Bordrins Watch to groups, you might just let the orcs break through. a distance, so there is no challenge in reaching the
these caves. Once the characters reach the vents, read
or paraphrase the following text:
Even when fully recovered, he has a haunted look about
Scattered across the lower slopes are numerous steaming
him, for hes plagued with the horrors of the attack . . . fissures, some as small as tiny cracks in the stone with
others large enough to accommodate an ogre. The rocks
lend support to the troops, or worse, head back to A host of a thousand orcs spilling out of the Vents here are slippery and aside from ropes of brown-black
Overlook, believing their mission is complete. Both ought to be enough to grab their attention. Just treat fungus, moss, and lichen, nothing lives here. The air stinks
possibilities can cause difficulties in resolving the the orcs as an advance force so the PCs, should they of sulfur and grows stronger nearest the plumes of acrid
adventure, since extended time in the city or at the choose to enter the dungeon, can still face Tusk at the smoke wafting up from the holes.
fortress takes the adventure into unexpected direc- conclusion. About a hundred feet down from the lowest cracks is
tions. Naturally, if youre comfortable with reworking Go with the Flow: Finally, no group likes to be a campsite. There, you see five horses tied up and empty
the plot on the fly or even adapting the adventure for railroaded by an adventure. Take a step back, relax, feedbags hanging from their heads.
a different sort of outcome, you can go with the flow. and let the players decide what to do and where to
On the other hand, you could try any of the following go. Depending on the players choices, you might Perception Check
options to get the adventure back on track. shift the action so that it occurs in different ways. DC 18: A smothered campfire sits a few yards away from
Extend the Timetable: For groups at the fortress Perhaps instead of braving the Vents, the PCs fail to the horses.
or the city, you can extend the length of time it takes close the Nexus and the orcs encircle Overlook and DC 22: Footprints lead into one of the larger openings.
for Tusks armies to arrive. Eventually, when the crush Bordrins Watch. The PCs might be trapped in DC 26: There are five different sets of prints. Theres no
Farstriders never make it back, the Council of Elders the city, hiding behind the walls along with everyone sign of any prints coming out.
else. They might undertake a mission to infiltrate the

39
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

The Farstriders camped outside the tunnels when Dungeoneering (DC 20): A character
they arrived and set out at first light on the day after experienced in spelunking can make a
the PCs set out for the monastery. These adventurers successful Dungeoneering check to help
went in and never came out again, falling victim to navigate the tunnels. A successful check
the orcs already infesting the tunnels. counts as a success or removes 1 failure. A
When the PCs are ready to proceed, they can enter successful DC 25 Dungeoneering check
through any of the entrances and make their way also grants the characters an extra +4
through the maze of tunnels. A map is not provided bonus to all other checks related to this skill
for the first leg of their descent, since the characters challenge (one-time bonus).
must rely on instincts and cunning to make their way Endurance (DC 15): Theres nothing
to the deeper tunnels and, eventually, the Nexus. easy about this descent and the poor air
Setup: The entrances on the mountainside all and dangerous environment is taxing. At
worm into the rock, tangling into a convoluted net- least two characters must make success-
work of passages and chambers that are thick with ful Endurance checks to preserve their
mist and slippery with moisture. The adventurers stamina and avoid fatigue, injury, and
must navigate these passages using a variety of skills exhaustion. Failed checks result in every-
to reach the deeper tunnels. one in the party losing 1 healing surge in
Level: 3. addition to counting as a failure.
Complexity: 2 (requires 6 successes before 3 Perception (DC 20): A character can
failures). attempt a Perception check to notice tracks
Primary Skills: Athletics, Dungeoneering, Endur- left by the Farstriders. A successful check
ance, Perception. counts as two successes. Once made, the
Special: If Kalad is with the PCs, they gain a +2 characters cannot use Perception again
bonus to all checks made during the challenge. Once for this skill challenge.
the characters succeed on the challenge, they gain a Success: The characters reach the lower
+2 bonus to all checks each time they repeat it. tunnels intact.
Athletics (DC 15): Working through the tunnels, Failure: The characters are turned
the characters need to squeeze through tight spots, around and come to a cave mouth 3d6
leap across smoking cracks, climb slippery walls, and squares from the cave they first entered. Deeper Tunnels
perform a variety of physical stunts. At least three They must start the skill challenge again to reach the Once the characters successfully make their way
characters must make a successful Athletics checks to deeper tunnels, though they gain a +2 bonus to their through the Vents, they reach an old network of exca-
overcome these obstacles. In addition to counting as skill checks since they eliminate one possible route vated passages and chambers. An advance troop of
a failure, a failed check indicates each party member from their travels. orcs have breached these tunnels, but they have not
loses 1 healing surge from injuries sustained while yet found their way through the Vents. As they make
traveling. ready to plunge into the misty tunnels, Tusk and his
cadre are even now closing in on the Nexus, leading

40
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

a large force through the western tunnels to take Bor- V2. The Gauntlet V6. The Nexus
drins Watch from behind. To safeguard the deep passage, the dwarf architects When the tunnels are compromised by enemy forces,
constructed a nasty trap and placed construct guard- the dwarves can seal off access by activating a com-
Extended Rest ians in this long corridor. Evidence of its lethality can plex trap that causes the doors to seal shut and the
Once the characters enter the deeper tunnels, they be seen in the orc corpses littering the floor. room to fill with water. However, with the dwarves
have no place to take an extended rest safely, so they Tactical Encounter: The Gauntlet (page 43). largely wiped out, the orcs control this room and they
must use their resources wisely, preserving their intend to use it to breach Bordrins Watch above.
strength until the final encounter. Should disaster V3. The Boiler Room Tactical Encounter: The Nexus (page 49).
strike, the characters can retreat to the Vents and hole Central to protecting the subterranean route is the
up there until they recover enough to complete the ability to close off the Nexus (see V6) by filling that
adventure. Unless you have an unusually small group room with water. This chamber houses the water Conclusion
of characters, let the PCs use this option once. If they reservoirs, which are kept at boiling temperatures to
try to do it again, Tusk should break free. See Unex- scald as well as drown intruders. Currently, Tusks Once the characters seal the Nexus and defeat Tusk,
pected Developments on the previous page for tips on agents explore this chamber to ascertain its purpose they have completed their mission, but more impor-
how to adjust the plot for this potential outcome. and function. tantly, they have delivered a deathblow to the orc
Tactical Encounter: The Boiler Room hordes. With their leader dead and cut off from the
The Vents Overview (page 44). tunnels, the orcs have no choice but to attack Bor-
The Vents are a complex series of tunnels that leak drins Watch. The fighting is brutal, for even though
out a sulfurous steam and the occasional burst of V4. Shrine to Moradin the orcs have lost their advantage, they are still
noxious smoke. Navigating the Vents is dangerous The dwarves that built this place were devout fol- numerous and powerful. After five days of fighting,
because its easy to get turned around and hidden lowers of Moradin and in between shifts of guarding the defenders on the walls turn back the hordes, send-
dangers lurk in the dark. and expanding the tunnels, they congregated here to ing them back into the badlands once more. With the
The vents include the following encounter areas. receive the blessings and protections of their priests. threat at an end, the surviving PCs are welcomed as
Now, the site is the lair of a ravenous cave troll and its heroes and given badges of distinction to recognize
V1. Entering the Vents handlers. their courageous efforts and their parts in saving
Beyond the mazelike Vents is the buried passage, a Tactical Encounter: Shrine to Moradin Overlook and Elsir Vale. During the ceremony, the
hidden route through the mountains beneath Bor- (page 46). adventurers are free to relax, drink, and enjoy some
drins Watch far above. Opening onto the rest of the well-deserved downtime, but they cant help but feel
complex is a simple antechamber, shrouded in mist. V5. Dwarf Quarters like theyre being watched.
Here a band of orcs, having survived a gauntlet of These chambers once billeted the dwarf miners, war-
traps, argue about their next course of action. riors, and priests, but little of their presence remains
Tactical Encounter: Entering the Vents with the orc infestation. Orc soldiers explore these
(page 42). rooms in search of plunder and grow frustrated by
the spartan rooms.
Tactical Encounter: Dwarf Quarters (page 48).

41
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

Entering the Vents Tactics


The orcs are arguing, but they abandon their dispute
Encounter Level 1 (500 XP)
at the first sign of intruders. If the sergeant falls, the
bombardier and the freaks move back into V2 to trig-
Setup ger the trap and cause a bit more mayhem.
Having survived the Gauntlet (V2), the orcs have
rested and now make ready to venture into the Vents. Features of the Area
The orcs lost most of their drudges in the trapped
Illumination: One of the orcs carries an ever-
corridor behind them, so they are demoralized and
burning torch, which fills the room with bright light.
a bit nervous about what is ahead.
Ceiling: The ceiling is 15 feet tall.
1 orc sergeant (S)
Mist: The tunnels leading to the Vents are filled with
1 orc bombardier (B)
mist. Characters inside these tunnels gain concealment.
2 orc freaks (F)
Stairs: The western stairs lead down to V2. Each
square containing stairs counts as difficult terrain.
When the characters enter this room, read:

Orc Bombardier (B) Level 1 Artillery


Four orcs engage in a heated argument, one pointing back Medium natural humanoid XP 100
into the corridor behind them. The biggest of the lot points Initiative +3 Senses Perception 2; low-light vision
in your direction, growling deep in his chest. HP 24; Bloodied 12; see also warriors surge
AC 13; Fortitude 13, Reflex 15, Will 11
Speed 6 (8 while charging) Orc Sergeant (S) Level 3 Soldier (Leader)
2 Orc Freaks (F) Level 2 Skirmisher m Battleaxe (standard; at-will) Weapon Medium natural humanoid XP 150
Medium natural humanoid XP 125 each +5 vs. AC; 1d10 + 2 damage. Initiative +2 Senses Perception +5; low-light vision
Initiative +5 Senses Perception +5; low-light vision M Warriors Surge (standard, usable only while bloodied; Lead by Fear aura 1; orcs inside the aura gain a +1 power bonus
HP 38; Bloodied 19; see also warriors surge encounter) Healing, Weapon to attack rolls.
AC 15; Fortitude 15, Reflex 14, Will 11 The orc bombardier makes a melee basic attack and regains HP 46; Bloodied 23; see also warriors surge
Speed 6 (8 while charging) 6 hit points. AC 19; Fortitude 17, Reflex 13, Will 14
m Battleaxe (standard; at-will) Weapon A Cinderbomb (standard; recharge ) Fire Speed 6 (8 while charging)
+6 vs. AC; 1d10 + 3 damage. Area burst 2 within 10; +4 vs. Reflex; 1d8 + 3 fire damage, m Glaive (standard; at-will) Weapon
M Savage Strike (standard; encounter) Weapon and ongoing 5 fire damage (save ends). On a crit, the orc Reach 2; +10 vs. AC; 2d4 + 4 damage.
Make two attacks; +6 vs. AC; 1d10 + 3 damage per attack. bombardier knocks the target prone. Miss: Half damage, M Warriors Surge (standard, usable only while bloodied;
If both attacks hit the same target, the target also takes and no ongoing damage. encounter) Healing
ongoing 5 damage (save ends). C Detonation (no action, when reduced to 0 hit points; The orc sergeant makes a melee basic attack and regains
M Warriors Surge (standard, usable only while bloodied; encounter) Fire 11 hit points.
encounter) Healing, Weapon The orc bombardier must have at least one cinderbomb Back to the Front! (immediate reaction, when orc ally within
The orc freak makes a melee basic attack and regains left; close burst 2; +4 vs. Reflex; 1d8 + 3 fire damage, and 5 squares is forcibly moved; at-will)
9 hit points. ongoing 5 fire damage (save ends) (crit knock prone). Slide triggering ally 1 square.
Alignment Chaotic evil Languages Common, Giant Miss: Half damage, and no ongoing damage. Alignment Chaotic evil Languages Common, Giant
Skills Athletics +9 Alignment Chaotic evil Languages Common, Giant Skills Endurance +5, Intimidate +5
Str 17 (+4) Dex 15 (+3) Wis 8 (+0) Str 13 (+1) Dex 17 (+3) Wis 7 (2) Str 19 (+5) Dex 9 (+0) Wis 13 (+2)
Con 14 (+3) Int 8 (+0) Cha 7 (1) Con 12 (+1) Int 8 (1) Cha 9 (1) Con 14 (+3) Int 11 (+1) Cha 11 (+1)
Equipment hide armor, 2 battleaxes Equipment battleaxe, 3 cinderbombs, everburning torch Equipment chainmail, glaive, tattered cloak

42
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

The Gauntlet DC 27: The character notices the location of the turrets.
DC 22: The character notices the location of the hidden
control panel.
Encounter Level 3 (775 XP) Initiative +3
Trigger
Setup The trap activates and rolls initiative when a character
enters one of the four trigger squares in the room.
The dwarves created a trio of homunculi to protect
Attack
the Nexus. Supporting the guardians is a nasty trap. If Standard Action Ranged 10
the group dealt with the orcs in V1 easily, assume the Targets: Each crossbow attacks one intruder (any nondwarf,
trap in this room is already sprung. nonhomunculus). It magically distinguishes intruders from
the natives of the dungeon.
1 arbalester (A) Attack: +8 vs. AC
2 iron defenders (I) Hit: 2d8 + 3 damage
4 crossbow turrets (T, turrets; P, pressure plates) Countermeasures
A character who makes a successful Athletics check (DC 6
or DC 11 without a running start) can jump over a single
When the characters can see the corridor, read: pressure plate square.
An adjacent character can disable a trigger plate with a
A wide corridor stretches before you and ends at a pair of DC 27 Thievery check.
Attacking a trigger plate (AC 12, other defenses 10) only
double doors. About halfway down, you see a strange creature triggers the trap
that resembles a crossbow with legs, flanked by two iron dogs. A character can attack a turret (AC 16, other defenses 13;
hp 38). Destroying a turret stops its attacks.
Tactics A character can engage in a skill challenge to deactivate the
control panel, DC 20 Thievery. Complexity 2 (6 successes
The defenders guard the arbalester, while the arba- before 3 failures). Success disables the trap. Failure causes
Arbalester (A) Level 4 Artillery
lester guards the doors. If an intruder moves for the the control panel to explode (close blast 3, 2d6 + 3 damage Medium natural animate (construct, homunculus) XP 175
control panel, a defender moves to intercept. to all creatures in blast) and the trap remains active. Initiative +6 Senses Perception +8; darkvision
2 Iron Defenders (I) Level 3 Soldier HP 43; Bloodied 21
Features of the Area Medium natural animate (construct, homunculus) X P 150 each
Initiative +5 Senses Perception +6; darkvision
AC 17; Fortitude 16, Reflex 18, Will 15
Immune disease, poison
Illumination: None. This room is dark HP 47; Bloodied 23 Speed 6
Ceiling: The ceiling here is 20 feet tall. AC 18; Fortitude 16, Reflex 15, Will 13 m Slam (standard; at-will)
Immune disease, poison +4 vs. AC; 1d4 + 2 damage.
Double Doors: A pair of bronze doors stand
Speed 6 r Bolt (standard; at-will)
closed at the end of the hall. The doors are not locked. m Bite (standard; at-will) Ranged 20/40; +9 vs. AC; 1d8 + 4 damage.
+8 vs. AC; 1d8 + 3 damage. R Double Shot (standard; recharge ; see also
M Guard Creature (immediate reaction, when an adjacent guard area)
Magic Crossbow Turret Level 3 Elite Blaster
enemy attacks the creature guarded by the iron defender; The arbalester makes a bolt attack against two different
Trap 300 XP
at-will) targets within 5 squares of each other.
Four armored crossbow turrets drop from the ceiling at the edge The iron defender makes a bite attack against the enemy. Guard Area
of the room. Each round they pepper the area with quarrels. Pursue and Attack At the start of the arbalesters turn, if an enemy is in its
Trap: Four crossbows attack each round on their initiative When the iron defender makes an opportunity attack, it guarded area, the arbalester recharges its double shot power.
after they are triggered. shifts 1 square before or after the attack. Alignment Unaligned Languages
Perception Alignment Unaligned Languages Str 15 (+4) Dex 18 (+6) Wis 12 (+3)
DC 22: The character notices the trigger plates. Str 16 (+4) Dex 15 (+3) Wis 11 (+1) Con 13 (+3) Int 5 (1) Cha 3 (2)
Con 15 (+3) Int 5 (2) Cha 8 (+0)
43
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

Boiler Room living creature they can reach. The orcs fight to the doors leading into and out of this room, and reached
death. by twin staircases descending from the eastern
Encounter Level 5 (1,095 XP) The dark one emissary is far more cautious. It platform.
joins the fight straightaway, but stays on the edge, Iron Door: The iron door to the north is closed,
Setup moving in to stab at the PCs, using dark step, and then but not locked. It has been magically treated to resist
The dark one emissary is one of the servants of Tusk darts away. If the dark one becomes bloodied, it flees rust.
who arranged the deal to assist the orog chieftain in through the door to the west to warn the creatures in Fire Beetle Carcasses: The fire beetles attacked
infiltrating the tunnels below the Stonehome Moun- V4 of the impending attack. the first group of orcs, but were driven back. The car-
tains. He and his cohorts have just arrived in this casses mark those beetles killed by the orcs. Squares
chamber, and hes examining one of the valves to Features of the Area containing dead beetles count as difficult terrain.
determine its function. The orcs are milling around, Illumination: Two everburning torches sit in Stairs: The stairs leading to the lower level count
waiting for him to finish. iron sconces on either side of the iron door set in the as difficult terrain.
1 dark one emissary (D) center of the west wall. Hot Pipe: Two 10-foot wide pipes run across the
3 orc scouts (S) Ceiling: The ceiling, from the main level, is 20 lower level of the room, emerging from the eastern
3 fire beetles (F) feet overhead. wall and exiting through the west. The pipes carry
5 orc drudges (O) Stone Walk: Bisecting this room, at the level at scalding water to the Nexus. The valves (see below)
which the doors
When the characters enter this room, read: stand, is a stone
walkway connect-
The doors open a platform overlooking an enormous ing the eastern
chamber. A group of orcs turns to face you, growling with doors to the west.
rage and drooling with anticipation for the kill. Behind and Scaffolding:
below the orcs lies a sunken section of the chamber, where Branching out
you see iron tubes as tall as a man running across the room. to the south and
On the north side of the pit, you spot several large beetles, north is a floor
their mottled hides glowing red as if af lame. made of iron
mesh. The mesh
Perception Check allows sight to the
DC 22: A short humanoid wearing a long black cloak is level below but
examining an iron wheel connected to the southern pipe. blocks all attacks.
Lower Level:
Tactics Beneath the stone
The orcs mobilize when they notice the PCs, and the walk and scaf-
drudges charge while the scouts fall back to hit the folding is a lower
PCs with ranged attacks. The fire beetles, while not level, about 20
allied with the orcs, are hungry and attack the closest feet below the

44
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

are closed, so only the pipes east of the valves are hot. Dark One Emissary (D) Level 5 Lurker 3 Fire Beetles (F) Level 1 Brute
Small shadow humanoid XP 200 Small natural beast XP 100 each
If the valves are opened, the entire pipe becomes hot.
Initiative +11 Senses Perception +9; darkvision Initiative +1 Senses Perception +0
Characters touching a hot pipe take 5 fire damage. HP 48; Bloodied 24; see also killing dark HP 32; Bloodied 16
Valves: Each pipe is fitted with a valve that can AC 20 (see also dark step); Fortitude 16, Reflex 20, Will 17 AC 13; Fortitude 13, Reflex 12, Will 11
be opened or shut with a successful DC 13 Strength Speed 6 Resist 10 fire
m Dagger (standard; at-will) Weapon Speed 6
check. Opening the valves is necessary to seal the m Bite (standard; at-will)
+10 vs. AC; 1d4 + 5 damage.
Nexus. A DC 22 Dungeoneering check reveals the r Dagger (standard; at-will) Weapon +5 vs. AC; 2d4 + 2 damage.
general function of these valves. If Kalad is present, Ranged 5/10; +10 vs. AC; 1d4 + 5 damage. C Fire Spray (standard; recharge ) Fire
C Killing Dark (when reduced to 0 hit points) Close blast 3; +4 vs. Reflex; 3d6 fire damage.
once the creatures are all dealt with, he moves to
Close burst 1; targets enemies; each target is blinded (save Alignment Unaligned Languages
open each valve. ends). When slain, a dark one emissary explodes in a spout Str 14 (+2) Dex 12 (+1) Wis 10 (+0)
Dead Adventurer: Sprawled across the floor is of darkness. Con 12 (+1) Int 1 (5) Cha 8 (1)
the beheaded remains of Jen, the half-elf warlock and Cloak of Shadow (minor; at-will) Illusion
The dark one emissary shifts 1 square and gains conceal- 5 Orc Drudges (O) Level 4 Minion
member of the Farstriders. She was killed by the orc
ment until the end of its next turn. Medium natural humanoid XP 44 each
sergeant at V1. Combat Advantage Initiative +0 Senses Perception +0; low-light vision
The dark one emissary deals an extra 1d6 damage on HP 1; a missed attack never damages a minion.
3 Orc Scouts (S) Level 3 Skirmisher melee and ranged attacks against any target it has combat AC 16; Fortitude 15, Reflex 12, Will 12
Medium natural humanoid XP 150 each advantage against. Speed 6 (8 while charging)
Initiative +5 Senses Perception +6; low-light vision Dark Step (move; at-will) m Club (standard; at-will) Weapon
HP 46; Bloodied 23; see also warriors surge The dark one emissary moves up to 4 squares, gains a +9 vs. AC; 5 damage.
AC 17; Fortitude 16, Reflex 15, Will 13 +4 bonus to AC against opportunity attacks, and gains Alignment Chaotic evil Languages Common, Giant
Speed 6 (8 while charging) combat advantage against any target that it ends its move Str 16 (+5) Dex 10 (+2) Wis 10 (+2)
m Scimitar (standard; at-will) Weapon
adjacent to. Con 14 (+4) Int 8 (+1) Cha 9 (+1)
+8 vs. AC; 1d8 + 3 damage (crit: +1d8). Alignment Evil Languages Common Equipment hide armor, club
r Longbow (standard; at-will) Weapon
Skills Bluff +9, Intimidate +11, Stealth +12
Ranged 20/40; +7 vs. AC; 1d10 + 2 damage. Str 13 (+3) Dex 20 (+7) Wis 15 (+4)
M Warriors Surge (standard, usable only while bloodied;
Con 12 (+3) Int 14 (+4) Cha 14 (+4)
encounter) Healing, Weapon Equipment black garments, 5 daggers
The orc scout makes a melee basic attack and regains
11 hit points.
Overeager (immediate reaction, when the orc scout drops an
enemy with a ranged attack; encounter)
The orc scout draws its scimitar and charges the
closest enemy.
Alignment Chaotic evil Languages Common, Giant
Skills Athletics +9, Endurance +8, Intimidate +5, Stealth +8
Str 16 (+4) Dex 15 (+3) Wis 10 (+1)
Con 14 (+3) Int 8 (+0) Cha 9 (+0)
Equipment leather armor, scimitar, longbow with quiver of
20 arrows

45
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

Cave Troll (T) Level 7 Brute


Shrine to Moradin Large natural humanoid XP 300
Initiative +6 Senses Perception +9; low-light vision
Encounter Level 3 (764 XP) HP 99; Bloodied 49; see also troll healing
Regeneration 10 (if the cave troll takes acid or fire damage
Setup regeneration does not function until the end of its next turn)
AC 19; Fortitude 21, Reflex 19, Will 17
The orcs in this room are responsible for their cave Speed 8
troll ally. The cave troll goes where and does what it m Claw (standard; at-will)
likes. The orcs watch the monster devour the last of Reach 2; +10 vs. AC; 2d4 + 5 damage, and the target is
grabbed (until escape). A cave troll can grab up to two
the Farstriders with a mixture of fear and envy.
targets at once.
1 cave troll (T) M Improvised Weapon (standard; at-will)
2 orc bombardiers (B) Requires grabbed creature; reach 2; +10 vs. AC; 2d8 + 5
6 orc drudges (D) damage, and the grabbed creature takes half this damage
and is dazed (save ends). When grabbing a creature wear-
ing heavy armor, the cave troll deals +5 damage with this
When the characters enter this room, read: attack, but the grabbed creature is not dazed.
Troll Healing Healing
If the cave troll is reduced to 0 hit points by an attack that
Eight orcs and one big, hulking brute befoul this sacred
does not deal acid or fire damage, it rises on its next turn
chamber by their mere presence. The orcs, a mix of hideous (as a move action) with 10 hit points.
humanoids, shout warnings when they see you, causing the Alignment Chaotic evil Languages Giant
cave troll to turn, which reveals the blood and gore painting Skills Athletics +13, Endurance +12
Str 21 (+8) Dex 16 (+6) Wis 12 (+4)
its chest. Con 19 (+7) Int 5 (+0) Cha 8 (+2)

Perception Check Features of the Area


DC 18 (dwarf only): You notice the altar shines Illumination: Two everburning torches in iron
brilliantly, as if Moradin was calling for you to purify sconces fill the room with bright light.
this chamber. Ceiling: The ceiling in this room is 20 feet tall.
Stone Pews: Spaces containing stone pews
Tactics count as difficult terrain. A DC 17 Strength check
The orcs and troll surge into battle, with the drudges is required to shove a stone pew 1 square. If used in a DC 18 Perception check determine that they must
charging where possible and the cave troll grab- conjunction with a bull rush, the attack takes a 2 open the valves in room V3 to seal off the Nexus.
bing the first creature it can to use as an improvised penalty, but the target is also knocked prone. Dwarf Statues: The statues in this room stand
weapon. The bombardiers hold back, flinging cin- Altar: Any dwarf that starts its turn in a space 15-feet tall and depict dwarf warriors, head bowed
derbombs until they exhaust their supplies, at which adjacent to the altar gains a +2 power bonus to attack as if in prayer or reflection. The statues are carved
point they close to fight hand to hand. rolls until the end of the encounter. so the warriors look like theyre wearing plate armor
Tapestry: The tapestry recounts the construction and both are armed with hammers. Climbing a statue
of the Nexus. Characters who study it and succeed on requires a DC 20 Athletics check. The statue has AC
20, other defenses 18; hp 100; resist 10 to all damage.

46
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

Dead Adventurers: The troll has been eating the


remaining members of the Farstriders. Bits of flesh,
bone, and gear litter the floor here.

Orc Bombardier (B) Level 1 Artillery


Medium natural humanoid XP 100
Initiative +3 Senses Perception 2; low-light vision
HP 24; Bloodied 12; see also warriors surge
AC 13; Fortitude 13, Reflex 15, Will 11
Speed 6 (8 while charging)
m Battleaxe (standard; at-will) Weapon
+5 vs. AC; 1d10 + 2 damage.
M Warriors Surge (standard, usable only while bloodied;
encounter) Healing, Weapon
The orc bombardier makes a melee basic attack and regains
6 hit points.
A Cinderbomb (standard; recharge ) Fire
Area burst 2 within 10; +4 vs. Reflex; 1d8 + 3 fire damage,
and ongoing 5 fire damage (save ends). On a crit, the orc
bombardier knocks the target prone. Miss: Half damage,
and no ongoing damage.
C Detonation (no action, when reduced to 0 hit points;
encounter) Fire
The orc bombardier must have at least one cinderbomb
left; close burst 2; +4 vs. Reflex; 1d8 + 3 fire damage, and
ongoing 5 fire damage (save ends) (crit knock prone).
Miss: Half damage, and no ongoing damage.
Alignment Chaotic evil Languages Common, Giant
Str 13 (+1) Dex 17 (+3) Wis 7 (2)
Con 12 (+1) Int 8 (1) Cha 9 (1)
Equipment battleaxe, 3 cinderbombs

6 Orc Drudges (O) Level 4 Minion


Medium natural humanoid XP 44 each
Initiative +0 Senses Perception +0; low-light vision
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 15, Reflex 12, Will 12
Speed 6 (8 while charging)
m Club (standard; at-will) Weapon
+9 vs. AC; 5 damage.
Alignment Chaotic evil Languages Common, Giant
Str 16 (+5) Dex 10 (+2) Wis 10 (+2)
Con 14 (+4) Int 8 (+1) Cha 9 (+1)
Equipment hide armor, club

47
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

Dwarf Quarters 2 Orc Freaks (F)


Medium natural humanoid
Level 2 Skirmisher
XP 125 each
5 Orc Drudges (D)
Medium natural humanoid
Level 4 Minion
XP 44 each
Initiative +5 Senses Perception +5; low-light vision Initiative +0 Senses Perception +0; low-light vision
Encounter Level 2 (645 XP) HP 38; Bloodied 19; see also warriors surge HP 1; a missed attack never damages a minion.
AC 15; Fortitude 15, Reflex 14, Will 11 AC 16; Fortitude 15, Reflex 12, Will 12
Setup Speed 6 (8 while charging) Speed 6 (8 while charging)
m Battleaxe (standard; at-will) Weapon m Club (standard; at-will) Weapon
The orc freaks led a band of drudges here in search of
+6 vs. AC; 1d10 + 3 damage. +9 vs. AC; 5 damage.
loot. Unfortunately, the dwarves emptied these cham- M Savage Strike (standard; encounter) Weapon Alignment Chaotic evil Languages Common, Giant
bers years ago. What the orcs havent discovered, Make two attacks; +6 vs. AC; 1d10 + 3 damage per attack. Str 16 (+5) Dex 10 (+2) Wis 10 (+2)
If both attacks hit the same target, the target also takes Con 14 (+4) Int 8 (+1) Cha 9 (+1)
however, is the presence of the cavern choker pre-
ongoing 5 damage (save ends). Equipment hide armor, club
pared to kill the first creature to enter the kitchens. M Warriors Surge (standard, usable only while bloodied;
1 cavern choker (C) encounter) Healing, Weapon Cavern Choker (C) Level 4 Lurker
The orc freak makes a melee basic attack and regains Small natural humanoid XP 175
2 orc freaks (F)
9 hit points. Initiative +9 Senses Perception +3; darkvision
5 orc drudges (D) HP 42; Bloodied 21
Alignment Chaotic evil Languages Common, Giant
Skills Athletics +9 AC 17 (see also chameleon hide); Fortitude 15, Reflex 15
When the characters near this room, read: Str 17 (+4) Dex 15 (+3) Wis 8 (+0) Will 13
Con 14 (+3) Int 8 (+0) Cha 7 (1) Speed 6, climb 6 (spider climb)
Equipment hide armor, 2 battleaxes m Tentacle Claw (standard; at-will)
Flickering torchlight shines through an open door at the Reach 2; +9 vs. AC; 1d8 + 3 damage, and the target is
end of the hall. When the characters enter this room, read: grabbed (until escape). A target trying to escape the grab
takes a 4 penalty to the check.
M Choke (standard; at-will)
Two orcs hold torches, shining light in this cavernous
Grabbed target only; +9 vs. Fortitude; 1d8 + 3 damage.
chamber. Stone doors stand open, leading into other rooms. Chameleon Hide (minor; at-will)
The cavern choker gains concealment until the start of its
Tactics next turn. It cant use this power while grabbing a creature
or while grabbed.
The orcs charge the PCs and fight to the death. The
Body Shield (immediate interrupt, when targeted by a melee
choker uses the resulting chaos as its chance to or a ranged attack against Reflex or AC; recharges when the
escape, striking a PC as it backs into the hall. choker makes a successful tentacle claw or choke attack)
The cavern choker makes its grabbed victim the target
Features of the Area instead. The choker cannot use this power to redirect
attacks made by a creature it is currently grabbing.
Illumination: The orc freaks carry torches, each Alignment Unaligned Languages Common
shedding bright light in a 10-square radius. Once Skills Stealth +10
Str 17 (+5) Dex 17 (+5) Wis 13 (+3)
combat begins, the orcs drop the torches. Each round,
Con 12 (+3) Int 6 (+0) Cha 6 (+0)
at the start of their turns, theres a 50% chance that
Mess Hall: Dusty tables and benches fill out this
the torch gutters out.
room. Squares containing tables count as difficult
Ceiling: The ceilings here are 20-feet tall.
terrain.
Barracks: The barracks hold bunk beds and
Kitchens: This rooms walls are lined with empty
empty chests.
cabinets and cold hearths.

48
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

The Nexus When the characters enter this


room, read:
Encounter Level 7 (1,590 XP)
You step into a massive chamber in which
Setup the ceiling rises 100 feet above you. At the
When the characters first enter this chamber, there center of the chamber is a pillar of solid
are no creatures. Once the PCs start climbing to the steel that is screwed into the stone and that
top, have the players roll for initiative. At the start stand as tall as the ceiling. Two bronze and
of each round until the adventurers seal the Nexus, steel pipes emerge from the eastern walls
a wave of creatures enters the chamber. Roll 1d6 to and travel toward the steel column before
determine which tunnel the enemies appear in and vanishing into the stone. Rising around
then roll for their initiative as normal, placing them the outside of the room is a stone catwalk
at the mouth of the tunnel at the start of their turn. that connects to steel grating that wraps
If the die results in a tunnel sealed off by the around the steel pillar like scaffolding.
activated control panel, no additional creatures Dark tunnels pock the walls, leading to who
appear that round. knows where.
This encounter includes the following creatures
organized by waves. Perception Check
Wave One DC 21: You smell the faint odor of sulfur
2 orc drudges (D) in this room.
DC 26: The stone around the base of the
Wave Two steel column is dark, as if damp.
2 orc militants (M)
2 orc drudges (D) Tactics
Tusks objective here is obvious: Stop
Wave Three the PCs from sealing the Nexus. Once
Tusk (T) he arrives, he heads straight for the top,
Myrissa, shadar-kai dark warlock (S) smashing through allies and enemies
2 orc bolt throwers (B) to block the PCs efforts. The drudges
and bolt throwers harass the PCs and Features of the Area
Wave Four and Onward support their leader. Myrissa, finally, hits the charac- Illumination: This room is dark.
3 orc drudges (D) ters with ranged attacks, hoping to slow their ascent Ceiling: From the bottom of this room, the ceiling
or disrupt their efforts to activate the control panel. is 100 feet overhead.
All the creatures here fight to the death. Tunnels: Six passages, marked 16, lead into the
chamber. The passages are 5-feet wide and lead off,

49
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

eventually coming out on the western side of the Pipes: Two massive pipes run across the floor. Tusk, Orog Chieftain (T) Level 5 Elite Soldier
Large natural humanoid XP 400
mountains. When the valves in V3 are opened, any character
Initiative +4 Senses Perception +3; low-light vision
Ladders: Two ladders are in this room. One leads touching them takes 5 fire damage. HP 138; Bloodied 69
to tunnel 1 and the other leads up to the escape hatch. Control Panel: The control panel stands at the AC 23; Fortitude 22, Reflex 17, Will 16
Climbing a ladder requires a DC 5 Athletics check top of the room. Activating the control panel requires Saving Throws +2
Speed 5
(DC 10 when in boiling water; see below). The ladders a skill challenge. DC 18 Dungeoneering or Thievery.
Action Points 1
are 10 feet tall. Complexity 1 (4 successes before 3 failures). Success m Falchion (standard; at-will) Weapon
Stairs: Around the outer edge of the room, stairs activates the control panel. Failure results in two Reach 2; +12 vs. AC; 2d4 + 7 damage.
M Brutal Offensive (standard; at-will) Weapon
climb up to higher levels. Stairs count as difficult more orc drudges entering the room from a random
Requires falchion; +12 vs. AC; 2d4 + 7 damage, and Tusk
terrain. tunnel (roll 1d6), and the character must start the can shift 1 and make a secondary attack. Secondary Attack:
Platforms: The platforms are fashioned out of skill challenge all over again. If Kalad is present, the +12 vs. AC; 4d4 + 7 damage.
steel grating, which allows a character standing on character gains a +5 bonus to all checks related to the C Skull Harvest (standard; at-will) Weapon
Requires falchion; close burst 2; +12 vs. Reflex; 2d4 +
them to see, but it blocks ranged and melee attacks. skill challenge.
7 damage.
Boiling Water: Once the con- C Champions Scorn (minor; at-will) Fear, Healing
trol panel is activated, boiling water Close blast 5; one creature; the target becomes the object
of the orogs scorn. Tusks melee attacks deal an extra 2d4
floods the chamber. At the start of
damage to the target, and if he reduces the target to 0 hit
each round, a steel door drops down points, he heals 34 hit points. Tusk can designate only one
over the lowest tunnel and the water target as the object of its scorn at a time.
level rises to cover that tunnel. After R Fearsome Leader (minor; at-will)
Targets one orc or orog; the target gains a +2 bonus to its
6 rounds, the room is flooded enough
next attack roll before the end of Tusks next turn.
that no more enemies join the fight. Alignment Chaotic evil Languages Common, Giant
Creatures that fall into the water or Skills Endurance +12, Intimidate +8
start their turn in the water take 2d8 + Str 24 (+9) Dex 15 (+4) Wis 13 (+3)
Con 21 (+7) Int 11 (+2) Cha 12 (+3)
4 scalding (fire) damage. Equipment plate armor, falchion
Steam: Steam rises from the boil-
ing water. Any characters above the
water level, but below the next higher
tunnel entrance, gain concealment.
Escape Hatch: A ladder near the
control panel leads up 10 feet to a
trapdoor set in the ceiling. The door
opens easily. It can be sealed shut from
the other side by depressing a button.
Once sealed, the door can be opened
by only pressing the button a second
time, or by succeeding on a DC 37
Strength check.

50
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

Myrissa, Shadar-Kai Dark Warlock (S) Level 2 Elite Skirmisher 7 Orc Drudges (D) Level 4 Minion 2 Orc Bolt Throwers (B) Level 1 Artillery
Medium shadow humanoid XP 250 Medium natural humanoid XP 44 each Medium natural humanoid XP 100 each
Initiative +3 Senses Perception +1; low-light vision Initiative +0 Senses Perception +0; low-light vision Initiative +2 Senses Perception +4; low-light vision
HP 74; Bloodied 37 HP 1; a missed attack never damages a minion. HP 26; Bloodied 13; see also warriors surge
AC 17; Fortitude 14, Reflex 16, Will 16 AC 16; Fortitude 15, Reflex 12, Will 12 AC 13; Fortitude 14, Reflex 14, Will 11
Saving Throws +2 Speed 6 (8 while charging) Speed 6 (8 while charging)
Speed 6 m Club (standard; at-will) Weapon m Battleaxe (standard; at-will) Weapon
Action Points 1 +9 vs. AC; 5 damage. +6 vs. AC; 1d10 + 3 damage
m Dagger (standard; at-will) Weapon Alignment Chaotic evil Languages Common, Giant r Bellybow (standard; at-will; recharges when the creature
+6 vs. AC; 1d4 + 2 damage. Str 16 (+5) Dex 10 (+2) Wis 10 (+2) uses a move action to reload it) Weapon
R Spiteful Glamour (standard; at-will) Psychic Con 14 (+4) Int 8 (+1) Cha 9 (+1) Ranged 20/40; +8 vs. AC; 1d12 + 2 damage, and the target
Ranged 10; +7 vs. Will; 1d8 + 3 psychic damage, or 1d12 + Equipment hide armor, club is pushed 1 square.
3 psychic damage against targets at full hit points. M Warriors Surge (standard, usable only while bloodied;
C Cursebite (standard; encounter) Necrotic 2 Orog Militants (M) Level 3 Soldier encounter) Healing
Close burst 20; +7 vs. Fortitude; 2d8 + 3 necrotic damage; Medium natural humanoid XP 150 each The orc bolt thrower makes a melee basic attack and
affects all creatures suffering from warlocks curse. Initiative +3 Senses Perception +2; low-light vision regains 6 hit points.
Warlocks Curse (minor; at-will, 1/round) HP 48; Bloodied 24 Alignment Chaotic evil Languages Common, Giant
Closest enemy; Myrissa designates target as cursed. Her AC 20; Fortitude 17, Reflex 13, Will 14; see also discipline Skills Stealth +7
attacks deal an extra 1d6 damage. A target can have only Speed 5 Str 14 (+2) Dex 15 (+2) Wis 9 (1)
one curse at a time. m Bastard Sword (standard; at-will) Weapon Con 14 (+2) Int 9 (1) Cha 8 (1)
Darkspiral Aura (free; at-will) Necrotic, Psychic +10 vs. AC; 1d10 + 4 damage, and the target is marked Equipment leather armor, battleaxe, bellybow with 10 bolts
Whenever an enemy Myrissa has cursed is reduced to 0 hit until the end of the orog militants next turn.
points, she adds 1 point to her darkspiral aura. Once per M Relentless (standard; at-will) Weapon
round as a free action, when an enemy makes a melee or Requires bastard sword; +10 vs. AC; 1d10 + 4 damage, and
ranged attack against her, she can use her darkspiral aura the target is pushed 1 square. The target is marked until
to deal 1d6 necrotic and psychic damage per point in the the orogs next turn. The orog militant can shift into the
aura and reset the aura to 0. If her aura deals at least 12 vacated square as a free action.
damage, she can reset the aura to 1 instead, but the attack M Fierce Counterstrike (immediate reaction, when adjacent
deals half damage. ally is first bloodied; encounter) Weapon
Shadow Jaunt (move; encounter) Teleportation Requires bastard sword; +10 vs. AC; 2d10 + 4 damage, and
Myrissa teleports 3 squares and becomes insubstantial until the target is pushed 1 square. The orog militant can shift
the start of her next turn. into the vacated square as a free action.
Alignment Evil Languages Common Discipline
Skills Acrobatics +5, Bluff +9, Insight +6, Intimidate +9, Orogs gain a +2 bonus to saving throws against any ongoing
Stealth +5 effects when adjacent to an ally.
Str 10 (+1) Dex 14 (+3) Wis 11 (+1) Alignment Evil Languages Common, Giant
Con 13 (+2) Int 16 (+4) Cha 16 (+4) Str 19 (+5) Dex 10 (+1) Wis 13 (+2)
Equipment leather armor, dagger, rod Con 16 (+4) Int 9 (+0) Cha 11 (+1)
Equipment plate armor, heavy shield, bastard sword

51
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

Appendix: Monsters Orc Bolt Thrower Tactics Orc Witch Doctor


Medium natural humanoid
Level 2 Controller
XP 125
The orc bolt thrower hangs back, lobbing bolts into Initiative +2 Senses Perception +3; low-light vision
the thick of its enemies. It draws its battleaxe and HP 33; Bloodied 16
Orc throws itself into combat if its enemies draw near. AC 15; Fortitude 13, Reflex 14, Will 17
Speed 6 (8 while charging)
Orcs are a race of savage humanoids, hailing from
m Disgusting Claws (standard; at-will) Poison
some of the most desolate regions in the world. From Orc Bombardier Level 1 Artillery +7 vs. AC; 1d6 + 1 damage, and ongoing 5 poison damage
the hardships of their lives as well as their ingrained Medium natural humanoid XP 100 (save ends).
love of slaughter, these vicious marauders boil out of Initiative +3 Senses Perception 2; low-light vision R Curse of Gruumsh (standard; recharge ) Acid
HP 24; Bloodied 12; see also warriors surge Ranged 10; +6 vs. Fortitude; target is blinded (save ends),
the darkness to wage war against other races, plun- AC 13; Fortitude 13, Reflex 15, Will 11 and the orc witch doctor makes a secondary attack. Sec-
dering and killing until finally repulsed once more. Speed 6 (8 while charging) ondary Attack: Close burst 1 centered on primary target;
The Monster Manual includes a broad selection of m Battleaxe (standard; at-will) Weapon +6 vs. Reflex; 1d6 + 4 acid damage, and ongoing 2 acid
+5 vs. AC; 1d10 + 2 damage. damage (save ends).
orc monsters, representing a great many of the iconic
M Warriors Surge (standard, usable only while bloodied; R Unspeakable Filth (standard; at-will)
orc adversaries player characters might face. The encounter) Healing, Weapon Ranged 5/10; +5 vs. Reflex; 1d4 + 4 damage, and the
following entries expand on those by providing addi- The orc bombardier makes a melee basic attack and regains target takes 2 penalty to attack rolls until the end of the
tional orcs, which are featured in this adventure. 6 hit points. orc witch doctors next turn.
A Cinderbomb (standard; recharge ) Fire Alignment Chaotic evil Languages Common, Giant
Orc Bolt Thrower Level 1 Artillery Area burst 2 within 10; +4 vs. Reflex; 1d8 + 3 fire damage, Skills Arcana +6, Intimidate +10
Medium natural humanoid XP 100 and ongoing 5 fire damage (save ends). On a crit, the orc Str 11 (+1) Dex 12 (+2) Wis 14 (+3)
Initiative +2 Senses Perception +4; low-light vision bombardier knocks the target prone. Miss: Half damage, Con 9 (+0) Int 11 (+1) Cha 18 (+5)
HP 26; Bloodied 13; see also warriors surge and no ongoing damage. Equipment befouled rags, bone rod
AC 13; Fortitude 14, Reflex 14, Will 11 C Detonation (no action, when reduced to 0 hit points;
encounter) Fire
Speed 6 (8 while charging)
m Battleaxe (standard; at-will) Weapon The orc bombardier must have at least one cinderbomb
Orc Witch Doctor Tactics
+6 vs. AC; 1d10 + 3 damage. left; close burst 2; +4 vs. Reflex; 1d8 + 3 fire damage, and An orc witch doctor spits a curse at a divine character
r Bellybow (standard; at-will; recharges when the creature ongoing 5 fire damage (save ends) (crit knock prone). Miss: and hurls insults and filth, falling back to its claws if
uses a move action to reload it) Weapon Half damage, and no ongoing damage.
cornered.
Ranged 20/40; +8 vs. AC; 1d12 + 2 damage, and the target Alignment Chaotic evil Languages Common, Giant
is pushed 1 square. Str 13 (+1) Dex 17 (+3) Wis 7 (2)
M Warriors Surge (standard, usable only while bloodied; Con 12 (+1) Int 8 (1) Cha 9 (1)
encounter) Healing Equipment battleaxe, 3 cinderbombs, everburning torch
The orc bolt thrower makes a melee basic attack and
regains 6 hit points. Orc Bombardier Tactics
Alignment Chaotic evil Languages Common, Giant
Skills Stealth +7 The orc bombardier hurls cinderbombs at clumps
Str 14 (+2) Dex 15 (+2) Wis 9 (1) of PCs, but it is not above catching a few drudges in
Con 14 (+2) Int 9 (1) Cha 8 (1) the burst. Should enemies close to melee, it draws
Equipment leather armor, battleaxe, bellybow with 10 bolts
its battleaxe.

52
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

Orc Freak
Medium natural humanoid
Level 2 Skirmisher
XP 125
Orc Freak Tactics Orc Sergeant
Medium natural humanoid
Level 3 Soldier (Leader)
XP 150
Initiative +5 Senses Perception +5; low-light vision The orc freak is a savage and uncontrollable warrior Initiative +2 Senses Perception +5; low-light vision
HP 38; Bloodied 19; see also warriors surge who rushes headlong into danger no matter the odds. Lead by Fear aura 1; orcs inside the aura gain a +1 power
AC 15; Fortitude 15, Reflex 14, Will 11 bonus to attack rolls.
Speed 6 (8 while charging) HP 46; Bloodied 23; see also warriors surge
m Battleaxe (standard; at-will) Weapon Orc Scout Level 3 Skirmisher AC 19; Fortitude 17, Reflex 13, Will 14
Medium natural humanoid XP 150
+6 vs. AC; 1d10 + 3 damage. Speed 6 (8 while charging)
M Savage Strike (standard; encounter) Weapon
Initiative +5 Senses Perception +6; low-light vision m Glaive (standard; at-will) Weapon
HP 46; Bloodied 23; see also warriors surge
Make two attacks; +6 vs. AC; 1d10 + 3 damage per attack. Reach 2; +10 vs. AC; 2d4 + 4 damage.
AC 17; Fortitude 16, Reflex 15, Will 13 M Warriors Surge (standard, usable only while bloodied;
If both attacks hit the same target, the target also takes
Speed 6 (8 while charging)
ongoing 5 damage (save ends). encounter) Healing
m Scimitar (standard; at-will) Weapon
M Warriors Surge (standard, usable only while bloodied; The orc sergeant makes a melee basic attack and regains
+8 vs. AC; 1d8 + 3 damage (crit: +1d8)
encounter) Healing, Weapon 11 hit points.
r Longbow (standard; at-will) Weapon
The orc freak makes a melee basic attack and regains 9 Back to the Front! (immediate reaction, when orc ally within
Ranged 20/40; +7 vs. AC; 1d10 + 2 damage.
hit points. 5 squares is forcibly moved; at-will)
M Warriors Surge (standard, usable only while bloodied;
Alignment Chaotic evil Languages Common, Giant Slide triggering ally 1 square.
encounter) Healing, Weapon
Skills Athletics +9 Alignment Chaotic evil Languages Common, Giant
The orc scout makes a melee basic attack and regains
Str 17 (+4) Dex 15 (+3) Wis 8 (+0) Skills Endurance +5, Intimidate +5
11 hit points.
Con 14 (+3) Int 8 (+0) Cha 7 (1) Str 19 (+5) Dex 9 (+0) Wis 13 (+2)
Overeager (immediate reaction, when the orc scout drops an
Equipment hide armor, 2 battleaxes Con 14 (+3) Int 11 (+1) Cha 11 (+1)
enemy with a ranged attack; encounter)
Equipment chainmail, glaive, tattered cloak
The orc scout draws its scimitar and charges the closest
enemy.
Alignment Chaotic evil Languages Common, Giant Orc Sergeant Tactics
Skills Athletics +9, Endurance +8, Intimidate +5, Stealth +8 The orc sergeant commands other orcs, directing the
Str 16 (+4) Dex 15 (+3) Wis 10 (+1)
combat from the second rank. It follows its soldiers
Con 14 (+3) Int 8 (+0) Cha 9 (+0)
Equipment leather armor, scimitar, longbow with quiver of into battle, taking advantage of its superior reach and
20 arrows the bodies between himself and his enemies. Should
any ally think about retreating, the orc sergeant can
Orc Scout Tactics command him back to the frontlines.
An orc scout shoots arrows at its foes, but once it
drops an enemy, its bloodlust gets the better of it, driv- Orog
ing it to draw its scimitar and charge. Hulking warriors with uncommon discipline
and fighting expertise, orogs are the filthy offspring
of orcs and ogres. Like half-elves, orogs breed true
and are a separate race from orcs. Sometimes called
greater orcs or ogrillons, orogs are a vastly superior
breed, rising far above their lesser kin in terms of
their mastery over weaponry and also their mastery
of warfare. Where common orcs rely on superior
numbers to overcome their enemies, orogs use clever

53
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

tactics and teamwork, ranking up in orderly lines of afforded by their fellows. The orogs engage the closest without any of the drawbacks. A discipline and
heavily armored soldiers. enemy and drive it before them. militant people, they raise up fortified encampments,
Rumors tell of orog cities in the far-flung places Orog Scarred Champion Level 4 Brute where they form up their warriors into tight ranks
Medium natural humanoid, orc XP 175 and demand a level of cleanliness any commander
in the world, though no one is certain where they are Initiative +2 Senses Perception +8; low-light vision
or what they might look like. Instead, orogs crop up HP 66; Bloodied 33; see also champions scorn could respect.
wherever ogres and orcs congregate in large numbers. AC 17; Fortitude 19, Reflex 14, Will 15
Orogs swiftly rise to the top and take over tribes,
Speed 5 Troll
m Greatsword (standard; at-will) Weapon
crushing their rivals until the rest of the horde Trolls are one of the most diverse and unpredictable
+10 vs. AC; 1d10 + 5 damage, and the target is marked
surrenders to the orogs will. until the end of the orog scarred champions next turn. races in the world. Something about their nature
C Winnowing Slash (standard; recharge when first bloodied) causes them to adapt to their environments in unex-
Weapon pected ways, developing new abilities and losing ones
Orog Militant Level 3 Soldier Requires greatsword; close burst 1; +7 vs. AC; 2d10 + 5
Medium natural humanoid XP 150
damage, and the target is pushed 1 square. less useful for feeding the bottomless pit that serves
Initiative +3 Senses Perception +2; low-light vision as their gullets. The following troll expands on those
C Champions Scorn (minor; at-will) Fear
HP 48; Bloodied 24
Close blast 5; one creature; the target becomes the object described in the Monster Manual.
AC 20; Fortitude 17, Reflex 13, Will 14; see also discipline
of the orogs scorn. The orog scarred champions melee
Speed 5
attacks deal an extra 1d10 damage to the target, and if
m Bastard Sword (standard; at-will) Weapon Cave Troll Level 7 Brute
the scarred champion reduces the target to 0 hit points, it
+10 vs. AC; 1d10 + 4 damage, and the target is marked Large natural humanoid XP 300
regains 16 hit points.
until the end of the orog militants next turn. Initiative +6 Senses Perception +9; low-light vision
Alignment Chaotic evil Languages Common, Giant
M Relentless (standard; at-will) Weapon HP 99; Bloodied 49; see also troll healing
Skills Intimidate +6
Requires bastard sword; +10 vs. AC; 1d10 + 4 damage, and Regeneration 10 (if the cave troll takes acid or fire damage,
Str 20 (+7) Dex 10 (+2) Wis 12 (+3)
the target is pushed 1 square. The target is marked until regeneration does not function until the end of its next turn)
Con 16 (+5) Int 9 (+1) Cha 8 (+1)
the orogs next turn. The orog militant can shift into the AC 19; Fortitude 21, Reflex 19, Will 17
Equipment plate armor, greataxe
vacated square as a free action. Speed 8
M Fierce Counterstrike (immediate reaction, when adjacent m Claw (standard; at-will)
ally is first bloodied; encounter) Weapon Orog Scarred Champion Reach 2; +10 vs. AC; 2d4 + 5 damage, and the target is
Requires bastard sword; +10 vs. AC; 2d10 + 4 damage, and Tactics grabbed (until escape). A cave troll can grab up to two
the target is pushed 1 square. The orog militant can shift targets at once.
into the vacated square as a free action. The orog scarred champion is a devolved form of
M Improvised Weapon (standard; at-will)
Discipline oroga brutish warrior driven mad by Gruumshs Requires grabbed creature; reach 2; +10 vs. AC; 2d8 + 5
Orogs gain a +2 bonus to saving throws against any ongoing dark will. The champion wades into the thick of damage, and the grabbed creature takes half this damage
effects when adjacent to an ally. and is dazed (save ends). When grabbing a creature wear-
battle, calling out challenges to its enemies and
Alignment Evil Languages Common, Giant ing heavy armor, the cave troll deals +5 damage with this
Str 19 (+5) Dex 10 (+1) Wis 13 (+2) focusing its attacks against these foes until he attack, but the grabbed creature is not dazed.
Con 16 (+4) Int 9 (+0) Cha 11 (+1) slaughters them. Troll Healing Healing
Equipment plate armor, heavy shield, bastard sword If the cave troll is reduced to 0 hit points by an attack that
Orog Lore does not deal acid or fire damage, it rises on its next turn
Orog Militant Tactics A character knows the following information about
(as a move action) with 10 hit points.
Alignment Chaotic evil Languages Giant
Orog militants fight best in close ranks to take advan- orogs with a successful Nature check. Skills Athletics +13, Endurance +12
tage of their discipline and also the added protection DC 15: Orogs are the spawn of orcs and ogres, Str 21 (+8) Dex 16 (+6) Wis 12 (+4)
Con 19 (+7) Int 5 (+0) Cha 8 (+2)
and they somehow gain the better qualities of each

54
August 20 08 | D u n g e o n 1 57
Siege of Bordrin's Watch

Cave Troll Tactics Encounter Groups


A cave troll is an unsubtle enemy. When it detects Cave trolls prefer the company of other cave trolls,
possible food, it leaps into battle, grabbing its foes but they might sometimes work with other trolls,
with its long claws, and snatching them off their ogres, and other monstrous races. Orogs, more than
feet. The cave troll then tenderizes its meal, using its any other race, see the value of a tough cave troll, and
captured victim as a weapon, pounding the hapless when an orog dominates an orc tribe, theres bound to
victim into its allies until everyone and everything be a handful of cave trolls supporting the chieftain.
around the troll is dead.
Level 7 Encounter (XP 1,500)
Cave Troll Lore 1 orc eye of Gruumsh (level 5 controller [leader])
A character knows the following information about 2 cave trolls (level 7 brute)
cave trolls with a successful Nature check. 4 orc berserkers (level 4 brute) G
DC 15: Cave trolls are a nasty, spiteful breed of
trolls, every bit as ravenous as their kin, but they take About the Author
Robert J. Schwalb works as a freelance designer for Wizards
special pleasure in the destruction they wreak. Like of the Coast and has contributed design to such books as
their kin, cave trolls regenerate at an astonishing rate, Tyrants of the Nine Hells and Elder Evils, and the forthcoming
which allows them to recoup from the nastiest of Forgotten Realms Players Guide, Draconomicon: Chromatic
Dragons, Manual of the Planes, and Demon Queens Enclave, as
injuries. Their only weakness in this regard is when
well as numerous articles for D&D Insider. Robert lives in
they are confronted with acid or firesubstances the Tennessee with his incredibly patient wife Stacee and his
cave troll rightly fearsfor both can retard the trolls pride of chaotic evil werecats.
regenerative abilities and render it more vulnerable to
its preys attacks.
DC 20: Cave trolls collect in small tribal groups,
and they prefer caves that open onto verdant forests
or hills. The rarely venture too deep into the Under-
dark, for in the depths, food becomes far scarcer, and
the cave trolls have a healthy respect for drow, mind
flayers, and other peoples of the depths. Some races,
particularly drow, orcs, and orogs, enslave cave trolls
to use them as frontline soldiers. Cave trolls are not as
powerful as ordinary trolls, and they are more trac-
table and are easier to train.

55
August 20 08 | D u n g e o n 1 57
We are mercenaries, all
of us, but only a precious
few have honesty enough
to admit it. Whether we
sell ourselves for coin,
for honor, or ideals, we
all have a price whose
continued payment
leads us inevitably to our
end. But when that end
comes, will you admit
to your balance sheet?
Or will you lie when you
claim that the blood on
your hands was spilled
for just cause, not simply
your hunger for glory?

The Shadow Rift


by Scott Fitzgerald Gray
illustrations by Dave Allsop,

of Umbraforge
Ryan Barger, Nicole Cardiff, Saejin Oh,
and Chris Stevens

cartography by Mike Schley

TM & 2008 Wizards of the Coast, Inc. All rights reserved.

4
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

The Shadow Rift of Umbraforge is an adventure for civilized frontier and a stones throw from Sarshans
Whats an five 4th-level characters who are approximately half- operations in the city of Overlook, was one of these.
Adventure Path? way to 5th level. Characters should be 6th level by the When Sarshan rebuffed Myrissas request, Modra
Scales of War is the fourth Adventure Path to appear adventures end. This adventure is a sequel to Siege approached the witch in secret. He struck a deal to
in the pages of Dungeon Magazine. But what, you ask, of Bordrins Watch and the third part of the Scales of supply Tusk with weapons and intelligence, sending
is an Adventure Path? Quite simply, it is a series of War Adventure Path. However, with a little modifica- in a group of his followers (the dark creepers in Siege
related adventures intended to form a complete D&D tion, it can be played as a standalone adventure or of Bordrins Watch, including Iranda) to do the job.
campaign that takes your players from 1st level all the integrated into an existing campaign. In going behind Sarshans back, Modra expected that
way to, in the case of Scales of War, 30th level. an overwhelming orc victory (won with the help of
Previous Adventure Paths, presented with the dark one subterfuge) would win his masters respect.
third edition D&D rules, took characters from 1st to Background However, with Tusks forces routed and Modras ser-
20th level. But with all three tiers in the new edition vants scattered or killed, the dark creeper has had to
In Siege of Bordrins Watch, the PCs discovered that go to ground to escape Sarshans wrath. The brass key
ripe and ready to explore, were pushing the limit with
dark creepers had sold arms and tactical intelligence that Iranda carried in Siege of Bordrins Watch sets
Scales of War. Each tier takes roughly six adventures
to the orc war chief Tusk, aiding him in his attack Modra on the PCs trailand leads them into the next
to traverse, which means well finish off this Adven-
against the folk of the Stonehome Mountains. In stage of the adventure path.
ture Path in about eighteen issues. Each adventure
this adventure, the PCs investigate the link between
advances characters from between one and a half
the orcs and the dark ones, stumbling into an arms-
to two levels of experience. We recognize that not
everyone will meet every encounter or complete
running operation bridging two planes, and finally Adventure Synopsis
confronting the charismatic figure behind it.
every quest, however, so periodically, well point you
Sarshan is an opportunistic shadar-kai arms Back in Overlook after the events of Siege of Bor-
DMs to a supplemental Side Trek or short adventure
dealer. For years, he has built an invisible mercantile drins Watch, the PCs find themselves targeted
to keep your PCs on pace. Plus, roughly every other
empire around the sale and brokering of weapons, by a group of street toughs seeking the mysterious
month, Dragon will feature new support content for
armor, mercenaries, and intelligence from his domain brass key they obtained at the end of that previous
Scales of War.
in the Shadowfell. Though Sarshan plays a significant adventure. Through their would-be assailants, the
Finally, this Adventure Path is intended to function
part in this adventure, the PCs initial focus is on one PCs obtain the name of the one who ordered the
as a complete D&D campaign. That means well be
of his lieutenantsa dark creeper shadowborn stalker assaultModra.
making some assumptions about the history of the
named Modra. By way of a skill challenge that takes them into the
world as we move along, just as you would in any
Before the Siege of Bordrins Watch, Modra was darkest corners of the city, the PCs learn that Modra
campaign you run. Well be borrowing heavily from
approached by Tusks advisor Myrissa, a shadar-kai is a dark creeper with connections to an arms-run-
the D&D mythology of 4th Edition, as well as all the
witch who knew of Sarshans operations. However, ning operation and a poorhouse known as the Happy
great ideas that have cropped up in other products
the success of Sarshans arms running and mercenary Beggar. In a network of secret caverns beneath the
over the yearsincluding the pages of past issues of
services turns on his ability to maintain a low profile Beggar, the PCs discover that the weapons-running
Dungeon!
in his dealings with clients in the world. Sometimes operation extends from the Shadowfell to Overlook by
Enjoy your stay in Scales of War, and keep an eye
this means turning down jobs that run too much risk of way of a pair of ancient magic portals. When the dark
out for next months installment.
exposure. Tusks massive raid, aimed at the heart of the creeper flees to the Shadowfell, the PCs give chase.

5
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

Transported to the Shadowfell, the PCs find them- the bustle of its streets, the endless dance of commerce
selves in Umbraforgean isolated military enclave Key to the in the Forge and Tradetown districts, and the steady
that grows ever larger in its preparations for war. Shadowfell Gate stream of wains and carts passing through its gates,
Foundries, forges, mercenary camps, and slave pens In Siege of Bordrins Watch, the heroes fight Overlook gives the shadar-kai an invisibility on which
stand between a dark tower and a volcanic rift vent- a dark one emissary in the boiler room in the he has built a prosperous career.
ing a river of lava and shadow. As they infiltrate by Vents. This emissarys name was Iranda, and
stealth and sword, the PCs discover that Modra is he reported directly to Modra, the dark creeper
an underling to the shadar-kai Sarshan, master of villain of this adventure, something the charac-
Preparing for
Umbraforge. In addition to arms running, Sarshan ters will learn over the course of this adventure. Adventure
sells mercenaries and creatures bred for warhorrid Iranda kept a key to the Shadowfell gate below
mutants created in an arcane foundry fueled by the Overlook. If youve already run Siege of Bor- The Shadow Rift of Umbraforge is divided into
raw power of the magma shadow rift. drins Watch, feel free to give the PCs the key three parts. The first part, consisting of five encoun-
Within the foundry, the PCs eliminate Modra and before this adventure begins. Alternatively, its
his followers, then use a secret tunnel to gain access possible Iranda stashed it somewhere in Over- The Quests
to the tower. As they infiltrate Sarshans inner sanc- look, and the PCs need to track it down at some As the PCs find themselves targeted by Modra,
tum, they face off against his house guards and allies point during The Shadow Rift of Umbraforge. they slowly uncover the identity and plans
before being brought before the shadar-kai and given This latter tactic is especially handy if the char- of the dark creeper. However, as they pursue
a chance to join him. Then a massive tremor gener- acters are not quite halfway to 5th level when him into the Shadowfell, they come to realize
ated by the magma shadow rift shakes the tower, this adventure begins. Finally, consider including that Modras plots are only portents of a much
allowing the PCs to flee back to the Shadowfell gate. the key among the possessions of the shadar-kai greater danger.
As Sarshans foundry is leveled by the destructive witch at the transfer portal (see page 19). Minor QuestModras Threat
forces of shadow and fire, the PCs escape back to the In parts one and two of the adventure, the PCs
world, followed by a trio of savage specters bent on must determine Modras connection to the orc
raid and eliminate his continued threat. How-
destruction. However, though the adventure starts and finishes in ever, by the time they face off against the dark
When that battle is done, Sarshans Shadowfell Overlook, the bulk of it takes place in the Shadowfell. creeper in the Shadowfell, they realize that he is
gate is destroyed and Overlook is safe. However, the Since this is likely the PCs first excursion to this dark only a small part of a larger operation.
PCs have uncovered information indicating that the plane, familiarize yourself with The Planes, page Reward: 200 XP.
apparently isolated conflicts that led them first to 160 of the Dungeon Masters Guide. Major QuestThe Opportunist
Rivenroar, then to Bordrins Watch, touch on secret In parts two and three of the adventure, the
The gateway to the Shadowfell that Sarshan uses
plots that threaten the end the world. PCs discover that Modras threat is insignifi-
to smuggle his armaments into the world (and which cant compared to that of his former master, the
Modra co-opted for his own dealings with Tusk) lies shadar-kai arms dealer Sarshan. The PCs must
within Overlooka series of ancient caverns hidden infiltrate Sarshans domain in the Shadowfell,
Setting beneath the cellars of an out-of-the-way poorhouse. The discover the extent of the shadar-kais weapons-
citys status as a major trading center provides Sarshan running operations, and learn that war is coming
The first part of this adventure makes use of the city to the world.
with the perfect cover for his clandestine trafficking in
of Overlook section in Siege of Bordrins Watch. Reward: 250 XP per character.
arms, armor, and mercenaries across the frontier. With

6
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

ters, details the PCs pursuit of Modra and their Using Tactical Encounters and what your player characters do might require you
discovery of Sarshans Shadowfell gate. This part to alter the information in any number of ways.
Each encounter includes several common elements,
should bring the party to 5th level (assuming they
as described below.
were about halfway through 4th level at the comple- Monster Statistics
tion of Siege of Bordrins Watch). The remainder of Encounter Level Encounters include stat blocks for each monster type
the adventure (featuring the partys search for Modra present in the encounter. If more than one monster
Each tactical encounter assumes a group of five player
in the Shadowfell, the incursion into Sarshans tower, of a particular kind is present, the stat block indicates
characters. An encounter of average difficulty is one
and the climactic confrontation with the savage spec- how many creatures can be found.
where the encounter level is equal to the level of the
ters that pursue the PCs from the Shadowfell back to
party. Encounters that are 1 or 2 levels lower than the
the world) should bring them to 6th level. Tactics
party are easy, while encounters that are 2 or more
Assuming you are already familiar with the layout This entry describes special actions the monsters take
levels higher than the party are difficult encounters.
of Overlook from Siege of Bordrins Watch, you to defeat the adventurers. Sometimes this means the
For overcoming an encounter, a group earns the
need only to read this introductory material and The monsters take advantage of special features of the
XP value listed beside the encounter level. This
Beggars Gate (including the Street Skirmish tactical area or make use of special powers or equipment.
amount should be divided by the number of group
encounter and the Modras Plots skill challenge) to
members, and an equal amount should be awarded to
get ready for your first game session. Map
each character.
Modras role in the attack on Bordrins Watch Each encounter includes a map keyed with the initial
should be enough to inspire a mostly good or lawful Setup locations of each monster. The map also indicates the
good party to want to capture or kill him. However, location of any special features of the area.
This section of a tactical encounter provides you
if the PCs are strongly unaligned, you might need to
with the basic parameters of the encounter. First, it
make things personal. During the Modras Plots Features of the Area
provides context or background information for the
skill challenge (page 11), have Modra continue his This section describes special features noted on the
encounter. Next, it provides a key to the monsters in
vendetta against the PCs by attacking (or even killing) map. If the location has items or areas of interest with
the encounter so you can locate them on the tactical
one or more NPCs close to them. Any characters the which the characters can interact, those features are
map. The map of each encounter area indicates where
party became involved with during the Siege of Bor- described here. Look here to see if a door is out of the
the monsters are located when the encounter begins.
drins Watch can fit the bill. ordinary, if an altar has a secret compartment, or if
The setup section also describes what monsters are
the area includes treasure.
doing and how they react when the PCs arrive.
What You Need to Play
This adventure includes the encounters the PCs face Read-Aloud Text Treasure
as they explore and adventure in the area. It also pro- This adventure makes use of the parcel system of
Read aloud text provides information about what the
vides tactical maps and more for the adventure. Also treasure rewards described in Chapter 7 of the
characters can see and are aware of. You do not have
as mentioned above, read through at least the first Dungeon Masters Guide. The characters should accu-
to read it word for word; feel free to paraphrase and
few encounters described in this adventure before mulate fifteen parcels by the end of the adventure.
use your own words when describing this informa-
starting. This review enables you to become familiar Use the players wish lists to determine which magic
tion. Use read aloud text wisely; they are written for
with the material and the style of presentation. items you place as treasure.
the most common approach to a particular situation

7
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

These parcels can be given out at any point in the Skirmish, on the following page) should take place Siege of Bordrins Watch is done. (This is most
adventure you decide is appropriate, or you might within a few days of the partys return to Overlook. likely to be the case if the party was in the middle
reserve some treasure as a reward given to the PCs by On assignment from Modra, a squad of enforcers of unfinished business in Brindol before being sum-
the people of Overlook when the adventure is done. from the Lost Ones have been quietly following the moned to help defend against the orc raid.) If so, dont
Whenever possible, tie treasure to the most climactic PCs while they carry out their routine business in the force the issue. Simply have the Lost Ones track the
points of the adventure (the battle in the secret cav- city. Their orders are to retrieve the key as quietly as PCs to their alternate location and move encounter
erns, the foundry showdown with Modra, and so on). possible, then kill the PCs. The Lost Ones wait now G1 accordingly. When the Lost Ones are searched
for the opportunity to strike. or questioned, the PCs find that they received their
orders from someone named Modra in Overlook. This
Part 1: The Other Locations should inspire the party to return to the mountain
Beggars Gate The PCs might not automatically be inclined to city.
return to Overlook to rest and recuperate when the
In the aftermath of the sealing of the mountain tunnels
and the flooding of the Nexus in Siege of Bordrins Treasure Parcels
Watch, Modra learned of the PCs role in thwarting Parcel A: Parcel I:
Tusks plans. He has quietly kept tabs on them since Parcel B: Parcel J:
their return to Overlook. The key found at the end of Parcel C: Parcel K:
the previous adventure (see The Key to the Shadowfell Parcel D: Parcel L:
Gate sidebar on page 6) is a hollow brass tube 6 inches Parcel E: Parcel M:
long, set with a round ring at one end and four flanges of Parcel F: Parcel N:
Parcel G: Parcel O:
differing lengths at the other. The PCs can find no infor-
Parcel H:
mation in Overlook on the nature or origin of the key.
However, any inquiries along those lines come back to Treasure Parcels (Monetary Treasure 2,840 gp)
Modra through his contacts in the thieves guild known Parcel 1: Magic item, level 9
as the Lost Ones. (If the PCs are more circumspect, Parcel 2: Magic item, level 8
Parcel 3: Magic item, level 8
assume that the key has a magical property that allows Parcel 4: Magic item, level 7
Modra to eventually determine who carries it.) With the Parcel 5: Magic item, level 6
last of his coin, the dark creeper hires a squad of guild Parcel 6: Magic item, level 6
Parcel 7: 550 gp, or two 250-gp art objects + 50 gp, or one 500-gp gem + 50 gp
enforcers to dispense with the PCs and retrieve the
Parcel 8: 500 gp, or one 250-gp art object + 250 gp, or five 100-gp gems
keyModras only way to return to the Shadowfell and Parcel 9: 340 gp, or three 100-gp gems + 40 gp, or one 250-gp art object + one potion of healing + 40 gp
attempt to turn the tables on the vindictive Sarshan. Parcel 10: 340 gp, or one 250-gp art object + 90 gp, or 300 gp + 400 sp
Between the end of Siege of Bordrins Watch and Parcel 11: 300 gp, or three 100-gp gems, or one potion of healing + one 250-gp art object
Parcel 12: 280 gp, or two 100-gp gems + 80 gp, or one 100-gp gem + 2 potions of healing + 80 gp
this adventure, the PCs have plenty of time to rest Parcel 13: 260 gp, or one 250-gp art object + 10 gp, or two potions of healing + 100-gp gem + 60 gp
up, replenish missing supplies, and take care of any Parcel 14: 160 gp, or one 100-gp gem + 60 gp, or one potion of healing + 110 gp
miscellaneous business. The first encounter (Street Parcel 15: 110 gp, or one 100-gp gem + 10 gp, or one potion of healing + 60 gp

8
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

Street Skirmish Let the players place their miniatures anywhere in


the center of the map.
Encounter Level 5 (975 XP)
We Meet Again
Setup If the PCs had a previous altercation with the Lost
The Lost Ones follow the PCs in search of a likely Ones (page 22 of Siege of Bordrins Watch), play up
ambush spot, using their knowledge of Overlook to any lingering hostility in this encounter. Although the
slip ahead of the party as they approach an enclosed berserkers and guards here are a more elite squad
laneway between two of the citys warehouses. than the street bravos the PCs faced in Overlook, the
mage might well be the same character (assuming
2 human berserkers (B) he survived). Even if they are new foes, these Lost
3 human guards (G) Ones are aware of the PCs run-in with their order,
1 human mage (M) and they seek their own revenge even as they fulfill
Modras commission.
At the outset of the encounter, the human guards
are hiding behind the wagon to the north. Unless the Tactics
PCs notice them (DC 20 Perception), do not place The berserkers wade into combat in the first round,
them on the battle grid. The mage starts out with total hoping to draw the PCs attention while their mage
cover up the narrow alley to the north. Do not place leader attacks from hiding. They target the strongest-
his miniature on the battle grid until he is spotted or looking melee combatants with battleaxe attacks,
unless he attacks. saving their handaxes for thrown attacks against PCs
trying to stay out of melee. The berserkers fight to
As the PCs enter the area, read: the death.
The human guards engage those PCs who avoid
Sudden movement catches your eyea horse tethered to a or retreat from the berserkers attacks. They use their Development
hitching post stomps as you approach. From behind you, halberds against any foes within reach, leaving PCs
If any of the Lost Ones survive to be interrogated,
a voice calls out, Took a wrong turn, friends. Too bad itll knocked prone by their powerful strike for the ber-
they reveal that they were hired to retrieve a brass key
be your last. Two human warriors move up from where serkers as they seek new targets. The guards flee if
the PCs carry. Any other wealth on the PCs was theirs
they must have been following you, battleaxes pulled from reduced to 10 hit points or fewer.
to take, hinting at the keys value to whoever seeks it.
beneath their cloaks as they attack. In the first round, the mage moves up behind the
The PCs find a scrap of parchment on one of the Lost
baskets (granting him cover) and makes a Stealth
Ones (their only clue if all the assailants were slain). A
If the PCs spot the guards to the north, read: check to stay hidden (+4). He strikes first with dancing
hastily drawn rendering of the brass key accompanies
lightning, targeting spellcasters if possible. In subse-
a note indicating the importance of its return and
Behind a wagon to the north, you see movement in the quent rounds, he snipes with magic missile, reserving
a nameModra. However, these Lost Ones know
shadows. Three figures crouch in hiding, waiting to spring. his thunder burst until he can target two or more PCs.
nothing more of Modra than his name.
The mage flees if reduced to 10 hit points or fewer, or
if all the other Lost Ones are killed.

9
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

Human Mage (M) Level 4 Artillery 3 Human Guards (G) Level 3 Soldier Doors: These warehouse doors are barred from
Medium natural humanoid XP 175 Medium natural humanoid XP 150 each
within. They cannot be opened from the outside.
Initiative +4 Senses Perception +5 Initiative +5 Senses Perception +6
HP 42; Bloodied 21 HP 47; Bloodied 23 Crates: These squares provide cover. A stack of
AC 17; Fortitude 13, Reflex 14, Will 15 AC 18; Fortitude 16, Reflex 15, Will 14 crates stands 5 feet high and can be climbed with a
Speed 6 Speed 5 successful DC 10 Athletics check.
m Quarterstaff (standard; at-will) Weapon m Halberd (standard; at-will) Weapon
Baskets: These 4-foot-high woven baskets are for
+4 vs. AC; 1d8 damage. Reach 2; +10 vs. AC; 1d10 + 3 damage, and the target is
r Magic Missile (standard; at-will) Force marked until the end of the human guards next turn. transporting grain. Full baskets provide cover and are
Ranged 20; +7 vs. Reflex; 2d4 + 4 force damage. M Powerful Strike (standard; recharge ) Weapon difficult terrain. Empty baskets provide cover but do
R Dancing Lightning (standard; encounter) Lightning Requires halberd; reach 2; +10 vs. AC; 1d10 + 7 damage,
not hinder movement.
The mage makes a separate attack against 3 different tar- and the target is knocked prone.
gets: ranged 10; +7 vs. Reflex; 1d6 + 4 lightning damage. R Crossbow (standard; at-will) Weapon
A Thunder Burst (standard; encounter) Thunder Ranged 15/30; +9 vs. AC; 1d8 + 2 damage.
Area burst 1 within 10; +7 vs. Fortitude; 1d8 + 4 thunder Alignment Any Languages Common
damage, and the target is dazed (save ends). Skills Streetwise +7
Alignment Any Languages Common Str 16 (+4) Dex 14 (+3) Wis 11 (+1)
Skills Arcana +11 Con 15 (+3) Int 10 (+1) Cha 12 (+2)
Str 10 (+2) Dex 14 (+4) Wis 17 (+5) Equipment chainmail, halberd, crossbow with 20 bolts
Con 12 (+3) Int 18 (+6) Cha 12 (+3)
Equipment robes, quarterstaff, wand

2 Human Berserkers (B) Level 4 Brute


Features of the Area
Medium natural humanoid XP 175 each Illumination: Dim light at dusk or dawn. Bright
Initiative +3 Senses Perception +2 light by day. At night, lanterns hang on both the carts
HP 66; Bloodied 33; see also battle fury
(bright 10).
AC 15; Fortitude 15, Reflex 14, Will 14
Speed 7 Wagons: These empty wains are waiting to be
m Greataxe (standard; at-will) Weapon loaded. A wagon provides cover and is tall enough
+7 vs. AC; 1d12 + 4 damage (crit 1d12 + 16). that a Small creature can move under it and gain
M Battle Fury (free, when first bloodied; encounter)
The human berserker makes a melee basic attack with a
superior cover. It costs 2 squares of movement to jump
+4 bonus to the attack roll and deals an extra 1d6 damage up onto a wagon. With a successful DC 17 Strength
on a hit. check (a move action), a character can move a wagon
R Handaxe (standard; at-will) Weapon
forward or backward 1 square.
Ranged 5/10; +5 vs. AC; 1d6 + 3 damage.
Alignment Any Languages Common Draft Horse: This draft horse (marked H on the
Skills Athletics +9, Endurance +9 tactical map) is tied to a hitching post and normally
Str 17 (+5) Dex 12 (+3) Wis 11 (+2) not easily spooked. However, once combat starts, any
Con 16 (+5) Int 10 (+2) Cha 12 (+3)
Equipment hide armor, greataxe, 2 handaxes
characters entering the indicated squares behind
the horse are subject to attack (+6 vs. AC, 1d6 + 5
damage) since the creature lashes out with a kick. If
hit by any attack, the horse breaks its rope and leaves
the area at a run.

10
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

Rumors
The Streets of
1 The threat of the orcs might be ended after the 6 Modra met up with a shadar-kai witch a month ago.
Overlook siege of Bordrins Watch, but word from the fron- Some said she was doing a deal for weapons, but she
tier is theres more trouble on the march. Just like didnt look much like a warrior.
In the aftermath of the ambush by the Lost Ones, the
Tusks clan, the rabble of the mountains are getting 7 The far traders coming into Overlook talk of more
PCs have a chance to discover who hunts them. their hands on good-grade weapons and armor, and and more trouble on the roads. They say the Red
theyre looking to use it. Hand of Doom was behind what happened in Brin-
Modra's Plots Level 4 2 You get all races in Overlook, but the dark ones that dol a few months past, but theres more cults than
Skill Challenge XP 700 pass through the city keep to themselves. More often that on the rise across the frontier.
Overlook, a fortified city on the eastern slopes of the Stone- than not, those you do see are in the company of 8 The dark creeper is just the front man for arms
home Mountains, is a bustling center of commerce and trade. Lost Ones bodyguards and enforcers. dealing in the city. No one knows whos behind the
Among its many people, youre sure to find more information
3 Someone by the name Modra was said to be operation, but rumor says its bigger than anyone in
about those who hunt you. Now you just need to figure out how
you want to go about unearthing this information. buying information a few months back, looking for Overlook will ever know.
those with experience mining the old caverns of the 9 Modra was in the city three weeks past, but he was
Stonehome. keeping a low profile. He had a squad of dark creep-
As the characters immerse themselves in the
4 Modra is a dark creeper, and well known in the ers with him, must have figured theyd stand out.
bustle and business of Overlook, they must seek citys criminal underworld. 10 Last time anyone saw Modra was just before the
information among the citys traders, brokers, and raid on Bordrins Watch. I heard hes been on the run
5 Its said that the dark creeper Modra brokers weap-
black marketeers. Modra has covered his tracks since ons and armor through the Overlook black markets. since then. Some job that went bad.
coming back to the city (since he knows that Sarshan
is looking for him), but by determining his move-
ments and activities prior to the events of Siege of Other Skills Acrobatics, Athletics, Insight, from the rumor table. On a failed check, the PC takes
Bordrins Watch, the characters gain valuable insight Stealth. a 2 penalty to his or her next Bluff or Intimidate
into the dark creepers mission. Victory The characters do not draw attention check. If the PC spends 50 gp or more for favors and
This skill challenge should be treated as a city to themselves when they discover the connection bribes, he or she gains a +1 bonus to the check.
crawl, making use of the full Overlook write-up in the between Modra and the Happy Beggar almshouse. The characters seeks out the seamy underside of
previous adventure. As the characters pursue their See An Unexpected Ally, below. Overlook, posing as those connected to or desiring to
quarry, you can break up the skill challenge with Failure The characters determine the connection do business with the Lost Ones.
some of the optional encounters in Urban Encoun- between Modra and the Happy Beggar, but they draw Diplomacy DC 7 (1 success, maximum 2 suc-
ters, which is on page 21 of Siege of Bordrins attention to themselves in the process. Their inquiries cesses; see Acrobatics or Athletics and Insight). The
Watch. You can also read details on the city, its vari- get back to Sarshan, who takes steps to secure the PCs learn a rumor from the rumor table.
ous districts, and some of its key inhabitants in that caverns beneath the Happy Beggar. Add an additional By lending a sympathetic ear to an NPC victim-
adventure. dark creeper to the Transfer Portal tactical encounter, ized by the Lost Ones, the PC hears a rumor. If the
Complexity 4 (requires 10 successes before 3 making it 7th level and worth 1,500 XP. PCs have not already met her, Reggen at the Moun-
failures). Bluff DC 12 (1 success, maximum 3 successes; see tains Hearth Inn (page 17 of the Siege of Bordrins
Primary Skills Bluff, Diplomacy, Intimidate, Acrobatics or Athletics and Insight). On a successful Watch) is one such character.
Streetwise, Thievery. check, the characters learn one piece of information

11
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

Intimidate DC 17 (1 success, maximum 3 suc- By performing feats of juggling, tumbling, Reniss, Half-Elf Ranger Level 4 Striker
Medium natural humanoid
cesses; see Acrobatics or Athletics and Insight). On a knife-throwing, arm-wrestling, or other physical Initiative +5 Senses Perception +2; low-light vision
failed check, the PC cannot make any further Intimi- entertainments in one of the citys markets or taverns, HP 47; Bloodied 23
date or Bluff checks in this challenge. the PC is in a perfect position to observe and listen. AC 18 (20 against opportunity attacks); Fortitude 18, Reflex
19, Will 15
The characters take a direct approach, shaking Insight DC 12 (0 successes). With a successful
Speed 6
down an NPC connected to the Lost Ones to hear a check, the character gains a +2 bonus to his or her m Longsword (standard; at-will) Weapon
rumor from the rumor table. next Bluff, Diplomacy, or Intimidate check. +5 vs. AC; 1d8 + 2 damage.
r Longbow (standard; at-will) Weapon
Streetwise DC 12 (1 success, maximum 4 suc- The PCs ability to read people is brought to bear
Ranged 20/40; +6 vs. AC; 1d10 + 3 damage
cesses; see Stealth). On a successful check, the on the search for information. R Eyebite (standard; encounter) Arcane, Charm, Imple-
characters hear a rumor from the rumor table. If a Stealth DC 12 (0 successes). On a successful ment, Psychic
character spends 50 gp or more for favors and enter- check, the character gains a +2 bonus to his or her Ranged 10; +4 vs. Will; 1d6 + 1 psychic damage, and Reniss
is invisible to the target until the start of her next turn.
tainment, he or she gains a +1 bonus to the check. next Streetwise or Thievery check. On a failed check,
R Hunters Bear Trap (standard; daily) Martial, Weapon
The PC spends his or her time on the street or in the character takes a 2 penalty to his or her next Requires longbow; +6 vs. AC; 2d10 + 3 damage, and the
the taverns with one ear to the ground. Streetwise or Thievery check. target is slowed and takes ongoing 5 damage (save ends).
Thievery DC 12 (1 success, maximum 2 suc- The PC keeps an especially low profile. Requires longsword; +5 vs. AC; 2d8 + 2 damage, and the
target is slowed and takes ongoing 5 damage (save ends).
cesses; see Stealth) This check can be made only by R Nimble Strike (standard; at-will) Martial, Weapon
a PC who has previously made Requires longbow; +6 vs. AC; 1d10 + 3 damage; Reniss can
a successful Bluff or Streetwise shift 1 square before or after she attacks.
R Shadow Wasp Strike (standard; encounter) Martial, Weapon
check. On a successful check, the
Requires longbow; target quarry; +6 vs. AC; 2d10 + 3
PC hears a rumor from the rumor damage.
table. Requires longsword; target quarry; +5 vs. AC; 2d8 + 2
The PC follows up on earlier damage.
Hunters Quarry
information by picking pockets,
Once per turn as a minor action, Reniss can designate
intercepting private messages, or the enemy nearest to her as her quarry. Once per round,
another bit of useful subterfuge. Reniss deals 1d6 extra damage on an attack made against
her quarry.
Acrobatics or Athletics DC
Unbalancing Parry (immediate reaction, when an enemy
varies (0 successes). A successful misses Reniss with a melee attack; encounter)
DC 7 check provides the character Reniss slides the enemy into a square adjacent to her and
with a +2 bonus to the next Bluff, gains combat advantage against it until the end of her
next turn.
Diplomacy, or Intimidate check.
Group Diplomacy
A successful DC 12 check grants Reniss grants allies within 10 squares of her a +1 racial
the character information from the bonus to Diplomacy checks.
Alignment Good Languages Common, Elven, Dwarven
rumor table. Failure results in a
Skills Acrobatics +10, Diplomacy +5, Dungeoneering +5,
2 penalty to any subsequent Bluff Insight +2
checks. Str 15 (+4) Dex 17 (+5) Wis 10 (+2)
Con 15 (+4) Int 12 (+3) Cha 13 (+3)
Equipment leather armor, longsword, longbow, quiver of
30 arrows

12
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

This skill challenge lets the PCs immerse them- (Siege of Bordrins Watch page 26). When Jen was Beggar is normally the last place to look for potential
selves in the bustle and business of Overlook, seeking slain in the vents of the Stonehome, she used a sending intrigue, if only because its reputation for piety among
information among the citys traders, brokers, and stone to whisper her last words to her sister, a name the locals means no self-respecting adventurers ever
black marketeers. Modra has covered his tracks since the Farstriders tripped across before they were cut go near it.
coming back to the city (since he knows that Sarshan downModra....
is looking for him), but by determining his move- Once in Tradetown, you have no trouble getting directions
ments and activities prior to the events of Siege of The female who approaches you wears brown leather to the Happy Beggar, though you get your share of strange
Bordrins Watch, the PCs gain valuable insight into beneath a green cloak, and a longbow is slung across her looks when you ask. The kind of place you want to stay if
the dark creepers mission. chest. Quietly, she says Ive heard word that theres a group you find group reading of Pelors scriptures an entertaining
This skill challenge should be treated as a city in the city looking for someone named Modra. Im doing the evening, is one description you get. However, the sign
crawl, making use of the full Overlook write-up in the same, though I doubt its for the same reasons. Perhaps we above the door of a single-story hovela stooped and
previous adventure. As the PCs pursue their quarry, should compare notes. tattered mendicant with a broad grintells you youve
you can break up the skill challenge with some of the arrived.
optional encounters in Urban Encounters, which is Reniss is a valuable ally in the PCs search. She
on page 21 of Siege of Bordrins Watch. You can also explains her connection to the Farstriders. If the char- The Beggar sits sandwiched between a warehouse
read details on the city, its various districts, and some acters tell her they found her sisters body, she takes block and a section of rundown tenements. What
of its key inhabitants in that adventure. comfort in the fact that Jens remains were spared the no one outside of a small number of dark one and
degradation of the orcs. In exchange for the PCs shar- shadar-kai operatives knows is that the almshouse
Word on the Street ing what theyve learned during the skill challenge, is owned by Sarshan, and it conceals the heart of his
As the PCs progress through the skill challenge, they she passes on one piece of information they have not arms-running enterprise within the city.
hear rumors from the table below. Some of these are yet obtained.
specific to Modra, while others are tangential infor- The atmosphere inside the Beggar is as dingy as the
mation regarding the slow spread of conflict across I met a dark creeper close to death in the Clean Sheets, whitewash on the outside walls. A plain common room
the frontierconflict the party is already caught up in. looking like hed been in the fight to end them all. He said sits two dozen miserable-looking patrons, most asleep in
Information can be given out in the order presented, hed been working for this Modra when it happened. For their chairs or sipping at cracked mugs. A few appear to be
or you can decide what to reveal based on the PCs a quart of bad beer, he told me that if I was looking for doubling as volunteer staff, carrying steaming teapots from
specific lines of inquiry. Modra, Id better be fast. Someone else is hunting him table to table. Behind what would be a bar in any other
Where a rumor has a time frame, adjust it as neces- someone looking to kill him. The creeper didnt know where establishment, a dour-looking human woman in white
sary depending on how much time has passed since Modra was, but hed heard him talk about some Tradetown robes boils water at a wood stove. A similarly attired male
Siege of Bordrins Watch and Rescue at Rivenroar. almshouse called the Happy Beggar. greets you as he limps up a flight of stairs across the room.
Greetings and welcome. You are just in time for tea and
An Unexpected Ally Reniss accompanies the PCs to the Happy Beggar. songs of devotion. Please, join us!
In the course of their investigation, the PCs run into
another character making similar lines of inquiry The Happy Beggar Prashant and his wife Ausma run the Happy Beggar
regarding the dark creeper Modra. This is Reniss, The Happy Beggar is an out-of-the-way poorhouse run on the proceeds of their former life as adventurers.
sister of the half-elf warlock Jen of the Farstriders by a husband-and-wife team of retired paladins. The Both are scrupulously lawful good, their honesty obvi-

13
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

ous to anyone making an Insight check. The paladins rent this space
from one of Sarshans front companies, but they know nothing of
him, his operations, or the hidden areas of the cellar.
The manner of the infiltration and investigation of the Beggar is
entirely up to the PCs. Because Prashant and Ausma have no reason
to distrust them (and because the Beggar contains nothing worth
stealing), the party can effectively have the run of the upper level.
PCs are welcome to take advantage of the questionable accommo-
dations in the common room, or to join in prayer and tea (the only
libation served here).
Though the Happy Beggar sits atop Sarshans Shadowfell gate, the
almshouse is rarely used as a transit point. Instead, creatures and
goods arriving from the Shadowfell are sent through a teleportation
portal to one of a number of nearby warehouses. (See area 6, on page
15, and the Transfer Portal tactical encounter on page 19 for details.)
The Beggars paladin proprietors and its patrons thus speak the truth
when they say they have no knowledge of the dark creeper (with one
exception; see below).
At some point, the PCs must investigate the cellar. None of the
patrons take notice of the party, and Prashant and Ausma make only
passive Perception checks (13 for either) against any clandestine
activities.

Friendly Advice
At some point before the PCs descend the stairs to the cellars, they
attract the attention of a figure in the corner of the common room.

Alone in a rickety chair, a hunched form in a tattered cloak is watching you.


When he catches your gaze, he smiles. The old man appears human or half-
elf, but his face is deeply scarred by the ravages of disease. He coughs wetly
into a grimy handkerchief and beckons you to sit.

Though the PCs have no way of knowing it, this is the shadar-kai
arms dealer Sarshan. As a child, Sarshan was a victim of an arcane
Shadowfell plague that left him orphaned and badly scarred. The
shadar-kai became an outcast among his kind, forging his own path

14
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

The Happy Beggar

T
4. Collapsed Cellar. Beyond a locked door, a section affecting any creature or object that passes through it
he Happy Beggar is a nondescript poor- of stone wall appears to have collapsed, completely from either side. If the archway is touched, its interior
house serving the neediest transients of blocking a passageway that once led farther beneath displays a view into a darkened warehouse stacked
Tradetown. Though rundown and worn, the Beggar. However, a successful DC 22 Perception high with crates and boxes.
Prashant and Ausma keep the place clean check made to search the area reveals that the rubble From his warehouses, Sarshan sends his goods by
and comfortable. pile has been arranged by hand long ago, creating a porter or wagon out through Overlook, where they
Walls, Floors, and Ceilings: The walls of the upper hidden access to the secret caverns beyond. blend in with the trade of the city before passing into
level are lath and plaster under several dozen layers A second successful DC 22 Perception check the world beyond. Sarshan changes warehouses regu-
of whitewash. The ceilings are rough planks darkened uncovers signs that a creature (Modra) passed this way larly for his operations, reconfiguring the portal and
by years of woodsmoke. The floors are close-fitting recently, and reveals the secret door. even shutting it down for extended periods in order
planks worn smooth and strewn with clean straw. The secret door is a carefully balanced stone slab. to maintain a maximum amount of security.
The cellar walls are rough-hewn stone, while the When pushed, it swivels open to reveal a narrow A shadar-kai witch guards this area. Three dark
walls of the secret caverns are dressed stone except passage wide enough only for Medium or smaller creepers are also here, transferring a pair of caged
where indicated. The floors of the cellar and the creatures. The passage slopes sharply downward at shadow hounds to the warehouse for delivery.
dressed stone chambers are unmortared flagstones. the end, requiring a successful DC 20 Athletics check The PCs can step through the portal to find them-
Illumination: The upper floor has lanterns burning to safely descend. On a failed check, a character selves in a Tradetown warehouse a few blocks from
by day and night. The cellar and the secret caverns slides the last 10 feet to the cavern floor (taking 1d6 the Happy Beggar. The other side of the portal is a
have no light. damage) and is knocked prone at the beginning of permanent teleportation circle scribed on the ware-
1. Main Floor. The main floor of the Happy Beggar Black Cavern tactical encounter. house wall. The warehouse can be used as an alternate
consists of the common room and Prashant and Aus- 5. Black Cavern (Tactical Encounter). This rough entrance to the secret caverns, but it does not other-
mas small bedchamber. cavern is a natural barrier between the Happy Beg- wise play a part in this adventure.
2. Kitchen. A large wood stove downstairs burns gars cellar and the ancient Shadowfell shrine below 7. The White Shrine (Tactical Encounter). This
throughout the day, heating the common room above it. When the transfer portal is shut down, this cavern ancient shrine is the location of Sarshans portal to
by way of narrow vents. This is the preparation place is the only route between Sarshans Shadowfell gate the Shadowfell. The shadar-kai discovered this gate
for Ausmas legendary (for all the wrong reasons) por- and the world. by way of its other side in the Shadowfell, eventually
ridge. The Beggar serves it to the needy at no cost The cavern is warded by deadly doomspore fungus working his way into the cellars above. Realizing that
three times per day, and there are 1d4 volunteers in and home to a group of shadowhunter bats. The bats he had discovered an access point into Overlook, he
the kitchen or the larder from dawn to dusk. Ausma ignore shadow creatures unless they are attacked. spent a year activating the ancient teleportation portal
might be here as well. They attack all others on sight. in area 6 and setting up his operations in the city.
Volunteering to help with the cooking is an easy 6. Transfer Portal (Tactical Encounter). Weapons, From its days as a shrine to ancient shadow gods,
way to gain access to the lower levels, but it takes a armor, and creatures moved through the Shadowfell this area is guarded by wraiths that can be summoned
successful DC 18 Bluff check to win Ausma over. gate in area 7 are transferred to one of Sarshans by any shadow creature. It is occupied by Modra when
3. Larder. The downstairs larder stores oats, barley, warehouses through a magic archway in this chamber. the PCs arrive.
and enormous quantities of average-quality tea. The portal acts as a permanent teleportation circle,

15
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

with blood and steel as the leader of an elite merce- In the end, Sarshan deduces that the PCs are hunt- Sarshan leaves as soon as the PCs have no further
nary company called the Black Arrow. ing Modra for themselves and decides to let them try questions for him, though he gives them this final bit
One beneficial side-effect of Sarshans scarring is their hand at the job. His need to maintain secrecy of advice as he gets up.
that his gray shadar-kai complexion and black eyes is absolute, and with the damage Modra has already
naturally pale whenever he spends time away from done to his operation, he is happy to let someone else Wherever you find this Modra, heed me. Hes a black-hearted
the Shadowfell. This allows him to easily disguise eliminate the dark creeper. onemake no mistake and strike no bargains with him. Kill
himself as a human or half-elf in the world. He has him quickly before he gets the chance to return the favor.
come to the Beggar as a crippled veteran (a
guise he adopts frequently in Overlook), seek- Sarshan assumes that the PCs will seek
ing Modra with the intent of executing him and find Modra in Overlook. Because he
slowly for his betrayal. If the PCs have been doesnt know that Modra has lost the brass
asking questions regarding the dark creeper key he stole, he has no worries about the
(quietly or otherwise), Sarshan overhears PCs being in the Beggar.
them. Otherwise, the shadar-kai recognizes Sarshans mission in the city turns
Reniss from a previous near-encounter and mostly on meeting existing clients and
guesses why the PCs have come here. doing damage control in the aftermath
The old man introduces himself as Brenat. of Modras botched deal. This keeps him
He plays the part of a doddering fool seeking conveniently away from the Beggar and
conversation, fixating at first on the PCs arms his fortress in the Shadowfell until the
and armor as he marks them as adventur- end of the adventure.
ers. If the PCs make any mention of seeking If the PCs talk to Prashant or
Modra, he becomes animated, sharing a taste Ausma afterward, a successful DC 17
of his personal philosophy in an attempt to Insight or Diplomacy check reveals that
gauge the worth of the PCs and discover what contrary to his story of knowing Modra,
they know. the stranger was asking about the dark
creeper just a half hour before the party
I know the one you mean. A dark creeper, and none arrived.
as dark as him, or so Ive heard. Time was, he used
the Happy Beggar as a meeting place, but Id reckon
he hasnt been seen here in two years or more. I ran
him off one time myself. I might not look it, but I
fought dark creepers in the mountains as a younger
man, sellsword to a dozen lords. Much as yourselves,
Id wager. Adventurers all have a price, eh?

16
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

Black Cavern
When the PCs can see into the cavern, read: When the PCs can see over the cliff, read:
Encounter Level 4 (750 XP)
This natural stone cavern is cut in half by a cliff, and the The cliff descends 20 feet to the floor of the caverns eastern
Setup eastern side descends into darkness. Stalagmites and side. However, as you look down, you can see that the rough
A group of shadowhunter bats roosts among the stalactites obscure your view, and barely visible to the far cliff wall is dotted by patches of toadstool-shaped fungus.
stalagmites in this cavern, while patches of deadly southeast is an archway of finished stone that opens up to
doomspore form a barrier against those would cross the south. Doomspore Level 3 Obstacle
it. If the PCs enter with any light sources, or if a Hazard XP 150
character fails an Athletics check and slides into the When the shadowhunter bats attack, read: Usually found in large, natural caverns, or in areas tainted
cavern, the bats attack at once with surprise. If the by the Shadowfell, these patches of large, toadstool-shaped
fungus can grow to be about 3 feet tall. When disturbed, a
bats have surprise, do not place their miniatures until A f lurry of movement erupts from the shadows of the doomspore unleashes a cloud of deadly spores.
they attack. ceiling. Four enormous bats shriek as they drop toward you,
Hazard: A doomspore fills a square (the square is difficult
their bladed tails slashing the air. terrain). When triggered, it releases a cloud of spores.
4 shadowhunter bats (B) Perception
No check is necessary to notice the fungus.
Tactics Additional Skill: Dungeoneering
DC 17: The character identifies the fungus as doomspore.
The bats descend from the ceiling to make f lyby Trigger
attacks, swooping up again to stay out of melee range When a creature enters a square of doomspore, or kicks or
pokes at it from an adjacent square, or attacks it in any way,
and maintain cover. If a character is knocked prone
the fungus releases a cloud of spores. A bloodied character
as he or she enters the cavern, the bats attack with in the initial burst or that begins its turn in a doomspore
combat advantage in the hope of a quick kill. Like- cloud is attacked by the poison.
wise, if the PCs attempt to flee through the chamber, Attack
Standard Action Close burst 1
the bats attack with combat advantage while they are Target: Bloodied creature in burst
climbing down the cliff. Attack: +6 vs. Fortitude
If three bats are killed, the fourth flees shrieking Hit: 1d10 poison damage and ongoing 5 poison damage (save
ends).
for area 6, alerting the creatures there and joining
Effect: The cloud provides concealment for creatures inside
them in the Transfer Portal tactical encounter. it. The cloud persists until the end of the encounter or for
5 minutes. Once a patch of doomspore creates a cloud, it
Doomspore Gauntlet cant create another one for 24 hours.
Countermeasures
The rough cliff that separates the eastern and A character can move into a square of doomspore without
western sides of the cavern is entirely covered with triggering the cloud by making a DC 21 Dungeoneering
doomspore. Sarshans operatives have carefully culti- check. The characters move must end in the doomspores
square.
vated the deadly fungus to ward off those who might
explore this area.

17
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

4 Shadowhunter Bats (B) Level 3 Lurker


Medium shadow beast XP 150 each
Initiative +9 Senses Perception +7; darkvision
HP 38; Bloodied 19
AC 17; Fortitude 14, Reflex 17, Will 12
Speed 2 (clumsy), fly 8; see also f lyby attack
m Tail Slash (standard; at-will)
+8 vs. AC; 1d6 + 4 damage. In dim light or darkness, a
shadowhunter bat gains a +2 bonus to the attack roll and
deals an extra 6 damage.
M Flyby Attack (standard; at-will)
The shadowhunter bat flies up to 8 squares and makes one
melee basic attack at any point during that movement.
The bat doesnt provoke opportunity attacks when moving
away from the target of the attack.
Alignment Unaligned Languages
Skills Stealth +10
Str 13 (+2) Dex 18 (+5) Wis 13 (+2)
Con 14 (+3) Int 2 (3) Cha 11(+1)

Features of the Area


Ceiling: The ceiling is roughly level, rising 20 feet above the
western side of the chamber and 40 feet above the eastern side.
Tunnel Mouth: The tunnel from the cellar bottoms out here
in a steep slope of crumbling stone. Characters must make a suc-
cessful DC 20 Athletics check to safely descend. On a failed check,
a character slides the last 10 feet to the cavern floor (taking 1d6
damage) and is knocked prone.
Stalactites and Stalagmites: These narrow columns of stone
extend from the ceiling and floor of the cavern, providing cover.
AC 5, Reflex 5, Fortitude 10; hp 40.
Rubble: These areas of loose scree are difficult terrain. A char-
acter who runs through rubble must make a DC 20 Acrobatics
check or fall prone. Characters can move at normal speed without
difficulty.
Cliff: This steep slope drops 20 feet from the western side of
the cavern to the east. Scaling the cliff requires a successful DC 20
Athletics check. A creature that drops down from above takes 2d10
falling damage. Also see Doomspore Gauntlet.

18
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

Transfer Portal If the witch and the dark creepers have been alerted
by the shadowhunter bat, they are hiding behind crates
Encounter Level 6 (1,325 XP) while the bat circles the room. Place the bats minia-
ture but do not place the others until they attack.
Setup
A shadar-kai witch (one of Sarshans personal guard) If the other occupants of the room have not been
keeps watch over this area. A large cage on a cart alerted, read:
holds two shadow hounds that the dark creepers are
in the process of transferring to the warehouse, where A short figure all in black threatens the snarling hounds
theyll be shipped out of the city to their new owners. with a spear through the bars of the cage. Two more dark
The cage has a magical property that prevents the creepers push the cart toward the arch. Farther along, a tall,
hounds from teleporting. The intelligent hounds are gray-skinned female is inspecting a stack of crates. None of
far from happy about their fate. them appear to notice you.

3 dark creepers (D) Tactics


2 shadow hounds (H) If they have been alerted, the witch and the dark
1 shadar-kai witch (W) creepers attack with surprise when three or more
PCs have descended the stairs. If not, they are dis-
When the PCs are at the head of the stairs, read: tracted and have their backs to the stairs, giving the
party a chance to gain surprise.
A savage howl echoes up the stairs as you approach. A The dark creepers take the first round to open the
lantern is burning somewhere beyond, giving a glimpse of a shadow hounds cage, then hide beneath the cart to
finished stone chamber set with marble f lagstones. avoid behind attacked. Once in melee, the creepers
use dark step to shift throughout the area of combat
When the PCs can see the entire chamber, read: and maintain combat advantage.
The enraged hounds race for the PCs, alternating
This odd-shaped chamber extends outward in three the use of their baying power to maximize its effect. If both the dark creepers are killed, the witch
sections, and it is about 60 feet wide at its end. Though They use shadow ambush to teleport from target to retreats to area 7, summoning the wraiths there
its frescoed walls suggest a sort of temple, it resembles a target, attacking with combat advantage. and fighting with them in the White Shrine tactical
storeroom now, with boxes and crates stacked in piles. The witch uses her shadow jaunt to dart in and encounter.
In the center of room stands an enormous open stone out of melee, targeting slower-moving foes with her
archway. Adjacent to it is a large steel cage on a low cart, blackfire touch and using beshadowed mind against Development
somehow obscured in shadow. Within the cage, two fierce PCs making ranged attacks. If forced into melee, she The shadar-kai witch carries a brass key identical to
hounds appear to be wrapped in darkness as they snarl and orders the dark creepers to her side and casts deep the one held by the PCs. This activates the Shadowfell
claw at the door. shadow as a defensive barrier. gate in area 7 (White Shrine tactical encounter).

19
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

2 Shadow Hounds (H) Level 6 Skirmisher Shadar-kai Witch (W) Level 7 Controller 3 Dark Creepers (D) Level 4 Skirmisher
Medium shadow magical beast XP 250 each Medium shadow humanoid XP 300 Small shadow humanoid XP 175 each
Initiative +7 Senses Perception +9; darkvision Initiative +6 Senses Perception +4; low-light vision Initiative +8 Senses Perception +4; darkvision
Shroud of Night aura 5; bright light in the aura is reduced to HP 77; Bloodied 38 HP 54; Bloodied 27; see also killing dark
dim light, and dim light becomes darkness. AC 21; Fortitude 18, Reflex 19, Will 19 AC 18 (see also dark step); Fortitude 15, Reflex 17, Will 15
HP 70; Bloodied 35 Speed 6; see also shadow jaunt Speed 6
AC 19; Fortitude 20, Reflex 18, Will 17 m Blackfire Touch (standard; at-will) Fire, Necrotic m Dagger (standard; at-will) Weapon
Vulnerable 5 radiant +11 vs. Reflex; 2d6 + 4 fire and necrotic damage. +9 vs. AC; 1d4 + 4 damage.
Speed 7, teleport 7 R Beshadowed Mind (standard; recharge ) Necrotic R Dagger (standard; at-will) Weapon
m Bite (standard; at-will) Ranged 10; +11 vs. Will; 2d6 + 4 necrotic damage, and the Ranged 5/10; +9 vs. AC; 1d4 + 4 damage.
+11 vs. AC; 1d8 + 4 damage; see also shadow ambush. target has no line of sight to anything more than 2 squares C Killing Dark (when reduced to 0 hit points)
C Baying (minor; recharge ) Fear from it (save ends). Close burst 1; targets enemies; each target is blinded
Close burst 5; deafened creatures are immune; +8 vs. Will; C Deep Shadow (standard; sustain minor; encounter) (save ends). When slain, a dark creeper explodes in a spout
the target takes a 2 penalty to all defenses until the end of Necrotic of darkness.
the shadow hounds next turn. Aura 2; thick, writhing shadows surround the shadar-kai Combat Advantage
Shadow Ambush witch. The witch and any other shadow creatures in the The dark creeper deals an extra 1d6 damage on melee and
When the shadow hound teleports adjacent to an enemy, aura gain concealment. In addition, enemies that enter or ranged attacks against any target it has combat advantage
it gains combat advantage and deals an extra 1d6 damage start their turns in the aura take 5 necrotic damage, and against.
on the next attack it makes against that enemy this turn. enemies (including flying ones) also treat the area within Dark Step (move; at-will)
Alignment Unaligned Languages the aura as difficult terrain. The shadar-kai witch can sus- The dark creeper moves up to 4 squares, gains a +4 bonus
Skills Endurance +10, Stealth +10 tain the aura as a minor action. However, the effect ends if to AC against opportunity attacks, and gains combat
Str 19 (+7) Dex 15 (+5) Wis 13 (+4) she uses shadow jaunt or moves more than half her speed advantage against any target that it ends its move
Con 14 (+5) Int 6 (+1) Cha 16 (+6) on her turn. adjacent to.
Shadow Jaunt (move; encounter) Teleportation Alignment Unaligned Languages Common
Features of the Area The shadar-kai witch teleports 3 squares and becomes
insubstantial until the start of her next turn.
Skills Stealth +11, Thievery +11
Str 11 (+2) Dex 18 (+6) Wis 14 (+4)
Illumination: A lantern hangs on the north side of Alignment Unaligned Languages Common Con 14 (+4) Int 13 (+3) Cha 13 (+3)
the teleportation portal archway (bright 10). Skills Acrobatics +8, Arcana +12, Religion +12, Stealth +13 Equipment black garments, 5 daggers
Frescoes: Faded images adorn the walls here, most Str 13 (+4) Dex 16 (+6) Wis 12 (+4)
Con 13 (+4) Int 19 (+7) Cha 17 (+6) They identify the arch as an ancient shadar-kai tele-
appearing to show humans in the act of worshiping
portation portal.
faint, shadowy creatures.
With a successful DC 15 Strength check (a move The portal acts as a permanent teleportation circle,
Cart and Cage: This well-built steel cage is 10
action), a character can move the cart and cage for- affecting any creature or object that passes through it
feet square and stands 5 feet high, with bars set every
ward or backward 2 squares. from either side. If the archway is touched, its interior
6 inches (AC 8, Reflex 8, Fortitude 8; hp 30). It is
Crates: These squares provide cover. A stack of displays a view into a darkened warehouse stacked
imbued with a magical property that prevents crea-
crates stands 5 feet high and can be climbed with a high with crates and boxes.
tures within it from teleporting.
successful DC 10 Athletics check. The PCs can step through the portal to find
The cage sits on a four-wheeled heavy wooden cart.
Teleportation Portal: This black stone archway themselves in a Tradetown warehouse a few blocks
The cart and cage provide cover and can be climbed
is a semicircle 30 feet in diameter and 15 feet high. from the Happy Beggar. The other side of the portal
with a successful DC 10 Athletics check. A Small
Silver crystals are set within the stone in a random is a permanent teleportation circle scribed on the
creature can drop prone under the cart to gain
pattern. Runes in Common cover it, but their ancient warehouse wall. The warehouse can be used as an
superior cover.
dialect requires a DC 17 History check to decipher. alternate entrance to the secret caverns, but it does
not otherwise play a part in this adventure.

20
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

The White Shrine Another dark creeper stands before the arch, his hands If the witch fled here, the PCs see her taking cover
pressed to it as he mutters an incantation. Suddenly aware behind the archway, while Modra hides behind the
Encounter Level 7 (1,500 XP) of your presence, he spins toward you, then vanishes. main rubble pile to the northwest.
Both the witch and Modra know that this chamber
Setup is protected by undead guardians. As soon as the PCs
This chamber holds the portal connecting the cav- Modra, Shadowborn Stalker Level 7Elite Lurker appear, one of them summons the wraiths.
erns to the Shadowfell. Small shadow humanoid, dark creeper XP 600
Initiative +11 Senses Perception +5; darkvision
HP 124; Bloodied 62; see also killing dark
When the wraiths are summoned, read:
Modra, dark creeper shadowborn stalker (M) AC 23 (see also dark step), Fortitude 20, Reflex 22, Will 20
5 wraiths (W) Saving Throws +2 The words of an incantation in Common ring out through
Speed 6
1 seething wraith (R) the chamber: Protect this place with shadows claws!
Action Points 1
m Short Sword (standard; at-will) Weapon Suddenly, the dark mist obscuring the archway is torn
When the PCs enter this area, read: +12 vs. AC; 1d6 + 5 damage. through by a flash of white light. Six spectral shapes emerge
M Double Strike (standard; at-will) Weapon from the archway, racing toward you.
Requires combat advantage; Modra makes 2 short sword
This enormous darkened chamber has walls and ceiling attacks. If both attacks hit the same target, the target
of white marble. The northwest corner of the room has takes ongoing 5 damage (save ends). 5 Wraiths (W) Level 5 Lurker
collapsed, a fall of stone spreading out across the f loor. To R Dagger (standard; at-will) Weapon Medium shadow humanoid (undead) XP 200 each
Ranged 5/10; +12 vs. AC; 1d4 + 5 damage. Initiative +10 Senses Perception +2; darkvision
the south, a stone arch similar to that seen in the chamber HP 37; Bloodied 18
A Cloud of Darkness (minor; encounter) Zone
to the east stands against the wall. Another archway stands Close burst 1; this power creates a zone of darkness that Regeneration 5 (if the wraith takes radiant damage, regener
in the center of the chamber. However, the interior of this remains in place until the end of Modras next turn. The tion is negated until the end of the wraiths next turn)
zone blocks line of sight for all creatures except Modra. AC 16; Fortitude 13, Reflex 16, Will 14
arch is obscured by a wall of black mist that roils and twists
Any creature entirely within the area (except Modra) is Immune disease, poison; Resist 10 necrotic, insubstantial;
as if blown by a fierce wind. Vulnerable 5 radiant (see also regeneration above)
blinded.
Combat Advantage Speed fly 6 (hover); phasing ; see also shadow glide
m Shadow Touch (standard; at-will) Necrotic
If the witch from the Transfer Portal encounter did Modra deals an extra 1d6 damage on melee and ranged
attacks against any target he has combat advantage +8 vs. Reflex; 1d6 + 4 necrotic damage, and the target is
not come here, Modra stands before the Shadow- weakened (save ends).
against.
fell gate, attempting to activate it without the use Dark Step (move; at-will) Combat Advantage Necrotic
of the brass key. (He knows that the witch carries a Modra moves up to 4 squares, gains a +4 bonus to AC The wraith deals an extra 1d6 necrotic damage against any
against opportunity attacks, and gains combat advantage target it has combat advantage against.
key, but he cannot take on her and the dark creep-
against any target that he ends his move adjacent to. Shadow Glide (move; encounter)
ers together.) The witch and the creepers in area 6 The wraith shifts 6 squares.
Cloak of Shadows (minor; encounter) Illusion
are unaware of Modras presence here, since he hid Modra is invisible until the end of his next turn. Spawn Wraith
behind the rubble pile when the portal was activated Alignment Evil Languages Common Any humanoid killed by a wraith rises as a free-willed
Skills Bluff +9, Stealth +12, Thievery +12 wraith at the start of its creators next turn, appearing
as they passed through it. in the space where it died (or in the nearest unoccupied
Str 11 (+3) Dex 18 (+7) Wis 14 (+5)
Con 14 (+5) Int 13 (+4) Cha 13 (+4) space). Raising the slain creature (using the Raise Dead
When the PCs see Modra at the portal, read: Equipment black cloak, chainmail, short sword, 5 daggers ritual) does not destroy the spawned wraith.
Alignment Chaotic evil Languages Common
Skills Stealth +11
Str 4 (1) Dex 18 (+6) Wis 10 (+2)
Con 13 (+3) Int 6 (+0) Cha 15 (+4)

21
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

cannot pass through the gate if the PCs flee to the


Seething Wraith (R) Level 7 Controller Shadowfell. They otherwise fight until destroyed.
Medium shadow humanoid (undead) XP 300
After using his cloak of shadows to vanish, Modra
Initiative +8 Senses Perception +6; darkvision
Seething Whispers (Psychic) aura 3; deafened creatures are stays as far away from the fight as possible, taking
immune; any enemy in the aura at the start of its turn takes cover behind rubble and throwing daggers at PCs
5 psychic damage and is dazed until the start of its next who attempt to close with him.
turn. (If the mad wraith takes radiant damage, the aura is
negated until the end of the seething wraiths next turn.)
HP 76; Bloodied 38
Dark Bargain
AC 19; Fortitude 16, Reflex 19, Will 18 Modra is desperate to retrieve the brass key and
Immune disease, poison; Resist 10 necrotic, insubstantial; return to the Shadowfell and his allies there. In the
Vulnerable 5 radiant (see also seething whispers above)
Speed fly 6 (hover); phasing second round of combat, he shouts out to the closest
m Touch of Hate (standard; at-will) Psychic PC that he is willing to strike a bargain. If the PCs
+9 vs. Will; 1d6 + 5 psychic damage, and the target takes a give him the brass key, he promises to call off the
2 penalty to Will defense (save ends).
wraiths (he cant) and leave the party in peace.
M Touch of Chaos (standard; recharge ) Psychic
+10 vs. Will; 2d6 + 4 psychic damage, and the target The PCs can make Sense Motive checks against
moves up to its speed and makes a basic attack against its Modras Bluff check. If they decide to give him the
nearest ally as a free action. key, the dark creeper laughs as he runs behind the
Spawn Wraith
Any humanoid killed by a seething wraith rises as a free- archway, fits the key, then disappears into the roiling
willed seething wraith at the start of its creators next turn, black mists.
appearing in the space where it died (or in the nearest
unoccupied space). Raising the slain creature (using the
Raise Dead ritual) does not destroy the spawned wraith.
Into the Shadowfell
Alignment Chaotic evil Languages Common One way or another, the PCs must go through the
Skills Stealth +13 Shadowfell gate in pursuit of Modra. If they give him
Str 6 (+1) Dex 20 (+8) Wis 6 (+1) the brass key (either the original or the one they took
Con 12 (+4) Int 11 (+3) Cha 19 (+7)
off the witch), they can use the other key to follow.
If they seem disinclined to do so (even to escape the
Tactics wraiths), you might have to take matters into your
The wraiths work together to flank foes, using their
own hands.
shadow touch with combat advantage. The mad wraith
If necessary, have a tremor in the Shadowfell (see
throws itself at the PCs, hoping to catch as many as it
Umbraforge, page 25) strike while the PCs are in
can within the area of its mad whispers. It uses touch of
the thick of combat here or investigating the archway
chaos against the most powerful-looking melee com-
in the aftermath of the fight. The tremor cant be felt
batants, and it uses touch of madness while waiting for
in the world, but it creates a surge of energy within
that power to recharge.
the gate. Tendrils of shadow lash out into the room,
The wraiths do not attack shadow creatures. They
carrying the PCs (and Modra if necessary) into the
pursue foes out of this area if necessary, but they
Shadowfell.

22
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

Development
Modra is meant to escape this encounter. However,
if the PCs have the upper hand, dont force the issue.
Once they are in the Shadowfell, the party can hear
rumors that lead them in the direction of one of
Modras allies, who takes over his goal of crippling
Sarshans operations. Simply change his name in the
later encounters.

Features of the Area


Rubble: Where the northwest corner of the
chamber has collapsed, it spreads into areas of loose
scree that are difficult terrain. A character who runs
through rubble must make a successful DC 20 Acro-
batics check or fall prone. Characters can move at
normal speed without difficulty.
Larger rubble piles provide cover. The main rubble
pile in the northwest corner provides superior cover.
Teleportation Portal: This black stone archway is
a semicircle 30 feet in diameter and 15 feet high, set
against the stone wall of the chamber. Silver crystals
are set within the stone in a random pattern. Runes
in Common cover it, but their ancient dialect requires
a successful DC 17 History check to decipher. They the brass keys carried by the PCs and the shadar-kai
identify the arch as an ancient shadar-kai teleporta- witch in the Transfer Portal encounter. By fitting the
tion portal. Though it resembles the portal in area 6, key into the archway (a minor action), the Shadowfell
this archway is inert. gate is activated for 1 round. The character fitting
Shadowfell Gate: This white stone archway is a the key intuitively knows that the arch is attuned to
semicircle 30 feet in diameter and 15 feet high. Black him or her plus up to five additional creatures of his
crystals are set within the stone in a random pattern. or her choice and any gear they are in contact with
Runes in Common cover it, but their ancient dialect as they pass through the portal. Even when activated,
requires a successful DC 17 History check to deci- the Shadowfell gate does not function for any other
pher. They identify the arch as an ancient shadar-kai creatures.
portal leading to the Shadowfell.
On the left side of both faces of the arch is a circu-
lar indentation set within the stone. This fits one of

23
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

Part 2: Umbraforge once more, the PCs learn the nature of this place and You feel a wrenching sensation as bitter darkness swallows
discover the full extent of Sarshans arms-running you. Then the light returns, dimmed somehow. As your
The dominion of Sarshan in the Shadowfell is a operations. eyes grow accustomed to the gloom, you find yourself in a
military enclave that grows larger every day in The areas around Umbraforgeincluding the chamber that appears to be a strange inversion of the one
preparation for war. Two features dominate the site: magma shadow riftwill see further development you just left. The walls, floor, and ceiling here are jet black,
Tower Umbraforge, the angular edifice that serves as when the PCs return here later on in the adventure and the orientation of the room is reversed so that the door
the center of Sarshans operations, and the magma path.) now lies to the west and the second stone arch is on the
shadow rift that flows from a low, rocky ridge over- north wall. What was a rubble fall to the northeast is now
looking the area. Close to the tower stands the arcane Arrival a rift where the floor has collapsed in the southwest. Along
foundry where Sarshan magically augments living When the PCs step through the Shadowfell gate the walls, globes of gray glass give off a dim light.
creatures for combat. beneath the Happy Beggar, they find themselves in a
This second part of the adventure takes place in mirror-image copy of the chamber they just left (see Though the chamber is deserted, overturned stools
the camps, training grounds, and other areas around area 1, below). and a burning brazier show that it has been recently
the tower. (Part three of the adventure takes place occupied. A successful DC 20 Perception check notes
within the tower.) As they seek the escaped Modra signs of a struggle. A pair of dark creeper guards here

24
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

Umbraforge 3. Mercenary Camps: These tightly packed tent vil- 7. Bridge: This arched stone bridge rises 40 feet

S
lages spread across the plain between the tower and the above the smoking flow of the lava trench below. The
arshans domain is a chaotic collection of mer- ridge. At least twice a day, a mercenary company packs heat is intense enough to be felt from the bridge, but it
cenary camps, training grounds, slave pens, up and heads out to the east or west to a location from presents no danger. A force of dark creepers and shad-
and the marketplaces that serve this massive which they can subsequently be deployed to the world. owgoblins guard the bridge at all times. They keep only
military enclave. Over it all, the shadowy pall New mercenaries trickle in along the roads at the same a nominal watch on traffic east, west, and south, but no
of the magma shadow rift glows a dull red. rate. See the Sarshans Secrets skill challenge (page 27) one proceeds north to the tower without an escort by
1. The Black Shrine (Encounter T5): The cavern the for more information. Sarshans house guard.
PCs arrive in after passing through the Shadowfell gate 4. Training Grounds (Encounter S1): These open 8. Forges: This collection of buildings serves as the
is a mirror-image inversion of the White Shrine (area 7 fields of stinking mud and cast-off armor and weapons center of Sarshans armaments operation. Crews of dark
and encounter G4 in the first part of the adventure). The are in use day and night by the mercenary companies of ones and shadowgoblins work here night and day, forg-
walls, floor, and ceilings here are black stone. The tele- the camps. ing the weapons and armor on which Sarshans wealth
portation portal is white stone with silver crystals inlaid, 5. Slave Bazaar (Encounter S2): In addition to his is built.
while the Shadowfell arch is black stone inset with white mercenaries and arms dealing, Sarshan has recently 9. Dark Foundry (Encounter S3): The most recent
crystals. The fall of rubble in the northwest corner of the begun to transport slaves into and across the Shadowfell. addition to Sarshans war machine, this foundry produces
White Shrine is a collapsed rift in the southeast corner The slaves confined here represent a host of lesser races, weapons of a different sort. Fell beasts of battle are cre-
of the black shrine. from dark ones and shadowgoblins (see encounter S3), to ated here by dark arcane craft, as are humanoid soldier
Unlike in the mirror-image white shrine, the tele- goblins, kobolds, elves, humans, gnomes, and dwarves. A races spawned of the slaves in the bazaar.
portation portal against the north wall here is functional. majority of these wretches are destined to become con- Two entrances lead into the foundrythe main
Touching it reveals a forest shrouded in shadow (area 10 script troops or workers in the war effort that Sarshans gate, normally guarded by a force of dark creepers, and
of Umbraforge Tower), but any PC trying to enter the operations support. However, the shadar-kai also uses a break in the eastern wall caused by one of the recent
archway is pushed back by an unseen force. A successful the bazaar as a source of creatures to be transformed in tremors (see the Life in Umbraforge skill challenge and
DC 22 Arcana check indicates that the portal is attuned the dark foundry. encounter S3 for details). When the PCs enter this area,
to a specific creature. Aside from being the peripheral location for encoun- the regular guards have been overcome and replaced by
2. Magma Shadow Rift: A low black ridge dominates ter S2, the slave bazaar plays no part in this adventure. shadowgoblins loyal to Modra. See the Dark Foundry
the landscape around which the camps of Umbraforge If this rankles players or PCs who feel that the party has tactical encounter (page 35) for details.
spread. A rift along the northeast face of the ridge vents an obligation to try to correct this injustice, create some 10. Umbraforge Tower: Sarshans tower is a mono-
what appears to be black-streaked lava to the air. From extreme defenses for the slave pens and let the PCs know lithic edifice of black stone set atop a rocky rise. Its
the road below, one can see that the lava is shot through that its not time to take on the slavers yet. Then when squared sides are indented and planed in smooth straight
with what appears to be liquid shadow, a magical effect the camp is overthrown in the aftermath of encounter T5, lines, and four round towers stand at its corners. The
that Sarshan draws on to power his foundry. let the players know that the slave masters of the bazaar tower rises 80 feet, its upper level sloping to a dome and
Creatures within 10 feet of the edge of the rift or have been permanently overthrown. topped with a four-pointed spire.
the lava channel must make successful DC 20 Endur- 6. Market Tents: With the mercenaries that pass From the outside, the PCs can move no closer to
ance checks against the extreme heat or lose one healing through Umbraforge come the crafters and traders who the tower than the bridge (see area 6, above). However,
surge. Creatures that enter the lava take 4d12 fire support them. These areas are composed of virtual vil- even from there, they can see that the open gatehouse
damage per round. lages of tents and wagons. Their specific features are left is heavily guarded, preventing a frontal assault. See the
up to you, but the PCs can find any goods or services here third part of the adventure (starting on page 38) for the
normally available in a large town. interior of the tower.

25
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

attacked Modra as he came through, then chased (Assume that the dark creepers Stealth checks beat As they discover later, mercenaries and buyers
after him as he fled. (If the PCs come through the the PCs Perception checks if applicable.) coming to Sarshans domain typically reach the
gate immediately after Modra, they see the dark Shadowfell by way of more distant portals, traveling
creepers tearing out of the cavern.) A voice rings out, and two dark creeper sentries suddenly overland to come here. The PCs should infer from this
The mouth of the chamber emerges from a rocky appear where the shadows of the tall grass had hidden that its a good idea to keep their knowledge of the
hillside. There, an incredible vista opens up. them. All mercenaries stay within the borders of the Overlook gate to themselves. If they insist on trum-
camps! one shouts angrily. Next time you go wandering, peting this information, they inevitably attract the
The land before you is like nothing youve ever seen before. you get shot, sellswords! attention of a squad of Sarshans house guards and a
A wide plain of gray-green grass and stunted black trees bonus combat encounter, to be placed within the skill
spreads beneath a sky scoured by fast-moving clouds. The The camps at Umbraforge are completely open to challenge on the next page. Use the statistics for the
sun is bright above but somehow doesnt cut the darkness the PCs, who are assumed to be either prospective shadar-kai in the Library tactical encounter (page 40).
that drapes every rock and every blade of grass in gray customers of Sarshan or mercenaries looking to
gloom. This is the Shadowfell. join one of the companies forming up on the plain Tremors
From the mouth of the cavern, a wide and well-traveled beneath the tower. The flow from the magma shadow rift has been
road runs in a curving line to the north. There, perhaps a tapped by Sarshan to fuel the arcane engines within
quarter-mile away, a military camp spreads. Buildings are You approach the frontier of the mercenary camps his foundry. Doing so has affected the complex pres-
scattered here and there, with tents and pavilions spreading unchallenged, and a virtual city spreads out before you. sure of shadow and elemental fire within the rift.
between them. Torches and fires burn brightly against the Beneath patched canvas tents stand open-air taverns, Minor tremors pass through the area at regular
ever-present shadow, and lone trees and tall stands of gray- market stalls, apothecaries and herbalists, weaponsmiths intervals, enough to be felt by the PCs but not to
green grass are whipped by a hissing wind. and armorers, butchers and greengrocersall doing affect movement or deal damage. The residents of the
Looming above it all, a rise of black rock to the west is roaring trade. camps around the tower have grown used to these
rent by a seething volcanic rift. Black-streaked lava courses Training grounds open up between the various camps, tremors, so they pay them no mind.
from it to descend into a narrow channel, and a permanent and soldiers of different races clash against each other with Over the course of the adventure, the intensity of
pall of glowing red-black smoke rises above it. Over this sword and shield. In the quieter corners, you see combat the tremors builds. See the Smoke and Shadow and
molten flow, a great stone bridge is arched. This wide east- casters trainingthe f lare of arcane fire dancing between Last Stand encounters for more information.
west road meets the road north from the cavern. North of them. But as you approach, you notice with surprise that
the bridge, a tall tower stands and a lower building spreads these are not Shadowfell mercenaries for the most part. The Brass Key
in its shadow. Though shadar-kai and dark ones are well represented, The brass key plays no further part in this adventure.
the fields and camps are packed with orcs and hobgoblins, However, since the PCs cannot return through the
Approaching Umbraforge ogres and trolls, lizardfolk and kobolds and a dozen other Shadowfell gate without it, it is imperative that they
The PCs are likely to expect that they have to make a monstrous races of the world. hang onto it while they are here.
stealthy approach into the camps outside the tower.
However, as they move past the halfway mark from The camps around the tower hold a total population
the cavern (whether on the road or in the fields), they of approximately two thousand. The PCs can find pri-
are hailed by a pair of dark creeper sentries on patrol. vate tent accommodation for 1 gp each per day.

26
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

The Shadow Rift


of Umbraforge Rumors 6 The foundry is the new jewel of Sarshans
operations. Its power comes from the fire and
Once the PCs have established themselves in the 1 This is Umbraforge, dominion of Sarshan, a shadow driving its furnaces. Sarshans sages
camps of Umbraforge, they seek out information trader of great reputation and even greater create beasts of battle there, born killers with
wealth. The tower, foundry, and forges are magic in their blood.
regarding Sarshans operationsand discover chilling
his. The camps are those of the mercenaries
rumors of war spreading unseen across the world. and slaves whose services he sells across the 7 It used to be that Sarshan brokered mercenar-
Shadowfell and the world. ies mostly within the Shadowfell, but thats
Sarshans Secrets Level 6 changing. Dark ones and shadar-kai are still
Skill Challenge XP 1,000 2 Sarshan is shadar-kai, an outcast who made his elite troops, but more and more, he brings
As you make your way through the camps around the tower, a name for himself as the leader of a legend- creatures from the world to Umbraforge for
you have the opportunity to interact with mercenaries and war ary mercenary band known as the Black Ar- training, then marches them off to places
chiefs, slaves and slave-traders, forge workers, merchants, and row. At their height, the Arrow put so much unknown.
more. What information will you discover? Can it help you fear in generals and kings alike that Sarshan
find a way around without attracting hostile attention? would take payment to fight for one group, 8 The Shadowfell is only a stopping-off place for
then take a bigger payment from their foe to Sarshans mercenaries. A force of archons from
This skill challenge lets the PCs explore the areas stand down. the Elemental Chaos was here not six months
ago. I saw githzerai from the Astral Sea in Um-
around Umbraforge, posing either as mercenaries
3 Modra is known well in Umbraforge, but for braforge once. I dont know what job they took
or as prospective buyers of Sarshans services. Inter- all the wrong reasons now. He was one of for Sarshan, but woe be to whoever got in their
rupt the skill challenge for the Training Session and Sarshans trusted lieutenants before he tried way.
Smoke and Shadow encounters, which should be to a broker a weapons deal that Sarshan had
played after the PCs attempt a skill check in the chal- already turned down. 9 Sarshans slave bazaar is about more than just
lenge in the appropriate area. If the PCs are short on servants and soldiers. His experiments in the
4 The job that Sarshan refused was some orc foundry only begin with dumb beasts. Hes
experience (especially if they failed to attain 5th level
kings raid on a dwarven citadel. Sarshan building new soldier races there, born from the
after the first part of the adventure), increase the level never makes a sale if it has a chance of com- slaves he traffics.
of these encounters. ing back to him, and for good reason. This
When the players talk about their intended actions job went bad, they say, and people know that 10 Sarshans mercenary operations have tripled
in the skill challenge, ask them what specific area Modra sold the orc his weapons. in size in months past, but its not the Shad-
they are working in when they make the check. Cer- owfell theyre fighting in. When his forces are
5 Modra is long gone from Umbraforge and bought and sent on the march, theyre bound
tain skill checks have modifiers depending on the
the Shadowfell, believe me. Sarshans got a for portals to the world. Shadar-kai, dark ones,
area in which they are made, as indicated. long arm and a longer memory. The creeper undead, giants, ogres, trolls, gnolls, orcs
Complexity 4 (requires 10 successes before 3 would have to be crazy to come back here. Sarshan has the armies of two planes on the
failures). march. War is brewing in the world, but the
Primary Skills Arcana, Diplomacy, Endurance, forces that will fight it are moving into position
Intimidate, Streetwise. in the Shadowfell, unseen.
Other Skills Bluff.

27
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

Victory In addition to the information in the Arcana DC 12 (1 success, maximum 3 successes; The PC acts as a confidante to one of the creatures
rumors table, the PCs movement around the foundry see Bluff ). This check can be made only in the vicinity of the camps.
lets them discover a break in the wall out of sight of the foundry. On a successful check, the characters Endurance DC 12 (1 success, maximum 2
of any guards or patrols. When Leena directs them learn one piece of information from the rumor table. successes). This check can be made only in the merce-
to the foundry (see below and the Dark Foundry The PC uses his or her insight into arcane craft nary camps or the training grounds. On a successful
encounter), they have the opportunity to enter to observe the activities taking place around the check, the characters learn one piece of information
unseen. foundry. from the rumor table. On a failed check, any subse-
Defeat The PCs fail to note the break in the Diplomacy DC 12 (1 success, maximum 2 suc- quent checks in the skill challenge made by the PC in
foundry wall, andthey must fight their way through cesses; see Bluff ). On a successful check, the PC the mercenary camps or the training grounds take a
the main doors in the Dark Foundry tactical learns one piece of information from the rumor table. 2 penalty.
encounter. If this skill is used within any of the markets, the PC The PC hooks up with a mercenary unit for
Whether the PCs fail or succeed in the skill chal- gains a +2 bonus to the check. martial training, keeping his or her ears open for
lenge, see Friends on the Inside, below. information.

28
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

Intimidate DC 7 (1 success, maximum 3 The PC seeks out rumors in the mess halls and actively working in, or you can decide what to reveal
successes; see Bluff ). On a successful check, the char- tent taverns that spread around the tower. based on their specific lines of inquiry.
acters learn one piece of information from the rumor Bluff DC 17 (0 successes). On a successful check, The rumors of war (including the fact that Sarshan
table. If this skill is used within the slave bazaar or the PC gains a +2 bonus to his or her next Arcana, is brokering powerful forces from the Elemental
the markets, the PC gains a +2 bonus to the check. Diplomacy, or Intimidate check. Chaos and the Astral Dominion) play no direct part
Once a PC makes an Intimidate check, any subse- The PC plays the part of an Umbraforge insider or in this adventure. However, they provide hooks and
quent Bluff, Diplomacy, or Streetwise checks he or a powerful visitor to the tower. foreshadowing for later episodes of the adventure
she makes take a 2 penalty. path.
The PC singles out weaker characters for coercion
and questioning. Rumors of War Friends on the Inside
Streetwise DC 12 (1 success, maximum 2 suc- As the PCs progress through the skill challenge, In the course of the skill challenge, the PCs meet
cesses). On a successful check, the characters learn they hear rumors from the table below. Information Leena, a shadar-kai war witch working to train
one piece of information from the rumor table. This should be given out according to the area the PCs are combat casters in the mercenary camps. She is a fol-
check can be made only in the markets, the slave lower of Sarshan and a former ally of Modra, but her
bazaar, or the mercenary camps. sense of honor caused her to break with the dark

29
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

creeper when he decided to work behind Sarshans of the skill challenge (whether the PCs succeed or if Sarshan captures him, hell die slowly. If its you, Ill hope
back. Introduce her to the PCs early on in the skill fail), Leena seeks them out. you make it quick.
challenge, making her one of the many people they Leena is a kind of moral reflection of Sarshan.
talk to or eavesdrop on in their attempts to uncover Every bit the opportunist, she is happy to take advan-
the truth behind Sarshans operations. tage of the march to war as long as it offers profit for
her. However, like many of her kind, Leenas concep-
The shadar-kai witch wears a black cloak edged with tion of the world is as a land of weak, immoral, and
adamantine beads, and she keeps her long hair plaited to alien creatures. The mercenaries and warmasters
hang down her back. Gold piercings line her ears and lower who travel to the Shadowfell to do business with Sar-
lip, and a black starburst tattoo encloses her right eye. shan do nothing to soften this impression. In meeting
the PCs, Leena has a chance to witness a nobility and
Whether the PCs succeed or fail on the initial check a sense of purpose she has never seen in creatures of
in the skill challenge, Leena suspects that they are not the world before.
who they pretend to be. She keeps an eye on the party Though the PCs might be concerned about Leena
as they complete the skill challenge. Then at the end betraying them to Sarshans forces, any successful
Insight check shows her trustworthiness.

Shadar-kai War Witch


Medium shadow humanoid
Level 5 Controller
XP 200
Modras Gambit
Initiative +5 Senses Perception +3; low-light vision After their last success or failure in the skill
HP 61; Bloodied 30 challenge, Leena approaches the PCs. Having clan-
AC 19; Fortitude 15, Reflex 18, Will 17
destinely observed their inquiries, she has guessed
Speed 6; see also shadow jaunt
m Blackfire Touch (standard; at-will) Fire, Necrotic that the traitor Modraonce a close friendis their
+9 vs. Reflex; 2d6 + 3 fire and necrotic damage. target. After revealing that she knows the PCs plan,
R Beshadowed Mind (standard; recharge )
she confides the following.
Necrotic
Ranged 10; +9 vs. Will; 2d6 + 3 necrotic damage, and the
target has no line of sight to anything more than 2 squares Modra and I worked together for a time, but when he
from it (save ends). elected to go behind Sarshans back, I told him we were
R Shadow Bind (standard; encounter)
done. I heard word of him in the camps even before you
Tendrils of shadow make separate attacks against 3
different targets: Ranged 10; +9 vs. Reflex; 1d8 + 3 started asking around. He has a plan to disrupt Sarshans
damage, and the target is immobilized (save ends). operations by destroying the foundry, then the tower.
Shadow Jaunt (move; encounter) Teleportation Sarshan has a private tunnel connecting the two, and
The shadar-kai war witch teleports 3 squares and becomes
insubstantial until the start of her next turn. Modra is planning on venting the foundrys destructive
Alignment Unaligned Languages Common energy there. A mass of mercenaries is moving out tonight.
Skills Acrobatics +7, Arcana +11, Religion +11, Stealth +12 Hell be using that as cover when he goes inside.
Str 13 (+3) Dex 16 (+5) Wis 12 (+3)
Modras made his bargain with fate, and honor decrees
Con 13 (+3) Int 19 (+6) Cha 17 (+5)
that he die for his betrayal. He wont get tears from me. But

30
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

Training Session squares. Roll 1d6 for direction relative to the edge Features of the Area
or corner the creature is pushed back from (12 left
Illumination: Torches flicker along the edges of
Encounter Level 5 (1,000 XP) diagonal, 34 straight back, 56 right diagonal). A
the training ground (bright throughout).
creature whose slide would take it into an occupied
Foul-Smelling Mud: A field of wastewater has
Setup square stops moving and must make a successful
created a foul mud pit in the middle of the training
As the PCs wander into one of Umbraforges combat DC 20 Acrobatics check to stay standing. On a failed
ground. These squares are difficult terrain. Creatures
training grounds, they inadvertently find themselves check, the creature falls prone in the square in which
knocked prone in the mud are weakened (save ends).
targeted by a squad of mercenaries. These young it stopped.
Broken Weapons: The remains of shattered
ogres see the PCs as a way to show off for their more
blades and spears litter the battlefield. A creature
powerful kin. Tactics moving through one of these squares is subject to an
The ogres are unsophisticated combatants. The
attack: +5 vs. Reflex; 1d6 damage.
2 ogre umbral savages (O) savages tear into the closest foes while the beetle
2 ogre umbral skirmishers (S) attempts to immobilize the strongest-looking melee
1 tangler beetle (B) combatants with entangling spittle between bite 2 Ogre Umbral Skirmishers (S) Level 5 Skirmisher
Large natural humanoid XP 200 each
attacks. The skirmishers make a hurling charge against
Initiative +2 Senses Perception +2
As the PCs cross the training grounds, read: spellcasters, then stay in constant motion in melee. HP 67; Bloodied 33
The ogres would rather die than lose face in front AC 19; Fortitude 19, Reflex 17, Will 15
You find yourselves surrounded by a mob of hulking ogres, of their kin. All creatures here fight to the death. Speed 8
m Club (standard; at-will) Weapon
one leading an enormous beetle on a leash. In broken
Reach 2; +10 vs. AC; 1d8 + 2 damage; see also skirmish.
Common, the largest shouts: You mercenaries? You think Development R Javelin (standard; at-will) Weapon
you good enough to fight alongside Bonecruncher clan? The ogres are spoiling for a fight, but their primary Ranged 10/20; +10 vs. AC; 1d8 + 2 damage; see also
Think again! As the group moves to attack, you see a goal is to make themselves look good. If the PCs skirmish.
M Hurling Charge (standard; encounter) Weapon
crowd of ogres move up to watch, shouting insults at you break off or ask for quarter with all the party mem- The ogre umbral skirmisher makes a javelin attack followed
and words of encouragement to your foes. bers at bloodied hit points or fewer, the ogres accept by a charge attack.
their concession and let them go. However, the PCs Skirmish +1d8
Close Combat can make no further Intimidate checks in the skill
If, on its turn, the ogre umbral skirmisher ends its move at
least 4 squares away from its starting point, it deals an
Though this encounter takes place in the open space challenge. extra 1d8 damage on its melee attacks until the start of its
of the training grounds, the shaded area around the If the ogres fall, their disgusted clan kin make no next turn.
edge of the tactical map represents a very real barrier. effort at retribution. Additionally, a PC gains a +2 Alignment Chaotic evil Languages Common, Giant
Str 18 (+6) Dex 14 (+4) Wis 11 (+2)
Some two dozen ogre spectators gather around to bonus to the next Intimidate check made in the skill Con 19 (+6) Int 4 (1) Cha 6 (+0)
hem the PCs and their assailants in, jeeringly pushing challenge. Equipment hide armor, club, quiver of 6 javelins
them back into the thick of combat if they stumble
too close.
Any creature that enters one of the shaded squares
is pushed back by the ogre mob. Medium and Small
creatures slide 1d6 squares; Large creatures slide 1d4

31
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

2 Ogre Umbral Savages (O) Level 5 Brute


Large natural humanoid XP 200 each
Initiative +2 Senses Perception +2
HP 81; Bloodied 40
AC 16; Fortitude 18, Reflex 13, Will 13
Speed 8
m Greatclub (standard; at-will) Weapon
Reach 2; +8 vs. AC; 2d10 + 3 damage.
M Flatten (standard; recharge ) Weapon
The ogre umbral savage makes a greatclub attack; on a hit,
the target is also pushed 1 square and knocked prone.
Alignment Chaotic evil Languages Giant
Str 21 (+7) Dex 11 (+2) Wis 11 (+2)
Con 21 (+7) Int 4 (1) Cha 6 (+0)
Equipment hide armor, greatclub

Tangler Beetle (B) Level 5 Controller


Large natural beast XP 200
Initiative +2 Senses Perception +3; darkvision
HP 62; Bloodied 31
AC 19; Fortitude 17, Reflex 13, Will 14
Speed 6
m Bite (standard; at-will)
Reach 2; +10 vs. AC; 1d10 + 4 damage.
R Entangling Spittle (standard; recharge )
Ranged 5; +8 vs. Reflex; the target is immobilized
(save ends).
Alignment Unaligned Languages
Str 18 (+6) Dex 10 (+2) Wis 12 (+3)
Con 14 (+4) Int 1 (3) Cha 8 (+1)

32
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

Smoke and Shadow These creatures have been formed from the raw
Features of the Area
essence of the Elemental Chaos by the increasing Illumination: Torches flicker along the fenced
Encounter Level 4 (875 XP)
instability of the magma shadow rift. perimeter of the slave bazaar (bright 5). The rift
exudes a dull red glow (dim 5).
Setup
As the PCs make their way alongside the area of
Tactics Rift Vent: A hissing geyser of fire and shadow
The fire bats keep to the air, using their fiery swoop to spews out from this section of upthrust ground. Any
the slave bazaar, they feel another of Umbraforges
target as many PCs as possible. If only two characters creature that enters the rift takes 2d12 fire damage.
intermittent earth tremors. However, this tremor is
can be targeted, both bats attack them in turn. Any creature that ends its turn adjacent to the rift
accompanied by a volcanic fissure that acts as a portal
The hell hound stays in the thick of combat, trying takes 1d12 fire damage.
to the Elemental Chaos, spewing forth a pack of crea-
to maximize the number of targets in the area of The rifts power is tied to the Elemental Chaos. As
tures bent on destruction.
its fire shield and fiery breath. While waiting for that a result, it deals no damage to the creatures it creates
power to recharge, the hound focuses its bite attacks (including the monsters in this encounter).
2 fire bats (B)
on lightly armored PCs. Thickets: These areas of dense undergrowth pro-
1 hell hound (H)
The magma hurler stays at the edge of combat, vide concealment and are difficult terrain. Any power
1 magma hurler (M)
hurling its magma ball into the midst of any group of with the fire descriptor that deals damage in a square
PCs to maximize the effect of a miss. containing a thicket sets that square and all adja-
As the PCs approach the slave bazaar, read:
Because all these creatures have resistance to fire cent squares ablaze. The thicket burns for 2 rounds
damage, they dont worry about striking each other before flaring out, during which time it deals 1d8 fire
A sudden rumbling rises as another tremor rattles through
with their attacks. Likewise, they cross through the damage to any creatures in the area.
the area. However, while previous incidents have passed
rift at will, hoping to prevent the PCs from following Fence: This 8-foot-high palisade of logs lashed
quickly, this one builds to a furious shaking that threatens
them. together with rope surrounds the slave bazaar. It
to knock you off your feet. At the same time, a blast of
takes a successful DC 10 Athletics check to climb the
molten rock and raw darkness erupts from the earth ahead
of you.
Development fence.
The vent continues to spew fire and shadow for a few
The fissure abuts the palisade fence that blocks off minutes after combat ends. It then begins to slowly
the slave bazaar. The PCs can hear shouts of fear as close until all traces of it have gone.
the slaves beyond the fence flee the area. However, The partys selfless act of bravery within sight of
while the rift is not an imminent threat, the creatures the slave bazaar does not go unnoticed. Any subse-
that emerge from it are. quent Diplomacy or Streetwise checks made in the
area gain a +2 bonus.
Even as the tremor subsides, you see movement through
a haze of smoke and shadow. From the boiling fissure, a
pair of winged shapes eruptsplus a large hound and a
humanoid creature claws their way up behind them. All
four creatures writhe with living f lame, howling as they
attack.

33
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

Hell Hound (H) Level 7 Brute 2 Fire Bats (B) Level 5 Skirmisher
Medium elemental beast (fire) XP 300 Medium elemental beast (fire) XP 200 each
Initiative +5 Senses Perception +11 Initiative +8 Senses Perception +8
Fire Shield (Fire) aura 1; any creature that enters or begins its HP 60; Bloodied 30
turn in the aura takes 1d6 fire damage. AC 20; Fortitude 15, Reflex 20, Will 13
HP 96; Bloodied 48 Resist 10 fire
AC 20; Fortitude 18, Reflex 17, Will 18 Speed 2 (clumsy), fly 8; see also fiery swoop
Resist 20 fire m Fiery Touch (standard; at-will) Fire
Speed 7 +6 vs. Reflex; 1d6 + 4 fire damage, and ongoing 5 fire
m Bite (standard; at-will) Fire damage (save ends).
+10 vs. AC; 1d8 + 2 plus 1d8 fire damage. M Fiery Swoop (standard; at-will) Fire
C Fiery Breath (standard; recharge ) Fire The fire bat shifts up to 4 squares and can move through
Close blast 3; +9 vs. Reflex; 2d6 + 3 fire damage. occupied squares as it moves. It makes a melee basic
Alignment Unaligned Languages attack against any creature whose space it enters. The fire
Str 14 (+5) Dex 14 (+5) Wis 17 (+6) bat cannot attack a target more than once in this fashion,
Con 16 (+6) Int 2 (1) Cha 10 (+3) and it must end its movement in an unoccupied square.
Alignment Unaligned Languages
Magma Hurler (M) Level 4 Artillery Str 6 (+0) Dex 19 (+6) Wis 12 (+3)
Medium elemental humanoid (earth, fire) XP 175 Con 12 (+3) Int 2 (2) Cha 7 (+0)
Initiative +8 Senses Perception +4
HP 41; Bloodied 20
AC 18; Fortitude 15, Reflex 17, Will 13
Immune petrification; Resist 10 fire; Vulnerable cold (slowed
until the end of the magma hurlers next turn)
Speed 4
m Slam (standard; at-will)
+8 vs. AC; 1d6 + 4 damage.
R Magma Ball (standard; at-will) Fire
Ranged 15; +7 vs. Reflex; 1d6 + 6 fire damage. Miss: Crea-
tures adjacent to the target take 1d6 fire damage.
Alignment Unaligned Languages Primordial
Skills Endurance +7
Str 18 (+6) Dex 22 (+8) Wis 14 (+4)
Con 11 (+2) Int 5 (1) Cha 8 (+1)

34
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

Dark Foundry If the PCs failed the skill challenge, they


cannot find the break in the wall and must enter
Encounter Level 8 (1,852 XP) the foundry through the front doors. Getting the
doors open requires either a successful DC 12
Setup Strength check or a successful DC 21 Bluff check
Modra and a band of shadowgoblins loyal to him have to convince the shadowgoblin guards that the
taken control of Sarshans dark foundry after killing PCs are allies of their master. If the PCs can open
the dark creeper guards there. Modra plans to disrupt the door with a single Strength check, they gain
the great arcane engines that leech power from the surprise. Otherwise, the shadowgoblins are ready
flow of fire and shadow, destroying his former mas- for them. Any combat in the entrance is noticed
ters operations as a means of ending his threat. by Modra and the others.

8 shadowgoblin maulers (M) When the PCs enter the foundry, read:
2 shadowgoblin snarlers (S)
1 death boar (B) The red glow of the lava trench is shrouded by shifting
Modra, dark creeper shadowborn stalker clouds of shadow and steam. Huge stone vats with steel
doors line both sides of this massive chamber, where
As the PCs prepare to enter the foundry, read: great arrangements of pipes and vents connect them.

A claxon call of horns sounds out from the west. A haze of When the PCs can see Modra and his
red light glimmers against the clouds as the cascade of the followers, read:
magma shadow rift f lares. As Leena predicted, a huge force
of mercenaries is on the move, heading out along the east Two squads of what look like hobgoblins, their bodies
road. The area around the foundry is deserted; the guards seemingly cloaked in shadow, work here, supervised
at the tower and the bridge have turned eastward to watch by another cloaked figure. They work busily at two
as Sarshans forces move out. sections of pipe that divert and channel the lava f low. When Modra releases the death boar, read:
Closer to the door, two other shadowgoblins stand guard.
Into the Foundry The dark creeper snarls as he sprints for the closest vat,
If the PCs succeeded on the Sarshan's Secrets skill Modra is intentionally dressed in dark clothes that pulling down on a great lever next to the door. He dodges
challenge (page 27), they enter the foundry through a make him indistinguishable from his shadowgoblin out of the way of a blast of steam. As the door opens, it
break in the wall, out of sight of any guards or patrols. minions. Place him as a goblin initially unless a PC spills a huge mass to the ground in a fountain of viscous
It takes a successful DC 17 Thievery check to secure succeeds at a DC 20 Perception check. As soon as green fluid. Out of it rises an enormous two-headed boar,
the wall against collapse, followed by a successful DC combat begins, Modra rushes to the nearest vat and bellowing as it claws the ground.
12 Strength check to open the break wide enough for a breaks its seals, releasing the two-headed death boar
Medium creature to squeeze through. Once inside, the and revealing himiself. The creature takes 1 round to shake itself out of its
PCs can attack Modra and his guards with surprise. birth stupor before it attacks.

35
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

Modra, Shadowborn Stalker Level 7 Elite Lurker 2 Shadowgoblin Snarlers (S) Level 5 Artillery Death Boar (B) Level 6 Elite Brute
Small shadow humanoid, dark creeper XP 600 Medium natural humanoid XP 200 each Huge natural beast (mount) XP 500
Initiative +11 Senses Perception +5; darkvision Initiative +6 Senses Perception +4; low-light vision Initiative +3 Senses Perception +2
HP 124; Bloodied 62; see also killing dark HP 51; Bloodied 25 HP 170; Bloodied 85; see also death strike
AC 23 (see also dark step), Fortitude 20, Reflex 22, Will 20 AC 18; Fortitude 14, Reflex 16, Will 14 AC 19; Fortitude 23, Reflex 19, Will 18
Saving Throws +2 Speed 6 Saving Throws +2
Speed 6 m Mace (standard; at-will) Weapon Speed 8
Action Points 1 +6 vs. AC; 1d8 + 3 damage. Action Points 1
m Short Sword (standard; at-will) Weapon r Longbow (standard; at-will) Weapon m Gore (standard; at-will)
+12 vs. AC; 1d6 + 5 damage. Ranged 20/40; +10 vs. AC; 1d10 + 5 damage, and the +9 vs. AC; 1d10 + 4 damage, or 1d10 + 9 damage against a
M Double Strike (standard; at-will) Weapon hobgoblin archer grants an ally within 5 squares of it a prone target.
Requires combat advantage; Modra makes 2 short sword +2 bonus to its next ranged attack roll against the same M Frenzied Gore (standard; at-will)
attacks. If both attacks hit the same target, the target target. The death boar makes two gore attacks. If it hits with both
takes ongoing 5 damage (save ends). R Snarling Shot (standard; recharge ) Weapon attacks against the same target, the target is knocked prone.
R Dagger (standard; at-will) Weapon Ranged 20/40; +10 vs. AC; 1d10 + 5 damage, and the target M Death Strike (when reduced to 0 hit points)
Ranged 5/10; +12 vs. AC; 1d4 + 5 damage. is immobilized by strands of shadow (save ends). The death boar makes a gore attack.
A Cloud of Darkness (minor; encounter) Zone Shadowgoblin Resilience (immediate reaction, when the Furious Charge
Close burst 1; this power creates a zone of darkness that shadowgoblin snarler suffers an effect that a save can end; When a death boar charges, its gore attacks deal an extra
remains in place until the end of Modras next turn. The encounter) 5 damage, pushes the targets 2 squares, and knocks the
zone blocks line of sight for all creatures except Modra. The snarler makes a saving throw against the effect. targets prone on a hit.
Any creature entirely within the area (except Modra) is Shadow Soldier Alignment Unaligned Languages
blinded. The shadowgoblin snarler gains concealment while at least Str 19 (+7) Dex 10 (+3) Wis 9 (+2)
Combat Advantage one shadowgoblin ally is adjacent to it. Con 15 (+5) Int 2 (1) Cha 8 (+2)
Modra deals an extra 1d6 damage on melee and ranged Alignment Evil Languages Common, Goblin
attacks against any target he has combat advantage Skills Athletics +6, Stealth +11 8 Shadowgoblin Maulers (A) Level 8 Minion
against. Str 14 (+4) Dex 19 (+6) Wis 14 (+4) Medium shadow humanoid XP 88 each
Dark Step (move; at-will) Con 15 (+4) Int 11 (+2) Cha 10 (+2) Initiative +6 Senses Perception +6; low-light vision
Modra moves up to 4 squares, gains a +4 bonus to AC Equipment leather armor, longsword, longbow, quiver of 30 HP 1; a missed attack never damages a minion.
against opportunity attacks, and gains combat advantage arrows AC 22; Fortitude 20, Reflex 18, Will 18
against any target that he ends his move adjacent to. Speed 6
If it cannot attack a prone target, the death boar m Mace (standard; at-will) Weapon
Cloak of Shadows (minor; encounter) Illusion
+10 vs. AC; 6 damage.
Modra is invisible until the end of his next turn. attacks heavily armored PCs, making two gore
Alignment Evil Languages Common Shadowgoblin Resilience (immediate reaction, when the
attacks in an attempt to maximize damage and knock shadowgoblin mauler suffers an effect that a save can end;
Skills Bluff +9, Stealth +12, Thievery +12
Str 11 (+3) Dex 18 (+7) Wis 14 (+5) foes prone. If two PCs are adjacent, it makes a furious encounter)
Con 14 (+5) Int 13 (+4) Cha 13 (+4) charge and separate bite attacks on each target, hoping The mauler makes a saving throw against the effect.
Equipment black cloak, chainmail, short sword, 5 daggers Shadow Soldier
to knock both prone or into the lava trench. The shadowgoblin mauler gains concealment while at least
Tactics Having fled from the PCs before, Modra is deter- one shadowgoblin ally is adjacent to it.
Combat Advantage
mined to finish them this time. He uses dark step to
The maulers throw themselves at the PCs in the defense The shadowgoblin mauler deals an extra 2 damage on
maintain combat advantage as he moves from foe to
of their master, attacking by twos and threes to take melee attacks against any target it has combat advantage
foe, making double strike attacks against single targets against.
advantage of shadow soldier. The snarlers use snarling
if possible. He uses cloak of shadows or cloud of darkness Alignment Evil Languages Common, Goblin
shot as often as possible, attempting to immobilize foes Skills Athletics +10, Stealth +11
to reorient himself in the fight if he is pressed by more
for the boar. The shadowgoblins use the terrain of the Str 19 (+8) Dex 14 (+6) Wis 14 (+6)
than one PC or targeted with ranged attacks. Con 15 (+6) Int 11 (+4) Cha 10 (+4)
foundry to best advantage. See Features of the Area.
All the creatures here fight to the death. Equipment black leather armor, mace

36
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

Development Features of the Area lava take 1d10 falling damage plus 2d12 fire damage
per round.
The PCs intervention here prevents Modra from Illumination: The chamber is lit by the fiery glow
Vents and Piping: Each vat is connected to a com-
completing his sabotage and destroying the tower. of the lava flow (dim throughout).
plex mass of metal and ceramic piping that plunges
However, the damage his team has done is enough Ceiling: The arched ceiling rises to a height of 30
into the lava trench. Most of these pipes run up to and
to cause a failure of the foundrys systems during the feet.
across the ceiling, but a series of main conduits runs
Last Stand tactical encounter. If the PCs investigate Lava Trench: The river of lava and liquid shadow
across the foundry floor, each a bundle of pipe set
the area where the shadowgoblins were working, they courses through this chamber, interrupted by a net-
with pressure release valves.
note damage to the great pipes channeling the lava work of pipes and conduits that magically siphon off
As a standard action, a creature can smash
flow, though it appears superficial. arcane power for Sarshans metamorphosis vats. The
through a pressure release valve anywhere along the
Within the vats, the PCs can see various creatures sluggish surface of the lava rises to 5 feet below the lip
length of the conduit to create a close blast 3; +5 vs.
in the midst of a dark transformation. A successful of the trench. Creatures entering the lava take 2d12
Reflex, 1d8 fire damage.
DC 22 Perception check made to search the area fire damage per round. (The processes by which Sar-
A creature that ends its turn adjacent to a section
confirms the rumors the PCs have heardhalf the shans equipment draws arcane energy from the lava
of conduit takes 1d6 fire damage. Stepping over a con-
creatures here are humanoids mutated into horrible trench reduces the damage as compared to outside.)
duit costs 2 squares of movement.
warlike forms, their skin growing spiky armor plates, The temperature in the enclosed foundry is sti-
Bodies: These dark creeper guards were killed
their hands turned to razor-sharp claws, and so on. fling. When first entering the area, creatures must
guarding against Modras incursion.
make successful DC 17 Endurance checks against the
Into the Tower heat or lose one healing surge. (Modra and the shad-
Metamorphosis Vats: These great vats hold the
fruits of Sarshans dark experiments. Each stone vat
The secret door to the west leads to a tunnel serving owgoblins protected themselves with magic before
is 15 feet on a side, open at the top, and fronted by a
as Sarshans private access between the foundry and entering the foundry.) Creatures that have no healing
huge steel door with a quick-release lever. As a stan-
the tower. It can be located with a successful DC 20 surges remaining lose hit points equal to their level.
dard action, a creature can open the vat, releasing the
Perception check. When a creature is first bloodied, it must make a
creature within and a wave of viscous green fluid that
After what theyve observed around Umbraforge, successful
creates a close blast 5; +5 vs. Reflex; 1d10 damage
the PCs should hopefully be ready to enter the tower Crates and Barrels: These crates and barrels
and the target is slowed (save ends).
in search of more information about Sarshans plans. contain the toxic reagents that fill the vats. Squares
Unless the PCs are having too easy a time with this
However, if they linger too long in the foundry, feel containing barrels and crates provide cover. A stack
encounter, any additional creatures in the vats have
free to have a squad of dark creeper and shadar-kai of crates stands 5 feet high and can be climbed with a
not completed their transformation. They die imme-
guards appear at the main doors. Remind the PCs successful DC 10 Athletics check. It costs 2 squares of
diately after being released.
of the secret door if necessary, then give them time movement to hop up onto a barrel.
to move into the tunnel before being spotted by the Bridges: These rough stone bridges arch 5 feet
guards. above the ground (so they rise 10 feet above the lava
in the trench). They have no railings. A creature run-
ning across a bridge must make a successful DC 15
Acrobatics check or slip and fall to the lava below. A
creature that slips can make a saving throw to throw
itself at the opposite bank. Creatures that fall into the

37
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

magical levitation lift for Sarshan and his servants. While within the lift (whether moving or not), a
Part 3: Characters stepping into any square of the open area creature is unsteady, taking a 2 penalty to AC and
Umbraforge Tower are subject to a levitation effect. Characters hover Reflex defense. Characters who stand within the area
in midair until they mentally command the lift to of the lift on the towers ground floor feel unsteady
From the foundry, the PCs make their way to the move them. As a move action, a character can rise or on their feet and take the above penalties. However,
lower level of the tower by way of Sarshans private descend one level, or can move up to 15 feet horizon- unless they mentally command the lift to carry them
tunnel access. There, they take on Sarshans guards, tally (from one side of the lift to the other). As a minor up, they can move through the area normally.
some of his allies, and finally come face to face with action, a character can shift 1 square horizontally. Creatures that move into the open area of the lift (as
the shadar-kai. Moving from the towers lower level to Sarshans quar- opposed to simply stepping into it) continue their move-
ters on the top level thus requires three move actions ment through midair. A creature can travel across the
Levitation Lift (to climb) and a minor action (to shift from the open open space of the lift by making a DC 15 Acrobatics
Within the center of the tower, a 15-foot wide open- lift to the floor again). check as part of the move action that takes it into the lift.
ing in the ceiling or floor of each level serves as a On a result of 20 or higher, the creature gains 2 extra
squares of movement. On a failed check, the creature
loses momentum and slides to the center of the lift.

Shock and Aftershock


The penultimate climax of the adventure (Last Stand
tactical encounter) takes place in the aftermath of
another tremor caused by the magma shadow rift.
Foreshadow this by having harmless tremors ripple
through the tower at different points.

No Quarter
The tower is an occupied fortress, and once this stage
of the adventure begins, the PCs have no opportunity
to take an extended rest. Early on, the Library encoun-
ter can easily spill over into the Great Hall tactical
encounter, which can in turn pull in additional guards
from the gatehouse for an extended melee. This might
create problems later if the party returns to Overlook
since the climactic battle could have already exhausted
their healing surges and daily powers. Though Sarshan
regularly uses the foundry tunnel, he is not aware of
the lost shrine there (area 2). If the PCs need an extra
boost, that hidden chamber provides a secure place for
them to rest up.

38
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

Umbraforge 5. Laboratory: These tower chambers are all function- Four shadar-kai warriors and four shadar-kai chain-
Tower ally identical, though you can change up their specific fighters are on guard here at all times. However, they do

T
descriptions as need be. Dark experiments realized in the not expect trouble from inside the tower, and so they are
his is Sarshans domain, and with the number of foundry are first carried out here. The various laboratories distracted if the PCs enter from area 6. Use the statistics
troops at his disposal, he doesn't fear attack. His feature a wealth of alchemical equipment and reagents, from the Library and Great Hall tactical encounters.
guards watch the towers interior and gate house, ritual components, dead creatures in jars of clear oil, vials 9. Garden of Shadows (Tactical Encounter): The second
but it has no ramparts or exterior patrols. of brightly colored powders and viscous fluids, and other level of the tower is given over to a shadar-kai pleasure
Walls, Floors, and Ceilings: The interior of the tower experimental gear. garden. Tall trees, hoary ferns, and dense thickets of shrubs
is polished gray marble from floor to ceiling. The ceilings The lower northeast laboratory (adjoining the library) is grow here. Within the foliage of this chamber lurk three rot
on each level of the tower are uniformly 20 feet high. empty. All other laboratories have a 50% chance of being scarab swarms and a shadow beetle kept as pets by Sarshan.
Doors and Windows: Wooden doors within the tower occupied by a noncombatant shadar-kai or dark one sage at They ignore shadow creatures but attack all others.
are unlocked (with the exception of the gate house). Each work. If the PCs attack, treat the sages as minions with no To the south stands the teleportation portal that takes
room of the tower features narrow windows looking out on attacks of their own. However, unless they are attacked, the Sarshan to the black shrine (see area 1 on page 25). Nor-
the ground below. These windows are wide enough only for sages of the tower assume that the PCs work for Sarshan. mally the portal can be used only by Sarshan.
a Small character to squeeze through. They yell at the characters for interrupting their work, but 10. Training Floor: This is the private training area for
Illumination: Magic lamps shed dim light in all areas allow them to pass through. If combat occurs in area 9, sages the guards of the tower.
of the tower, allowing those with low-light vision (most of in adjacent laboratories cower under a table until the danger 11. Guards Mess: Two large tables fill this mess hall,
the towers inhabitants) to see clearly. passes. and a magical fire burns in the fire pit to the northeast. Six
1. Foundry Tunnel: This 5-foot wide tunnel connects 6. Great Hall (Tactical Encounter): Most of the main guards are here at any given timethey can be warriors,
the foundry with the library in the tower. Sarshan and his floor is given over to this visitors gallery and feast hall. gloomblades, or chainfighters (use the statistics from the
personal guards are the only ones allowed access to it. Dark tapestries line the walls, and thick carpets cover the Library and Great Hall tactical encounters).
Though it is locked from the foundry side, the library door floors. A banquet table occupies the center of the room, 12. Guards Barracks: Sarshans house guards live here
opens easily. and comfortable couches are arrayed along the walls. A fire when off duty. Five sets of triple bunks in each chamber
2. Lost Shrine: Halfway along the foundry tunnel, an pit before the doors burns with magical flame. When the house thirty guards total, with half the bunks occupied at
undiscovered secret door (DC 26 Perception) leads to an PCs enter, a pair of shadar-kai guards and one of Sarshans any given time. Guards found here have a 50% chance of
ancient shrine. The crumbling walls of this chamber were dark one allies are arguing here. being asleep, which means they require 2 rounds to grab
once covered with muted frescoes, but only fragments 7. Sages Quarters: These chambers are the residences weapons if attacked. Guards not sleeping are distracted
of plaster now remain. In the center of the room, a black of the sages who labor to perfect Sarshans vile experiments. and require 1 round to grab weapons. Use the statistics for
stone altar rises, its surface buried beneath a thick layer Each chamber has four beds and is occupied by two non- the shadar-kai warrior, gloomblade, and chainfighter from
of dust. Sarshan does not know of the shrines existence, combatant shadar-kai or dark one sages, either sleeping (if the Library and Great Hall tactical encounters. None of the
and the PCs can take an extended rest here. no combat has occurred in an adjacent chamber) or cower- guards are in armor; they take a 4 penalty to AC.
3. Library (Tactical Encounter): These two adjoining ing beneath a bed (if it has). Treat the sages as minions with 13. Sarshans Chambers: The shadar-kais sanctum occu-
chambers are the research center for Sarshans sages. no attacks. pies the space beneath the towers upper dome. Unlike the
Shelves of books and scrolls line the walls here. Two 8. Gate House: The interior doors to area 6 are locked lower levels, the open area of the levitation lift is walled off
shadar-kai guard the entrance to the foundry, while two and barred, requiring a successful DC 26 Thievery check here. The door here is locked (DC 26 Thievery). This area
more are working here when the PCs enter. and a successful DC 21 Strength check to open. The exterior contains only mundane personal effects, since Sarshan
4. Guest Quarters (Tactical Encounter): Important stone double doors are normally open so the guards within keeps all important documents and relics hidden outside
visitors reside in these well-appointed rooms while in the can see the road and the bridge. They can be closed with the tower.
tower. The guest quarters are currently occupied by a pack two standard actions (one for each door) and barred from
of gnolls negotiating a mercenary contract for their clan. the inside (a successful DC 40 Strength check to open).

39
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

Library When the trap is triggered, read: Tactics


The shadar-kai warriors focus their first attacks on
Encounter Level 7 (1,500 XP) The shadar-kai backpedals toward the door, hitting a
the most powerful-looking melee combatants, hoping
mechanical switch set into the wall. With a hiss, the air is
to restrain them using cage of gloom. They use shadow
Setup filled with streaks of shadow.
jaunt consistently to protect themselves from damage,
Four members of Sarshans personal guard are here
pulling down a bookshelf first to slow pursuers and
two warriors guarding the access to the foundry Once the trap is triggered, darts of magical shadow
compensate for their decreased movement.
passage, a gloomblade running an errand for one fill the air in both sections of the room. They shoot
The gloomblade uses veil of shadows to move invis-
of the towers sages, and a witch in the midst of out from tiny holes in the frames of the chambers
ibly between attacks, using gloomstrike to blind PCs
researching an experiment. bookshelves.
making ranged attacks. Once bloodied, he uses
shadow jaunt to protect himself from damage as he
2 shadar-kai warriors (S) Shadow Dart Wall Level 6 Blaster attacks the strongest-looking melee combatants.
1 shadar-kai gloomblade (G) Trap 250 XP
1 shadar-kai witch (W) A host of immaterial black darts streaks through the air, fill- Shadar-kai Witch (W) Level 7 Controller
ing the room with a deadly web of shadow. Medium shadow humanoid XP 300
When the PCs can see into this area, read:
Initiative +6 Senses Perception +4; low-light vision
Trap: Each round on its initiative, the trap fires a barrage of
HP 77; Bloodied 38
immaterial shadow darts that randomly attack 2d4 targets in
Dim light fills this area from globes of gray glass set around range. Shadow creatures are not targeted by the magic darts.
AC 21; Fortitude 18, Reflex 19, Will 19
Speed 6; see also shadow jaunt
the room. Shelves of books and scrolls line the walls here, Perception
m Blackfire Touch (standard; at-will) Fire, Necrotic
and a large table covered with scrolls and bound volumes DC 17: The character notices the small holes within the
+11 vs. Reflex; 2d6 + 4 fire and necrotic damage.
frames of the bookshelves along the walls.
dominates an adjoining chamber. A female shadar-kai R Beshadowed Mind (standard; recharge 4 5 6 ) Necrotic
DC 21: The character notices the switch by the west door.
stands there, looking up in astonishment. Two shadar-kai Ranged 10; +11 vs. Will; 2d6 + 4 necrotic damage, and the
Initiative +7
target has no line of sight to anything more than 2 squares
warriors, katars at their belts, scramble away from the door Trigger
from it (save ends).
in surprise. A third warrior is digging through books on a When the switch beside the west door is flipped (a standard
C Deep Shadow (standard; sustain minor; encounter)
action), the trap rolls initiative.
nearby shelf, his greatsword leaning against the wall a few Attack
Necrotic
feet away. Aura 2; thick, writhing shadows surround the shadar-kai
Standard Action Ranged 10
witch. The witch and any other shadow creatures in the
Targets: 2d4 targets (not including shadow creatures) in range.
aura gain concealment. In addition, enemies that enter or
Attack: +11 vs. AC
The shadar-kai know that only Sarshan uses the start their turns in the aura take 5 necrotic damage, and
Hit: 1d8 + 2 damage and ongoing 5 necrotic damage (save ends)
foundry tunnel. They treat the PCs as intruders and enemies (including flying ones) also treat the area within
Countermeasures
the aura as difficult terrain. The shadar-kai witch can sus-
attack at once. A character adjacent to the switch, which is now locked
tain the aura as a minor action. However, the effect ends if
into its position, can disable the trap with a DC 21 Thievery
she uses shadow jaunt or moves more than half her speed
Shadow Dart Attack check.
A character who ends his or her turn directly adjacent to
on her turn.
In addition to the guards stationed here, a deadly Shadow Jaunt (move; encounter) Teleportation
one of the interior walls (not adjacent to the open doorway)
The shadar-kai witch teleports 3 squares and becomes
trap wards this entrance into the tower. The trap is gains a +5 bonus to AC against the dart attacks.
insubstantial until the start of her next turn.
A character who moves no more than 1 square on a turn
not active when the PCs enter, but it is manually trig- Alignment Unaligned Languages Common
gains a +5 bonus to AC against the dart attacks.
gered by the shadar-kai witch in the second round of Skills Acrobatics +8, Arcana +12, Religion +12, Stealth +13
Str 13 (+4) Dex 16 (+6) Wis 12 (+4)
combat.
Con 13 (+4) Int 19 (+7) Cha 17 (+6)

40
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

Shadar-kai Gloomblade (G) Level 6 Lurker 2 Shadar-kai Warriors (S) Level 8 Soldier
Medium shadow humanoid XP 250 Medium shadow humanoid XP 350 each
Initiative +12 Senses Perception +5; low-light vision Initiative +11 Senses Perception +6; low-light vision
HP 54; Bloodied 27; see also veil of shadows HP 86; Bloodied 43
AC 20; Fortitude 17, Reflex 18, Will 15 AC 24; Fortitude 19, Reflex 20, Will 17
Speed 5; see also shadow jaunt Speed 5; see also shadow jaunt
m Greatsword (standard; at-will) Weapon m Katar (standard; at-will) Weapon
+11 vs. AC; 1d10 + 3 damage; see also gloomstrike. +13 vs. AC; 1d6 + 3 damage (crit 1d6 + 9).
Gloomstrike M Double Attack (standard; at-will) Weapon
If the shadar-kai gloomblade hits a target that cant see The shadar-kai warrior makes two katar attacks.
him, the target is blinded until the end of the gloomblades M Cage of Gloom (standard; recharge 5 6 )
next turn. The shadar-kai warrior makes a katar attack. If the attack
Shadow Jaunt (move; encounter) Teleportation hits, the shadar-kai warrior makes a secondary attack
The shadar-kai gloomblade teleports 3 squares and as strands of shadow coil around the target. Secondary
becomes insubstantial until the start of his next turn. Attack: +11 vs. Reflex; the target is restrained (save ends).
Veil of Shadows (move; at-will) Illusion Shadow Jaunt (move; encounter) Teleportation
The shadar-kai gloomblade turns invisible and moves up The shadar-kai warrior teleports 3 squares and becomes
to his speed. The gloomblade cannot use this power while insubstantial until the start of its next turn.
bloodied. Alignment Unaligned Languages Common
Alignment Unaligned Languages Common Skills Acrobatics +15, Stealth +15
Skills Acrobatics +14, Stealth +14 Str 17 (+7) Dex 20 (+9) Wis 14 (+6)
Str 17 (+6) Dex 20 (+8) Wis 15 (+5) Con 14 (+6) Int 12 (+5) Cha 11 (+4)
Con 12 (+4) Int 10 (+3) Cha 11 (+3) Equipment shadowmail, 2 katars
Equipment chainmail, greatsword are stacked with scrolls and leather-bound volumes.

In the first round, the witch uses beshadowed mind


Development Standing bookshelves have no effect on movement.
Combat in this area puts the gnolls in area 4 on alert However, a creature can pull a shelf down as a minor
against the first PC through the secret door. She then
for 5 minutes, though they do not come to investigate. action, which turns the 2 squares in front of the shelf
activates the shadow dart wall trap in the second
No one is in the northeast tower, and the sound of into difficult terrain. A character standing in a square
round. In the third round, she uses her deep shadow
combat cannot be heard on the level above. where a shelf falls is subject to an attack at +5 vs.
power, maintaining it as she closes with the warriors
If the PCs take a few minutes to examine the Reflex; 1d6 damage and the target is stunned until
to grant them concealment. She uses blackfire touch
books the gloomblade was retrieving or the scrolls the start of its next turn.
against PCs at the periphery of melee, reserving sub-
and books the witch was working with, they find Table: The table is tall enough that a Small crea-
sequent beshadowed mind attacks for spellcasters and
confirmation of the dark research going on here. ture can move under it and gain cover (2 penalty to
ranged combatants.
Sarshans long-term plans involve breeding advanced attack rolls). It costs 2 squares of movement to hop
If the witch is bloodied and the other shadar-kai
races of warrior-slaves to be sold to the highest bidder. up onto a table. A successful DC 10 Strength check
are killed, she flees to area 6 (Great Hall tactical
allows a character to tip over a table, which then
encounter) through the closest door and summons the
shadar-kai chainfighters there. If the PCs enter area 6,
Features of the Area grants superior cover (5 penalty to attack rolls).
Illumination: Magic lanterns provide light to the Chairs: These are difficult terrain.
add the witch to the Great Hall encounter. If the PCs
stay in area 3, the chainfighters and the witch enter area (dim throughout).
after 1 round. The dark haunter remains in area 6 but Bookshelves: These freestanding heavy wooden
sends the mad wraith in to attack the PCs. shelves stand 10 feet high and 4 feet wide, and they

41
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

Great Hall When the creatures here see the PCs, read:
Dark Haunter (D) Level 6 Lurker
Small shadow humanoid XP 250
Initiative +12 Senses Perception +5; darkvision
Encounter Level 5 (1,000 XP) HP 57; Bloodied 28; see also killing dark
Suddenly you are spotted, and the shadar-kai lose all
AC 20 (see also dark step); Fortitude 17, Reflex 20, Will 19
Setup interest in their argument with the dark one as they shout a Speed 6
challenge and race toward you. The dark figure steps back m Scimitar (standard; at-will) Weapon
The shadar-kai chainfighters (both members of
+11 vs. AC; 1d8 + 3 damage (crit 1d8 + 11).
Sarshans personal guard) are engaged in a heated as it appraises you, then orders the wraith forward with a
R Dagger (standard; at-will) Weapon
argument with a dark haunter whose lord is recon- command to attack. Ranged 5/10; +11 vs. AC; 1d4 + 3 damage.
A Dark Fog (standard; sustain minor; encounter) Zone
sidering his allegiance to Sarshan. The dark haunters
2 Shadar-kai Chainfighters (C) Level 6 Skirmisher Area burst 4 within 10; creates a zone of darkness that
mad wraith bodyguard floats nearby. Medium shadow humanoid XP 250 each blocks line of sight (creatures with darkvision ignore this
The creatures here are distracted while they argue. Initiative +9 Senses Perception +5; low-light vision effect).
Unless the witch alerts them (see the Library tactical HP 68; Bloodied 39 C Killing Dark (when reduced to 0 hit points)
AC 20; Fortitude 19, Reflex 19, Will 17 Close burst 1; targets enemies; each target is blinded (save
encounter), they do not hear combat in area 3.
Speed 6; see also dance of death and shadow jaunt ends). When slain, a dark haunter explodes in a spout of
m Spiked Chain (standard; at-will) Weapon darkness.
2 shadar-kai chainfighters (C) Reach 2; +11 vs. AC; 2d4 + 3 damage. Combat Advantage
1 dark haunter (D) M Dance of Death (standard; recharge 6 ) Necrotic, The dark haunter deals an extra 2d6 damage on melee
Weapon and ranged attacks against any target it has combat advan-
1 mad wraith (W) The shadar-kai chainfighter shifts 6 squares and makes 3 tage against.
spiked chain attacks at any points during his move. He can Dark Step (move; at-will)
When the PCs can see into this area, read: attack a given enemy only once, but he deals an extra 1d6 The dark haunter moves up to 4 squares, gains a +4
necrotic damage with each successful hit. bonus to AC against opportunity attacks, and gains
Shadow Jaunt (move; encounter) Teleportation combat advantage against any target that it ends its
This chamber appears to be a great hall or gallery, with fine The shadar-kai chainfighter teleports 3 squares and move adjacent to.
couches spaced along walls hung with dark tapestries. In becomes insubstantial until the start of his next turn. Invisibility (minor; recharge 3 4 5 6 ) Illusion
the center of the ceiling is an opening 15 feet across, and Alignment Unaligned Languages Common The dark haunter becomes invisible until the end of its next
Skills Acrobatics +14, Stealth +14 turn.
dim light is visible from the f loor above. The f loor directly Str 17 (+6) Dex 18 (+7) Wis 14 (+5) Alignment Unaligned Languages Common
beneath the opening has tiles of a lighter shade of gray than Con 12 (+4) Int 10 (+3) Cha 11 (+3) Skills Stealth +13, Thievery +13
the rest of the room. Equipment leather armor, spiked chain Str 12 (+4) Dex 21 (+8) Wis 14 (+5)
Con 15 (+5) Int 14 (+5) Cha 19 (+7)
On the far side of the chamber, two shadar-kai armed
Equipment black garments, scimitar, 4 daggers
with spiked chains argue with an angry cloaked figure. At
the creatures side, a spectral wraith shifts within a cloud of
shadow, and the shadar-kai watch it carefully.

PCs who can eavesdrop (DC 10 Perception) make


out that the discussion focuses on the dark ones liege
lord reneging on a promise to grant Sarshans merce-
nary forces access to a portal to the world within his
territory.

42
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

wraith enters that area in the third round


Mad Wraith (W) Level 6 Controller
Medium shadow humanoid (undead) XP 250 and attacks with touch of madness, hoping to
Initiative +8 Senses Perception +6; darkvision spawn additional mad wraiths.
Mad Whispers (Psychic) aura 3; deafened creatures are
The dark haunter uses dark step to target
immune; any enemy in the aura at the start of its turn takes
5 psychic damage and is dazed until the start of its next spellcasters and ranged combatants. If
turn. (If the mad wraith takes radiant damage, the aura is taken to 10 hit points or fewer, it flees south
negated until the end of the mad wraiths next turn.) through the main doors and out of the
HP 54; Bloodied 27
tower, followed by the wraith (if it survives).
AC 18; Fortitude 15, Reflex 18, Will 17
Immune disease, poison; Resist 10 necrotic, insubstantial; Half the guards in the gatehouse follow the
Vulnerable 5 radiant (see also mad whispers above) dark haunter, while the others (two warriors
Speed fly 6 (hover); phasing
and two chainfighters) join the fight against
m Touch of Madness (standard; at-will) Psychic
+8 vs. Will; 1d6 + 5 psychic damage, and the target takes a the PCs.
2 penalty to Will defense (save ends).
M Touch of Chaos (standard; recharge 5 6 ) Psychic Features of the Area
+9 vs. Will; 2d6 + 4 psychic damage, and the target moves
Illumination: Magic lanterns provide
up to its speed and makes a basic attack against its nearest
ally as a free action. light to the area (dim throughout).
Spawn Wraith Levitation Lift: The ceiling of this
Any humanoid killed by a mad wraith rises as a free-willed chamber features a 15-foot wide opening,
mad wraith at the start of its creators next turn, appearing which then grants superior cover (5 penalty to attack
in the space where it died (or in the nearest unoccupied and the floor beneath it is marked out in
space). Raising the slain creature (using the Raise Dead tiles of lighter gray. This magic lift allows creatures rolls).
ritual) does not destroy the spawned wraith. to reach the floor above. As a move action, a charac- Chairs: These are difficult terrain.
Alignment Chaotic evil Languages Common Couches: These elegantly upholstered couches pro-
ter can rise to the next level. Once on that level, the
Skills Stealth +13
character moves up to 15 feet horizontally as a move vide cover. It costs 2 squares of movement to hop up
Str 6 (+1) Dex 20 (+8) Wis 6 (+1)
Con 12 (+4) Int 11 (+3) Cha 19 (+7) action. As a minor action, a character in the air can on a couch.
shift 1 square horizontally. Fire Pit: This magic fire pit is difficult terrain.
Tactics Characters who stand within the area of lighter Any creature that enters the fire pit takes 1d8 + 5 fire
The shadar-kai chainfighters use dance of death to tiles feel unsteady on their feet and take a 2 penalty damage.
weave through the PCs and attack poorly armored to their AC and Reflex defense. However, unless they
foes, then flank a single target with spiked chain mentally command the lift to carry them up, they can
attacks. The chainfighters do not coordinate attacks move through the area normally. Guest Quarters
with either the dark haunter or the wraith. Both fight Table: The table is tall enough that a Small crea-
Encounter Level 4 (900 XP)
to the death. ture can move under it and gain cover (2 penalty to
The wraith targets the strongest-looking melee attack rolls). It costs 2 squares of movement to hop Setup
combatant with touch of chaos, then strikes the clos- up onto a table. A successful DC 17 Strength check
A pack of gnoll mercenaries of the Wicked Fang page
est foes with touch of madness attacks. If the PCs have allows a character to tip over the oversized table,
resides here, awaiting their next mission after selling
left any creatures in the library unconscious, the
their packs services to Sarshan. Each gnoll wears a

43
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

symbol of a bloody, serrated fang in a prominent place 2 Gnoll Huntmasters (H) Level 5 Artillery Gnoll Claw Fighter (C) Level 6 Skirmisher
Medium natural humanoid XP 200 each Medium natural humanoid XP 250
on their armor. The gnolls go on alert for 5 minutes after
Initiative +6 Senses Perception +11; low-light vision Initiative +7 Senses Perception +6; low-light vision
any combat in area 3. They are otherwise distracted HP 50; Bloodied 25 HP 70; Bloodied 35
(and can be surprised if the PCs approach quietly). AC 19; Fortitude 16, Reflex 17, Will 14 AC 20; Fortitude 18, Reflex 16, Will 15
Speed 7 Speed 8; see also mobile melee attack
m Handaxe (standard; at-will) Weapon m Claw (standard; at-will)
2 gnoll huntmasters (H)
+9 vs. AC; 1d6 + 3 damage, or 1d6 + 5 damage while blood- +11 vs. AC; 1d6 + 4 damage, or 1d6 + 6 while bloodied; see
1 gnoll claw fighter (C) ied; see also pack attack. also pack attack below.
1 gnoll marauder (M) R Longbow (standard; at-will) Weapon M Clawing Charge (standard; at-will)
Ranged 20/40; +10 vs. AC; 1d10 + 4 damage, or 1d10 + 6 The gnoll claw fighter charges and makes two claw attacks
damage while bloodied; see also pack attack. against a single target instead of one melee basic attack.
If the PCs listen at this door, read: Pack Attack M Mobile Melee Attack (standard; at-will)
The gnoll huntmaster deals an extra 5 damage on melee The gnoll claw fighter can move up to 4 squares and make
Growling voices can be heard from beyond the door. A and ranged attacks against an enemy that has two or more one melee basic attack at any point during that move-
of the huntmasters allies adjacent to it. ment. The gnoll doesnt provoke opportunity attacks when
yipping snarl punctuates them.
Alignment Chaotic evil Languages Abyssal, Common moving away from the target of its attack.
Skills Intimidate +7, Stealth +11 Pack Attack
When the PCs enter this area, read: Str 16 (+5) Dex 19 (+6) Wis 14 (+4) The gnoll claw fighter deals an extra 5 damage on melee
Con 14 (+4) Int 8 (+1) Cha 7 (+0) attacks against an enemy that has two or more of the gnoll
Equipment leather armor, handaxe, longbow, quiver of 30 claw fighters allies adjacent to it.
This pair of adjoining rooms appears to be well-appointed arrows Alignment Chaotic evil Languages Abyssal, Common
guest chambers. Unfortunately, the present occupants seem Skills Intimidate +8
ill-suited to their comforts. Four gnolls are here, and a reek Str 19 (+7) Dex 15 (+5) Wis 12 (+4)
Gnoll Marauder (M) Level 6 Brute
Medium natural humanoid XP 250 Con 14 (+5) Int 9 (+2) Cha 7 (+1)
of dog fills the air and the blankets on the beds pulled off
Initiative +5 Senses Perception +7; low-light vision Equipment leather armor
and piled in the corners.
HP 84; Bloodied 42
AC 18; Fortitude 18, Reflex 15, Will 15 Tactics
If the gnolls are not surprised, read: Speed 7
m Spear (standard; at-will) Weapon
The huntmasters shoot from behind the cover of the
+10 vs. AC; 1d8 + 6 damage, or 1d8 + 8 while bloodied; see wall, falling back behind one of the beds if the PCs
The closest two snarl as they lunge at you with spear and also quick bite and pack attack. press them. They concentrate their fire on those char-
claw, and the others prepare their longbows as they take M Quick Bite (free, when the gnoll marauder hits a bloodied
acters engaged by the claw fighter and the marauder
cover behind a couch. enemy with a melee attack; at-will)
The gnoll marauder makes a bite attack against the same to deal extra damage with their pack attack.
target: +7 vs. AC; 1d6 + 2 damage, or 1d6 + 4 damage The gnoll claw fighter uses its mobile melee attack
while bloodied. against the weakest-looking PC, then moves into posi-
Pack Attack
The gnoll marauder deals an extra 5 damage on melee
tion with the marauder so the huntmasters gain their
attacks against an enemy that has two or more of the pack attack bonus. If the marauder falls, it switches
marauders allies adjacent to it. to clawing charge attacks against the strongest melee
Alignment Chaotic evil Languages Abyssal, Common
combatants.
Skills Intimidate +8, Stealth +10
Str 20 (+8) Dex 14 (+5) Wis 14 (+5) The gnoll marauder focuses its spear attacks
Con 14 (+5) Int 9 (+2) Cha 7 (+1) against the weakest-looking PCs, hoping for a chance
Equipment leather armor, light shield, spear to use its quick bite.

44
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

Development
Among the gnolls personal effects is a letter outlining
their clans proposed deal with Sarshan. It has only
sketchy details of the assignment and terms, but Sar-
shan speaks of a great need for troops ready to take
advantage of unforeseen disaster.

Features of the Area


Illumination: Magic lanterns provide light to the
area (dim throughout).
Beds: A bed provides cover (2 penalty to attack
rolls). It costs 2 squares of movement to hop up on
a bed. A successful DC 15 Strength check allows a
character to tip over a bed, which then grants supe-
rior cover (5 penalty to attack rolls).
Table: The table is tall enough that a Small crea-
ture can move under it and gain cover (2 penalty to
attack rolls). It costs 2 squares of movement to hop up
onto a table. A character can make a DC 10 Strength
check to tip over a table, which then grants superior
cover (5 penalty to attack rolls).
Chairs: These are difficult terrain.
Blankets: The gnolls have piled blankets from the
beds to create rough dens for themselves. These areas
are difficult terrain.
Fire Pit: This magic fire pit is difficult terrain.
Any creature that enters the fire pit takes 1d8 + 5 fire
damage.

45
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

Garden of Shadows 3 Rot Scarab Swarms (R) Level 8 Soldier


Medium shadow beast (swarm) XP 350 each
Tactics
Initiative +9 Senses Perception +7; darkvision The rot scarab swarms stay close together to catch
Encounter Level 6 (1,250 XP) Swarm Attack aura 1; the rot scarab swarm makes a basic as many foes as possible in the area of their swarm
attack as a free action against each enemy that begins its
attack aura. They concentrate their swarm of mandibles
Setup turn in the aura.
attacks on the same targets, hoping to drop one foe
HP 88; Bloodied 44
This uninhabited garden poses no threat to shadow
AC 22; Fortitude 21, Reflex 21, Will 19 before moving onto the next. The swarm cannot move
creatures. All others draw the unwelcome attention of Resist half damage from melee and ranged attacks; Vulnerable
through the area of the levitation lift.
the creatures that dwell here. 10 against close and area attacks
Speed 8, climb 8 The shadow beetle hits the strongest-looking melee
m Swarm of Mandibles (standard; at-will) Necrotic or ranged combatants with its shadow spray, making
3 rot scarab swarms (R) +12 vs. Reflex; 1d8 + 5 necrotic damage, and ongoing 5 bite attacks against lightly armored foes while it waits
1 shadow beetle (B) necrotic damage (save ends).
for that power to recharge. The beetle moves through
Alignment Unaligned Languages
Str 20 (+9) Dex 16 (+7) Wis 16 (+7) the area of the levitation lift without making Acrobat-
When the PCs enter this area, read:
Con 16 (+7) Int 1 (1) Cha 11 (+4) ics checks.
All these creatures fight to the death.
Dim light from globes of gray glass casts faint shadows Shadow Beetle (B) Level 5 Controller
throughout a dark garden. Though the trees and other
foliage here appear healthy and luxurious, the leaves,
Large shadow beast
Initiative +2 Senses Perception +3; darkvision
XP 200
Features of the Area
HP 62; Bloodied 31 Levitation Lift: The floor and ceiling of this
stems, and flowers of these plants are sickly shades of dark
AC 19; Fortitude 17, Reflex 13, Will 14 chamber feature 15-foot wide openings. This magi-
blue, gray, and black. Along the south wall of this chamber Speed 6
cal lift allows creatures to reach the floors above
stands a stone arch identical to the teleportation portals m Bite (standard; at-will)
+10 vs. AC; 1d10 + 4 damage. or below. Characters in the area of the lift hover
youve seen before.
C Shadow Spray (standard; recharge 5 6 ) in midair until they mentally command the lift to
Close blast 3; +8 vs. Reflex; 2d6 damage, plus the target is move them. As a move action, a character can rise or
The rot scarab swarms and the shadow beetle are immobilized and all creatures have concealment against it
(save ends).
descend one level, or can move up to 15 feet horizon-
well hidden within the foliage (DC 20 Perception). If
Alignment Unaligned Languages tally. As a minor action, a character can shift 1 square
the PCs do not spot them, give the party a round or
Str 18 (+6) Dex 10 (+2) Wis 12 (+3) horizontally.
two to explore before the insects attack with surprise. Con 14 (+4) Int 1 (3) Cha 8 (+1)
While within the lift (whether moving or not), a
Do not place their miniatures unless they are spotted
creature is unsteady, taking a 2 penalty to AC and
or until they attack. The View From Above Reflex defense.
If the PCs reach this area without going through the Creatures that move into the open area of the lift
When the PCs see the lurking insects, read: great hall (area 6, Great Hall tactical encounter), they (as opposed to simply stepping into it) continue their
can see and hear the argument between the shadar- movement through midair. A creature can travel
A hissing sound precedes a cloud of insects suddenly boiling kai and the dark haunter before the insects attack. across the open space of the lift by making a success-
up from the shadows, swarming to attack. At the same When combat breaks out here, the shadar-kai ascend ful DC 15 Acrobatics check as part of the move action
time, what appeared to be a mass of mottled leaves rises the lift to join in. The dark haunter sends the mad that takes it into the lift. On a result of 20 or higher,
up to reveal itself as an enormous beetle, which has viscous wraith up, but stays in area 6. the creature gains 2 extra squares of movement. On a
black fluid dripping from its joints as it lurches toward you.
failed check, the creature loses momentum and slides

46
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

to the center of the lift (but can use another move Teleportation Portal: This black stone archway is bared as they hiss. Stand down! the captain shouts, or
action or a minor action to continue its move). a semicircle 30 feet in diameter and 15 feet high, set your lives are forfeit!
Trees: Squares containing trees are difficult ter- against the stone wall of the chamber. Silver crystals
rain (requiring 1 extra square of movement to enter) are set within the stone in a random pattern. Runes The shadar-kai captain is Thannu (see the Last Stand
and provide concealment (2 penalty to attack rolls) in Common cover it, but their ancient dialect requires tactical encounter for his statistics). Though he means
to anyone standing in them. A trees trunk provides a successful DC 17 History check to decipher. They business, his inclination to slay the PCs outright is
cover (2 penalty to attack rolls) to anyone standing identify the arch as an ancient shadar-kai teleporta- tempered by his knowledge that the absent Sarshan
adjacent to it. tion portal. will want to question them first.
Thickets: These areas of dense undergrowth pro- This arch functions as the arch in the black shrine The PCs should hopefully recognize that this is
vide concealment and are difficult terrain. (page 25). If it is touched, it reveals that area within a fight they cannot win, and that standing down is
Stagnant Pool: This pool of dark water is only 2 it, but the PCs cannot pass through. The portal can their best bet in the short term. However, if the party
feet deep at its center but is thick with black slime. normally be used by only Sarshan. See the Last Stand is more the fight-to-the-death crowd, allow them to
A character who runs through the pool must make tactical encounter for more information. strike back but have a pair of shadar-kai witches show
a successful DC 20 Acrobatics check or fall prone. up to immobilize them with magic.
Characters can move at normal speed without Unexpected Parley Be careful not to be too heavy-handed with this
difficulty. When the PCs have completed the last of the previ- scenario. This section of the adventure involves
ous three encounters, they find their luck running important revelations and decisions for the PCs.
out. Sarshans guards, alerted by the combat in the Allowing the players to feel like theyre being rail-
tower, begin to close in. Do not allow the PCs a short roaded is likely to undercut the importance of what
rest in the aftermath of the previous encounter. If the they learn here.
party is not in area 10, modify the read aloud text The PCs are outnumbered to such a degree that
accordingly. Thannu does not bother taking their weapons or
equipment. If the party is not in area 10, Thannu
As soon as the previous combat is done, read: orders them to be taken up to the guards quarters on
the third level for questioning. Adjust the following
Before you can catch your breath, a sudden shout comes read aloud text and use it when the PCs and their
from below. Through the open f loor, you see shadar-kai escorts are passing through the garden of shadows.
guards coming through the main doors.
Once the PCs stand down, read:
Give the PCs time to strategize, then continue:
Suddenly, the garden is illuminated by a pulse of white
Six shadar-kai hit the levitation lift, and footsteps in the light. The archway to the south flares as it reveals the black
distance herald groups of four coming through the doors shrine, and a familiar figure steps from that chamber to
of each of the towers. The squad that comes up from below this. Its the veteran you spoke to in the Happy Beggar, but
is led by a grizzled captain, who has ritual scars standing he is no longer stooped with the appearance of age and his
out on his cheeks. Two panthers move at his side with teeth scarred skin turns gray before your eyes.

47
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

The guards around you salute the shadar-kai, who a surprise, but for your part in ending his threat to me
doesnt hide his surprise at seeing you. He takes in the and whatever he meant to do in the foundry, I am in your
scene before him with a cold eye. I am Sarshan. I assume debt. However, for your role in the death of my personal
someone has an explanation for this? guards, you are more greatly in mine. Here is a bargain that
balances the obligation for all of us. Join me.
Whatever the PCs initial response, Thannu quickly
interrupts to deliver a military-style report on the Allow the PCs a chance to respond, then continue:
PCs incursion of the tower, noting the areas theyve
infiltrated and the number of the dead and wounded. Your skill at arms is clearly first rate. I offer you a place
However, before he can finish, additional information to use and advance that skill. Moreover, I offer you a place
arrives. where you might live long enough to enjoy the fruits of your
bravery. In a month, or six, or a year, your world will be a
Even as the captain finishes, a warrior enters at a run, place you will not want to live. Join me here instead.
calling to his master. As he approaches to whisper in
Sarshans ear, the shadar-kai turns to you with a look of If the PCs attempt to question Sarshan on what he
wonder. means, he equivocates.
You are, quite literally, the last people I ever expected to
see here. The charges leveled by my captain warrant torture Though I am nicely positioned to take advantage of these
and death. However, I am told that an episode of sabotage things, I know relatively little yet. What I do know, I cannot to the guards quarters on the third level, saying that
in my foundry appears to have been thwarted, and that the share for professional reasons, but trust me when I say that he will have orders for them once they have rested.
traitorous Modra has been executed by persons unknown. you do not want to know. Name your choice, friends. How you play out the end of this scenario is up to
What might you know of this? you, but consider the following two options.
If the PCs refuse outright to join Sarshan, or if they Shortly after the PCs are taken to the guards quar-
attempt to kill time before making a decision, go to ters, the larger tremor described in the Last Stand
If the PCs admit to the action in the foundry, Sarshan the Last Stand encounter. encounter rips through the tower. Thannu and his
nods thoughtfully. If they are suspicious enough of
guards leave to investigate, allowing the PCs to slip
Sarshans motivations that they deny everything, The Easy Way Out back to the portal in the garden, then flee.
assume that his Sense Motive automatically beats If the PCs decide to pretend to accept Sarshans Sarshan might be fooled by the PCs, but his cap-
their Bluff. bargain as a means of avoiding combat with his elite tain isnt. Thannu waits until Sarshan is gone before
troops, allow a single character speaking for the party ordering his troops to slay the party.
As far as youve managed to infiltrate my operations, I can to make a DC 21 Bluff check. Up to two other charac- For either of these scenarios, adopt the Last
only assume you know a little of who I am. My wealth and ters can aid the first. On a failed check, Sarshan tells Stand encounter accordingly, but you should end
reputation turn largely on honor, obligation, and secrecy. the PCs they should leave lying to those more skilled up with the PCs facing Thannu and his panthers in
When I spoke to you of Modra, I hoped you would kill him at it. Go to the Last Stand tactical encounter. the garden while they try to activate the portal and
and save me the risk of more exposure than he had already If the check is successful, Sarshan accepts the PCs escape.
caused. The fact that you journeyed here to do the job is into his service. He orders Thannu to escort the party

48
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

Last Stand Thannu, Shadar-kai Battle Champion (T) Level 8 Elite Soldier
Medium shadow humanoid XP 700
2 Umbral Panthers (P) Level 6 Lurker
Medium shadow beast XP 250 each
Initiative +11 Senses Perception +6; low-light vision Initiative +12 Senses Perception +9; low-light vision
Encounter Level 7 (1,500 XP) HP 172; Bloodied 86 HP 76; Bloodied 38
AC 26; Fortitude 21, Reflex 23, Will 19 AC 20; Fortitude 19, Reflex 21, Will 17
Setup Saving Throws +2 Speed 7
Speed 5; see also shadow jaunt m Claws (standard; at-will)
The party has either rejected Sarshans offer of Action Points 1 +11 vs. AC; 2d6 + 4 damage.
employment outright, or the Shadar-kai has seen m Katar (standard; at-will) Weapon M Tail Spike (immediate reaction, when an enemy moves or
through their false consent. One way or the other, the +13 vs. AC; 1d6 + 3 damage (crit 1d6 + 11). shifts into a square adjacent to the umbral panther; at-will)
M Double Attack (standard; at-will) Weapon +11 vs. AC; 1d6 + 1 damage.
PCs are prepared to meet their fate.
Thannu makes two katar attacks. Combat Advantage
M Cage of Gloom (standard; recharge 5 6 ) The umbral panther deals an extra 2d6 damage against any
Thannu, elite shadar-kai warrior battle Thannu makes a katar attack. If the attack hits, he makes target it has combat advantage against.
champion (T) a secondary attack as strands of shadow coil around the Invisibility (standard, usable only while in spectral form; at-
target. Secondary Attack: +11 vs. Reflex; the target is will) Illusion
2 umbral panthers (P) restrained (save ends). The umbral panther is invisible until it makes an attack. It
Battle Lord Tactics can end this effect on its turn as a free action.
When Sarshans offer falls through, read: Thannu and his allies deal an extra 1d6 damage against Spectral Form (standard; at-will)
enemies that he flanks. The umbral panther becomes insubstantial. It gains a +5
Battle Talent power bonus to Stealth checks but deals only half damage
You feel a familiar shaking beneath your feet as another Thannu can score critical hits on attack rolls of natural 19 with its attacks. It can end this effect on its turn as a free
tremor rises and falls quickly. The shadar-kais dark eyes and 20. action.
blaze, but he smiles as he shakes his head. Your conviction Inspiring Assault Alignment Unaligned Languages
Whenever he scores a critical hit, Thannu and all allies Skills Stealth +13 (+18 in spectral form)
is to be commended. A pity it failed you in the end. within 5 squares of him regain 4 hit points. Str 15 (+5) Dex 21 (+8) Wis 13 (+4)
Then suddenly, an ear-splitting explosion shakes Shadow Jaunt (move; encounter) Teleportation Con 16 (+6) Int 2 (1) Cha 12 (+4)
the tower. Near the eastern side of the chamber, one of Thannu teleports 3 squares and becomes insubstantial until
Sarshans guards shouts out: My lord! The foundry is the start of his next turn.
Alignment Unaligned Languages Common
Tactics
in flames! The guards are in motion, Sarshan all but Skills Acrobatics +15, Stealth +15 Thannu targets the most powerful-looking combatant
ignoring you as he barks orders. One group is sent to the Str 17 (+7) Dex 20 (+9) Wis 14 (+6) with cage of shadow, then makes double attacks against
foundry, and another receives orders to keep the mercenary Con 14 (+6) Int 12 (+5) Cha 11 (+4)
Equipment shadowmail, 2 katars
the closest foes. He uses shadow jaunt to avoid the dif-
camps under control. Sarshan takes a last squad of ficult terrain of the garden and reduce any damage
chainfighters with him as he moves for the lift. Thannu and from attacks made against him.
his panthers are the only ones left with you. The umbral panthers flank with Thannu, dealing
If I was as cruel as my reputation implies, I would extra damage from their own combat advantage and
send you back to watch your world die, Sarshan calls. Be his battle lord tactics. They stay close in combat, hoping
thankful that I am merciful. Then to Thannu: Kill them. that foes attacking the other panther trigger a tail spike
attack. They give up an attack to use their spectral form
only if bloodied, ending the effect before they attack
the creature that bloodied them.

49
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

Thannu and his panthers have the utmost faith in surges remaining (including the umbral panthers) incursions of new guards, or both to convince them to
their superiority over the PCs. They fight to the death. lose hit points equal to their level. start moving.
Arcana DC 14 (2 successes). The PC detects
Through the Arch magic to tap into the creature-specific configuration The Getaway
If the PCs activate the portal during combat (as of the arch. On a failed check, arcane feedback deals Though the PCs might already have enough of a
opposed to dispensing with Thannu and his panthers 1d6 damage to the PC. sense of Sarshans threat to want to eliminate him,
first), the captain orders the panthers to pursue the History DC 14 (2 successes; see Arcana). The it is imperative that he escapes this encounter. The
party. He does not pass through the arch himself, PC studies the ancient runes inscribed on the arch, opportunistic shadar-kai arms dealer plays an even
believing that his cats can handle the PCs and sens- gleaning insight into its initial construction and its larger part in an upcoming episode of the adventure
ing the gravity of the situation outside the tower. subsequent reconfiguration. On a result of 23 or path. However, if the PCs make an honest effort to
higher, a PC also gains a +2 bonus to the next Arcana reach Sarshan, dont be too heavy-handed with them.
Configuring the Portal check made in the challenge. Though his statistics are not provided here, you can
This skill challenge sees the PCs attempt to reconfig- Perception DC 14 (2 successes; see Thievery). let the party get in a couple of good shots before the
ure Sarshans teleportation portal to function for any The PC makes a close examination of the construc- shadar-kais guards close in and allow him to limp
creature, allowing them to escape the tower. tion of the arch, seeing several points where the silver away.
crystals set into the stone have been augmented with
Configuring the Portal Level 7 a kind of alchemical reagent. On a result of 23 or Development
Skill Challenge XP 300 higher, a PC also gains a +2 bonus to the next Thiev- Any PCs peering out the eastern windows can see
Overlook, a fortified city on the eastern slopes of the Stone- ery check made in the challenge. the foundry being consumed by ongoing explosions
home Mountains, is a bustling center of commerce and trade. Thievery DC 14 (2 successes). The PC carefully of shadow and flame. Although Modra didnt com-
Among its many people, youre sure to find more information
about those who hunt you. Now you just need to figure out how reconfigures the pattern of crystals inset into the plete his sabotage in a way that would destroy the
you want to go about unearthing this information. stone, altering the flow of arcane power within the tower, the foundrys systems have failed, releasing the
archway. arcane energy that fuels Sarshans dark experiments.
Complexity: 1 (requires 4 successes before 3 From the south windows, chaos can be seen in the
failures).
Door Number One camps as mercenary bands try to pull back from the
Primary Skills: Arcana, History, Perception, It should be obvious to the PCs that the teleportation destruction. The pens of the slave bazaar have been
Thievery. portal and the Shadowfell gate beyond it are their broken open, and the slaves have overthrown their
Victory: The portal is properly reconfigured to best hope for getting out of the tower and back to the masters and started fleeing to the north.
allow use by any creature. The PCs (and the umbral world while avoiding the chaos outside. However, if If the PCs pass through the portal alone, go to
panthers) can step through it to be taken to the black the PCs ignore the arch (perhaps believing that the the Shadows of Doom encounter on the next page.
shrine (area 1, page 25). climax of the adventure is set to take place in the If the umbral panthers follow them, continue this
Failure: The PCs partially restore the portals full foundry), have another tremor collapse the gatehouse encounter in the black shrine (area 1, page 25). Use
function. Though any creature can now use it, the and the access to the foundry tunnel. the tactical map for the white shrine (White Shrine
teleportation effect remains attuned to Sarshan, caus- Likewise, if the PCs take out Thannu and his pan- tactical encounter, page 21), rotated 90 degrees and
ing any other creatures stepping through the arch to thers, then decide to take their time looking around altered as per the area description (page 15).
lose one healing surge. Creatures that have no healing the tower once more, use additional aftershocks,

50
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

Features of the Area Teleportation Portal: This black stone archway is


a semicircle 30 feet in diameter and 15 feet high, set
Levitation Lift: The floor and ceiling of this cham-
against the stone wall of the chamber. Silver crystals
ber feature 15-foot wide openings. This magical lift
are set within the stone in a random pattern. Runes
allows creatures to reach the floors above or below.
in Common cover it, but their ancient dialect requires
Characters in the area of the lift hover in midair until
a successful DC 17 History check to decipher. They
they mentally command the lift to move them. As a
identify the arch as an ancient shadar-kai teleporta-
move action, a character can rise or descend one level,
or can move up to 15 feet horizontally. As a minor
action, a character can shift 1 square horizontally.
While within the lift (whether moving or not), a
creature is unsteady, taking a 2 penalty to AC and
Reflex defense.
Creatures that move into the open area of the lift
(as opposed to simply stepping into it) continue their
movement through midair. A creature can travel
across the open space of the lift by making a success-
ful DC 15 Acrobatics check as part of the move action
that takes it into the lift. On a result of 20 or higher,
the creature gains 2 extra squares of movement. On a
failed check, the creature loses momentum and slides
to the center of the lift (but can use another move
action or a minor action to continue its move).
Trees: Squares containing trees are difficult ter-
rain (requiring 1 extra square of movement to enter)
and provide concealment (2 penalty to attack rolls)
to anyone standing in them. A trees trunk provides
cover (2 penalty to attack rolls) to anyone standing
adjacent to it.
Thickets: These areas of dense undergrowth pro-
tion portal.
vide concealment and are difficult terrain.
This arch functions as the arch in the black shrine
Stagnant Pool: This pool of dark water is only 2
(page 25). If it is touched, it reveals that area within
feet deep at its center but is thick with black slime.
it, but the PCs cannot pass through. The portal can
A character who runs through the pool must make
normally be used by only Sarshan. See the Last Stand
a successful DC 20 Acrobatics check or fall prone.
tactical encounter for more information.
Characters can move at normal speed without
difficulty.

51
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

Shadows of Doom characters see the six specters emerge before they slip When the specters emerge through the arch in
through the arch. the white shrine, read:
Encounter Level 5 (875 XP)
6 specters (S) The boiling field of shadow within the archway is suddenly
Setup rent by the five figures as they claw their way through it.
The PCs pass through the teleportation portal from When the PCs have completed a short rest, or With a shriek like shredding steel, the black mists within the
the tower and arrive back at the Shadowfell gate that if they are intent on immediately activating the Shadowfell gate are torn apart, the six specters seeming to
can take them home. From the cavern entrance, they Shadowfell gate, read: absorb the darkness as it fades away.
see the destruction of Umbraforge in the distance.
The guards normally stationed here have returned to A skittering fall of rock down the rift gives a split-seconds The Shadowfell gate has just burned out and the six
the tower, giving the PCs a chance to take a short rest warning of another tremor, bigger this time. The cavern specters have consumed its power.
if they wish to. pitches around youa crack like thunder echoing as the
When the big tremor hits, the PCs are likely to northern wall splits and heaves. And with a groan, the 6 Specters (S) Level 4 Lurker
flee at once. Interrupt or paraphrase the read aloud archway you just passed through crumbles and falls as a Medium shadow humanoid (undead) XP 175 each
Initiative +8 Senses Perception +6; darkvision
text according to their actions, but make sure the blast of arcane energy slams out across the chamber. Where Spectral Chill (Cold) aura 1; enemies in the aura take a 2 pen-
it strikes the Shadowfell archway, a f lare of black erupts alty to all defenses.
from the stone, congealing into six humanoid HP 30; Bloodied 15
AC 16; Fortitude 16, Reflex 16, Will 17
forms.
Immune disease, poison; Resist 10 necrotic, insubstantial;
Vulnerable 5 radiant
It is most likely that the PCs will flee Speed fly 6 (hover); phasing
m Spectral Touch (standard; at-will) Necrotic
through the arch in the hope that the
+7 vs. Reflex; 1d6 + 2 necrotic damage.
specters cannot follow. In that case, this C Spectral Barrage (standard; recharge 5 6 ) Illusion,
encounter uses the tactical map and features Psychic
of the white shrine (page 21), below. Close burst 2; targets enemies; +7 vs. Will; 2d6 + 2 psychic
damage, and the target is knocked prone.
If the PCs choose to play out the
Invisibility (standard; at-will) Illusion
encounter entirely in the Shadowfells black The specter becomes invisible until it attacks or until it is hit
shrine before returning to the world, use the by an attack.
tactical map for the white shrine, rotated 90 Alignment Chaotic evil Languages Common
Skills Stealth +9
degrees and altered as per the area descrip- Str 10 (+2) Dex 15 (+4) Wis 8 (+1)
tion (page 21). When the PCs finally cross Con 13 (+3) Int 6 (+0) Cha 15 (+4)
through to the world, have a tremor burn out
the Shadowfell gate as they pass through it Tactics
for the last time. The specters attempt to keep the PCs in melee, maxi-
mizing the effect of their spectral touch. If a specter is
targeted by more than one foe or by ranged attacks, it
uses its turn to become invisible, using spectral barrage

52
September 20 08 | D u n g e o n 1 58
The Shadow Rift of Umbraforge

against the maximum number of targets in the The PCs have plenty of time to rest up and plan
following round.
Concluding their subsequent moves. Little do they know, however,
The specters fight until destroyed. the Adventure that their notoriety will take an unexpectedly dark
turn in the next adventure. G
Expanding the Encounter In the aftermath of the final battle against the power
of the Shadowfell, the PCs can take a well-deserved About the Author
Feel free to take this encounter into the other areas Scott Fitzgerald Gray (9th-level layabout, vindictive neutral)
rest. The noise of the battle is heard in the Happy
of the secret caverns beneath the Happy Beggar. The started gaming in high school and has worked as a writer and
Beggar, with Prashant and Ausma discovering the editor much of the time since then. After belatedly realizing
specters pursue the PCs into any area if they attempt
secret cellar and the route the PCs took into the cav- he could combine both vocations in 2004, hes been making
to flee and can even move into the almshouse or the
erns below. They arrive just as the PCs are cleaning up for lost time as a freelance RPG editor and designer, pri-
streets around it if you wish. Have the specters drawn marily for Wizards of the Coast. He lives in the Canadian
up and are astounded to discover what lies beneath
to the life force of the creatures in the city, which hinterland with a schoolteacher, two daughters, and a large
their establishment. number of animal companions.
could put the PCs into a position to protect the inno-
The paladins take care of contacting the Overlook
cent as they take on this final threat.
authorities. While they wait for the city guard to
Features of the Area arrive, the PCs can confirm that the Shadowfell gate
has been permanently destroyed. Sarshans route
Rubble: Where the northwest corner of the
into Overlook has been shut down for good.
chamber has collapsed, it spreads into areas of loose
With their religious background, Ausma and
scree that are difficult terrain. A character who runs
Prashant can give the PCs more information on
through rubble must make a successful DC 20 Acro-
the white shrine, since they recognize it as a place
batics check or fall prone. Characters can move at
of ancient demon worship. They conclude that the
normal speed without difficulty.
dark power that created the specters has festered
Larger rubble piles provide cover. The main rubble
within both sides of the Shadowfell archway all this
pile in the northwest corner provides superior cover.
timea potentially grave danger to Overlook that the
Teleportation Portal: This black stone archway is
PCs have eliminated. The teleportation portal is still
a semicircle 30 feet in diameter and 15 feet high, set
operational, but it can be shut down by representa-
against the stone wall of the chamber. Silver crystals
tives of the Council.
are set within the stone in a random pattern. Runes
The discovery and destruction of the Shadowfell
in Common cover it, but their ancient dialect requires
gate makes the PCs heroes in Overlook, especially
a successful DC 17 History check to decipher. They
when Sarshans connection to the recent orc raid
identify the arch as an ancient shadar-kai teleporta-
is revealed. The shadar-kais warehouses will be
tion portal. Though it resembles the portal in area 6,
raided, but in the aftermath of Modras treachery,
this archway is inert.
Sarshan has been careful to clean up any evidence
Shadowfell Gate: This white stone archway is a
of his recent activities. Though his operations are
semicircle 30 feet in diameter and 15 feet high. The
shut down for good, no further information on the
gate is nonfunctioning now that its magic has been
shadar-kais presence in Overlook can be found.
drained by the specters.

53
September 20 08 | D u n g e o n 1 58
This is a mission for
heroes who have shown
their mettle in the
defense of others.
If the evidence you have
uncovered is true, the
Siege of Bordrins Watch
was but the rst sortie
in a larger campaign,
against which Overlook
and Elsir Vale cannot
stand for long. I will tell
you of the Karak Lode,
and of lost wealth with
which we might defend
our land against the war
that is coming.

The Lost Mines by Greg A. Vaughan


with James Larrison

of Karak
illustrations by Wayne Reynolds,
Rob Alexander, and Ryan Barger

cartography by Mike Schley

TM & 2008 Wizards of the Coast, Inc. All rights reserved.

56
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

The Lost Mines of Karak is an adventure for five Dwarves hold their secrets close, and their grip wind of Brams discovery. They also encounter a wan-
6th-level characters. Characters should be midway is doubly tight where wealth is concerned. So it was derer named Mag Blackthorn, from whom they can
through 7th level by the adventures end. This that Karaks secrecy eventually became its downfall. seek guidance through the treacherous wastes.
adventure is the sequel to The Shadow Rift of the Under the pressure of monstrous marauders, famine, Beyond the Thornwaste, the PCs come to
Umbraforge and the fourth part of the Scales of War and migrant human tribes, the dwarf kingdom of Dunesenda small village at the edge of the desert,
adventure path. However, with a little modification, it Elsir Vale declined. As its resources were taxed past controlled by a cruel gnoll called the Warden. After
can be played as a standalone adventure or integrated the breaking point, the kingdoms borders began to defeating the Warden and his allies, the PCs learn
into any existing wilderness campaign in an area contract until little more than the territory imme- that the village is held in thrall by a mysterious desert
where a dwarven kingdom might once have stood. diately surrounding Overlook was left. In time, despot calling herself Shephatiah, Queen of the
sandstorms struck the southern wastes and the Karak Drylands.
supply depot was abandoned. Soon, all contact with The Wardens path through the desert follows a
ADVENTURE the mine was lost, and the Karak Lode was consigned forgotten track to Shephatiahs lair in a lost minethe
BACKGROUND to history.

The city of Overlook stands at the base of the Stone- QUESTS


home Mountains at the farthest western reaches of ADVENTURE SYNOPSIS Lost Mines of Karak offers the opportunity for
the Elsir Vale. This age-old redoubt was the center of PCs to earn quest XP in a couple of places. Pro-
the ancient dwarf-kingdom that once dominated the After their successes in Siege of Bordrins Watch
vided here is the list of quests, and their rewards,
vale, but which faded into obscurity generations ago. and Shadow Rift of the Umbraforge, the PCs have
in the adventure.
Though little is remembered of this lost kingdom, established something of a reputation for themselves
Major QuestLost Karak: The PCs undertake
its folk ventured far and wide in their day. One dwarf within Overlook. The party is introduced to a wealthy
an arduous journey across wasteland and desert
clanthe Ironfellmade forays in search of mineral dwarf named Bram Ironfell, a member of the Elsir
in an attempt to locate the lost mines of the
wealth in the deserts beyond the Thornwaste to the Consortium and scion of Clan Ironfell.
Karak Lode. They complete this quest upon their
southwest of Elsir Vale. There, they established a Bram takes the PCs into his confidence as he tells
successful return to Overlook, having secured
mine they called the Karak Lode, after the first dwarf them of the recent discovery of a parchment con-
the mines against the depredations of Queen
of Clan Ironfell to fall in its defense. nected to the shadar-kai arms dealer Sarshan. Bram
Shephatiah and her followers.
Over long years, Karak became a legendary source believes that the parchment details the location of the
Reward: 1,250 XP.
of wealth as its folk pulled rich deposits of gold, silver, Karak Lodea mine belonging to his clan that has
Minor QuestSaving Dunesend: The folk
and other precious metals from beneath the desert been lost for generations. Bram hopes that if the mine
of the tiny village of Dunesend have become
sands. A supply depot was established at the deserts is found, its wealth can be used to defend Overlook
unwitting vassals of the Queen of the Drylands.
edge to service the caravans traveling between the and the Elsir Vale against the brewing conflict that
By overcoming the immediate threat of Shepha-
mine and Elsir Vale, but the location of the Karak the PCs saw hints of in the Shadowfell.
tiahs lieutenant (the Warden) and routing her
Lode was kept a closely guarded secret. Only oath- Following the directions on the ancient scroll, the
in Karak, the PCs free the village from further
sworn members of Clan Ironfell ever made the final party heads south past the Westdeep and into the dry
threats and earn the gratitude of its people.
leg of the journey across the sands. lands known as the Thornwaste. There, they are beset
Reward: 250 XP.
by dwarf warriors from a rival clan who have caught

57
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

Karak Lode. However, the PCs find the ancient dwar- side a rift leading to the Elemental Chaos. If you are Setup
ven ruins occupied and defended by desert raiders pressed for time before beginning the adventure, read This section of a tactical encounter provides you with
and foul subterranean creatures led by an evil dryad. the adventure background and synopsis, Part 1: The the basic parameters of the encounter. First, it pro-
However, though the PCs make short work of the Road to Karak, Through the Thornwaste, and the vides a key to the monsters in the encounter so you
queen and her followers, they can find no trace of the first two encounters. This gets the PCs caught up in can locate them on the tactical map. Next, it provides
mines. the adventure and into the village of Dunesendan context or background information for the encounter.
As they wait out a sandstorm, the PCs find them- action-packed first session of play. The map of each encounter area indicates where the
selves beset by a band of cavern choker assassins led monsters are located when the encounter begins. The
by a troglodyte curse chanter. Only by retracing the What You Need to Play setup section also describes what the monsters are
steps of these marauders do the characters locate the This adventure contains everything you need to doing and how they react when the PCs arrive.
previously hidden entrance to the mines. There, the play, including background information, setup,
true Queen Shephatiah holds court. and encounters (including tactical maps). Reading Read Aloud Text
Exploring the ancient dwarven caverns, the PCs through the DUNGEONS & DRAGONS 4th Edition rules Read aloud text provides information detailing what
battle Shephatiahs followers before confronting the is your first best step to understanding and prepar- the characters can see and are aware of. You do
real Queen of the Drylandsa powerful naga. Having ing to run the adventure. As mentioned above, read not have to read it word for word; feel free to para-
discovered a rift linking the mines with the Elemental through at least the opening sections and initial phrase and use your own words when describing this
Chaos, Shephatiah has made the Karak Lode her lair. encounters before starting. This review enables you information.
However, after defeating the naga and her servants, to become familiar with the material and the style of Use read aloud text wisely. It is written for the
the PCs uncover evidence that Karaks wealth is now presentation. The sections below describe the adven- most common approach to a particular situation, but
controlled by an unknown group from another plane. ture format. what your player characters do might require you to
The PCs return to Overlook and recount their alter the information in any number of ways.
findings to Bram Ironfell, who tells them he will leave Using Tactical Encounters
the mine sealed. However, the forces responsible for Each encounter includes several common elements. Monster Statistics
shipping the mines wealth through the Elemental Encounters include stat blocks for each monster type
Chaos have a long reach and dark plans. Encounter Level present in the encounter. If more than one monster
Each tactical encounter assumes a group of five player of a particular kind is present, the stat block indicates
characters. An encounter of average difficulty is one
PREPARING FOR where the encounter level is equal to the level of the
how many creatures can be found.

ADVENTURE party. Encounters that are 1 or 2 levels lower than the Tactics
party are easy encounters, while encounters that are a This entry describes special actions the monsters take
Lost Mines of Karak takes the PCs across the arid higher level than the party are difficult encounters. to defeat the adventurers. Sometimes this means the
badlands known as the Thornwaste, then into the For overcoming an encounter, a group earns the monsters take advantage of special features of the
desert beyond in search of the Karak Lode. On their XP value noted beside the encounter level. This area or make use of special powers or equipment.
journey of exploration, the PCs find themselves under amount should be divided by the number of group
assault by Queen Shephatiahs forces aboveground members, and an equal amount should be awarded to
and below, culminating in a deadly showdown along- each character.

58
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

Map Treasure Preparation PART 1:


Each encounter includes a map keyed with the initial As with the previous installments of the Scales of
locations of each monster. The map also indicates the War adventure path, this adventure makes use of
THE ROAD TO KARAK
location of any special features of the area. the parcel system of treasure rewards described in The adventure begins in the city of Overlook, where
the Dungeon Masters Guide. The characters should the PCs were left at the end of Shadow Rift of the
Features of the Area accumulate 14 parcels by the end of the adventure. Umbraforge. However, if the PCs have traveled
This section describes special features noted on the You can supply these treasures in whatever way you elsewhere since the end of that adventure, the initial
map. If the location has items or areas of interest with wish, but the following sidebar presents the most setup below can take place in Brindol or any other
which the characters can interact, those features are likely areas to feature treasure. During your prepara- settlement between Elsir Vale and the mountains.
described here. Look here to see if a door is out of the tion, assign parcels from those that follow to the areas
ordinary, if an altar has a secret compartment, or if in the spaces provided. Use the players wish lists to Sarshans Plots
the area includes treasure. come up with magic items for the first six parcels. As a result of saving the city not once but twice, the
PCs have become well known in Overlook. This
TREASURE PARCELS
notoriety sees them approached by Kalad, the dwarf
Parcel A: _________________________________ , Clan Rivals. Parcel H: __________________________________, Great Hall.
paladin they rescued in Siege of Bordrins Watch. In
Parcel B: ________________________________, The Warden. Parcel I: ___________________________________, Great Hall.
Parcel C: ________________________________, The Warden. Parcel J: ______________________________________, Crypts. the aftermath of the thwarted raid, Kalad has taken
Parcel D: _______________________________ , Desert Patrol. Parcel K: ______________________________ , Mine Entrance. up a position as a sergeant in the Overlook watch. It
Parcel E: __________________________________ , Courtyard. Parcel L: ________________________________ , Chaos Mines. is official business that brings him to the PCs, where
Parcel F: ____________________________________ , Area 10. Parcel M: ____________________________ , Queens Retinue.
Parcel G: _________________________________ , Guard Hall. Parcel N: ____________________________ , Queens Retinue.
he asks them to meet with a member of the Elsir Con-
sortium (see Siege of Bordrins Watch, page 19). If
Based on the guidelines in the Dungeon Masters Guide, the following parcels can go in the spaces above. Rely on the wish lists your Kalad did not survive the previous adventure, some
players gave you for the first four parcels.
other emissary of the guard seeks the party out.
Parcel 1: Magic item, level 10
At a time of the PCs choosing, Kalad escorts them
Parcel 2: Magic item, level 9 to a private room in an upscale Elftown tavern. There,
Parcel 3: Magic item, level 9 he introduces them to a well-dressed dwarf wearing
Parcel 4: Magic item, level 8
the rich robes of a successful merchant, his golden
Parcel 5: Magic item, level 7
Parcel 6: Magic item, level 7 beard braided with silver bands.
Parcel 7: Two 250 gp art objects + 500 gp
Parcel 8: 900 gp Greetings, Heroes of Overlook. I am Bram Ironfell of the
Parcel 9: Four 100 gp gems + 400 gp
Clan Ironfell and representative of the Elsir Consortium.
Parcel 10: One 250 gp art object + two potions of healing + 250 gp
Parcel 11: 600 gp Your reputations precede you, and for your actions, you
Parcel 12: Three 100 gp gems have my personal thanks in addition to that of the city. I
Parcel 13: One potion of healing + two 100 gp gems + 50 gp
have a tale I wish to share with you, over dinner and drinks
Parcel 14: Two potions of healing + 100 gp
of course.

59
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

the name of Clan Ironfell. I had never seen this parchment Bram Ironfells Secret
before. However, at the watchs request, I undertook a bit
The parchment is genuine, but there is more to Bram
of research into my familys archives. If what I discovered
Ironfells story than he lets on. For more than a year,
there holds true, this parchment holds the directions to the
the dwarf has been one of Sarshans agents in the city,
Karak Lode.
using his position on the Elsir Consortium to aid the
shadar-kais operations.
Although Bram Ironfell obviously has a personal
Brams story of how the directions to Karak were
stake in the search for the lost mines, he downplays
found in one of Sarshans warehouses is the truth.
his own self-interest. If the information the PCs dis-
However, it was the dwarf who originally sent them
covered in Shadow Rift of the Umbraforge has not
to Sarshan after discovering them in a cache of family
yet become common knowledge in Overlook, Bram
records months before. Bram was in the process of
has already guessed correctly that the siege of Bor-
seeking the shadar-kais aid in locating and clearing
drins Watch represents a larger threat to Elsir Vale.
out the mine. With Sarshans operations shut down,
the dwarf now needs a new set of agents to find the
Discovering what became of my kin would end a sad
Karak Lode and overcome whatever defenses might
chapter in Ironfell history, but that is not my primary
be found there.
motive in seeking your aid. If the Karak Lode can be found,
The PCs can make Sense Motive checks against
its wealth offers the means to shore up the defenses of
Bram, but the dwarf s stated intention in using the
Overlook and the Elsir Vale. However, it is anyones guess
wealth of the mines to defend Overlook and Elsir
what manner of creatures might lair there, or what defenses
Vale is entirely truthful. If the PCs have previously
the last of the clan left to guard the mines. This is not a job
heard of the consortiums secret plots to replace the
for the city watch, I fear.
Bram relates the information found in the Adventure ruling council with a hand-picked body loyal to the
Background section, which you can read or para- merchants own interests, Kalad confirms that Bram
Bram offers the PCs 1,000 gp (half in gold, half in
phrase as you see fit. Then read the following. is known to be opposed to that group. (In truth, the
gems) as an upfront payment for undertaking the
canny dwarf opposes them because he plans to one
search for the Karak Lode. In addition, the PCs can
The location of the Karak Lode was known to few even day rule the council single-handedly.)
claim any other treasure they recover along the way.
within the clan, and it was thought that all who had such Kalad is familiar with the Ironfell clan and
Following the directions to the Karak Lode, the
knowledge were lost when the mines were reclaimed by vouches for Brams good character. However, his
PCs first head south across the Thornwaste that
the desert. Even within the clan, Karak is all but forgotten. duties with the watch prevent him from accompany-
stretches between Elsir Vale and the Stonehome
However, recent events might change that. ing the party on their mission.
Mountains. (On the area map in Rescue at Riven-
The destruction of Sarshans operations in Overlook
roar, the Thornwaste is the area directly west of the
saw the shadar-kais many warehouses and transit
Wyvernwatch Mountains.) A four-day journey takes
points raided. In one of those raids, the watch uncovered
the PCs to a location Bram believes was once the
documents connected to Sarshans operations, including
ancient supply depot for the mines. From there, the
an ancient fragment of parchment. On it was written a
PCs must head south into the heart of the desert.
list of landmarks and bearings for a journey, along with

60
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

Through the Thornwaste Level 6 Nature (DC 12). The PC makes a Nature check to help find a Mag Blackthorn, Ranger Level 6 Skirmisher
Skill Challenge XP 750 safe path through the briars, or to find sufficient water to Medium natural humanoid (human) XP 250
South of the Westdeep, the broken ground of the Thornwaste sustain the group. Initiative +6 Senses Perception +8
stretches before you. Ridges of knife-edged stone spread as Perception (DC 17). The PC seeks and finds a good vantage HP 70; Bloodied 35
far as the eye can see, interspersed with heavy growths of point atop a stony ridge, from which the best path can be AC 20; Fortitude 16, Reflex 19, Will 19
twisted brambles. Your first investigation of these reveal that seen through the scrubland ahead. Speed 6
their thorns are iron-sharp, capable of drawing blood even Nature or Perception (DC 12). The PC notes signs of m Spear (standard; at-will) Weapon
through the thickest clothing. No trail or tracks lead into the predatory beasts or finds a remnant of the ancient dwarf +11 vs. AC; 1d8 + 6 damage.
wasteland ahead. track through the wastes. On a successful check, the next r Crossbow (standard; at-will) Weapon
primary skill check made in the challenge gains a +2 bonus. Ranged 15/30; +11 vs. AC; 1d8 + 6 damage
This skill challenge sees the PCs make their way across the This use of these skills does not count as a success or failure Defensive Mobility
desolate landscape of the Thornwaste, seeking the supply toward the completion of this challenge. Mag gains a +2 bonus to AC against opportunity attacks.
depot that marks the beginning of their journey into the Hunters Quarry (minor; at-will)
desert.
The Thornwaste is a parched landscape of washed-out gullies Mag Blackthorn Mag can designate the enemy nearest to him as his quarry.
Once per round, he deals +1d6 damage to his quarry. This
and tangled briars. The directions from the parchment After their second success or first failure in the skill effect remains active until the end of the encounter, until
indicate that a road once passed this way, but it has long
challenge, the PCs happen upon another wanderer in the quarry is defeated, or until he designates a different
since disappeared. Though the area appears inhospitable, target as his quarry.
dozens of species of desert animal dwell here, hunted by the Thornwaste.
Nimble Strike (standard; at-will) Weapon
predators including lions and wild boar. Ranged 15/30; +11 vs. AC; 1d8 + 6 damage; Mag shifts 1
The PCs meet Mag Blackthorn (see below) after their second In the distance, you spot something. Slipping through the before or after the attack.
success or first failure (whichever comes first) in the skill Disruptive Strike (immediate interrupt, when Mag or an ally is
challenge. The first combat encounter (Clan Rivals, page 72)
brush and brambles is a human male in a tattered black coat
attacked by a creature; encounter) Weapon
takes place after the partys fourth success or second failure. and leggings. A battered, wide-brimmed hat shrouds his face,
Ranged 15/30; +11 vs. AC; 1d8 + 6 damage. Hit: The target
Complexity 3 (requires 8 successes before 3 failures). his boots held together with coarse twine. He carries a spear takes a 6 penalty to its attack roll.
Primary Skills Endurance, Nature, Perception. Splintering Shot (standard; daily) Weapon
in one hand, a leather-bound book in the other.
Other Skills Nature, Perception. Ranged 15/30; +11 vs. AC. Hit: 3d8 + 6 damage, and the
Victory If the PCs achieve 8 successes before 3 failures, they target takes a 2 penalty to attack rolls until the end of the
emerge from the Thornwaste near Dunesend. Mag Blackthorn is a ranger and a disciple of the encounter. Miss: Half damage, and the target takes a 1
Defeat If the PCs get 3 failures before attaining 8 successes, Ghostlorda legendary druid lich said to linger penalty to attack roles until the end of the encounter.
they stumble out of the Thornwaste one day away from Weave Through the Fray (immediate interrupt, when an
Dunesend. This extra day of travel costs each PC 1 extra
within the Thornwaste. (The Ghostlord appears in
enemy moves adjacent to Mag; encounter)
healing surge. Additionally, the party attracts the attention the 3rd edition adventure Red Hand of Doom, but does
Mag can shift 3 squares.
of a satyr rake that shadows them, then joins the combat in not play a part in this adventure path.) Alignment Unaligned Languages Common, Elven
The Warden encounter.
Mag hails the PCs, declaring himself protector Skills Nature +11, Endurance +10
Special If the PCs ally themselves with Mag Blackthorn, they Str 13 (+4) Dex 16 (+6) Wis 16 (+6)
gain a +2 bonus to further checks in this skill challenge. of the Thornwaste and demanding to know their
Con 14 (+5) Int 11 (+3) Cha 10 (+3)
Endurance (DC 12). The PCs must endure the harsh business. If the characters react in an even-handed Equipment warhammer, crossbow, quiver of 15 bolts
environment and deadly briars of the barren Thornwaste as manner and indicate that they are simply passing
they make their way south.
through, Mag relaxes and becomes friendly. If the 23. If Mag is fought and defeated in single combat, he
This is a group check. One character acts as lead, while the
PCs react with hostility, Mag challenges one of them becomes automatically friendly (and apologetic) if he
others make checks to aid that character. Each ally that gets
a result of 10 or higher provides a +2 bonus to the lead to a duel for the right of passage. is allowed to live.
characters check (which counts as the check to determine
Once the challenge is issued, a DC 18 Diplomacy Mag knows nothing of Karak if he is asked about
a success or a failure). A failed check indicates that all the mines, though he identifies Dunesend as the
members of the party lose one healing surge, in addition to check is necessary to get Mag back on friendly footing.
counting as a failure for the challenge. If the PCs take up his challenge, this DC increases to only settlement in the vicinity of the PCs route.

61
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

He is willing to escort the PCs through the Thorn- Leadership: Lotho Elberesk, owner of the
waste, granting a +2 bonus to subsequent checks in Dunesend caravansary is a village elder and the
the skill challenge. Once within sight of Dunesend, settlements de facto leader.
Mag wishes the party well and departs back into Demographics: The isolated population of
the scrubland. Dunesend are all human with the exception of Bede,
the halfling baker. Though they have little exposure
Showdown in Dunesend to nonhumans, the folk of the village have no malice
The village of Dunesend marks the frontier of two or prejudice against them.
equally desolate lands. To the north lies the forbidding
Thornwaste, across which only the most experienced 1. Serpent Wall
or most desperateexplorers tread. To the south, This weathered stone wall is formed of ancient basalt
endless desert dunes march to the far horizon. blocks and carved in the form of a serpentine crea-
As the PCs approach the edge of the village from the ture with a crest running down its back. It stretches
north, they find one of Queen Shephatiahs lieutenants for miles in either direction, marking the end of the
a gnoll demonic scourge called the Wardenin the rolling desert sands and the beginning of the Thorn-
process of collecting the villages tribute. waste. A wooden stockade gate of recent construction
Tactical Encounter: The Warden (page 74). features great serpent-headed gate posts.
With a DC 17 History check, a PC recalls that the
Dunesend serpent wall was here long before the dwarven supply
Village, Population 183 depot was established. It dates back thousands of
Dunesend was built on the ruins of the dwarven years to an ancient serpent kingdom that once ruled
supply depot that once served Clan Ironfells hidden this region.
mining operations in the desert. All that remains of
the original dwarven enclave are scattered founda- 2. Public Well
tions and a single watchtower. However, the dwarves This bucket-drawn stone well features a wooden roof
carefully constructed system of spring-fed wells and set on stanchions. This can be lowered during high
cisterns still functions, allowing those who dwell here winds to keep blown sand out of the villages water
to farm the scrubland and eke out an existence in the supply. The well is part of the ancient dwarven water-
harsh landscape. works, and holds an inexhaustible supply of fresh
In years past, trade caravans made Dunesend a water even during the driest months.
waypoint along an east-west road. Today, the road
is sand and the caravans have all but vanished. The 3. Smithy
handful of families remaining in Dunesend do so An aged human named Darkus Comahni works the
because they have nowhere else to go. forge here, repairing tools and household implements
for the villagers. Though he has little call for it, he can
repair weapons and armor as well.

62
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

4. Dunesend Caravansary
Built on the foundations of an older dwarven hostel,
the caravansary once served the traders that regularly
passed through this farflung outpost. A low wall of mud
bricks surrounds a courtyard that encloses another
well, an outbuilding, and a small herd of goats. On
those rare occasions when travelers stop in Dunesend,
an adjacent paddock is opened up for their animals.
Lotho Elberesk is the proprietor here. He lives
within the main building, where he runs a poorly
stocked trading post. Twice a week, the caravansary
courtyard becomes a barter market where the locals
trade crops, goat, lamb, and wild boar hunted in the
Thornwaste.

5. Bedes Bakery
A wizened halfling from distant eastern lands runs a
bakery whose half-dozen tables provide the villages
only communal gathering place. Old Bede can usu-
ally be found by the fire pit, smoking an exotic pipe as
he strokes his long gray mustache. He is an excellent
source of information regarding the village, though
his accent is heavy. Bede keeps accounts for the villag-
ers who spend their evenings here, trading his goods
for labor. PCs can buy a cup of sweet tea and a pastry
for 1 cp.

6. Dwarf Tower
This stout watchtower is built of great blocks of gran-
ite imported from the Wyvernswatch mountains.
The only surviving part of the dwarven supply depot,
it serves as Dunesends defensive redoubt as well as
a shrine to Melora, the villages matron deity. It is
attended by the aging priestess Fawma Bruth, a cleric
who retired to the wilderness long ago. She has the

63
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

healing word power (3rd level), which she uses for any In response to specific questions, Elberesk, Darkus, or carry no more than a few days water to get here. A few
PCs who make a stand against the Warden. Bede respond with the following: of our folk tried to follow the Wardens trail when he first
appeared, but they never returned. All I can tell you is that
7. Villagers Huts What was going on here? Who was that gnoll the Warden came once with a shifter who spoke out loud
Each of these simple structures of mud bricks and and those other creatures? of returning to somewhere called Karak. This creature was
scavenged wood holds a single family of eight villag- soundly beaten by the Warden for his slip.
ers and their animals. That creature was the Warden, a foul tyrant that serves
the Queen of the Drylands. The blue worm was his steed If the PCs indicate their intent to end the threat from
8. Irrigated Fields and enforcer, and it has slain several among us in recent Queen Shephatiah, Lotho puts them up and feeds
These are just two of a dozen fields of crops border- months. The others were creatures of the Thornwaste in them free of charge at the caravansary while they pre-
ing the Thornwaste along the wall to the east and league with the Warden. They are the ones that prevent us pare for their journey.
west of the village. Each has a crude wooden pump from fleeing this place or seeking aid for our plight.
house containing still-functioning dwarven pumps The Warden was here to make his monthly collection Desert Trek
that bring water from underground cisterns to of tribute. Poor weather has delayed our crops, but he Setting out from Dunesend, the PCs make their way
the surface. accused us of holding out. He used poor Vaudnim to set an into the desert. Though the arid sands are inhospi-
example for us all. table, their hard-packed dunes make for easier going
The Situation in Dunesend than the Thornwaste.
In the aftermath of the encounter with the Warden, Where did the Warden come from? Why was
the PCs find themselves in a complex dilemma. The he collecting tribute? Who is the Queen of the As you travel, the intermittent desert landmarks you
folk of Dunesend have been saved from the preda- Drylands? pass are a perfect match for the course set out by Brams
tions of the Warden and his allies, but they fear that directions. These are a scattered series of basalt pillars, the
reprisals from Queen Shephatiah will soon follow. The Warden first appeared from the desert a year ago, remnants of long-ago volcanic eruptions rising now like
As a result, most of the villagers are noticeably cool stating that Queen Shephatiah had come to reclaim her sentinels from the sand.
toward the PCs, though none are hostile. ancient throne. The name meant nothing to us, but the
If Darkus Comahni is approached as he gathers Warden slew several of our strongest when we stood against On the second day of travel, the PCs are spotted and
up the remains of his apprentice for burial, a DC 12 him. Now he orders us to pay tribute in goods and food or attacked by a patrol sent out by Queen Shephatiah.
Diplomacy check inspires him to speak to the PCs. his blue worm will devour us. Tactical Encounter: Desert Patrol (page 76).
Likewise, a DC 17 Diplomacy check inspires Lotho
Elberesk or the halfling Bede to open up. Attempts Where can this Queen Shephatiah be found? Are
to communicate with other villagers result only in there more of her followers?
sullen anger.
The satyrs live within the Thornwaste along the desert
The queens wrath will surely come down on us. Where frontier. Like the shifter brigands of the desert, they have
will you outsiders be then, I wonder? eagerly pledged themselves to the Wardens service. The
Warden comes always from the desert to the south. Where
his queen is, we do not know, but he and his followers

64
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

PART 2:
invaders, the clan created false trails leading off into Secret History
the desert, creating the appearance that the fortress
Despite what the PCs have been told, the history of
FORTRESS IRONFELL was simply a stop-over point for shipping ore back to
the mines of Karak is more complicated than Bram
the supply depot.
Deep in the desert three days south of Dunesend, Ironfell would have them believe. Though the mines
were rich with deposits of precious metals, the caverns
an isolated outcropping of basalt marks the loca- Approaching the Fortress of Karak were tainted by veins of raw elemental energy.
tion of the famous Karak Lode. When the members The PCs reach Karak the day after the Desert Patrol
of Clan Ironfell began their excavations here, they These were the physical remnants of powerful magical
encounter.
constructed a defensible fortress to protect the mines experiments performed here by the sorcerers of the
below. Within the rock of the basalt bluff, they carved serpent kingdom that ruled this area millennia ago.
Earlier that morning, the course you have been following
a multilevel complex whose gatehouse was the only The arcanists of Clan Ironfell determined that the
became a rocky track leading toward another basalt bluff
sign of what lay below. From this bastion, the Ironfells elemental energy of the mines presented no danger.
in the distance. However, as the track curves around to its
controlled the desert for 50 miles in all directions. However, though the mines made the clan rich, so
south side, you see two guard towers of hewn stone set into
As part of the complexs unparalleled security, too were they the dwarves undoing. A rift leading
the face of the bluff. Narrow gouges that might be arrow
access from the fortress to the mines was carefully directly to the Elemental Chaos was uncovered in the
slits flank a narrow track leading directly into the rock.
hidden. Only by using special signet rings could deepest part of Karak, its energy flooding the mines
Though worn by long years of sand and wind, the towers
the dwarves of the clan access the mines once their with madness. The dwarves of Ironfell turned on each
are clearly of dwarven construction, standing as strong as
secret gate was sealed. In case the fortress ever fell to other, the folk of the supply depot waiting in vain
the day they were built.

65
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

when an expected shipment of riches from the mines Portals: Rusted iron portcullises bar the way 2. West Gatehouse
failed to appear. Though expeditions were made in into the fortress. See individual encounter areas for Sand blown in through the southern arrow slits
search of Karak, none but the dwarves within knew specific information on raising and lowering the spreads across the floor. Straw dummies have been
its location. Eventually, the supply depot was aban- portcullises. erected behind the arrow slits to give the illusion of
doned, and the Karak Lode passed from memory. All doors within the complex are of sturdy wood numerous guardians.
(Strength DC 16 to break open if locked). Tactical Encounter: Gatehouse.
Outside the Mines Except for the main gates (which are barred), all
The fortress guarding the Karak Lode consists of two the doors within the complex, as well as the port- 3. East Gatehouse
levels within the basalt bluff, plus a lower level that cullises, can be opened or activated by the touch of Old weapons racks line the wall of this chamber. The
hides the secret entrance to the mines. an Ironfell signet ring (a minor action). The curse rotting and rusted polearms they once held have been
The basalt bluff is 50 feet high and requires a DC chanter in the Foiled Ambush encounter (page used to arm more straw dummies.
15 Athletics check to climb. From its top, the PCs 86) carries an Ironfell signet ring, as does the real Tactical Encounter: Gatehouse.
have a view of the desert for several miles in every Queen Shephatiah (the Queens Retinue encounter,
direction. Fireplaces and braziers within the complex page 92). 4. West Upper Gatehouse
are vented to chimneys that route through narrow Rot and Debris: With the exception of area 19, Bones scattered across the floor show where a desert
cracks and crevices, making entry from above impos- much of the fortress has been given over to filth and predator once laired in this chamber.
sible. However, in the long years since the mine was decay. Rubble and the dry-rotted remains of furniture Tactical Encounter: Gatehouse.
lost, a collapse on the bluff above has created an are spread across the floors, and the walls are stained
entrance into area 9. A flight of harpies lairs here with condensation and mildew. In the year since 5. East Upper Gatehouse
(see the Courtyard tactical encounter, page 80), Karak was reoccupied, Shephatiahs followers have A winch in this chamber once controlled the first
but these creatures raise no alarm at the approach of discarded rotten food and other filth in the areas they portcullis in area 1. However, it is rusted and broken,
intruders. They can be spotted atop the bluff with a do not inhabit. so that the portcullis cannot be raised from here or
DC 17 Perception check. If their nest is explored, it locked in the down position.
contains only the foul remains of the desert creatures 1. Entry Tunnel
on which the harpies feed. A rusted portcullis blocks this long tunnel, with 6. Southern Overlook
another raised and hidden beyond it. The down port- This chamber allowed defenders to fire down through
The Fortress cullis can be raised only from this area, but it cannot murder holes into the entry tunnel, or through arrow
The ancient halls of the Karak lode remain essentially be locked in the up position. slits into the courtyard below. A working winch con-
unchanged since the days of the dwarves. Arrow slits and murder holes along the length of trols the second portcullis in area 1.
Illumination: Unless otherwise noted, there is no the tunnel provide defenders with multiple angles of Tactical Encounter: Gatehouse.
illumination within the fortress. attack. Anyone looking in through the arrow slits sees
Walls, Floors, and Ceilings: The interior spaces shadowy figures beyond (see below or the tactical 7. West Guardhouse
of the fortress are constructed of close-fitted stone encounter). Stone benches and a rusted brazier mark this as a
(DC 20 to climb). Ceilings are 20 feet high except as Tactical Encounter: Gatehouse (page 78). resting place for off-duty gate guards. Access to the
noted. northern overlook (area 19) is barred by a portcullis
along the passage to the north.

66
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

8. East Guardhouse
This chamber is identical to area 7. A portcullis along
the passage to the north blocks access to area 19.

9. Courtyard
This vast chamber features an arched ceiling supported
by massive carved columns. A portion of the ceiling has
collapsed, covering the floor here in wind-blown sand
and creating an opening to the top of the basalt bluff.
Tactical Encounter: Courtyard (page 80).

10. Stables and Cart Storage


Dusty bones, rotting wood, and bands of rusted iron
are scattered across the floor here. These are the
remains of the wide-wheeled wagons once used to
haul ore shipments across the desert and the mules
that pulled them. A scattering of blue scales show
where the behir has made this area its lair.

11. Stable Masters Quarters


This chamber was taken over by the Warden. A
rough bed built of scavenged wood sits against one
wall, while the gnolls filthy and foul-smelling gear is
strewn across the room.

12. Ore Storage


Ore from the mines was stored here and made ready
for transport. Though the area is empty, the dust
of the floor shows where crates have been moved 14. West Guard Post 15. East Guard Post
through here recently (Perception DC 12).
This former guard chamber is the habitat of a sussur Like area 14, this chamber is empty except for a pair
tree growing up from the cracked stone floor. See the of sussur trees growing through the stone of the floor.
13. Entry Hall
tactical encounter for a description. Tactical Encounter: Great Hall.
This corridor once guarded entry into the fortresss
Tactical Encounter: Great Hall.
great hall. Footprints show where numerous creatures
have recently passed this way.
Tactical Encounter: Great Hall (page 83).

67
October 20 08 | D U N G E O N 1 59
16. Great Hall 19. Northern Overlook 21. Smithy
The dwarves of Karak once feasted here before the This defensive position commanded a view of the Cold forges and dusty anvils show where dwarf smiths
high seat of their mine-thane. This chamber is now courtyard below. Along its northern wall were the repaired and crafted the mines weapons and tools.
the lair of an evil dryad who has raised a grove of quarters of the mine-thane, the clan accountant, and
sussur trees within it. the head of the guard, as well as a private latrine. The 22. Coal Storage
Tactical Encounter: Great Hall. personal chambers have long since been stripped of Dusty lumps of anthracite are scattered across the
any valuables. floor here, a pair of rusted shovels set against the wall.
17. Kitchen As well as being easily defensible, this area is free
This chamber now serves as the den of a pair of cack- of the stench and squalor that fills much of the rest of 23. Guard Hall
lefiend hyenas. An open well accesses a cistern filled the fortress. It makes a good place for the PCs to take This wide hall blocks access to the fortresss lower
with drinkable water. an extended rest. level with a portcullis controlled from the barracks.
Tactical Encounter: Great Hall. Tactical Encounter: Foiled Ambush (page 86). The desert brigands who occupy the fortress have
filled this area with supplies taken from caravans
18. Larder 20. Alehouse they have attacked. A rusted iron statue of a dwarf
A layer of rot and mold surrounds the roots of a lone This storage area contains only a few dry and miner stands on the stairwell landing below.
sussur tree. splintered kegs. Tactical Encounter: Guard Hall (page 81).
Tactical Encounter: Great Hall.

68
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

24. Latrine
This privy contains nothing of interest or use.
Tactical Encounter: Guard Hall.

25. Barracks
The miners, crafters, and guards of the Karak Lode
lived in this area, while the smaller side chamber
housed shift-captains. Six stone bunks stand here,
along with roughly made wooden tables, benches,
and chairs.
Tactical Encounter: Guard Hall.

26. Lower Guard Hall


This locked door controlled access to the fortresss
lower level.
Tactical Encounter: Guard Hall.

27. Lower Guard Post


When the fortress was occupied, guards here main-
tained a watch through the arrow slit looking out onto
the hall.
Tactical Encounter: Guard Hall.

28. Guardroom
A squad of guards watched over the empty cells in
area 29actually the secret entrance to the mines
below.

29. Dungeon 30. Storerooms 31. Crypts


Four cells with barred portcullis doors are empty
These chambers once held supplies for the main- The dwarves of Ironfell interred their dead here. The
except for stone cots and manacles set into the walls.
tenance and upkeep of the fortress. A fine layer of vaults were half filled (mostly with victims of mining
Set within the floor of one of the cells is the only
moldy debris is all that remains accidents or folk who died in the desert) by the time
entrance to the Karak Lode, but it cannot be detected
the mine was abandoned.
from this side as long as it is closed. See the Foiled
Tactical Encounter: Crypts (page 85).
Ambush tactical encounter (page 86) for more
information.

69
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

THE BIRDMAN
When the PCs first explore area 29, they find one
of the cells with a prisoner recently captured by a
patrol.

This ancient dungeon shows signs of recent use, with scuff


marks along the floor indicating traffic in both directions.
Four large cells stand in the center of the chamber, the
entrance of each blocked by a lowered portcullis con-
trolled by a nearby winch and pulley. From the darkness
ahead comes a bright chirping sound.

The southwest cell is occupied by an aged human


male, his lined face sporting a snow-white beard to
match his fringe of hair. He wears the garb of a simple
desert peasant, and appears to have not been here
long. Seven yellow canaries perch on his shoulders
and hop around his cell. The Birdman whistles and
chirps at his tiny charges. If spoken to, he simply nods
and smiles.
The prisoner offers no resistance and allows him-
self to be led about by the PCs. If any survivors from
the fortress are questioned, they state that the Bird-
man is a simple-minded peasant found wandering the
desert not far from Dunesend a few days before. He
was captured and brought here to feed the behir.
The Birdman wanders those areas of the fortress
already cleared out by the PCs, hiding from any sub-
sequent combat. He accepts food and water if it is
offered, smiling if spoken to but otherwise ignoring
the party.
The Birdman plays a role in the aftermath of the
Foiled Ambush encounter (page 86).

70
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

PART 3: THE LOST 2. Chaos Mines CONCLUSION


In the heart of Karak, this open gallery chamber leads
MINES OF KARAK off into a half-dozen shafts under excavation when In the Queens Retinue encounter, the PCs discover
the mines were lost. A vein of elemental energy passes how Shephatiah reopened the Karak Lode, and that
Beyond the secret portal in the dungeon lies the the naga works for unseen masters to whom the
through the cavern, bolstering the barlgura (Shepha-
Karak Lodenow the lair and sanctum of the real mines output is being shipped by way of the elemen-
tiahs devoted servant) that guards this area with the
Queen Shephatiah and her followers. The Karak tal rift.
help of a host of undead and monstrous creatures.
mines are a meandering series of tunnels extending If the PCs return to Dunesend, they are welcomed
Tactical Encounter: Chaos Mines (page 90).
deep underground. Karaks abandoned passages are as heroes. The folk of the village provide food and
not mapped. They contain nothing of interest and
3. Queens Retinue supplies for the partys return trip to Overlook.
play no part in the adventure. Once back in the mountain city, the PCs can relay
This deep cavern is the lair of Shephatiah, and the
In the areas the PCs explore, they notice seams their findings to Bram Ironfell. The dwarf is disheart-
place where the Queen of the Drylands and her fol-
of red stone glowing with a dull light. A DC 17 Dun- ened by the news, and he tells the PCs that he will
lowers make a final stand. A rift to the Elemental
geoneering or Nature check reveals that this is not leave the mines closed in order to prevent others from
Chaos lies at the bottom of a deep chasm herethe
a known Underdark phenomena. A DC 17 Arcana suffering the fate of his clanfolk who perished there.
source of the deadly energy that flooded the mines
check identifies the stuff as veins of raw elemental However, though Bram promises to seal off the mines,
and destroyed Clan Ironfell.
energy that has somehow leached into the natural the forces controlling Shephatiah have a long reach
Tactical Encounter: Queens Retinue (page 92).
world. and dark plans. Though neither the dwarf nor the
PCs know it yet, they are all caught up in a dark plot
1. Mine Entrance whose full extents have yet to be revealed.
The secret portal in the dungeon (area 29, above)
leads to a lift system descending down an 80-foot
passage. There, a final portcullis and guardroom are
defended by a force of troglodytes. Beyond lies access
to the dark caverns of the Karak Lode.
Tactical Encounter: Mine Entrance (page 88).

71
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

CLAN RIVALS If the bolters are spotted, or when the PCs


approach the ravine, read:
Encounter Level 6 (1,250 XP)
Over the crest of a large outcropping just beyond a ravine
Setup ahead, a crossbow appears, trained on your group. A
3 dwarf hammerers (D) scuff ling to the east reveals another dwarf bolter rising
2 dwarf bolters (B) from behind a hedge of screening brambles.
1 hell hound (D)
Show the dwarf bolters when they appear, but do not
As the PCs make their way across the Thornwaste, place the miniatures for the hammerers and the hell
they discover that dwarves of the rival Hammerfist hound unless they are spotted or until they attack.
Clan have caught wind of their expedition and seek to
steal the secret directions to the lost mines. 3 Dwarf Hammerers Level 5 Soldier
This ambush occurs after the partys fourth Medium natural humanoid XP 200
Initiative +4 Senses Perception +4; low-light vision
success or second failure in the Through the Thorn- HP 64; Bloodied 32
waste skill challenge (page 61). The area the PCs AC 23; Fortitude 18, Reflex 15, Will 17
pass through is thick with thorn brambles and stud- Saving Throws +5 against poison effects
Speed 5
ded with outcroppings of rock. The dwarves attack at
m Warhammer (standard; at-will) Weapon
dawn or sunset, depending on whether the PCs are +11 vs. AC; 1d10 + 3 damage.
traveling by day or night. M Shield Bash (minor; recharge 5 6 )

The PCs begin the encounter with their minia- +9 vs. Fortitude; 2d6 + 3 damage, and the target is knocked
prone or pushed 1 square (dwarf hammerers choice).
tures along the northern edge of the tactical map. The R Throwing Hammer (standard; at-will) Weapon
two dwarf hammerers are hiding in the brambles Ranged 5/10; +10 vs. AC; 1d6 + 3 damage.
with total concealment, while the other creatures in Stubborn (immediate interrupt, when an enemy tries to push
the dwarf or knock it prone; at-will)
the encounter are behind boulders and out of line of
The hammerer makes a melee basic attack against
sight. the enemy.
Stand Your Ground
If the PCs spot the dwarf hammerers, read: When an effect forces a dwarf to movethrough a pull,
a push, or a slidethe dwarf moves 1 square less than
the effect specifies. When an attack would knock the
Hidden within the brambles, two dwarves lie in wait, dwarf prone, the dwarf can roll a saving throw to avoid
warhammers in hand. falling prone.
Alignment Unaligned Languages Common, Dwarven
Skills Dungeoneering +11, Endurance +5
Str 17 (+5) Dex 10 (+2) Wis 14 (+4)
Con 16 (+5) Int 11 (+2) Cha 12 (+3)
Equipment plate armor, heavy shield, warhammer,
3 throwing hammers

72
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

2 Dwarf Bolters
Medium natural humanoid
Level 4 Artillery
XP 175
Tactics Treasure: In addition to any treasure you place
here (see Treasure Parcels, page 59), one of the
Initiative +5 Senses Perception +8; low-light vision The bolters open fire while the hammerers charge
HP 46; Bloodied 23 dwarves bears a fist-and-hammer crest on the side of
forward in an attempt to force the PCs into the ravine.
AC 17; Fortitude 16, Reflex 16, Will 14 his warhammer. A DC 15 History check (DC 10 for
If the PCs attempt to cross the ravine, the third ham-
Saving Throws +5 against poison effects a resident of Elsir Vale) recognizes the crest as that of
Speed 5 merer releases the hell hound to charge them, then
Hammerfist, a clan of local dwarves that have long
m Warhammer (standard; at-will) Weapon follows quickly behind.
+8 vs. AC; 1d10 + 2 damage. been bitter rivals of the Ironfells.
The hell hound tries to catch any PCs in the ravine
R Crossbow (standard; at-will) Weapon One of the dwarves also carries a journal hinting
Ranged 15/30; +10 vs. AC; 1d8 + 3 damage. in its fiery breath while the hammerer attacks anyone
at his clans hunger to claim the lost Karak Lode in
Aimed Shot trying to climb out.
The dwarf bolter gains a +2 bonus to attack rolls and defiance of Clan Ironfell. This journal makes note
The dwarves are sure of their combat superiority.
deals an extra 1d6 damage with ranged attacks against of the secret route to the mine being discovered
They and their hell hound fight to the death.
creatures that dont have cover. months before, but makes no mention of who did so.
Stand Your Ground
When an effect forces a dwarf to movethrough a pull, Features of the Area
a push, or a slidethe dwarf moves 1 square less than
Illumination: Dim light.
the effect specifies. When an attack would knock the
dwarf prone, the dwarf can roll a saving throw to avoid Thorn Brambles: These thick, thorny brambles
falling prone. grow to a height of 8 feet and are difficult terrain.
Alignment Unaligned Languages Common, Dwarven Within the brambles, adjacent creatures have con-
Skills Dungeoneering +10, Endurance +7
cealment, while creatures not adjacent have total
Str 14 (+4) Dex 16 (+5) Wis 12 (+3)
Con 16 (+5) Int 11 (+2) Cha 10 (+2) concealment.
Equipment chainmail, warhammer, crossbow with 20 bolts Boulders: These 5-foot-high rocks provide cover.
A boulder can be climbed with a DC 10 Athletics
Hell Hound Level 7 Brute check. A creature on top of a boulder reduces conceal-
Medium elemental beast (fire) XP 300
ment for creatures in the brambles within 4 squares
Initiative +5 Senses Perception +11
Fire Shield (Fire) aura 1; any creature that enters or begins its of it, from full concealment to concealment, or from
turn in the aura takes 1d6 fire damage. concealment to none.
HP 96; Bloodied 48 Rock Outcropping: These outcroppings of basalt
AC 20; Fortitude 18, Reflex 17, Will 18
Resist 20 fire stand 20 feet high and can be climbed with a DC 15
Speed 7 Athletics check. Creatures on top of an outcropping
m Bite (standard; at-will) Fire have superior cover against creatures below.
+10 vs. AC; 1d8 + 2 plus 1d8 fire damage.
Ravine: This ravine is 10 feet deep with steep,
C Fiery Breath (standard; recharge 4 5 6 ) Fire
Close blast 3; +9 vs. Reflex; 2d6 + 3 fire damage. crumbling sides. A creature in the ravine has cover
Alignment Unaligned Languages against all creatures not adjacent to the edge.
Str 14 (+5) Dex 14 (+5) Wis 17 (+6) Scaling the sides of the ravine requires a DC 15
Con 16 (+6) Int 2 (1) Cha 10 (+3)
Athletics check.

73
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

THE WARDEN As the PCs approach, read: Juvenile Behir Thunderlance


Large natural magical beast (reptile)
Level 10 Artillery
XP 500
Initiative +6 Senses Perception +7, darkvision
Encounter Level 8 (1,750 XP) In the center of the settlement, sun-darkened human villagers HP 87; Bloodied 43
observe in angry silence as a massive gnoll raises a blood- AC 22; Fortitude 24, Reflex 22, Will 22
Setup flecked flail over its head. At its feet, a human male lies dead. Resist 15 lightning
Speed 8, climb 4
The Warden, gnoll demonic scourge (G) Behind the gnoll coils a serpentine creature with glittering blue
m Bite (standard; at-will)
1 behir (B) scales and dozens of legs. It watches the villagers hungrily. +17 vs. AC; 1d8 + 5 damage.
3 satyr rakes (R) R Lightning Breath (standard; recharge 3 4 5 6 )
Lightning
12 villagers (V) The satyrs remain hidden in the briars off the map until
Area blast 1 within 10; +15 vs. Reflex; 3d6 + 5 lightning
the PCs make a move. (They are loyal to Shephatiah but damage, and all creatures adjacent to the target take 5
The PCs arrival in Dunesend comes at a critical not anxious to get in the Wardens way.) Do not place lightning damage. Miss: Half damage.
moment. Believing that the villagers are holding out their miniatures unless they are spotted or attack. R Thunder Lance (standard; encounter) Lightning
The behir thunderlance sends a spear of crackling electricity
on tribute of crops and livestock to Queen Shepha-
from its mouth. The behir thunderlance targets up to two
tiah, the Warden has decided to teach them a deadly The Warden, Level 8 Brute (Leader) Gnoll Demonic Scourge creatures with its thunder lance; the first target must be
lesson. In addition to his behir, the Warden has a trio Medium natural humanoid XP 350 within 10 squares of the behir, and the second target must
Initiative +6 Senses Perception +7; low-light vision be within 10 squares of the first; +15 vs. Reflex; 3d8 + 5
of satyr rakes patrolling the perimeter of the village. Leader of the Pack aura 5; allies in the aura gain a +1 bonus lightning damage, and the target is pushed 2 and
The satyrs are hidden as the PCs approach. to attack rolls. While this creature is bloodied, the bonus knocked prone.
increases to +2. M Devour (standard; sustain minor; recharge when no creature
HP 106; Bloodied 53 is affected by this power)
Perception Check
AC 20; Fortitude 21, Reflex 18, Will 18 +19 vs. Reflex; 2d8 + 4 damage and the target is grabbed
DC 12: A rustling in the thorny bracken reveals the Speed 5 (until escape). While grabbed, the grabbed creature is pulled
presence of a creature ahead. m Heavy Flail (standard; at-will) Weapon into the behirs space, is restrained, and can only target the
DC 17: You catch a glimpse of a bearded face, its forehead +13 vs. AC; 2d6 + 5 damage, or 2d6 + 7 while bloodied; behir. The behir thunderlance can sustain the power as a
against a bloodied enemy, this attack also knocks the minor action, dealing 10 damage and maintaining the grab.
marked with goats horns. It snarls as it turns and races target prone; see also pack attack. After escaping, the target is placed in any square adjacent to
away to the south, quickly disappearing within the briars. Bloodthirst the behir.
If the gnoll demonic scourge bloodies an enemy with a Alignment Unaligned Languages Common
melee attack, an ally adjacent to the enemy can make a Skills Athletics +14
As the PCs enter Dunesend, read:
melee attack against that enemy as an immediate reaction. Str 19 (+9) Dex 13 (+6) Wis 14 (+7)
Overwhelming Attack (free; encounter) Con 21 (+10) Int 7 (+3) Cha 12 (+6)
You crest a low rise to see the expanse of thorns suddenly The gnoll demonic scourge applies its bloodthirst power to
end, a great sea of sand beyond it. At the transition from the two allies instead of one.
Pack Attack
Thornwaste to the desert, a decrepit village sprawls, its huts The gnoll demonic scourge deals an extra 5 damage on
and fields spreading to either side of an ancient stone tower. melee attacks against an enemy that has two or more of
A sudden cry of pain drifts toward you on the wind. the demonic scourges allies adjacent to it.
Alignment Chaotic evil Languages Abyssal, Common
Skills Insight +10, Intimidate +13, Religion +10
Str 20 (+9) Dex 14 (+6) Wis 12 (+5)
Con 16 (+7) Int 13 (+5) Cha 15 (+6)
Equipment hide armor, heavy flail

74
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

3 Satyr Rakes Level 7 Skirmisher The satyrs make their first attacks with supe-
Medium fey humanoid XP 300
rior cover from behind the northernmost houses.
Initiative +9 Senses Perception +9; low-light vision
HP 80; Bloodied 40 The rakes make shortbow attacks against lightly
AC 21; Fortitude 18, Reflex 19, Will 19 armored PCs until they are pressed into melee.
Speed 6 They then draw short swords, fighting close to
m Short Sword (standard; at-will) Weapon
the warden to take advantage of his bloodthirst
+12 vs. AC; 1d6 + 4 damage.
r Shortbow (standard; at-will) Weapon and pack attack powers.
Ranged 15/30; +12 vs. AC; 1d8 + 4 damage. The Warden and his behir fight to the
M Feint (move; at-will)
death. The satyrs are strictly hired help, and
+10 vs. Reflex; the satyr rake gains combat advantage
against the target (see below). they flee if the Warden and the behir are
M Harrying Attack (standard; recharge 5 6 ) Weapon both killed.
The satyr rake makes a basic attack, shifts 3 squares, and
makes another basic attack.
Combat Advantage
Features of the Area
The satyr rake deals an extra 2d6 damage against any target Illumination: Bright light (sunlight by
it has combat advantage against. day; lanterns hanging on the adjacent buildings
Alignment Unaligned Languages Common, Elven
at night).
Skills Bluff +12, Nature +9, Stealth +12
Str 12 (+4) Dex 18 (+7) Wis 12 (+4) Wooden Huts: The huts of the villagers are
Con 16 (+6) Int 10 (+3) Cha 18 (+7) crudely constructed of mud and bramblewood
Equipment leather armor, short sword, shortbow, quiver of thatch. A hut can be climbed with a DC 10
30 arrows
Athletics check. A creature on the roof of a hut has
cover against creatures on the ground. The wall of a
Tactics hut can be broken through with a DC 13 Strength
The Warden and the behir turn their attention to the check. A hut provides superior cover to anyone
PCs as soon as they are spotted. The villagers flee for inside it.
cover and do not return until the battle is over. Stone Tower: The stone walls of this three-story
The Warden wades into melee with his heavy flail dwarf-built tower still stand strong, though its wooden
against the most powerful looking combatants. Once interior floors have long since rotted away. It has no
the banshrae and satyrs arrive, he stays close to them door, but creatures within the open doorway gain
to maximize the effect of his bloodthirst and pack attack cover against those outside.
powers. Covered Well: The low stone wall that surrounds
The behir stays at the edge of melee to make this well provides cover to anyone behind it. Its
breath weapon attacks against spellcasters and wooden roof is supported on stanchions 8 feet above
ranged combatants. While waiting for its breath the ground. The well is 60 feet deep and holds 10 feet
weapon to recharge, it makes bite attacks against the of cool, fresh water.
closest foes.

75
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

DESERT PATROL When the PCs first see a razorclaw stalker, read:

Encounter Level 6 (1,200 XP) A bestial humanoid suddenly rises from the ground, the
layer of sand that concealed it streaming down its mottled
Setup brown cloak. It wields a razor-sharp short sword, snarling
1 howling hag (H) as it attacks.
3 razorclaw stalkers (R)
When the PCs see the hag in her true form, read:
As they make their way across the desert, the PCs are
harried by one of Queen Shephatiahs patrols. As the The old womans form shimmers like heat haze. In her place
PCs approach from the north, the razorclaw stalk- stands a wizened hag, pointed teeth bared in a hideous
ers spot their dust from behind the cover of the dune smile as she laughs.
ridge.
The razorclaws cover themselves with cloaks and Howling Hag Level 7 Controller
a layer of sand that grants them total concealment. Medium fey humanoid XP 300
Initiative +7 Senses Perception +10; low-light vision
Do not place their miniatures unless they are spotted Baleful Whispers (Psychic) aura 5; an enemy that ends its turn
or until the PCs attack. The howling hags miniature in the aura takes 1d6 psychic damage.
should reflect her human form. HP 83; Bloodied 41; see also shriek of pain
AC 21; Fortitude 20, Reflex 19, Will 18
Resist 10 thunder
As the PCs enter the area, read: Speed 6; see also fey step
m Quarterstaff (standard; at-will) Weapon

Ahead, a figure emerges from a haze of wind-blown +9 vs. AC; 1d8 + 4 damage.
C Howl (standard; at-will) Thunder
sand. The emaciated form of an elderly human female Close blast 5; +10 vs. Fortitude; 1d6 + 4 thunder damage,
crawls toward you on hands and knees, her face lined and and the target is pushed 3 squares.
sunburned beneath the hood of a ragged cloak. Her voice C Shriek of Pain (standard; recharges when first bloodied)
Thunder
raised against the wind, she calls out: Turn back! Nothing
Close blast 5; +8 vs. Fortitude; 3d6 + 4 thunder damage,
but death awaits you in the heart of the desert! or 3d6 + 9 thunder damage if the howling hag is bloodied.
Miss: Half damage.
Perception Check Change Shape (minor; at-will) Polymorph
A howling hag can alter its physical form to appear as an
DC 22: A cloaked form lies on the ground a short distance old crone of any Medium humanoid race (MM 280).
behind the old woman, all but invisible beneath a thin layer Fey Step (move; encounter) Teleportation
of sand. The howling hag can teleport 10 squares.
Alignment Evil Languages Common, Elven
Skills Bluff +11, Insight +10, Intimidate +11, Nature +10
The PCs have a chance to spot the closest razorclaw Str 18 (+7) Dex 18 (+7) Wis 15 (+5)
stalker, but the rest are out of line of sight on the other Con 19 (+7) Int 12 (+4) Cha 16 (+6)
side of the dune ridge. Equipment quarterstaff

76
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

3 Razorclaw Stalkers
Medium natural humanoid, shifter
Level 7 Skirmisher
XP 300
Tactics Features of the Area
Initiative +7 Senses Perception +9; low-light vision The howling hag in crone form attempts to lure the Illumination: Bright light by day; dim light at
HP 79; Bloodied 39 PCs toward her through the soft sand. With a success- night.
AC 21; Fortitude 20, Reflex 20, Will 18; see also razorclaw
ful Insight check made against her Bluff check (+11), Sand Dunes: The hard-packed sand in this area
shifting
Speed 6; see also razorclaw shifting a PC senses that all is not as it appears. As soon as two rises and falls in sweeping dunes. The direction
m Short Sword (standard; at-will) Weapon or more PCs come within 5 squares of her (or if she is of each dunes slope is indicated on the map. The
+13 vs. AC; 1d6 + 4 damage; see also skirmish.
attacked at once), the hag unleashes her shriek of pain upward slope of a dune is difficult terrain, but moving
M Short Sword Riposte (free, when an enemy makes an
opportunity attack against the razorclaw stalker; at-will) and uses fey step to teleport to the south side of the along the downward slope incurs no penalty. Crea-
Weapon dune ridge. She then changes into her natural form, tures on opposite sides of a dune slope have cover
The razorclaw stalker makes a short sword attack against using howl to push PCs into areas of soft sand and against each other.
the enemy.
staying out of melee with fey step. Soft Sand: These patches of deep shifting sand are
Skirmish +1d6
If, on its turn, the razorclaw stalker ends its move at least 4 The razorclaw stalkers hold their positions until difficult terrain. Additionally, movement through soft
squares away from its starting point, it deals an extra 1d6 the PCs cross over the dune ridge in pursuit of the sand requires a DC 17 Acrobatics or Athletics check.
damage on its attacks until the start of its next turn.
howling hag. They then rise from hiding and attack. On a failed check, a creature is restrained as its move-
Razorclaw Shifting (minor, usable only while bloodied;
encounter) They stay in constant motion to make use of their skir- ment stops and it sinks up to its knees.
Until the end of the encounter or until rendered uncon- mish power, while trusting their short sword riposte to With a DC 20 Nature check, a creature recognizes
scious, the razorclaw stalker gains +2 speed and a +1 turn opportunity attacks against their foes. all the squares of soft sand adjacent to it. (Seeing a
bonus to AC and Reflex defense.
creature sink in soft sand automatically warns other
Alignment Unaligned Languages Common
Skills Acrobatics +12, Stealth +12, Streetwise +8 creatures of the effect in that square.) The razorclaw
Str 18 (+7) Dex 14 (+5) Wis 13 (+4) stalkers and the howling hag know the location of all
Con 15 (+5) Int 12 (+4) Cha 11 (+3) patches of soft sand in the area.
Equipment leather armor, short sword

77
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

GATEHOUSE Queen Shephatiah has placed a group of troglo- with iron stands closed. Halfway along the corridor, a
dytes on guard at the entrance to the fortress. After rusty portcullis blocks further movement. The sand that
Encounter Level 7 (1,450 XP) several months with no sign of anyone even approach- has drifted in to cover the corridor f loor is well marked by
ing Karak (never mind attacking), their attention to recent footprints and signs of heavy objects being dragged.
Setup duty has grown lax.
1 troglodyte curse chanter (C) The troglodytes have placed straw dummies Perception Check
2 troglodyte impalers (I) in front of the arrow slits facing the entrance hall, DC 7: Dark figures loom on the other side of the closest
2 troglodyte maulers (M) hoping to create the appearance that the fortress is arrow slits, silently watching you. A foul odor comes from
well guarded or haunted. This facade is also designed beyond.
This encounter takes place in areas 1, 2, 3, 4, 5, and 6 to distract intruders attention from the portcullis trap DC 12 (automatic if a light source is introduced
of the fortress map. the troglodytes have prepared. into the arrow slit): The unmoving figure is a crudely
made straw dummy, an old dwarven helm on its head and
Troglodyte Level 8 Controller (Leader) When the PCs enter this area, read: an ancient polearm lashed to it with rope.
Curse Chanter DC 17: The shadows of the corridor ceiling conceal a deep
Medium natural humanoid (reptile) XP 350
The darkened entry corridor extends inward between rows groove 10 feet before the stone door. Spikes can be seen
Initiative +5 Senses Perception +13; darkvision
Troglodyte Stench aura 1; living enemies in the aura take a of arrow slits. At the far end, a massive stone gate banded within, another portcullis there, ready to be dropped.
2 penalty to attack rolls.
HP 93; Bloodied 46
AC 23; Fortitude 22, Reflex 17, Will 22
Speed 5
m Quarterstaff (standard; at-will) Weapon
+12 vs. AC; 1d8 + 2 damage.
m Claw (standard; at-will)
+10 vs. AC; 1d4 + 2 damage.
R Poison Ray (standard; at-will) Poison
Ranged 10; +11 vs. Fortitude; 1d6 + 5 poison damage, and
the target is weakened (save ends).
R Cavern Curse (standard; recharge 3 4 5 6 ) Necrotic
Ranged 5; +11 vs. Fortitude; the target takes ongoing 5
necrotic damage and is slowed (save ends both).
C Tunnel Grace (minor 1/round; recharge 4 5 6 )
Close burst 10; all allies in the burst gain +5 speed until the
end of the troglodyte shamans next turn.
C Chant of Renewal (standard; encounter) Healing
Close burst 5; bloodied allies in the burst regain 15 hit
points.
Alignment Chaotic evil Languages Draconic
Skills Dungeoneering +13, Endurance +14, Religion +9
Str 15 (+6) Dex 12 (+5) Wis 18 (+8)
Con 21 (+9) Int 10 (+4) Cha 14 (+6)
Equipment robes, quarterstaff, skull mask

78
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

2 Troglodyte Impalers Level 7 Artillery 2 Troglodyte Maulers Level 6 Soldier Stone Gates: The stone gates are closed and
Medium natural humanoid (reptile) XP 300 Medium natural humanoid (reptile) XP 250
barred from within with rough timbers (Strength DC
Initiative +5 Senses Perception +9; darkvision Initiative +6 Senses Perception +5; darkvision
Troglodyte Stench aura 1; living enemies in the aura take a 2 Troglodyte Stench aura 1; living enemies in the aura take a 18 to break through).
penalty to attack rolls. 2 penalty to attack rolls. Rusted Portcullises: The southern portcullis is
HP 69; Bloodied 34 HP 74; Bloodied 37 down but its winch (on the second level of this area) is
AC 22; Fortitude 22, Reflex 19, Will 18 AC 22; Fortitude 21, Reflex 18, Will 19
damaged. It cannot be locked in place (up or down),
Speed 5 Speed 5
m Spear (standard; at-will) Weapon m Greatclub (standard; at-will) Weapon and can be lifted with a DC 15 Strength check.
+11 vs. AC; 1d8 + 4 damage. +12 vs. AC; 2d4 + 4 damage, and the target is marked until If the northern portcullis is dropped from above
m Claw (standard; at-will) the end of the troglodyte maulers next turn.
by the troglodyte impalers, it can be locked in place,
+9 vs. AC; 1d4 + 4 damage. m Claw (standard; at-will)
r Javelin (standard; at-will) Weapon +10 vs. AC; 1d4 + 4 damage. requiring a DC 23 Strength check to raise or break
Ranged 10/20; +12 vs. AC; 1d6 + 4 damage. M Bite (minor 1/round; at-will) through.
R Impaling Shot (standard; recharge 3 4 5 6 ) Weapon Requires combat advantage; +10 vs. Fortitude; 1d6 + 4 A character at the winch on the second level can
Requires javelin; ranged 10; +12 vs. AC; 2d6 + 4 damage, damage, and until the end of the troglodyte maulers next
lower the northern portcullis as a minor action,
and the troglodyte impaler makes a secondary attack turn, healing on the target restores only half the total
against the same target. Secondary Attack: +10 vs. amount. or can raise it with two move actions and a DC 10
Fortitude; the target is restrained (save ends). R Javelin (standard; at-will) Weapon Strength check. The portcullis can also be raised or
Alignment Chaotic evil Languages Draconic Ranged 10/20; +12 vs. AC; 1d6 + 4 damage.
lowered in 1 round by anyone bearing an Ironfell
Skills Athletics +12, Endurance +13 Alignment Chaotic evil Languages Draconic
Str 19 (+7) Dex 14 (+5) Wis 13 (+4) Skills Athletics +12, Endurance +12 signet ring that is touched to the bars or the winch (a
Con 21 (+8) Int 7 (+1) Cha 9 (+2) Str 18 (+7) Dex 12 (+4) Wis 15 (+5) minor action).
Equipment spear, quiver of 6 javelins Con 18 (+7) Int 6 (+1) Cha 8 (+2) Arrow Slits and Murder Holes: These apertures
Equipment greatclub, 2 javelins
provide superior cover to creatures on either side of
Tactics The troglodyte maulers target PCs trapped north them. However, they allow attacks to be made only in
As long as the troglodytes remain behind arrow slits of the portcullis, hurling javelins through the arrow the two squares adjacent to them. A creature standing
and murder holes, the PCs are unaffected by their slits. in a square adjacent to the wall 5 feet or more from an
stench. All the creatures here are content to snipe at the arrow slit cannot be seen by anyone on the other side.
If possible, the troglodytes wait until two or more PCs from behind cover. If the PCs break through the Creatures on the second level more than 5 feet from a
PCs have reached the gates before springing their gates, all the troglodytes rush to the first level. They murder hole cannot be seen by creatures below.
trap. At that point, the curse chanter releases the attempt to keep the PCs in the corridor as they fight
northern portcullis with a minor action, locking it in to the death.
place. It then attacks PCs south of the portcullis with
poison ray and cavern curse, targeting them through Features of the Area
one of the murder holes in the floor. Illumination: During the day, the entrance cor-
The troglodyte impalers fling javelins through the ridor is filled with bright light for 10 squares, while
murder holes against targets south of the portcullis, sunlight through the southern arrow slits fills both
using their impaling shot as often as possible. gatehouses with dim light. The rest of this area is
dark.
Ceiling: 20 feet high.

79
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

COURTYARD Carrion Crawler


Large aberrant beast
Level 7 Controller
XP 300
4 Harpies
Medium fey humanoid
Level 6 Controller
XP 250
Initiative +6 Senses Perception +5; darkvision Initiative +5 Senses Perception +5
Encounter Level 6 (1,300 XP) HP 81; Bloodied 40 HP 71; Bloodied 35
AC 20; Fortitude 19, Reflex 18, Will 17 AC 20; Fortitude 17, Reflex 17, Will 19
Setup Speed 6, climb 6 (spider climb) Resist 10 thunder
m Tentacles (standard; at-will) Poison Speed 6, fly 8 (clumsy)
1 carrion crawler (C)
Reach 2; +10 vs. Fortitude; 1d4 + 5 damage, and the target m Claw (standard; at-will)
4 harpies takes ongoing 5 poison and is slowed (save ends both). First +11 vs. AC; 1d8 + 2 damage.
Failed Save: The target is immobilized instead of slowed C Alluring Song (standard; sustain minor; at-will) Charm
(save ends). Second Failed Save: The target is stunned instead Close burst 10; deafened creatures are immune; +12 vs.
The carrion crawler lairs out of sight beneath the
of immobilized (save ends). Saving throws made against the Will; the target is pulled 3 squares and immobilized (save
great sand pile that has collected beneath the hole in carrion crawlers paralytic tentacles take a 2 penalty. ends). When the harpy sustains the power, any target that
the ceiling. The harpies begin the encounter in their M Bite (standard; at-will) has not yet saved against the effect is pulled 3 squares and
lair on the bluff above the hole, out of line of sight +12 vs. AC; 1d10 + 5 damage. immobilized (save ends).
Alignment Unaligned Languages C Deadly Screech (standard; recharge 5 6 ) Thunder
from below. Do not place the monsters miniatures
Str 20 (+8) Dex 16 (+6) Wis 14 (+5) Close burst 4; +12 vs. Fortitude; 1d6 + 4 thunder damage,
unless they are spotted or until they attack. Con 17 (+6) Int 2 (1) Cha 16 (+6) and the target is dazed (save ends).
Alignment Evil Languages Common
When the PCs can see into this area, read: Perception Check Skills Stealth +10
DC 25: Within the sand pile, something is stirring. Str 15 (+5) Dex 15 (+5) Wis 14 (+5)
Con 15 (+5) Int 10 (+3) Cha 19 (+7)
The ceiling of this huge pillared chamber has collapsed, a
great pile of sand collecting near the east wall. Three sets of The carrion crawler bursts from the sand pile when Features of the Area
doors exit this area, arrow slits lining the walls high above. the first PC passes the midpoint of the room.
Illumination: Dim light by day; dark at night.
Ceiling: 40 feet high. The hole rises through 10
Tactics feet of rough rock to the top of the bluff beyond.
The carrion crawler makes tentacle attacks against
Pillars: These provide cover and can be climbed
any PCs within reach, focusing on targets previously
with a DC 15 Athletics check.
immobilized or stunned.
Sand Pile: This pile of wind-blown sand stands
The harpies fly down in the second round, using
10 feet high and is difficult terrain. It takes a DC 12
their alluring song to pull PCs into melee with the
Acrobatics or Athletics check to move through the
carrion crawler. The crawler has gained immunity to
area of the sand pile.
their alluring song but takes damage from their deadly
screech.
If two harpies are killed, the survivors flee through
the hole in the ceiling once both are bloodied. The
carrion crawler fights to the death.

80
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

GUARD HALL 2 Longtooth Hunters


Medium natural humanoid, shifter
Level 6 Soldier
XP 250
Iron Cobra Guardian Level 6 Skirmisher
Medium natural animate (construct, homunculus) XP 250
Initiative +7 Senses Perception +9; low-light vision Initiative +7 Senses Perception +9; darkvision
Encounter Level 5 (1,125 XP) HP 71; Bloodied 35 HP 75; Bloodied 37
AC 22; Fortitude 20, Reflex 17, Will 16 AC 20; Fortitude 20, Reflex 18, Will 17
Setup Speed 5 Immune disease, poison
m Longsword (standard; at-will) Weapon Speed 7; see also slithering shift
2 longtooth hunters (L)
+12 vs. AC; 1d8 + 5 damage, and the target is marked until m Bite (standard; at-will) Poison
1 iron cobra guardian (I) the end of the longtooth hunters next turn. +11 vs. AC; 1d8 + 3 damage, and ongoing 5 poison damage
5 human lackeys (H) M Hamstring (standard; encounter) Weapon (save ends).
The longtooth hunter makes a longsword attack. If the R Poison the Mind (standard; recharge 3 4 5 6 ) Psychic
attack hits, it makes a secondary attack against the same Ranged 10; only affects creatures taking ongoing poison
This encounter takes place in areas 23, 24, 25, 26, target. Secondary Attack: +9 vs. Reflex; the target is slowed damage; +8 vs. Will; the target is dazed and slowed (save
and 27 of the fortress map. (save ends). ends both); see also guard area.
The guards stationed here are charged with pre- Follow Quarry (immediate reaction, when an adjacent enemy Guard Area
shifts; at-will) The iron cobra has been attuned to guard the landing of
venting access to the lower level. The portcullis is
The longtooth hunter shifts toward the enemy. the stairwell, as well as the first 2 squares up and down the
always down and locked. One human lackey pulls Longtooth Shifting (minor, usable only while bloodied; adjacent stairs. It defends this area with its life. The iron
watch duty in the hallway while the others eat or encounter) Healing cobra can use its poison the mind power against any creature
Until the end of the encounter or until rendered uncon- in its guarded area, even if the power hasnt recharged and
sleep in the barracks. The longtooth hunters maintain
scious, the longtooth hunter gains a +2 bonus to damage even if the target isnt taking ongoing poison damage.
a post down below. Do not place the other lackeys, the rolls. In addition, for as long as it is bloodied, the longtooth Slithering Shift (move; at-will)
longtooth hunters, or the iron cobra unless they are hunter gains regeneration 2. The iron cobra shifts 3 squares as a move action.
spotted or until they attack. Alignment Unaligned Languages Common Alignment Unaligned Languages
Skills Athletics +14, Endurance +11, Nature +9 Skills Stealth +10
Str 20 (+8) Dex 14 (+5) Wis 13 (+4) Str 17 (+6) Dex 15 (+5) Wis 13 (+4)
When the PCs can see into the first section of Con 15 (+5) Int 10 (+3) Cha 9 (+2) Con 19 (+7) Int 5 (+0) Cha 12 (+4)
corridor, read: Equipment chainmail, light shield, longsword
5 Human Lackeys Level 7 Minion
The statues ornate steel belt is actually an iron cobra Medium natural humanoid XP 75
The corridor ahead is stacked high with boxes, barrels, and
charged with guarding this area. Initiative +3 Senses Perception +4
crates. Beyond them, a lowered portcullis blocks access to a
HP 1; a missed attack never damages a minion.
wide stairway leading down. A single human male, his face AC 19; Fortitude 17, Reflex 14, Will 15; see also mob rule
Perception Check
and cloak tanned by the sun, stands guard here. Speed 6
DC 17: What appeared to be a steel belt is some sort of m Club (standard; at-will) Weapon
creature or construct, moving slowly as you approach. +12 vs. AC; 6 damage.
When the PCs have a good view of the stairwell, Mob Rule
read: The human lackey gains a +2 power bonus to all defenses
The iron cobra maintains its position as part of the while at least two other human lackeys are within 5
stairwell sculpture until the PCs enter its guarded squares of it.
Halfway down the stairs is a landing upon which stands a
area (see the statistics block). Alignment Unaligned Languages Common
rusted iron statue of a dwarf, an upraised pickaxe in one Str 16 (+6) Dex 11 (+3) Wis 12 (+4)
hand and a smiths hammer in the other. Around its waist
is a gleaming steel belt.
Tactics Con 14 (+5) Int 10 (+3)
Equipment leather armor, club
Cha 13 (+4)

The human lackey on guard shouts out as soon as he


sees the PCs. The others emerge from the barracks

81
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

1 round later (or 1 round after they hear any sound


of combat in the corridor). The lackeys fight in close
proximity to take advantage of their mob rule power,
flanking for combat advantage if possible.
At any sound of combat from above, the longtooth
hunters move onto the stairs and wait for the PCs to
come through the portcullis. They open with ham-
string attacks, then flank with their longswords. Once
bloodied, they use longtooth shifting to stay in the fight.
The iron cobra attacks any PCs that enter its
guarded area, using poison the mind as often as possible.

Development
If any of these guards are captured and interro-
gated, they reveal what they know of the complex
in exchange for their freedom. However, their
knowledge is incomplete. They believe that Queen
Shephatiah is an eladrin who lairs in the great hall,
and they know nothing of the mines below the for-
tress. See area 16 (page 68) and the Great Hall
encounter (page 83) for more information.
minor action. The portcullis can also be raised or Tables and Benches: A long trestle table with benches
Features of the Area lowered in 1 round by anyone bearing an Ironfell has been haphazardly constructed from old crates. An
Illumination: Lanterns shed bright light in the signet ring that is touched to the bars or the winch old table and a set of chairs sized for dwarves occupies
barracks, the upper corridor, and the lower guard (a minor action). the side room, but these are so full of dry rot that they
post. Dim light on the stairs and the landing. Barracks: This area housed the miners, crafters, crumble into dust and splinters if used.
Ceiling: 20 feet high. and guards of the Karak Lode, while the smaller Lower Guardroom: A single bunk and table with
Crates and Boxes: These low stacks of crates and side chamber housed shift-captains. The stairs two chairs occupies this small chamber. An arrow slit
boxes provide cover and are difficult terrain. They lead up to another barracks that is not part of this looks out into the corridor beyond. The door is locked
hold rations stolen from Dunesend and a handful of encounter area. (the longtooth hunters each have a key).
caravans attacked by Queen Shephatiahs raiders. Bunks: These triple-deck stone bunks are anchored Iron Statue: The statue on the landing stands 10
Rusted Portcullis: The portcullis is locked in to floor and ceiling. A few are in use by the guards, feet tall and depicts a dwarf miner of the Ironfell Clan.
place, requiring a DC 23 Strength check to raise or and are covered by rough mattresses and threadbare
break through. A character at the winch in the bar- blankets. The side chamber holds double bunks of
racks can raise the portcullis with two move actions similar construction, though these remain unused.
and a DC 10 Strength check, or can lower it as a

82
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

GREAT HALL
Encounter Level 8 (1,625 XP)

Setup
1 dryad (D)
5 human lackeys (H)
1 longtooth hunter (L)
2 cacklefiend hyenas (C)

This encounter takes place in areas 13, 14, 15, 16, 17,
and 18 of the fortress map.
Queen Shephatiah has placed a loyal dryad
follower in command of the fortress, creating an
effective decoy in the event that intruders manage to
slip past the defenders of the upper levels. The real
queens duplicity extends so far as to having all her
servants in the fortress believe that this dryad is their
true leader. The dryad cloaks herself in the illusion of
an eladrin female.

Dryad Level 9 Skirmisher 5 Human Lackeys Level 7 Minion


When the PCs enter this area, read: Medium fey humanoid (plant) XP 400 Medium natural humanoid XP 75
Initiative +9 Senses Perception +12 Initiative +3 Senses Perception +4
The heavy scent of decay is sharp here. Strange trees with HP 92; Bloodied 46 HP 1; a missed attack never damages a minion.
AC 23; Fortitude 22, Reflex 21, Will 21 AC 19; Fortitude 17, Reflex 14, Will 15; see also mob rule
silver-gray bark and gnarled branches rise almost to the
Speed 8 (forest walk) Speed 6
ceiling, their thick roots punching down into the stone of the m Claws (standard; at-will) m Club (standard; at-will) Weapon
floor. Atop a dais to the north, an eladrin female sits upon +14 vs. AC; 1d8 + 4 damage, or 1d8 + 9 damage if the +12 vs. AC; 6 damage.
an ornate throne. Five human brigands and a shifter warrior target is the only enemy adjacent to the dryad. Mob Rule
Deceptive Veil (minor; at-will) Illusion The human lackey gains a +2 power bonus to all defenses
stand between you and the throne, moving to attack. The dryad can disguise itself to appear as any Medium while at least two other human lackeys are within 5
humanoid, usually a beautiful elf or eladrin. A successful squares of it.
If a PC succeeds on an Insight check opposed to Insight check (opposed by the dryads Bluff check) pierces Alignment Unaligned Languages Common
the disguise. Str 16 (+6) Dex 11 (+3) Wis 12 (+4)
the dryads Bluff, read:
Treestride (move; at-will) Teleportation Con 14 (+5) Int 10 (+3) Cha 13 (+4)
The dryad can teleport 8 squares if it begins and ends adja- Equipment leather armor, club
As if a veil had been lifted, you see through the corporeal cent to a tree, a treant, or a plant of Large size or bigger.
disguise of the eladrin queen, revealing a foul humanoid Alignment Evil Languages Common, Elven
Skills Bluff +10, Insight +12, Stealth +12
plant creature beneath. Str 19 (+8) Dex 17 (+7) Wis 17 (+7)
Con 12 (+5) Int 10 (+4) Cha 13 (+5)

83
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

Longtooth Hunter Level 6 Soldier 2 Cacklefiend Hyenas Level 7 Brute with bas-reliefs of dwarf miners at work. The throne
Medium natural humanoid, shifter XP 250 Large elemental beast XP 300
provides superior cover to anyone who squeezes
Initiative +7 Senses Perception +9; low-light vision Initiative +5 Senses Perception +11; low-light vision
HP 71; Bloodied 35 HP 96; Bloodied 48; see also acid bloodspurt behind it.
AC 22; Fortitude 20, Reflex 17, Will 16 AC 19; Fortitude 20, Reflex 17, Will 18 Sussur Trees: The power of the dryad has caused
Speed 5 Resist 20 acid a grove of sussur trees to erupt through the flagstones
m Longsword (standard; at-will) Weapon Speed 8
of the floor, their topmost limbs brushing the ceiling.
+12 vs. AC; 1d8 + 5 damage, and the target is marked until m Bite (standard; at-will) Acid
the end of the longtooth hunters next turn. +10 vs. AC; 1d6 + 5 damage, and ongoing 5 acid damage Also known as deeproot trees, sussurs grow only in
M Hamstring (standard; encounter) Weapon (save ends); see also pack attack. the caverns of the Underdark. Their gnarled branches
The longtooth hunter makes a longsword attack. If the C Fiendish Cackle (minor; recharge 5 6 ) Fear
have few leaves but feature sprawling clusters of aerial
attack hits, it makes a secondary attack against the same Close burst 3; deafened creatures are immune; targets
target. Secondary Attack: +9 vs. Reflex; the target is slowed enemies; +8 vs. Will; the target takes a 2 penalty to attack roots. With a DC 17 Nature check, a PC determines
(save ends). rolls until the end of the cacklefiend hyenas next turn. that these trees must somehow be feeding on energy
Follow Quarry (immediate reaction, when an adjacent enemy C Acid Bloodspurt (when first bloodied; encounter) Acid within the ground (the subtle emanations of chaos
shifts; at-will) Close burst 1; automatic hit; 2d8 acid damage, and ongoing
energy from the mines below).
The longtooth hunter shifts toward the enemy. 5 acid damage (save ends).
Longtooth Shifting (minor, usable only while bloodied; Pack Attack The trunks of these trees can be climbed with a
encounter) Healing A cacklefiend hyena deals an extra 1d6 damage against DC 17 Athletics check. The sparse branches of a tree
Until the end of the encounter or until rendered uncon- an enemy adjacent to two or more of the cacklefiend
(beginning 10 feet up) provide concealment to anyone
scious, the longtooth hunter gains a +2 bonus to damage hyenas allies.
rolls. In addition, for as long as it is bloodied, the longtooth Harrier within them.
hunter gains regeneration 2. If a cacklefiend hyena is adjacent to an enemy, all other Kitchen: The fortresss main kitchen lies just off
Alignment Unaligned Languages Common creatures have combat advantage against that enemy the great hall. It includes a side larder, now empty
Skills Athletics +14, Endurance +11, Nature +9 when making melee attacks.
except for a lone sussur tree.
Str 20 (+8) Dex 14 (+5) Wis 13 (+4) Alignment Chaotic evil Languages Abyssal, Common
Con 15 (+5) Int 10 (+3) Cha 9 (+2) Str 20 (+8) Dex 14 (+5) Wis 14 (+5) Tables: These stone tables are tall enough that a
Equipment chainmail, light shield, longsword Con 16 (+6) Int 6 (+1) Cha 10 (+3) Small creature can move under them and gain cover.
It costs 2 squares of movement to hop up onto a table.
Tactics behind one of her sussur trees if a PC steps onto the
A character can make a DC 17 Strength check to tip
dais or hits her with a ranged attack. She stays at the
The human lackeys stay close to take advantage of over a stone table, which then grants superior cover.
edge of combat, hoping to pick off a lone PC to deal
mob rule as they prevent anyone from reaching their Cistern: A well shaft descends 20 feet to a cistern of
extra damage with her claw attacks.
queen. cold, crystal-clear water. A steel bucket and chain are
The longtooth hunter chooses a lightly armored bolted to the wall nearby.
target for his first hamstring attack. He stays in the
Features of the Area Dead Villager: The decomposing corpse of a vil-
Illumination: Dim light from shrouded oil lamps
thick of melee, flanking with the human lackeys or lager from Dunesend lies next to the throne. If the
set high on the pillars.
the cacklefiend hyenas if possible. PCs see through the dryads deceptive veil before she
Ceiling: 40 feet high.
The cacklefiend hyenas enter the fray in the enters combat, they see her feet turn to roots digging
Pillars: These provide cover and can be climbed
second round, using fiendish cackle to harry foes, then deep into the body.
with a DC 15 Athletics check.
following up with bite attacks.
Dais and Throne: This stone platform stands 2
The dryad stays out of combat for as long as possi-
feet above the floor. Atop it is a marble throne carved
ble, holding her action and using treestride to teleport

84
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

CRYPTS When the PCs enter this area, read: berbalang sneak attack. When a duplicate is reduced to
20 hit points or fewer, the berbalang maneuvers next
Encounter Level 7 (1,500 XP) Where this long hall turns back on itself, its walls are lined to to it to make use of its sacrifice power. If reduced to 50
both sides with steel doors etched with glowing Dwarven runes. hit points or fewer, the berbalang flees the crypt and
Setup the fortress.
1 lesser berbalang (B) When the berbalang emerges, read:
Features of the Area
The dwarves of Karak interred their dead here. A One of the vault doors slams open. Within is a hideous Illumination: The glowing runes of the vault
berbalang now makes its lair among these ancient creature with batlike wings and feral claws, shrieking as doors fill the area with dim light.
corpses. it attacks. Ceiling: 20 feet high.
Burial Vaults: The steel vault doors are scribed
Tactics with glowing runes that list the names of those
The berbalang summons a duplicate each round in interred within. The remains held here have mostly
an adjacent cell. The creatures focus on one or two been consumed by the berbalang.
lightly armored PCs, flanking to make use of their

Lesser Berbalang Level 7 Solo Skirmisher Absorb Duplicate (standard, at-will) Healing
Medium immortal humanoid XP 1,500 The berbalang absorbs a duplicate adjacent to it and regains
Initiative +13 Senses Perception +6 30 hit points.
AC 22; Fortitude 19, Reflex 22, Will 18; see also psychic Berbalang Sneak Attack
deflection A berbalang or a duplicate that flanks an enemy with
HP 312; Bloodied 156 another duplicate deals an extra 1d8 damage on melee
Saving Throws +5 attacks against that enemy.
Speed 6, fly 8 A Sacrifice (standard; at-will) Psychic
Action Points 2 Area burst 1 centered on a duplicate; the berbalang can
m Claw (standard; at-will) cause one of its duplicates to explode in a burst of psychic
+11 vs. AC; 1d8 + 5 damage. gore; +8 vs. Fortitude; 2d8 + 5 psychic damage, plus the
Summon Duplicate (minor, not while bloodied; at-will) target is dazed (save ends). Miss: No damage, but the target
Conjuration, Psychic is dazed (save ends). Hit or Miss: The berbalang takes 15
The berbalang manifests an exact duplicate of itself in an unoc- damage.
cupied adjacent square. It can have no more than four dupli- Psychic Deflection (immediate reaction, when the berbalang is
cates at once, and duplicates cannot summon other duplicates. damaged by an attack; at-will) Psychic
When a duplicate appears, it makes an initiative check and The berbalang can deflect the damage it takes from an
joins the battle on that initiative count. All damage a duplicate attack to one of its duplicates. Any effects or secondary
deals is treated as psychic damage. A duplicate has the same attacks included in the attack are also deflected to the
statistics as the berbalang except for its hit points. When the duplicate. The damage a duplicate takes in this way is con-
berbalang manifests a duplicate, the berbalang loses one- sidered psychic damage.
quarter of its current hit points and the duplicate appears with Alignment Evil Languages Supernal
that quantity of hit points. The berbalangs maximum number Str 16 (+8) Dex 22 (+11) Wis 13 (+6)
of hit points remains the same. Duplicates last until the ber- Con 14 (+7) Int 14 (+7) Cha 15 (+7)
balang reaches 0 hit points, absorbs them, or uses sacrifice. A
duplicate must stay within 10 squares of the berbalang at all
times or it disappears.

85
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

FOILED AMBUSH Troglodyte Curse Chanter


Medium natural humanoid (reptile)
Level 8 Controller (Leader)
XP 350
5 Cavern Chokers
Medium natural humanoid
Level 4 Lurker
XP 175
Initiative +5 Senses Perception +13; darkvision Initiative +9 Senses Perception +3; darkvision
Encounter Level 6 (1,225 XP) Troglodyte Stench aura 1; living enemies in the aura take a HP 42; Bloodied 21
2 penalty to attack rolls. AC 17 (see also chameleon hide); Fortitude 15, Reflex 15, Will 13
Setup HP 93; Bloodied 46 Speed 6, climb 6 (spider climb)
AC 23; Fortitude 22, Reflex 17, Will 22 m Tentacle Claw (standard; at-will)
1 troglodyte curse chanter (T) Speed 5 Reach 2; +9 vs. AC; 1d8 + 3 damage, and the target is
5 cavern chokers (C) m Quarterstaff (standard; at-will) Weapon grabbed (until escape). A target trying to escape the grab
+12 vs. AC; 1d8 + 2 damage. takes a 4 penalty to the check.
m Claw (standard; at-will) M Choke (standard; at-will)
This encounter occurs only after the party has fin- +10 vs. AC; 1d4 + 2 damage. Grabbed target only; +9 vs. Fortitude; 1d8 + 3 damage.
ished exploring the upper levels. Before the PCs can R Poison Ray (standard; at-will) Poison Body Shield (immediate interrupt, when targeted by a melee
make further plans, a sandstorm descends on the Ranged 10; +11 vs. Fortitude; 1d6 + 5 poison damage, and or a ranged attack against Reflex or AC; recharges when the
the target is weakened (save ends). choker makes a successful tentacle claw or choke attack)
area, forcing them to linger within the fortress.
R Cavern Curse (standard; recharge 3 4 5 6 ) Necrotic The cavern choker makes its grabbed victim the target
Ranged 5; +11 vs. Fortitude; the target takes ongoing 5 instead. The choker cannot use this power to redirect
When the PCs return to the entry tunnel, read: necrotic damage and is slowed (save ends both). attacks made by a creature it is currently grabbing.
C Tunnel Grace (minor 1/round; recharge 4 5 6 ) Chameleon Hide (minor; at-will)
Close burst 10; all allies in the burst gain +5 speed until the The cavern choker gains concealment until the start of its
The path you followed around the bluff is gone, swallowed
end of the troglodyte shamans next turn. next turn. It cant use this power while grabbing a creature
by a raging sandstorm. It is not clear how long the storm will C Chant of Renewal (standard; encounter) Healing or while grabbed.
last, but the empty fortress offers shelter. However, on the Close burst 5; bloodied allies in the burst regain 15 Alignment Unaligned Languages Common
hit points. Skills Stealth +10
sand-strewn floor past the portcullis, you notice something.
Alignment Chaotic evil Languages Draconic Str 17 (+5) Dex 17 (+5) Wis 13 (+3)
Humanoid tracks have been laid down by bare feet, a telltale Skills Dungeoneering +13, Endurance +14, Religion +9 Con 12 (+3) Int 6 (+0) Cha 6 (+0)
yellow feather trodden beneath them. The Birdman appears Str 15 (+6) Dex 12 (+5) Wis 18 (+8)
to have left the fortress, setting out into the deadly storm. Con 21 (+9) Int 10 (+4) Cha 14 (+6) the west after slipping through the fortresss lower
Equipment robes, quarterstaff, skull mask
level. The curse chanter uses his Ironfell signet ring to
If the PCs are inclined to go after the Birdman, they open any locked doors and raise the portcullis.
This encounter assumes that the PCs set up camp
can brave the storm for only a few minutes before in the northern overlook (area 19 of the fortress map).
being forced back to shelter. No sign of the Birdman Perception Check
This area is the least despoiled and most defensible
can be found. DC 17 (if the PCs left the portcullis down): From
area of the complex. If the PCs choose to rest in
Queen Shephatiah learns of the PCs infiltration beyond the eastern door, you hear the rattling of a portcullis
another location, rework the encounter as necessary.
when the dryad fails to appear at area 29 with her being raised.
This encounter occurs 4 hours after the PCs
daily report. The troglodyte curse chanter is charged finish their previous exploration. This interrupts any
with maintaining contact with the dryad, opening the Just before the attack, the PCs receive a mysteri-
attempt to take an extended rest. If some of the PCs
secret tunnel from the mines with his Ironfell signet ous warning:
indicate they are sleeping, note which characters are
ring (see Return to the Cells, below). When the awake and which are on watch.
dryad failed to report and the curse chanter saw the Suddenly, the silence is shattered by a frantic chirping. The
The troglodyte curse chanter and one cavern
Birdmans cell empty, he sent word to Shephatiah and Birdmans canaries are nowhere to be seen, yet their shrill
choker come up from area 25. Four more cavern chok-
took a team of chokers to investigate. warning echoes from the stones.
ers approach from the courtyard and the corridor to

86
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

When the chokers attack, read:

You see sudden movement at the arrow slits along the south
wall. Three gray-skinned creatures with long, spindly arms
are squeezing through the narrow gaps.

If the PCs have barred or spiked the eastern door, it


takes the troglodyte 1d4 rounds to break through.

When the troglodyte enters, read:

A hulking troglodyte with a skull mask and staff bursts through


the east door, another gray-skinned choker behind him.

Tactics
The chokers make tentacle claw attacks against
lightly armored PCs, grabbing in order to choke. They and a DC 10 Strength check, or can lower it as a minor The solid f loor of the southeast cell now contains a perfectly
stay in the thick of melee with grabbed foes, trusting action. A portcullis can also be raised or lowered in 1 round hole at the head of a smooth-walled shaft leading
their body shield to deflect attacks. round by anyone bearing an Ironfell signet ring that is straight down. Below the floor, an aging pulley system
The troglodyte curse chanter hits the chokers with touched to the bars or the winch (a minor action). descends into darkness. The pulley raises and lowers an
tunnel grace each round, using cavern curse against the Arrow Slits: These apertures provide superior 8-foot-wide wooden lift platform that sits now a few feet
strongest-looking melee combatants. It uses poison ray cover to creatures on either side of them. However, below the hole. The battered platform is emblazoned with
against PCs on the edge of the fray. they allow attacks to be made only in the two squares the faded crest of Clan Ironfell.
All these creatures fight to the death for the Queen adjacent to them. A creature standing in a square
of the Drylands. adjacent to the wall 5 feet or more from an arrow slit Touching an Ironfell signet ring to the floor of the cell
cannot be seen by anyone on the other side. causes the magic portal to close or open. Of the mys-
Development The cavern chokers rubbery bones allow them to terious Birdman, there is no further sign.
Any search of the curse chanter reveals the Ironfell squeeze through these narrow openings at half speed.
signet ring he carries.
The Way Down
The ancient hoist shows signs of repair and much use.
Features of the Area RETURN TO THE CELLS Unless the PCs elect to descend the shaft in some other
Illumination: Whatever the PCs use. way (it takes a DC 25 Athletics check to scale its smooth
In the aftermath of combat, any Perception check walls), up to six characters can descend on the platform.
Ceiling: 20 feet high.
notices a scattering of yellow feathers near the passage It takes a DC 10 Strength check to lower the lift and a
Rusted Portcullises: The portcullises are locked
to area 16. Subsequent checks reveal more feathers in DC 15 Strength check to raise it. Up to two other char-
in place, requiring a DC 23 Strength check to raise or
the hall at area 23 and outside area 29. If the PCs enter acters can aid the character making the check.
break through. A character at a winch near one of the
the area of the cells, they see the following.
arrow slits can raise a portcullis with two move actions

87
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

MINE ENTRANCE 3 Troglodyte Spear Warriors


Medium natural humanoid (reptile)
Level 12 Minion
XP 175
2 Troglodyte Impalers
Medium natural humanoid (reptile)
Level 7 Artillery
XP 300
Initiative +6 Senses Perception +5; darkvision Initiative +5 Senses Perception +9; darkvision
Encounter Level 8 (1,625 XP) Troglodyte Stench aura 1; living enemies in the aura take a 2 Troglodyte Stench aura 1; living enemies in the aura take a
penalty to attack rolls. 2 penalty to attack rolls.
Setup HP 1; a missed attack never damages a minion. HP 69; Bloodied 34
AC 25; Fortitude 25, Reflex 22, Will 21 AC 22; Fortitude 22, Reflex 19, Will 18
3 troglodyte spear warriors (W)
Speed 5 Speed 5
1 troglodyte mauler (M) M Longspear (standard; at-will) Weapon m Spear (standard; at-will) Weapon
2 troglodyte impalers (I) Reach 2; +15 vs. AC; 7 damage. +11 vs. AC; 1d8 + 4 damage.
Alignment Chaotic evil Languages Draconic m Claw (standard; at-will)
Skills Athletics +14, Endurance +13 +9 vs. AC; 1d4 + 4 damage.
The entrance to Queen Shephatiahs mines are Str 18 (+9) Dex 12 (+6) Wis 11 (+5) r Javelin (standard; at-will) Weapon
guarded by a force of troglodytes and the ancient dwar- Con 16 (+8) Int 6 (+3) Cha 8 (+4) Ranged 10/20; +12 vs. AC; 1d6 + 4 damage.
ven trap they have restored. The troglodytes are on Equipment light shield, longspear R Impaling Shot (standard; recharge 3 4 5 6 ) Weapon
Requires javelin; ranged 10; +12 vs. AC; 2d6 + 4 damage,
alert and waiting for the return of the curse chanters
and the troglodyte impaler makes a secondary attack
strike team. The tactical map shows their position if Troglodyte Mauler Level 6 Soldier
against the same target. Secondary Attack: +10 vs. Forti-
Medium natural humanoid (reptile) XP 250
the PCs approach unseen and unheard (for example, Initiative +6 Senses Perception +5; darkvision
tude; the target is restrained (save ends).
Alignment Chaotic evil Languages Draconic
by sending a scout down to reconnoiter). If these crea- Troglodyte Stench aura 1; living enemies in the aura take a 2
Skills Athletics +12, Endurance +13
tures are aware of the PCs approach, see below. penalty to attack rolls.
Str 19 (+7) Dex 14 (+5) Wis 13 (+4)
HP 74; Bloodied 37
Con 21 (+8) Int 7 (+1) Cha 9 (+2)
AC 22; Fortitude 21, Reflex 18, Will 19
When the PCs can see beyond the portcullis, read: Equipment spear, quiver of 6 javelins
Speed 5
The passage ahead is blocked by a portcullis, a pair of m Greatclub (standard; at-will) Weapon
+12 vs. AC; 2d4 + 4 damage, and the target is marked until form a defensive line, holding the PCs in place while
troglodytes on guard beyond it. From behind them comes
the end of the troglodyte maulers next turn. the impalers and the mauler make ranged attacks
the sound of voices speaking in hushed tones. m Claw (standard; at-will) from behind.
+10 vs. AC; 1d4 + 4 damage.
The troglodyte impalers launch javelin attacks
The troglodytes sound an alarm as soon as they see M Bite (minor 1/round; at-will)
Requires combat advantage; +10 vs. Fortitude; 1d6 + 4 against lightly armored PCs and anyone making
the PCs, or if the curse chanter and its party do not
damage, and until the end of the troglodyte maulers next ranged attacks, using impaling shot as often as possible.
reappear immediately after the descent of the lift. turn, healing on the target restores only half the total Once the PCs move past the warriors, they continue
If the PCs take more than 1 round to decide how to amount.
R Javelin (standard; at-will) Weapon to make ranged attacks for as long as possible, falling
attack, the troglodytes all move into defensive posi-
Ranged 10/20; +12 vs. AC; 1d6 + 4 damage. back into the northern chamber. An impaler makes
tions in the corridor. Alignment Chaotic evil Languages Draconic spear attacks if surrounded, but it takes any opportu-
Skills Athletics +12, Endurance +12
nity to move back into javelin range.
Tactics Str 18 (+7) Dex 12 (+4) Wis 15 (+5)
The troglodyte mauler moves up with his warrior
Con 18 (+7) Int 6 (+1) Cha 8 (+2)
The troglodytes initially stay back from the portcullis,
Equipment greatclub, 2 javelins allies to fight in the first rank when the PCs raise the
trying to lure the PCs into approaching and triggering
portcullis. He targets the strongest-looking melee
the poisoned dart wall trap. Once that trap is acti- Until the PCs raise the portcullis, the troglodyte
combatant in the first rank of PCs, marking the foe
vated or bypassed, they approach. (The trap fires only warriors harry them with spear attacks from 2
with greatclub attacks.
south of the portcullis.) squares away. Once the portcullis is up, the warriors
All these creatures fight to the death.

88
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

Seams of Chaos Poisoned Dart Wall


Trap
Level 6 Blaster
XP 250
Within the rough mine shafts to the north, the PCs Darts fire from the wall, preventing characters from
catch their first sight of the mysterious veins of red advancing along the corridor.
stone lining the walls of the mine. Trap: Each round on its initiative, the trap fires a barrage of
poison darts that randomly attack 2d4 targets in the entire
area south of the portcullis.
Within the damp gray stone of the cavern walls, a faint
Perception
light pulses. On close examination, you see veins of dark red DC 17: The character notices the small holes in the walls.
twisting through the stone of the walls and ceiling, glowing DC 21: The character notices the tripwire trigger.
with a dull light. Initiative +7
Trigger
When a character moves across the tripwire south of the
A DC 17 Dungeoneering or Nature check reveals that portcullis, the trap rolls initiative.
this is not a known Underdark phenomena. A DC Attack
Standard Action Ranged 20
17 Arcana check identifies the stuff as veins of raw
Targets: 2d4 targets in range
elemental energy that has somehow leached into the Attack: +11 vs. AC
natural world. Hit: 1d8+2 damage and ongoing 5 poison damage (save ends).
Countermeasures
Features of the Area An adjacent character can disable the tripwire with a DC
17 Thievery check.
Illumination: None. A character who moves no more than 1 square on a turn
Ceiling: 10 feet high gains a +5 bonus to AC against the dart attacks.
Entry Shaft: The shaft descends 80 feet from the Tables: A table is tall enough that a Small creature
cell above to the mine below. Its sheer walls can be can move under it and gain cover. It costs 2 squares
climbed with a DC 25 Athletics check. of movement to hop up onto a table. A character can
Lift Platform: The 8-foot-wide lift platform can make a DC 10 Strength check to tip over a table,
carry up to six Medium or smaller creatures. It takes which then grants superior cover. Tunnels: Beyond the guardroom, the tunnels and
a DC 10 Strength check to lower the lift and a DC 15 Rusted Portcullis: The portcullis is locked in chambers of the mine become hewn stone shored up
Strength check to raise it. Up to two other characters place, requiring a DC 23 Strength check to raise or by ancient timbers.
can aid the character making the check. break through. A character at the winch in the guard- Rubble: These sections of crumbling stone are dif-
Mine Entrance: Just below the entry shaft, this room can raise the portcullis with two move actions ficult terrain.
finished stone chamber is piled high with ore carts, and a DC 10 Strength check, or can lower it as a
storage bins, shoring timbers, and spare parts for the minor action. The portcullis can also be raised or low-
hoist system. ered in 1 round by anyone bearing an Ironfell signet
Guardroom: The guardroom contains a rough ring that is touched to the bars or the winch (a minor
table and chairs, as well as the winch that controls the action).
portcullis.
Chairs: These are difficult terrain.

89
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

CHAOS MINES Perception Check Barlgura


Large elemental beast (demon)
Level 8 Brute
XP 350
DC 7: As in the chambers above, more than half the
Initiative +7 Senses Perception +12; low-light vision
Encounter Level 7 (1,500 XP) dwarven bodies here are missing their skulls. HP 108; Bloodied 54; see also savage howl
DC 12: From around the corner of an outcropping, the AC 19; Fortitude 20, Reflex 17, Will 17
Setup shaggy head of a huge beast watches you. Resist 10 variable (1/encounter; see glossary)
Speed 8, climb 8
1 bloodweb spider swarm (S) DC 17: The sounds of skittering stone echo faintly from
m Slam (standard; at-will)
1 barlgura (B) further into the chamber, an unseen creature moving there. Reach 2, +10 vs. AC; 1d8 + 6 damage, or 2d8 + 6 damage
1 chillborn zombie (Z) if the barlgura is bloodied.
M Double Attack (standard; at-will)
2 carrion crawlers (C) The chillborn zombie rises as soon as a PC passes
The barlgura makes two slam attacks.
through any square of elemental energy adjacent to it. Savage Howl (free, when first bloodied; encounter)
As the PCs make their way through the mine, they see The barlgura and all allies within 5 squares of the barlgura
signs of ancient battles and renewed mining activity. When the chillborn zombie rises, read: gain a +2 bonus to attack rolls until the end of the barlguras
next turn.
Alignment Chaotic evil Languages Abyssal
Recent tracks along the main passageway lead you on. A rustling in the rubble reveals a gray-skinned hand Skills Athletics +15
The central caverns you pass through show signs of recent grasping the air. A bearded face follows, the animated Str 22 (+10) Dex 16 (+7) Wis 16 (+7)
Con 18 (+8) Int 6 (+2) Cha 12 (+5)
mining activity, though on a much smaller scale than the corpse of a long-dead dwarf lurching to its feet. A cold mist
dwarves operations of old. f lows from between its black teeth.
Chillborn Zombie Level 6 Soldier
Here and there, dwarf skeletons are strewn across the rocky
Medium natural animate (cold, undead) XP 250
ground, rusted weapons lying nearby. The dwarves of Karak Bloodweb Spider Swarm Level 7 Soldier Initiative +5 Senses Perception +3; darkvision
appear to have slain each other in the end. Oddly, however, Medium natural beast (spider, swarm) XP 300 Chillborn Aura (Cold) aura 2; any creature that enters or
Initiative +12 Senses Perception +6; tremorsense 5 begins its turn in the aura takes 5 cold damage. Multiple
many of the skeletons appear to be missing their skulls. Swarm Attack aura 1; the bloodweb spider swarm makes chillborn auras deal cumulative damage.
a basic attack as a free action against each enemy that HP 71; Bloodied 35; see also death burst
The track the PCs follow leads them to a former main begins its turn in the aura. In addition, an enemy that AC 22; Fortitude 20, Reflex 16, Will 16
enters or starts its turn in the aura is slowed (save ends) Immune disease, poison; Resist 10 cold, 10 necrotic;
cavern that now guards access to Queen Shephatiahs
by strands of crimson webbing. Vulnerable 5 fire, 5 radiant
lair. One of her demonic lieutenants has taken charge HP 80; Bloodied 40 Speed 4
of marshalling the natural predators that lair here. As AC 21; Fortitude 16, Reflex 20, Will 16 m Slam (standard; at-will) Cold
the PCs approach from the southeast, the barlgura Resist half damage from melee and ranged attacks; Vulnerable +11 vs. AC; 1d6 + 4 damage, and the target is immobilized
10 against close and area attacks until the end of the chillborn zombies next turn and takes
watches from the cover of his ledge. Speed 4, climb 4 (spider climb) ongoing 5 cold damage (save ends); see also ice reaper.
m Swarm of Fangs (standard; at-will) Poison C Death Burst (when reduced to 0 hit points) Cold
When the PCs enter this area, read: +10 vs. Reflex; 2d6 + 2 damage, and ongoing 5 poison damage The chillborn zombie explodes. Close burst 1; +9 vs.
(save ends). Fortitude; 2d6 + 2 cold damage, and the target is slowed
Alignment Unaligned Languages (save ends).
A vast gallery opens up here where the dwarves of Ironfell Skills Stealth +15 Ice Reaper Cold
once worked, their long-rotted bodies now scattered before Str 14 (+5) Dex 24 (+10) Wis 16 (+6) The chillborn zombie deals an extra 5 cold damage to an
you. The rickety remains of ancient ladders and carts Con 16 (+6) Int 1 (2) Cha 8 (+2) immobilized creature.
are spread across the cavern. One prominent vein of the Alignment Unaligned Languages
Str 19 (+7) Dex 10 (+3) Wis 10 (+3)
strange, red-glowing stone crosses this chambers f loor and Con 15 (+5) Int 2 (1) Cha 6 (+1)
climbs its walls, its cold light pulsing brightly.

90
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

2 Carrion Crawlers
Large aberrant beast
Level 7 Controller
XP 300
Development
Initiative +6 Senses Perception +5; darkvision The chillborn zombie was once the mine-thane of
HP 81; Bloodied 40 Karak, killed with the rest of his people and raised
AC 20; Fortitude 19, Reflex 18, Will 17
to undeath by the lingering power of the elemental
Speed 6, climb 6 (spider climb)
m Tentacles (standard; at-will) Poison energy in this area. Any Perception check made to
Reach 2; +10 vs. Fortitude; 1d4 + 5 damage, and the target search the body shows that the ring finger on its right
takes ongoing 5 poison and is slowed (save ends both). First
hand has been recently hacked off (when Shephatiah
Failed Save: The target is immobilized instead of slowed
(save ends). Second Failed Save: The target is stunned instead found and took the Ironfell signet ring).
of immobilized (save ends). Saving throws made against the
carrion crawlers paralytic tentacles take a 2 penalty. Features of the Area
M Bite (standard; at-will)
Illumination: The vein of elemental energy fills
+12 vs. AC; 1d10 + 5 damage.
Alignment Unaligned Languages the chamber with dim light.
Str 20 (+8) Dex 16 (+6) Wis 14 (+5) Ceiling: 60 feet high.
Con 17 (+6) Int 2 (1) Cha 16 (+6)
Ledge: The barlguras ledge is 20 feet high. It can
be climbed with a DC 20 Athletics check.
Tactics Rubble: These sections of crumbling stone and
The chillborn zombie wades into the largest group of debris are difficult terrain.
PCs with slam attacks, targeting immobilized crea- Elemental Chaos: A vein of glowing red stone
tures for extra damage from its ice reaper power. tainted with elemental energy crosses the cavern
The carrion crawlers surge into battle as soon floor and climbs the walls. Creatures of chaotic evil
as the zombie rises, targeting individual PCs with alignment standing in a square of elemental chaos
repeated attacks in the hope of a quick kill. gain a +2 bonus to attack rolls and damage rolls. Crea-
The bloodweb spider swarm stays in the thick tures of any other alignment standing in a square of
of combat to maximize the effect of its swarm attack elemental chaos take a 2 penalty to attack rolls and
aura, slowing the PCs in the hope of making them damage rolls.
easier targets for the carrion crawlers. Eggs: This clutch of a dozen 1-foot-diameter
If it is not spotted, the barlgura waits until the PCs green ovoid spheres are carrion crawler eggs. If any
are engaged by the chillborn zombie or the blood- PC approaches within 10 squares of the eggs during
web spider swarm before attacking. Once in melee, combat, the carrion crawlers gain a +2 bonus to attack
it makes double attacks, staying close to its servants to rolls against that character.
maximize the effect of its savage howl. It stays within
the vein of elemental energy whenever possible,
hoping that the areas effect hinders any PC making
melee attacks against it.

91
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

QUEENS RETINUE 2 Lesser Mezzodemons


Large elemental humanoid (demon)
Level 7 Soldier
XP 300
Initiative +9 Senses Perception +13; darkvision
Encounter Level 10 (2,600 XP) HP 113; Bloodied 56
AC 23; Fortitude 21, Reflex 18, Will 19
Setup Resist 20 poison, 10 variable (2/encounter; MM 282)
Speed 6
Shephatiah, guardian naga (N)
m Trident (standard; at-will) Weapon
2 lesser mezzodemons (M) Requires trident; reach 2; +14 vs. AC; 1d8 + 4 damage.
1 firelasher (F) M Skewering Tines (standard; at-will) Weapon
Reach 2; +14 vs. AC; 1d8 + 4 damage, ongoing 5 damage
target enemies only and the target is restrained (save ends
This deep cavern was Clan Ironfells downfall. When both). While the target is restrained, the mezzodemon
the dwarves broke into this area, they uncovered a cant make trident attacks.
C Poison Breath (standard; recharge 5 6 ) Poison

Queen Shephatiah, Level 12 Elite Artillery Close blast 3; targets enemies; +12 vs. Fortitude; 2d6 + 2
poison damage, and ongoing 5 poison damage (save ends).
Guardian Naga Alignment Chaotic evil Languages Abyssal
Large immortal elemental* magical beast (reptile) XP 1,400
Skills Intimidate +11
Initiative +10 Senses Perception +13; darkvision
Str 20 (+10) Dex 15 (+7) Wis 16 (+8)
HP 186; Bloodied 93
Con 17 (+8) Int 10 (+5) Cha 13 (+6)
AC 25; Fortitude 23, Reflex 24, Will 22
Equipment trident
Saving Throws +2
Speed 6
Action Points 1
rift leading directly to the Elemental Chaos. Disaster
m Tail Slap (standard; at-will) struck as the rift flared, its terrible energy spread-
Reach 2; +16 vs. AC; 1d8 + 3 damage, and the target is ing along the veins of chaos stone throughout all the
pushed 2 squares.
caverns of Karak. The dwarves of Clan Ironfell turned
R Word of Pain (standard; at-will) Psychic
Ranged 20; +17 vs. Will; 2d8 + 4 psychic damage, and the on each other in madness and were slain to the last.
target is immobilized (save ends). When those in the fortress above came down in
C Spit Poison (standard; recharge 5 6 ) Poison search of their kin, they too were lost. crevice that pulses with a lurid red glow. In the shadow of
Close blast 3; +15 vs. Fortitude; 1d8 + 2 poison damage,
The guardian naga Queen Shephatiah found that light stand two red-skinned demons, slashing the air
and the target takes ongoing 5 poison damage, a 2 pen-
alty to Fortitude defense, and a 2 penalty to saving throws her way to this cavern from the Elemental Chaos, with three-clawed hands. Behind them are piled hundreds
(save ends all). discovering and learning how to control the rift. (She- of dwarven skulls, a gruesome bier on which coils a
A Thunderstrike (standard; recharge 5 6 ) Thunder
phatiah is treated as an elemental creature by virtue serpentine creature with a humanlike face.
Area burst 1 within 20; +16 vs. Fortitude; 2d10 + 4
thunder damage, and the target is dazed (save ends). of the primordial ring she wears. See the treasure entry
Miss: Half damage, and the target is not dazed. in Features of the Area.) Tactics
Alignment Evil Languages Common, Deep Speeh, Queen Shephatiah and her defenders remain on their
Draconic, Abyssal, Primordial
When the PCs can see into this area, read: side of the rift, intent on forcing the PCs to come to
Skills Arcana +15, History +15, Insight +13
Str 16 (+9) Dex 18 (+10) Wis 14 (+8) them.
Con 15 (+8) Int 18 (+10) Cha 12 (+7) A circular cavern before you shows signs of excavation on The mezzodemons move to the edge of the rift and
* Shephatiah is considered to be an elemental creature while
its far side. However, the way ahead is blocked by a wide use poison breath against targets in range. They make
she wears her primordial ring.

92
October 20 08 | D U N G E O N 1 59
The Lost Mines of Karak

Firelasher Level 11 Skirmisher rift and disappear into the Elemental Chaos. The self- Elemental Chaos Rift: A 20-foot-deep chasm
Large elemental magical beast (air, fire) XP 600
styled Queen of the Drylands fights to the finish. cuts through the stone floor of the cavern, filled at the
Initiative +12 Senses Perception +5
HP 108; Bloodied 54 bottom with what appears to be bubbling magma shot
AC 25; Fortitude 21, Reflex 25, Will 20 Conclusion through with vibrant hues of purple and blue. This bar-
Immune disease, poison; Resist 25 fire Set apart from the refuse and debris of Shephatiahs rier of elemental energy is a gate to the Elemental Chaos.
Speed fly 8 (hover)
lair, the PCs find clues that explain how the naga The walls of the rift can be climbed with a DC 20
m Fire Lash (standard; at-will) Fire
Reach 2; +14 vs. Reflex; 2d8 + 5 fire damage. reopened the minesand hints of future conflicts. Athletics check. Elemental creatures can jump into the
C Wildfire Cyclone (standard; recharge 5 6 ) Fire A DC 17 Search check within the chamber turns rift to pass through to the Elemental Chaos (a move
Close burst 2; +14 vs. Reflex; 2d6 + 5 fire damage, and the
up a set of scrolls holding parchment correspondence action that deals no damage). All other creatures jump-
target is pushed 1 square and knocked prone. Miss: Half
damage, and the target is neither pushed nor knocked written and transported by the nagas mezzodemon ing or falling into the rift take 2d10 falling damage.
prone. lieutenants. The missives are in Deep Speech, and Nonelemental creatures that hit the bottom of the rift
Whirlwind Dash (standard; recharge 6 ) Fire require a DC 17 Intelligence check to translate. find themselves waist-deep in a field of raw elemental
The firelasher can move up to twice its speed. It can move
The parchments detail how Shephatiah discovered energy. This is difficult terrain and deals 3d6 damage
through spaces occupied by other creatures without
provoking opportunity attacks. It must end its move in an the portal leading to the Karak Lode on a sojourn per round to nonelemental creatures within it.
unoccupied space. Any creature whose space the firelasher within the Elemental Chaos. They also make refer- Treasure: In addition to any other treasure you
enters takes 10 fire damage.
ence to the reopening of the mines being financed by place here, Queen Shephatiah wears a primordial ring
Mutable Shape
The firelasher can squeeze through spaces as though it a group that the scrolls do not name. These unknown on the tip of her tail and has an Ironfell signet ring
were a Medium creature. masters have claimed the wealth of the Karak Lode for hidden behind her bed of skulls (Perception DC 17).
Alignment Unaligned Languages Primordial themselves, and are having that wealth shipped to them
Str 11 (+5) Dex 21 (+10) Wis 11 (+5) Primordial Ring Level 14
by way of the elemental rift. While the parchments
Con 12 (+6) Int 7 (+3) Cha 8 (+4)
indicate that this group intends to ramp up production This ring consists of twisted metal bands whose colors shift
before your eyes.
trident attacks against PCs within reach on the rifts in the mines in response to an increasing need for ore,
far side, or against those who attempt to cross it. Once the cryptic notes indicate that Shephatiah herself does Item Slot: Ring 21,000 gp
Property: You are treated as an elemental creature (MM
engaged in melee, they make skewering tines attacks. not know the identity of those she works for. 281) as long as the ring is worn.
Shephatiah uses word of pain and thunderstrike (If Queen Shephatiah is kept alive for questioning, Power (Daily): Minor Action: Gain resistance 10 variable
against targets on the far side of the rift, targeting do not let the PCs find the scrolls. Instead, have the (MM 282) until the end of the encounter or for 5 minutes.
You cannot use this power to resist a damage type to
ranged combatants or PCs not engaging the mezzode- naga bitterly bargain for her freedom, offering the
which you have a vulnerability.
mons. If the PCs cross the rift, she moves behind the PCs the above information if they allow her to flee.) If youve reached at least one milestone today, your
skull pile and continues to attack at range, making resistance 10 variable becomes (2/encounter). G
word of pain attacks. Features of the Area
The firelasher lurks in the rift, emerging in the Illumination: The rift fills the area with dim light. About the Author
Greg is a lifelong gamer who has been writing adventures for
second round. It moves through the PCs with its Ceiling: 20 feet high.
the past half-dozen years. He received his first ENnie award
whirlwind dash, making wildfire cyclone attacks in an Bed of Skulls: Queen Shephatiahs nest is composed this year leaving only the Heisman Trophy and Nobel Prize
attempt to push targets into the rift. of hundreds of dwarven skulls taken from the bodies left on his list of lifetime goals. He considers himself to be
If Shephatiah is killed or knocked unconscious, that litter the mines. The pile provides cover and is dif- well ahead of schedule.

the firelasher and the mezzodemons flee through the ficult terrain for any creature smaller than Large.

93
October 20 08 | D U N G E O N 1 59
"The armies that today
march across the elds
and mountains of the world
will tomorrow be forgotten,
as will we all. But do not
fear the progress of history,
nor give up in todays ght,
for our efforts are far from
futile. Instead, prepare
your sword and shield and
stand against the tide that
threatens to overwhelm our
lands. For though you and
I may be forgotten in the
years to come, what we do
today will echo through the
ages and determine the fate
of all those who follow
in our footsteps."

Den of the Destroyer


by Rodney Thompson An adventure for 7th-level characters
illustrations by Jason A. Engle,
Rob Alexander and Steve Prescott

cartography by Mike Schley
TM & 2008 Wizards of the Coast, Inc. All rights reserved.

November 20 08 | D U N G E O N 16 0
14
Den of the Destroyer

Den of the Destroyer is an adventure for five 7th- across Elsir Vale, pillaging, plundering, and seizing ADVENTURE SYNOPSIS
level characters. By the end of the adventure, the as many captives as possible.
characters should reach 9th level. You can run this Fangren and his mercenaries went about the In the aftermath of Rescue at Rivenroar, the PCs
adventure as the sequel to The Lost Mines of Karak, agreed-upon task with gusto, carving a swath of recovered not only the kidnapped inhabitants of
continuing the unfolding story of the Scales of War destruction across the borders of Elsir Vale. Using Brindol but also several relics of great historical value
adventure path, or run it as part of a campaign of your an ancient gith zerai monastery known as Fortress to the inhabitants of Elsir Vale. Among these was a
own design. Graystone for their base of operations, the gnolls ceremonial platinum longsword. Though the folk of
In this adventure, the PCs are called back to began kidnapping innocent inhabitants of the Vale the vale have no knowledge of the sword being magic
Brindol by a surprising summons that sees them for their own sinister pleasures. Most of their raids (and though the PCs would have detected no magic
undertake a dangerous mission to an abandoned focused on outlying settlements, allowing them to within it), it contains a primal essence that has been
githzerai fortress. Along the way, they must deal with wreak havoc without drawing the attention of more reawakened by Fangrens powerful rituals. (If the
bounty hunters hired by an old enemy, and confront a powerful parties. PCs did not recover the treasures of the Hall of Great
vile gang of gnolls terrorizing Elsir Vale. As the gnolls found more and more success in their Valor, the sword was recovered by a local patrol that
raids on the Vale, their leader grew even hungrier mopped up at Rivenroar after the party left.)
for power. Soon, Fangren came to believe that their The PCs are assumed to be in the city of Overlook
BACKGROUND success was not due to shadar-kai weaponry but by the when the adventure begins, most likely after return-
favor of the demon lord Yeenoghu. Fangren quickly ing and resting up from their adventures in The Lost
Some months ago, a mysterious figure calling himself started to see himself not as merely the leader of a Mines of Karak. The PCs hear that a messenger has
only the Emissary contacted the hobgoblin chieftain band of gnolls, but as a chosen one of Yeenoghu, with a recently arrived from Brindol, desperately seeking
Sinruth and spurred him into reviving the marauding destiny to become one of the demon lords exarchs. the party.
horde known as the Red Hand of Doom. Unbe- While he sent his bands of mercenaries across the On further investigation, the PCs discover that
knownst to both Sinruth and the PCs, this Emissary Vale, Fangren began gathering the components for this messenger has been captured by a band of
was the shadar-kai arms dealer Sarshan. Simultane- the bloody ritual that would infuse him with the foul Lost Ones, the powerful thieving guild the PCs faced
ously, Sarshan began sending messages to the leader power of Yeenoghu. The gnoll shaman has completed off against in Shadow Rift of Umbraforge. After
of a band of gnoll mercenaries, a disciple of Yeenoghu the first phase of the ritual deep inside the githzerai rescuing the messenger, the players are beseeched to
named Fangren, in the hopes of inciting the gnolls in fortress, opening an energy conduit to the Elemental return to Brindol.
a similar fashion. Chaos in the hope of embracing the power of the Arriving in the town, the PCs head to the Hall of
The gnolls were not so easily commanded, how- Ruler of Ruin. Great Valor and speak with the curator Sertanian,
ever, forcing Sarshan to take more drastic steps. However, the creation of this conduit and the then with the sword itself. Identifying itself as Amyria,
While the goblins were content to raid Brindol powerful magic of Fangrens ritual have had an effect the sword charges the party with a mission: travel
thanks to little more than motivational letters, the the gnoll shaman did not expect. Within the Hall of to an abandoned githzerai fortress now occupied by
gnoll mercenaries required something more. In Great Valor in Brindol, magic long hidden within an savage gnoll mercenaries, then perform a ritual to
order to secure their services, Sarshan arranged for ancient ceremonial sword has been awoken. A week transform the sword into its true form. Even as the
the gnolls to receive several shipments of shadar-kai past, the sword spoke, begging the aid of a group of PCs weigh their next move, bounty hunters from
weapons from his storehouses in the Shadowfell. In heroesand asking for the PCs by name. Overlook attack the museum, wrecking the place as
exchange, Fangren agreed to lead his mercenaries they target the party on behalf of an unknown patron.

November 20 08 | D U N G E O N 16 0
15
Den of the Destroyer

With the sword in their possession, the PCs to become familiar with the material and the style
travel to the githzerai fortress. However, the arduous PREPARING FOR of presentation. The sections below describe the
journey is made more dangerous by another bounty ADVENTURE adventure format.
hunterthe elf Gilgathorn, who knows that Sarshan
is the one who has put a price on the PCs heads. Den of the Destroyer takes the PCs from the
city of Overlook to Brindol, and then to a gith zerai
The PCs arrive at the monastery and fight their way REVELATIONS
through its gnoll defenders, Gilgathorn waiting for an fortress hidden in the Giants Shield mountains.
As they seek to end the threat of the gnoll shaman Den of the Destroyer leads directly into the
opportune moment to make his move.
Fangren and his followers, the PCs are pursued by climax of the heroic tier adventures in the Scales
In the end, the PCs find the ritual chamber and
bounty hunters who they eventually discover have of War adventure path. Many of the disparate
face off against Fangren. The energy conduit to the
been sent by the shadar-kai arms dealer Sarshan. pieces of information the PCs have gathered
Elemental Chaos has been opened, the shaman chan-
One of those bounty huntersthe elf Gilgathornis over the course of their previous adventures
neling the power of Yeenoghu against the PCs. After
an ongoing threat as the PCs take the fight to the begin to come together in this adventure. As
defeating Fangren, the PCs perform the ritual that
gnolls in Fortress Graystone. such, you will want to emphasize the following
transforms the spirit of Amyria into its true forma
If you are anxious to start the adventure, read the points of revelation to the players.
mysterious young woman who will come to play a
introductory material (including the Finding the The gnolls of the Wicked Fang pack have
central role in the events the PCs are caught up in.
Messenger skill challenge) and the first two encoun- been hired by the shadar-kai arms dealer
ters (Kidnappers and The Hall of Great Valor). Sarshan to do his bidding in Elsir Vale. He has
THE QUESTS This will take the PCs up to the point where the given them specific instructions, including
Den of the Destroyer offers the opportunity sword asks for their aid, providing an exciting first seizing (and holding) Fortress Graystone and
for PCs to earn quest XP in two places. Provided adventure session. kidnapping powerful individuals from across
here is a list of quests, and their rewards, in The bulk of the combat encounters take place the Vale.
the adventure. within the ancient githzerai monastery known as For- A bounty has been placed on the PCs heads
tress Graystone. Some of the encounters within the by Sarshan himself.
Major QuestThe Ritual of Amyria fortress can take place in different areas, so familiar- Fortress Graystone is more than an ancient
The PCs must reach the ritual chamber in ize yourself with the citadels overall layout. ruin. The gith zerai who built it did so to
Fortress Graystone, then perform the ritual protect a long-dormant energy conduit that
described to them by the spirit trapped within What You Need to Play links the site to both the Elemental Chaos and
the platinum longsword. This adventure contains everything you need to the Astral Sea.
Reward: 2,000 XP. play, including background information, setup, Sinruth, from Rescue at Rivenroar, was also
Minor QuestThe Captives Fate and encounters (including tactical maps). Reading manipulated into doing Sarshans bidding by
The PCs need to discover what happened to the through the DUNGEONS & DRAGONS 4th Edition rules the arms dealers deception.
citizens of Elsir Vale who have been kidnapped is your first best step to understanding and prepar- The platinum sword from Brindol is in reality
by the gnolls. ing to run the adventure. As mentioned above, read the alternate form of a divine being whose full
Reward: 350 XP. through at least the opening sections and initial identity and purpose are yet to be revealed.
encounters before starting. This review enables you

November 20 08 | D U N G E O N 16 0
16
Den of the Destroyer

Using Tactical Encounters Monster Statistics Features of the Area


Each encounter includes several common elements. Encounters include stat blocks for each monster type This section describes special features noted on the
present in the encounter. If more than one monster map. If the location has items or areas of interest with
Encounter Level of a particular kind is present, the stat block indicates which the characters can interact, those features are
Each tactical encounter assumes a group of five player how many creatures can be found. described here. Look here to see if a door is out of the
characters. An encounter of average difficulty is one ordinary, if an altar has a secret compartment, or if
where the encounter level is equal to the level of the Tactics the area includes treasure.
party. Encounters that are 1 or 2 levels lower than the This entry describes special actions the monsters take
party are easy encounters, while encounters that are to defeat the adventurers. Sometimes this means the Treasure Preparation
a higher level than the party are difficult encounters. monsters take advantage of special features of the As with the previous installments of the Scales of
For overcoming an encounter, a group earns the area or make use of special powers or equipment. War adventure path, this adventure makes use of the
XP value noted beside the encounter level. This parcel system of treasure rewards described in the
amount should be divided by the number of group Map Dungeon Masters Guide. The characters should accu-
members, and an equal amount should be awarded Each encounter includes a map keyed with the initial mulate fifteen parcels by the end of the adventure.
to each character. locations of each monster. The map also indicates the You can supply these treasures in whatever way you
location of any special features of the area. wish, but the sidebar presents the most likely areas to
Setup feature treasure. During your preparation, assign
This section of a tactical encounter provides you with parcels to the areas in the spaces provided.
the basic parameters of the encounter. First, it pro-
TREASURE PARCELS
vides a key to the monsters in the encounter so you
can locate them on the tactical map. Next, it provides Parcel A: _____________________________ , Temple of Pelor. Parcel H: ____________________________ , Marshaling Point.
Parcel B: ___________________________ , Hall of Great Valor. Parcel I: Parcel 14, Marshaling Point.
context or background information for the encounter.
Parcel C: __________________________________ , The Stairs. Parcel J: ______________________________ , Ritual Chamber.
The map of each encounter area indicates where the Parcel D: __________________________, Githzerai Mind Trap. Parcel K: _____________________________ , Ritual Chamber.
monsters are located when the encounter begins. The Parcel E: __________________________________ , The Cells. Parcel L: ______________________________ , Thorns Attack.
Parcel F: ___________________________ , Training Chamber. Parcel M: Parcel 15, Thorns Attack.
setup section also describes what the monsters are
Parcel G: _________________________ , Meditation Chamber. Parcel N: Parcel 16, Thorns Attack.
doing and how they react when the PCs arrive.
Based on the guidelines in the Dungeon Masters Guide, the following parcels can go in the spaces above. Rely on the wish lists your
Read Aloud Text players gave you for the first four parcels.

Read aloud text provides information detailing what the


Parcel 1: Magic item, level 11 Parcel 10: Three 250 gp art objects + two potions of healing
characters can see and are aware of. You do not have to Parcel 2: Magic item, level 11 Parcel 11: 600 gp
read it word for word; feel free to paraphrase and use Parcel 3: Magic item, level 9 Parcel 12: Four 100 gp gems
your own words when describing this information. Parcel 4: Magic item, level 8 Parcel 13: One 250 gp art object + 50 gp
Parcel 5: 1,500 gp art object + 400 gp Parcel 14: Wicked Fang*
Use read aloud text wisely. It is written for the Parcel 6: Three 500 gp gems + 200 gp Parcel 15: Figurine of wondrous power: elderwood falcon*
most common approach to a particular situation, but Parcel 7: 500 gp gem + 800 gp Parcel 16: Figurine of wondrous power: ironwood hound*
what your player characters do might require you to Parcel 8: 1,100 gp * See Appendix II, New Items, page 96.
Parcel 9: Eleven 100 gp gems
alter the information in any number of ways.

November 20 08 | D U N G E O N 16 0
17
Den of the Destroyer

STARTING THE
When the players are ready to begin, read The Death Squad
the following.
In Siege of Bordrins Watch, the PCs might have
ADVENTURE tussled with a murderous group featuring two dop-
The day is dreary, the sky threatening rain. Suddenly a voice
The adventure begins after the PCs return to pelgangers. In the aftermath, they likely discovered
calls out behind you, and you turn to see a familiar face.
Overlook following the events of The Lost Mines of a note with the names of a number of adventurers,
Karak. Though a sense of urgency should prevail including four of the party. These death squads are
While the PCs are out in the city, they run into either
once things get underway, there is no set time actually agents hired by Sarshan with a specific goal:
Kalad (the dwarf paladin from Siege of Bordrins
frame for the messenger to arrive from Brindol. In hunting down and slaying professional adventurers
Watch and Lost Mines of Karak) or Reniss
particular, if the PCs are behind their expected XP that might interfere with his plans. Following his
(the half-elf ranger they met in Shadow Rift of
totals (each character should be at about the mid- encounter with the PCs in the Shadowfell, Sarshan
Umbraforge). After initial greetings, the NPC passes
point of 7th level going into this adventure), feel free dispatched one of his most powerful death squads
on the following information.
to run a side trek adventure to get them to where to hunt down and slay them. Thus far, the PCs have
they need to be. eluded them, but should the party fail the following
Word on the street is that someones looking for you. A
skill challenge, they must face both the Lost Ones and
messenger from Brindol. She was in the market, asking
the death squad simultaneously.
everyone in earshot if they knew you. She said her name
MESSAGE FROM was Alys, sounded desperate.
If the PCs do face the death squad in the temple of

BRINDOL Pelor, they find another list among the doppelgangers


belongings, this time with detailed descriptions of
Settling Old Scores the PCs, sketches, and extensive notes on the partys
The adventure begins when a messenger from If the PCs tussled with the Lost Ones in Siege of
Brindol arrives in Overlook searching for the PCs. exploits. Though this does not tell them who hired the
Bordrins Watch, the kidnapping marks the partys
The messenger, a young human woman named Alys, death squad, the note combined with the news of the
third encounter with the members of that underworld
arrived in Overlook a day before. Unfortunately, when bounty on their heads should be a strong indicator
guild. Those previous encounters (and the drub-
she sought the PCs out through the city watch, her that someone is out to get them.
bing the Lost Ones likely received at the PCs hands)
queries also reached the ears of the Lost Ones (see have left them hungry for revenge. One of the guilds
Siege of Bordrins Watch, page 15, and Shadow underbosses, a human named Szagyn, assumes that
Rift of Umbraforge, page 9). Alys is a compatriot of the PCs, and hopes to use what
Alyss arrival was unfortunately timed. Mere days she knows to gain the advantage.
ago, a bounty was placed on the PCs by Sarshan, the If the PCs previous skirmishes with the Lost Ones
shadar-kai arms dealer the party dealt with in The were particularly memorable (and especially if you
Shadow Rift of Umbraforge. Sensing opportunity, the added additional run-ins between the party and the
Lost Ones have kidnapped the messenger, hoping to guild), feel free to play up this encounter as a kind of
glean information from her that might allow them to final showdown. If the PCs are unlucky in the skill
get the advantage over the PCs. challenge below, the Lost Ones gain unexpected
alliesa group of mysterious killers targeting the PCs.

November 20 08 | D U N G E O N 16 0
18
Den of the Destroyer

Finding the Messenger Level 7 Perception (DC 14) The elf introduces himself as Gilgathorn, Thorn to
Skill Challenge XP 1,500 The PC spots evidence of the Lost Ones passage along the
my friends. He calls himself a mercenary by trade,
By a combination of investigation and stealth, you must route where Alys was takena scrap of parchment with the
PCs names on it, reeking muddy bootprints that indicate but in truth, he is a bounty hunter. Like the Lost
track the kidnapped messenger across the city.
the kidnappers have recently spent time in Nine Bells, and Ones, he has discovered that the PCs have had a large
As the PCs attempt to find Alys, the messenger from Brindol, so on.
they discover that she has been kidnapped by agents of the bounty placed on their heads. However, knowing the
Stealth (DC 19)
Lost Ones. The PC eavesdrops on merchants, beggars, and other denizens
partys reputation, he has no intention of confronting
Because the PCs do not immediately know that Alys has of the streets in order to pick up information that those them openly. Thorn shows up later in the adventure,
been kidnapped, this information is revealed after their afraid of the Lost Ones will not reveal directly. first in Brindol, then in Fortress Graystone where he
first success in the skill challenge. Have an NPC the PCs are Streetwise (DC 14)
interacting with report the following: finally makes his move.
The PC keeps his ear to the ground, picking up information
Alys you say? That girl from Brindol, said she was looking for from his contacts within the city. In addition, a successful Though the PCs might be initially suspicious of
them that put down the orc raid? She passed this way an hour ago, Streetwise check is necessary before the party can make an Thorn, he is sincere in wanting to make sure the
but I saw her go off with some of them Lost Ones. They seemed a Intimidate or Thievery check.
little too happy to see her, if you know what I mean.
party survives the encounter with the Lost Ones
Thievery (DC 19)
Complexity (though only to prevent them from claiming the
After locating a Lost Ones meeting place with a successful
5 (requires 12 successes before 3 failures). Streetwise check, the PC uncovers details of the kidnapping. bounty themselves). Thorn confirms for the PCs that
Primary Skills Bluff or Diplomacy (DC 14) the Lost Ones are behind Alyss disappearance, and
Insight, Intimidate, Perception, Stealth, Streetwise, Thievery. By interacting with merchants, street urchins, or associates of
Other Skills that they seek revenge for their previous defeats at
the Lost Ones, the PC helps to narrow down the search.
Bluff, Diplomacy With a successful check, the PC gains a +2 bonus on his or the partys hands. Assuming her to be an accomplice
Victory her next Insight, Perception, or Streetwise check. of the PCs, the Lost Ones plan to interrogate her in
If the PCs achieve 12 successes before 3 failures, they discover
that Alys is being held in an abandoned temple of Pelor in
order to obtain information on the partys move-
the Nine Bells district, and they are able to make their way Gilgathorns Warning ments, then to set up an ambush.
there without drawing attention to themselves. Before the PCs enter the temple of Pelor to deal with Thorn tells the PCs that the bounty on their heads
Defeat
Szagyn and the other kidnappers, they encounter an is the hefty sum of 1,000 gp, and that the identity
If the PCs get 3 failures before 12 successes, they discover
where Alys is being held, but their actions bring them to elf by the name of Gilgathorn. This encounter can of the person wanting them dead remains as yet
the attention of Sarshans death squad. In the Kidnappers take place at any point during the skill challenge, unknown. However, while it is true that the Lost Ones
encounter (page 71), the PCs face two separate groups and as you see fit. have no idea who they work for, the canny Thorn has
a much tougher challenge.
Special
At a natural break in the action, read already connected the bounty with Sarshan.
Some of the skill checks below have specific requirements that the following: If the PCs ask Thorn how he knows these things,
must be met before a PC can make them. For example, the he simply smiles and tells them he keeps his ear to
PCs must use Streetwise to track down a Lost Ones operative
Id be careful if I were you, calls a voice from above. the ground, like them. If they need further convinc-
in order to use Intimidate. Making Intimidate checks against
random people on the street yields no information. Looking up, you see a heavily armed elf sitting casually on ing, allow them to confirm what Thorn tells them
Insight (DC 14) the slanted eaves above the door of a nearby building. The with subsequent checks in the skill challenge.
The PC draws on his or her previous experiences fighting the elf wears a patch across one eye, appraising you carefully Thorn intends to secretly follow the PCs to the
Lost Ones to intuit the groups revenge motive against the
PCs, or to determine where in the city Lost Ones agents are
with the other. The Lost Ones arent going to be gentle Lost Ones hideout in Nine Bells, watching in order
most likely to be found. when you find them. Theyve got reason enough to kill you, to size them up. However, if the PCs have trouble in
Intimidate (DC 14) even if you didnt have a bounty on your head. that encounter (most likely because the failed skill
After locating a Lost Ones operative or ally with a Streetwise
challenge increases the odds against them), you can
check, the PC can seek answers by force.

November 20 08 | D U N G E O N 16 0
19
Den of the Destroyer

Warning on the Road


The journey from Overlook to Brindol is relatively
uneventful. However, as they approach the point
where the Dwarf Road meets the Old North Road at
the foot of Lake Restin, the PCs encounters a band of
soldiers on patrol. They are stopped for questioning,
their names quickly recognized if they give them.
The leader of the patrol identifies himself as
Zoram Splintershield, a dwarf whose folk dwell in the
foothills of the Giants Shield. He and his troop are
patrolling the roads around the lake and the Black-
fens. Zoram tells the PCs that in the past few weeks,
there have been a number of unprovoked attacks and
abductions in the north of Elsir Vale. Though patrols
have Thorn step in to aid them. Though his goal is been a messenger in Elsir Vale for many years, and like his scour the roads in search of these bandits,
to slay the PCs at a point when their resources have has run into trouble more than once in her career. they have so far come up empty.
been depleted, he is too smart to do so within the city. Moreover, Zoram informs the PCs that the abduc-
Alys speaks with the measured countenance of someone tions seem to be perpetrated by gnolls, who have
The Abandoned reciting a memorized message. Greetings from Sertanian, traditionally stayed well clear of the vale. The PCs
Temple of Pelor castellan of the Hall of Great Valor. I beseech you to return have heard or seen no sign of gnolls during their time
The temple of Pelor is part of the Divine Knot, the to Brindol with all haste, as your presence is needed here. on the road. As such, Zoram bids them a safe journey
cluster of nine temples that give the Nine Bells district The matter concerns one of the relics that you recovered to Brindol, but warns them to keep a wary eye out for
its name. Abandoned for years, the temple has been while saving myself and our towns other captives in any trouble.
taken over by the sacrilegious Lost Ones as a secret Rivenroar, and is most urgent.
meeting place where they can avoid the attention of Arrival at Brindol
the city watch. Sertanian appeared in Rescue at Rivenroar, and the The journey to Brindol takes a little over a week.
Tactical Encounter: Kidnappers (page 71). PCs should remember him well. If he did not survive Arriving late at night, the PCs find the Hall of Valor
that adventure, the message is from his apprentice closed up tight, Alys telling them that Sertanian
Aeomon, who inherited responsibility for the Hall of will likely already be in bed at his home outside
RETURN TO BRINDOL Great Valor after his masters death. of town. However, the partys arrival is noted by a
Alys knows nothing more than what she has been family member of one of the captives rescued from
With the Lost Ones defeated and Alys rescued, the told, though she confides to the party that she has Rivenroar. The PCs are invited to dinner and offered
PCs learn the reason for the messengers search. never seen old Sertanian as fearful as when he sent comfortable lodging. While speaking with their hosts,
Though she was beaten by the Lost Ones, Alys is her forth. The PCs have time to tie up any loose ends they learn the following.
strong, and she recovers herself quickly when she in Overlook before they depart for Brindol with Alys
realizes who the PCs are. She explains that she has as escort.

November 20 08 | D U N G E O N 16 0
20
Den of the Destroyer

Things have been quiet in Brindol since that awful me. From its case, the sword spoke to me, beseeching me to manipulated through a ritual that I will provide to you.
business, all thanks to your brave efforts, again and always. summon heroes to its aid. It asked for all of you by name. This is the boon that I pray you grant me. Bring me to
Still, theres families packing up and taking to the road, Fortress Graystone and free me from this prison.
more and more each week. Theres talk of gnolls attacking Sertanian explains that after the sword began speak-
settlements in the north, and word of the orcs rising up in ing, he removed it from its display case and hid it The sword explains that it can provide directions
the Stonehome. Dark days are coming, or so it seems. in the halls back room. He leads the PCs to a clut- to Fortress Graystone, and that it will answer any
tered workspace, where the platinum longsword questions as best it can.
The Hall of Great Valor lies beneath a cloth on a table. When the cloth is
The next morning, the PCs make their way to the removed, read the following. What will the ritual you are giving us do? The
Hall of Great Valor to meet Sertanian. This adventure ritual will free me from my current form, restoring
assumes that the PCs had the opportunity to see the Without warning, the small workroom is filled with me to my rightful body. I can say no more than that.
hall at some point during Rescue at Rivenroar. If a womans voice, weak. You have come, my heroes, Though I am granted the power to speak to you, my
not, paraphrase the following. but my thanks must be brief. I am Amyria, and I have memory has been fractured by long years of sleep.
summoned you here from great need. I know it must seem
The Hall of Great Valor is as you last saw it, its glass strange to hear me speak, but I assure you that this form Why does the ritual have to be performed in
cases lining the walls with relics of Elsir Vales past. Three is only temporary. It is for that reason that I beseech you Fortress Graystone? In opening the conduit to the
freestanding displays show off artifacts of the vanquished for your aid. Elemental Chaos, Fangren unwittingly set the stage
Red Hand of Doom, a large map of the surrounding lands Decades ago, a race of monastics born of the Elemental for my restoration. The ritual will alter the conduit
updated with details of the Hands most recent forays Chaos established a fortress in Elsir Vale. These were the such that it can channel energy from other planes to
against Elsir Vale and its people. githzerai, who lived secretly in their remote outpost before fuel my transformation.
Where he dusts relics in a display case across the room, suddenly vanishing. Their Fortress of Graystone was well
a familiar grey-haired figure rises. Sertanian smoothes hidden, and remained uninhabited for long years. What about the gnolls? The Wicked Fang tribe
out his stained smock as he bows. My friends, he says. Some months ago, Fortress Graystone was invaded and is not to be underestimated. They are strong and
Welcome back to Brindol. claimed by a pack of gnoll mercenaries calling themselves steeped in demon worship. While making your way
the Wicked Fang. Their leader, a sadistic follower of the to the fortress will almost certainly be dangerous, the
Sertanian thanks the PCs for their quick arrival, but demon lord Yeenoghu, has begun to send his raiders out threat to Elsir Vale and the wider world is great.
any Insight check reveals the castellans unease. Only into Elsir Vale and beyond. In recent weeks, this gnoll
after locking the doors of the hall will he tell the party chieftain Fangren has managed to open a conduit of What else do you know about Fortress Gray-
why he has summoned them here. power to Yeenoghus realm in the Elemental Chaos. He stone? The fortress is built into the side of a peak
plans to claim some small fragment of the demon lords of the Giants Shield. No roads or trails travel to the
You recall the platinum blade that was one of the treasures power, transforming himself into an exarch of the Beast of fortress, so the journey will be arduous.
taken by Sinruth and his hobgoblin horde. Upon its return Butchery. It was the creation of this conduit that awoke me
to the hall, it seemed none the worse for its ordeal. It is a relic from my age-long slumber. Can you tell us what we will find at the fortress?
of some worth and sentimental value, but holds no magic If Fangren completes his ritual, demonic forces Alas, I cannot. When the rift was opened, Fangrens
that I or any of my predecessors here have noted. But then a will have gained a foothold in the mortal realm. More thoughts and plans came to me as in a dream that
week ago, while working late at night, I heard a voice, calling importantly, that conduit to the Elemental Chaos can be woke my own mind. I have not seen him since, and

November 20 08 | D U N G E O N 16 0
21
Den of the Destroyer

my spirit grows weaker with every hour that passes. way as a means of forcing them to expend resources. Defeat
If the PCs get 3 failures before 6 successes, they reach Fortress
Before long, I fear that my voice and thought will be By chance, Thorn has been inside Fortress Graystone,
Graystone but their delays and setbacks leave them
lost once more. and he knows a great deal about its defenses. exhausted. Each PC loses 1 healing surge.
At a natural break in the exchange between Special
Amyria and the PCs, trouble arrives in the form of Amyrias Plight This skill challenge features an enemy actively working against
the PCs as they attempt to find their way to Fortress
bounty hunters intent on collecting the price on the When the sword spoke to the PCs in the Hall of Great Graystone. The first time the PCs fail an Athletics or
PCs heads. The bounty hunter Thorn puts in an Valor, they noted the weakness of its voice. If and when Nature check, or if a successful check beats the DC by 5
appearance, and is there to speak to the PCs in the the PCs attempt to speak to Amyria en route to Fortress or more, they see evidence that whatever hazard or pitfall
they attempted to avoid has been set up for them by
aftermath. Graystone, the spirit within the sword reiterates that
agents unknown. Once the PCs realize that they are being
Tactical Encounter: The Hall of Great Valor each time it talks, its waning life force is further shadowed, they can make secondary Perception checks to
(page 73). diminished. If the PCs have specific questions that be on the lookout for signs of ambush or entrapment.
Amyria can answer, the sword makes the effort to Athletics (DC 8)
The PC scales a tree or climbs a rock outcropping to spot
speak. However, Amyria does not know any informa-
DEPARTING BRINDOL
signs of the path ahead, or to catch a glimpse of Fortress
tion regarding their journey beyond the general route to Graystone in the distance.
the fortress that she earlier described. Endurance (DC 14)
The attack by the bounty hunters should reinforce the The PCs sleep less, take longer watches, and scout increasingly
farther ahead in an attempt to thwart the actions of
warning Thorn gave the PCs in Overlook. The elf tells
Travel to Fortress Graystone Level 7 whoever is stalking them. This check can be made only after
the PCs that he is as surprised to find them there as Skill Challenge XP 900 the PCs realize that someone is actively seeking to hinder
they are to see him. He speaks of how he was pass- The journey to Fortress Graystone is well off the established their progress (see Special, above).
ing through Brindol on his way to a job in Marthton trade roads and trails of Elsir Vale. You have many This is a group check. One character acts as lead, while the
challenges ahead, and you have only yourselves to rely on others make checks to aid that character. Each ally that gets
when he saw the burning hall and came to lend what
as you make your way to the stronghold. a result of 10 or higher provides a +2 bonus to the lead
assistance he could. He also adds that before he left characters check (which counts as the check to determine
In addition to the natural challenges of the trip, the bounty
Overlook, he heard rumors of the PCs confronta- hunter Thorn plans to wear the PCs down during their journey
a success or a failure).
History (DC 14)
tion with the Lost Ones, and that the bounty on their to the citadel, then to kill them there.
The PC attempts to recall lore regarding the history of Fortress
heads had been doubled in the aftermath. The PCs must navigate the hazardous wilderness of the
Graystone, identifying major landmarks that help the party
Giants Shield as they seek Fortress Graystone. However, an
Thorns story is, of course, a lie. He followed the find a safe route.
unseen foe shadows their route, and is intent on making their
bounty hunters to Brindol in the hope that they would Nature (DC 14)
journey much more dangerous.
The PC identifies natural hazards and potential dangers on the
kill the PCs, after which he would slay them and take Complexity
journey, finding a route that goes through easier terrain.
the credit for himself. At the very least, he expected 3 (requires 8 successes before 3 failures).
Perception (DC 19)
Primary Skills
the fight to weaken the PCs enough for him to take Athletics, Endurance, History, Nature, Perception.
The PC is able to spot hazards and dangers that have been
them on, but the partys prowess in battle has proved intentionally hidden or created by the unknown forces
Other Skills
shadowing the party. A successful Perception check grants a
even more formidable than he expected. Perception.
single PC a +2 bonus to his or her next primary skill check
Victory
Having been eavesdropping outside the Hall of made in the challenge.
If the PCs achieve 8 successes before 3 failures, they manage
Great Valor, Thorn knows all that the PCs know of to safely reach Fortress Graystone without a significant loss
Amyria and her quest. His plan now is to get to Fortress of resources.
Graystone ahead of the party, setting traps along the

November 20 08 | D U N G E O N 16 0
22
Den of the Destroyer

FORTRESS GRAYSTONE that Fortress Graystone was built to defend what lies Sarshan know what Fangren would find there.
hidden within it. Though he is hardly a scholar, the gnoll shaman
Fortress Graystone sits built into the side of a low In their home in the Elemental Chaos, the obtained knowledge of planar magic that allowed him
peak of the Giants Shield mountains. The structure githzerai discovered a thinning in the barrier to tap into the power hidden within the fortress. Now,
is well hidden from the eyes of the inhabitants of Elsir between that plane and the world. Making their way he seeks to use it for his own dark ends.
Vale, as was the intention of its builders. A massive to the world, they searched for and found this planar When the PCs approach the fortress, read
stone staircase leading into the side of the mountain breach in the Giants Shield mountains. There, they the following.
is the only entrance. built a fortress around the point of planar instability,
Fortress Graystone was constructed by a band of attempting to prevent the damage that might occur to For the last day, thick forest has been giving way to rolling
githzerai monastics whose reasons for dwelling in the both planes should the breach be fully opened. foothills. Now, the hills rise to a sudden wall of rocky peaks
mortal realm have been lost to history. Later explor- Decades ago, the githzerai inhabiting Fortress rising high above the trees. A rough gravel path winds its
ers found evidence that the citadel was built as a Graystone vanished without a trace. Recently, way along the base of the mountains, the first sign of a true
place of training and meditation for the githzerai, and Sarshan ordered the gnolls of the Wicked Fang pack trail that you have seen since your departure from Brindol.
assumed that its remote location had been chosen for to travel here and secure the fortress as part of their
its defensive value. However, what no one realized is deal with the shadar-kai arms dealer. Little did The Fortress
Fortress Graystone reflects the aesthetic of the gith-
zerai who built it, demonstrating balance between the
chaos of their birthplace and the order they sought to
impose upon their own lives.
The fortress takes its name from the distinctive
gray stone found in this area of the Giants Shield,
colored that way by prevalent veins of platinum ore.
The stone walls of the fortress are decorated with bas
reliefs and carvings that have withstood the passage
of years with little deterioration. However, the arrival
of the Wicked Fang gnolls has changed that.

Features of the Fortress


Different areas of Fortress Graystone share the
following common features.
Illumination: All rooms within the fortress
except the meditation chamber are brightly lit. The
secret passages are dark, except for two small areas
beneath the open trapdoors at the marshaling point.
Doors: The doors in Fortress Graystone are
unlocked, with two exceptions. The door leading from

November 20 08 | D U N G E O N 16 0
23
Den of the Destroyer

the marshaling point to the ritual chamber requires a When the PCs end their extended rest, let them handful of prisoners. Fangren has been using these
key (possessed only by Fangren) or a DC 14 Thievery see or hear reinforcements arriving and entering the Elsir Vale captives in twisted experiments, transform-
check to open. Likewise, the door leading into the citadel. Unless the party wants to deal with the new ing them into abyssal wretches.
marshaling point requires a key (possessed only by threat immediately (in which case, you can improvise Tactical Encounter: The Cells (page 81).
the Wicked Fang warmaster and the ruin-touched an encounter outside the fortress entrance), give the
beastcaller) or a DC 19 Thievery check to open. PCs time to plan for these additional encounters once 6. Training Chamber
Doors open inward from the adjacent corridors. they go back inside. A waterfall flows into this room from above, driving
Stairs: The rubble-strewn stairs within the fortress a system of shallow aqueducts that allowed the
are difficult terrain. 1. The Entrance githzerai of the fortress to simulate the chaos of battle
Secret Passages: The githzerai built several secret The wide stairs rising up the mountainside climb in their combat training.
passages within Fortress Graystone, with entrances toward a set of double doors flanked by four statues. This chamber is currently occupied by several
in the githzerai mind trap, the meditation chamber, The Wicked Fang gnolls have set up their first line of ruin-touched gnolls and their slaughterfang hyena
and at the marshaling point. Thorn knows of these defense here. mounts. Knowing that the ruin-touched gnolls
passages, and uses them to avoid the effects of the Tactical Encounter: The Stairs (page 75). had undergone horrific rituals to infuse them with
fortresss traps as he reactivates them. demonic power, Fangren called upon them to aid his
2.4. Githzerai Mind Trap quest when he first devised his plan to ascend to the
Extended Rests The mind trap is a special chamber designed by the status of exarch of Yeenoghu.
Fortress Graystone provides few places where the PCs githzerai to guard the fortress against incursion. This Tactical Encounter: Training Chamber
can take an extended rest without having the gnolls trap consists of a series of linked teleportation portals (page 83).
regroup to search for them. In the event that the party that shift destinations rapidly, making it impossible
needs to restore itself, the PCs will need to retreat to quickly move a large strike force into the fortress. 7. Meditation Chamber
into the forest outside to do so. Called a mind trap due to the mental discipline The doors leading into this area are covered with
Taking an extended rest allows any gnolls alerted required to pass through it to the interior of the scrawled warnings in Common and Abyssal to stay
to the PCs presence to regroup and call for backup. fortress, the portal system was deactivated by Fangren out. This room is divided into two distinct chambers.
Feel free to use an extended rest as an opportunity when the gnolls first arrived. The smooth walls of the southern portion are designed
for Thorn to attack (see page 77), as well as a chance Unfortunately for the gnolls guarding this area, to represent the peace of law, while the rough stone
to set up reinforcement encounters within the Thorn reactivated the trap before moving deeper into of the northern chamber represents the tumult of
citadel. Place these new encounters in areas the PCs the building, leaving several gnolls stuck trying to chaos. Githzerai warriors would meditate here at the
have already cleared out, but make sure that such find their way out when the PCs arrive. boundary between chaos and order.
encounters dont overly tax the partys newly replen- Tactical Encounter: Gith zerai Mind Trap Spiritual echoes of the githzerai and manifesta-
ished resources. (page 79). tions of their inner chaos plague this chamber. The
With the PCs 7th or 8th level by now, most gnolls consider it a haunted place, and they will
reinforcement encounters should be 4th or 5th level 5. The Cells not enter.
enough to demonstrate the Wicked Fangs resources This oddly shaped chamber was once the living quar- Tactical Encounter: Meditation Chamber
but not to be a significant drain on the party. (Minions ters of the githzerai. It currently serves as a makeshift (page 85).
are a great way to fill up a reinforcement encounter.) prison within which the Wicked Fang pack keeps a

November 20 08 | D U N G E O N 16 0
25
Den of the Destroyer

8. Marshaling Point to the world to deliver the sword Wicked Fang to the Defeat
If the PCs fail the skill challenge, Kyrion still imparts the
gnolls and to train them in the use of shadar-kai
Once a gathering place for the gith zerai, this area knowledge from the first paragraph above, but not the
weapons. Kyrion has no loyalty to the Wicked Fang second paragraph, hoping the PCs will overlook the
has been transformed into a training ground and
tribe, and fights only to defend himself. importance of the weapon.
living space for the gnolls. Debris and refuse litter Bluff (DC 14)
Tactical Encounter: Marshaling Point (page 87).
the f loor, while recruits train here under the watch- The PC attempts to trick Kyrion into thinking that Fangren has
ful eye of their packs warmaster and a shadar-kai betrayed him, hoping that the shadar-kai will betray the
Sarshans Plots gnolls in turn.
agent sent from Sarshan. The doors are locked but
Whether Kyrion flees, is slain, or is captured alive, Diplomacy (DC 14)
the ruin-touched beastcaller (in the training The PC earns Kyrions respect by praising the shadar-kais
the PCs can discover his connection to the gnolls
chamber) has a key. battle prowess.
and to the partys previous adventures. If he is Heal (DC 8)
Present in the marshaling point is a shadar-kai
captured and questioned, Kyrion offers up his story The PC binds Kyrions wounds, earning his grudging gratitude
weaponmaster by the name of Kyrion. One of
and a pledge to leave Elsir Vale in exchange for his by ensuring that he will live to fight again.
Sarshans most trusted agents, Kyrion has traveled Insight (DC 19)
freedom and a weapon to defend himself. Whether
By listening to and watching the shadar-kai, the PC intuits
Kyrion is interrogated or not, see the skill challenge some aspect of his true relationship with the gnolls.
NO PRISONERS on the next page. If Kyrion is freed by the PCs, he Intimidate (DC 19)
The PC manages to break Kyrions resolve with base threats
If Kyrion is killed or flees before the PCs can stays true to his word to leave Elsir Vale.
of violence.
interrogate him, any search of the chamber finds
the following note among his belongings: Interrogating the Weaponmaster Level 8 Ritual Chamber
Skill Challenge XP 350
The ritual chamber was built around the planar rift
Kyrion, If he survives his encounter with the party, the shadar-kai
weaponmaster Kyrion offers the PCs their best chance to discovered within the mountain by the githzerai.
uncover the full truth of the plots unfolding around them. Using dark rituals stolen from his ruin-touched allies,
Let me make my orders clear: you are there only to The shadar-kai knows the truth behind the gnolls plots in Fangren has corrupted the energy of this place, creat-
train the gnolls, not to fight for them. Watch your- Elsir Vale. Now the PCs just need to convince him to talk.
ing a conduit to the Elemental Chaos and the power
self; they are a bloodthirsty and violent lot, and they Complexity
1 (requires 4 successes before 3 failures). of the demon lord Yeenoghu.
may turn on you. You may need to remind them Primary Skills
from time to time that I pay them well for their Bluff, Diplomacy, Heal, Insight, Intimidate.
services, and that I can withdraw my support Victory SHADAR-KAI WEAPONS
The PCs learn that Kyrion was sent by Sarshan to train the Their shadar-kai weapons give the gnolls an
for their butchery at any time. Be careful of their
gnolls in the use of shadar-kai weapons. They also learn
leader, for he is far more cunning than others that Sarshan is responsible for convincing the gnolls to advantage in their raids, but these blades require
would give him credit for. I would not have even seize Fortress Graystone and to go on a kidnapping spree the special training Kyrion provides. The shadar-
considered trying to trick them into service with across Elsir Vale. Finally, they learn that Sarshan was also kai short sword is statistically identical to the
responsible for provoking Sinruth into reviving the Red
that Emissary deception that riled up that fool katar (PH 218), while the shadar-kai greatsword
Hand of Doom.
Sinruth. These gnolls have the power of their foul In addition, the PCs learn that the sword wielded by the is statistically identical to the fullblade (Adven-
god on their side. They are not to be trifled with. gnoll warmaster is a unique weapon, crafted specifically for turers Vault 9). Though the weapons have a
the Wicked Fang pack on Sarshans orders. According to jagged and shadowy appearance, this provides
Kyrion, Wicked Fangso named in honor of Fangrens pack
Sarshan is said to carry a curse and have a history steeped in blood. no additional mechanical benefit.

November 20 08 | D U N G E O N 16 0
26
Den of the Destroyer

instructs the PCs to draw it and perform its ritual. If Beyond her minimal recollections, Amyria is a clean
one of the PCs has the Ritual Caster feat, the sword slateher transformation a literal rebirth. Though
directs its instructions to that character. Otherwise, she is of an adult mindset, she knows nothing of her
any PC can perform the ritual under the swords own past.
direction. The ritual takes 10 minutes. The leather-bound tome is a ritual book that
Amyria gives to the party with her thanks. It contains
A vortex of brilliant energy opens up in the air as the a modified version of the ritual just performed,
platinum sword is gently tugged from your hands. It rises allowing them to stop the flow of energy that fuels
to hover in the air before the newly formed conduit, tendrils a planar portal.
of silver light reaching out to touch it. You are blinded by
a brilliant flash, then an instant later, the ritual chamber Seal Portal
falls silent. You close a portal between two locations safely, ensuring
Standing before you is a young human female of that nothing can come through it in the future.
unearthly beauty and grace. Her silver hair hangs down her
back, a band of chalk-white pigment stretching from one Level: 8 Component Cost: 100 gp
temple to the other across her eyes. She is garbed in armor Category: Binding Market Price: 680 gp
made of slender, overlapping plates. In one hand, she holds Time: 10 Minutes Key Skill: Arcana
a leather-bound tome; in the other, the platinum longsword. Duration: Permanent
I am Amyria, she says. Who are you, and why am
I here? You sever the magical connections that bind one
place to another by way of a portal. The completion of
The ritual has transformed the spirit within the this ritual successfully shuts a currently active portal
Unlike with most planar portals, physical objects platinum longsword into Amyria, a being who is far and seals it. No creature, object, or energy can pass
and creatures cannot pass through the conduit, which more than she appears. However, much to her own through a sealed portal. The portal is not destroyed,
serves only to draw energy into the mortal realm. This consternation, Amyria is not fully certain why she has though it becomes both invisible and intangible,
planar energy is critical to Fangrens dream of ascend- been brought here. She does not recognize the PCs meaning that it cannot be perceived or interacted
ing to exarch status, as well as to Amyrias ritual. or their names, and has no memory of her words to with while sealed. If the portal would normally
Tactical Encounter: Ritual Chamber (page 89). them while her spirit lingered within the sword. disappear after a certain amount of time, it does so.
At the completion of this ritual, make an Arcana
I remember that I am Amyria, she says softly, and I check. A sealed portal can be reopened with the linked
AMYRIAS RITUAL have lived many lives. I was in the sword. I remember you portal, planar portal, or true portal rituals, but the
freed me. The ritual you performed transformed the planar creature performing the ritual to reopen the portal
With the conduit safely closed and the threat of breach in this place, allowing it to channel the energy of the must make an Arcana check that equals or exceeds the
Fangren and his allies ended, the platinum sword Astral Sea. Energy necessary for my transformation. She results of the Arcana check you made when perform-
from Brindol begins to speak once more. The voice looks to you, eyes bright. I have been reborn with purpose, ing this ritual. You can remove the seal on a portal you
sounds even weaker, its life force all but spent as it even if that purpose is yet unclear to me. have sealed by performing this ritual on it again.

November 20 08 | D U N G E O N 16 0
27
Den of the Destroyer

The magic of a sealed portal can be detected with Instructions from Sarshan
the Arcana skill. The level of the magical phenom- RETURN TO THE
When the PCs search Fangrens body, they find a
enon (the seal, not the portal itself ) is equal to your
series of notes and missives from Sarshan to the gnoll SHADOWFELL
level at the time you performed this ritual.
chieftain. They relay orders to the Wicked Fang pack, At the conclusion of this adventure, the PCs
including the following.
Amyria, Scion of Bahamut have learned that Sarshan stands at the center
of many of their recent adventures. It is under-
The following statistics for Amyria represent her
I cannot stress the importance of holding Fortress standable that the PCs might be inclined to head
current form. Though this concludes this adventure
Graystone. Among the assignments I have given you, this straight to the Shadowfell in order to deal with
(and Amyria will be going her own way once the PCs
should be your top priority. I have armed you well enough the shadar-kai. However, if you wish to allow
reach Overlook), DMs can use these statistics as both
that you should be able to repel all invaders. such action, be aware that the PCs wont face
a point of reference and an NPC statistics block in
Do what you will with your prisoners, but continue the arms dealer directly until a later adventure.
case a particular campaign calls for it.
taking them. Focus your efforts on those who seem to be When the PCs arrive at Umbraforge, they
of some importance; do not waste your time with farmers discover the towers windows dark and the
Amyria Level 10 Elite Skirmisher (Leader)
Medium immortal humanoid XP 1,000 and commoners. entire complex seemingly abandoned. The tent
Initiative +11 Senses Perception +10 I am sending someone to train your recruits in the use of camps at the foot of Sarshans tower remain
Aura of Recovery aura 2; allies that start their turn in Amyrias our weapons, at your request. However, I expect you to leave intact and inhabited, but the only shadar-kai who
aura gain a +1 bonus to all saves until the start of their
this one alone. The witch I sent to you was one of my personal remain were not in Sarshans service. They can
next turn.
HP 200; Bloodied 100 advisors, and now she is ruined. Do not treat my people so tell the PCs that, shortly after their departure,
AC 24; Fortitude 19, Reflex 22, Will 23 callously as you do your own. Sarshan and his entire organization departed
Resist radiant 10 from Umbraforge for parts unknown. With no
Saving Throws +2
knowledge of where Sarshan went, this should
Speed 6
Action Points 1 CONCLUDING put the PCs off his trail, for a while at least.
m Longsword (standard; at-will) Radiant, Weapon
+15 vs. AC; 1d8 + 5 damage plus 1d6 radiant damage.
THE ADVENTURE
M Crusaders Assault (standard; at-will) Radiant, Weapon
Having rid Fortress Graystone of the Wicked Fang next adventure, it is (as the PCs will soon discover)
Requires longsword; +15 vs. AC; 1d8 + 5 damage plus
1d6 radiant damage, and one of Amyrias allies within 10 pack, performed the ritual to transform the platinum a critical location in a war that expands far beyond
squares makes a basic attack as a free action against the sword into Amyria, and sealed the conduit to the what they suspect. If the PCs accompany Amyria to
same target. Overlook, she bids them farewell once they reach the
planes, the PCs have finished their mission and can
C Radiant Rebuke (immediate interrupt; when targeted by a
depart at their leisure. As they exit the fortress, entrance to the city, slipping away into the crowd.
melee attack; at-will)
Close burst 1; +13 vs. Reflex; 2d6 + 5 radiant damage. Amyria requests that they accompany her to Over- If any of the party should attempt to follow her, she
Memory of A Thousand Lifetimes (free; encounter) look, not back to Brindol, as she believes she has goes to the Temple of Ioun in the Nine Bells district.
Amyria adds 1d6 to a d20 roll she just made. There, she immediately becomes lost in prayer,
Alignment Lawful good Languages Common, Draconic, business there. Should the PCs resist, she will not put
Supernal up a fight, though she will set off for the city without lingering indefinitely.
Skills Diplomacy +13, Religion +15 them should they choose to go elsewhere.
Str 10 (+5) Dex 12 (+6) Wis 21 (+10)
Eventually, however, the PCs need to return to
Con 12 (+6) Int 18 (+9) Cha 16 (+8)
Overlook. Not only is this the starting point of the

November 20 08 | D U N G E O N 16 0
28
Den of the Destroyer

KIDNAPPERS young woman in tattered traveling garb has been gagged, 2 Ravenous Attack Dogs (R)
Small natural beast
Level 7 Skirmisher
XP 300
blindfolded, and bound to a wooden chair.
Initiative +7 Senses Perception +3
Encounter Level 9 (2,150 XP) HP 80; Bloodied 40
Encounter Level 11 (3,050 XP)* Perception Check AC 21; Fortitude 19, Reflex 18, Will 16
DC 14: Well-gnawed bones spread across the room and Speed 6
Setup the reek of wet fur suggest the presence of dogs somewhere
m Bite (standard; at-will)
+12 vs. AC; 1d4 + 7 damage
4 Lost One kidnappers (K) within the temple. M Tripping Lunge (standard; recharge 5 6 )
2 ravenous attack dogs (R) DC 19: A f lash of lightning through the open ceiling +10 vs. Reflex; 2d4 + 9 damage, and the target is knocked
Szagyn, Lost One underboss (U) prone.
reveals faint movement behind the frescoes, figures
M Drag off Prey (immediate interrupt; when an adjacent
3 death squad assassins (A)* lurking there. opponent moves away; at-will)
+10 vs. Fortitude; 1d4 + 3 damage, and the ravenous
* Only if the PCs failed the Finding the Messenger A sentry at the door alerted the Lost Ones to the PCs attack dog slides 1 square, then slides the target 1 square.
The target must end its slide adjacent to the attack dogs
skill challenge. approach, giving them time to bind and gag Alys and
new position.
get into position behind the frescoes. Circle for the Kill (move; at-will)
After completing the skill challenge, the PCs make The ravenous attack dog shifts 2 squares.
their way to the abandoned temple of Pelor where 4 Lost One Kidnappers (K) Level 7 Soldier Alignment Unaligned Languages
Medium natural humanoid XP 300 Skills Intimidate +6
the messenger from Brindol is being held by the
Initiative +6 Senses Perception +4 Str 13 (+4) Dex 14 (+5) Wis 10 (+3)
Lost Ones. Con 16 (+6) Int 2 (1) Cha 6 (+1)
HP 79; Bloodied 39
AC 23; Fortitude 20, Reflex 18, Will 18
When the PCs approach the temple, read: Speed 6 Lost One Underboss (U) Level 8 Controller (Leader)
m Longsword (standard; at-will) Weapon Medium natural humanoid XP 350
+14 vs. AC; 1d8 + 5 damage Initiative +9 Senses Perception +7
As you enter Nine Bells, the rain that has been threatening M Grab and Go (standard; at-will) Underbosss Presence aura 2; at the start of each allys turn,
all day begins to fall. By the time you locate the temple +12 vs. Fortitude; 1d8 + 5 damage, and the Lost One if that ally is within the aura and the Lost One underbosss
of Pelor, the streets are all but empty, the inhabitants of kidnapper slides 2 squares, then slides the target 2 line of sight, the ally gains 4 temporary hit points.
squares. The target must end its slide adjacent to the HP 87; Bloodied 43
the district fled to shelter. From the outside, the temple AC 22; Fortitude 19, Reflex 21, Will 20
kidnappers new position.
entrance is set above a short flight of stone stairs. The f lare Kidnap (free; encounter) Speed 6
of lightning shows where relief carvings once adorned the When the Lost One kidnapper hits a target with its m Dagger (standard; at-will) Weapon
Grab and Go ability, the distance both creatures slide is +13 vs. AC; 2d4 + 4 damage
temples outer walls, but these are unrecognizable after
increased to 4 squares. A Storm of Daggers (standard; at-will) Weapon
years of neglect and abuse. Alignment Unaligned Languages Common Requires a number of daggers equal to number of enemies
Skills Stealth +9 in burst; area burst 1 within 10; targets enemies the Lost
When the PCs enter, read: Str 19 (+7) Dex 13 (+4) Wis 13 (+4) One Underboss can see; +10 vs. Reflex; 2d4 + 4 damage.
Con 15 (+5) Int 9 (+2) Cha 12 (+4) Get Into Position (minor 1/round; at-will)
Equipment leather armor, long sword One ally within 10 squares shifts 1 square.
Water covers the cracked marble floor where broken Alignment Evil Languages Common, Dwarven
freestanding frescoes block four doors in the far wall. Skills Bluff +12, Intimidate +12, Stealth +11
Str 12 (+5) Dex 14 (+6) Wis 16 (+7)
Rain pours down through a square opening in the ceiling,
Con 15 (+6) Int 15 (+6) Cha 17 (+7)
shards of stained glass clinging to its edges. Beneath it, a Equipment leather armor, 18 daggers

November 20 08 | D U N G E O N 16 0
29
Den of the Destroyer

3 Death Squad Assassins (A) Level 7 Lurker


Medium natural humanoid (shapechanger) XP 300
Initiative +11 Senses Perception +6
HP 61; Bloodied 30
AC 21; Fortitude 18, Reflex 20, Will 19
Speed 6
m Assassins Longblade (standard; at-will) Weapon
+12 vs. AC; 1d6 + 6 damage.
M Shapeshifter Feint (minor; at-will)
+10 vs. Reflex; the death squad assassin gains combat
advantage against the target until the end of the death
squad assassins next turn.
M Assassins Quarry (standard; recharge 6 ) Weapon
+10 vs. Reflex; 3d6 + 8 damage, and ongoing 5 damage
(save ends).
Change Shape (minor; at-will) Polymorph
A doppelganger can alter its physical form to take on the
appearance of any Medium humanoid, including a unique
individual (MM 280).
Combat Advantage
The death squad assassin deals an extra 2d6 damage
If the death squad assassins appear in this Features of the Area
encounter, they enter combat in the third round,
against any target it has combat advantage against. Illumination: Dim light through the open ceiling.
Alignment Unaligned Languages Common having followed the PCs on their search for Alys.
The triangular chambers beyond the doors are dark.
Skills Bluff +10, Insight +11, Stealth +12 The doppelgangers focus assassins quarry attacks
Str 10 (+3) Dex 19 (+7) Wis 16 (+6) Doors: The double doors at the front of the temple
against the strongest-looking melee combatants,
Con 13 (+4) Int 13 (+4) Cha 14 (+5) are swollen and warped, requiring a DC 14 Strength
Equipment dark robes, assassin's longblade making assassins longblade attacks against lightly-
check to pull open. The doors leading to the triangu-
armored PCs while assassins quarry recharges.
lar chambers open easily.
Tactics The doppelgangers are not allies of the Lost Ones,
Pooled Water: Most of the rain coming in
Unless they are spotted, the Lost Ones hold their but they know that the guild fears them. The Lost
through the hole in the ceiling disappears through
attacks until at least half the PCs are inside the Ones and the doppelgangers do not target each other,
cracks in the stone floor. However, the area directly
temple. but they do not treat each other as allies.
beneath the hole is slick with pooled water and is
The kidnappers use their grab and go power against difficult terrain.
lightly armored PCs or ranged attackers, pulling Frescoes: Numerous holes have been punched
targets behind the frescoes and into melee range. through these damaged frescoes. They provide cover
Szagyn stays in the thick of combat, using storm to creatures standing at their corners, or total cover to
of daggers as often as possible and making dagger creatures behind them.
attacks while that power recharges.
The ravenous attack dogs target PCs at the
periphery of combat, harrying melee combatants
with tripping lunge and using drag off prey to keep
their foes close.

November 20 08 | D U N G E O N 16 0
30
Den of the Destroyer

journey from Overlook, and they will go to any 2 Bounty Hunter Subduers (U) Level 7 Skirmisher
THE HALL OF lengths to collect their reward. Medium natural humanoid, human XP 300

GREAT VALOR Near the end of the encounter (or sooner if the PCs
Initiative +8
HP 76; Bloodied 38
Senses Perception +5

are having a tough time), Thorn appears to provide AC 21; Fortitude 20, Reflex 19, Will 18
Encounter Level 8 (1,750 XP) assistance. If the PCs are having an easy time in the Speed 6
m Maul (standard; at-will) Weapon
fight, have one or more of the bounty hunters attempt
Setup to flee only to be taken out by Thorn waiting at the
+12 vs. AC; 2d6 + 5 damage.
M Knockout Blow (standard; recharge 5 6 ) Weapon
1 bounty hunter snaremaster (N) door. Award the PCs full experience, however. For Requires maul; +10 vs. Fortitude; 4d6 + 5 damage, and
2 bounty hunter strongarms (T) more information, see Departing Brindol, below. the target is knocked prone and dazed (save ends).
2 bounty hunter subduers (U) Combat Advantage
The bounty hunter subduer deals an extra 2d6 damage
At a break in the PCs questioning of Amyria, on melee attacks against any target it has combat
A band of bounty hunters from Overlook catches read: advantage against.
up to the PCs at the Hall of Great Valor. A half ling Alignment Unaligned Languages Common
Skills Nature +10
snaremaster, two dwarf strongarms, and two human A sudden crash from the hall outside is punctuated by an Str 18 (+7) Dex 16 (+6) Wis 14 (+5)
subduers are spoiling for a fight after their long explosion of fire. A burning bottle has been lobbed through Con 12 (+4) Int 10 (+3) Cha 10 (+3)
Equipment leather armor, maul
one of the halls windows, shattering to spread flaming liquid
across tables and display cases. A moment later, the locked
2 Bounty Hunter Strongarms (T) Level 7 Brute
front door is kicked open, a squad of armed figures bursting in.
Medium natural humanoid, dwarf XP 300
Initiative +4 Senses Perception +11; low-light vision
Bounty Hunter Snaremaster (N) Level 7 Artillery HP 98; Bloodied 49
Small natural humanoid, halfling XP 300 AC 19; Fortitude 20, Reflex 17, Will 19
Initiative +7 Senses Perception +11 Speed 5
HP 61; Bloodied 30 m Greataxe (standard; at-will) Weapon
AC 19; Fortitude 18, Reflex 20, Will 19 +10 vs. AC; 1d12 + 8 damage.
Speed 6 C Clear The Area (standard; recharge 6 ) Weapon
m Rapier (standard; at-will) Weapon Requires greataxe; close burst 1; +8 vs. AC; 2d12 + 10
+14 vs. AC; 1d8 + 5 damage. damage, and the target is pushed 1 square.
r Bolas (standard; at-will) Weapon Brute Rush
Ranged 10/20; +12 vs. Reflex; 2d4 + 5 damage, and the When a bounty hunter strongarm makes a bull rush attack,
target is restrained (save ends). he pushes the target 2 squares instead of 1 square.
R Keep Em Separated (standard; recharge 5 6 ) Weapon Stand Your Ground
Requires bolas; ranged 10/20; three targets in range; +10 When an effect forces the bounty hunter strongarm
vs. Reflex; 4d4 + 5 damage, and the target slides 2 squares to movethrough a push, a pull, or a slidethe bounty
and is restrained (save ends). hunter strongarm moves 1 square less than the effect
Second Chance (immediate interrupt; when the bounty hunter specifies. When an attack would knock the bounty hunter
snaremaster would be hit by an attack; encounter) strongarm prone, the bounty hunter strongarm can roll a
The bounty hunter snaremaster forces the attacker to reroll saving throw to avoid falling prone.
the attack and take the new result. Alignment Unaligned Languages Common, Dwarven
Alignment Unaligned Languages Common, Dwarven Str 13 (+4) Dex 12 (+4) Wis 16 (+6)
Str 10 (+3) Dex 19 (+7) Wis 16 (+6) Con 18 (+7) Int 11 (+3) Cha 8 (+2)
Con 13 (+4) Int 13 (+4) Cha 10 (+3) Equipment leather armor, greataxe
Equipment leather armor, rapier, 6 bolas

November 20 08 | D U N G E O N 16 0
31
Den of the Destroyer

Tactics than 10 points of damage from area attacks. Once burning down, preserving the heritage of the people
it collapses, the map and its table count as difficult of Brindol. The PCs gain a +2 bonus to Diplomacy
The bounty hunters have no interest in the history of
terrain. checks in Brindol until they depart for Fortress
the Hall of Great Valor, and even less compunction
Graystone.
against destroying it as they target the PCs.
Dousing the Flames Failure: If the PCs get 3 failures before 4
The bounty hunter subduers use their knockout
Even as they fight, the PCs must deal with the fire successes, the Hall of Great Valor is consumed by fire.
blow as often as possible, flanking with maul attacks
spreading within the Hall of Great Valor. This skill The PCs efforts to save it cost each member of the
for combat advantage while that power recharges.
challenge allows the PCs to get the fire under control party 1 healing surge. Additionally, the folk of Brindol
The snaremaster targets powerful-looking melee
before the hall is consumed. blame them for drawing the murderous bounty hunt-
combatants with keep em separated or individual bola
Setup: The Hall of Great Valor is burning, and you ers down on their community. Word quickly spreads,
attacks, hoping to keep PCs out of the fight.
must work fast if you hope to save it. and all PCs take a 2 penalty to Diplomacy, Gather
The strongarms stay in the thick of melee to maxi-
Level: 6 (250 XP ) Information, and Intimidate checks made in Elsir
mize the use of their clear the area power. They make
Complexity: 1 (requires 4 successes before 3 Vale until the end of this adventure.
bull rush attacks with brute rush to keep the PCs in
failures).
motion, giving the subduers room to maneuver.
Primary Skills: Athletics, Perception, Thievery. Burning Floor Level 4 Obstacle
Features of the Area Special: The PCs do not earn failures in the Hazard XP 175
skill challenge for failing a skill check. Instead, they The fire started by the bounty hunters spreads along the dusty
Illumination: Bright light throughout timbers of the floor.
accrue 1 failure at the end of any round in which no
Burning Floor: The wooden floors of the Hall of Hazard: Anyone passing through the flames runs the risk of
success was gained. When the top of the initiative
Great Valor become hazardous as the fire spreads. taking fire damage.
order comes up, the failure occurs before the first Perception
Start the fire in a square of your choice. Each round
creatures turn. No check is necessary to notice the fire.
that it burns (until the PCs successfully complete the
In addition to the checks below, a success in the Trigger
Dousing the Flames skill challenge), the fire spreads The fire attacks when a creature enters a square of burning
skill challenge is gained by a PC who targets 1 or
into an additional 1d4 squares at random. See the floor.
more squares of burning floor with a power that deals Special
skill challenge and the hazard statistics block for
any amount of cold damage. Each round that the fire burns, it extends its range into 1d4
more information. additional squares, chosen at random.
Athletics (DC 8): With a show of strength, the PC
Freestanding Displays: These tall slabs of solid Attack
tips over a display case to smother the flames. Opportunity Action Melee
stone support artifacts relating to the incursions of
Perception (DC 14): The PC determines which way Target: Creature in the flames
the Red Hand of Doom. The displays provide cover.
the flames are spreading, and can direct his or her Attack: +7 vs. Reflex
Clambering over a display costs 1 extra square of Hit: 1d6 + 2 fire damage.
allies efforts in that direction.
movement. Countermeasures
Thievery (DC 14): The PC pries up burning floor- Any attack that deals cold damage targeting 1 or more
Map of Elsir Vale: This three-dimensional model
boards, creating gaps so the flames cannot spread squares of burning floor douses the flames in those squares.
represents the Elsir Vale region and depicts the However, until the skill challenge has been successfully
any further. On a failed check, the PC takes 1d6 fire
major sites of battles against the Red Hand of Doom. completed, new squares of flame will erupt in subsequent
damage.
It initially provides cover. However, the map and its rounds.
Success: If the PCs achieve 4 successes before
underlying table are fragile, and will collapse if any
3 failures, they manage to keep the museum from
creature attempts to clamber over it or if it takes more

November 20 08 | D U N G E O N 16 0
32
Den of the Destroyer

THE STAIRS 2 Wicked Fang Scouts (C)


Medium natural humanoid
Level 7 Skirmisher
XP 300
2 Wicked Fang Sentries (E)
Medium natural humanoid
Level 7 Soldier
XP 300
Initiative +7 Senses Perception +10, low-light vision Initiative +6 Senses Perception +11, low-light vision
Encounter Level 7 (1,500 XP) HP 77; Bloodied 38 HP 80; Bloodied 40
AC 21; Fortitude 19, Reflex 19, Will 18 AC 23; Fortitude 20, Reflex 18, Will 19
Setup Speed 7 Speed 7
m Shadar-Kai Short Sword (standard; at-will) Weapon m Shadar-Kai Greatsword (standard; at-will) Weapon
2 Wicked Fang sentries (E)
+12 vs. AC; 1d6 + 9 damage (crit 1d6 + 15), or 1d6 + 11 +14 vs. AC; 1d12 + 5 damage (crit 1d12 + 17), or 1d12 +
2 Wicked Fang scouts (C) damage (crit 1d6 + 17) while bloodied; see also pack attack. 7 damage (crit 1d12 + 19) while bloodied, and the target
1 stonewalker spirit (S) r Hand Crossbow (standard; at-will) Weapon is marked until the end of the gnoll sentrys next turn; see
Range 10/20; +12 vs. AC; 1d6 + 9 damage, or 1d6 + 11 also pack attack.
damage while bloodied; see also pack attack. C Defend the Pack (standard; recharge 6 ) Weapon
When the PCs climb the great stairs leading up and Cowardly Shot (standard; at-will) Weapon Close burst 1; +12 vs. AC; 1d12 + 5 damage, or 1d12 + 7
into Fortress Graystone, they are challenged by the Requires hand crossbow; ranged 10/20; +12 vs. AC; 1d6 + damage while bloodied, and the target is marked until the
defenders placed here by Fangren. Gnoll sentries are 9 damage, or 1d6 + 11 damage while bloodied; the gnoll end of the gnoll sentrys next turn; see also pack attack.
scout can shift 2 squares both before and after making the Defensive Lure (move; encounter)
aided by a creature sent by agents of the demon Lord
attack; see also pack attack. The gnoll sentry shifts 3 squares, then pulls all targets it has
Yeenoghua stonewalker spirit that lurks among the Pack Attack marked 3 squares.
statues on the stairs. Thus far, the guards have dealt The gnoll scout deals an extra 5 damage on melee and Pack Attack
ranged attacks against an enemy that has two or more of The gnoll sentry deals an extra 5 damage on melee attacks
with little more than animals wandering in from the
the scouts allies adjacent to it. against an enemy that has two or more of the gnoll sentrys
forest, and they are spoiling for a real fight. Alignment Chaotic evil Languages Abyssal, Common allies adjacent to it.
Str 16 (+6) Dex 15 (+5) Wis 14 (+5) Alignment Chaotic evil Languages Abyssal, Common
When the PCs see the stairs, read: Con 13 (+4) Int 10 (+3) Cha 10 (+3) Str 19 (+7) Dex 13 (+4) Wis 16 (+6)
Equipment: hide armor, shadar-kai short sword, hand Con 16 (+6) Int 10 (+3) Cha 8 (+2)
crossbow, 20 bolts Equipment: hide armor, shadar-kai greatsword
Against the cliff face ahead, a massive stone staircase rises,
narrowing as it reaches a set of double stone doors set into
the rock wall. Four large statues, each depicting a githzerai
warrior in full combat regalia, stand on pedestals watching
over the entrance to Fortress Graystone. A small waterfall
f lows down the side of the mountain, eroding a stone
balcony set further up the cliff face and leaving the stone
steps slick and treacherous.

November 20 08 | D U N G E O N 16 0
33
Den of the Destroyer

Stonewalker Spirit (S) Level 7 Lurker Possessed Statue Level 7 Brute The gnolls on the stairs fight in close proximity to
Medium elemental magical beast (earth) XP 300 Large natural animate XP
take advantage of their pack attack power.
Initiative +10 Senses Perception +5 Initiative +10 Senses Perception +5
HP 45; Bloodied 22 HP 24; Bloodied 12
AC 21; Fortitude 19, Reflex 19, Will 20 AC 21; Fortitude 20, Reflex 17, Will 20 Features of the Area
Immune disease, petrification, poison; Resist insubstantial Speed 5 Illumination: Bright sunlight during the day; dim
Speed fly 6 (hover) m Stone Fists (standard; at-will)
m Spectral Grasp (standard; at-will)
starlight at night.
+10 vs. AC; 2d8 + 7 damage.
+10 vs. Reflex; 2d4 + 7 damage. M Thundering Charge (standard; recharge 5 6 ) Thunder Stairs: The wide stone stairs leading up to the
M Petrifying Touch (standard; recharge 6 ) +10 vs. AC; 4d8 + 7 damage; the possessed statue can entrance are difficult terrain when ascending.
+10 vs. Fortitude; the target is slowed (save ends). First move up to its speed before making this attack, and
Characters descending or moving horizontally along
Failed Save: The target is immobilized instead of slowed any creature that hits the possessed statue with an
(save ends). Second Failed Save: The target is petrified (no opportunity attack during this movement takes 1d8 + 7 the stairs treat them as normal terrain.
save), and is considered to be a statue for the purposes of thunder damage. Waterfall: Where the waterfall flows down the
the possess statue ability. Surefooted stairs, the stone has been worn smooth and slippery.
Possess Statue (free, when entering the same space as a The possessed statue ignores difficult terrain.
Any creature that falls prone in one of those square
statue; at-will) Merely a Shell
The stonewalker spirit assumes the form of a possessed A possessed statue has a hit point total of its own, and slides 1 square down the stairs.
statue. Use the possessed statue stat block instead of the does not share hit points with its stonewalker spirit form. Statues: The four statues depict the ancient
stonewalker spirits stat block. Damage dealt to the possessed statue is not dealt to the
githzerai who built Fortress Graystone. A statue
Flee the Form (free, when a possessed statue is reduced to stonewalker spirit form.
0 hit points; at-will) Alignment Unaligned Languages Abyssal, Primordial provides cover unless possessed by the stonewalker
The stonewalker spirit takes 16 damage (ignores Str 19 (+7) Dex 11 (+3) Wis 14 (+5) spirit. When possessed by the stonewalker spirit, the
insubstantial) as it reverts to its normal form, then moves Con 19 (+7) Int 11 (+3) Cha 19 (+7) statue breaks free of its pedestal, destroying it and
up to its speed.
turning the squares it occupied into difficult terrain.
Alignment Unaligned
Skills Stealth +11
Languages Abyssal, Primordial
Tactics Wall and Balcony: The balcony juts out from the
Str 10 (+3) Dex 17 (+6) Wis 14 (+5) The stonewalker spirit possesses a statue in the first wall 50 feet above the top of the stairs. The crumbling
Con 16 (+6) Int 11 (+3) Cha 19 (+7) round, attacking in that form. It uses thundering charge stone wall cannot be climbed.
Perception Check as often as possible, laying into the PCs with its stone
DC 14: Though you see no sign of anyone on the stairs, fists while it waits for that power to recharge. If forced
telltale shadows give away the presence of creatures hiding to flee a statue, the stonewalker spirit uses its petrify-
behind the statues. ing touch power on a spellcaster or ranged combatant
before possessing another statue.
As the PCs climb the stairs, read: The gnoll sentries stay front and center in melee,
maximizing the effect of their defend the pack attacks,
With a yelp, four gnolls slip out of hiding places behind the then making greatsword attacks while that power
statues and race forward to attack. recharges.
The gnoll scouts snipe with shortbows against any
The stonewalker spirit begins the encounter hovering PCs on the outskirts of melee. If pressed, they drop
behind one of the statues, which it possesses in the their bows and attack with short swords.
first round.

November 20 08 | D U N G E O N 16 0
34
Den of the Destroyer

THORNS ATTACK Perception Check Thorn


Medium fey humanoid, elf
Level 9 Solo Skirmisher
XP 2,000
DC 19: A faint sound betrays footsteps behind you. The
Initiative +11 Senses Perception +7
Encounter Level 11 (3,000 XP) elf mercenary Thorn is attempting to approach unheard, HP 388; Bloodied 194
two fierce-looking hounds at his side and a pair of hunting AC 25; Fortitude 21, Reflex 24, Will 23
Setup falcons on his shoulders. As you see him, he snarls a Saving Throws +5
Speed 6
Thorn, bounty hunter command, the dogs bounding forward as the falcons take
Action Points 2
2 elderwood falcons to the air. m Longsword (standard; at-will) Weapon
2 ironwood hounds +14 vs. AC; 1d8 + 5 damage
r Hand Crossbow (standard; at-will) Weapon
2 Elderwood Falcons Level 6 Skirmisher
Medium natural animate XP 250 Range 10/20; +14 vs. AC; 1d6 + 6 damage
Though he has shown great caution as he follows the R Double Bolts (standard; at-will) Weapon
Initiative +9 Senses Perception +6; low-light vision
PCs and reactivates the traps in Fortress Graystone, HP 70; Bloodied 35 Thorn makes two hand crossbow attacks.
the bounty hunter Thorn eventually makes his move AC 20; Fortitude 17, Reflex 19, Will 18 R Gripping Net (minor; recharge 6 ) Weapon
Speed 2, fly 6 (hover) Range 2/5; Requires net; +12 vs. Reflex; target is restrained
against the party.
m Talon (standard; at-will) (save ends).
This encounter can take place at any time once R Pepper Bomb (minor; recharge 4 5 6 ) Weapon
+11 vs. AC; 2d4 + 4 damage, and the target slides 1 square.
the PCs have arrived at Fortress Graystone, at your M Swoop (standard; at-will) Range 5/10; Requires pepper bomb; +12 vs. Reflex; target
is blinded (save ends).
discretion. Thorn should attack at a point when the The elderwood falcon shifts 1 square, makes a talon attack,
then shifts 1 square. R Retaliatory Shot (immediate reaction; when hit by a ranged
PCs resources have been depletedafter a difficult or area attack; at-will)
Alignment Unaligned Languages
encounter, halfway through an attempt to take an Str 8 (+2) Dex 19 (+7) Wis 16 (+6) Thorn makes a hand crossbow attack against the target
extended rest, and so on. (Allow the PCs to take a Con 14 (+5) Int 2 (1) Cha 6 (+1) that hit him.
A Bolt Storm (standard; encounter) Weapon
short rest before Thorn attacks, as they are likely to
Requires hand crossbow; area burst 2 within 10; +12 vs. AC;
need their encounter powers and have a chance to 2 Ironwood Hounds Level 6 Soldier 3d6 + 8 damage.
heal up in order to defeat him.) Medium natural animate XP 250 A Desperate Bolt Storm (free; when first bloodied; encounter)
Initiative +6 Senses Perception +4; low-light vision Weapon
Since this encounter can take place anywhere in HP 69; Bloodied 34 Thorns bolt storm recharges, and he uses it immediately.
Fortress Graystone, use the Features of the Area AC 22; Fortitude 18, Reflex 17, Will 16 Elven Accuracy (free; encounter)
from the appropriate location. If Thorn attacks when Speed 6 Thorn can reroll an attack roll. He must use the second roll,
m Bite (standard; at-will) even if it is lower.
the PCs have left the fortress to take an extended rest
+13 vs. AC; 2d6 + 2 damage, and the target is marked until Wild Step
in the forest, map the area to incorporate the features the end of the ironwood hounds next turn. Thorn ignores difficult terrain when he shifts.
presented below. M Drive Back (standard; at-will) Alignment Unaligned Languages Common, Elven
Thorn attempts to catch the PCs unawares in order +11 vs. Fortitude; 2d6 + 2 damage, and the target is Skills Bluff +12, Insight +12, Stealth +14, Survival +12,
pushed 2 squares and the ironwood hound can shift 2 Thievery +14
to gain a surprise round, either approaching by way squares. The ironwood hound must end its shift adjacent Str 13 (+5) Dex 20 (+9) Wis 16 (+7)
of one of the secret doors in the fortress or attacking to the targets new position. Con 17 (+7) Int 11 (+4) Cha 10 (+4)
from cover elsewhere. Alignment Unaligned Languages Equipment leather armor, hand crossbow with 40 bolts,
Skills Intimidate +7 longsword, net, 6 pepper bombs
Str 16 (+6) Dex 13 (+4) Wis 12 (+4)
Con 13 (+4) Int 2 (1) Cha 8 (+2)

November 20 08 | D U N G E O N 16 0
35
Den of the Destroyer

Tactics points to make additional pepper bomb or gripping net Features of the Area
attacks, resorting to longsword attacks only if he has
The first full round, Thorn takes two minor actions to Use the following features to create an encounter area
no other option.
target a wizard or other controller with pepper bomb outside the fortress if Thorn attacks while the PCs are
The ironwood hounds stay in the thick of melee,
and hit a melee combatant with gripping net. He then taking an extended rest.
making bite attacks and using drive back to keep
makes hand crossbow attacks against lightly armored Trees: Squares containing trees are difficult
combatants away from Thorn.
foes, using bolt storm if he can target three or more terrain and provide concealment to anyone stand-
The elderwood falcons make swoop attacks against
PCs. While wielding his hand crossbow, he uses ing in them. A trees trunk provides cover to anyone
lightly armored PCs, staying out of melee range and
retaliatory shot to target PCs engaged by the hounds or standing adjacent to it.
sliding foes who try to engage Thorn.
the falcons. If pressed into melee, he spends his action Stream: Where the waterfall hits the tree line, it
carves out a narrow stream that flows 5 feet deep and
Aftermath is difficult terrain. Characters in the water gain cover
If Thorn is kept alive, he can be easily convinced to
except against attacks from submerged enemies.
tell the PCs his story in exchange for his life. The
Fighting in the water imposes a 2 penalty to attack
bounty hunter is happy to bargain away his knowl-
rolls except with spears and crossbows.
edge of the fortresss secret passageways, and to fill
Boulders: These 5-foot-high rocks provide cover.
the PCs in on the layout of any sections they have not
A boulder can be climbed with a DC 10 Athletics
yet seen. In addition, Thorn knows most of the history
check.
of the fortress (having explored it in his youth), and
he can fill the PCs in on the information presented
on page 65.
Thorn reserves his most significant knowledge to
bargain for his freedom, promising the PCs (truth-
fully) that he will abandon his pursuit of them if
they let him flee the fortress. If the PCs agree, Thorn
informs them that Sarshan is behind the bounty
placed on their heads in Overlook. (If Thorn does not
survive this encounter, the PCs discover a note on his
body linking Sarshan to the bounty.)

November 20 08 | D U N G E O N 16 0
36
Den of the Destroyer

GITHZERAI MIND TRAP wear the PCs down by pitting them against the gnoll runes dominates the f loor of the first chamber, while a
defenders now trapped here. smaller circle adorns the floor of the room beyond.
Encounter Level 8 (1,750 XP) The gnoll demonic scourge and his two lashers
begin in the second chamber, while the two gnoll Tactics
Setup maulers begin in the first chamber near the entrance The gnoll maulers stay in the thick of melee, using
1 gnoll demonic scourge (D) to the fortress. their backhand power as often as possible alongside
2 Wicked Fang maulers (M) beat back and greatsword attacks.
2 Wicked Fang lashers (L) When the PCs enter the fortress, read: The gnoll lashers focus whip flay and drag around
attacks on spellcasters and ranged combatants. Both the
The githzerai mind trap was disabled when the gnolls As the stone doors open, you see a wide octagonal chamber maulers and lashers use their forced movement abilities
seized control of the fortress. However, Thorn has before you. On five of the walls, portals glow and pulse with to force PCs through the portals, splitting the party.
beaten the party here and reactivated it, hoping to arcane energy. The far side of the room appears to be made The gnoll demonic scourge stays in the area with the
of extremely thick glass, revealing a second chamber beyond maximum number of allies, increasing the effectiveness
with four portals on the wall. A massive circle of carved of its leader of the pack aura and bloodthirst ability.
Gnoll Demonic Scourge (D) Level 8 Brute (Leader)
Medium natural humanoid XP 350
Initiative +6 Senses Perception +7; low-light vision 2 Wicked Fang Maulers (M) Level 7 Brute 2 Wicked Fang Lashers (L) Level 9 Skirmisher
Leader of the Pack aura 5; allies in the aura gain a +1 bonus Medium natural humanoid XP 300 Medium natural humanoid XP 400
to attack rolls. While this creature is bloodied, the bonus Initiative +4 Senses Perception +6; low-light vision Initiative +11 Senses Perception +7; low-light vision
increases to +2. HP 94; Bloodied 47 HP 93; Bloodied 46
HP 106; Bloodied 53 AC 19; Fortitude 20, Reflex 18, Will 19 AC 23; Fortitude 21, Reflex 22, Will 21
AC 20; Fortitude 21, Reflex 18, Will 18 Speed 7 Speed 7
Speed 5 m Shadar-Kai Greatsword (standard; at-will) Weapon m Barbed Whip (standard; at-will) Weapon
m Heavy Flail (standard; at-will) Weapon +10 vs. AC; 1d12 + 8 damage (crit 1d12 + 20), or 1d12 + Reach 2; +14 vs. AC; 1d8 + 4 damage (or 1d8 + 6 damage
+13 vs. AC; 2d6 + 5 damage, or 2d6 + 7 while bloodied; 10 damage (crit 1d12 + 22) while bloodied; while bloodied) and ongoing 5 damage (save ends);
against a bloodied enemy, this attack also knocks the see also pack attack. see also pack attack.
target prone; see also pack attack. M Backhand (minor; recharge 5 6 ) M Whip Flay (standard; encounter) Weapon
Bloodthirst +10 vs. AC; 1d6 + 8 damage, or 1d6 + 10 damage while Requires barbed whip; reach 2; +14 vs. AC; 3d8 + 7
If the gnoll demonic scourge bloodies an enemy with a bloodied, and the target is knocked prone; damage (or 3d8 + 9 damage while bloodied) and ongoing
melee attack, an ally adjacent to the enemy can make a see also pack attack. 10 damage (save ends); see also pack attack.
melee attack against that enemy as an immediate reaction. M Beat Back (standard; at-will) Weapon M Drag Around (standard; recharge 5 6 ) Weapon
Overwhelming Attack (free; encounter) +10 vs. AC; 1d12 + 8 damage (crit 1d12 + 20), or 1d12 + Requires barbed whip; reach 2; +12 vs. Fortitude; 2d8 + 5
The gnoll demonic scourge applies its bloodthirst power to 10 damage (crit 1d12 + 22) while bloodied, and the target damage (or 2d8 + 7 damage while bloodied) and the target
two allies instead of one. is pushed 2 squares; see also pack attack. slides 3 squares; see also pack attack.
Pack Attack Pack Attack Pack Attack
The gnoll demonic scourge deals an extra 5 damage on The gnoll mauler deals an extra 5 damage on melee The gnoll lasher deals an extra 5 damage on melee attacks
melee attacks against an enemy that has two or more of attacks against an enemy that has two or more of the gnoll against an enemy that has two or more of the gnoll lashers
the demonic scourges allies adjacent to it. maulers allies adjacent to it. allies adjacent to it.
Alignment Chaotic evil Languages Abyssal, Common Alignment Chaotic evil Languages Abyssal, Common Alignment Chaotic evil Languages Abyssal, Common
Skills Insight +10, Intimidate +13, Religion +10 Skills Athletics +12 Skills Stealth +14
Str 20 (+9) Dex 14 (+6) Wis 12 (+5) Str 19 (+7) Dex 13 (+4) Wis 17 (+6) Str 16 (+7) Dex 20 (+9) Wis 16 (+7)
Con 16 (+7) Int 13 (+5) Cha 15 (+6) Con 14 (+5) Int 10 (+3) Cha 8 (+2) Con 13 (+5) Int 10 (+4) Cha 10 (+4)
Equipment hide armor, heavy flail Equipment: hide armor, shadar-kai greatsword Equipment: hide armor, barbed whip

November 20 08 | D U N G E O N 16 0
37
Den of the Destroyer

RUNNING THE MIND TRAP in the second, and one in the final chamber. Each of observation. In order to exit the mind trap, each
the portals in the first chamber is linked to one of the character must reach the exit chamber by passing
The gith zerai mind traps shifting portals are other portals, as noted by the numbers on each portal. through portal 1, or by taking the secret door in the
meant to confuse the PCs, but their movement When a creature enters one portal, it exits through second chamber.
can be tracked by you in a relatively simple way. the other portal of the same number. Secret Door: This portal leads to the secret pas-
When the first creature passes through a portal, However, each time a creature passes through sages used by the gnolls (and Thorn) to move about
make a tally mark indicating that the portals a portal in either direction, the portals in the first the fortress. A DC 19 Perception check reveals the
have shifted. On subsequent turns, if a creature chamber shift one position clockwise. For example, presence of the door, which can be opened normally.
steps through a portal in the first room, find portal 1 begins on the north wall of the room. The Translucent Walls: The stone walls between the
that portal in the second or third rooms (treat- first time a creature passes through any portal, portal three githzerai mind trap chambers have the magi-
ing both as one area), then move a number of 1 shifts to the south side of the room, with all the cal appearance of massive sheets of glass. These walls
portals counterclockwise equal to the current other portals moving with it accordingly. block line of effect but not line of sight, and allow the
tally. Afterward, add another tally mark. Only the portals in the first chamber shift posi- PCs to see into the other chambers (helping them
If a creature steps into a portal in the second tion, and this movement is undetectable by simple determine how to exit the mind trap).
room, find the correct exit portal in the first
room, then move clockwise a number of portals
equal to the current tally. (Do not add another
tally for creatures moving from the second room
to the first.)
When your tally reaches 5, the portals have
shifted back to their initial positions and you can
start again.

Features of the Area


Illumination: Torches on the walls and the arcane
runes on the floor fill both chambers with bright light.
Arcane Circles: The first and second chambers in
the mind trap feature circles of glowing arcane runes
that power the areas portals. A DC 19 Arcana check
and 10 minutes work allows a PC to control the circles,
stabilizing the portals and preventing them from shift-
ing each time a creature passes through (see below).
Mind Trap Portals: The githzerai mind trap is
designed to disorient creatures attempting an incur-
sion of Fortress Graystone. The mind trap consists of
a set of linked portals, five in the first chamber, four

November 20 08 | D U N G E O N 16 0
38
Den of the Destroyer

THE CELLS Wicked Fang Keeper (W)


Medium natural humanoid
Level 8 Elite Controller
XP 700
2 Wicked Fang Guards (G)
Medium natural humanoid
Level 6 Soldier
XP 250
Initiative +9 Senses Perception +7; low-light vision Initiative +7 Senses Perception +4; low-light vision
Encounter Level 9 (1,900 XP) HP 178; Bloodied 89 HP 74; Bloodied 37
AC 24; Fortitude 20, Reflex 23, Will 20 AC 22; Fortitude 19, Reflex 18, Will 17
Setup Speed 7 Speed 7
m Shadar-Kai Short Sword (standard; at-will) Weapon m Shadar-Kai Greatsword (standard; at-will) Weapon
1 Wicked Fang keeper (W)
+13 vs. AC; 2d6 + 5 damage (crit 1d6 + 17), or 2d6 + 7 +13 vs. AC; 1d12 + 7 damage (crit 1d12 + 19), or 1d12 + 9
2 Wicked Fang guards (G) damage (crit 1d6 + 19) while bloodied; see also pack attack. damage (crit 1d12 + 21) while bloodied, and the target is
1 Wicked Fang mauler (M) r Handaxe (standard; at-will) Weapon marked until the end of the gnoll guards next turn;
Ranged 5/10; +13 vs. AC; 2d6 + 5 damage (crit 1d6 + 17), see also pack attack.
1 Wicked Fang lasher (L)
or 2d6 + 7 damage (crit 1d6 + 19) while bloodied; M Pinning Attack (standard; encounter) Weapon
see also pack attack. Requires greatsword; +11 vs. Fortitude; 1d12 + 7 damage
Since taking over Fortress Graystone, the gnolls have R Rain of Blades (standard; at-will) (crit 1d12 + 19), or 1d12 + 9 damage (crit 1d12 + 21) while
captured dozens of prisoners on Sarshans orders. The gnoll keeper makes three handaxe attacks, each of bloodied, and the target is immobilized until the end of the
which must be against a different target. gnoll guards next turn; see also pack attack.
Three survivors of these raids are currently being held M No Escape This Time (standard; at-will) Weapon Pack Attack
in an area the gnolls refer to as the cells. These prison- Requires short sword; +13 vs. AC; 2d6 + 5 damage (crit 1d6 The gnoll guard deals an extra 5 damage on melee attacks
ers and their unfortunate predecessors are fated to + 17), or 2d6 + 7 damage (crit 1d6 + 19) while bloodied against an enemy that has two or more of the gnoll guards
and the target is knocked prone; see also pack attack. allies adjacent to it.
become the subjects of Fangrens dark experiments.
M Keepers Shackles (minor; recharge 6 ) Alignment Chaotic evil Languages Abyssal, Common
Targets adjacent prone creature; +12 vs. Fortitude; target Str 14 (+5) Dex 15 (+5) Wis 13 (+4)
When the PCs first descend the stairs, read: is restrained (until escape). Con 18 (+7) Int 10 (+3) Cha 8 (+2)
Caltrops (minor; encounter) Equipment: hide armor, shadar-kai greatsword
The gnoll keeper can designate a 1-square burst area
From somewhere ahead comes a foul smell and the barking
within 5 squares; that area is filled with caltrops. Until the
of harsh voices. end of the encounter, any creature that enters a square
filled with caltrops without treating it as difficult terrain
When the PCs can see into this area, read: takes 1d6 + 4 damage.
Pack Attack
The gnoll keeper deals an extra 5 damage on melee
At the bottom of the second staircase is a crescent-shaped attacks against an enemy that has two or more of the gnoll
chamber set with three doors, its walls and f loors stained keepers allies adjacent to it.
Alignment Chaotic evil Languages Abyssal, Common
red-black with dried blood. The stench of rot and filth is
Skills Intimidate +11
overwhelming, a number of gnolls apparently oblivious to it Str 13 (+5) Dex 20 (+9) Wis 17 (+7)
as they argue among themselves. Con 17 (+7) Int 10 (+4) Cha 14 (+6)
Equipment: hide armor, shadar-kai short sword

If a PC speaks gnoll, the argument concerns the


keeper reminding the other guards that the prisoners
cannot be eaten, on Fangrens orders. The PCs can
make Stealth checks against the gnolls Perception
checks in an attempt to approach unseen. However,
the gnolls are alert.

November 20 08 | D U N G E O N 16 0
39
Den of the Destroyer

Wicked Fang Mauler (M) Level 7 Brute Wicked Fang Lasher (L) Level 9 Skirmisher wealthy landowner, a curate at a church of Pelor, and
Medium natural humanoid XP 300 Medium natural humanoid XP 400
a retired sage.
Initiative +4 Senses Perception +6; low-light vision Initiative +11 Senses Perception +7; low-light vision
HP 94; Bloodied 47 HP 93; Bloodied 46 If any of the gnolls are kept alive for questioning,
AC 19; Fortitude 20, Reflex 18, Will 19 AC 23; Fortitude 21, Reflex 22, Will 21 they speak of Fangrens experiments in the ritual
Speed 7 Speed 7 chamber. They know that he uses the prisoners to test
m Shadar-Kai Greatsword (standard; at-will) Weapon m Barbed Whip (standard; at-will) Weapon
the effects of powerful magic on living subjects, but
+10 vs. AC; 1d12 + 8 damage (crit 1d12 + 20), Reach 2; +14 vs. AC; 1d8 + 4 damage (or 1d8 + 6 damage
or 1d12 + 10 damage (crit 1d12 + 22) while bloodied; while bloodied) and ongoing 5 damage (save ends); they do not know his overall plans.
see also pack attack. see also pack attack.
M Backhand (minor; recharge 5 6 ) M Whip Flay (standard; encounter) Weapon Features of the Area
+10 vs. AC; 1d6 + 8 damage, or 1d6 + 10 damage Requires barbed whip; reach 2; +14 vs. AC; 3d8 + 7
while bloodied, and the target is knocked prone; damage (or 3d8 + 9 damage while bloodied) and ongoing Illumination: Torches shed bright light through-
see also pack attack. 10 damage (save ends); see also pack attack. out the area. The cells are dark if their doors are
M Beat Back (standard; at-will) Weapon M Drag Around (standard; recharge 5 6 ) Weapon closed; dimly lit if their doors are open.
+10 vs. AC; 1d12 + 8 damage (crit 1d12 + 20), or 1d12 + Requires barbed whip; reach 2; +12 vs. Fortitude; 2d8 + 5
Cells: The cells in which the prisoners are held
10 damage (crit 1d12 + 22) while bloodied, and the target damage (or 2d8 + 7 damage while bloodied) and the target
is pushed 2 squares; see also pack attack. slides 3 squares; see also pack attack. were once the personal chambers of the githzerai
Pack Attack Pack Attack who built the fortress. Their furnishings rotted away
The gnoll mauler deals an extra 5 damage on melee The gnoll lasher deals an extra 5 damage on melee attacks
long ago, and the prisoners now sleep on beds of filthy
attacks against an enemy that has two or more of the gnoll against an enemy that has two or more of the gnoll lashers
maulers allies adjacent to it. allies adjacent to it. straw. The doors are not locked, but the prisoners fear
Alignment Chaotic evil Languages Abyssal, Common Alignment Chaotic evil Languages Abyssal, Common keeps them in line.
Skills Athletics +12 Skills Stealth +14
Str 19 (+7) Dex 13 (+4) Wis 17 (+6) Str 16 (+7) Dex 20 (+9) Wis 16 (+7)
Con 14 (+5) Int 10 (+3) Cha 8 (+2) Con 13 (+5) Int 10 (+4) Cha 10 (+4)
Equipment: hide armor, shadar-kai greatsword Equipment: hide armor, barbed whip

Tactics The gnoll lashers target spellcasters and ranged


The gnoll keeper throws his caltrops to impede the combatants with whip f lay and drag around attacks,
PCs movement, then stays back to throw handaxes at using their reach to fight past their allies if need be.
lightly armored targets. If pressed into melee, he uses
no escape this time to set up his keepers shackles attack.
Development
The gnoll guards mark the most powerful looking Three prisoners occupy the cells. All are in failing
melee combatants in an attempt to keep them occu- health but have enough strength to flee the fortress if
pied. They reserve their pinning attack for a spellcaster given food and water.
or ranged combatant. The captives have no knowledge of the gnolls
The gnoll mauler takes on the most powerful- operations or plans.
looking melee combatant with beat back and greatsword The prisoners are all from different areas of Elsir
attacks. When its backhand power is recharged, it uses Vale, and they have no idea why they were kidnapped
it to push its current foe into melee with the guards or by the gnolls. Each is a person of some importancea
the lasher, then selects another target.

November 20 08 | D U N G E O N 16 0
40
Den of the Destroyer

TRAINING CHAMBER When the characters can see into this area, read: Beastcaller
Medium natural humanoid, gnoll
Level 7 Controller
XP 300
Initiative +7 Senses Perception +6; low-light vision
Encounter Level 8 (1,850 XP) The ceiling of this huge chamber rises some 60 feet HP 81; Bloodied 40
overhead. The sound of rushing water sounds out faintly, AC 21; Fortitude 19, Reflex 19, Will 21
Setup a meager ref lection of its sourcea waterfall descending Speed 6
m Claw (standard; at will)
1 ruin-touched beastcaller (R) from an opening in the ceiling to a pool set within a raised
+13 vs. AC; 2d6 + 3 damage.
2 ruin-touched bloodwalkers (B) platform. Two stone gutters carry water down from the r Javelin (standard; at will) Weapon
3 slaughterfang hyenas (S) pool into channels in the f loor, creating small rivers that Range 5/10; +13 vs. AC; 2d6 + 3 damage.
A Murderous Flock (standard; recharge 6 )
f low through circuitous paths in the ground with great
Ravens appear from nowhere and descend upon the
Once a githzerai training ground, this chamber has speed. Every few seconds, the noise of stone on stone battlefield. Burst 3 within 20; targets enemies; +11 vs.
been given over to the ruin-touched gnolls within the sounds out as these aqueducts in the f loor shift to follow Reflex; 2d4 + 5 damage, and the target is blinded and takes
Wicked Fang tribe. The ruin-touchedgnolls who a new path. ongoing 5 damage (save ends both). Miss: Half damage, and
ongoing 5 damage (save ends) and the target is not blinded.
undergo powerful rituals in order to gain the super-
A Erupting Swarm (standard; recharge 5 6 )
natural grace of their demon lordgave Fangren the 2 Ruin-Touched Bloodwalker Level 9 Skirmisher Vermin boil from the earth and ravage everything in their
knowledge that allowed him to control the planar Medium natural humanoid, gnoll XP 400 path. Burst 3 within 10; targets enemies on the ground; +11
Initiative +11 Senses Perception +6; low-light vision vs. Fortitude; 2d4 + 5 damage, and the target is immobilized
breach at the heart of Fortress Graystone.
HP 95; Bloodied 47 and takes ongoing 5 poison damage (save ends both).
AC 23; Fortitude 19, Reflex 22, Will 21; see also blood defense Miss: Half damage, and ongoing 5 poison damage (save ends)
Speed 6 and the target is not immobilized. Effect: The area becomes
m Jagged Sickle (standard; at will) Weapon difficult terrain until the end of the encounter.
+14 vs. AC; 2d6 + 5 damage (crit 1d6 + 17). R Against the Tide (minor 1/round; at-will)
m Blood Defense (standard; target must be bloodied; Ranged 10; targets one creature hit by murderous flock or
at will) Weapon erupting swarm this turn; +13 vs. Fortitude; the beastcaller
+14 vs. AC; 2d6 + 5 damage, and the bloodwalker gains a slides the target 3 squares or the target is knocked prone.
+2 power bonus to all defenses until the end of its next turn. Alignment Chaotic Evil Languages Abyssal, Common
Bloodwalk (move; recharge 4 5 6 ) Teleportation Skills Religion +11
The bloodwalker teleports up to 10 squares to a space Str 14 (+6) Dex 17 (+7) Wis 15 (+6)
adjacent to a bloodied creature, including itself if it is bloodied. Con 17 (+7) Int 15 (+6) Cha 20 (+9)
Blood Frenzy (free; the bloodwalker must be bloodied; at-will) Equipment leather armor, 3 javelins
When the bloodwalker makes a successful melee attack,
it shifts 2 squares.
Pack Attack
The bloodwalker deals an extra 5 damage on melee attacks
against an enemy that has two or more of the bloodwalkers
allies adjacent to it.
Alignment Chaotic Evil Languages Abyssal, Common
Skills Intimidate +13, Religion +10, Stealth +14
Str 15 (+6) Dex 21 (+9) Wis 14 (+6)
Con 15 (+6) Int 13 (+5) Cha 18 (+8)
Equipment: hide armor, jagged sickle

November 20 08 | D U N G E O N 16 0
41
Den of the Destroyer

3 Slaughterfang Hyenas (S)


Large natural beast
Level 6 Skirmisher
XP 250
Tactics Aqueducts: Shallow aqueducts mark out a
circuitous path across the floor of the chamber. Water
Initiative +8 Senses Perception +6; low-light vision The ruin-touched gnolls begin the encounter
HP 71; Bloodied 35 is magically shunted through these channels with
mounted on the slaughterfang hyenas. Once they
AC 20; Fortitude 19, Reflex 18, Will 18 enough force to move creatures, testing the balance
are bloodied, the bloodwalkers dismount while the
Speed 8 and perception of the githzerai who trained here.
m Bite (standard; at will) hyenas continue to fight on their own.
Stone tiles slide over the aqueduct segments not
+11 vs. AC; 1d8+4 damage. The ruin-touched beastcaller sends its murderous
Harrier currently in use, allowing creatures to pass over those
f lock and erupting swarm against the PCs, employing
If a slaughterfang is adjacent to an enemy, all other squares unhindered. These paths are indicated on
creatures have combat advantage against that enemy against the tide to slide individual PCs into the
the map by red and blue lines, with arrows indicating
when making melee attacks. aqueducts or into position for flanking attacks.
Pack Attack Mount the direction in which the water flows to drain grates
The ruin-touched bloodwalkers focus on a single
The slaughterfang hyena deals an extra 5 damage on cemented into the stone floor.
target each, making jagged sickle attacks until they
melee attacks against an enemy that has two or more of When the encounter begins, determine which
the hyenas allies adjacent to it. are bloodied. They then use their bloodwalk power to
path the water is currently following by rolling 1d6.
When mounted by a friendly rider of 6th level or higher regroup or to follow the foe that bloodied them, as
who also has the pack attack trait, the slaughterfang On an odd result, the water flows along the red path;
appropriate.
and its rider count as allies for pack attack purposes, on an even result, along the blue path. At the begin-
meaning they need only one additional adjacent ally to The slaughterfang hyenas make charge attacks
ning of each round, roll again to determine whether
use this ability. whenever possible, staying close to grant pack attack
Ravaging Charge (when mounted by a friendly rider of 6th the flow of water continues or changes.
bonuses to both them and their riders.
level or higher who also has the pack attack trait; at will) At the start of a creatures turn, if it is in a square
Mount
When making a charge attack, the slaughterfang hyena
Features of the Area through which water is flowing, it slides 1 square
along the waters path. If the next square in the path
and its rider both deal extra damage as per their pack Illumination: Braziers built into the walls provide
attack power, even if they have no other allies adjacent to is currently occupied, that creature also slides 1
bright light throughout the area.
the foe. If they do have at least one other ally adjacent to square, and so on.
the foe, their pack attack deals an extra point of damage Waterfall and Pool: The waterfall descends
(that is, 6 rather than 5). from an opening in the ceiling 60 feet above, where a
Alignment Unaligned Languages mountain stream has been diverted into the fortress.
Str 19 (+7) Dex 16 (+6) Wis 16 (+6)
The water cascades down from the ceiling to land in a
Con 15 (+5) Int 2 (1) Cha 6 (+1)
pool set within a 10-foot-tall platform, then is shunted
into aqueducts (see below).
The water in the pool is 3 feet deep and is difficult
terrain. Additionally, the force of the falling water
deals 1d6 damage to any creature that ends its turn in
the pool.
The platform provides cover and can be climbed
with a DC 15 Athletics check.
The magical power that shunts the water through
the aqueducts also mutes the noise of the waterfall to
a faint roar.

November 20 08 | D U N G E O N 16 0
42
Den of the Destroyer

MEDITATION CHAMBER When the PCs approach this area (whether When the first PC passes more than 3 squares
through the secret door or the double doors), read: from either the main door or the secret door, read:
Encounter Level 8 (1,850 XP)
The door before you appears to have been jammed shut Suddenly, the air in the southern chamber begins to
Setup with the broken haft of a spear. Scrawled across its face shimmer as the spectral figures of two githzerai appear.
2 gith zerai psionic echoes (E) are warnings written in the Abyssal tongue of the gnolls: Though they wield no weapons, their intentions are clear as
3 mindscramblers (M) DANGER! HAUNTED! STAY OUT! they circle around you, preparing to strike.
At the same time, the chaotic colors of the walls to
The gnolls of the Wicked Fang pack consider this area When the PCs can see into this area, read: the north are suddenly rent by dazzling light. Three
haunted. As a result, it remains untouched and as it translucent forms appear, their shifting colors blazing as
was when the githzerai abandoned this place. This huge chamber is divided into two zones. To the south they move to attack.
is a wide hall with sweeping, curved walls.
To the north is a rough-edged cavern full 2 Githzerai Psionic Echoes (E) Level 9 Soldier
of odd angles and irregular ridges across Medium elemental humanoid XP 400
Initiative +9 Senses Perception +9
the f loor. The walls of this second chamber
HP 92; Bloodied 46
have been painted in chaotic and clashing AC 25; Fortitude 20, Reflex 21, Will 22
colors, three pits along its edge falling off Speed 7
into darkness. A wide wall separates these m Unarmed Strike (standard; at-will)
+16 vs. AC; 2d6 + 6 damage.
two areas, cut by a circular platform that r Lesser Mindstrike (standard; at-will) Psychic
rises 15 feet high. Range 10; +14 vs. Will; 1d10 + 9 psychic damage.
M Psionic Strike (standard; encounter) Psychic
+14 vs. Will; 2d8 + 9 damage plus 1d8 psychic damage;
When the PCs enter the meditation
until the end of its next turn, the target has vulnerable
chamber, their presence disturbs the 10 psychic.
areas ancient guardians. In the south- Iron Mind (immediate interrupt; when the githzerai psionic
ern chamber (an area dedicated to law), echo would be hit by an attack; encounter)
The githzerai psionic echo gains a +2 bonus to all defenses
the ghostlike psionic echoes of two until the end of its next turn.
githzerai warriors perceive the PCs as Unstable Manifestation (immediate reaction; when the
intruders and manifest to attack. At the githzerai psionic echo takes damage; encounter)
The githzerai psionic echo becomes insubstantial until the
same time, the githzerais appearance
end of its next turn.
summons three mindscramblers in the Alignment Unaligned Languages Common, Deep
northern chamber, infused with the Speech
energy of primordial chaos. Str 14 (+6) Dex 17 (+7) Wis 11 (+4)
Con 12 (+5) Int 10 (+4) Cha 20 (+9)

November 20 08 | D U N G E O N 16 0
43
Den of the Destroyer

3 Mindscramblers (M)
Medium elemental animate
Level 8 Skirmisher
XP 350
Tactics Features of the Area
Initiative +9 Senses Perception +3 The mindscramblers select targets for their trace Illumination: The walls in both parts of the
HP 89; Bloodied 44 chance ability, then use their dizzying touch on chamber glow with dim light.
AC 22; Fortitude 20, Reflex 20, Will 20
randomly selected foes. They make chaos touch or Ground: The ridges in the northern part of the
Speed 6
m Chaos Touch (standard; at-will) Psychic scrambled mind attacks while waiting for dizzying chamber make the floor in that area difficult
+11 vs. Reflex; 1d6 + 7 psychic damage. touch to recharge, reserving the latter for targets with terrain. The floor in the southern part of the chamber
M Scrambled Mind (standard; at-will) Psychic
adjacent allies. is normal.
+11 vs. Will; 1d6 + 7 psychic damage, and the target makes
a melee basic attack against one of its adjacent allies. The githzerai psionic echoes open with psionic Pits: Shadowy illusion magic make the pits in the
M Dizzying Touch (standard; recharge 5 6 ) Psychic strikes, then make lesser mindstrike attacks against the northern part of the chamber appear bottomless. In
+11 vs. Will; 3d6 + 7 psychic damage, and the target slides same target to maximize damage. They follow up with actuality, each is only 10 feet deep. A creature that
3 squares and is dazed (save ends).
R Misdirection (immediate interrupt; when an enemy within
unarmed strike and lesser mindstrike attacks against falls into a pit takes 1d10 damage and is blinded by
10 squares moves or shifts; encounter) whatever PCs the mindscramblers are not engaging. the shadow until it can climb out. It takes a DC 15
+11 vs. Will; the target is pushed 3 squares and may not The mindscramblers and the psionic echoes are Athletics check to escape a pit.
continue its movement.
diametrically opposed to each other, but they focus Circular Platform: the platform that marks the
Trace Chance (standard; encounter)
Ranged 5; no attack roll required; the next melee attack their attacks exclusively on the PCs. However, they do center of the chamber stands 15 feet high. Its wide
made against the target gains a +5 power bonus and, if it not aid each other or flank. steps can be climbed or descended normally.
hits, it is automatically a critical hit. Secret Door: A secret door on the western side
Alignment Chaotic evil Languages Primordial
of the barrier that divides the chamber leads to the
Skills Intimidate +12
Str 11 (+4) Dex 16 (+7) Wis 8 (+3) passage running through the fortress. Once located
Con 17 (+7) Int 8 (+3) Cha 16 (+7) (Perception DC 19), the door can be opened easily.

November 20 08 | D U N G E O N 16 0
44
Den of the Destroyer

MARSHALING POINT Kyrion, Shadar-kai Level 8 Skirmisher


Weaponmaster (S)
Medium shadow humanoid XP 350
Encounter Level 8 (1,804 XP)
Initiative +11 Senses Perception +7; low-light vision
HP 84; Bloodied 42
Setup AC 22; Fortitude 20, Reflex 21, Will 20
Kyrion, shadar-kai weaponmaster (S) Speed 6
m Shadar-Kai Short Sword (standard; at-will) Weapon
1 Wicked Fang warmaster (W) +13 vs. AC; 1d6 + 9 damage (crit 1d6 + 15).
8 Wicked Fang recruits (R) r Hurl Weapon (standard; at will) Weapon
2 gnoll huntmasters (H) Ranged 5/10; +13 vs. AC; 1d6 + 9 damage; the shadar-kai
weaponmaster can use any melee weapon for this attack.
M Disarming Strike (standard; recharge 5 6 ) Weapon
This former gith zerai great hall has been converted +11 vs. Reflex; 3d6 + 9 damage (crit 1d6 + 27) and the
into a training area for new Wicked Fang recruits. A target drops one weapon it is holding. The shadar-kai
shadar-kai weaponmaster, Kyrion, has been training weaponmaster can choose to catch the dropped weapon
in a free hand or have it land on the ground at his feet
the recruits in the fighting style of the shadar-kai (in his square).
and instructing the packs warmaster in the use My Weapon Now (free; when the shadar-kai weaponmaster
of his magic weapon, a barbed sword known as successfully catches a weapon a target drops; at-will)
The shadar-kai weaponmaster makes a basic attack with
Wicked Fang.
the weapon his target just dropped.
Two gnoll huntmasters armed with longbows Shadow Jaunt (move, encounter) Teleportation
begin the encounter in the secret passage on the far The shadar-kai weaponmaster teleports 3 squares and
west side of the room. becomes insubstantial until the start of his next turn.
Weapon Master
The shadar-kai weaponmaster is considered to be proficient
When the PCs can see into this area, read: with all weapons.
Alignment Unaligned Languages Common
Skills Acrobatics +14
The foul scent of gnoll assaults you the moment the door
Str 17 (+7)Dex 20 (+9) Wis 16 (+7)
is opened. This massive chamber was once decorated with Con 12 (+5) Int 10 (+4) Cha 10 (+4)
bas-reliefs, now crumbled and defaced by the marks of Equipment: leather armor, shadar-kai short sword
weapons. Crude practice dummies scattered across the
chamber are under attack by a pack of armed gnolls under
the direction of a shadar-kai.
The east and west walls of the chamber are lined with
dark arrow slits. Two trapdoors in the southern part of the
chamber are open, ladders visible and leading down.

November 20 08 | D U N G E O N 16 0
45
Den of the Destroyer

Wicked Fang Warmaster (W) Level 8 Brute (Leader) 2 Gnoll Huntmasters (H) Level 5 Artillery Kyrion engages the most powerful-looking melee
Medium natural humanoid XP 350 Medium natural humanoid XP 200
combatant, using disarming strike to take the targets
Initiative +6 Senses Perception +7; low-light vision Initiative +6 Senses Perception +11; low-light vision
Warmasters Aura aura 5; the gnoll warmaster gains a +1 HP 50; Bloodied 25 weapon, making an attack against the foe with my
bonus to AC and all defenses for each ally within the aura AC 19; Fortitude 16, Reflex 17, Will 14 weapon now, then using hurl weapon to attack one of
(maximum +5) Speed 7 the PCs allies. He then focuses short sword attacks
HP 107; Bloodied 53 m Handaxe (standard; at-will) Weapon
on the initial target, hoping for a quick kill.
AC 20; Fortitude 20, Reflex 19, Will 20 +9 vs. AC; 1d6 + 3 damage, or 1d6 + 5 damage while
Speed 7 bloodied; see also pack attack. Though the gnolls fight to the finish, Kyrion is
m Wicked Fang (standard; at-will) Weapon R Longbow (standard; at-will) Weapon more concerned with saving himself. If he is blood-
+11 vs. AC; 2d8 + 8 damage (crit 3d8 + 24), or 2d8 + 10 Ranged 20/40; +10 vs. AC; 1d10 + 4 damage, or 1d10 + 6
ied and the warmaster is killed, he attempts to flee
(crit 3d8 + 26) damage while bloodied; see also pack attack. damage while bloodied; see also pack attack.
M Forward the Wicked Fang (standard; encounter) Weapon Pack Attack through the secret passage and out of the fortress.
Requires Wicked Fang; +11 vs. AC; 4d8 + 8 damage (crit The gnoll huntmaster deals an extra 5 damage on melee
3d8 + 40), or 4d8 + 10 damage (crit 3d8 + 42) while and ranged attacks against an enemy that has two or more Features of the Area
bloodied, and all gnoll allies within the warmasters aura of the huntmasters allies adjacent to it.
Illumination: Torches in wall sconces fill the area
make a basic attack; see also pack attack. Alignment Chaotic evil Languages Abyssal, Common
Pack Attack Skills Intimidate +7, Stealth +11 with bright light. The secret passageway is filled with
The gnoll warmaster deals an extra 5 damage on melee Str 16 (+5) Dex 19 (+6) Wis 14 (+4) dim light within 10 feet of the open trapdoors, but
attacks against an enemy that has two or more of the gnoll Con 14 (+4) Int 8 (+1) Cha 7 (+0)
is dark elsewhere. (The gnolls and Kyrion know the
warmasters allies adjacent to it. Equipment leather armor, handaxe, longbow, quiver of
Wicked Fang Power (free; when an attack with the weapon 30 arrows layout of the secret passages, and can move through
keyword hits; daily) them at full speed even with no light.)
The target also takes ongoing 13 damage (save ends).
Alignment Chaotic evil Languages Abyssal, Common
Tactics Arrow Slits: Arrow slits along the walls allow
The gnoll warmaster tries to keep minions within his a creature to make ranged attacks from within the
Skills Intimidate +10
Str 14 (+6) Dex 10 (+4) Wis 16 (+7) warmasters aura at all times, maximizing his defenses. secret passage. An arrow slit grants a ranged attacker
Con 17 (+7) Int 14 (+6) Cha 13 (+5) He wields Wicked Fang in melee, using forward the superior cover while granting him or her a clear view
Equipment: hide armor, Wicked Fang (see page 96) of the battlefield. The firer determines the targets
Wicked Fang early on in combat before his minions
begin to fall. cover from the square just outside the slit.
8 Wicked Fang Recruits (R) Level 8 Minion
Medium natural humanoid XP 88 The gnoll recruits fight with abandon, staying Trap Doors: Two trapdoors here lead to the secret
Initiative +7 Senses Perception +5; low-light vision close together in order to take advantage of their passage running through the fortress. A ladder
HP 1; a missed attack never damages a minion (Athletics DC 5 to climb) drops down to the
AC 22; Fortitude 20, Reflex 18, Will 18
pack attack.
Speed 7 The gnoll huntmasters enter the fray in the second passageway below. The trap doors are not hidden,
m Shadar-Kai Greatsword (standard; at-will) round, firing their longbows through the arrow slits. and require a minor action to open or close.
+13 vs. AC; 8 damage, or 10 damage while bloodied;
They target any creatures that have two or more
see also pack attack.
Pack Attack gnolls adjacent to them in order to take advantage of
The gnoll recruit deals an extra 5 damage on melee their pack attack. If the PCs pursue them into the
attacks against an enemy that has two or more of the gnoll passageway, the gnolls attack with handaxes. How-
recruits allies adjacent to it.
Alignment Chaotic evil Languages Abyssal, Common
ever, if all their allies in the main chamber fall, the
Str 16 (+7) Dex 12 (+5) Wis 13 (+5) hunt masters flee the fortress and are not seen again.
Con 14 (+6) Int 10 (+4) Cha 8 (+3)
Equipment: hide armor, shadar-kai greatsword

November 20 08 | D U N G E O N 16 0
46
Den of the Destroyer

RITUAL CHAMBER realm in the Elemental Chaos. With the link Fangren (F) Level 11 Elite Controller (Leader)
Medium natural humanoid, gnoll XP 1,200
established, the gnoll shaman will be able to ascend
Initiative +8 Senses Perception +7; low-light vision
Encounter Level 12 (3,454 XP) to full power as an exarch of the Destroyer. Assisting Bloodlust aura 3; all allies within the aura gain a +2 bonus to
Fangren in his foul quest are two of his most trusted attack rolls.
Setup disciples and two crocottas summoned from the HP 228; Bloodied 114
AC 27; Fortitude 25, Reflex 22, Will 26
Fangren, gnoll shaman (F) Elemental Chaos. Additionally, eight abyssal wretches
Resist 10 variable (1/encounter; MM 282)
2 disciples of Yeenoghu (D) lurk in the ritual chamberall former captives from Saving Throws +2
2 crocottas (C) Elsir Vale that Fangren used as test subjects to Speed 7
Action Points 1
8 abyssal wretches (A) evaluate the conduits power. Now slaves to the
m Caustic Touch (standard; at-will) Fire
shaman, they defend him with their lives. +15 vs. Reflex; 2d6 + 5 fire damage, or 2d6 + 7 damage
Within this chamber, Fangren is in the final stages In addition to Fangrens followers, the gnoll while bloodied; see also pack attack.
of the ritual that will open the conduit to Yeenoghus shaman can manipulate the energy of the conduit to r Chaos Bolt (standard; at-will)
+14 vs. Reflex; 2d4 + 5 damage, and the target is slowed
create a fearsome weapon.
until the end of Fangren's next turn.
M Blastback (standard; recharge 5 6 ) Fire
When the PCs can see into this area, read: +15 vs. Reflex; 4d8 + 5 fire damage, or 4d8 + 7 fire
damage while bloodied, and the target is pushed 6
squares; see also pack attack.
A deep thrumming noise echoes throughout this high- A Vortex of Chaos (standard, encounter) Fire, Psychic
domed ritual chamber, the air crackling with energy. Area burst 1 within 10; +13 vs. Reflex; 3d10 + 6 fire
Three large cauldrons burn furiously along walls that rise damage, and target takes ongoing 10 psychic damage and
is dazed (save ends both).
10 feet to a wide balcony fronted by crimson curtains. An
Favor of Yeenoghu (minor 1/round; at-will)
altar sits atop a stepped dais in the center of the room, a The Claw of Yeenoghu (see page 91) makes one attack.
group of hooded gnolls around it. A short distance away, Shun the Nonbeliever (immediate reaction; when an enemy
the air ripples in a shifting haze of energy where a portal moves adjacent to Fangren; at-will)
The target slides 3 squares.
takes form. Pack Attack
Scattered around the chamber are a number of Fangren deals an extra 5 damage on melee attacks against
hunched humanoid creaturesthe helpless captives of an enemy that has two or more of Fangrens allies adjacent
to it.
Elsir Vale, transformed into horrid abyssal wretches.
Alignment Chaotic evil Languages Abyssal, Common
As they spot you, they raise a keening howl, lurching Skills Arcana +13, Religion +15
forward to attack. Str 12 (+6) Dex 13 (+6) Wis 15 (+7)
Con 18 (+9) Int 16 (+8) Cha 21 (+10)
Equipment ritual robes, 4 sacrificial daggers

November 20 08 | D U N G E O N 16 0
47
Den of the Destroyer

2 Disciples of Yeenoghu (D) Level 7 Artillery 2 Crocottas* (C) Level 9 Skirmisher wade into the fray to make gore attacks, using morphic
Medium natural humanoid XP 300 Medium elemental beast (demon) XP 400
visage as often as possible to gain combat advantage.
Initiative +7 Senses Perception +6; low-light vision Initiative +9 Senses Perception +11; darkvision
HP 62; Bloodied 31 HP 94; Bloodied 47 The abyssal wretches stay close to Fangren, using
AC 19; Fortitude 18, Reflex 20, Will 19 AC 23; Fortitude 22, Reflex 21, Will 20 inspire revulsion to protect their leader.
Speed 7 Resist 5 variable (1/encounter; MM 282)
m Sacrificial Dagger (standard; at-will) Weapon
+14 vs. AC; 2d4 + 5 damage, or 2d4 + 7 damage while
Speed 8
m Gore (standard; at-will)
Features of the Area
bloodied; see also pack attack. +14 vs. AC; 2d6 + 4 damage. Illumination: The blazing cauldrons fill the area
r Ray of Destruction (standard; at-will) Necrotic C Haunting Laughter (standard; encounter) Fear, Psychic with bright light.
Range 10; +12 vs. Reflex; 2d8 + 5 necrotic damage, or 2d8 Close burst 3; +12 vs. Will; 2d10 + 6 damage, and the target
Balcony: A 10-foot wall fronts the main floor of
+ 10 necrotic damage while bloodied; see also pack attack. slides 1 square. Miss: The target slides 1 square.
A Ruinous Burst (standard; recharge 6 ) Fire, Necrotic C Morphic Visage (minor; recharge 4 5 6 ) Illusion the chamber, a balcony circling the room beyond
Area burst 2 within 10; +10 vs. Reflex; 3d10 + 5 fire and Close blast 3; +12 vs. Will; the crocotta gains combat it. Columns along the balcony rise to the ceiling,
necrotic damage, or 3d10 + 5 fire and necrotic damage advantage against the target until the end of its next turn. crimson curtains hanging between them. A secret
while bloodied. Craven (immediate reaction, when targeted by a power with
entrance to the ritual chamber can be found in the
Pack Attack the fear keyword; at-will)
The disciple of Yeenoghu deals an extra 5 damage on Whenever a crocotta is the target of an attack with the southeast corner of the balcony.
melee and ranged attacks against an enemy that has two fear keyword, it shifts 4 squares away from the source of Dais and Altar: The steps of the dais are difficult
or more of the disciples allies adjacent to it. the attack.
terrain when ascending, but are normal terrain for
Alignment Chaotic evil Languages Abyssal, Common Feint
Skills Religion +14 If a crocotta shifts at least 1 square during its turn, its melee characters moving down or along them.
Str 11 (+3) Dex 12 (+4) Wis 16 (+6) attacks deal an extra 1d6 damage. The altar atop the dais is the focal point of
Con 14 (+5) Int 18 (+7) Cha 11 (+3) Alignment Chaotic evil Languages Fangrens ritual. Any creature that touches the altar
Equipment ritual robes, sacrificial dagger Skills Stealth +12
takes 10 radiant damage, as does any creature that
Str 19 (+8) Dex 17 (+7) Wis 15 (+6)
8 Abyssal Wretches (A) Level 6 Minion Con 14 (+6) Int 5 (+1) Cha 11 (+4) begins its turn in contact with the altar.
Medium elemental humanoid XP 63 *First appeared in Dragon #364. The Conduit: The shimmering portal is the
Initiative +3 Senses Perception +1 physical manifestation of the conduit that Fangren
HP 1; a missed attack never damages a minion Tactics hopes to open to Yeenoghus realm in the Elemental
AC 18; Fortitude 17, Reflex 15, Will 16
At the first sign of trouble, Fangren hits the largest Chaos. As soon as the PCs appear, Fangren interrupts
Speed 6
m Twisted Claw (standard; at-will) group of PCs with vortex of chaos. He then falls back to the still-incomplete ritual in order to take control of
+9 vs. AC; 6 damage. direct the Claw of Yeenoghu against the party, using the conduits energy, creating the Claw of Yeenoghu.
C Inspire Revulsion (standard; at-will) Fear, Psychic shun the nonbeliever and blastback to push enemies
Close burst 1; targets one enemy in burst; +7 vs. Will;
6 psychic damage, and the target takes a 2 penalty on
within reach of the claw. If the conduit is disabled
attack rolls until the end of the abyssal wretchs next turn. before the shaman is killed, he attacks the closest PCs
Alignment Chaotic evil Languages in a fury.
Str 14 (+5) Dex 10 (+3) Wis 6 (+1)
The Disciples of Yeenoghu stay out of melee, using
Con 11 (+3) Int 2 (1) Cha 11 (+3)
ray of destruction from the edge of the fray, then climb-
ing to the balcony to use that power and ruinous burst.
The crocottas open combat with haunting laughter
to draw PCs on the periphery into melee. They then

November 20 08 | D U N G E O N 16 0
48
Den of the Destroyer

Claw of Yeenoghu Level 8 Lurker


Hazard XP 350
Through the planar conduit, a massive, clawed hand of primal
elemental energy reaches for you.
Hazard: A claw of elemental energy under Fangrens control
emerges from the conduit to target any creature within 2
squares of it.
Perception
No check is necessary to notice the claw.
Trigger
The Claw of Yeenoghu attacks as directed by Fangren.
Attack
Minor Action Melee
Target: One creature within 2 squares of the conduit
Attack: +11 vs. Reflex
Hit: 2d6 + 5 fire and necrotic damage, and the target is
grabbed and takes ongoing 10 fire and necrotic damage
(until escape; DC 19).
Countermeasures
The countermeasures for the Claw of Yeenoghu are
described in the skill challenge.

Closing the Conduit Level 9 The PCs manage to close the conduit, but in doing so, they Religion (DC 14)
Skill Challenge XP 1,200 release a backlash of elemental energy that floods the The PC recites prayers whose power is anathema to Yeenoghu,
chamber. All creatures in the room are plagued by terrible disrupting the flow of energy between the altar and the
The gnolls have been defeated, but you must still deal with
nightmares of destruction and ruin each time they sleep or demon lords domain.
vortex. You must find a way to safely disrupt the energy
trance. All PCs indefinitely lose one healing surge, so that Endurance (DC 8)
conduit to the Elemental Chaos, breaking the connection
they regain one less healing surge than normal each time PCs making Arcana or Athletics checks in the skill challenge
Fangren has created to the realm of Yeenoghu and closing
they take an extended rest. The Remove Affliction ritual put themselves directly into the flow of the conduits
the breach for good.
can remove this effect. energy. For each Arcana or Athletics check made, a
Even if the PCs kill Fangren without disabling the Claw of Arcana (DC 14) character must also make an Endurance check or take 1d6
Yeenoghu, the energy conduit remains a threat. The PCs need The PC uses his or her mastery of arcane knowledge to damage. This check does not count as a success or failure in
to close the vortex to the Elemental Chaos before they can manipulate the energy flowing from the Elemental Chaos, the challenge. G
perform the ritual that Amyria has charged them with. turning it back on itself.
Complexity Athletics (DC 14) About the Author
3 (requires 8 successes before 3 failures). By physically shifting the altar, the PC disrupts the complex Rodney Thompson is a game designer at Wizards of the
Primary Skills connection to the Elemental Chaos created by Fangrens Coast, Inc. His previous design credits include the Star Wars
Arcana, Athletics, History, Perception, Religion. ritual. Roleplaying Game Saga Edition, the Starships of the Galaxy
Other Skills History (DC 19) supplement, and The Force Unleashed Campaign Guide
Endurance. The PC recalls knowledge of Fortress Graystone and its supplement.
Victory construction that helps nullify the flow of energy through
Fangrens ritual is undone and the conduit is closed, safely the conduit.
breaking the connection to the Elemental Chaos. Perception (DC 19)
Defeat The PC notes subtle changes in the flow of energy from
the conduit, indicating essential points of weakness in
Fangrens uncompleted ritual.

November 20 08 | D U N G E O N 16 0
49
Den of the Destroyer

APPENDIX I: Disciple of Yeenoghu needed to achieve their top fighting form. Over long
years, the githzerai were able to use their mental
Disciples of Yeenoghu are life-long servants of the
NEW MONSTERS demon lord, serving gnoll cults as sages and schol-
discipline to purge untamed emotions. As a result, the
psionic residue of these chaotic emotions eventually
ars. A disciple of Yeenoghu collects the darkest,
coalesced into chaotic beings of pure mental energy.
Abyssal Wretch vilest lore surrounding the Ruler of Ruin, acting as
Mindscramblers appear to be translucent beings
When Fangren discovered that the ritual chamber of a servant of the cults leaders and whipping gnoll
with a vaguely humanoid shape. Mindscramblers
Fortress Graystone was built around a planar breach, packs into a frenzy in the service of the demon lord.
have no discernable features, appearing to be little
he drew on the knowledge of the ruin-touched gnolls more than a mass of shifting color and light.
Disciple of Yeenoghu Level 7 Artillery
to create the conduit to the Elemental Chaos. How-
Medium natural humanoid, gnoll XP 300
ever, the shamans desire to become an exarch of Initiative +7 Senses Perception +6; low-light vision Mindscrambler Level 8 Skirmisher
Yeenoghu involved energy that even the ruin-touched HP 62; Bloodied 31 Medium elemental animate XP 350
gnolls could not predict the effects of. AC 19; Fortitude 18, Reflex 20, Will 19 Initiative +9 Senses Perception +3
Speed 7 HP 89; Bloodied 44
Fangren decided to use captives the gnolls had kid- m Sacrificial Dagger (standard; at-will) Weapon AC 22; Fortitude 20, Reflex 20, Will 20
napped on Sarshans orders as test subjects. The first +14 vs. AC; 2d4 + 5 damage, or 2d4 + 7 damage while Speed 6
results were abyssal wretcheshumans, elves, and bloodied; see also pack attack. m Chaos Touch (standard; at-will) Psychic
r Ray of Destruction (standard; at-will) Necrotic +11 vs. Reflex; 1d6 + 7 psychic damage.
other humanoids twisted into horrific reflections of
Range 10; +12 vs. Reflex; 2d8 + 5 necrotic damage, or 2d8 M Scrambled Mind (standard; at-will) Psychic
their original forms, tainted by the evil of Yeenoghu. + 10 necrotic damage while bloodied; see also pack attack. +11 vs. Will; 1d6 + 7 psychic damage, and the target makes
A Ruinous Burst (standard; recharge 6 ) Fire, Necrotic a melee basic attack against one of its adjacent allies.
Abyssal Wretch Level 6 Minion Area burst 2 within 10; +10 vs. Reflex; 3d10 + 5 fire and M Dizzying Touch (standard; recharge 5 6 ) Psychic
Medium elemental humanoid XP 63 necrotic damage, or 3d10 + 5 fire and necrotic damage +11 vs. Will; 3d6 + 7 psychic damage, and the target slides
Initiative +3 Senses Perception +1 while bloodied. 3 squares and is dazed (save ends).
HP 1; a missed attack never damages a minion. Pack Attack R Misdirection (immediate interrupt; when an enemy within
AC 18; Fortitude 17, Reflex 15, Will 16 The disciple of Yeenoghu deals an extra 5 damage on 10 squares moves or shifts; encounter)
Speed 6 melee and ranged attacks against an enemy that has two +11 vs. Will; the target is pushed 3 squares and may not
m Twisted Claw (standard; at-will) or more of the disciples allies adjacent to it. continue its movement.
+9 vs. AC; 6 damage. Alignment Chaotic evil Languages Abyssal, Common Trace Chance (standard; encounter)
C Inspire Revulsion (standard; at-will) Fear, Psychic Skills Religion +14 Ranged 5; no attack roll required; the next melee attack
Close burst 1; targets one enemy in burst; +7 vs. Will; Str 11 (+3) Dex 12 (+4) Wis 16 (+6) made against the target gains a +5 power bonus and, if it
6 psychic damage, and the target takes a 2 penalty on Con 14 (+5) Int 18 (+7) Cha 11 (+3) hits, it is automatically a critical hit.
attack rolls until the end of the abyssal wretchs next turn. Equipment ritual robes, sacrificial dagger Alignment Chaotic evil Languages Primordial
Alignment Chaotic evil Languages Skills Intimidate +12
Str 14 (+5) Dex 10 (+3) Wis 6 (+1) Disciple of Yeenoghu Tactics Str 11 (+4)
Con 17 (+7)
Dex 16 (+7)
Int 8 (+3)
Wis 8 (+3)
Cha 16 (+7)
Con 11 (+3) Int 2 (1) Cha 11 (+3)
A disciple of Yeenoghu prefers to stand back, using ray

Abyssal Wretch Tactics of destruction and ruinous burst on enemies from afar. Mindscrambler Tactics
Mindscramblers use trace chance before approach-
Abyssal wretches are brutish minions. If an enemy Mindscrambler ing to use dizzying touch. If the mindscrambler is
is vulnerable to psychic damage, they always target
When the psionic githzerai inhabited Fortress Gray- swarmed, it uses misdirection to keep an enemy at bay.
that enemy with inspire revulsion. Typically, wretches
stone, the meditation room enabled them to clear their
serving a more powerful master will use inspire revul-
minds of the chaos within and focus on the discipline
sion as a defense mechanism to protect their leader.

November 20 08 | D U N G E O N 16 0
50
Den of the Destroyer

Psionic Echo Stonewalker Spirit Wicked Fang Gnolls


As the githzerai purged their negative emotions, so Stonewalker spirits are conjured from the Elemental The Wicked Fang are a pack of gnoll mercenaries
too did their disciplined minds leave imprints on Chaos, and are incorporeal in their natural form. whose thirst for blood is equaled only by their greed.
Fortress Graystone. Literally a reflection of raw Little more than an elemental consciousness, a stone- Initially consisting of little more than Fangren and his
mental power, psionic echoes appear as spectral walker spirit can pass into earth or rock to create a closest allies, the packs dealings with operatives of
githzerai warriors. A psionic echo forces itself into body for itself. Statues are the favored bodies of stone- the shadar-kai Sarshan have seen its numbers swell.
existence by sheer will. While it manifests, it is as walker spirits.
solid and real as any other physical object, though it Wicked Fang Scout Level 7 Skirmisher
continues to appear hazy and translucent. Stonewalker Spirit Level 7 Lurker Medium natural humanoid, gnoll XP 300
Medium elemental magical beast (earth) XP 300 Initiative +7 Senses Perception +10, low-light vision
Initiative +10 Senses Perception +5 HP 77; Bloodied 38
Githzerai Psionic Echo Level 9 Soldier HP 45; Bloodied 22 AC 21; Fortitude 19, Reflex 19, Will 18
Medium elemental humanoid XP 400 Speed 7
AC 21; Fortitude 19, Reflex 19, Will 20
Initiative +9 Senses Perception +9
Immune disease, petrification, poison; Resist insubstantial m Shadar-Kai Short Sword (standard; at-will) Weapon
HP 92; Bloodied 46 +12 vs. AC; 1d6 + 9 damage (crit 1d6 + 15), or 1d6 +
Speed fly 6 (hover)
AC 25; Fortitude 20, Reflex 21, Will 22 11 damage (crit 1d6 + 17) while bloodied; see also pack
m Spectral Grasp (standard; at-will)
Speed 7 attack.
+10 vs. Reflex; 2d4 + 7 damage.
m Unarmed Strike (standard; at-will) r Hand Crossbow (standard; at-will) Weapon
M Petrifying Touch (standard; recharge 6 )
+16 vs. AC; 2d6 + 6 damage. Range 10/20; +12 vs. AC; 1d6 + 9 damage, or 1d6 + 11
+10 vs. Fortitude; the target is slowed (save ends). First
r Lesser Mindstrike (standard; at-will) Psychic damage while bloodied; see also pack attack.
Failed Save: The target is immobilized instead of slowed
Range 10; +14 vs. Will; 1d10 + 9 psychic damage.
(save ends). Second Failed Save: The target is petrified (no Cowardly Shot (standard; at-will) Weapon
M Psionic Strike (standard; encounter) Psychic Requires hand crossbow; ranged 10/20; +12 vs. AC; 1d6 +
save), and is considered to be a statue for the purposes of
+14 vs. Will; 2d8 + 9 damage plus 1d8 psychic damage; 9 damage, or 1d6 + 11 damage while bloodied; the gnoll
the possess statue ability.
until the end of its next turn, the target has vulnerable scout can shift 2 squares both before and after making the
Possess Statue (free, when entering the same space as a
10 psychic. attack; see also pack attack.
statue; at-will)
Iron Mind (immediate interrupt; when the githzerai psionic Pack Attack
The stonewalker spirit assumes the form of a possessed
echo would be hit by an attack; encounter) The gnoll scout deals an extra 5 damage on melee and
statue. Use the possessed statue stat block instead of the
The githzerai psionic echo gains a +2 bonus to all defenses ranged attacks against an enemy that has two or more of
stonewalker spirits stat block. The spirit can leave the
until the end of its next turn. the scouts allies adjacent to it.
statue as a free action.
Unstable Manifestation (immediate reaction; when the Alignment Chaotic evil Languages Abyssal, Common
Flee the Form (free, when a possessed statue is reduced to
githzerai psionic echo takes damage; encounter) Str 16 (+6) Dex 15 (+5) Wis 14 (+5)
0 hit points; at-will)
The githzerai psionic echo becomes insubstantial until the Con 13 (+4) Int 10 (+3) Cha 10 (+3)
The stonewalker spirit takes 16 damage (ignores
end of its next turn. Equipment: hide armor, shadar-kai short sword, hand
insubstantial) as it reverts to its normal form, then moves
Alignment Unaligned Languages Common, Deep crossbow, 20 bolts
up to its speed.
Speech
Alignment Unaligned Languages Abyssal, Primordial
Str 14 (+6) Dex 17 (+7) Wis 11 (+4)
Con 12 (+5) Int 10 (+4) Cha 20 (+9)
Skills Stealth +11 Wicked Fang Scout Tactics
Str 10 (+3) Dex 17 (+6) Wis 14 (+5)
Con 16 (+6) Int 11 (+3) Cha 19 (+7)
Wicked Fang scouts prefer to fight from range, using
Psionic Echo Tactics cowardly shot to leap out from behind cover, make an
Psionic echoes single out a weaker target and use Stonewalker Spirit Tactics attack, and then retreat back behind cover.
psionic strike to make them more vulnerable to Stonewalker spirits want to be in possessed statue
mindstrikes. It usually waits until it is bloodied to use form when possible. If no statue is available, the spirit
unstable manifestation. uses petrifying touch to create one.

November 20 08 | D U N G E O N 16 0
51
Den of the Destroyer

Wicked Fang Sentry Level 7 Soldier Wicked Fang Mauler Level 7 Brute Wicked Fang Lasher Level 9 Skirmisher
Medium natural humanoid, gnoll XP 300 Medium natural humanoid, gnoll XP 300 Medium natural humanoid, gnoll XP 400
Initiative +6 Senses Perception +11, low-light vision Initiative +4 Senses Perception +6; low-light vision Initiative +11 Senses Perception +7; low-light vision
HP 80; Bloodied 40 HP 94; Bloodied 47 HP 93; Bloodied 46
AC 23; Fortitude 20, Reflex 18, Will 19 AC 19; Fortitude 20, Reflex 18, Will 19 AC 23; Fortitude 21, Reflex 22, Will 21
Speed 7 Speed 7 Speed 7
m Shadar-Kai Greatsword (standard; at-will) Weapon m Shadar-Kai Greatsword (standard; at-will) Weapon m Barbed Whip (standard; at-will) Weapon
+14 vs. AC; 1d12 + 5 damage (crit 1d12 + 17), or 1d12 + 7 +10 vs. AC; 1d12 + 8 damage (crit 1d12 + 20), or 1d12 + Reach 2; +14 vs. AC; 1d8 + 4 damage (or 1d8 + 6 damage
damage (crit 1d12 + 19) while bloodied, and the target is 10 damage (crit 1d12 + 22) while bloodied; while bloodied) and ongoing 5 damage (save ends);
marked until the end of the gnoll sentrys next turn; see also pack attack. see also pack attack.
see also pack attack. M Backhand (minor; recharge 5 6 ) M Whip Flay (standard; encounter) Weapon
C Defend the Pack (standard; recharge 6 ) Weapon +10 vs. AC; 1d6 + 8 damage, or 1d6 + 10 damage Requires barbed whip; reach 2; +14 vs. AC; 3d8 + 7
Close burst 1; +12 vs. AC; 1d12 + 5 damage, or 1d12 + 7 while bloodied, and the target is knocked prone; damage (or 3d8 + 9 damage while bloodied) and ongoing
damage while bloodied, and the target is marked until the see also pack attack. 10 damage (save ends); see also pack attack.
end of the gnoll sentrys next turn; see also pack attack. M Beat Back (standard; at-will) Weapon M Drag Around (standard; recharge 5 6 ) Weapon
Defensive Lure (move; encounter) +10 vs. AC; 1d12 + 8 damage (crit 1d12 + 20), or 1d12 + Requires barbed whip; reach 2; +12 vs. Fortitude; 2d8 + 5
The gnoll sentry shifts 3 squares, then pulls all targets it has 10 damage (crit 1d12 + 22) while bloodied, and the target damage (or 2d8 + 7 damage while bloodied) and the target
marked 3 squares. is pushed 2 squares; see also pack attack. slides 3 squares; see also pack attack.
Pack Attack Pack Attack Pack Attack
The gnoll sentry deals an extra 5 damage on melee attacks The gnoll mauler deals an extra 5 damage on melee The gnoll lasher deals an extra 5 damage on melee attacks
against an enemy that has two or more of the gnoll sentrys attacks against an enemy that has two or more of the gnoll against an enemy that has two or more of the gnoll lashers
allies adjacent to it. maulers allies adjacent to it. allies adjacent to it.
Alignment Chaotic evil Languages Abyssal, Common Alignment Chaotic evil Languages Abyssal, Common Alignment Chaotic evil Languages Abyssal, Common
Str 19 (+7) Dex 13 (+4) Wis 16 (+6) Skills Athletics +12 Skills Stealth +14
Con 16 (+6) Int 10 (+3) Cha 8 (+2) Str 19 (+7) Dex 13 (+4) Wis 17 (+6) Str 16 (+7) Dex 20 (+9) Wis 16 (+7)
Equipment: hide armor, shadar-kai greatsword Con 14 (+5) Int 10 (+3) Cha 8 (+2) Con 13 (+5) Int 10 (+4) Cha 10 (+4)
Equipment: hide armor, shadar-kai greatsword Equipment: hide armor, barbed whip
Wicked Fang Sentry Tactics
Wicked Fang sentries use defend the pack frequently to
Wicked Fang Mauler Tactics Wicked Fang Lasher Tactics
mark multiple enemies, attempting to make enemies Wicked Fang maulers are frequently used to defend The Wicked Fang lasher uses whip flay against a
focus on them. If a marked enemy tries to move away, other gnolls, using beat back to keep enemies from bloodied opponent when possible, trying to bring
the sentry uses defensive lure to draw them back into getting too close. If the mauler and its target are close them down quickly. When an enemy gets close, the
the area. to hazardous terrain, it uses backhand to knock the lasher uses drag around to maneuver the enemy into a
target into that area. place where other gnolls can get pack attack bonuses.
MORE MONSTERS
For more information on some of the monsters
used in this adventure, see Ari Marmells Creature
Incarnations: Gnolls from Dragon #369 (which
includes more information on the ruin-touched
gnolls and the slaughterfang hyenas) and Robert
J. Schwalbs Demonomicon of Iggwilv: Yeenoghu
(which includes the crocotta) from Dragon #364.

November 20 08 | D U N G E O N 16 0
52
Den of the Destroyer

Wicked Fang Keeper


Medium natural humanoid, gnoll
Level 8 Elite Controller
XP 700
Wicked Fang Guard
Medium natural humanoid, gnoll
Level 6 Soldier
XP 250
Wicked Fang Recruit Tactics
Initiative +9 Senses Perception +7; low-light vision Initiative +7 Senses Perception +4; low-light vision Wicked Fang recruits do their best to swarm their
HP 178; Bloodied 89 HP 74; Bloodied 37 enemies. They always try to keep at least two recruits
AC 24; Fortitude 20, Reflex 23, Will 20 AC 22; Fortitude 19, Reflex 18, Will 17
adjacent to a target at all times, giving other Wicked
Speed 7 Speed 7
m Shadar-Kai Short Sword (standard; at-will) Weapon m Shadar-Kai Greatsword (standard; at-will) Weapon Fang pack members a pack attack bonus.
+13 vs. AC; 2d6 + 5 damage (crit 1d6 + 17), or 2d6 + 7 +13 vs. AC; 1d12 + 7 damage (crit 1d12 + 19), or 1d12 + 9
damage (crit 1d6 + 19) while bloodied; see also pack attack. damage (crit 1d12 + 21) while bloodied, and the target is Wicked Fang Warmaster Level 8 Brute (Leader)
r Handaxe (standard; at-will) Weapon marked until the end of the gnoll guards next turn; Medium natural humanoid, gnoll XP 350
Ranged 5/10; +13 vs. AC; 2d6 + 5 damage (crit 1d6 + 17), see also pack attack. Initiative +6 Senses Perception +7; low-light vision
or 2d6 + 7 damage (crit 1d6 + 19) while bloodied; M Pinning Attack (standard; encounter) Weapon Warmasters Aura aura 5; the gnoll warmaster gains a +1
see also pack attack. Requires greatsword; +11 vs. Fortitude; 1d12 + 7 damage bonus to AC and all defenses for each ally within the aura
R Rain of Blades (standard; at-will) (crit 1d12 + 19), or 1d12 + 9 damage (crit 1d12 + 21) while (maximum +5)
The keeper makes three handaxe attacks, each of which bloodied, and the target is immobilized until the end of the HP 107; Bloodied 53
must be against a different target. gnoll guards next turn; see also pack attack. AC 20; Fortitude 20, Reflex 19, Will 20
M No Escape This Time (standard; at-will) Weapon Pack Attack Speed 7
Requires short sword; +13 vs. AC; 2d6 + 5 damage (crit 1d6 The gnoll guard deals an extra 5 damage on melee attacks m Wicked Fang (standard; at-will) Weapon
+ 17), or 2d6 + 7 damage (crit 1d6 + 19) while bloodied against an enemy that has two or more of the gnoll guards +11 vs. AC; 2d8 + 8 damage (crit 3d8 + 24), or 2d8 + 10
and the target is knocked prone; see also pack attack. allies adjacent to it. (crit 3d8 + 26) damage while bloodied; see also pack attack.
M Keepers Shackles (minor; recharge 6 ) Alignment Chaotic evil Languages Abyssal, Common M Forward the Wicked Fang (standard; encounter) Weapon
Targets adjacent prone creature; +12 vs. Fortitude; target is Str 14 (+5) Dex 15 (+5) Wis 13 (+4) Requires Wicked Fang; +11 vs. AC; 4d8 + 8 damage (crit
restrained (until escape). Con 18 (+7) Int 10 (+3) Cha 8 (+2) 3d8 + 40), or 4d8 + 10 damage (crit 3d8 + 42) while
Caltrops (minor; encounter) Equipment: hide armor, shadar-kai greatsword bloodied, and all gnoll allies within the warmasters aura
The keeper can designate a 1-square burst area within 5 make a basic attack; see also pack attack.
squares; that area is filled with caltrops. Until the end of the Wicked Fang Guard Tactics Pack Attack
encounter, any creature that enters a square filled with caltrops The gnoll warmaster deals an extra 5 damage on melee
without treating it as difficult terrain takes 1d6 + 4 damage. The Wicked Fang guards engage as many enemies as attacks against an enemy that has two or more of the gnoll
Pack Attack possible, using pinning attack when foes attempt to escape. warmasters allies adjacent to it.
The keeper deals an extra 5 damage on melee attacks Wicked Fang Power (free; when an attack with the weapon
against an enemy that has two or more of the keepers keyword hits; daily)
allies adjacent to it.
Wicked Fang Recruit Level 8 Minion
The target also takes ongoing 10 damage (save ends).
Medium natural humanoid, gnoll XP 88
Alignment Chaotic evil Languages Abyssal, Common Alignment Chaotic evil Languages Abyssal, Common
Initiative +7 Senses Perception +5; low-light vision
Skills Intimidate +11 Skills Intimidate +10
HP 1; a missed attack never damages a minion
Str 13 (+5) Dex 20 (+9) Wis 17 (+7) Str 14 (+6) Dex 10 (+4) Wis 16 (+7)
AC 22; Fortitude 20, Reflex 18, Will 18
Con 17 (+7) Int 10 (+4) Cha 14 (+6) Con 17 (+7) Int 14 (+6) Cha 13 (+5)
Speed 7
Equipment: hide armor, shadar-kai short sword Equipment: hide armor, Wicked Fang (see page 96)
m Shadar-Kai Greatsword (standard; at-will)
+13 vs. AC; 8 damage, or 10 damage while bloodied;
Wicked Fang Keeper Tactics see also pack attack. Wicked Fang Warmaster Tactics
The Wicked Fang warden primarily concerns itself Pack Attack
Wicked Fang warmasters try to keep as many allies
The gnoll recruit deals an extra 5 damage on melee
with keeping enemies hemmed in close to allies. As attacks against an enemy that has two or more of the gnoll within the range of warmasters aura as possible. They use
such, it uses caltrops to block off one avenue of escape. recruits allies adjacent to it. forward the wicked fang early, preferably when many other
The Wicked Fang warden attempts to use no escape Alignment Chaotic evil Languages Abyssal, Common pack members are nearby.
Str 16 (+7) Dex 12 (+5) Wis 13 (+5)
this time to knock enemies prone before restraining
Con 14 (+6) Int 10 (+4) Cha 8 (+3)
them with keepers shackles. Equipment: hide armor, shadar-kai greatsword

November 20 08 | D U N G E O N 16 0
53
Den of the Destroyer

APPENDIX 2: NEW ITEMS Ironwood Hound


Medium natural animate
Quest Ideas
Initiative as conjurer Senses Perception +8; The Vengeful Family: The family of the dwarf
The following new magic items are featured in this low-light vision weaponsmith from Overlook has learned of the exis-
adventure, and can be claimed as treasure by the PCs. HP 15; Bloodied 7
tence of Wicked Fang and seeks to reclaim it. When
AC 24; Fortitude 22, Reflex 19, Will 21
they discover that the PCs have the weapon, they
Figurines of Speed 6
m Bite (standard; at-will) assume the party was involved in the weaponsmiths
Wondrous Power +15 vs. AC; 2d6 + 3 damage. death, vowing vengeance against them. The PCs must
M Drive Back (standard; at-will)
clear their names and convince the dwarves that their
+13 vs. Fortitude; 2d6 + 3 damage, and the target is
Elderwood Falcon Level 10 loved one has already been avenged.
pushed 2 squares and the ironwood hound can shift 2
This wooden statuette depicts a falcon with wings outspread. squares. The ironwood hound must end its shift adjacent The Cursed Blade: Bad luck (of the DMs design)
Wondrous Item 5,000 gp to the targets new position.
seems to follow the PC carrying Wicked Fang, and he
Power (Daily Conjuration): Standard Action. Use this Alignment Unaligned Languages
figurine to conjure an ancient falcon of the Feywild (see Str 13 (+6) Dex 12 (+6) Wis 16 (+8) or she learns that the blade holds a dark curse. The
below for statistics). As a free action, you can spend a Con 18 (+9) Int 2 (+1) Cha 8 (+4) PCs only hope is to travel to an ancient holy site of
healing surge when activating this item to give the creature Moradin and beseech the god of creation to remove
temporary hit points equal to your healing surge value. Wicked Fang the curse from the weapon.
The sword known as Wicked Fang was crafted as a gift Tipping the Scales of War: The shadar-kai
Elderwood Falcon
Medium natural animate for the gnoll pack of the same name. Sarshan ordered witches were right in their prophecy, and as the PCs
Initiative as conjurer Senses Perception +9; his shadar-kai warriors to travel to Overlook and find themselves caught up in further adventures, they
low-light vision
kidnap one of the greatest dwarven weaponsmiths in discover that Wicked Fang was created for a higher
HP 15; Bloodied 7
AC 24; Fortitude 21, Reflex 22, Will 22 the city, bringing him back to the Shadowfell to do purpose. Having fallen into the PCs hands as a part
Speed 6, fly 8 the arms dealers bidding. Sarshan commanded the of their destiny, the weapon is the only thing that can
m Talons (standard; at-will) weaponsmith to craft Wicked Fang. When the job was destroy an enemy they will one day face.
+15 vs. AC; 2d4 + 4 damage.
M Swoop (standard; at-will) done, Sarshan ordered the weaponsmith killed and
The elderwood falcon shifts 1 square, makes a talon attack, his blood used in the ritual that bestowed the sword Wicked Fang Level 13
then shifts 1 square. with its magical properties. This weapons jagged blade seems permanently stained with
Alignment Unaligned Languages the blood of those it has slain.
The completed sword was sent back to the world
Str 11 (+5) Dex 19 (+9) Wis 18 (+9) Lvl 13 +3 17,000 gp Lvl 23 +5 425,000 gp
Con 16 (+8) Int 2 (+1) Cha 8 (+4) as a gift to Fangren, who in turn gave it to his most
Lvl 18 +4 85,000 gp Lvl 28 +6 2,125,000 gp
trusted warmaster. However, before the weapon was Weapon: Longsword
Ironwood Hound Level 10 sent from the Shadowfell, several of the shadar-kai Enhancement: Attack rolls and damage rolls
This wooden statuette depicts a hunting hound dashing toward witches in Sarshans service warned him that the Critical: +1d8 damage per plus
its prey. Property: Whenever you use a power with the weapon keyword
weapon was destined to be at the center of great
that deals ongoing damage, increase that ongoing damage
Wondrous Item 5,000 gp events, and urged him to not let the weapon pass from by an amount equal to the weapons enhancement bonus.
Power (Daily Conjuration): Standard Action. Use this his possession. Sarshan ignored the witches warn- Power (Daily): Free action. Use this power when you hit with
figurine to conjure a yellow-furred hunting hound (see an attack with the weapon keyword. In addition to the
below for statistics). As a free action, you can spend a ings, sending his lieutenant Kyrion to train the gnolls
normal effects of the attack, the target takes ongoing 10
healing surge when activating this item to give the creature in the proper use of shadar-kai weapons, including damage (save ends).
temporary hit points equal to your healing surge value. Wicked Fang. Level 23 or 28: Ongoing 15 damage.

November 20 08 | D U N G E O N 16 0
54
Our eyes are open,
our sts are closed.
Our walls are stone,
our shields are steel.
Our faces are many,
our soul is dwarf.
And thus is there no
foe against whom
Overlook cannot
stand.

It is an ancient Overlook
proverbsome would
even call it a prayer
and its about to be put
to the ultimate test.

by Ari Marmell
the An adventure for 9th-level characters

Temple Between
illustrations by Michael Komarck,
Rob Alexander and William O'Connor

cartography by Mike Schley
TM & 2008 Wizards of the Coast, Inc. All rights reserved.

December 20 08 | D U N G E O N 161
4
The Temple Between

The western end of Elsir Vale has been greatly other worlds. In the course of the Adventure Path,
WHAT IS AN
troubled in recent days. The threat of the orc hordes the PCs have already discovered one, traveling to the
ADVENTURE PATH?
from beyond the Stonehome Mountains, though Shadowfell through the caverns beneath the Happy
turned back at Bordrins Watch, still lingers in the Beggar poorhouse. What they do not yet know Scales of War is the fourth Adventure Path to
peoples minds. Peculiar and hostile creatures of though they might discover it soon enoughis that a appear in the pages of Dungeon Magazine. But
shadow lurk in the caverns and caves below. Political gateway to the Astral Sea waits in a great cathedral what, you ask, is an Adventure Path? Quite simply,
squabbling grows among the citys powerful dwarf beneath the Stonehome Mountains, and a doorway to it is a series of related adventures intended to form
clans. the Feywild lies hidden where the Elsir River flows a complete D&D campaign that takes your players
All this makes the city particularly vulnerable from the mountains. (The region might well also con- from 1st level all the way to, in the case of Scales
to an enemy nobody saw comingthat nobody even tain a portal to the Elemental Chaos, but if so, it does of War, 30th level.
imagined. This enemy has goals and objectives far not influence this adventure.) Previous Adventure Paths, presented with the
beyond the ultimately unimportant Elsir Vale, but the No, the humans and elves and dwarves of Elsir 3rd Edition D&D rules, took characters from 1st
first step is the utter subjugation of Overlook. Vale know nothing about this, but not everyone is so to 20th level. But with all three tiers in the new edi-
An enemy who, at least in part, is already here. ignorant. A few sages know. A few priests know. tion ripe and ready to explore, were pushing the
The Temple Between is an adventure for 9th- And the githyanki know. limit with Scales of War. Each tier takes roughly six
level characters, and it is challenging enough to take Indeed, at the behest of their leaders in the adventures to traverse, which means well finish off
them to 11th level by the time all is said and done. astral city of Tunarath, they have caused much of this Adventure Path in about eighteen issues. Each
Although intended as the final chapter of the heroic Elsirs worries of late. They arranged the theft of the adventure advances characters from between one
tier portion of the Scales of War Adventure Path, it platinum sword from Brindol, and they employed and a half to two levels of experience. We recog-
can be run as a standalone adventure, or as an adven- the shadar-kai, not only as weapons suppliers but nize that not everyone will meet every encounter
ture in a campaign of your own making, with a small to encourage the orcs of the west to rise. For the or complete every quest, however, so periodically,
degree of modification. It contains elements of urban githyanki want Elsir Vale, badly, and particularly the well point you to a supplemental Side Trek or short
investigation, dungeon delving, and even wartime planar portals it contains. Using it as a beachhead, adventure to keep your PCs on pace. Plus, roughly
conflict, making it a suitable adventure to players of they could easily launch an incursion, not merely every few months, Dragon will feature new sup-
many tastes and preferences. into the mortal realm, but other worlds besides. And port content for Scales of War.
there is no reality, no plane of existence, on which the Finally, this Adventure Path is intended to func-
githyanki do not have some design or other. tion as a complete D&D campaign. That means
BACKGROUND The semi-disgraced General Zithiruun is in charge well be making assumptions about the history of
of this operation, or at least commands the forces the world as we move along, just as you would in
Few today are aware of it, but the western regions any campaign you run. Well be borrowing heavily
seeking to carry it out. Forced to make use of mer-
of Elsir Vale have long been rich in planar magic. from the D&D mythology of 4th Edition, as well as
cenaries and lesser soldiers, to keep the githyanki
Perhaps this is due to the fact that the giants, sol- all the great ideas that have cropped up in other
involvement secret, he has carefully set up his pawns,
diers, and servants of the primordials once dwelt products over the yearsincluding the pages of
maneuvering and manipulating, and now the time
nearby in large numbers, driving their dwarf slaves past issues of Dungeon!
draws near to take Overlook by force.
to great works. Whatever the cause, the region is run Enjoy your stay in Scales of War, and keep an
Unknown to Zithiruun, and even to his com-
through with cracks in realityportals that lead to eye out for next months installment.
manding officers, they themselves are merely pawns

December 20 08 | D U N G E O N 161
5
The Temple Between

on a larger board; schemes far more devious than a Was it Moradins wrath? A curse brought upon Zithiruuns Plan
simple githyanki invasion are afoot. But this is a dis- them by the giants theyd so long ago escaped? Or
And so it remained, until the githyanki learned of
covery, and a challenge, for a future adventure. For simply a natural catastrophe without greater mean-
the temple and decided controlling it would better
now, the PCs have more than enough on their plates ing? None can say. Whatever the case, some centuries
enable them to control Overlook, and by extension,
as it is. ago, the mountain was struck by an earthquake.
Elsir Vale.
Portions of the inner tunnels collapsed, damag-
Zithiruuns plan is to take Overlook by simulta-
The Mountainroot Temple ing several chambers of the Mountainroot Temple,
neously attacking from without and from within.
A subterranean structure built by the same order that destroying others entirely. Panicked, the priests and
Already he has a force of mercenary soldiers hiding
would later go on to construct the Monastery of the the faithful grabbed up their treasures and holy
in the wilds, ready to march on the city. Now, hes
Sundered Chain, the Mountainroot Temple stands iconsat least most of themand fled using the sur-
working to gain full control of the Mountainroot
deep beneath the Stonehome Mountains. Built when viving magical portals.
Templeand the Stone Anvil, its anchor in Overlook
the dwarves were still celebrating their freedom Once theyd settled elsewhere, the bulk of
through which he can move a second force from the
from the giants, it was not a dwarven structure, but a Moradins priests decided that this way was better.
Astral Sea into the citys undefended heart.
temple built for anyone who wanted to pay tribute to By scattering from the temple, they would allow the
To that end, Zithiruun has suborned a number
Moradin, of any race. It held great reliquaries of holy dwarves to build their own shrines, without feel-
of Overlooks priests and military officers. Most of
icons, enormous cathedrals where hundreds could ing constrained by the other races, and the jealousy
them, including several priests and Watch Captain
worship at once, and even a doorway to the Astral that marred the priesthood would fade. Although
Aerun, were kidnapped and subject to a difficult
Plane whence angels and exarchs of Moradin would they mourned the loss of the great cathedral, and
psychic ritual cast by incredibly powerful githyanki.
appear to discourse with the gods most favored those few treasures theyd been unable to save, they
The result is that these poor peoples minds were
priests and champions. To facilitate a grand commu- declared the quake to have been Moradins will and
destroyed, and they have been possessed by several
nity of Moradin worshipers, the Mountainroot Temple left the temple abandoned. In time, most faithful,
githyanki, who are even capable of manifesting some
had, in addition to its astral doors and its main even most priests save those most thoroughly learned
of their normal powers (albeit in weakened form).
entryway into the mountains, four mystical door- in their history, forgot it had ever been.
Unfortunately, the possessing githyanki cannot
ways constructed. Each linked to another temple of Most, but not all. After a few decades, a small
access anything more than the victims base personal-
Moradin elsewhere in the world, so the faithful could group of Moradin worshipersmostly dwarves, but
ity; they have no access to specific memories. So High
come and go with ease. with members of other races as wellreturned to the
Priest Durkik of the Stone Anvil has not been pos-
And for decades, even centuries, the temple Mountainroot Temple. They cleaned it up as best they
sessed. Rather, he is being held captive and tortured
thrived. Slowly, however, relations between could and vowed to maintain it until it should some
for information, while a hired doppelganger takes his
Moradins faithful grew strained. Priests assigned day become important once again. The most power-
place in public, holding the Stone Anvil in readiness
to other, lesser temples grew envious of those at ful of their number took on the title of Caretaker and
for Zithiruuns forces.
Mountainroot. Many of the dwarf faithful grew lived within the temple, in a small structure built
All of which would have gone undetected, if not for
haughty, considering themselves Moradins true inside the larger reliquary. The Caretaker carefully
the alertness and curiosity of an old woman named
children, and sought to oust all others, or at least put attuned himself to the temples surviving magic,
Haelyn . . .
them in lesser places, denying them access to the allowing him to control the constructs and divine
temples wonders. defenses and traps that protected the structure from
outside invasion.

December 20 08 | D U N G E O N 161
6
The Temple Between

THE QUESTS ADVENTURE SYNOPSIS The Caretaker of the temple is currently being
tortured, and the pain and madness inflicted upon
The Temple Between offers PCs several oppor- The PCs have just completed an adventure of obvious him have thrown the temples defenses into chaos.
tunities to earn quest XP. Provided here is a list of importance (the freeing of Amyria from her impris- This is why, among other things, nobody can leave.
quests, and their rewards, in the adventure. onment in the form of a platinum sword, if theyre The fey are seeking an ancient tome of great
playing through the Adventure Path). It appears as power. They were sent by Cachlain, the Stone-
Minor QuestLearn Haelyns Fate though nothing of consequence immediately follows Skinned King, a fomorian noble whoalong with
As requested by the priest Lavinya, the PCs must at least until the next night, when the PCs, through his new advisor, Sovacleswill play an important
investigate the shrine of Erathis, and Grovald, its one of various means, receive hints that all is not well role in future installments of the Scales of War.
new caretaker, to learn what happened to the back in Overlook.
The mercenaries serve someone called General
kindly old woman who once attended it. Returning to their home away from home, the
Zithiruun, who seeks the templeand indeed, the
Reward: 400 XP. heroes initially find nothing amiss. Slowly, however,
entire region!for access to the various planar por-
they discoverthrough the prodding of Lavinya,
tals. The conspiracy in Overlook was only the first
Major QuestRecover the Incunabulum Primeval priestess of Erathis, if not on their ownthat several
step, and the city will soon be facing a full-scale
This ancient religious text, dating back to the dwarf of the citys priests are acting peculiarly and, perhaps
military invasion!
rebellion against the giants, exists somewhere more importantly, Haelyn, keeper of Erathiss shrine,
within the depths of the Mountainroot Temple. has vanished. Following up on these minor discrepan-
Durkik wants it returned before their enemies cies, the PCs swiftly find hints leading to a conspiracy Finally, once the Caretaker allows them to leave,
can get their hands on it. (Its currently on the worming its way into the citys hierarchy. Several of the PCs must return to the Council of Elders with a
hag Hethralga, in area M8 of the Mountainroot the conspiracys members are possessed (though the warning of the forthcoming siege. Here, the PCs can
Temple.) PCs do not learn by whom), while othersincluding finally cement their place as heroes to this military
Reward: 2,000 XP (and 3,600 gpthe equiva- High Priest Durkik Forgeheart of the Stone Anvil city, as their help proves instrumental in Overlooks
lent of three 9th-level treasure parcelsas promised have been replaced by doppelganger mercenaries. survivaland as they finally come face to face with
by the priests of Moradin). The PCs trace the conspirators back to their head- General Zithiruun, and learn of the githyanki involve-
quarters in a large warehouse, where they have the ment in all that has come before.
Major QuestPrevent the Fall of Overlook opportunity to rescue the real Durkik.
Once his scheme is prematurely cut short, General The PCs then learn of the Mountainroot Temple
Zithiruun decides to take the city with what forces and find out that one of its mystical portals is located
he already has available. Although Overlook is in a hidden sepulcher beneath the Stone Anvil. Using
hardly a population of weaklings, they do require it, the PCs go to the abandoned ancient temple, where
the PCs aid. they must confront both a cadre of fey and a band of
Reward: Up to 2,500 XP, depending on Victory mercenaries employed by General Zithiruun. They
Point totals; see page 37 (and up to 7,000 gpthe also find, unfortunately, that they cannot leave! Here,
equivalent of four 10th-level treasure parcelsas assuming the PCs defeat their various foes, they make
promised by the Council of Elders). the following discoveries:

December 20 08 | D U N G E O N 161
7
The Temple Between

PREPARING FOR figure out the right questions to ask the right people. For overcoming an encounter, a group earns the
As such, its important that you, as DM, have at least a XP value noted beside the encounter level. This
ADVENTURE reasonable level of familiarity with the events herein. amount should be divided by the number of group
Its best if you can read through the entire adventure members, and an equal amount should be awarded to
The Temple Between allows the PCs a variety of
beforehand, but if youre in a hurry, you should at each character.
opportunities to shine, from investigation to explora-
least review each specific section, and its related
tion, and from skill challenges to a variety of combat
encounters, before play. (The adventure is divided
situations. They face a diversity of foes and must
into three chapters, making a piecemeal approach
feasible, if not the most recommended.) ADAPTING THE ADVENTURE
SKILL CHALLENGES AND What You Need to Play
The Temple Between is designed with five play-
EXPERIENCE POINTS ers in mind. You can easily adapt the adventure for
This adventure includes the encounters the PCs face larger groups easily by adding more treasure and
This adventure makes use of a number of skill chal- as they explore and adventure in the area. It also pro- inserting a few extra monsters using the guidelines
lengesin particular, offering several opportunities vides tactical maps and more for the adventure. If you presented in the Dungeon Masters Guide. When
for the PCs to interrogate prisoners or survivors and your players havent read through the DUNGEONS adapting the adventure for larger groups, keep
of their various combats. Its important for you, & DRAGONS 4th Edition rules yet, that is your first best it simple. Where possible, just add one monster
as DM, to give XP only for those skill challenges step so that you make certain you understand the whose level equals the encounter level for each
that are meaningful, without allowing unneces- rules. Also as mentioned above, read through at least additional PC. Otherwise, look for appropriate
sary repetition. the first of the adventures three chapters before monsters from this adventure (see the Appendix, in
Heres what we mean, by way of example. In starting. This review enables you to become familiar particular) and the Monster Manual to help stiffen
the Shrine of Erathis, the PCs have the opportunity with the material and the style of presentation. You up the resistance.
to interrogate Grovald, as well as a number of his might also want to take a look at the sections below This adventure is also designed for 9th-level
soldiers, both human and doppelganger. Because regarding the adventure format. characters. As written, a slightly larger group of
the PCs receive different information from Grovald 8th-level characters can play through the adven-
than from his soldiers, they can receive XP for both Using Tactical Encounters ture, but be sure to give the characters plenty
skill challengesone for Grovald, one for any of the Each encounter includes several common elements, of chances to take extended rests so that they
soldiers. Once they have successfully interrogated as described below. can have a fair shot at surviving the expedition.
a soldier, however, they should not receive XP for For higher-level groups, adapting the adventure
interrogating any other soldiers at the same loca- Encounter Level takes a bit more work. You need to add monsters
tion, because they all offer the same information. Each tactical encounter assumes a group of five player and increase the treasure rewards to amounts
Similarly, because all the fey in the Mountain Root characters. An encounter of average difficulty is one appropriate for the characters. In all, adjusting
temple give the same information, and all the sol- where the encounter level is equal to the level of the the adventure is not too arduous, and with a little
diers of the githyanki give the same information, party. Encounters that are 1 or 2 levels lower than the work, you can run this scenario for groups of three
the PCs can gain XP for only two interrogations party are easy encounters, while encounters that are to eight players, and for characters of 8th through
one fey, one otherin that area. 2 or more levels higher than the party are difficult 13th level.
encounters.

December 20 08 | D U N G E O N 161
8
The Temple Between

Setup Read-Aloud Text Tactics


This section of a tactical encounter provides you Read aloud text provides information about what the This entry describes special actions the monsters take
with the basic parameters of the encounter. First, it characters can see and are aware of. You do not have to defeat the adventurers. Sometimes this means the
provides context or background information for the to read it word for word; feel free to paraphrase and monsters take advantage of special features of the
encounter. Next, it provides a key to the monsters in use your own words when describing this informa- area or make use of special powers or equipment.
the encounter so you can locate them on the tactical tion. Use read aloud text wisely; they are written for
map. The map of each encounter area indicates where the most common approach to a particular situation Map
the monsters are located when the encounter begins. and what your player characters do might require you Each encounter includes a map keyed with the initial
The setup section also describes what monsters are to alter the information in any number of ways. locations of each monster. The map also indicates the
doing and how they react when the PCs arrive. location of any special features of the area.
Several encounters include monsters that are either Monster Statistics
Encounters include stat blocks for each monster type Features of the Area
hidden, or do not appear until later in combat. In these
present in the encounter. If more than one monster This section describes special features noted on the
instances, do not place those monsters on the map
of a particular kind is present, the stat block indicates map. If the location has items or areas of interest with
unless at least one PC has succeeded on the Perception
how many creatures can be found. which the characters can interact, those features are
check to notice them, or when they enter combat.
described here. Look here to see if a door is out of the
ordinary, if an altar has a secret compartment, or
Treasure Parcels the like.

Parcel A: _________________ C-4 (the Shrine of Erathis). Parcel H: ________________ M-9 (the Reliquary). Treasure Preparation
Parcel B: ________________ C-9 (the Warehouse). Parcel I: ________________ M-9 (the Reliquary).
Parcel C: ________________ M-5 (the Vault). Parcel J: ________________ M-9 (the Reliquary). As with previous installments of the Scales of War
Parcel D: _________________ M-5 (the Vault). Parcel K: _________________ M-10 (the Underchambers). campaign, The Temple Between makes use of the
Parcel E: ________________ M-5 (the Vault). Parcel L: ________________ T-2 (Death from Above, on the parcel system of treasure rewards as described in the
Parcel F: ________________ M-6 (the Grand Cathedral, on person of the berbalang).
the persons of the spitting trolls and/or the two-headed troll). Parcel M: ________________ T-5 (the Final Encounter, on the
Dungeon Masters Guide. The characters should accu-
Parcel G: _________________ M-8 (the Lesser Sanctum, on person of Zithiruun). mulate seventeen parcels by the end of the adventure.
the persons of Hethralga and/or the cyclopses). Of these, they should gain the reward for completing
Based on the guidelines in the Dungeon Masters Guide, the following parcels can go in the spaces above. Rely on the wish lists your the quests (four parcels for 1,000 gp), and then what-
players gave you for the first eight parcels. ever treasures they find along the way (the remaining
Parcel 1: Magic item, level 14. Parcel 10: A small ruby carefully chiseled into the shape thirteen). You can supply these treasures in whatever
Parcel 2: Magic item, level 13. of a burning flame, worth 1,500 gp; 800 gp; and 2
Parcel 3: Magic item, level 13. potions of healing.
way you wish, but the Treasure Parcels sidebar pres-
Parcel 4: Magic item, level 12. Parcel 11: A small pouch containing 4 polished stones of ents the most likely rooms to bear treasure. During
Parcel 5: Magic item, level 12. alexandrite, worth 500 gp each (2,000 gp total); and your preparation, assign parcels from those that
Parcel 6: Magic item, level 11. 100 gp.
follow to the rooms in the spaces provided. Use the
Parcel 7: Magic item, level 11. Parcel 12: A silver hammer (useless as a tool or weapon)
Parcel 8: Magic item, level 10. worth 250 gp; and 3 potions of healing. players wish lists to come up with magic items for the
Parcel 9: A gold statuette of a female dwarf blacksmith Parcel 13: A small gold-framed portrait of an old priest, first eight parcels. (Consider saving at least one or two
at work at the forge, worth 1,500 gp; and a sapphire worth 400 gp; and two potions of healing. of the highest level magic items for later in the adven-
worth 1,000 gp.
ture, after the PCs have obtained 10th level.)

December 20 08 | D U N G E O N 161
9
The Temple Between

STARTING THE No Place Like Home them to do so. They can arrive at the city without
any inkling that something is amiss, and remain that
ADVENTURE Its entirely possible that the PCs have taken to think-
ing of Overlook as their homeor at least a base of way until they either visit the shrine of Erathis or the
operationsby this point in the Adventure Path. If Stone Anvil, or until they receive Lavinyas message at
As noted in the previous adventure, Amyria requests
they appear inclined to return to Overlook on their their favorite inn or tavern.
that the PCs accompany her to Overlook as they leave
the fortress. If they choose not to go with her, she goes own, without any outside encouragement, allow
by herself. If they do travel with her, she fares them
well once they reach the entrance to the city, and then
she slips into the crowd around the entrance. PCs can
choose to attempt to follow her at this point, and if so,
OVERLOOK LOCATIONS SUMMARY
they find that she heads to the Temple of Ioun in the
Nine Bells district, where she prays. The following Overlook locations come into play in this adventure. The numbers given refer to the locations
position on the map of Overlook in Siege of Bordrins Watch.
Alternate Hooks Caer Overlook (High Hall district), 21: The seat of government in Overlook, this fortress houses the meeting
chamber of the Council of Elderscalled the High Hall, after which the district is namedas well as the offices
If youre running this adventure on its own or as part
of various district representatives.
of your own campaign, rather than as part of the
The Divine Knot (Nine Bells District), 24: The Divine Knot is a corner of the Nine Bells district, occupied
Scales of Waror if you prefer a different means of
by an array of dirty, dilapidated temples all but clustered together, like old men huddling against the cold. The
starting things offone of these hooks might work
temples of Avandra, Bahamut, Erathis, Kord, the Raven Queen, and Zehir still operate, albeit with small and
better for you.
impoverished congregations. The old temples of Ioun, Moradin, and Pelor have long since closed. The temple of
The Message Moradin was replaced with the Stone Anvil, while the other two no longer have organized services in the city.
One night, as the party beds down to camp, a PC The Ministry of War (High Hall District), 22: A complex of several buildings around a courtyard, the Ministry
abruptly hears a voice in his head. A DC 10 Arcana of War trains Overlooks soldiers, and houses the barracks and offices of the city garrison.
check identifies it as the result of the Sending ritual. The Pig and Bucket Tavern (Blister District), 5: An infamous tavern, well known for its beer hall, its wide
My name is Lavinya. I believe a hidden danger is grow- selection of cheap drinks, and the great many criminals, mercenaries, and adventurers who frequent the place
ing within Overlook. Please come to Erathiss old temple as looking for work.
soon as youre able. The Shrine of Erathis (Tradetown District), 13: A small shrine, little more than an altar and a statue. So far
Its a cryptic message, yes, but thats the problem as the PCs know, the shrine is tended by a kindly old woman named Haelyn.
with Sending. The PCs might wonder how a woman The Stone Anvil (Hammerstone District), 15: A grand cathedral to Moradin, the Stone Anvil is a combina-
theyve never met can send them a Sending at all. If tion temple and fortress. It is the most powerful church in the city, and it is currently run by High Priest Durkik
they ask her later on, Lavinya tells them that she was Forgeheart, an old dwarf whose faith and sense of social responsibility have been slowly chipped away beneath
in one of the crowds that greeted them after their the weight of years.
heroic triumph against the orc hordes in The Siege
of Bordrins Watch (or some other adventure in your
own campaign).

December 20 08 | D U N G E O N 161
10
The Temple Between

PART ONE: the sentinels swiftly lower their weapons and stand Shadow of Civilization, below. Similarly, depend-
taller at their posts. Word has spread of the PCs hero- ing on what personal connections theyve made in
RETURN TO OVERLOOK ics on behalf of the city so far, and their return is seen past visits to Overlook, they might also decide to visit
as a good omen. either the Stone Anvil or Haelyn at the Shrine of
Parts One and Three of this adventure take place in
If the PCs ask, any one of the workers or soldiers Erathis. In these cases, proceed either to C3 or C4,
the city of Overlook, first introduced in The Siege of
or the officer, who introduces himself as Captain respectively.
Bordrins Watch, the second installment of the Scales
Aeruntells them that yes, the city is making prepara- But in most instances, the PCs likely find some-
of War (Dungeon #157). The Temple Between
tions for war. Its not that they anticipate any specific where to take their ease, an establishment where they
assumes that PCs are familiar withand somewhat
trouble, and indeed, the Council of Elders and the can grab a bite to eat other than trail rations, and a
well known withinOverlook, and it details only
various priesthoods have reason to hope that, with bed somewhat softer and less bug-infested than the
those portions of the city important to this adventure.
the defeat of the orc invasion and the closing of the open earth.
You might wish to have that adventure handy, for easy
Shadowfell gate, their city is good and safe for a It is possible that the PCs might seek out old allies
reference.
long time to come. Still, recent troubles have stirred (or enemies), as long as they feel they have nothing else
As the PCs approach the city, read: up a strong better safe than slaughtered mental- to do. At the moment, this isnt likely to accomplish
ity among the populace and the city leaders, and so much of anything. The Council is currently far too
The towering walls of Overlook rise slowly but steadily over the Council of Elders have ordered that Overlooks busy dealing with preparations for war and various
the horizon as you draw ever nearer your destination. From defenses be repaired and enhanced. administrative catastrophes (some of which were engi-
a distance, the city looks as secure and serene as ever, but Should the PCs question any of the locals about neered by Captain Aerun or other infiltrators to keep
as you move closer, you can see that all is not as you left it. any current troubles, they receive only puzzled and them busy), and has nothing for the PCs to do except
A great mass of activity bustles around the gates, people slightly concerned replies. No problems going on maybe lend a hand reinforcing the gates. Bram Ironfell
lugging stone and timber this way and that, all beneath the that I know about, is the common response. Why, is is currently out of town. Although youre welcome to
watchful eyes of sentinels who stand dutifully atop the wall. there something we should be worried about? have the PCs talk to any NPCs with whom they have a
One particular blond-bearded dwarf in plate armoran For at least their first few hours in Overlook, then, past relationship, none of it amounts to much.
officer, you would assumestands atop the gate shouting the PCs find no signs of the troubles that drew them
orders to everyone in sight. hereor at least, they probably dont.
Although the activity doesnt appear especially rushed At least in this part of the adventure, no random KEEP TRACK OF TIME
or franticindeed, you see people pausing to talk or jest urban encounters occur. At this point, the PCs are
with one another as they work (and when the officer isnt From the moment the PCs arrive in Over-
famous enoughand, more importantly, skilled
looking)it appears as though Overlook were mobilizing look, keep track of how much time they spend.
enough and of a high enough levelthat your average
for war. Whether they complete their exploration of the
street thief or other neer-do-well gives them a sub-
Mountainroot Temple within five days from this
stantially wide berth.
The PCs are hailed as they approach, while the senti- point, or not, impacts their ultimate chances of
nels atop the walls and by the gates offering friendly success when the city falls under siege. See Vic-
but careful greetings. Multiple crossbows are trained
Subtle Changes tory Points, page 37, in Part Three: The Siege
on the party until they identify themselves, but once If the PCs have come in response to Lavinyas send- of Overlook.
they do, their welcome becomes far warmer. Several ing, they can proceed immediately to the temple of
workers and soldiers stop to claps their hands, and Erathis in the Divine Knot. If so, continue with The

December 20 08 | D U N G E O N 161
11
The Temple Between

The First Night Home The Shadow of Civilization before the altar, rising and turning at the sound of the
Lavinya has been making a concerted effort at con- As the PCs pass through the Divine Knot, read door.
tacting the PCs, and there are few places in the city the following: Thank you, she says as she recognizes the PCs. I
she hasnt visited. Regardless of what establishment knew Erathis would guide you to me.
the PCs wind up patronizing, one of the servers or You cannot help but notice, as you pass, that the old temple For a few moments she waits on the PCs, offering
proprietors approaches them a few moments after of Moradin appears to be under as much construction as what comfort she can, pointing them toward the pews
theyve ordered refreshments or paid for a room. the city ramparts. Great frameworks and ladders stand at the front of the cathedral (the cleanest ones), offer-
alongside the building, and you can see lumber stacked ing a few glasses of cheap wine, and the like.
Read the following aloud: along the inner walls through the open windows. It looks
as though not every priesthood in Overlook is as badly off Only once theyre settledor when they lose
Begging your pardon, mlords and ladies, but you look these days as that of Erathis. patience and press her on why she summoned
familiar to me. You are the folks who saved us from the orcs,
themdoes she frown thoughtfully and begin.
and from those foul creatures of shadow, arent you? Even as compared to other temples of the Knot,
the temple of Erathis has seen better days. As the My name is Lavinya, she tells you. Im the last priestess
Assuming the PCs affirm their identities, the PCs approach, read: here; the others all departed years ago, when the Nine Bells
server continues:
went all to seed, and the temples with it. I keep it open and
Its all but impossible to tell what color the stones of this
Well, Im sorry to disturb you and all, but theres someone functioning as best I can on my own, but . .
temple might once have been, for now theyre a repugnant
been looking for you. Woman named Lavinya? Shes She shakes her head, as though reminding herself to stay
mixture of smoke-stained gray, dirty-handprint brown,
a priestess at the temple of Erathis, over in the Divine on topic. Do you know Haelyn? she asks.
and bird-dropping white. The stenches of the Nine Bells
Knot. Shes been leaving messages all over townsays she district appear to congregate here, as though seeking If the PCs do not, she says the following:
desperately needs to speak with you. She begs you to come admittance and absolution, and youve seen zombies
see her at the temple, just as soon as you can get there. that looked (and smelled) healthier than some of the Haelyn is a wonderful old woman. Shes the caretaker of
unfortunate, impoverished souls shambling along the the shrine to Erathis, over in Tradetown.
Its vaguely possible the PCs might refuse to go (in
which case, one has to wonder if theyre the heroes streets with empty eyes.
If the PCs do know Haelyn, skip that particular
theyre reputed to be), in which case you can have Three wide steps that dont appear to have been swept
bit of dialogue and continue with the following
Lavinya track them down at some point over the next in days rise toward a heavy wooden door that boasts a
sets of text. They have been broken up to allow
day or two. The adventure, as written, assumes that relatively fresh coat of polishone that cannot begin to
for more interaction, but if none is forthcoming,
the PCs agree to meet with her, either immediately conceal the rot beneath.
continue to the next set of text.
or the following day. Regardless of the time of day or night, when the PCs
Im sure you know, she continues, that most worship of
enter they see a largely empty cathedral, its pews old
Erathis in Overlook takes place there, rather than here. I
and candles burned down to nubs. At the far end
must admit, I havent always been a friend to Haelyn. I
stands an altar to Erathis, which is far better main-
was . . . bitter, very bitter, at what happened to my temple.
tained than anything around it. A dark-haired and
But after a time, we got to know each other, and weve
gold-robed half-elf, grown old before her time, kneels
become great friends.

December 20 08 | D U N G E O N 161
12
The Temple Between

And thats why I need you! Lavinya looks up, her eyes Avandra, even Matron Volorvyn of the Raven Queen. Some Lavinya can, of course, give the PCs directions to
suddenly narrowed. Something is wrong! Somethings of these have long been my friends, and even those who any of these locations, or any other public location of
happened to Haelyn, I know it, and maybe not just to her! were not have at least been respected colleagues. And all of which they might ask her.
them brushed me off! They were distant, uncaring, even If the PCs ask her (or anyone else around town)
At this point, Lavinya takes a sip of her drink, cold, as though my worries were of no moment! Volorvyn about the work going on at the old temple of Moradin,
then says: appeared barely to recognize me, and while weve never she answers as follows:
A few weeks ago, Haelyn just disappeared. I went by the been close, weve known one another on and off for years.
Oh, that. High Ancestor Durkik recently assigned most
shrine to speak with her and she was gone. Theres a man Lavinya looks at each of the PCs, one by one, of his underpriests to restoring the old temple. Something
named Grovald maintaining the shrine now. I dont know while continuing: about wanting to expand, I think, so that other races who
him; Ive never met him before, and nobody I talk to knows might not be comfortable in the Stonehammer district
him, either. He told me that Haelyn left on a spiritual And thats when I thought of you, Overlooks new heroes. could return to Moradin.
retreat and would be back in a few months. Im terrified that something has happened to my friend and
But I know better! Haelyn needed no spiritual retreat. that something is wrong with my fellow priests. I should, Finally, if your players are accustomed to using sword
Her faith was strong, and it was centered on that shrine! we all should, be showering you with gifts and thanks, not and spell to deal with every obstacle and arent used
And even if she had, she wouldnt have up and leftnot heaping even more cares onto your shouldersbut Ive little to subtlety and restraint, you can use Lavinyawho
without telling me. inf luence left in this city, and I have nobody else to whom I is, after all, a priest of the goddess of civilizationto
can turn. remind them to behave themselves. The PCs do not
Now Lavinya shakes her head and gauges the have any legal authority here, after all. They can fight to
reactions of the PCs, then continues: Lavinya smiles gratefully when the PCs agree. (Again, defend themselves, and against any criminal element
the adventure, as written, assumes they do so.) they might discover, but they cant just pull steel on a
I must confess, I went back at night and snooped around a
bit, not just in the shrine, but peering through the windows She cant offer much in the way of additional high priest or a squad of city watch and expect things
of the groundskeepers cottage. Ive offered penance to information, though she does try to advise the to go their way. Some element of discretion is vital.
Erathis for my trespass, but I had to know what happened! PCs if they ask her council.
I didnt . . . I found no trace of Haelyn, but I did catch a
glimpse of a letter through the cracks in the shutters. I You could talk to one of the priests, I suppose, she
mutters doubtfully. Im not sure theyd agree to speak
OUT OF ORDER
couldnt read much of it, and I dared not stay long, but
Im certain it was addressed to Gthat must be Grovald, with you at any length, though. Everyones so busy with the Dont worry if the PCs do things in a different order
right?and it began with I am commanded to ask if youve mobilization. And these are important people; you cant than presented here; everything still works. For
had any further problems with the worshipers of . . . Thats just, uh, hero your way into the building and confront instance, if they go to the Shrine of Erathis and begin
all I saw, but it sounds sinister enough! them, she adds with a smile. Still you might learn investigating Haelyns disappearance on their own,
And that, she says morosely, is where things got even something from them. you can still have them receive Lavinyas message
worse. I went to the authorities, but they told me there was You could examine the shrine of Erathis. You might later that same evening. Everything that needs to
nothing to look into, that Haelynor any citizencan travel well find something I missed. Or you could search Haelyns happen can happen regardless of when the PCs get
as they please. I spoke to some of the other priestsAelys of home, which is on the same lot as the shrine. I looked for to it.
Bahamut, Durkik of Moradin at the Stone Anvil, Kyrrist of her there, but when she didnt answer, it felt wrong for me to
just barge in. But now . . . She shrugs.

December 20 08 | D U N G E O N 161
13
The Temple Between

Investigating Overlook C1: The Stone Anvil precision. The air is clean here, and the voices you hear
Under normal circumstances, a group with such a are raised in laughter or negotiation, without the tinge of
The PCs have a variety of approaches they can take
disparate racial makeup as the party would have a desperation so common in some of the poorer quarters.
here, and a number of locations of interest.
few problems sauntering through the dwarf-heavy And then you are there. It rises up before you like a
Dont, however, feel that you must force the PCs to
(and elitist) district of Stonehammer. Their current fortress, constructed of blocks of stone larger than many of
stick only to the locations presented below. If they come
status as heroes of the city, however, grants the PCs a Overlooks houses. At its height, looking down upon even its
up with another avenue of investigation, you can wing
bit of leeway. tallest neighboring buildings, glint leaded windows in the
it and let them pursue that course, perhaps allowing
shape of hammers. The doors at the entryway stand open,
them to find their answers some other way. You can
As they approach the Stone Anvil, read the inviting all who would worship, and a good thing it isfor
try to gently guide them back on track; perhaps other
following: these doors are 40 feet high if theyre an inch, and the lot of
NPCs also express suspicion of Grovald, or comment
you together might have difficulty dragging them open.
on priests acting peculiarly. Or you might run an extra As compared to so much of the rest of Overlook, the
This is the Stone Anvil, temple of Moradin and the
ambush encounter (see C7, below), giving the PCs Stonehammer district might almost be a different city.
spiritual heart of Overlook.
another opportunity to question their attackers, and Broad, clean streets flow like rivers of rock between
thus pointing them back toward Captain Aerun. enormous, sweeping edifices, carved with near magical

A COLLECTION OF CLUES
For DMs not accustomed to running this sort of Grovald, and possibly that Haelyn didnt pack up for
investigation, this sidebar presents the various bits of a spiritual journey. If they return at night, they can
information the PCs can pick up in each of the follow- locate the body of Haelyn and learn of Grovalds con-
ing encounters, just to help you keep it straight. nection to Durkik either through an interrogation or
C1: At the Stone Anvil, the PCs learn that High the half-burned note.
Ancestor Durkik adamantly doesnt want them snoop- C6: If the PCs go to the authorities, they might dis-
ing around. cover that Captain Aerun appears more interested in
C2: The PCs learn that the Ironfell Clan is one of keeping them out of any subsequent investigation than
the investors in the reconstruction of the old temple in investigating.
of Moradin in the Divine Knotbut this is a red herring C7: If the PCs question their ambushers, they learn
and is not relevant to the ongoing investigation. More that a corrupt city watchperson has hired them and can
relevant is the admission by Ancestor Karros that High be found nightly at the Pig and Bucket.
Ancestor Durkik is not acting himself lately. C8: At the Pig and Bucket, the PCs learn (or confirm)
C3: At the other temples, the PCs can experience for that the corrupt guardsman is Aerun.
themselves the fact that many of the citys high priests Culmination: The PCs should be suspicious of either
are acting peculiarly. Durkik, Aerun, or both. They can follow either of them
C4 and C5: During the day, the PCs learn only that to the warehouse (C9), leading to the conclusion of this
the people dont especially trust the new caretaker, portion of the adventure.

December 20 08 | D U N G E O N 161
14
The Temple Between

If the PCs peer into the sanctuarywhich is no less If the PCs return at night, with the intent of spying C2: The Temple of Moradin
sweeping, magnificent, and ostentatious than the on or following High Ancestor Durkik, proceed to the in the Divine Knot
buildings exteriorthey see about a hundred wor- Heart of the Conspiracy skill challenge, below. The PCs might decide to look more thoroughly at
shipers (if they came during the day) or about a dozen the old temple of Moradin to see if any answers lie
worshipers (if they came at night) engaged in prayer, there. Although the PCs might be briefly misdirected
heads bowed and chanting in low, sonorous voices. As INTERROGATION by a red herring or two, they can also make a friend
usual, the overwhelming majority of the faithful here Several of the following encounters allow the PCs the within the ranks of Moradins priests who reinforces
are dwarves. The services are being led by a young opportunity to interrogate their foes, if they take any their suspicions of High Ancestor Durkik.
dwarf female who reads from a great, steel-bound alive. When dealing with a human thug or a doppel-
tome that, when open, is nearly as broad as she is. ganger assassin, this is a level 8 skill challenge; when As the PCs arrive at the temple, read:
There is no sign here of anything out of the ordinary, dealing with Grovald or the false Durkik, it is level The amount of work going on here makes the place look
or of High Ancestor Durkik himself. 9. In either case, the challenge has a complexity of less like a house of worship and more like an anthill on a
If the PCs examine the halls surrounding the main 2, with Bluff, Diplomacy, Intimidate, and Insight as massive scale. Workers of all races scurry through doors
sanctuary, however, things dont appear so mundane. the primary skills. PCs can use Religion, with an easy and windows, clambering up scaffolds of wood and iron.
A great many tasks appear to have been left undone; check, against Grovald or the false Durkik (revealing The sounds of grunts, curses, shouted orders, and the
floors are not swept, candelabras are unpolished, that theyre not true followers of Erathis or Moradin), monotonous thump of hammers on nails make it all but
torches and braziers have been allowed to burn out. or Streetwise, with an easy check, against the others impossible to hear yourself think.
(If the PCs ask any of the faithful about this, they are (to discover some of their criminal affiliations). These
once again told that most of Durkiks underpriests are dont qualify as successes, but grant the PCs +2 Once the PCs enter the structure, continue:
currently hard at work restoring the old temple in the bonuses to other checks in the challenge until their
Divine Knot.) next failure. Similarly, a promise of freedom buys a +2 The work continues inside as well as out. Workers with
If they explore farther still, going deeper into the bonus to all such checks, and a bribe of at least 100 boards on their shoulders, wheelbarrows, or heavy
temple than most worshipers ever travel, they dont gp grants an automatic success with the thugs and hammers move back and forth before you. The floor is
have long to explore. Within mere moments, High doppelgangers, but not Grovald or the false Durkik. covered with dust, both stone and wood, and heaps of rubble
Ancestor Durkik appears, accompanied by a contin- If the PCs succeed, the subject answers all their lie in every corner.
gent of the city watch. He demands, in no uncertain questions. If they fail, but with one or more successes, Not everyone here is a simple laborer, however. Leaning
terms, that the PCs depart immediately. The guards the subject answers a number of questions equal to against the leftmost wall, her eyes narrowing as she
are apologeticthey recognize the PCs as heroes the PCs successes, but at least one answer is a lie. watches you, is a young, heavily muscled woman clad in
but adamant. The priest has the legal and religious If the PCs wish, they can question enemies theyve scale armor. One hand rests on the hilt of a longsword at
authority to demand that the party leaves, and the killed, using the Speak with Dead ritual. In this case, her waist.
guards are here to ensure they do just that. use the Dead Witness skill challenge (Dungeon Assuming the PCs have played through prior install-
Still, while they havent learned any concrete Masters Guide, page 78, as either a level 8 or level 9 ments of the Scales of War, they recognize the warrior
details, the PCs can now be pretty sure that some- challenge, as appropriate). immediately. This is Megan Swiftblade, leader of an
thing odd is afoot at the Stone Anvil. See the individual entries for suggestions on what adventuring party called the Freeriders. Though their
information the NPCs can offer. interactions when they first met might have been
friendly enough, Megan and her team resent the PCs

December 20 08 | D U N G E O N 161
15
The Temple Between

for becoming greater heroes of Overlook than they, Once it appears ready to escalate into violence, Although he appears almost unwilling to admit it,
and while that resentment doesnt equate to true the PCs agree to back down, or they continue Karros confesses that Durkik hasnt been himself
hatred or hostilitythe Freeriders arent evilthey to insist to see someone in charge, read the for weeks now. Hes worried about the old priest.
arent inclined to do the PCs any favors. following:
C3: Other Temples in the
Then again, Megans not the one the PCs have A red-bearded dwarf, clad in workers leathers and a smock Divine Knot
the most worry about. As soon as the PCs but with the hammer of Moradin hanging about his neck, If the PCs attempt to speak with any of the other
attempt to move farther into the room, or to pushes his way through the crowd. All right, all of you back priests in the Divine Knot, the priests politely listen to
speak to or attract anyones attention, read: to work! he barks. Turning to you, he bows his head with their concerns, promise to look into them, thank the
cold politeness. Im Ancestor Karros of Moradin, he says. PCs for their time, and ask them to leave. Allow the
Abruptly, one of the dwarf workers turns and stops in front Why dont I escort you out? PCs to attempt a DC 20 Insight check; if they succeed,
of you, coming within inches of running his wheelbarrow
they realize that the priests act somewhat distant
over [insert a characters name]s foot. He hitches his Ancestor Karros says little as he walks with the PCs
as though they were distracted or preoccupied with
thumbs through his belta gesture that puts one hand back through the main door and down the steps,
something pressing.
uncomfortably near the haft of his hammerand glares but the party can get him to open up. This level 7
If the PCs return at night, with the intent of spying
with beady eyes above a dirty beard. You bastards aint skill challenge has a complexity of 1 and uses Bluff,
on or following any of the priests, proceed to the
welcome here, he announces gruff ly. You might have the Diplomacy, and Religion (to establish a common
Heart of the Conspiracy skill challenge, below.
rest of the city hoodwinked, but not us. ground) as the primary skills. If the PCs succeed,
Karros becomes a bit more talkative andassuming C4: The Shrine of Erathis
This particularly unpleasant dwarf is Murrik Ironfell, the PCs ask the right questions or steer the conversa-
a member of the Ironfell Clan with whom the PCs As the PCs approach the shrine, read:
tion in the right directioneventually provides the
came into conflict back in The Lost Mines of Karak. following information. As compared to Overlooks temples, this shrine is poor
Hes not shy about introducing himself, so the PCs indeedand yet it offers a sense of intimacy that the greater
High Priest Durkik has assigned almost the entire
shouldnt wonder long why hes bothering them. And edifices do not. Several wooden poles stuck in the earth
staff of the Stone Anvil to working on the recon-
many of the other workers on site are also of that clan, support walls and ceiling of heavy fabric, barely enough
struction of the old temple. Hes barely kept enough
slowly assembling around Murrik as he continues to to keep the rain off the altar within it. The altar is littered
priests on hand there to conduct regular services.
taunt the PCs. Megan and the other Freeriders begin with candle stubs and scraps of parchment, which are the
Karros doesnt speak ill of Durkik, but he hints at the
to assemble as well. If the PCs ask her why shes here, remnants of prayers and offerings.
fact that he doesnt approve. The idea of the renova-
she tells them, The priests of Moradin hired us to Beyond the makeshift sanctuary, a statue of Erathis
tion came out of nowhere, and neither Karros nor
make sure the old temple was free of any dangerous stands in the middle of a pool of stagnant water, staring
the other priests can figure out why its being done.
people or creatures for the renovation. Youre starting off toward the horizon. Many of the bricks of the pool
to look dangerous to me. Durkik called for investors from Overlooks
are broken or missing, and a closer glance suggests that
You can let this go on for a few minutes, allowing dwarves to aid in the reconstruction. The Ironfell
the statue was in fact a fountain at one point, but the
the PCs and Murrik to exchange threats and insults. Clan was among those to contribute money and
mechanism has failedlikely many years ago.
workers. Many of the workers have been speak-
Several rickety cottages stand on the edge of the
ing poorly about the PCs any time their status as
property, apparently held together by little more than faith
heroes comes up in conversation.
and an extra coating of paint.

December 20 08 | D U N G E O N 161
16
The Temple Between

If the PCs come during the day, continue with voice, she says, I couldnt help but overhear, and a lot of The PCs can take a casual look around the grounds
the following: us have asked him the same questions. We dont trust him, during the day, and Grovald doesnt stop them. But
and were worried about Haelyn. Almost nobody comes any attempt to look inside cottage C4A, or any thor-
Several townsfolk move in and out of the curtain-housed here after dark anymore, so if you want the chance to talk to ough searching (such as climbing inside the fountain)
shrine, leaving written prayers on the altar and occasionally him in private, when hes not so busy, thatd be a good time brings threats of him calling the watch and having
glancing askance at a fellow who paces behind it. He is a tall to come back. Maybe you can find out whats going on. the PCs charged with trespassing. (As long as theyre
human, bald-headed with features sharp as an eagles, clad at least a little bit subtle, he doesnt appear to notice if
all in somber black. He mutters to himself as he paces.

Insight Check
INTERROGATING GROVALD OR HIS SOLDIERS
DC 16: Its pretty clear from his body language that the
man doesnt want to be here, though any time one of the Assuming the PCs ask the right questions or guide the most of his time at the temple, but that the high priest
citizens utters a prayer to Erathis, he replies with a quick conversation down the proper path, they learn the fol- frequently disappears for the night; to where, Grovald
So may it be. lowing information. doesnt know.
From the Thugs or Doppelgangers: These are If pressed on the issue, Grovald confesses that he
If the PCs speak with him, he introduces himself as simple hoods and members of the Lost Ones criminal is the priest of the master of darkness. (A DC 10
Grovald. He answers any questions about Haelyn organization. Someone has been coming to the Lost Religion check reveals this to be an occasional title
with the same spiritual retreat story he gave Lavinya Ones to hire out a lot of extra muscle. This particular for Zehir.) Grovald claims that his involvement here
(and no, he doesnt know where she went or when group of thugs was hired by Grovald. They dont know is purely mercenaryand this is the truth because he
shell be back). If the PCs press him or try to talk who he works for, but theyve seen him meeting with was paid for his assistancebut PCs who dont believe
about any other issue, he insists that hes busy pray- a dwarf on occasion. They dont know who else has him might wind up chasing false clues for a bit, seeking
ing along with his faithful and returns to pacing. At been hiring muscle, or if theyre tied into the same a Zehir connection..
this point, he starts muttering more loudly, offering conspiracy, but they know that theyre far from the
prayers to Erathis. A DC 18 Insight check suggests only thugs to be hired as soldiers lately.
SPEAKING WITH HAELYN
hes lying about Haelyn. From Grovald: Grovald grudgingly admits that he If the PCs use Speak with Dead on Haelyn, theres
Again, the PCs reputation as saviors of Overlook killed Haelyn and buried her behind the fountain. He no need for a skill challenge; shes happy to aid them.
comes to the rescue. claims he was ordered to do so by individuals who Alas, all she can tell them is that Grovald murdered
didnt like her poking her nose in where it wasnt her as she prayed in the shrine for guidance. She had
After the quick exchange with Grovald (and
wanted. If pressed, he confesses that hes ultimately recently noticed a change in the personalities of vari-
before the PCs can contemplate doing something
working for someone named General Zithiruun. Grov- ous priests in the city, but was laughed off when she
foolish in front of witnesses), read the following:
ald doesnt know what hes a general of, and he doesnt confronted them. (She admits, now, that it was fool-
One of the faithful, an older woman dressed in shabby but know what species, for the general wears a hooded ish of her to let on that she suspected them, but shes
well-mended shawl and dress, stands up from the altar and cloak, but he does wear a strange armor of iron joints been a trusting sort.) She was praying that Erathis
turns her eyes on you. I know you! she calls out. Thank and leather harnesses. At the moment, though, Grov- would send a sign of what to do next when Grovald
you so much for all youve done! ald takes his orders from Durkik, high priest of that entered and slew her with his magic. She asks the PCs
As she approaches you, however, she glances once at rock-headed idiot god. He knows that Durkik spends to please thank Lavinya for her concern.
Grovald and her eyes narrow. In a much softer tone of

December 20 08 | D U N G E O N 161
17
The Temple Between

they poke around Haelyns shack at C5, at least not C6: The Ministry of War Aerun listens intently and politely, scowling in
during the day.) At some point in their investigations, the PCs might anger when the PCs mention some of the vile things
If and when the PCs return here at night, proceed decide to try going to the authorities and getting some theyve seen, and shaking his head if they mention
to the tactical encounter. help. If they do so, theyre directed to the Ministry of having found Haelyns body and/or killing Grovald.
Tactical Encounter: C4/C5 The Shrine of Erathis Warspecifically, the office wherein the officers of Ultimately, however, regardless of what the PCs tell
and Haelyns Home (page 41). the city garrison work. him, Aeruns response is the same.

C5: Haelyns Home As the PCs approach, read the following: These are indeed grave matters you bring to me, he says.
As the PCs approach, read: Ill get looking into them at once. And you once again
The Ministry of War is huge, consisting of six buildings have the thanks of a grateful city. Go on and take a load
This small cottage on the grounds of the shrine looks arrayed around a central courtyardall within an imposing off, wherever youre staying. Ill let you know how the
comfortable, but old and rickety. Bricks are missing from set of guard walls, of course. As you approach the gate, two investigation turns out.
the chimney, and the paint is peeling from the walls. guards, a dwarf and a dragonborn, step forward and cross
their spears before you. State your business within, the No matter how the PCs argue, Aerun refuses to allow
The door is locked, requiring a DC 18 Thievery dwarf demands. them to take part in the investigation, going so far as
check to open. Once the PCs enter, read: to order them to stay out of it, and leave further efforts
The guards have no intention of barring the PCs to the proper authorities. If they show any signs of
The dust of days, if not weeks, lies over a homey little abode. path, since the Ministry of War is open to all during hostility, argue with him for too long, or demand to
An ash-filled fireplace stands in one corner, with an old business hours. Theyre just following protocol. Once speak to someone else, he calls in several guards to
table and two equally old, but comfortable looking, chairs the PCs explain their purpose, the guards are happy escort the PCs out. The guards are deferential, since
beside it. A pantry stands alongside a door that would to provide directions to the office, which is in one they respect the party a great deal, but they follow
almost have to lead to the bedroom. of the buildings nearest the main entrance to the orders.
A faint stench, foul and out of place with the cottages compound. During this exchange, allow the PCs to make
peaceful appearance, tickles your nostrils. Insight checks. With a DC 16, a character recognizes
Once the PCs enter the office, read: that Aerun is more interested in keeping them out of
The PCs find no trace that anyone has been in here in the investigation than he is in finding out the truth.
some time. In the bedroom, clothes are packed neatly A dwarf stands up from behind the desk as you enter. His With a DC 20, the character realizes that something
in the chest by the foot of the bed, piled almost as blond beard is tightly braided, his armor brightly polished. about Aeruns behavior isnt right; even though hes
high as the lid will allow. It takes you only a moment to recognize him as the officer engaged in the conversation, something about him
The stench is coming from the pantry, which you saw shouting orders from the wall when you first appears vaguely distant, as though hes thinking
contains several rotting vegetables, fruits, and cuts arrived in Overlook. about something else. If the PCs have been to visit the
of meat, all swarming with ants and fruit flies. The Im Captain Aerun, he says in a gruff voice. Im priests at the various temples in the Divine Knot, they
players can probably figure out what this means, but honored to have Overlooks heroes in my office. What can I recognize this as the same behavioral quirk.
if not, allow them a DC 5 Intelligence check to real- help you with? If the PCs come back at night, with the intent of
ize that perishable foods in the pantry and a chest of spying on or following Aerun, they see him depart in
clothes almost completely full are not signs of some- civilian clothes. Eventually, he leads them to the Pig
one who was preparing for a long journey. and Bucket (see C8).

December 20 08 | D U N G E O N 161
18
The Temple Between

C7: Ambush in the Alley The PCs have been to the Stone Anvil and at least Assuming the PCs are here at night, looking for (or
Precisely when this encounter occurs depends on the one other location mentioned here as part of this having followed) Captain Aerun, they can see him
PCs. (Dont assume it has to happen after the scenes investigation, or in one of the far booths, speaking to a scruffy look-
described previously, just because its given as C7 on The PCs have been to see Captain Aerun and at ing individual in a shabby gray cloak. If the PCs have
the list.) The attack happens on a random street corner least one other location mentioned here as part of taken steps to disguise themselves, Aerun doesnt
when any one of the following events have occurred: this investigation, or recognize them. If they have not, they have exactly
1 round to do something with themselves before he
The PCs have defeated Grovald and his soldiers in
notices them.
combat.
Hopefully, the PCs are wise enough either to dis-
INTERROGATING THE Obviously, the attack doesnt occur instantly after guise themselves, or to wait outside. If he sees them,
AMBUSHERS these conditions are met, but some point in the he keeps drinking for a few minutes, then leaves and
Assuming the PCs ask the right questions or guide the next few hours, as the PCs are traveling about the casually returns to the Ministry of War, and the PCs
conversation down the proper path, they can learn city. have lost their chance to follow him that night.
the following information: Tactical Encounter: C7 Ambush in the Alley If the PCs remain unnoticed, however, and try
These hoods had orders to attack them. They nor- (page 43). to follow Aerun after he departs, continue with the
mally work for the Lost Ones criminal organization, Heart of the Conspiracy skill challenge.
but in recent weeks, customers have been coming C8: The Pig and Bucket
to the Lost Ones to hire out a lot of extra muscle. The Pig and Bucket is a cheap, filthy, yet unaccount-
This particular group of thugs was hired out to, of all ably popular one-story tavern in the district called
the Blister. Squished between a couple of boarding INTERROGATING
people, a city watch member! The hoods dont know
his name, but they know him by appearance. He houses said to sell a lot more than just board, its THE POSSESSED
shows up at the Pig and Bucket almost every night known for its wide variety of beers, and its wide vari- Unfortunately, the possessed individualsincluding
so they can report to him and receive their orders. ety of crooks, mercenaries, and thugs who frequent Aerun and several priests other than Durkikare
They dont know who he works for, only that theyre the place looking for work. effectively immune to interrogation. After all, the
to follow his orders. They know that he often heads PCs cannot offer them anything they require, and
If the PCs enter, read:
out into the city after leaving the Pig and Bucket, and they have no fear, for they can abandon the body
not in the direction of the High Hall district, but they Most of the buildings interior consists of the beer hall. and return to their own. If, however, the PCs try to
dont know where he goes. Booths line the walls, while long tables and rear-bruising interrogate them, a DC 21 Insight check reveals that
Similarly, they dont know who else has been hiring benches fill the middle of the room between. Along the far the individuals are possessed by an outside force. If
muscle, or if theyre tied into the same conspiracy, but wall runs a wooden baryou can see the graffiti carved into the possessing githyanki realizes the PCs know this,
they know that theyre far from the only thugs to be it even from herebehind which stand stacks of kegs. it immediately leaves the body, which falls to the
hired as soldiers lately. ground as a dead shell.
If asked, they describe the guardsman as a blond-
bearded dwarf with a gruff voice. If the PCs have
been to see Captain Aerun, further description
appears to match him perfectly.

December 20 08 | D U N G E O N 161
19
The Temple Between

The Heart As the PCs approach, read:

of the Conspiracy Nothing in particular makes this warehouse stand out. Its
After a day or two of investigation, the PCs should a large, squat building, with a huge front door that opens INTERROGATING
have a couple of strong suspects: Captain Aerun and by sliding up into the ceiling on rails. A rickety wooden
THE CONSPIRATORS
High Ancestor Durkik. They might suspect some of staircase along one wall leads to a door that presumably
the other priests as well. If they choose, and put them- opens onto an upper level. As before, the PCs can interrogate any captives or
selves in a position to do so, they can follow any one of survivors (except the two possessed individuals).
these individuals to the warehouse wherein the con- Under normal circumstances, assume that the two Assuming the PCs ask the right questions or guide
spiracy makes its headquarters. They can accomplish githyanki-possessed individuals at the warehouse the conversation down the proper path, they can
this with an extended skill challenge. are Captain Aerun and Goodman Kyrrist, priest of learn the following information:
Skill Challenge: SC1 Catching Durkik (page 44). Avondra. If the PCs have done something to prevent The conspirator reveals that a doppelganger has
one of these two from being present, replace the miss- taken the place of the real high priest Durkik, who
C9: The Warehouse ing with one of the other possessed priests (named in is being held prisoner in a secret chamber beneath
This warehouse, located in the midst of the Blister Lavinyas tale). the warehouse. He tells the PCs he is working for
district, is the headquarters of the conspiracy and the Tactical Encounter: C9 The Warehouse (page someone called General Zithiruun. Like Grovald, he
location where theyre holding the real Durkik. 45). hasnt seen Zithiruuns face, but recognizes him by
his hooded cloak and his strange leather-and-steel
harness. He knows that Zithiruun wants them to
hold the Stone Anvil, and to question Durkik about
the security and magic of another temple, called
Mountainroot. The false Durkik assigned most of
the priests of Moradin to rebuilding the old temple
as a means of keeping them occupied and out of the
Stone Anvil.
The conspirator does not know why Zithiruun is
interested in this Mountainroot Temple. He knows
only that Zithiruun has grown more and more frus-
trated with Durkiks failure to answer their questions;
a few days ago, he stormed off insisting that he was
going to find out for himself, though he ordered
them to keep trying in his absence, and record what
they learned.

December 20 08 | D U N G E O N 161
20
The Temple Between

C9A: Rescuing Durkik 3 Spike Tubes Level 9 Warder cast Speak with Dead or, if they follow his dying wish,
When the PCs descend the ladder beneath the Trap XP 400 take him to Ancestor Karros. After finding out from
Hidden tubes with powerful springs lurk within the walls, the PCs what happened, Karros casts Speak with
trapdoor in the warehouse, read:
waiting to launch brutal iron spikes.
Dead. In these cases, do not use the standard rules for
Perception Speak with Dead, since Durkiks spirit is lingering,
You are within a narrow, stone-walled hallway. Mildew DC 24: Through careful study, you determine how the
darkens the mortar between the bricks and fills the air mechanism fits together, allowing you to advise your hoping to help. Instead, it uses the connection opened
with the damp scent of rot. A steel door, speckled with rust, allies how to work on it. This grants your allies a +2 by the ritual to converse with them normally. Thus,
bonus to Thievery checks made to disable the trap. (Each you can still run the scene largely as written here;
stands at the far end of the hall. It boasts a small barred
of the three traps requires a separate Perception check to
window, but from here you cannot see what might lie change any of his offers to accompany the PCs to him
grant this bonus.)
beyond. Initiative +10 ordering Karros to do the same.
Trigger
If the PCs open the door without disarming all three Once the PCs free Durkik, read the following:
Once the PCs near the door and can see through traps, or if the characters fail four total countermeasure
the bars, continue: attempts (see below), all remaining traps fire.
Attack The dwarf slowly limps from his cell, wincing with every
Standard Action Melee 2 step. Clearly he is in a great deal of pain, but despite that
A dwarf, his flesh bruised and beaten, his hair and beard
Target: Everyone within the cell.
matted with blood, stands chained to the far wall of a fact, his eyes are alert.
Attack: +17 vs. AC; a prisoner chained by the manacles in
stench-ridden, claustrophobic cell. It takes you a moment the cell is hit automatically. Thank you, he says simply. Youre the answer to every
to recognize him as none other than High Priest Durkik Hit: 2d8+7 damage; against a prisoner chained by the prayer Ive offered Moradin. But I fear, as grateful as I am
manacles, this is considered a coup de grace attack, to be out and alive, that Ive little good news for you.
Forgeheart! dealing 23 damage per functioning trap. In Durkiks case,
Slowly, as though even so minor a move pains him, this is more than enough to kill him.
he looks up to meet your gaze through the bars, his eyes Countermeasures The PCs can help him as he talks. You can allow the
A character adjacent to the cell door can reach through PCs to ask questions and roleplay the conversation, or
widening slightly as he recognizes you. Be careful, he
the bars and attempt to physically wrench a tube off-
rasps in a hoarse voice. The doors trapped. give them the information Durkik provides.
target, thus disarming it, with a DC 28 Athletics check.
He gestures with a finger, the chain clinking, to indicate Only two of the three traps are positioned to make this First, thanks to everything he overheard and the
a series of tubes that protrude from the walls of the cell, possible. questions he was asked, Durkik knows roughly what
A character adjacent to the cell door can disarm one of the conspirators were up to. If the PCs dont already
pointing in his direction. And not to kill you, either, he the three tubes with a DC 28 Thievery check.
adds impassively. They dont want me escaping. have it, he can provide all the information given
If the PCs accidentally trigger the trap, Durkik above under the Interrogating the Conspirators text.
The door can be picked with a DC 21 Thievery check gasps, Bring me . . . to Karros . . . with his last, choking He tells the PCs that Aerun and some of the other
(as can the chains on his wrists, once the PCs move breath. priests were possessed in a dark ritual, but that he
inside), but if the door is opened without the safe- was not because General Zithiruun required informa-
guards being disabled, one or more of the tubes fires a Some Answers and Some Help tion from him.
sharpened spike into Durkiks chest, killing him. The The following section is written under the assumption At this point, Durkik tells the PCs about the
trap is three traps, each of which must be disabled. that the PCs successfully rescue Durkik from the cell Mountainroot Temple (all the information presented
(or, failing that, that one of them casts the Raise Dead under that heading in the Background section).
ritual on him). If this is not the case, the PCs might

December 20 08 | D U N G E O N 161
21
The Temple Between

Once he has shared the above information, read Back to the Stone Anvil At the far end of the chamber, a bright silver filigree of
the following: unimaginable complexity bulges from the wall. It shows a
Durkik (or Karros, if Durkik is dead) leads the PCs
scene of Moradin hard at work at his forge. Four statues
As youve doubtless guessed, he says to you, his voice still back through the towering halls of the Stone Anvil.
two flanking the filigree, two flanking the entranceshow
weak, the Stone Anvil contains one of those portals to (The PCs might decide to take an extended rest first
Moradin with a pair of ravens perched on his shoulders.
the Mountainroot Temple. I dont know why this General and approach the temple the following day. If theyre
Perhaps these are meant to honor the Raven Queen, who
Zithiruun wants the temple, but its clearly what hes after. badly depleted, you might even suggest this to them.)
watches over even Moradins dead?
Its funny, hes had me tortured for days to make me Several of the priests and guards appear nervous
describe the Mountainroots mystical defenses, but the about allowing the PCs to pass, but none are prepared The PCs can discover that the remains of the honored
truth is, I dont know much about them. I know about the to gainsay their guide. dead must be interred inside, and they must descend
temple only because, as High Priest, I was told of it by my to the lower level to find the name plates.
Read the following:
predecessor. I can tell you that the defenses are psychically
linked to the Caretaker, allowing him to control them, but Read the following when they move down:
After a dozen halls and several wide stairs, your guide stops
beyond that, I know little. But even had I told them that inside a great chamber. Shelves of old scrolls line the stone The open space between those protrusions slopes sharply
much, I doubt theyd have believed me. walls, and great marble tables occupy the rooms center. Dust down from the walkway to lower level.
lies thick over it all, proving that this room is rarely used.
Durkik coughs twice, then continues: Once the PCs draw near the filigree imagine,
For a few moments, the priest fumbles with the scrolls
I dont know why he wants the temple, he repeats, but I on one particular rack. Finally, a loud click resounds continue:
know it cannot be good for us. I know not who else in this throughout the room, and one of the walls slides open with
Now that youve come closer, you can see an old stone door
city might have been compromisedwho can be trusted. a deafening rumble and a cascade of powdered stone.
in the wall behind the filigree image. You can, however, see
That leaves only you. This is it, he tells you. The sepulcher. I cannot go any
no way to access it.
The entrance from the Stone Anvil is carefully hidden farther.
within an old sepulcher. The chamber is hidden behind a Should any PC touch the filigree in any way,
C10: The Portal in the Sepulcher
secret door; I can escort you to it, but no farther. What I read:
Read the following (and consider drawing out
cannot do is tell you how to access the portal, for I dont know,
the map whether or not combat ensues, since the The image suddenly bends as the face of Moradin turns
and I am oathbound never to enter the sepulcher. But my
room can be difficult to envision): toward you and speaks in a voice of rending metal. Who
hope is that, once you find it, you can figure out how to use it.
I must ask you one thing more, he adds swiftly. When would step through the portal to the heart of Moradins
You are standing at one end of a long chamber. Chandeliers
the Mountainroot Temple was abandoned, the priesthood worship must first prove he understands Moradin in his
hanging from the ceiling spring to life even as you pass
took most of our ancient religious relics with them. Most, own heart.
through the secret door, illuminating all that lies before you.
but not all. Somewhere within the temple lies a tome Think you carefully on Moradins precepts, his
To the right and left, stairs lead down to an open lower
entitled, when translated into Common, the Incunabulum teachings, his actions, and his favored disciples. Then speak
level, transforming the f loor on which you now stand into a
Primeval. It is a book of great power for those who know unto me a parable, a tale of Moradin, not that you have
central walkway, with two narrower ledges along both sides
how to use it. If you can find it and return it to us, I can learned from his texts, but that you have created yourself.
of the room. At even intervals along those walkways the
promise you a reward of no less than 3,600 gp from the Let it show your understanding of his words and his ways,
f loor abruptly widens, almost like the teeth on a gear.
temple treasury, as well as legal right to any other treasure and you may pass.
you find in, and can carry out of, the Mountainroot.

December 20 08 | D U N G E O N 161
22
The Temple Between

Should any PC touch the filigree in any way, begin Extended Rest The secret door requires a DC 22 Perception check
the skill challenge. to locate. It is not locked, and it opens by depressing a
Fortunately for the PCs, since they cannot depart,
Skill Challenge: SC2 Entering the Portal (page hidden catch in the wall.
they have several areas in which they can safely rest.
48).
Once they have defeated the fey in M1, the broken M3: Dining Room and Kitchen
Tactical Encounter: C10 The Portal in the
corridors in the northeast are a safe place to camp. Read the following:
Sepulcher (page 49).
Areas A and F of M10 are safe, and once the PCs have
dealt with the marching hammers and the trap, the Several long tables, capable of seating dozens, stretch the
PART TWO: THE rest of M10 is safe as well. Should the PCs try to sleep length of the room. Chairs are scattered about, some having
in M2, M3, or M4, theyre attacked briefly by some of
MOUNTAINROOT TEMPLE the fey from M5, who then retreat back to that area.
been knocked over or broken just recently. A few humanoid
corpsessmall, with gray skin and wicked teethlie strewn
Similarly, if the PCs try to sleep in M6, the forces about. Of whatever slew them, theres no sign.
The PCs are almost certainly expecting danger in the
from M9 might launch a few attacks.
Mountainroot Temple. Theyre probably not expecting
Keep track of how much time the PCs spend rest- These are the bodies of several quicklings who came
two competing factions.
ing; remember theyre still on a deadline if they want out second-best against some of Zithiruuns trolls. The
to earn the most victory points.
No Exit above description applies to M3A: The Dining Room.
Perhaps the single most important feature of the If the PCs enter M3B: The Kitchen, they find huge
Mountainroot is that nobody can leave. Because of the
Mountainroot Temple fire pits full of ash, large wooden counters with knife
Caretakers torment, the magical security has gone
Overview marks and meat stains, and a plethora of old brass
off-kilter. Anyone can enter the temple, but nobody The temple includes the following areas. tools and pots that are worth pretty much nothing.
can leave. Any attempt to do so, even by using telepor- The door in the east wall leads to M10, the area
M1: The Chamber of Doors beneath M6.
tation, rebounds as though the individual has hit an
Numerous doors open up into a chamber that leads
invisible wall. (This is why the fey have not departed
to other connected temples, and deeper into the M4: Wine Storage
and why Zithiruun hasnt returned to Overlook.) The
Mountainroot. Read the following:
PCs can leave only by locating the Caretaker and
Tactical Encounter: M1 The Chamber of Doors
assisting in his recovery.
(page 50). Wooden racks line the walls, empty and dust-covered. From
their size and shape, youd guess that they once held bottles
Dungeon Features M2: Tea Room of wine and kegs of ale.
Certain elements of the dungeon are universal Read the following:
throughout the complex.
Doors: Unless otherwise mentioned, none of the A small round table and a few chairs occupy this otherwise M5: The Vault
doors are locked and all can be opened by depressing empty chamber. Several cracked teacups and ale mugs, The vault is a multilevel room that contains storage
a lever in the handle. Doors open inward, and so the covered in dust and cobwebs, stand on the table where they for valuables behind heavy portcullises.
hinges are in the rooms interior. were abandoned so long ago. Tactical Encounter: M5 The Vault (page 52).
Stairs: Stairs count as difficult terrain and are
made from stone.

December 20 08 | D U N G E O N 161
23
The Temple Between

QUESTIONING THE FALLEN it for some time. Only recently, however, have they soldiers, even as he worked and fought alongside them.
As with their enemies in the city, the PCs can learn learned that its retrieval has become urgent, because They know he is humanoid and tall (for a human), but
much by interrogating survivors here in the temple. the courts divinations suggested that someone else nothing more; his hood, cloak, and the combination armor-
(Well, some of the survivors; any attempt to interrogate was about to get their hands on it. The fey admit that and-harness hide his features.
the trolls or the two-headed troll is likely met with an Cachlains new counselorsomeone named Sovacles, The soldiers admit that they have been instructed
utter lack of anything useful or even intelligible.) whom they have never mettried to talk him out of to look for the Incunabulum Primeval, but that the book
This interrogation is a level 10 skill challenge with a sending them, but that the king was too desperate to is only a secondary objective. Zithiruun wants the
complexity of 2 and Bluff, Diplomacy, Intimidate, and get the book. temple. He intends to make use of its various magical
Insight as the primary skills. PCs can use Arcana, with The fey admit that their groups leader, whom they portals to funnel soldiers into Overlook from elsewhere
an easy check, against any of the fey (to know that they call Our Lady of the Deathly Song, already has the in the vale so that he can take the city in a combined
are not behaving as normal fey of their type should). tome. (If the PCs are questioning Hethralga, the howl- attack from within and without. (This is why he wanted
This doesnt qualify as a success, but it grants the PCs ing hag, she admits to having it on her person after a to keep people out of the Stone Anvil; he intends to
+2 bonuses to other checks in the challenge until their bit of hemming and hawing.) Alas, they cannot leave use it as his assembly point for the soldiers who come
next failure. Similarly, a promise of freedom buys a +2 because the Othersa band of humanoids consist- through the portal.) Zithiruun seeks control over the
bonus to all such checks. ing mostly of trollsappeared and took the Caretaker entire western Elsir Vale, due to both its economic
If the PCs succeed, the subject answers all their prisoner, thus cutting off all possible exit. They are importance and because of the various portals that
questions. If they fail, but with one or more successes, organized and serve some higher master, the fey exist throughout it.
the subject answers a number of questions equal to muse, but we know not who. Perhaps they are the Overlook is about to face an attack from the soldiers
the PCs successes, but at least one answer is a lie. reason Cachlain felt we must retrieve the parchment Zithiruun has assembled throughout the vale. He gath-
If the PCs wish, they can question dead foes by using voice so swiftly. ered these soldiers slowly enough, and in small enough
the Speak with Dead ritual. In this case, use the Dead If the PCs ask the fey what they want, they answer groups that theyve utterly bypassed Bordrins Watch
Witness skill challenge (Dungeon Masters Guide, page with, Now? We seek only to escape the temple. A even if the PCs do stop him here! And its happening in
78, as a level 10 skill challenge). portal to the Feywild stands at the base of the moun- a matter of days!
tains, where the waters flow from above to reach the They also admit that, as frustrated as Zithiruun was
FROM THE FEY . . . plains. We would return homewith the Incunabulum over Durkiks refusal to break, he has grown all but
The characters learn that the fey were sent to this if possible, but at least with our lives. enraged that the Caretaker wont relinquish control
foul place by someone they call Cachlain, the Stone- over the temples defenses, or even allow them to
Skinned King. (Further questioning, or a DC 25 Arcana
FROM THE SOLDIERS OF leave. He is keeping the Caretaker prisoner, and he has
GENERAL ZITHIRUUN . . . come near to torturing the fellow to death.
check, reveals that Cachlain is an infamous fomorian
king of the Feywild.) He sent these fey in search of a The characters learn that, as with the thugs in Overlook,
valuable prize, which they refer to as the parchment these are hired mercenaries. They can confirm the name
voice you call Incunabulum Primeval. They know that it General Zithiruun, but also as with his minions in Over-
is a tome of great power and that Cachlain has sought look, the general has avoided showing his face to these

December 20 08 | D U N G E O N 161
24
The Temple Between

M6: The Grand Cathedral Tactical Encounter: M7/M8 The Shattered A DC 17 Heal check reveals that a Remove
The Grand Cathedral is an enormous central cham- Barracks and the Lesser Sanctum (page 58). Affliction ritual could set him right in the head again.
ber with multiple levels. The room served as the heart Alternatively, the PCs can attempt to help him by using
M9: The Reliquary skills. Do not treat this as a skill challenge; rather, the
of Moradin worship in the days that the temple still
This peculiar chamber housed the greatest of the PCs must make four skill checks against a DC of 21.
functioned.
temples religious treasures, as well as the astral One success must be with the Heal skill; the others
Tactical Encounter: M6 The Grand Cathedral
portal through which Moradins exarchs occasionally can be Diplomacy, Heal, or Religion. Once theyve
(page 54).
traveled. It includes a great many subchambers. achieved four successes, they bring the Caretaker back
M7 and M8: The Shattered Tactical Encounter: M9 The Reliquary (page 61). from the brink of insanity. Each attempt, regardless
Barracks and the of which skill is being used, takes 15 minutes, so even
Lesser Sanctum M10: The Underchambers
four straight successes requires a full hour.
These rooms beneath the upper levels of M6 were the
This portion of the temple, most thoroughly damaged Incidentally, should the PCs ask, the Caretaker has
day-to-day living quarters of the priests.
by the ancient cave-ins, is currently the home camp no other name; he abandoned it when he assumed
Tactical Encounter: M10 The Underchambers
for the invading fey. this duty and answers to nothing else.
(page 65).
Once the PCs succeed, read the following:
Departing The azer blinks once, and when he looks at you again, his
the Temple eyes are clearor rather, they appear to burn with an inner
Once the PCs have found the fire that they lacked earlier. He speaks in heavily accented
Caretaker in area M9I, they might Common. You have my thanks, strangers. You should not
at first be stunnedor even believe be here, but as you areand as I needed youI will take this
that they are being trickedto find to be Moradins will. I know not who these creatures were,
that he is no normal dwarf, but an who invaded my home and dealt so cruelly with me, but I
azer! (Monster Manual, page 22; know their intentions! I heard them plan! They seek to attack
his stats should not prove neces- the city of Overlook, from both without andthrough my
sary, but if they do, treat him as an templewithin! Even though the latter has been thwarted,
azer foot soldier with the Ritual the former might yet lie ahead; Overlook, and indeed Elsir
Caster feat and training in Arcana Vale, might suffer greatly. But tell me, who are these villains?
and Religion.) The PCs can free Do you know? Tell me all that has happened, please.
him from his shackles with a DC
22 Thievery check, but freeing his Assuming the PCs are at least vaguely
mind is something else entirely. The forthcoming, the Caretaker listens, shaking his
Caretaker has been subject to hid- head sadly.
eous tortures, and hes hovering on I knew that the tall one wanted me to turn over
the brink of insanity. stewardship of the temple to him, he says. I fear that, in
my pain, I might indeed have granted him control over
some of the constructs, but I denied him any more than

December 20 08 | D U N G E O N 161
25
The Temple Between

that. I . . . I fear that when you awoke me from my stupor,


the portals were instantly unbarred. He has likely fled
already. But at least I can swiftly return you to Overlook the
same way.

If the PCs ask him about the Incunabulum, he reluc-


tantly agrees to let them take it if they swear that they
indeed intend to turn it over to Moradins church.

As they are preparing to leave, however, read the


following:

I realize time is short, he tells you, and that you must


hurry back to warn the people of Overlook. Nevertheless,
I must ask you . . . can you spare an hour, and perhaps a
bit of your hard-won gains, to aid me with one final task?
After the blood that was shed here, I must perform a ritual
to reconsecrate the temple to Moradin. I cannot do it alone,
and if you do not aid me, I will have to walk several miles
through the mountains to find assistance at Bordrins
Watch. Perhaps this sounds to you like the ramblings of an
old fool, but I believe fully that Moradin will smile upon us
for doing so.

If the PCs agree, they need not make any rolls; the
Caretaker is casting the ritual, while they assist. They
do, however, have to provide 500 gp worth of pre-
cious metals that the ritual requires. They might feel
as though theyre wasting time and money both, but
indeed, reconsecrating the temple does aid them in
their struggles to come. (See Victory Points, page 37).

When they complete the ritual, read the


following:

For just an instant, as the last echoes of the rite fade away,
the entire room grows ever so slightly warmer, as though
heated from within by the fires of a small forge. The faint
chime of hammers on steel reverberates from all around
you, and then once more there is silence.

December 20 08 | D U N G E O N 161
26
The Temple Between

In addition, PCs who think quickly can provide even PART THREE: THE Wartime Urban
more aid to the city. Although he wont think of it
himselfhes been through too much, and still isnt TAKING OF OVERLOOK Encounters
During the siege, the PCs might have several extra
thinking clearlythe Caretaker can make the walk
The endgame is upon the PCs nownot only of encounters. This option exists in case the PCs have
to Bordrins Watch and request aid for the coming
Zithiruuns plans, but the heroic tier, and the first missed enough encounters or skill challenges that you
battle at Overlook. If a player suggests this, additional
third of the Scales of War. And that endgame is noth- dont think theyll make 11th level by the end of the
dwarves arrive in time to aid in the citys defense, and
ing less than the siege of Overlook. Zithiruuns plans adventure. Be careful, however, not to use too many
the PCs earn additional victory points.
to funnel a fifth column into the heart of the city of these encounters (or even any) if the PCs appear to
Once these tasks are complete (or the PCs choose
might have been thwarted, but his mercenary armies be on track. Although you want them to achieve 11th
not to complete them at all), they can return to
throughout the Vale still pose a deadly threat. The level, you do not want them to do so before encounter-
Overlook by using the Stone Anvil and bring warning
PCs are not Overlooks only defenders, but at this ing Zithiruun.
of whats to come to the Council of Elders.
point theyre the most potent and the most important.
Enemy Soldiers (Level 9; XP 2,200)
Victory Points
THE INCUNABULUM 2 dragonborn gladiators (level 10 soldier; MM 86
As with some prior DUNGEONS & DRAGONS adven-
or encounter T5)
PRIMEVAL tures, The Temple Between makes use of a victory
point system to help determine the outcome of the 3 trolls (level 9 brute; MM 254 or encounter T3)
When the PCs finally get their hands on this
tome, they find it to be an enormous book, siege. Throughout the adventure so far, and indeed on
nearly 2 feet tall by 18 inches wide, and almost into the siege, the PCs can accomplish certain goals More Death from Above (Level 10; XP 2,500)
a foot thick. The pages are an incredibly heavy that ultimately determine how well Overlook stands berbalang (level 10 solo skirmisher; MM 34 or
parchment, while the cover consists of thin up to the attack. Once the adventure is concluded encounter T2)
planks of wood that are bound and hinged in with the defeat (or victory) of Zithiruun, consult the
iron. table below to determine how many victory points the
Traitors Within (Level 9; XP 2,250)
The book is written in Dwarven, but also in PCs have earned. The Concluding the Adventure
section tells you how to interpret those points. 1 of the surviving possessed citizens (level 10 sol-
a sort of cipher; no attempt at translating or
In addition, some entries on the table include a dier; encounter C9)
decoding it functions without either the proper
rituals, known only to the priesthood of Mora- read-aloud description. Insert these at various points 3 doppelganger assassins (level 8 lurker; MM 71 or
din, or magic more potent than any the PCs throughout the days of the siege, wherever they are encounter C9)
currently possess. most appropriate, as hints to the PCs that their prior 5 streetwise thugs (level 9 minion; encounter C9)
The Incunabulum indeed has great powers, actions have indeed proved effective and are aiding
of which the PCs might see the slightest hint them now. Looters (Level 8; XP 1,800)
during the siege of Overlook, but any more 18 streetwise thugs (level 9 minion; encounter C9)
detailed familiarity with this potent item must
wait for future adventures.

December 20 08 | D U N G E O N 161
27
The Temple Between

Victory Point Accumulation Upon seeing you, Great Elder Morgoff Stonefirst waves
If the PCs... They earn . . . Read-Aloud at you, not to speak to them from below, but to join them
Rescue Durkik alive* 1 As you race through the city toward your next objective, you notice a upon the dais!
squad of soldiers standing victorious over a band of defeated trolls.
Durkik stands beside them, his hands flickering with holy fire.
Once the PCs are on the dais, read:
Kill or defeat 1
I was hoping to wait until all our members were present,
Captain Aerun
he tells you without preamble, but weve still not heard
Complete their adventures 3 Although the sentries fearfully report a large force of trolls and other
from Elders Itrika Mountainhome or Olman Sledgemore
in the Mountainroot creatures approaching the gates, the army sounds smaller than you feared.
Temple and return to Perhaps Zithiruun wasnt able to assemble as many troops as hed hoped. they are, presumably, occupied with other duties and
Overlook within 5 days of our messengers havent reached them to tell them of this
first arriving in Overlook emergency conclaveand weve no more time to wait.
Assist the Caretaker in 2 For just an instant, as you face your enemies, you once again feel a faint High Ancestor Durkik, as well as several other citizens,
casting the ritual warmth, as of a forge fire, and hear the distant sound of chiming hammers. such as Priestess Lavinya, have told us a bit of whats been
Your spirits soar with Moradins blessing.
happening our city. But Im given to understand that you
Send the Caretaker to 2 A cheer arises from the sentries atop the wall, as a force of several
can tell us far more. Please, whats going on? Is Overlook
Bordrins Watch for help hundred dwarves appears on the western horizon, striking at the enemy
in danger?
from behind.
Return the Incunabulum 1 Farther down the street, you spot a team of dwarves wearing the
Obviously, if Durkik is dead, replace the prior
to Durkik or Karros holy hammer of Moradin. They are charging unharmed through a burning
references, and all subsequent references, with
building to reach a band of mercenaries threatening civilians. Standing
Ancestor Karros.
behind them, Durkik (or Karros) chants passages from the Incunabulum.
Succeed in the skill challenge 2
to aid the Council in formulating
SC3. Council of War
defensive strategies Once the PCs tell the Council what has happened,
Defeat the berbalang 1 and what is to come, Great Elder Morgoff asks them,
at encounter T2 as well as the guard officers and Durkik, to adjourn
Defeat the enemies 2 with the Council to the war room, where they can
at encounter T3 discuss defenses. On the way, Durkik moves to the
Defeat Zithiruun 3 PCs and asks, softly and almost reverently, if theyve
at encounter T5
recovered the Incunabulum Primeval. If they give it to
*If the PCs used their own magic and resources to resurrect Durkik, they earn these points as well.
him, his eyes tear up, and he immediately hands the
The Battle for the City: Read the following: party a small pouch of platinum and gold coins equal-
ing their promised reward.
Day One Through the streets of Overlook and the gates of the mighty Skill Challenge: SC3 Council of War (page 67).
The PCs emerge from the Stone Anvil to a welcoming Caer Overlook, the soldiers escort you, until finally you
committee of several Overlook soldiers. The Council have reached the imposing doors of the High Hall. Standing
of Elders needs to speak with you immediately, on the dais in the center of the chamber are three of the
the squads commander tells the PCs. Please come Councils five members, as well as several more soldiers and
with me. High Priest Durkik Forgeheart.

December 20 08 | D U N G E O N 161
28
The Temple Between

The Battle for the City: wish to add some of the extra encounters previously T3: Hold the Gate!
described, the following are the only ones to involve
Day Two the PCs directly.
Either back at Caer Overlook or while out in the
Over the course of the night, a small but fearsome streets, a military courier catches up with the
PCs. The outer wall! he shouts at them. Theyve
mercenary armyconsisting mostly of human soldiers T2: Death From Above
and trolls, but with dragonborn and other creatures breached the outer wall, just north of the west gate!
Read the following:
scattered throughoutcreeps from the surround- Tactical Encounter: T3 Hold the Wall! (page 70).
ing wilds and surrounds Overlook. The PCs awaken As you stand in the war room, discussing tactics, a
SC4: Combing
in the morning to the sound of catapult boulders messenger barges in and drops to one knee, panting, at
the Wreckage
slamming against the ramparts, and are swiftly sum- Great Elder Morgoff s feet.
The PCs need to find one of the city councilmembers
moned to the Councils war room. My apologies for interrupting, he gasps, but Nine
before shes killed by the attackers.
The following three encounters can occur in Bells is burning! A creaturegods, Ive never seen anything
Skill Challenge: SC4 Combing the Wreckage
whatever order you prefer. They are written as assign- like themtheyre f lying over the district and dropping
(page 72).
ments from the Council, but if youd rather have the alchemical fire bombs! The local soldiers are dealing with
PCs stumble upon them while out and about, thats some of them, but there are just too many!
fine, too. Unless the PCs, for some bizarre reason, refuse to go
The Battle
Other battles and events take place over the investigate, proceed to the tactical encounter. for the City: Day Three
course of this day and into the night, but unless you Tactical Encounter: T2 Death From Above (page The PCs face only one major encounter on the third
68). daywhich is fine, because theyre going to need
everything they have to win.

T5: The Final Encounter


Read the following:

Even as you rise from a night of troubled, martial dreams, a


knock sounds on your chamber door. High Ancestor Durkik
stands outside, looking grim.
I bring word from Councilor Morgoff. In the late
hours of the night, a squadron of soldiers was dispatched
to investigate reports of enemies in the streets close to Caer
Overlook. None have returned. As soon as youve risen and
readied yourself, Im to show you on the map where they
were assigned, and ask you to investigate.
Tactical Encounter: T5 The Final Encounter
(page 73).

December 20 08 | D U N G E O N 161
29
The Temple Between

CONCLUDING 6 or fewer: If the PCs did this poorly, Overlook Lavinya abandons the temple and instead takes
has likely either been conquered, or razed to the point over Haelyns duties at the shrine. If this is where the
THE ADVENTURE where it requires almost complete rebuilding. The people wish to pray, she tells the PCs, then who am
PCs gain no XP or monetary reward for the Prevent I to tell them otherwise? Erathis needs no stone walls,
Once word of Zithiruuns death spreads through
the Fall of Overlook quest. Youll have to modify merely the hearts and souls of those who would bring
the invaders, they gradually break off and retreat
future adventures in the Scales of War to account civilization and culture to the world. Haelyn under-
back into the wild. Most are mercenaries, after
for the citys destructionbut then again, its almost stood this long ago, she adds with a sad smile. I wish
all, and theres little point in fighting on behalf of
impossible for the PCs to have done this poorly with- Id not taken so long to learn it myself.
someone whos too dead to pay. (If the PCs attempt
out dying, so odds are you have other alterations to Durkik, if he survived, has experienced a reawak-
to question Zithiruunor his corpsetreat it as an
make anyway. ening of faith. His time of confinement and torture,
interrogation skill challenge, as per his soldiers in
7 to 12: Overlook is severely damaged, but not followed by his rescue at the hands of the PCs and
the Mountainroot Temple, but at 14th level. He can
to the point of destruction. The PCs earn 1,500 XP his survival of the siege, have caused him to reevalu-
explain that the githyanki wanted the region for its
and 3,000 gp as reward for the Prevent the Fall of ate the previous years. From a beaten-down, tired,
various portals, and that the assignment came down
Overlook quest; the Council of Elders cannot afford and increasingly corrupt politician, he returns to his
from officers above him, but he knows nothing about
to spare any more money from the reconstruction younger identity as a devout priest of Moradin. In
who originated it or why it was happening now. These
effort. helping to turn him around, the PCs have gained a
are details for a future adventure.)
Lavinya and Durkik, alas, did not survive the citys grateful and powerful ally, and they have done great
But for now, the PCs have learned that the
final battles, though they gave their lives fighting for good to the religious community of Overlook as a
githyanki are behind at least some of the troubles that
their homes and their neighbors. Any alliances the whole. This is particularly important, considering that
have beset Elsir Vale, and they can be content in the
PCs might have established with them will have to be the high priests of other temples were suborned by
knowledge that theyve defeated one of their major
reforged with new NPCs. the githyanki, and their replacements are all younger
enemies and saved Overlook.
The PCs are heroes of the city, but nobody has the and inexperienced. Over the next months, Durkik
Or at least, theyve probably saved it.
time to honor them; in fact, the PCs are probably put emerges as a spiritual leader for the entire city.
to work with the rebuilding. Still, Overlook remains, And thus does the curtain fall on the PCs heroic
Victory Point Totals and things have returned to at least some semblance tier. Greater dangers and challenges await, as those
How well the PCs didand how well Overlook of normal by the time the next adventure in the behind the githyankis efforts plot their vengeance
survivesdepends on their total number of victory Scales of War begins. and advance schemes of which the heroes have not
points. (Future adventures in the Scales of War 13 or more: Overlook has weathered the storm, yet learned. But for now, at least, the PCs have earned
adventure path assume that the PCs achieved at least and though damaged, the city stands tall and proud. a few weeks of rest and the acclaim of Overlooks
13 victory points. If this is not the case in your cam- The PCs are hailed as great heroes, and several dif- citizenry.
paign, you can either modify future adventures to ferent establishments offer them free room and board
make use of different NPCs than those who died here, for several months. The PCs gain 2,500 XP and 7,000
or you can arrange to have these NPCs resurrected gp as rewards for the Prevent the Fall of Overlook
behind the scenes. quest, and they are invited to dine with the Council of
Elders several times over the next few weeks.

December 20 08 | D U N G E O N 161
30
The Temple Between

C4/C5: THE SHRINE When a doppelganger assassin is slain, read: Beds, Chests, and Tables: Each of these can pro-
OF ERATHIS AND The body at your feet warps and shifts, the skin turning pale vide cover. Creatures can step up onto the furniture;
this costs an extra square of movement.
HAELYNS HOME gray, the eyes growing wide and dark. This is no human
who lies before you! Chairs: The chairs are not sufficient to provide
cover, but a character can step up onto one with an
Encounter Level 9 (2,000 XP)
When the PCs enter C4, read: extra square of movement, or use one as a make-
Setup This cottagemore of a hutis no more enticing inside than
shift weapon.
2 doppelganger assassins (D) Doors: The outer doors of the two shacks are
out. An old, rickety table and chair stand beside an ash- and
Grovald, human priest (G) locked (DC 18 Thievery to open). The inner doors are
charcoal-filled fireplace, and a door, standing slightly ajar,
5 streetwise thugs (S) not locked.
reveals what appears to be an equally cheap bed beyond.
Fabric Curtains: The curtains that make up the
The shrine of Erathis is currently under the auspices Perception Check covering of the shrine block line of sight. Pushing
of Grovald, Haelyns replacement. He dwells here, DC 20: A scrap of parchment, only partly burned, lies in through or past them costs an extra square of
with a number of hired guards who spend the days the ashes of the fireplace. movement.
lurking in Grovalds shack (C4A).
None of these individuals are present at first if
the PCs appear at night. Grant them five minutes THE NOTE
to search the grounds as they see fit before their The PCs have found an important clue in this
enemies arrive. Use the positions marked in RED if scrap, even though much of it has been burned
the PCs are in the shrine when the enemies appear; away. The legible portions read as follows:
those marked in GREEN if the PCs are in or near the
fountain, or in cottage C5; and those marked in BLUE . . . unreachable for a time, as I must . . . the priests
if the PCs are in cottage C4A. orders as you would my own, for he . . . s always, be
The doppelgangers appear as humans, though certain you destroy this mis . . .
dressed in darker clothes than the other thugs. . . . eneral Zi . . .
When the enemies first appear, read:

From the darkness, an arrogant voice says, Im just as glad Features of the Area
you chose to come here at night. It makes things so much
Illumination: Several lanterns, hanging on the
neater when we need not involve the authorities, dont you
posts that support the fabric tent, cast their light
think? You see a bald, sharp-faced man in dark clothes all
over the area. The bulk of the area is brightly lit, but
but fading into the shadows, and movement comes from
the interiors of the buildings marked C4A and C5 are
several other individuals in the night around him.
dimly lit.
Perception Check Ceiling: The bulk of the shrine is outdoors. The
DC 24: Two other individuals, cloaked in darker hues shacks (C4A and C5) have 8-foot ceilings, and the
than the rest, lurk around corners or in pools of shadow. fabric roof of the shrine is 10 feet overhead.

December 20 08 | D U N G E O N 161
31
The Temple Between

Fireplaces: Both fireplaces hold ashes and Trees: The trees provide cover and can be climbed Grovald (G) Level 9 Elite Controller (Leader)
charcoal. A character can move into the fireplace with a DC 15 Athletics check. Most are only between Medium natural humanoid, human XP 800
(though a Medium character has to squeeze; see 10 and 20 feet (2 to 4 squares) high. Initiative +5 Senses Perception +9
Unhallowed Resilience aura 3; when allies enter the aura or
Players Handbook, page 292). Climbing up the inside start their turns there, they gain a +1 bonus to all saving
2 Doppelganger Assassins (D) Level 8 Lurker
of the chimney requires a DC 15 Athletics check. throws.
Medium natural humanoid (shapechanger) XP 350 each
Pantry: The pantry in C5 provides cover. HP 194; Bloodied 97
Initiative +13 Senses Perception +10
AC 25; Fortitude 21, Reflex 23, Will 24
Pool: The water in the pool is not deep enough to HP 69; Bloodied 34
Saving Throws +2
swim in. It qualifies as difficult terrain. AC 23; Fortitude 18, Reflex 21, Will 21
Speed 5
Speed 6
If the PCs conduct a thorough search of the m Dagger (standard; at-will) Weapon Action Points 1
fountain, and make a DC 19 Perception Check, read: m Longsword (standard; at-will) Force, Weapon
+13 vs. AC; 1d4 + 5 damage.
r Hand Crossbow (standard; at-will) Weapon +13 vs. Fortitude; 1d6 + 5 damage, plus 1d6 force damage
and push 3.
Behind the fountain, not far from the nearest tree, a faint Ranged 10/20; +13 vs. AC; 1d4+5 damage.
r Phantom Spear (standard; at-will) Force
bulge in the earth mars the contours of the soil. It looks as M Shapeshifter Feint (minor; at-will)
Ranged 12; +13 vs. Reflex; 1d8 + 5 force damage, and the
+11 vs. Reflex; the doppelganger assassin gains combat
though something was buried here recently. advantage against the target until the end of the target is immobilized until the end of Grovalds next turn.
R Twin Spears (standard; at-will) Force
doppelganger assassins next turn.
If the PCs dig here, they find Haelyns dead body. Grovald makes two phantom spear attacks.
C Cloud Mind (standard; sustain minor; encounter) Charm
A Phantom Spikes (standard; sustain minor; recharge )
Statue: The large statue of Erathis in the pools Close burst 5; +11 vs. Will; the doppelganger assassin
Force, Zone
center provides cover, and it can be climbed with a is invisible to the target. Affected targets are unable to
Area burst 1 within 15; +13 vs. Reflex; 3d8 + 5 force
see the doppelganger for as long as it sustains the
DC 12 Athletics check. effect, until the doppelganger attacks, or until it is hit damage. Aftereffect: Any enemy that begins its turn in the
area takes 5 force damage, and Grovalds enemies treat
by an attack.
5 Streetwise Thugs (S) Level 9 Minion the zone as difficult terrain. Grovald can sustain or dismiss
Combat Advantage
Medium natural humanoid, human XP 100 each the zone as a minor action.
The doppelganger assassin deals 2d6 extra damage against
Initiative +3 Senses Perception +3 R Phantom Riposte (immediate reaction when hit or missed
any target it has combat advantage against.
HP 1; a missed attack never damages a minion. by a melee attack; at-will) Force
Change Shape (minor; at-will) Polymorph
AC 21; Fortitude 19, Reflex 16, Will 16 Grovald makes an immediate phantom spear attack against
A doppelganger can alter its physical form to take on the
Speed 6 the triggering enemy. This use of phantom spear does not
appearance of any Medium humanoid, including a unique
m Longsword (standard; at-will) Weapon provoke opportunity attacks.
individual (see Change Shape, Monster Manual page 280).
+14 vs. AC; 6 damage. Alignment Evil Languages Common, Deep Speech
Alignment Evil Languages Common
r Crossbow (standard; at-will) Weapon Skills Religion +12
Skills Bluff +15, Insight +12, Stealth +14
Ranged 15/30; +13 vs. AC; 6 damage. Str 10 (+4) Dex 12 (+5) Wis 20 (+9)
Str 12 (+5) Dex 21 (+9) Wis 12 (+5)
Murder is a Team Sport Con 17 (+7) Int 16 (+7) Cha 14 (+6)
Con 15 (+6) Int 13 (+5) Cha 19 (+8)
If a streetwise thug is flanking an enemy, it deals 1 Equipment chainmail, longsword
Equipment dagger, hand crossbow, case with 20 bolts
extra point of damage per ally adjacent to the flanked
enemy (including the ally who is granting the flank), to a
maximum of +4.
Alignment Evil Languages Common Tactics
Skills Athletics +11, Thievery +8 Since Grovalds area attack affects enemies only, he while the doppelgangers move around the combat,
Str 16 (+7) Dex 12 (+5) Wis 10 (+4)
stays in the back and lobs area and ranged powers, working to flank or otherwise gain combat advantage.
Con 15 (+6) Int 9 (+3) Cha 11 (+4)
Equipment leather armor, crossbow, longsword, case trying to weaken the PCs fast and impair their ability Everyone involved fights to the end.
with 20 bolts to maneuver. The thugs make straightforward attacks,

December 20 08 | D U N G E O N 161
32
The Temple Between

C7: ALLEY AMBUSH When the attack begins, read: 7 Streetwise Thugs (S) Level 9 Minion
Medium natural humanoid, human XP 100 each
Without warning, a number of thugs come charging from
Encounter Level 9 (2,100 XP) Initiative +3 Senses Perception +3
around corners and out of doorways, and they hold their HP 1; a missed attack never damages a minion.

Setup blades high! AC 21; Fortitude 19, Reflex 16, Will 16


Speed 6
4 doppelganger assassins (D) Perception Check m Longsword (standard; at-will) Weapon
7 streetwise thugs (S) DC 24: A handful of other attackers, clad in black, blend +14 vs. AC; 6 damage.
into the shadows, but you spot them coming. r Crossbow (standard; at-will) Weapon
The conspirators have learned that the PCs are inves- Ranged 15/30; +13 vs. AC; 6 damage.
When a doppelganger assassin is slain, read: Murder is a Team Sport
tigating them, and they want the party dead. A band If a streetwise thug is flanking an enemy, it deals 1
of cutthroats ambushes the PCs in an alley or on a The body at your feet warps and shiftsthe skin turns pale extra point of damage per ally adjacent to the flanked
street corner somewhere. gray and the eyes grow wide and dark. This is no human enemy (including the ally who is granting the flank), to a
maximum of +4.
Once again, the doppelgangers begin the encoun- who lies before you!
Alignment Evil Languages Common
ter in human form. Skills Athletics +11, Thievery +8
4 Doppelganger Assassins (D) Level 8 Lurker
Medium natural humanoid (shapechanger) XP 350 each Str 16 (+7) Dex 12 (+5) Wis 10 (+4)
Initiative +13 Senses Perception +10 Con 15 (+6) Int 9 (+3) Cha 11 (+4)
HP 69; Bloodied 34 Equipment leather armor, crossbow, longsword, case
AC 23; Fortitude 18, Reflex 21, Will 21 with 20 bolts
Speed 6
m Dagger (standard; at-will) Weapon Tactics
+13 vs. AC; 1d4 + 5 damage.
The combat is straightforward. The thugs attack en
r Hand Crossbow (standard; at-will) Weapon
Ranged 10/20; +13 vs. AC; 1d4+5 damage. masse, while the doppelgangers flit in and out of shad-
M Shapeshifter Feint (minor; at-will) ows or flank the PCs, trying for combat advantage.
+11 vs. Reflex; the doppelganger assassin gains combat
advantage against the target until the end of the
doppelganger assassins next turn. Features of the Area
C Cloud Mind (standard; sustain minor; encounter) Charm Illumination: The lighting here is dependent
Close burst 5; +11 vs. Will; the doppelganger assassin is entirely on the time: brightly lit by the sun during the
invisible to the target. Affected targets are unable to see
the doppelganger for as long as it sustains the effect, until day or dimly lit by distant street-side lanterns at night.
the doppelganger attacks, or until it is hit by an attack. Buildings: The buildings here range from two to
Combat Advantage four stories (figure 4 to 8 squares) in height. The walls
The doppelganger assassin deals 2d6 extra damage against
can be climbed with a DC 15 Athletics check.
any target it has combat advantage against.
Change Shape (minor; at-will) Polymorph The List: If the PCs search the bodies, they find
A doppelganger can alter its physical form to take on the on one of the doppelgangers a list of descriptionsof
appearance of any Medium humanoid, including a unique the PCs themselves! The parchment is stained with
individual (see Change Shape, Monster Manual page 280).
Alignment Evil Languages Common something which (with a DC 16 Perception check)
Skills Bluff +15, Insight +12, Stealth +14 appears to be beer and sausage grease. A DC 17
Str 12 (+5) Dex 21 (+9) Wis 12 (+5) Streetwise check suggests that the source for the stain
Con 15 (+6) Int 13 (+5) Cha 19 (+8)
is the Pig and Bucket tavern.
Equipment dagger, hand crossbow, case with 20 bolts

December 20 08 | D U N G E O N 161
33
The Temple Between

SC1: CATCHING DURKIK Catching Durkik Level 9 The PC darts around a corner, tumbles over a gap
between rooftops, or otherwise stays near the quarry at
Skill Challenge XP 1,200
an angle that makes the PC harder to detect.
Encounter Level 9 (1,200 XP) You make your way as silently through the streets of Overlook
Athletics (DC 16)
as you can, attempting to keep Durkik in sight without alert-
Any given character can attempt Athletics only once in this
ing him to your presence.
Setup The party attempts to shadow their target through
fashion, whether the PC succeeds or fails, and a failure
costs the PC a healing surge as well as counting as a
Begin by reading the following: the city. failure. A successful check counts as a success on the skill
Complexity challenge.
3 (requires 8 successes before 3 failures). Much like Acrobatics, the PC climbs walls, leaps between
After some time waiting, when the city is fully cloaked
Primary Skills roofs or balconies, and otherwise follows by staying out
in the shadows of night, your quarry finally emerges. Acrobatics, Athletics, Perception, Stealth, Streetwise. of direct line of sight.
Glancing around, he turns and begins walking at a swift Victory Perception (DC 20)
but inconspicuous pace. If the PCs succeed with 0 failures, they reach the warehouse This does not qualify as a success, but succeeding on this
without being detected. Only half their potential enemies check grants the party a +2 bonus to all further checks in
are present (run the scene as two separate combat this challenge until someone fails a check.
If the PCs are following Durkik in specific, con- encounters, as described in the tactical encounter), and The PC carefully watches the target to keep him in view
tinue with: the PCs gain a surprise round when they arrive. even from a distance or behind other people on the
Partial Victory street.
If the PCs succeed with 1 failure, theyre detected only at Stealth (DC 20)
Durkik ducks into an alley after walking a few blocks. Mere the last minute. Only half their potential enemies are A successful check counts as a success on the skill challenge.
seconds later, another dwarfslightly taller, with different present (run the scene as two separate encounters, as Darting behind pedestrians, into doorways, and through
hair and beardemerges onto the street. You wouldnt even described in the tactical encounter), but the enemies are shadows, you move street to street without being seen.
not surprised. Streetwise (DC 24)
have noticed had you not been specifically watching, but If the PCs succeed with 2 failures, theyre detected as they A successful check counts as two successes. Once made,
much of his outfit appears to match Durkiks own, and his near the warehouse. They face the entire complement of the characters cannot use Streetwise again for this skill
posture as he walks is identical. enemies (run the scene as a single 12th-level encounter), challenge.
and the enemy is not surprised. By using knowledge of Overlooks seedier areas, the PC
Defeat can anticipate where the quarry is going.
If the PCs glance into the alley as they pass, they The PCs are detected, and their quarry shakes them as he
can confirm that neither Durkik, nor anyone else, nears the warehouse. The PCs know the general area to Other Methods
remains within it. Theyve just witnessed the doppel- which their target went, but not the specific building.
They eventually find the warehouse, but it takes 2d6
If the PCs cant (or dont think to) follow Durkik or
ganger who has taken Durkiks place alter his form, hours of wandering, searching, and perhaps various Aerun, they have other ways to find out what they
hoping to make himself less noticeable. bribes or Diplomacy and Streetwise checks made to the need to know. If they can catch Durkik alone, they can
At this point, regardless of who theyre following, merchants and citizens of the area. The result is that not
attempt to interrogate him, as described previously.
only must they face the entire complement of enemies (a
begin the skill challenge. If they successfully interrogate him, Durkik can
single 12th-level encounter), but theyve lost a great deal
of time off their deadline. (See Victory Points, page 37.) tell the PCs where the warehouse is. He also reveals
Special If at least one member of the party is capable of all the information presented in the Interrogating
turning invisible, the party gains 1 success automatically.
Acrobatics (DC 16)
the Conspirators sidebar, below.
Any given character can attempt Acrobatics only once in Because the false Durkik didnt show up at the
this fashion, whether he or she succeeds or fails, and a warehouse, the forces there are ready for trouble. Run
failure costs the PC a healing surge as well as counting
the scenario as a 12th-level encounter, and the enemy
as a failure. A successful check counts as a success on the
skill challenge. cannot be surprised.

December 20 08 | D U N G E O N 161
34
The Temple Between

C9: THE WAREHOUSE If the PCs are in a position to see the office and constantly from melee to range and back again. The
balcony, read: possessed citizens use their telekinetic leap to obtain an
Encounter Level 12 (3,250 XP) or optimal position, and then maintain melee combat.
In one corner, a f light of stairs leads to a balcony built into
Encounter Level 8 (1,700 XP) and If the PCs enter through the office, the githyanki-
Encounter Level 8 (1,550 XP) the catwalk. Several walls surround what you would guess
possessed citizen takes his first move to fly out the
to be an office or counting house.
window into the main warehouse, so as not to face the
Setup Perception Check PCs alone.
3 doppelganger assassins (D) The possessed citizens fight to the death. If two of
DC 13: Several gruff-looking fellows, the sort you might
2 possessed citizens (P) the doppelgangers and over half the thugs are slain,
not want to meet in a dark alley but wouldnt be surprised
12 streetwise thugs (S) the remainder attempt to flee.
to find there, lurk atop the catwalk, atop several crates, and
Or
around a few corners, crossbows held at the ready.
First encounter (use RED placements)
DC 24: A few other foes stand hiding in the shadows, also
2 doppelganger assassins (D) 1, 2, or 3 Doppelganger Level 8 Lurker
aiming weapons your way. Their gray f lesh and huge dark
1 possessed citizen (P) Assassins (D)
eyes are strong indications that theyre not human! Medium natural humanoid (shapechanger) XP 350 each
5 streetwise thugs (S) Initiative +13 Senses Perception +10
And If the PCs somehow prevented Aerun from getting HP 69; Bloodied 34
Second encounter (do not use the marks on the map since here, refer to one of the possessed priests instead AC 23; Fortitude 18, Reflex 21, Will 21
in the text below this. If they havent met Aerun, Speed 6
these enemies enter through one or two of the doors and
m Dagger (standard; at-will) Weapon
position themselves based on the PCs actions) describe him as the officer from the wall when they +13 vs. AC; 1d4 + 5 damage.
1 doppelganger assassin first arrived. r Hand Crossbow (standard; at-will) Weapon
1 possessed citizen Ranged 10/20; +13 vs. AC; 1d4+5 damage.
M Shapeshifter Feint (minor; at-will)
7 streetwise thugs If the PCs enter by the office door, read:
+11 vs. Reflex; the doppelganger assassin gains combat
This warehouse has long been used by one of the advantage against the target until the end of the
You are in a small counting house, which is occupied by
criminal elements of Overlook as a headquarters, doppelganger assassins next turn.
little more than a table, a chairand Captain Aerun, shock C Cloud Mind (standard; sustain minor; encounter) Charm
a central depot for illegal goods, and an occasional
evident on his face as he rises. The wall behind him boasts a Close burst 5; +11 vs. Will; the doppelganger assassin is
hideout. It has since been taken over by General invisible to the target. Affected targets are unable to see
shuttered, glass-free window.
Zithiruuns conspiracy. the doppelganger for as long as it sustains the effect, until
Any creature on the map placed on the catwalk is the doppelganger attacks, or until it is hit by an attack.

on the catwalk; no enemies begin directly beneath it.


Tactics Combat Advantage
The doppelganger assassin deals 2d6 extra damage against
The doppelgangers and thugs initially launch volleys
any target it has combat advantage against.
If the PCs enter on the ground f loor, read: of crossbow bolts at the PCs, using the crates as cover. Change Shape (minor; at-will) Polymorph
They keep moving, almost never staying in the same A doppelganger can alter its physical form to take on the
A vast chamber stretches before you. Rows upon rows of spot from round to round. The thugs prefer to close on appearance of any Medium humanoid, including a unique
cratessome stacked as high as 15 feetform aisles and individual (see Change Shape, Monster Manual page 280).
the PCs in groups, but do so by maneuvering around
Alignment Evil Languages Common
corridors. A catwalk runs around the perimeter, as well as and atop crates; they know better than to make a Skills Bluff +15, Insight +12, Stealth +14
across the cavernous room at several points, with an array beeline for the enemy in an open corridor. The dop- Str 12 (+5) Dex 21 (+9) Wis 12 (+5)
of chains and pulleys dangling beneath. pelgangers make use of similar tactics, but switch Con 15 (+6) Int 13 (+5) Cha 19 (+8)
Equipment dagger, hand crossbow, case with 20 bolts

December 20 08 | D U N G E O N 161
35
The Temple Between

1 or 2 Possessed Citizens (P) Level 10 Soldier If the fight is divided into two encounters (see the single crate requires an extra square of movement,
Medium natural humanoid XP 500 each rules for the Heart of the Conspiracy skill challenge, while moving down a single crate does not cost any
Initiative +10 Senses Perception +6
page 30), the second group arrives 1d4 + 4 minutes additional movement. Climbing two or three crates
HP 101; Bloodied 50
AC 26; Fortitude 23, Reflex 21, Will 20 after the first battle ends. Unless a member of the first requires a DC 20 Athletics check.
Saving Throws +2 against charm effects group escaped, they all enter through the office and Doors: The central door slides upward into the
Speed 5; see also telekinetic leap the PCs can ambush them, thus gaining surprise. If ceiling. It isnt locked, but it cannot be opened stealth-
m Greatsword (standard; at-will) Psychic, Weapon
someone did escape the first encounter, this second ily, since the chains and pulleys rumble. The two side
+17 vs. AC; 1d12 + 4, plus 3d6 extra psychic damage if the
target is immobilized, and the target takes a 2 penalty to group has been warned, and they split up, entering doors are both locked, and require a DC 19 Thievery
saving throws against the immobilized condition until the by both the office and the door. They are ready for check to open.
start of the possessed citizens next turn.
trouble and cannot be surprised. Ladders: The ladders are all 20 feet (4 squares)
R Telekinetic Grasp (standard; encounter)
Ranged 5; Medium or smaller target; +15 vs. Fortitude; the in height, but count as 6 squares of movement. A DC
target is immobilized (save ends). Features of the Area 12 Acrobatics or Athletics check allows a character to
Telekinetic Leap (move; encounter) climb them at the normal 4 squares of movement.
Illumination: The warehouse is brightly illumi-
Ranged 10; the possessed citizen can fly 5 squares.
nated by a sequence of lanterns and sunrods placed Stairs: The stairs count as difficult terrain.
Alignment Evil Languages Common, Deep Speech
Skills History +11, Insight +11 along the railing of the catwalk. Table: A character can step up onto the table with
Str 20 (+10) Dex 16 (+8) Wis 12 (+6)
Ceiling: The ceiling is 35 feet overhead. an extra square of movement. A DC 19 Strength check
Con 13 (+6) Int 12 (+6) Cha 13 (+6) topples the table over, allowing it to serve as cover and
Equipment leather armor, greatsword Catwalks: These metallic walkways, standing 20
feet above the floor, aid in the movement and place- knocking prone any creatures standing on it.
5, 7, or 12 Streetwise Thugs (S) Level 9 Minion ment of crates. A sequence of chains and pulleys runs Trapdoor: The trapdoor requires a DC 21
Medium natural humanoid, human XP 100 each across the underside of the catwalks. This enables a Thievery check to open. The ladder beneath leads to
Initiative +3 Senses Perception +3 an underground passage (unmapped) that itself leads
HP 1; a missed attack never damages a minion. character to climb, hand-over-hand, along the under-
AC 21; Fortitude 19, Reflex 16, Will 16 side of these catwalks with a DC 22 Acrobatics or to the cell (C9A) containing High Priest Durkik.
Speed 6 Athletics check, at normal climbing speed. Weakened Crates: Several of the crates, as
m Longsword (standard; at-will) Weapon marked on the map, are weaker than others. A
Except where the ladders stand, the catwalk has a
+14 vs. AC; 6 damage.
railing all the way around. Anyone wishing to delib- creature that moves atop that crate partially breaks
r Crossbow (standard; at-will) Weapon
Ranged 15/30; +13 vs. AC; 6 damage. erately climb or leap over the railing must spend an through the wood. This immediately ends the
Murder is a Team Sport extra square of movement to do so, and any push, creatures move action, even if it had movement
If a streetwise thug is flanking an enemy, it deals 1 remaining, and that crate is considered difficult ter-
extra point of damage per ally adjacent to the flanked pull, or slide effect that would drag a creature over
enemy (including the ally who is granting the flank), to a that railing must also spend an extra square to do so. rain from that point onward.
maximum of +4. Chair: The chair is not sufficient to provide cover, Window: The window in the office upstairs is a
Alignment Evil Languages Common simple wooden shutter over an empty frame. Moving
but a character can step up onto it with an extra
Skills Athletics +11, Thievery +8
square of movement or use it as a makeshift weapon. through it does not cost extra squares (though anyone
Str 16 (+7) Dex 12 (+5) Wis 10 (+4)
Con 15 (+6) Int 9 (+3) Cha 11 (+4) Crates: Each individual crate is roughly 5 feet incapable of flight had better be prepared for a
Equipment leather armor, crossbow, longsword, case (1 square) high, but they are often stacked two or 20-foot fall).
with 20 bolts
three crates (that is, 10 or 15 feet, or 2 or 3 squares)
in height, as marked on the map. Stepping up on a

December 20 08 | D U N G E O N 161
36
The Temple Between

December 20 08 | D U N G E O N 161
37
The Temple Between

SC2: ENTERING Partial Victory


The PCs are partially worthy, and this deactivates part of
History (DC 20)
Each success on this check counts as a success toward the
THE PORTAL the malfunctioning magical wards. Their partial success skill challenge. Although there are no limits on the
means they have to fight fewer of the guardians in number of successes that can be obtained with History,
Encounter Level 9 (2,000 XP) tactical encounter C10. History cannot account for all successes; the party must
3 or fewer successes: The PCs are considered to have failed rely on at least one other skill to achieve complete
the challenge completely, as described below. success.
Setup 4 or 5 successes: The PCs face four writhing chains. Using the PCs knowledge of past champions, priests,
6 or 7 successes: The PCs face three writhing chains. and followers of Moradin, the PC contributes to the
Once one of the PCs touches the filigree, the skill
8 or 9 successes: The PCs face two writhing chains. construction of the parable.
challenge begins. 10 or 11 successes: The PCs fight only one writhing chain. Religion (DC 20)
Defeat Each success on this check counts as a success toward the
The PCs must face all five writhing chain homunculi in the skill challenge. A success against DC 25 counts as a
Entering the Portal Level 9 tactical encounter if they attempt to force their way success and removes 1 failure; this extra level of success
Skill Challenge XP 2,000
through. can occur only once in this challenge.
The image suddenly bends as the face of Moradin turns toward Special If the players go through the effort of coming up The PC draws on religious knowledge and an
you and speaks in a voice of rending metal. Who would step with a Moradin-based parable, grant them 2 automatic understanding of Moradins precepts and teachings to aid
through the portal to the heart of Moradins worship must first successes. If the party contains a divine character who in the construction of the parable.
prove he understands Moradin in his own heart. worships Moradin, they gain 1 success automatically, and
Think you carefully on Moradins precepts, his teachings, that character gains a +2 bonus to all Religion checks in
his actions, and his favored disciples. Then speak unto me a this challenge.
parable, a tale of Moradin, not that you have learned from his Athletics (DC 20)
texts, but that you have created yourself. Let it show your un- This does not count as a success in itself, but grants a +2
derstanding of his words and his ways, and you may pass. bonus to the next check attempted in this challenge. Any
given character can attempt this use of Athletics only
The PCs must convince the mystical portal that they have
once.
a sufficient understanding of Moradins teachings by
The PC portrays (or fakes) a knowledge of forging
constructing a parable that accurately portrays the gods
techniques and other endeavors of which Moradin
behavior and precepts, yet all is not lost if the PCs fail.
approves.
They can still attempt to physically break through the
Bluff (DC 20)
filigree to reach the door. Doing so activates the rooms
This does not grant any successes, but it can be used to
magical defenses: a number of homunculi. Proceed to
remove 1 failure. Bluff can be used in this fashion only
tactical encounter C10. Once the PCs have successfully
once during this challenge.
completed that encounter, they can cut through the
The PC swiftly steps into the conversation, covering for
filigree as though it were a standard wooden door (its
an error made by one of his or her companions.
metal, but its thin).
Diplomacy (DC 16)
Complexity
Only one success can be achieved in this fashion. A failure on
5 (12 successes before 3 failures)
this check bestows a 2 penalty to further checks in this
Primary Skills
challenge until the next success, in addition to counting
Athletics, Bluff, Diplomacy, History, Religion.
as a failure.
Victory
The PC attempts to convince the portal that the party
The portal judges the PCs worthy and opens, allowing them
is worthy, without offering any solid knowledge of
access to the Mountainroot Temple.
Moradins teachings.

December 20 08 | D U N G E O N 161
38
The Temple Between

C10: THE PORTAL If the PCs attack the iron strands running over- 5* Writhing Chains (W) Level 10 Skirmisher
Medium natural animate (construct, homunculus) XP 500 each
IN THE SEPULCHER head, the strings break but instantly reform. Hacking
Initiative +10 Senses Perception +7; darkvision
at them provides no benefit. HP 131; Bloodied 65
Encounter Level 9 (2,500 XP*) AC 23; Fortitude 23, Reflex 23, Will 21
Features of the Area Immune disease, poison
Setup Illumination: The room is brightly lit by ever-
Speed 7; see also serpentine strike
m Slam (standard; at-will)
5 or fewer writhing chains (W) burning flames in the chandeliers. The chandeliers +13 vs. AC; 2d6 + 5 damage.
M Winding Strike (standard; recharge )
If the PCs fail the skill challenge to enter the hang 10 feet down from the ceiling (and thus, 10 feet
+13 vs. AC; 2d6 + 5 damage, and target slides 2 squares
Mountainroot Temple, they can attempt to force their above the upper level and 20 above the lower). and is grabbed and restrained.
way past the filigree imagery. Doing so activates the Ceiling: The ceiling is 30 feet overhead from the Guarded Area
lowest level. When making attacks against a creature in its guarded
temples defenses, which causes several constructs to area, the writhing chain gains a +2 bonus to hit, and can
attack. If the PCs successfully defeat the homunculi, Slopes: The slopes count as difficult terrain stretch itself, granting itself reach 3 on all melee attacks.
however, nothing prevents them from destroying the for creatures moving up, but not down. A creature Threatening Reach (within guarded area only)

barrier between them and the door. pushed or slid down a slope moves an extra square, This creature can make opportunity attacks against all
enemies within its reach (3 squares).
Remove one or more writhing chains based on the and a character who falls prone on the slope slides 1
Serpentine Strike (move; at-will)
number of successes, as described in the challenge. square toward the bottom. The chain shifts 3 squares.
The first chain to be removed is the southwestern one, Stairs: The stairs are considered difficult terrain. Alignment Unaligned Languages
Statues: These statues are of the god Moradin, Skills Stealth +13
then the northwestern, than the southern, then the Str 19 (+9) Dex 17 (+8) Wis 15 (+7)
northeastern. with a pair of ravensrepresenting the Queen of Con 21 (+10) Int 18 (+9) Cha 12 (+6)
Deathperched on his shoulders. *Exact number of writhing chains could be fewer than five.
When the chains appear, read: Writhing Chains Guarded Area: The guarded Adjust encounter XP as necessary.
areas of the homunculi are marked on the map.
From the iron image, thin strings of metalliquid, as
though meltingshoot forth. They strike not at you, but
at several of the hanging chandeliers, forming a canopy of
metallic strands overhead. From those chandeliers, great
lengths of chain drop to the f loor and then rear up like
striking serpents

Tactics
The writhing chains might attempt to yank a PC off
a ledge, but they otherwise fight in a straightforward
fashion. They are smart enough to focus on one or
two PCs, with one chain restraining the foe while the
others pound on him.

December 20 08 | D U N G E O N 161
39
The Temple Between

M1: THE CHAMBER Perched on one of the archways and atop the 2 Slystone Dwarf Ruffians (S) Level 10 Soldier
undamaged relief, a pair of foul females with ragged hair Small fey humanoid XP 500 each
OF DOORS and the claws and wings of vultures turn piercing eyes in Initiative +12 Senses Perception +5; low-light vision
HP 104; Bloodied 52
your direction, letting loose with a terrible, predatory cry.
Encounter Level 9 (1,800 XP) AC 26; Fortitude 23, Reflex 22, Will 21
Only a few yards from you, what appears to be a scruffy, Speed 6; see also mad dash
m Hammer (standard; at-will) Weapon
Setup abnormally short dwarf peers at you between slitted lids.
+17 vs. AC; 2d6 + 5 damage, and the target is marked until
2 harpy screechers (H) the end of the slystone ruffians next turn.
Perception Check M Mighty Strike (standard; recharge ) Weapon
2 slystone dwarf ruffians (S)
DC 22: From the corner of your eye, you spot a second +17 vs. AC; 3d8 + 5 damage, and target is pushed 3
thuggish-looking dwarf skulking quietly in the shadows of squares. The slystone dwarf ruffian can use this power as a
The great vestibule of the Mountainroot Temple part of a charge.
the broken wall. Mad Dash
once held mystic portals to four separate temples of
When the slystone dwarf ruffian makes a charge attack,
Moradin, as well as a single nonmagical entry: a stair 2 Harpy Screechers (H) Level 9 Controller the enemy is knocked prone on a hit, in addition to any
that leads up into the Stonehome Mountains. Now, Medium fey humanoid XP 400 each other effects of the attack.
Initiative +7 Senses Perception +6 Alignment Evil Languages Common, Elven
one of those magical doorways has been destroyedas
HP 96; Bloodied 48 Skills Athletics +14
has much of the eastern side of the chamberin vari- AC 23; Fortitude 20, Reflex 20, Will 22 Str 18 (+9) Dex 21 (+10) Wis 11 (+5)
ous cave-ins. The PCs arrive through the door in the Resist 10 thunder Con 16 (+8) Int 11 (+5) Cha 18 (+9)
southwest. Speed 6, fly 8 (clumsy) Equipment leather armor, hammer
m Claw (standard; at-will)
The contingent of fey dispatched by King Cachlain
+14 vs. AC; 1d8 + 3 damage.
has left behind a rearguard, assigned to watch for C Alluring Song (standard; at-will) Charm Tactics
anyone entering the temple. Close burst 5; deafened creatures are immune; +15 vs. Will;
The harpies use alluring song to split up the PCs and
the target is pulled 3 squares and immobilized (save ends).
C Brutal Scream (standard; recharge ) Thunder move them into position where the slystone ruffians
When the PCs enter the chamber by using the Close burst 5; +15 vs. Fortitude; 1d6 + 5 thunder damage. can attackpreferably with combat advantagethen
portal, read: Secondary Attack: Area burst 1 within 5; centered on shift to brutal scream as soon as a foe is in range. The
a target hit by brutal screams primary attack; targets
harpies take to the air only if they must to keep the
enemies only; +15 vs. Fortitude; 1d6 + 5 thunder damage
You feel no magicno tingling or shimmering. It occurs PCs in effective range, or if a foe draws too near their
and the target slides 3 squares.
between steps; one instant, youre in the sepulcher, and Alignment Evil Languages Common perch, and they attempt to remain perched on spots
the next youre . . . not. You are in a great, stone-walled Skills Stealth +12
too high for melee combatants to easily reach. The
Str 16 (+7) Dex 16 (+7) Wis 15 (+6)
chamber. Numerous doorwaysmany of which are slystone ruffians use ranged attacks initially, then
Con 16 (+7) Int 11 (+4) Cha 20 (+9)
contained within deep stone arches, almost like artificial charge their foes from multiple sides. The fey know
cavesprovide egress. A platform with multiple stairs that the broken passage in the east leads back to the
stands near the chambers center, presumably for a room, and one of them might fake a retreat in an
ceremonial purpose long since forgotten. The eastern attempt to sneak up on the party from behind.
portion of the room appears to have been largely damaged If three of the fey are slain and the last is bloodied,
in an ancient cave-in, marring one of two great reliefs that the survivor attempts to escape and might surrender
adorn the far wall. if escape proves impossible.

December 20 08 | D U N G E O N 161
40
The Temple Between

Features of the Area Reliefs: These reliefs show scenes of dwarf smiths
at work on a huge forge, while Moradin looks on
Illumination: The chamber is brightly lit by the THE MAGIC DOORS
from beyond. The eastern relief is broken off halfway
fires carved into the two reliefs and the statue, which If the PCs open the door through which they entered,
across, but the fires still glow. The reliefs stick out far
glow with a magical light. In the broken passage in they see the sepulcherbut of course they can no
enough from the wall that they can serve the harpies
the east, however, the only light is what the PCs bring longer reach it. If they open one of the other two,
as perches, but a normal humanoid attempting to
with them. decide for yourself what sort of sights they see, based
stand on one must make a DC 17 Acrobatics check
Ceiling: The ceiling is 25 feet overhead. on where else in the campaign world you want the
every round or topple off. They are, however, easy to
Archways: The stone archways surrounding the two remaining portals to lead. (You might use these
climb, with a DC 10 Athletics check.
double doors are 10 feet high and are steady enough to provide side adventures later on, as a brief diver-
Doors: The southeast door, the southwest door
for perching, standing, or even combat. They require sion from the Scales of War adventure path.)
(through which the PCs entered), and the western
a mere DC 14 Athletics check to climb. Remember that, until the PCs rescue the Care-
door are the surviving magical portals.
taker, none of the external doorseither these
magic ones, or the southern door that leads into
the Stonehome Mountainsare usable. The PCs can
look through them, but passing through them proves
impossible.
Platform: The platform stands 10 feet off the
ground. It has no sides or guardrail.
Statue: A statue of Moradin holds two fistfuls of
fire that provide some of the chambers lighting.

December 20 08 | D U N G E O N 161
41
The Temple Between

M5: THE VAULT 2 Harpy Screechers (H) Level 9 Controller Daggerspring Floor Level 10 Obstacle
Medium fey humanoid XP 400 each Trap 500 XP
Initiative +7 Senses Perception +6
Encounter Level 10 (2,500 XP) Several squares of the room (marked on the map) are
HP 96; Bloodied 48 trapped with spring-loaded blades, which trigger when
AC 23; Fortitude 20, Reflex 20, Will 22 stepped on. The trigger plates are old and stiff, and do not
Setup Resist 10 thunder trigger when stepped on by Small or smaller creatures.
Speed 6, fly 8 (clumsy) While this renders any halfling (or other Small) PCs safe, it
2 harpy screechers (H) m Claw (standard; at-will) also means that the quicklings can run across the squares
3 quickling runners (Q) +14 vs. AC; 1d8 + 3 damage. without harm.
Daggerspring f loor C Alluring Song (standard; at-will) Charm Perception
Close burst 5; deafened creatures are immune; +15 vs. Will; DC 26: The character can discern all adjacent trapped plates.
the target is pulled 3 squares and immobilized (save ends). Additional Skill: Thievery
The Mountainroot Temple used the vault to store its C Brutal Scream (standard; recharge ) Thunder DC 22: The party gains a +2 bonus to Perception checks to
valuablesnot its religious icons and relics, which Close burst 5; +15 vs. Fortitude; 1d6 + 5 thunder damage. notice the trapped plates and Thievery checks to delay or
were kept in the reliquary (M9), but simple monetary Secondary Attack: Area burst 1 within 5; centered on disable the plates.
a target hit by brutal screams primary attack; targets Trigger
treasures. These included works of art, jewels, the legal
enemies only; +15 vs. Fortitude; 1d6 + 5 thunder damage When a creature enters or begins its turn in a trapped
forms for grants of land, raw ore, and of course coins. and the target slides 3 squares. square, the trap attacks that creature.
When the PCs enter the vault, read: Alignment Evil Languages Common Attack
Skills Stealth +12 Opportunity Action Melee 1
Str 16 (+7) Dex 16 (+7) Wis 15 (+6) Target: Creature in a trapped square
This uneven room is clearly a repository of a sort. The Con 16 (+7) Int 11 (+4) Cha 20 (+9) Attack: +13 vs. Reflex
walls are of heavy stoneheavier, even, than youve seen Hit: 2d10+6 damage. On a critical hit, the target is knocked
elsewhere in the templeand several short f lights of stairs 3 Quickling Runners (Q) Level 9 Skirmisher prone and slowed (save ends).
lead to vaultlike rooms. These separate chambers boast Small fey humanoid XP 400 each Miss: Half damage.
Initiative +13 Senses Perception +7; low-light vision Countermeasures
heavy portcullises, though the gates are currently all raised. HP 96; Bloodied 48 A character who makes a successful Athletics check (DC 6,
A pair of twisted, grotesque little humanoids, with dead- AC 24 (28 against opportunity attacks); Fortitude 20, Reflex or DC 11 without a running start) can jump over a
gray skin and inhuman features, drop the coins they were 24, Will 20 single plate.
Speed 12, climb 6; see also fey shift and quick cuts An adjacent character can disable a trigger plate with a
examining as you enter.
m Short Sword (standard; at-will) Weapon DC 26 Thievery check.
+14 vs. AC; 1d6 + 7 damage.
Perception Check M Quick Cuts (standard; at-will) Weapon
DC 25: You spot another pair of harpies, skulking just The quickling moves its speed. At any two points during
its move, the quickling makes a melee basic attack at a
beyond two of the entries to the vaults! 2 penalty. The quickling cannot use this power while
DC 26: You can just barely make out another twisted gray immobilized or slowed.
humanoid, lurking in the chamber to the northeast. Fey Shift (standard; encounter)
The quickling runner shifts 10 squares.
Maintain Mobility (minor; recharge )
An immobilized quickling runner is no longer immobilized.
Alignment Evil Languages Elven
Skills Acrobatics +21, Bluff +9, Stealth +16
Str 9 (+3) Dex 24 (+11) Wis 17 (+7)
Con 16 (+7) Int 14 (+6) Cha 10 (+4)
Equipment short sword

December 20 08 | D U N G E O N 161
42
The Temple Between

Tactics Features of the Area Slope: The slope counts as difficult terrain for
creatures moving up, but not down. A creature
The harpies use alluring song to drag PCs onto trapped Illumination: The fey have scattered several
pushed or slid down the slope moves an extra square,
squares, while the quicklings take advantage of the sunrods across the room and in the vaults. This pro-
and a character who falls prone on the slope slides 1
fact that they are too small to trigger the trap and seek vides lighting for the entire area. The larger, central
square south.
to trick characters into chasing them onto the plates. chamber is brightly lit, while the individual vaults are
(Because the harpies know where these squares dimly lit.
are, they never voluntarily land or step onto them.) Ceiling: The ceiling is 20 feet overhead.
Otherwise, both use the interconnecting nature of the Daggerspring Squares: The trapped squares are
vault to maneuver, striking and then dashing behind marked on the map.
cover, only to strike again from a different angle. Portcullises: The gates are all currently raised
The quicklings have no interest in parley, but if all and are corroded in place. A DC 22
are slain, the surviving harpies might surrender (par- Strength check allows a character to
ticularly if only one is left, or if both are bloodied). yank the bars down, thus closing a port-
cullis, at which point it requires a DC 20
Strength check to open again. See the
SPECIAL ATTACK sidebar.
A creature adjacent to a portcullis can yank it shut Secret Door: The secret door to the
with a DC 22 Strength check. If another creature is east requires a DC 22 Perception check
directly beneath the gate (that is, in the square with to locate. If the PCs entered by this door,
the gate marked on the map), the character pull- however, they need not roll to find it again.
ing down the gate can make a Strength vs. Reflex Secret Trapdoor: The trapdoor
attack. If the attack succeeds, the gate closes on requires a DC 25 Perception check to
the creature, knocking it prone and causing ongoing locate. It opens onto a spiral stair that
5 damage and restraining the creature (save ends leads into an underground passage
both). The prone creature cannot stand until it has (not mapped). This eventually leads to
saved against the restraint. another spiral stair, which comes up to
Only Medium or larger creatures can attempt the secret door in the statue in the north-
this, since Small or smaller creatures cannot reach west corner of the reliquary (M9).
the portcullis.

December 20 08 | D U N G E O N 161
43
The Temple Between

M6: THE GRAND around the sides, climb to the second level 20 feet above. 3 Banshrae Dartswarmers (B) Level 11 Artillery
One of those ramps has partly collapsed along with the Medium fey humanoid XP 600 each
CATHEDRAL walls. Steeps stairs and slopes lead from there to a third Initiative +11 Senses Perception +7; low-light vision
HP 89; Bloodied 44
level, and a platform not unlike the one in the temples entry
Encounter Level 13 (4,300 XP, AC 23; Fortitude 20, Reflex 23, Will 22
but see below) chamber stands high atop that. Huge chunks of wall and Speed 8
stone stand along the broken edge, forming natural ledges, m Slam (standard; at-will)
+13 vs. AC; 1d8 + 3 damage.
Setup and a deep crevice runs a jagged path to the southeast.
R Blowgun Dart (standard; at-will) Weapon
This encounter initially includes the following Ranged 5/10; +16 vs. AC; 1d10 + 6 damage, and the target
Perception Check is dazed and takes a 2 penalty to attack rolls (save ends
creatures: both).
DC 20: Theres another of the vile, bestial-looking dwarves
C Dart Flurry (standard; recharge ) Weapon
3 banshrae dartswarmers (B) hiding in the lee of the stairs. Close blast 5; +16 vs. AC; 1d10 + 6 damage, plus the
5 quickling runners (Q) DC 21: Above, you spot several insectoid-featured target is dazed and takes a 2 penalty to attack rolls (save
1 slystone dwarf ruffian (S) humanoids perched on various ledges. ends both).
Alignment Unaligned Languages telepathy 20
DC 26: And there are yet more foestwisted gray
Str 16 (+8) Dex 22 (+11) Wis 15 (+7)
Once the second wave of adversaries appears, the humanoids roughly the size of half lings, lurking around Con 17 (+8) Int 14 (+7) Cha 20 (+10)
encounter also includes the following creatures (not various corners and in the shadows. Equipment blowgun, darts
marked on the map, since they arent present at the
beginning of the encounter): At the start of the third round of combat, read: 5 Quickling Runners (Q) Level 9 Skirmisher
Small fey humanoid XP 400 each
Initiative +13 Senses Perception +7; low-light vision
1 redspawn firebelcher A deafening boom rings out over the chamber, echoing HP 96; Bloodied 48
2 spitting trolls through the vastness. Twice, three times, and then you hear AC 24 (28 against opportunity attacks); Fortitude 20, Reflex
4 trolls 24, Will 20
a sudden shattering and the sound of wood rebounding off Speed 12, climb 6; see also fey shift and quick cuts
1 two-headed troll stone. m Short Sword (standard; at-will) Weapon
+14 vs. AC; 1d6 + 7 damage.
For years, the grand cathedral of the Mountainroot M Quick Cuts (standard; at-will) Weapon
If a PC is in a position to see the northernmost
The quickling moves its speed. At any two points during
Temple was the heart of Moradin worship in the door at this time, read: its move, the quickling makes a melee basic attack at a
region. A truly gargantuan chambermore an artifi- 2 penalty. The quickling cannot use this power while
cial cavern than a roomit has suffered the ravages The double doors burst open, and jagged bits of the lock immobilized or slowed.
of time. It has been badly damaged by cave-ins over Fey Shift (standard; encounter)
hang loose. Through the open doorway barges an array of
The quickling runner shifts 10 squares.
the years, and rubble covers the floor. horrific figures: several green and mottled trolls, a pair of Maintain Mobility (minor; recharge )
smaller creatures with similar features and narrowed eyes, An immobilized quickling runner is no longer immobilized.
When the PCs enter, read: andmost terrifyinga broad-shouldered troll with two Alignment Evil Languages Elven
Skills Acrobatics +21, Bluff +9, Stealth +16
shrieking heads. Accompanying one of the small trolls is a Str 9 (+3) Dex 24 (+11) Wis 17 (+7)
Some of you have seen keeps smaller than the vast chamber
red-scaled reptile on a heavy chain, and smoke rises from its Con 16 (+7) Int 14 (+6) Cha 10 (+4)
around you. Roughly oval in shape, save for the crumbling
nostrils and from between its jagged teeth. Equipment short sword
walls to the east, the chamber consists of multiple levels.
Stairs in the rooms center, as well as great sweeping ramps

December 20 08 | D U N G E O N 161
44
The Temple Between

Slystone Dwarf Ruffian Level 10 Soldier 2 Spitting Trolls Level 10 Soldier (Leader) Two-Headed Troll Level 10 Elite Brute
Small fey humanoid XP 500 Medium natural humanoid XP 500 each Large natural humanoid XP 1,000
Initiative +12 Senses Perception +5; low-light vision Initiative +12 Senses Perception +8 Initiative +5 Senses Perception +7
HP 104; Bloodied 52 HP 106; Bloodied 53; see also troll healing HP 264; Bloodied 132; see also troll healing
AC 26; Fortitude 23, Reflex 22, Will 21 Regeneration 10 (if the troll takes acid or fire damage, Regeneration 10 (if the troll takes acid or fire damage,
Speed 6; see also mad dash regeneration does not function until the end of its regeneration does not function until the end of its
m Hammer (standard; at-will) Weapon next turn) next turn)
+17 vs. AC; 2d6 + 5 damage, and the target is marked until AC 26; Fortitude 22, Reflex 23, Will 22 AC 25; Fortitude 27, Reflex 19, Will 20
the end of the slystone ruffians next turn. Speed 6, climb 4 Saving Throws +2
M Mighty Strike (standard; recharge ) Weapon m Claw (standard; at-will) Poison Speed 6
+17 vs. AC; 3d8 + 5 damage, and target is pushed 3 +17 vs. AC; 1d6 + 5 damage, plus 1d6 poison damage. Action Points 1
squares. The slystone dwarf ruffian can use this power as a r Javelin (standard; at-will) Poison, Weapon m Claw (standard; at-will)
part of a charge. Ranged 10/20; +17 vs. AC; 1d6 + 5 damage, plus 1d6 Reach 2; +13 vs. AC; 3d6 + 7 damage.
Mad Dash poison damage. M Smackdown (immediate reaction, when an enemy moves into
When the slystone dwarf ruffian makes a charge attack, R Acid Spit (minor; recharge ) Acid a position that flanks the two-headed troll; at-will)
the enemy is knocked prone on a hit, in addition to any Ranged 5; +15 vs. Reflex; 1d6 acid damage. The two-headed troll targets one creature flanking it; +11
other effects of the attack. Regenerative Empowerment (minor 1/turn, at-will) vs. Fortitude; the target is knocked prone.
Alignment Evil Languages Common, Elven One troll within 10 squares whose regeneration is Double Actions
Skills Athletics +14 currently inactive (as a result of taking acid or fire damage) A two-headed troll rolls initiative twice, gets two turns
Str 18 (+9) Dex 21 (+10) Wis 11 (+5) immediately reactivates the regeneration. during a round, and has a full set of actions (standard,
Con 16 (+8) Int 11 (+5) Cha 18 (+9) Troll Healing Healing move, minor) on each turn. Each set of actions corresponds
Equipment leather armor, hammer If the troll is reduced to 0 hit points by an attack that does to a different head. The trolls ability to take immediate
not deal acid or fire damage, it rises on its next turn (as a actions refreshes on each of its turns.
Redspawn Firebelcher Level 12 Artillery move action) with 10 hit points. Dual Brain
Large natural beast (reptile) XP 700 Alignment Chaotic evil Languages Common, Giant At the end of its turn, the two-headed troll automatically
Initiative +7 Senses Perception +6; low-light vision Skills Athletics +13, Endurance +14 succeeds on all saving throws against the dazed and
Fire Within (Fire) aura 5; allies who enter or start their turns Str 16 (+8) Dex 21 (+10) Wis 17 (+8) stunned conditions and against charm effects that a save
within the aura gain resist 10 fire. Con 18 (+9) Int 10 (+5) Cha 13 (+6) can end.
HP 97; Bloodied 48 Equipment leather armor, 10 javelins Troll Healing Healing
AC 25; Fortitude 25, Reflex 22, Will 21 If the troll is reduced to 0 hit points by an attack that does
Resist 20 fire not deal acid or fire damage, it rises on its next turn (as a
Speed 4 move action) with 10 hit points.
m Bite (standard; at-will) Fire Alignment Chaotic evil Languages Giant
+16 vs. AC; 1d10 + 4 damage, and ongoing 5 fire damage Str 24 (+12) Dex 10 (+5) Wis 14 (+7)
(save ends).] Con 22 (+11) Int 6 (+3) Cha 10 (+5)
R Fire Belch (standard; at-will) Fire Equipment hide armor
Ranged 12; +15 vs. Reflex; 2d6 + 1 damage, and ongoing 5
fire damage (save ends).
A Fire Burst (standard; recharge ) Fire
Area burst 2 within 10; +15 vs. Reflex 3d6 + 1 damage,
and ongoing 5 fire damage (save ends). Miss: Half damage,
and no ongoing fire damage.
Alignment Unaligned Languages
Str 18 (+10) Dex 13 (+7) Wis 13 (+6)
Con 19 (+10) Int 2 (+2) Cha 8 (+5)

December 20 08 | D U N G E O N 161
45
The Temple Between

4 Trolls Level 9 Brute Once the trolls arrive, however, the fey split their troll also tries to remain near the firebelcher to take
Large natural humanoid XP 400 each attentions between the party and the new foes. advantage of the creatures granted fire resistance.
Initiative +7 Senses Perception +11
Similarly, the trolls and firebelcher treat the fey and The trolls and firebelcher fight to the death, no
HP 100; Bloodied 50; see also troll healing
Regeneration 10 (if the troll takes acid or fire damage, the PCs as equal threats. matter what, but if any fey survive after all the trolls
regeneration does not function until the end of its The trolls spread out once they appear through the and firebelcher are slain, they attempt to flee rather
next turn) northernmost door. One spitting troll attempts to stay than continuing the fight against the PCs. If cornered,
AC 20; Fortitude 21, Reflex 18, Will 17
within 10 squares or so of the two-headed troll, where they surrender.
Speed 8
m Claw (standard; at-will) it can move in and use poison spit if the troll takes
Melee 2; +13 vs. AC; 2d6 + 6 damage; see also frenzied acid or fire damage. The other spitting trollthe one
strike.
accompanying the firebelcherremains near one of
M Frenzied Strike (free, when the trolls attack bloodies
an enemy; at-will) the other, normal trolls. Where possible, that spitting
The troll makes a claw attack.
Troll Healing Healing
If the troll is reduced to 0 hit points by an attack that does
not deal acid or fire damage, it rises on its next turn (as a
THREE-WAY FIGHTING
move action) with 10 hit points.
Alignment Chaotic evil Languages Giant Once the battle between all three factions is engaged, Obviously, if one faction is whittled down faster than
Skills Athletics +15, Endurance +14 its vital that the DM play the monsters as focusing on the others, the larger faction can devote more attacks
Str 22 (+10) Dex 16 (+7) Wis 14 (+6)
both the PCs and the other monstrous faction. Some to the PCs, and thats fine. But this should happen only
Con 20 (+9) Int 5 (+1) Cha 10 (+4)
DMs might be tempted to have the monsters focus if and when one group becomes markedly smaller than
Tactics more on the PCs than on each other, while others the other, and even then, the winning factions atten-
Initially, the fey fight to their strengths. The ban- might be tempted to give the PCs an easy time by tions should be split proportionately between the party
shrae stay at range and snipe the PCs, while the having the monsters focus more on each other. and the smaller group of foes.
quicklings and slystone ruffian maneuver in and out Avoid these temptations! This encounter (and its XP Players might grow impatient if the DM spends too
of melee combat. The slystone ruffian is particularly reward) is balanced under the assumption that, once long rolling dice for NPCs attacking NPCs. Feel free to
fond of bullrushing enemies off edges or into the all three factions are involved, each group of creatures use average results for damage for each creature during
ravine. The quicklings and slystone avoid bunching focuses equally on the party and the other group. That this encounter. Do not use these averages when rolling
up or staying in one spot for long, preferring to make doesnt mean that any individual monster needs to damage against a PC, or when a monster is attempting
the PCs keep moving across the room and up and split its attacks, or that a monster should be stupid to save against a PCs ability. But when monsters are
down between levels. and ignore a particular threat. But in any given round, attacking each other, these average values speed up
the troll faction should average the same number of play and allow the DM to more swiftly return to the
attacks against the PCs as it does against the fey, and players.
vice-versa.

December 20 08 | D U N G E O N 161
46
The Temple Between

Features of the Area Slope, Shallow: The two


curved ramps that provide access
Illumination: The grand cathedral generates its
from the first to the second level
own magical light. The chamber is brightly lit.
are shallow and do not qualify
Ceiling: The ceiling is 70 feet overhead from the
as difficult terrain. A creature
bottom level.
pushed or slid down the slope
Altar: This great stone altar, shaped roughly like a
moves an extra square.
primitive anvil, stands 5 feet in height, atop the plat-
Slope, Steep: The northern
form at the highest level. Stepping up onto the altar
slopes require a DC 11 Athletics
requires an extra square of movement, and the altar
check to climb. A creature that
provides cover.
steps (or is moved) onto the
Broken Stone Platforms: Along the eastern
slope from the top immediately
side of the room, enormous chunks of stonebroken
slides to the bottom of the slope
parts of the wall, bits of the ceiling, and the likelie
and, unless it makes a DC 10
scattered about. Many are f lat enough that combat-
Acrobatics check, falls prone.
ants can maneuver on top of them. They require a
Stairs, Steep: The stairs that
DC 21 Athletics check to climb, and vary in height
provide access from the second
as marked.
level to the third level are par-
Crevice: The jagged crevice is roughly 20 feet
ticularly steep. They are difficult
deep, andthanks to various doors and passages that
terrain. A creature pushed or slid
were caved in long agoprovides the only means
down the stairs moves an extra
of accessing areas M7 and M8. It requires a DC 21
square, and a character who falls
Athletics check to climb.
prone on the stairs also slides 1
Doors: The doors to the reliquary at M9 were
square south.
locked, until the trolls broke through them. Now they
Statue: The statue in the
cannot be locked.
southwest is another statue of
Edges: The edge of the second level overhangs
Moradin; this one holds an enor-
level one slightly; see the map of M10.
mous hammer in both hands.
Gap: This wide break in the eastern ramp has a
ragged edge, and it ranges from 15 to 20 feet across.
Rubble: The rubble scattered across the floor is
difficult terrain.

December 20 08 | D U N G E O N 161
47
The Temple Between

M7/M8: THE SHATTERED walls and sharp corners suggest that the cave-in reshaped Perception Check
what was once a part of the temple. DC 20: A handful of gnome-sized fey skulk in the shadows
BARRACKS AND THE A faint glimmer of light, almost invisible, shines from and around the various pillars.
LESSER SANCTUM the east. DC 21: You spy an old dwarf crone, ancient beyond belief,
atop the dais, almost blending in to the relief beyond.
Encounter Level 14 (5,100 XP) Perception Check DC 22: Not far from her, another of the insectoid fey
DC 20: Barely visible, outlined against that faint light, are
Setup a pair of those short, gruff-looking dwarves.
crouches upon the steps of the dais, its unblinking eyes
gazing in your direction.
1 banshrae dartswarmer (B)
4 cyclops guards (C) If the players enter M7 by using the door If the players enter M8 through the door from
Hethralga, unique howling hag (H) from M8, read: M7, read:
4 slystone ruffians (S) You are in a small chamber that has clearly seen better The fleeing fey have led you into a much larger chamber.
Cave-in hazard days. Whatever furniture was once here has long since You are in a cathedral or religious sanctuary, far smaller
Here, in these broken and precarious chambers where either been removed or crumbled to dust, and the walls are than the main one behind you, and the hall boasts a dais at
the priests of the Mountainroot Temple once made webbed with cracks. the far end, behind which looms a great relief of Moradin
their homes, and in the smaller sanctuary where they at his forge. A line of columns runs down both sides of
Once the players move down the western
conducted services and rites too small or private for the the room; two of the great pillars have fallen, apparently
passage, or through the northern door, continue:
grand cathedral, the leaders of the fey have made their toppled in the same cataclysm that created the crevice.
camp. Hethralga, personal servant of King Cachlain, More wreckage and ruin. Clearly, old cave-ins have reduced Retreating off the dais as you approach are another of the
lurks here with her bodyguards and most trusted ser- what was once a series of carved chambers to broken rooms, inhuman, insectoid fey and what appears to be an ancient
vants. She has already acquired the Incunabulum; now twisted passages, and the occasional freestanding wall. dwarf crone, at least several centuries old. From beyond them,
she seeks a way to return to the Feywild and grows Thick heaps of rubble stand here and there on the f loor. a cadre of one-eyed giants, axes held high, converges on you!
ever more nervous with each passing hour that her fol-
If the players enter M8 by using the crevice, read: Perception Check
lowers fail to find a means of escape.
DC 20: A handful of gnome-sized fey skulk in the shadows
If the players enter M7 by using the crevice, read: Climbing up from the crevice, you have a brief instant to look and around the various pillars.
around. You are in a cathedral or religious sanctuary, far
Hauling yourself up onto the ledge, you are in an uneven When a cyclops makes a cave-in attack, read:
smaller than the main one behind you, and the hall boasts
caveclearly a result of one of the ancient cave-ins and not a dais at the far end, behind which looms a great relief of The enormous figure slams a palm into the nearby pillar.
of any deliberate building. To the right, rubble litters the Moradin at his forge. A line of columns runs down both sides The entire column of stone shuddersfollowed by a much
floor, making footing precarious. of the room; two of the great pillars have fallen, apparently louder rumble as a portion of the roof jars loose from above
Once the players move in far enough to see the toppled in the same cataclysm that created the crevice. and tumbles downward!
eastern portion of M7, continue: And then your brief moment of observation has passed, as
When the cave-in hazard is triggered, read:
a cadre of one-eyed giants, axes held high, converges on you!
As you progress, it becomes apparent that some A low groan reverberates through the sanctum, sending
construction took place here at one point. Several broken dust raining down from above. And then the rain is far
more than dust, as bits of rock begin to shake loose.

December 20 08 | D U N G E O N 161
48
The Temple Between

Banshrae Dartswarmer (B) Level 11 Artillery Hethralga, Unique Howling Hag Level 12 Controller Cave-In Level 13 Lurker
Medium fey humanoid XP 600 Medium fey humanoid XP 700 Hazard 800 XP
Initiative +11 Senses Perception +7; low-light vision Initiative +11 Senses Perception +10; low-light vision A disruption sets off a chain reaction that doesnt end until all
HP 89; Bloodied 44 HP 126; Bloodied 63; see also shriek of pain the room is covered in rubble.
AC 23; Fortitude 20, Reflex 23, Will 22 AC 26; Fortitude 25, Reflex 24, Will 23
Speed 8 Speed 6; see also fey step Perception
m Slam (standard; at-will) m Quarterstaff (standard; at-will) Weapon DC 31: The character notices that the area is unstable.
+13 vs. AC; 1d8 + 3 damage. +15 vs. AC; 1d10 + 5 damage. Additional Skill: Dungeoneering
R Blowgun Dart (standard; at-will) Weapon C Howl (standard; at-will) Thunder DC 26: Same as Perception, above.
Ranged 5/10; +16 vs. AC; 1d10 + 6 damage, and the Close blast 3; +16 vs. Fortitude; 1d6 + 6 thunder damage, Initiative +6
target is dazed and takes a 2 penalty to attack rolls and the target is pushed 3 squares. Trigger
(save ends both). C Shriek of Pain (standard; recharges when first bloodied) Two rounds after the first time a cyclops makes a cave-in
C Dart Flurry (standard; recharge ) Weapon Thunder attack, or 4 rounds after combat has begun (whichever
Close blast 5; +16 vs. AC; 1d10 + 6 damage, plus the target Close blast 5; +16 vs. Fortitude; 3d6 + 6 thunder damage, comes first), the cave-in hazard is triggered. Between the
is dazed and takes a 2 penalty to attack rolls (save ends or 3d6 + 11 thunder damage if the howling hag is trigger and the cave-ins attack, characters in the area
both). bloodied. Miss: Half damage. know that a cave-in is beginning. On its turn, the cave-in
Alignment Unaligned Languages telepathy 20 Change Shape (minor; at-will) Polymorph attacks a random area within the encounter area (M8).
Str 16 (+8) Dex 22 (+11) Wis 15 (+7) A howling hag can alter its physical form to appear as Attack
Con 17 (+8) Int 14 (+7) Cha 20 (+10) an old crone of any Medium humanoid race (see Change Standard Action Close burst 1
Equipment blowgun, darts Shape, Monster Manual page 280). Targets: Creatures in burst
Fey Step (move; encounter) Teleportation Attack: +16 vs. Reflex
The howling hag can teleport 10 squares. Hit: 2d12 + 8 damage
4 Slystone Dwarf Ruffians (S) Level 10 Soldier Miss: Half damage
Alignment Evil Languages Common, Elven
Small fey humanoid XP 500 each Effect: The burst area becomes difficult terrain.
Skills Bluff +15, Insight +15, Nature +15
Initiative +12 Senses Perception +5; low-light vision Sustain Standard: The cave-in attacks each round, targeting
Str 21 (+11) Dex 21 (+11) Wis 18 (+10)
HP 104; Bloodied 52 a different square.
Con 22 (+12) Int 13 (+7) Cha 19 (+10)
AC 26; Fortitude 23, Reflex 22, Will 21 Countermeasures
Equipment quarterstaff
Speed 6; see also mad dash A character who makes a DC 31 Dungeoneering check
m Hammer (standard; at-will) Weapon as a minor action can determine the square the trap will
+17 vs. AC; 2d6 + 5 damage, and the target is marked until 4 Cyclops Guards (C) Level 14 Minion attack on its next turn.
the end of the slystone ruffians next turn. Large fey humanoid XP 250 each
M Mighty Strike (standard; recharge ) Weapon Initiative +8 Senses Perception +13; truesight 6
+17 vs. AC; 3d8 + 5 damage, and target is pushed 3 HP 1; a missed attack never damages a minion. Tactics
squares. The slystone dwarf ruffian can use this power as a AC 27; Fortitude 26, Reflex 23, Will 23 The cyclopses immediately attempt to converge on
part of a charge. Speed 6
m Battleaxe (standard; at-will) Weapon the PCs, making use of their ability to trigger cave-ins
Mad Dash
When the slystone dwarf ruffian makes a charge attack, Melee 2; +17 vs. AC; 7 damage. any time a PC is appropriately positioned. Theyre
the enemy is knocked prone on a hit, in addition to any M Evil Eye (immediate reaction, when a melee attack misses also fond of bullrushing PCs back into the crevice as
other effects of the attack. the cyclops guard; at-will)
they climb out, and might even ready actions to do
Alignment Evil Languages Common, Elven The cyclops guard makes a melee basic attack against
Skills Athletics +14 the attacker. so. The hag and the banshrae stay at maximum range
Str 18 (+9) Dex 21 (+10) Wis 11 (+5) Alignment Unaligned Languages Elven for their various powers; if the PCs attempt to close,
Con 16 (+8) Int 11 (+5) Cha 18 (+9) Str 22 (+11) Dex 16 (+8) Wis 17 (+8) the pair conducts a fighting retreat, moving either
Equipment leather armor, hammer Con 20 (+10) Int 11 (+5) Cha 11 (+5)
Equipment hide armor, heavy shield, battleaxe
through the door to M7 or into the crevice, depending
on which way the PCs are coming from. At least one
of the slystones accompanies them when they do this,

December 20 08 | D U N G E O N 161
49
The Temple Between

potentially leading to a combat that makes multiple Features of the Area Dais: The steps of the dais are shallow enough that
circuits of M7 and M8. The hag resumes her normal they do not impede movement.
Illumination: Area M8 is brightly lit by a magical
form after several rounds of combat. The Incunabulum Primeval: In addition to any
glow emanating from the relief and the standing pil-
If the PCs approach M8 by M7, rather than by other treasure she might have, Hehtralga has the
lars. The light leaks through the door to M7, providing
the crevice, the slystone ruffians retreat so they can Incunabulum on her person.
dim light for the easternmost room and passage. The
fight alongside their allies. Otherwise, they enter Pillar, Fallen: The fallen pillar provides cover.
rest of M7 is illuminated only by whatever light the
M8 in the second round of combat, having heard the A creature can climb over or onto it; this requires
PCs bring with them.
commotion. an extra square of movement, and requires a DC 17
Ceiling: The ceiling of M7 is 15 feet overhead,
Once the random cave-in begins, Hethralga and Acrobatics check if the creature wishes to move more
while that of M8 is 30 feet overhead.
the banshrae retreat to M7. The slystones and the than 1 square atop it.
Crevice: The jagged crevice at the southwest is
cyclopses retreat as well, but more slowly, attempt- Pillar, Leaning: The southwesternmost pillar in
roughly 20 feet deep, andthanks to various doors
ing to maintain melee as they do so (and, hopefully, M8 leans precariously against the wall. It can be used
and passages that were caved in long agoprovides
keeping the PCs in the sanctum, and in range of the as a makeshift weapon, as described above.
the only means of accessing area M6 from here. It
cave-in, longer). Rubble: The rubble is difficult terrain.
requires a DC 21 Athletics check to climb its ledges.

SPECIAL ATTACK
A Large or larger creature can deliberately cause
rocks to fall from the ceiling by striking high up on
one of the chambers standing pillars. This requires
a standard action, and the attacker can decide what
square the attack is centered on, as long as it is within
4 squares of the pillar. This is a close burst 1, Strength
vs. Reflex attack that deals 2d12 + 8 damage (half
damage on miss) and causes the area to become dif-
ficult terrain.
The leaning pillar (see below) can also be used as a
makeshift attack. If pushed from the west with a DC
19 Strength check (being jammed against the wall, it
wont move if shoved from any other direction), it falls
to the ground and rolls to the position marked on the
map. It makes a +16 vs. Reflex attack against anyone
standing in its path; if it hits, it deals 2d8 damage,
pushes the target as far as it needs to for the target to
be out of the way, and knocks the target prone. Once
it lands, it is another fallen pillar, as defined below.

December 20 08 | D U N G E O N 161
50
The Temple Between

M9: THE RELIQUARY Although they do not face him here, or even set of double doors several dozen feet above your current
identify him for what he is, this is the PCs first oppor- level, and a pair of massive statues of Moradin stand in the
Encounter Level 12 (3,700 XP) tunity to spot their true enemy, General Zithiruun. northwest and northeast corners. To the southwest stand
He is the cloaked figure (described below) they see a pair of small buildingsthe only structures in the entire
Setup atop the platform. As soon as he steps out of sight, he cavern that appear to have a roof.
2 dragonborn gladiators (G) heads at full speed for the secret door in the north- An array of humanoid creatures stands scattered about
1 eidolon (E) west. Given his ability to fly, he can reach that hidden the chamber, both on the platform or stairs, and down on
1 spitting troll (P) exit and be through it in 2 roundspossibly before the the ground level. Not a one of them looks especially thrilled
6 streetwise thugs (S) PCs even reach the platform. to see you.
2 trolls (T) Creatures indicated on the map in red are on the
top platform or stairs. Creatures in yellow are on the
WHAT IF THEY COME
The first portion of the Mountainroot Temple ever ground floor, although possibly visible through the
carved from the Stonehome range, the reliquary FROM THE VAULT?
platform.
served as the home for the sects greatest religious If the PCs make their way to the reliquary from the
treasures for years on end, though most were removed When the PCs enter, read: hidden trapdoor in the vault (M5), rather than from
when the temple was largely abandoned. Its peculiar the grand cathedral, the situation is only moder-
You are in a wide corridor. Ahead of you, two f lights of
design was intended to allow priests and worshipers ately different. You can give the PCs the same basic
stairs, separated by a long landing, lead to a platform high
to come and gaze upon these great relics, without description (though obviously from a ground perspec-
above. Two figures stand atop that platform, apparently
allowing anyone to approach. It was also here that tive, rather than above the platform). They still catch
conversing. One is a rust-hued dragonborn clad in heavy
angels and exarchs of Moradin appeared from the only a quick glimpse of Zithiruun, before he disap-
armor. The other is a slender figure, its features hidden
Astral Sea, entering by using the great double doors to pearsdown to the south, rather than toward the
by a hooded cloak. He is clad in a sort of leather-and-steel
the north. (Remember that, until the PCs rescue the secret door through which the PCs have emerged.
harness. It looks less like armor than like the creation of
Caretaker, exit from the templeeven by these astral
a maddened surgeona full-bodysuit version of a brace
doorsis impossible.)
designed to hold a broken limb in place. If the PCs open the double-doors in the north
Zithiruun and his soldiers arrived here from the
You see them only for a split second, for before the door (marked A), read:
Astral Sea as well, and here they have set up camp.
has even fully opened, both have stepped away from the
They are holding the Caretaker hostage in the small For an eternal instant, the world fades away as you stand
edge and out of sight.
building labeled I, where they have spent days tortur- upon the precipice of infinity. An ocean of pearlescent
ing him. Although the Caretaker hasnt broken, he When the PCs reach the center platform, read: silver stretches ever onward, its tides and crests all but
has slowly gone slightly mad, resulting in the peculiar invisible as they slowly traverse the great expanse. Beneath
behavior of some of the temples magical defenses. Four stone stairs come together here, forming a small those waters, stars and constellations twinkle with almost
This, alas, includes the temples guardian eidolon, platform about 20 feet above a larger, circular surface. blinding clarity, and far in the distance, the great peaks of
which has come to accept the githyanki soldiers and That surface appears to be made of glass or crystal, an unknown isle protrude from the endless waters.
treats them as allies in combat. allowing a full view of the various chambers below. Some of The sense of vertigo here, at the edge of the world, is
those chambers extend out from beneath the crystalopen- almost overwhelming, striking not merely at the body but at
roofed so that you can still see in. The stairs to the north the mind and soul.
rise upward, rather than down, culminating in a large

December 20 08 | D U N G E O N 161
51
The Temple Between

When the PCs first enter area B (or examine it Perception Check were apparently stuck for safekeeping. A wooden bed frame
from above), read: DC 20: One of the piles of books has recently been leans against the wall at an angle; chained to it, dangling by
disturbed. It looks much like something was removed from his chafed and bloody wrists, is what appears to be a dwarf
Pedestals and podiums scattered across the room, as well the bottom, allowing the rest of the heap to crumple inward. with hair and beard of writhing flame! Despite its touch,
as hooks and shelves along the walls, suggest that this was (Although the PCs cannot know this for sure, they might the wood of the frame shows no evidence of burning.
once a display chamber or gallery. Though most are empty, guess that this is where the Incunabulum Primeval was
a few hooks still boast old tapestries and paintings, while taken fromand theyd be right.) Once the PCs begin interacting with the
the occasional podium displays a small sculpture. It looks Caretakerassuming combat is overconsult
as though the vast majority of the artwork has been gone When the PCs first enter area F (or examine it
Departing the Temple in the Mountainroot Temple
for ages. from above), read:
Overview.
When the PCs first enter area C (or examine it The specially carved racks and concave shelves suggest that
2 Dragonborn Gladiators (G) Level 10 Soldier
from above), read: this was once a repository for scrolls of various sizes. Medium natural humanoid XP 500 each
Initiative +9 Senses Perception +6
Alcoves along the walls and great stone sarcophagi across When the PCs first enter area G (or examine it HP 106; Bloodied 53; see also dragonborn fury
the chamber indicate rather dramatically that this was from above), read: AC 24; Fortitude 23, Reflex 20, Will 21
Speed 5
once a sepulcher, likely for particularly holy members of m Bastard Sword (standard; at-will) Weapon
This rather sizable room boasts a smattering of large
the Church. Most of the sarcophagi have been broken into, +15 vs. AC (+16 while bloodied); see also lone fighter;
statues, idols, and carven pillars. Their random placement
ransacked, and desecrated. The air here smells a bit stale 1d10 + 5 damage.
around the chamber indicates that theyve been moved, and M Finishing Blow (standard; at-will) Weapon
and dusty, but any scent of decay faded centuries ago.
the great empty spaces suggest that this room once held Target must be bloodied; +15 vs. AC (+16 while bloodied);
2d10 + 5 damage, and the dragonborn gladiators allies
When the PCs first enter area D (or examine it many more such relics than it currently does.
gain a +2 bonus to attack rolls until the end of the
from above), read: dragonborn gladiators next turn.
When the PCs first enter area H, read:
C Dragon Breath (minor; encounter) Fire
Apparently a sitting or study room, this chamber contains Close blast 3; +12 vs. Reflex (+13 while bloodied); 1d6 + 4
This building and its attachment, the only two structures fire damage.
little but old, decaying chairs and a few small tables barely
in this cavern to have roofs, are clearly of far more recent Dragonborn Fury (only while bloodied)
wide enough for a large tome.
construction than most everything else herein. The walls A dragonborn gains a +1 racial bonus to attack rolls.
Gladiators Strike
are of thin stone and do not match the surroundings, and
When the PCs first enter area E (or examine it When the dragonborn gladiator hits an enemy with an
the floor is covered haphazardly with a thin rug. Several opportunity attack, the target is knocked prone.
from above), read:
tables and chairs sit scattered about, and a cooking Lone Fighter
The dragonborn gladiator gains a +2 bonus to melee attack
cauldron occupies one corner.
This room was obviously a library at some point. The rolls when adjacent to only one enemy.
shelves are mostly empty now, but they are large enough to Alignment Unaligned Languages Common, Draconic
When the PCs first enter area I, read:
Skills Athletics +15, History +7, Intimidate +15
have held several hundred books. A few heaps of molding
Str 12 (+10) Dex 15 (+7) Wis 12 (+6)
parchment and leather are all that remain of those books What was once a bedroom has been transformed into a Con 18 (+9) Int 10 (+5) Cha 16 (+8)
that were dropped and left behind when the temple was chamber of horrors. Old blood has matted the carpet into Equipment scale armor, bastard sword
abandoned. a thin film that crunches beneath your feet. Dull blades
and needles protrude from the surface of a desk, where they

December 20 08 | D U N G E O N 161
52
The Temple Between

Eidolon (E) Level 13 Controller (Leader) Spitting Troll Level 10 Soldier (Leader) 6 Streetwise Thugs (S) Level 9 Minion
Large natural animate (construct) XP 800 Medium natural humanoid XP 500 each Medium natural humanoid, human XP 100 each
Initiative +8 Senses Perception +9 Initiative +12 Senses Perception +8 Initiative +3 Senses Perception +3
Fearless Followers aura 5; allies who enter or start their turns HP 106; Bloodied 53; see also troll healing HP 1; a missed attack never damages a minion.
within the aura are immune to fear. Regeneration 10 (if the troll takes acid or fire damage, AC 21; Fortitude 19, Reflex 16, Will 16
HP 132; Bloodied 66 regeneration does not function until the end of its Speed 6
AC 28; Fortitude 26, Reflex 22, Will 23 next turn) m Longsword (standard; at-will) Weapon
Immune disease, fear, sleep AC 26; Fortitude 22, Reflex 23, Will 22 +14 vs. AC; 6 damage.
Speed 5 Speed 6, climb 4 r Crossbow (standard; at-will) Weapon
m Slam (standard; at-will) m Claw (standard; at-will) Poison Ranged 15/30; +13 vs. AC; 6 damage.
Melee 2; +19 vs. AC; 2d8+6 damage. +17 vs. AC; 1d6 + 5 damage, plus 1d6 poison damage. Murder is a Team Sport
R Divine Retribution (immediate reaction, when an enemy r Javelin (standard; at-will) Poison, Weapon If a streetwise thug is flanking an enemy, it deals 1 extra
attacks the eidolon while hallowed stance is active; at-will) Ranged 10/20; +17 vs. AC; 1d6 + 5 damage, plus point of damage per ally adjacent to the flanked enemy
Radiant 1d6 poison damage. (including the ally who is granting the flank), to
Divine radiance strikes the creature that attacked the R Acid Spit (minor; recharge ) Acid a maximum of +4.
eidolon: ranged 20; +17 vs. Reflex; 2d8 + 5 radiant Ranged 5; +15 vs. Reflex; 1d6 acid damage. Alignment Evil Languages Common
damage. Miss: Half damage. This attack does not provoke Regenerative Empowerment (minor 1/turn, at-will) Skills Athletics +11, Thievery +8
opportunity attacks. One troll within 10 squares whose regeneration is Str 16 (+7) Dex 12 (+5) Wis 10 (+4)
R Vengeful Flames (immediate reaction, when an enemy kills currently inactive (as a result of taking acid or fire damage) Con 15 (+6) Int 9 (+3) Cha 11 (+4)
one of the eidolons allies in the eidolons line of immediately reactivates the regeneration. Equipment leather armor, crossbow, longsword, case
sight; at-will) Fire Troll Healing Healing with 20 bolts
Divine fire engulfs the enemy: ranged 20; +17 vs. Reflex; If the troll is reduced to 0 hit points by an attack that does
1d8 + 5 fire damage, and ongoing 5 fire (save ends). This not deal acid or fire damage, it rises on its next turn (as a 2 Trolls (T) Level 9 Brute
attack does not provoke opportunity attacks. move action) with 10 hit points. Large natural humanoid XP 400 each
Hallowed Stance (standard; at-will) Radiant Alignment Chaotic evil Languages Common, Giant Initiative +7 Senses Perception +11
The eidolon assumes a meditative stance. Until the end Skills Athletics +13, Endurance +14 HP 100; Bloodied 50; see also troll healing
of its next turn, the eidolon gains resist 20 to all damage, Str 16 (+8) Dex 21 (+10) Wis 17 (+8) Regeneration 10 (if the troll takes acid or fire damage,
and all allies in its line of sight deal 1d8 extra radiant Con 18 (+9) Int 10 (+5) Cha 13 (+6) regeneration does not function until the end of its
damage on their melee attacks. If the eidolon moves, the Equipment leather armor, 10 javelins next turn)
effect ends. AC 20; Fortitude 21, Reflex 18, Will 17
Alignment Unaligned Languages Speed 8
Str 22 (+12) Dex 14 (+8) Wis 16 (+9) m Claw (standard; at-will)
Con 20 (+11) Int 7 (+4) Cha 11 (+6) larger and stronger creatures are fond of bullrushing Melee 2; +13 vs. AC; 2d6 + 6 damage; see also
foes off the edge of the stairs or the crystal platform. frenzied strike.
Tactics The eidolon never retreats to ground level, since it M Frenzied Strike (free, when the trolls attack bloodied an
enemy; at-will)
The monsters tactics depend largely on the PCs. If can keep line of sight to more allies from on high. If The troll makes a claw attack.
the heroes allow themselves to become trapped up all the creatures but the eidolon are slain, it freezes, Troll Healing Healing
on the platform, the monsters converge and try to awaiting further instructions from the Caretaker. All If the troll is reduced to 0 hit points by an attack that does
surround them. Otherwise, they use a combination not deal acid or fire damage, it rises on its next turn (as a
other creatures here fight to the death.
move action) with 10 hit points.
of focusing on specific PCs and fighting withdrawals
Alignment Chaotic evil Languages Giant
to try to force the party to split up. In either case, the Skills Athletics +15, Endurance +14
monsters do not remain in their starting positions, Str 22 (+10) Dex 16 (+7) Wis 14 (+6)
Con 20 (+9) Int 5 (+1) Cha 10 (+4)
but converge on their foes as rapidly as possible. The

December 20 08 | D U N G E O N 161
53
The Temple Between

Features of the Area Walls: The walls of the


chamber, and the walls
Illumination: The crystalline platform provides
of the southern passage/
its own glow, as does the door to the Astral Sea, and it
staircase, rise from floor
brightly illuminates the entire chamber.
to ceiling. The walls of
Ceiling: The ceiling of the chamber is a full 100
the various chambers that
feet above the ground floor. The crystal platform
stand partly or entirely
which forms a ceiling or partial ceiling for the rooms
beneath the crystalline
on the groundis 20 feet above that level. The ceiling
platform rise 20 feet high.
of buildings H and I is 10 feet above the ground.
The portions of those
Crystal Platform: Although hard as stone, the
rooms that jut beyond the
crystal platform is as transparent as fine glass. This
crystal are not roofed; a
allows line of sight, but not line of effect. There is no
creature can walk along
railway or wall around the platform.
the top of the walls, but
Doors: The doors into areas H and I are locked,
theyre narrow, requiring
requiring a DC 22 Thievery check to open. The
a DC 25 Acrobatics check
doors to the Astral Sea (marked A) are covered in all
for each standard or move
manner of abstract carvings and flowing runes.
action taken.
Furniture, Display Cases, and Shelves: The
various chambers are filled with furnituresome
intact, some broken. Assume that, at any time it mat-
ters, a piece of furniture requires an extra square of
movement to stand on and can provide cover.
Secret Doors: The secret doors in the statues
require a DC 25 Perception check to locate. The door
in the northwest statue opens onto a spiral stair that
leads into an underground passage (not mapped).
This eventually leads to another spiral stair, which
comes up to the secret trapdoor in the vault (M5). The
secret door in the northeast statue leads to a spiral
stair that leads to a dead end passage (not mapped).
This used to connect to the barracks at M7, but most
of the corridor, and the specific room to which it
connected, have long since collapsed.

December 20 08 | D U N G E O N 161
54
The Temple Between

M10: When the PCs first enter area B, read: When the PCs first enter area F, read:

THE UNDERCHAMBERS A great many doors line the walls in this chamber. A few are Whatever purpose this cave-in damaged chamber might
ajar, showing what appear to be wooden-walled monastic once have served, it now appears as little more than an
Encounter Level 8 (1,800 XP)
cells beyond them. empty hollow.
Setup When the PCs first enter area C, read:
2 marching hammers (H) Radiant Tendrils Level 13 Obstacle
Trap 800 XP
Radiant tendrils trap
Nothing remains in this room but a few smatterings of Gleaming tendrils of white light whip out to lash at you.
broken furniture. Any hint of its original purpose was lost Perception
In the chambers formerly used by priests of Moradin
when the eastern wall partially collapsed long ago. DC 27: The character notices something strange about
for elements of daily life, the temples mysti- the area ahead, as though the floor was somehow
cal defenses are as crazed as ever, thanks to the absorbing a bit of the ambient light.
When the PCs first enter area D, read:
Caretakers incipient madness. Additional Skill: Arcana
DC 23: The character recognizes a faint glow from, and a
When the PCs trigger the radiant tendrils, read: Despite the damage, this room still obviously serves as a sequence of runes scratched into, the fire pit, and realizes
combination meeting hall and library. A long table sits this is the traps source. (The character must be in the
forge [room E] to accomplish this.)
A whiplike tendril of piercing white light, so bright it amid a smattering of chairs, and the chambers western DC 31: The party gains a +2 bonus to Thievery checks to
threatens to blind the eye, reaches through the f loor, as side is occupied by a more heavily upholstered chair, a disable the trap.
though the room seeks to wrap you in its coils. bookcase, and a small altar to Moradin. All are covered in a Trigger
When a creature enters or begins its turn in a trapped
fine coating of dust.
When the PCs first see the marching hammers, square, the trap attacks.
Attack
either because they have come to the constructs
When the PCs first enter area E, read: Opportunity Action Melee
or vice-versa, read: Target: Creature in a trapped square
Attack: +18 vs. AC
Youve stepped into what appears to be an actual forge, Hit: 2d10 + 6 radiant damage and blind until the end of the
A halfling-sized block of iron lumbers into view. It appears
which was perhaps used for ceremonial purposes or the targets next turn.
to be little more than an anvillike body with squat legs and Aftereffect: 2 to attack rolls and checks until the end of
creation of magic items. Two anvils occupy the rooms
a pair of heavy hammers at the end of long, writhing arms. the targets next turn.
northern side, while a fire pit filled with ancient white-gray
Countermeasures
ashes takes up the center of the chamber. Against the south A character who makes a successful DC 27 Acrobatics
When the PCs first enter area A, read:
wall, a larger anvil stands beneath the unblinking gaze of a check can move through a trigger square without
statue of Moradin. provoking the attack. The squares count as difficult
This chamber was apparently a foyer or waiting room. A terrain.
ragged rug covers the f loor, with a few old indentations An adjacent character can disable a trigger plate with a
DC 31 Thievery check.
indicating where chairs used to sit. The northeast door is
ajar, showing a cloakroom with empty pegs protruding
from the walls.

December 20 08 | D U N G E O N 161
55
The Temple Between

2 Marching Hammers (H) Level 10 Brute Features of the Area Wooden Walls: The walls between the penitents
Small natural animate (construct, homunculus) XP 500 each cells are flimsy wood. They can be broken through
Initiative +4 Senses Perception +12; darkvision Illumination: The only illumination is what the
with a DC 15 Strength check; this takes an extra
HP 129; Bloodied 64 PCs bring with them.
AC 23; Fortitude 23, Reflex 17, Will 19 square of movement. If the creature beats a DC 20
Ceiling: The ceiling is 15 feet overhead.
Immune disease, poison, sleep Strength check, this does not require an extra square.
Anvils: The three anvils in the forge are all but
Speed 6
m Hammer Hand (standard; at-will) impossible to move. They provide cover, and a crea-
+13 vs. AC; 3d6 + 5 damage. ture can step up onto one with an extra square of
M Hammering Charge (standard; at-will)
movement.
The marching hammer can use this power as a part of
a charge; +13 vs. AC; 3d6 + 5 damage, plus target is Bookcase: The bookcase in room D has no more
knocked prone. books left on it, but it can be climbed with a DC 10
Beat Them When Theyre Down Athletics check.
The marching hammer deals 1d6 extra damage when
Chairs: The chairs are not sufficient
attacking a prone enemy.
Guard Area (see Monster Manual, page 156) to provide cover, but a character can step
A marching hammer can make a hammering charge attack up onto one with an extra square of move-
against any creature in its guarded area, even if the power
ment, or use one as a makeshift weapon.
hasnt recharged. If the marching hammer uses a charge
attack to make its hammering charge, its speed increases to Fire Pit: The fire pit has no fire in it,
8 when making that charge. but it is the source of the radiant tendrils
Alignment Unaligned Languages trap.
Skills Perception +12
Marching Hammer Guarded Areas:
Str 21 (+10) Dex 8 (+4) Wis 14 (+7)
Con 19 (+9) Int 5 (+2) Cha 13 (+6) The guarded areas of the homunculi are
marked on the map.
Tactics Radiant Tendrils: The trapped
The marching hammers attack characters in their squares are marked on the map.
guarded area over other targets, but otherwise seek to Statue: This statue of Moradin carries
slay all intruders. They try to approach intruders from a hammer and tongs, as though in the
opposite directions, making use of various doorways midst of forging.
and corridors to flank foes. They fight in or near the Table: A character can step up onto
trapped squares, since the trap is mystically attuned the table with an extra square of move-
to them and they do not trigger it. The hammers have ment. A DC 25 Strength check topples the
no compunctions about going through the wooden table over, allowing it to serve as cover and
walls between penitents cells if thats the best means knocking prone any creatures standing
of getting at an enemy. on it.

December 20 08 | D U N G E O N 161
56
The Temple Between

SC3: COUNCIL OF WAR Defeat


The PCs cannot meaningfully contribute, and do not gain
Once the skill challenge is complete (for good or
ill), Great Elder Morgoff s shoulders slump. I fear
victory points.
Encounter Level 9 (1,200 XP) Special If the players themselves come up with any
weve done all we can for now, he says. We must go
creative uses of the city map or terrain for defensive and spread word to our soldiers of what is to come,
Setup purposes, grant them 1 or 2 automatic successes. and what they must do. My friends, he says to the
History (DC 20) PCs, if you are willing, I would have you stay here
Once the PCs reach the council chamber, begin the A successful check counts as a success on the skill challenge.
skill challenge. The PC draws on knowledge of past sieges over the at Caer Overlook tonight, so that you are ready on a
course of history and suggests strategies accordingly. moments notice. I can have people show you to guest
Insight (DC 16) quarters. I suggest we all get a good nights sleep; I
Council of War Level 9 This doesnt qualify as a success, but succeeding on this
Skill Challenge XP 1,200 fear the next days will be tiring indeed.
check grants the party a +2 bonus to all further checks
You find yourselves, along with the present members of the in this challenge until someone fails a check. However,
council, High Priest Durkik, and several officers, standing in failure on this check imposes a 2 penalty to all further
a perfectly square room of stone walls. A table in the center of checks in this challenge until someone succeeds on a
the room boasts an intricate model of Overlook, while each of check. In either case, Insight can be used only once in
the walls showcases maps of the surrounding area. this fashion.
Great Elder Morgoff asks Durkik to offer a prayer to Moradin With thought and contemplation, the PC anticipates
to open the meeting. Once done, he says, Overlook is a some of the actions that the enemy is likely to take.
martial city. We have mighty walls, strong soldiers. But we Intimidate (DC 20)
are accustomed to fighting foes such as orcs, not monstrous A successful check counts as a success on the skill challenge,
enemies such as trolls, who rise again each time they fall. My but the group can gain up to 3 successes with this skill
friends, you have more experience with such things. Will you only.
help us plan? And would you make yourselves available to us By giving careful consideration to what sorts of positions
throughout the siege, to deal with such dangers as our guards and defenses are likely to be the most frightening or
skilled though they areare unprepared to face? I offer you disheartening, the PC suggests effective placements for
what reward I can for your help, though I cannot cite you the soldiers.
numbers or amounts until I see what resources remain when Religion (DC 20)
ifOverlook survives the coming days. A successful check counts as a success on the skill challenge.
Rather than focusing on historical accounts, the PC
The PCs must aid the Council of Elders and the officers of the instead draws on knowledge of various battles described
garrison in devising a defense for the city. in the myths and tales of the worlds religions.
Complexity 3 Thievery (DC 20)
(requires 8 successes before 3 failures). A successful check counts as a success on the skill challenge,
Primary Skills but the group can gain up to 3 successes with this skill
History, Insight, Intimidate, Religion, Thievery. only.
Victory The PCs knowledge of tricks and traps allows the PC
The PCs have helped come up with a viable defensive plan, to suggest various means to slow the enemys advance,
and they gain victory points accordingly. either through stealthily placed troops or hidden traps
and obstacles.

December 20 08 | D U N G E O N 161
57
The Temple Between

T2: DEATH FROM Berbalang Level 10 Solo Skirmisher Duplicates last until the berbalang reaches 0 hit points,
Medium immortal humanoid XP 2,500 absorbs them, or uses sacrifice. A duplicate must stay within
ABOVE Initiative +13 Senses Perception +6 10 squares of the berbalang at all times or it disappears.
HP 408; Bloodied 204 Absorb Duplicate (standard; at-will) Healing
Encounter Level 10 (2,500 XP) AC 25; Fortitude 22, Reflex 25, Will 21; see also psychic The berbalang absorbs a duplicate adjacent to it and regains
deflection 50 hit points.
Saving Throws +5 Berbalang Sneak Attack
Setup Speed 6, fly 8 A berbalang or a duplicate that flanks an enemy with
Action Points 2 another duplicate deals 1d8 extra damage on melee
1 berbalang (B), initially with two duplicates (D)
m Claw (standard; at-will) attacks against that enemy.
+14 vs. AC; 1d8 + 6 damage. A Sacrifice (standard; at-will) Psychic
Among the various forces Zithiruun has hired for the Summon Duplicate (minor, not while bloodied; at-will) Area burst 1 centered on a duplicate; the berbalang can
assault on Overlook is a trio of berbalangs, who have Conjuration, Psychic cause one of its duplicates to explode in a burst of psychic
The berbalang manifests an exact duplicate of itself in an gore; +11 vs. Fortitude; 2d8 + 6 psychic damage, plus the
been promised not only substantial riches, but first
unoccupied adjacent square. It can have no more than target is dazed (save ends). Miss: No damage, but the target
pick of the captives and of the dead for their larders. four duplicates at once, and duplicates cannot summon is dazed (save ends). Effect: The berbalang takes 25 damage.
Thankfully, the PCs themselves only have to deal other duplicates. When a duplicate appears, it makes an Psychic Deflection (immediate reaction, when the berbalang is
with one. initiative check and joins the battle on that initiative count. damaged by an attack; at-will) Psychic
All damage a duplicate deals is treated as psychic damage. The berbalang can deflect the damage it takes from
As the battle commences, the berbalang swoops A duplicate has the same statistics as the berbalang an attack to one of its duplicates. Any effects or secondary
over a poor neighborhood in the Nine Bells district, except for its hit points. When the berbalang manifests a attacks included in the attack are also deflected to the
dropping alchemical firebombs. Its not a tactically duplicate, the berbalang loses one-quarter of its current hit duplicate. The damage a duplicate takes in this way is
points and the duplicate appears with that quantity considered psychic damage.
important target, but its great for spreading panic,
of hit points. The berbalangs maximum number of hit Alignment Evil Languages Supernal
and the plethora of old buildings and wooden struc- points remains the same. Str 16 (+8) Dex 22 (+11) Wis 13 (+6)
tures mean the flames will spread. The berbalang is Con 14 (+7) Int 14 (+7) Cha 15 (+7)
already split into three different forms (the original
and two duplicates), meaning the original currently When the PCs approach, read: Tactics
has 204 hit points and the two duplicates each have The true berbalang stays at range for the first few
102. Flames dance across a cluster of rooftops, and the crackling
rounds, allowing its duplicates to close for melee.
from the fire drowns out the screams of panic as citizens
If any PCs are far enough from its duplicates that it
scramble in all directions. In the smoky air above, a trio of
wont hit them, it makes use of its special firebomb
horrid winged humanoids, with mottled blue skin, whirl
attack (see below). When a duplicate nears death
about on the inferno-birthed updrafts. Every few moments,
(down to about one-quarter of its starting hit points),
one of them hurls a clay jug that bursts into f lames as it
the berbalang moves in and absorbs it. It might then
strikes a nearby building.
engage in combat, or spawn a new duplicate and
retreat to range, depending on how effective the PCs
are with distance attacks. Once the berbalang is
down to fewer than 50 hit points, it wont spawn any
more duplicates, for fear ofso to speakspreading
itself too thin.

December 20 08 | D U N G E O N 161
58
The Temple Between

Features of the Area Fire: The marked squares are on fire when combat
begins. Creatures can enter or move through the
Illumination: The combination of daylight and
SPECIAL ATTACK squares unharmedessentially running through the
fire provide as much bright light as the PCs could
The berbalang has three more firebombs in its pos- flamesbut any creature that begins its turn in a fiery
ever want.
session. It makes an attack roll when it throws the square takes 2d6 fire damage.
Boards: These boards were placed to facilitate
firebomb, but it misses only on a natural 1, because At the start of the berbalangs turn each round, one
evacuation from one building to another. They can be
its not aiming for an individual, merely a particular square adjacent to each fiery square becomes a fiery
kicked or pushed off with a DC 5 Athletics check, or a
square. (On a natural 1, select a random square adja- square. (Either choose or determine randomly.)
DC 20 Athletics check if someone is currently stand-
cent to the one at which it was aiming.) The firebomb ing on them.
explodes in a burst 1. It causes no immediate damage, Buildings: The buildings range from one to four
but it fills those squares with fire as defined in Fea- stories (2 to 8 squares) in height. Climbing the walls
tures of the Area. requires a DC 15 Athletics check.

December 20 08 | D U N G E O N 161
59
The Temple Between

T3: HOLD THE WALL! Spitting Troll (P) Level 10 Soldier (Leader) Two-Headed Troll Level 10 Elite Brute
Medium natural humanoid XP 500 Large natural humanoid XP 1,000
Encounter Level 12 (3,500 XP) Initiative +12 Senses Perception +8 Initiative +5 Senses Perception +7
HP 106; Bloodied 53; see also troll healing HP 264; Bloodied 132; see also troll healing
Regeneration 10 (if the troll takes acid or fire damage, Regeneration 10 (if the troll takes acid or fire damage,
Setup regeneration does not function until the end of its regeneration does not function until the end of its
next turn) next turn)
1 spitting troll (P)
AC 26; Fortitude 22, Reflex 23, Will 22 AC 25; Fortitude 27, Reflex 19, Will 20
1 two-headed troll (T) Speed 6, climb 4 Saving Throws +2
2 war trolls (W) m Claw (standard; at-will) Poison Speed 6
+17 vs. AC; 1d6 + 5 damage, plus 1d6 poison damage. Action Points 1
r Javelin (standard; at-will) Poison, Weapon m Claw (standard; at-will)
A squad of monstrous trolls, using a battering ram Ranged 10/20; +17 vs. AC; 1d6 + 5 damage, plus Melee 2; +13 vs. AC; 3d6 + 7 damage.
made of a bronze-capped tree trunk, has smashed a 1d6 poison damage. M Smackdown (immediate reaction, when an enemy moves into
hole in one of the outer walls. The soldiers there have R Acid Spit (minor; recharge ) Acid a position that flanks the two-headed troll; at-will)
Ranged 5; +15 vs. Reflex; 1d6 acid damage. The two-headed troll targets one creature flanking it; +11
been driven back, and if someone doesnt stop them,
Regenerative Empowerment (minor 1/turn, at-will) vs. Fortitude; the target is knocked prone.
the trolls will have free run of the city. Someone One troll within 10 squares whose regeneration is Double Actions
being the PCs, of course. currently inactive (as a result of taking acid or fire damage) A two-headed troll rolls initiative twice, gets two turns
(Assume a few other trolls are present, but that the immediately reactivates the regeneration. during a round, and has a full set of actions (standard,
Troll Healing Healing move, minor) on each turn. Each set of actions corresponds
Overlook soldiers are dealing with them. On occa- If the troll is reduced to 0 hit points by an attack that does to a different head. The trolls ability to take immediate
sion, throw in a bit of description to remind the PCs not deal acid or fire damage, it rises on its next turn (as a actions refreshes on each of its turns.
that they arent the only ones fighting.) move action) with 10 hit points. Dual Brain
Alignment Chaotic evil Languages Common, Giant At the end of its turn, the two-headed troll automatically
Skills Athletics +13, Endurance +14 succeeds on all saving throws against the dazed and
When the PCs arrive, read: Str 16 (+8) Dex 21 (+10) Wis 17 (+8) stunned conditions and against charm effects that a save
Con 18 (+9) Int 10 (+5) Cha 13 (+6) can end.
Rubble lies strewn aboutrubble that used to be a 15-foot Equipment leather armor, 10 javelins Troll Healing Healing
If the troll is reduced to 0 hit points by an attack that does
stretch of wall. Visible just beyond is a huge tree trunk,
capped with bronzepresumably, the battering ram that Tactics not deal acid or fire damage, it rises on its next turn (as a
move action) with 10 hit points.
created that hole. The two-headed troll is a straightforward combat- Alignment Chaotic evil Languages Giant
Str 24 (+12) Dex 10 (+5) Wis 14 (+7)
Moving through the gap are several hideous trolls. The ant, charging in and attempting to pulp the PCs into
Con 22 (+11) Int 6 (+3) Cha 10 (+5)
city guards appear to have a few occupied, but otherstwo the ground. The war trolls make use of slightly more Equipment hide armor
in heavy armor, one with two heads, and one far smaller intelligent tactics, flanking or trying to fight from
than the othersare moving unimpeded into the streets. behind difficult terrain, taking full advantage of
reach. The spitting troll remains at range and throws
javelins.

December 20 08 | D U N G E O N 161
60
The Temple Between

2 War Trolls (W) Level 14 Soldier Features of the Area


Large natural humanoid XP 1,000 each
Initiative +12 Senses Perception +15 Illumination: This encounter takes place in
HP 110; Bloodied 55; see also troll healing bright daylight.
Regeneration 10 (if the troll takes acid or fire damage, Buildings: The buildings range from two to eight
regeneration does not function until the end of its
stories (4 to 16 squares) in
next turn)
AC 30; Fortitude 29, Reflex 25, Will 25 height. Climbing the walls
Speed 7 requires a DC 15 Athletics
m Greatsword (standard; at-will) Weapon
check.
Melee 2; +20 vs. AC; 1d12 + 7 damage, and the target is
marked until the end of the war trolls next turn. Rubble: The rubble
m Claw (standard; at-will) qualifies as difficult terrain.
Melee 2; +20 vs. AC; 2d6 + 7 damage.
r Longbow (standard; at-will) Weapon
Ranged 20/40; +20 vs. AC; 1d12 + 3 damage.
C Sweeping Strike (standard; at-will) Weapon
Requires greatsword; close blast 2; +20 vs. AC; 1d12 + 7
damage, and the target is knocked prone.
Blood Pursuit (immediate reaction, when a bloodied enemy
within 2 squares of the war troll moves or shifts; at-will)
The war troll shifts 1 square closer to the enemy.
Threatening Reach
The war troll can make opportunity attacks against all
enemies within its reach (2 squares).
Troll Healing Healing
If the war troll is reduced to 0 hit points by an attack that
does not deal acid or fire damage, it rises on its next turn
(as a move action) with 15 hit points.
Alignment Chaotic evil Languages Giant
Skills Athletics +17, Endurance +15
Str 24 (+14) Dex 16 (+10) Wis 16 (+10)
Con 20 (+12) Int 10 (+7) Cha 12 (+8)
Equipment plate armor, greatsword, longbow, quiver of
30 arrows

December 20 08 | D U N G E O N 161
61
The Temple Between

SC4: COMBING THE Acrobatics (DC 21)


A successful check counts as a success on the skill challenge.
If the PCs succeed in rescuing the councilor, they
receive thanks and an offer to meet up again after the
WRECKAGE Moving as swiftly and lithely as possible, the PC dodges
current troubles are over. If she isnt brought to con-
around falling timbers and pockets of flame.
Athletics (DC 21) sciousness by the PCs, you could allow them to find
Encounter Level 11 (1,800 XP)
A successful check counts as a success on the skill challenge. someone who is willing to do so and possibly even
With a surge of strength, the PC bursts through help get her to safety.
Setup intervening doors, reaches up to deflect crumbling roofs,
One of the councilors is in trouble, and the PCs or hauls a companion off a collapsing stair.
Endurance (DC 17)
receive a request for assistance. The skill challenge At least one character must attempt this check every round,
begins with this request. or it counts as attempting and failing the check. A success
on this check grants no benefit; a failure on this check
costs everyone in the party a healing surge, but does not
Combing the Wreckage Level 11 count as a failure for purposes of the skill challenge.
Skill Challenge XP 1,800 Despite the blazing heat, the choking smoke, and the
Without warning, you hear Great Elder Morgoff s voice in blinding dust, the PC is not only able to keep going, but
your head. Our diviners have located Councilor Mountain- to keep friends moving as well.
home. A siege missile struck her home, which now burns as she Heal (DC 25)
lies unconscious! Please save her! A success on this check counts as both a success on the skill
Although the PCs likely dont know where Elder challenge and grants an automatic success on the partys
Mountainhome lives, anyone they ask can point them next Endurance check in this challenge (or counters an
in the right direction: an expensive apartment in Endurance failure rolled earlier in the round).
Stonehammer. Acting swiftly, the PC uses moistened cloths and herbal
The PCs must search through a burning, crumbling remedies to alleviate some of the burns and choking
building in search of Counselor Itrika Mountainhome. among the party.
Complexity 3 Perception (DC 21)
(requires 8 successes before 3 failures). This does not count as a success on the skill challenge, but
Primary Skills grants you a +2 bonus to all future Acrobatics, Athletics,
Acrobatics, Athletics, Endurance, Heal, Perception. and Heal checks in this challenge, until the next failure.
Victory Squinting and concentrating, the PC finds his or her way,
The party finds the unconscious Itrika and successfully pulls and leads allies through the smoke, the embers, and the
her out before she chokes to death or is crushed. falling rubble.
Defeat
The party is too late to save the councilor, who dies in the
inferno.
Special Reward creative use of magic. Perhaps various
resistance-based spells can grant automatic Endurance
successes, while using cold-based spells on the fires
reduces the DCs of some of the checks.

December 20 08 | D U N G E O N 161
62
The Temple Between

T5: THE FINAL Perception Check Zithiruun, the Broken General (Z) Level 14 Elite
DC 26: Hiding amid the rubble and ruin is another Skirmisher (Leader)
ENCOUNTER dragonborn, one of darker scales and armor, wielding a
Medium natural humanoid XP 2,000
Initiative +15 Senses Perception +9
pair of broad-bladed daggers. HP 280; Bloodied 140
Encounter Level 15 (6,100 XP)
AC 30; Fortitude 26; Reflex 29; Will 28
On the second round of combat, on Zithiruuns Resist 10 psychic
Setup initiative, read: Saving Throws +2 (+4 against charm effects)
General Zithiruun (Z) Speed 6
A horrific boom reverberates from a nearby building as Action Points 1
Rathoraiax (R) m Silver Saber (standard; at-will) Psychic, Weapon
2 dragonborn gladiators (G) a massive beast soars over the rooftop, knocking several
+19 vs. AC; 1d8 + 6 damage plus 1d8 psychic damage.
1 dragonborn raider (D) of the stones from their place. What appears to be a dead r Thrown Saber (standard; at-will) Psychic, Weapon
1 redspawn firebelcher (B) dragon, its scales dull, its gray leather skin showing between Ranged 5/10 if thrown; +19 vs. AC; 1d8 + 6 damage plus
the gaps, rises into the air on broken wings. The entire top 1d8 psychic damage.
Special: If thrown, the weapon returns to Zithiruuns hand
This is it. The party is about to come face to face with of its jaw is missing, showing upward pointing teeth and a immediately after the attack is resolved.
General Zithiruun and learn the identity of their wormlike tongue that thrashes about with a mind of its own. M Silver Barrage (standard; at-will) Psychic, Weapon
And riding atop that beast is a humanoid figure clad Zithiruun makes two silver saber attacks.
enemy. This is the final battle of the siege and of the M Silver Flurry (standard; recharge ) Psychic, Weapon
adventure, at least where the PCs are concerned. And in heavy hides, contained within a body harness of iron
Zithiruun makes up to 2 attacks, each against a different
if theyre not very careful and skilled, it might be their joints and leather straps. His limbs and face are gaunt, target; he can shift 2 squares before the first attack,
last one ever. nearly desiccated. Several old wounds hang open, leaking between each attack, and after the final attack; +19 vs.
trails of blood and puss, showing bare bone in some spots AC; 2d8 + 6 damage plus 2d8 psychic damage.
Psionic Aim (immediate reaction when an ally within 5 squares
When the PCs arrive, read: and metal plates in others. But despite his old injuries and misses with an attack; encounter)
deformities, his narrow features and his yellowed, leathery The ally can reroll the attack, keeping the second result.

Scattered around the open courtyard, and across the skin clearly mark him as one of the dread githyanki, raiders Mind Over Body
Due to the psionic energy of the harness and armor he
stoops of the nearby buildings, are the corpses of dozens of and conquerors of the Astral Sea.
wears, Zithiruun uses Charisma in place of Wisdom for
Overlooks soldiers. Some are badly burned, some slashed determining hit points and Fortitude defense. (He still
uses Constitution for other purposes such as Endurance
to ribbons, and some rotting as though theyd lain dead for
checks.)
weeks on end. Two dragonborn in heavy armor wait across Mind Shock Charm
the courtyard; one stands beside a large, red-scaled reptile Whenever Zithiruun damages a target with his silver saber,
exhaling large puffs of smoke. thrown saber, silver flurry, or silver barrage attacks, the
target cannot make opportunity attacks until the end of
Zithiruuns next turn.
Telekinetic Leap (move; at-will)
Zithiruun can fly 5 squares.
Alignment Evil Languages Common, Deep Speech,
Draconic
Skills History +16, Insight +14
Str 6 (+5) Dex 23 (+13) Wis 15 (+9)
Con 6 (+5)* Int 19 (+11) Cha 20 (+12)
*See mind over body
Equipment: Hide armor and body harness, two silver sabers

December 20 08 | D U N G E O N 161
63
The Temple Between

Dragonborn Raider (D) Level 13 Skirmisher Zithiruun uses silver barrage to cut through the party, SPECIAL ATTACK
Medium natural humanoid XP 800
and then makes use of whatever powers are most When Rathoraiax first appearsand if it takes to the
Initiative +13 Senses Perception +13
HP 129; Bloodied 64; see also dragonborn fury appropriate for the circumstances. He keeps in con- air again later in combatit might attempt to knock
AC 27; Fortitude 23, Reflex 24, Will 21 stant motion and tries to avoid getting in melee with loose stones off the tops of buildings onto PCs below.
Speed 7
defenders (since loss of mobility is crippling for him), It can only target characters who are within 2 squares
m Katar (standard; at-will) Weapon
+19 vs. AC (+20 while bloodied); 1d6 + 4 damage preferring to let his allies deal with them while he of a building, and it must be adjacent to the top of
(crit 2d6 + 10). takes down controllers and leaders. He is willing to that building, on the same side as the target. This is
M Twin Katar Strike (standard; at-will) Weapon retreat from the battle, but only to regroup and come an area burst 1, +14 vs. the targets Reflex. The target
If the dragonborn raider doesnt take a move action on its
back at the PCs again. (Although Zithiruun normally takes 2d10 + 6 damage and is knocked prone. (On a
turn, it shifts 1 square and makes two katar attacks, or
vice versa. doesnt fight to the death, the success of this operation miss, the target takes half damage and is not knocked
C Dragon Breath (minor; encounter) Fire is his only means of regaining his position among the prone.) The area becomes difficult terrain.
Close blast 3; +14 vs. Reflex (+15 while bloodied); 1d6 + 3
githyanki; hell die trying to make it work.)
fire damage.
Combat Advantage
The dragonborn raider deals 1d6 extra damage on melee 2 Dragonborn Gladiators (G) Level 10 Soldier
and ranged attacks against any target it has combat Rathoraiax (R) Level 13 Elite Brute
Medium natural humanoid XP 500 each
advantage against. Large natural animate (dragon, undead) XP 1,600
Initiative +9 Senses Perception +6
Dragonborn Fury (only while bloodied) Initiative +5 Senses Perception +9; darkvision
HP 106; Bloodied 53; see also dragonborn fury
A dragonborn gains a +1 racial bonus to attack rolls. HP 328; Bloodied 164
AC 24; Fortitude 23, Reflex 20, Will 21
Infiltrating Stride (move; recharges after the dragonborn raider AC 27; Fortitude 29; Reflex 22; Will 24
Speed 5
attacks two different enemies with twin katar strike) Immune disease, poison; Resist 15 necrotic; Vulnerable 15
m Bastard Sword (standard; at-will) Weapon
The dragonborn raider shifts 3 squares. radiant
+15 vs. AC (+16 while bloodied); see also lone fighter;
Alignment Unaligned Languages Common, Draconic Saving Throws +2
1d10 + 5 damage.
Skills History +8, Intimidate +9, Stealth +16 Speed 4, fly 8 (clumsy)
M Finishing Blow (standard; at-will) Weapon
Str 18 (+10) Dex 21 (+11) Wis 14 (+8) Action Points 1
Target must be bloodied; +15 vs. AC (+16 while bloodied);
Con 17 (+9) Int 10 (+6) Cha 12 (+7) m Claw (standard; at-will)
2d10 + 5 damage, and the dragonborn gladiators allies
Equipment leather armor, 2 katars Reach 2; +16 vs. AC; 2d10 + 6 damage, and the target is
gain a +2 bonus to attack rolls until the end of the
knocked prone if it is Large size or smaller.
dragonborn gladiators next turn.
M Tail Crush (minor; at-will)
Tactics Reach 2; prone targets only; +14 vs. Fortitude; 3d8 + 6
C Dragon Breath (minor; encounter) Fire
Close blast 3; +12 vs. Reflex (+13 while bloodied); 1d6 + 4
The dragonborn gladiators close as rapidly as possible, damage.
fire damage.
while the dragonborn raider attempts to sneak or shift M Savage Fury (standard; recharge )
Dragonborn Fury (only while bloodied)
Rathoraiax makes two claw attacks.
around the battle, working to obtain combat advan- A dragonborn gains a +1 racial bonus to attack rolls.
C Breath of the Grave (standard; encounter) Necrotic,
tage. The redspawn firebelcher is trained to avoid its Gladiators Strike
Poison
When the dragonborn gladiator hits an enemy with an
allies; it remains at range and snipes at the PCs. Close blast 5; +14 vs. Fortitude; 4d10 + 6 poison and
opportunity attack, the target is knocked prone.
necrotic damage, plus the target takes ongoing 10 poison
When they appear on round two, Zithiruun Lone Fighter
and necrotic damage and is weakened (save ends both).
is mounted on Rathoraiax, but they immediately The dragonborn gladiator gains a +2 bonus to melee attack
Alignment Unaligned Languages
rolls when adjacent to only one enemy.
separate, preferring to fight as two entities. The Str 22 (+12) Dex 9 (+5) Wis 16 (+9)
Alignment Unaligned Languages Common, Draconic
undead dragon is a clumsy flier, so once it lands and Con 24 (+13) Int 1 (+1) Cha 3 (+2)
Skills Athletics +15, History +7, Intimidate +15
engages in battle, it normally remains on the ground. Str 21 (+10) Dex 15 (+7) Wis 12 (+6)
Con 18 (+9) Int 10 (+5) Cha 16 (+8)
Equipment scale armor, bastard sword

December 20 08 | D U N G E O N 161
64
The Temple Between

Redspawn Firebelcher Level 12 Artillery


Large natural beast (reptile) XP 700
Initiative +7 Senses Perception +6; low-light vision
Fire Within (Fire) aura 5; allies who enter or start their turns
within the aura gain resist 10 fire.
HP 97; Bloodied 48
AC 25; Fortitude 25, Reflex 22, Will 21
Resist 20 fire
Speed 4
m Bite (standard; at-will) Fire
+16 vs. AC; 1d10 + 4 damage, and ongoing 5 fire damage
(save ends).
R Fire Belch (standard; at-will) Fire
Ranged 12; +15 vs. Reflex; 2d6 + 1 damage, and ongoing 5
fire damage (save ends).
A Fire Burst (standard; recharge ) Fire
Area burst 2 within 10; +15 vs. Reflex 3d6 + 1 damage,
and ongoing 5 fire damage (save ends). Miss: Half damage,
and no ongoing fire damage.
Alignment Unaligned Languages
Str 18 (+10) Dex 13 (+7) Wis 13 (+6)
Con 19 (+10) Int 2 (+2) Cha 8 (+5)

Features of the Area


Illumination: This encounter takes place in early
morning and is thus brightly lit.
Bodies: The corpses qualify as difficult terrain.
Buildings: The buildings range from two to eight
stories (4 to 16 squares) in height. Climbing the walls
requires a DC 15 Athletics check.
Rubble: The rubble is difficult terrain.
Trees: The trees provide cover and can be climbed
with a DC 15 Athletics check. Most are only between
10 and 20 feet (2 to 4 squares) high.

December 20 08 | D U N G E O N 161
65
The Temple Between

APPENDIX I: Harpy Screecher Tactics Marching Hammer Level 10 Brute


Small natural animate (construct, homunculus) XP 500
NEW MONSTERS Like other harpies, screechers use alluring song to
lure victims in close, and they prefer to fight from
Initiative +4 Senses Perception +12; darkvision
HP 129; Bloodied 64
the ground rather than in the air. A harpy screecher AC 23; Fortitude 23, Reflex 17, Will 19

Harpy uses brutal scream if foes clump together, not merely to Immune disease, poison, sleep
Speed 6
cause great harm but to force them to disperse, hope- m Hammer Hand (standard; at-will)
HARPIES USE THEIR SWEET SONGS to pacify victims
fully leaving one or more in a vulnerable position. +13 vs. AC; 3d6 + 5 damage.
before tearing them to pieces with their claws. For
M Hammering Charge (standard; at-will)
more on harpies in general, see the Monster Manual, Harpy Lore The marching hammer can use this power as a part of a
page 154. In addition to the information given in the Monster charge; +13 vs. AC; 3d6 + 5 damage, plus target is
Harpy screechers are closely related to the typical knocked prone.
Manual, a character knows the following information Beat Them When Theyre Down
harpy, but they are a lot more potentand hold a fear- with a successful Arcana check. The marching hammer deals 1d6 extra damage when
some power in reserve. DC 20: Screechers are tougher relatives of normal attacking a prone enemy.
Guard Area (see Monster Manual, page 156)
harpies. Their attacks appear to infuse the target
Harpy Screecher Level 9 Controller A marching hammer can make a hammering charge attack
Medium fey humanoid XP 400 with the harpys own deadly scream, forcing them to against any creature in its guarded area, even if the power
Initiative +7 Senses Perception +6 unleash it upon their allies. hasnt recharged. If the marching hammer uses a charge
HP 96; Bloodied 48 attack to make its hammering charge, its speed increases to
AC 23; Fortitude 20, Reflex 20, Will 22 8 when making that charge.
Resist 10 thunder Homunculus Alignment Unaligned Languages
Speed 6, fly 8 (clumsy) HOMUNCULI ARE MINOR CONSTRUCTS created to guard Skills Perception +12
m Claw (standard; at-will) Str 21 (+10) Dex 8 (+4) Wis 14 (+7)
specific places, objects, or beings. They require no
+14 vs. AC; 1d8 + 3 damage. Con 19 (+9) Int 5 (+2) Cha 13 (+6)
C Alluring Song (standard; at-will) Charm food or sleep, and they can maintain their watch
Close burst 5; deafened creatures are immune; +15 vs. Will; indefinitely. Marching Hammer Tactics
the target is pulled 3 squares and immobilized (save ends).
The following types of homunculi, both dwarf- Marching hammers are tasked with guarding a par-
C Brutal Scream (standard; recharge ) Thunder
Close burst 5; +15 vs. Fortitude; 1d6 + 5 thunder damage. created, follow the same rules as other homunculi ticular area. They attack directly, moving in on the
Secondary Attack: Area burst 1 within 5; centered on (Monster Manual, page 156). Marching hammers are enemyfavoring foes already in their guarded area
a target hit by brutal screams primary attack; targets small bodies of ironshaped vaguely like anvilswith above those merely approaching itand crushing
enemies only; +15 vs. Fortitude; 1d6 + 5 thunder damage
squat legs and a pair of long, writhing arms that end them into pulp.
and the target slides 3 squares.
Alignment Evil Languages Common in heavy, double-headed warhammers. Writhing
Skills Stealth +12 chains are little more than their name implies
Str 16 (+7) Dex 16 (+7) Wis 15 (+6)
long, heavy chains that writhe, move, and strike like
Con 16 (+7) Int 11 (+4) Cha 20 (+9)
serpents.

December 20 08 | D U N G E O N 161
66
The Temple Between

Writhing Chain Level 10 Skirmisher Slystone Dwarf Ruffians


Medium natural animate (construct, homunculus) XP 500
Initiative +10 Senses Perception +7; darkvision CRAFTY, ILL-TEMPERED, AND VIOLENT, slystone
HP 131; Bloodied 65 dwarves are fey cousins of gnomes, with whom they
AC 23; Fortitude 23, Reflex 23, Will 21 share little in common, though they more closely
Immune disease, poison
resemble squat, scruffy dwarves. (It is that resem-
Speed 7; see also serpentine strike
m Slam (standard; at-will) blance that gave them their Common-tongue name.)
+13 vs. AC; 2d6 + 5 damage. Slystone dwarves possess a gift they call the unyield-
M Winding Strike (standard; recharge )
ing soul, which allows them several magical abilities.
+13 vs. AC; 2d6 + 5 damage, and target slides 2 squares
and is grabbed and restrained. The slystone dwarf ruffian, below, represents only one
Guarded Area of the most common varieties of this brutal race.
When making attacks against a creature in its guarded
area, the writhing chain gains a +2 bonus to hit and can Slystone Dwarf Ruffian Level 10 Soldier
stretch itself, granting itself reach 3 on all melee attacks. Small fey humanoid XP 500
Threatening Reach (within guarded area only) Initiative +12 Senses Perception +5; low-light vision
This creature can make opportunity attacks against all HP 104; Bloodied 52
enemies within its reach (3 squares). AC 26; Fortitude 23, Reflex 22, Will 21
Serpentine Strike (move; at-will) Speed 6; see also mad dash
The chain shifts 3 squares. m Hammer (standard; at-will) Weapon
Alignment Unaligned Languages +17 vs. AC; 2d6 + 5 damage, and the target is marked until
Skills Stealth +13 the end of the slystone ruffians next turn.
Str 19 (+9) Dex 17 (+8) Wis 15 (+7) M Mighty Strike (standard; recharge ) Weapon
Con 21 (+10) Int 18 (+9) Cha 12 (+6) +17 vs. AC; 3d8 + 5 damage, and target is pushed 3
squares. The slystone dwarf ruffian can use this power as a
Writhing Chain Tactics part of a charge.
Mad Dash
Like the hammers, writhing chains are normally
When the slystone dwarf ruffian makes a charge attack,
assigned to guard an area. They prefer to stay out of the enemy is knocked prone on a hit, in addition to any
range of enemies within that area, striking with their other effects of the attack. Slystone Dwarf Lore
reach. Writhing chains are particularly fond of team- Alignment Evil Languages Common, Elven
A character knows the following information with a
Skills Athletics +14
ing up, which allows one to restrain a foe while the successful Arcana check.
Str 18 (+9) Dex 21 (+10) Wis 11 (+5)
others pummel him. Con 16 (+8) Int 11 (+5) Cha 18 (+9) DC 15: Slystone dwarves were misnamed by the
Equipment leather armor, hammer first humans to encounter them. Though they might
appear to be small dwarves, they are in fact cousins to
Slystone Dwarf Ruffian Tactics
gnomes, albeit far more vicious and cruel. They take
Slystone ruffians initiate combat with raging stone,
pleasure in the pain of others, and grow murderous at
then charge into melee with mad dash. Once engaged
the slightest insult.
in melee, they prefer to knock a foe away with mighty
DC 20: Some slystone dwarves serve fomorian
strike if they need some distance (perhaps to use
kings, others evil eladrins. Theyre mercenary and
raging stone again), rather than retreating.
are happy working for anyone who offers them the
opportunity for violence.

December 20 08 | D U N G E O N 161
67
The Temple Between

Troll The rare two-headed trolls are just as brutal as Two-Headed Troll Level 10 Elite Brute
their standard cousins, but far more dangerous. Large natural humanoid XP 1,000
A TROLL EATS ANYTHING THAT MOVES, from grubs to Initiative +5 Senses Perception +7
humans, and is rightly feared for its ravenous Spitting Troll Tactics HP 264; Bloodied 132; see also troll healing
appetite, feral cunning, and remarkable regenerative Regeneration 10 (if the troll takes acid or fire damage,
Spitting trolls prefer to let their allies move into regeneration does not function until the end of its
powers. For more on trolls in general, see the Monster melee and soften up the foe, while the spitting troll next turn)
Manual, page 254. hangs back and throws javelins. After a few rounds, AC 25; Fortitude 27, Reflex 19, Will 20
Spitting trolls are smaller than their kinaveraging however, their bloodlust takes hold and they move
Saving Throws +2
only the size of an adult humanbut theyre also far Speed 6
in close. When fighting alongside other trolls, spit- Action Points 1
smarter. A combination of their natural intelligence ting trolls rarely use their poison spit as a weapon, m Claw (standard; at-will)
and the power that their poison spit grants them over preferring to hold it in reserve to aid their troll allies. Melee 2; +13 vs. AC; 3d6 + 7 damage.
other trolls often allows them to take leadership posi- M Smackdown (immediate reaction, when an enemy moves into
The poison on a spitting trolls claws and javelins is a a position that flanks the two-headed troll; at-will)
tions in troll packs. variant of their naturally occurring poison, but the act The two-headed troll targets one creature flanking it; +11
of treating it for application to weapons removes its vs. Fortitude; the target is knocked prone.
Spitting Troll Level 10 Soldier (Leader) Double Actions
Medium natural humanoid XP 500 special properties where other trolls are concerned.
A two-headed troll rolls initiative twice, gets two turns
Initiative +12 Senses Perception +8 during a round, and has a full set of actions (standard,
HP 106; Bloodied 53; see also troll healing Two-Headed Troll Tactics move, minor) on each turn. Each set of actions corresponds
Regeneration 10 (if the troll takes acid or fire damage, Like other trolls, the two-headed variety is not a to a different head. The trolls ability to take immediate
regeneration does not function until the end of its actions refreshes on each of its turns.
subtle combatant. It wades into its foes, lashing
next turn) Dual Brain
AC 26; Fortitude 22, Reflex 23, Will 22 out and counting on regeneration to keep it alive. At the end of its turn, the two-headed troll automatically
Speed 6, climb 4 Essentially, it fights just like a traditional troll, but succeeds on all saving throws against the dazed and
m Claw (standard; at-will) Poison
with twice as many attacks. stunned conditions and against charm effects that a save
+17 vs. AC; 1d6 + 5 damage, plus 1d6 poison damage. can end.
r Javelin (standard; at-will) Poison, Weapon Troll Healing Healing
Ranged 10/20; +17 vs. AC; 1d6 + 5 damage, plus 1d6
Troll Lore
If the troll is reduced to 0 hit points by an attack that does
poison damage. In addition to the information given in the Monster not deal acid or fire damage, it rises on its next turn (as a
R Acid Spit (minor; recharge ) Acid Manual, a character knows the following information move action) with 10 hit points.
Ranged 5; +15 vs. Reflex; 1d6 acid damage. Alignment Chaotic evil Languages Giant
with a successful Nature check.
Regenerative Empowerment (minor 1/turn, at-will) Str 24 (+12) Dex 10 (+5) Wis 14 (+7)
One troll within 10 squares whose regeneration is DC 20: Spitting trolls are smaller but smarter than
Con 22 (+11) Int 6 (+3) Cha 10 (+5)
currently inactive (as a result of taking acid or fire damage) other trolls. They boast a poison spit that can either Equipment hide armor
immediately reactivates the regeneration.
harm other trolls like acid, or cause a trolls regenera-
Troll Healing Healing
If the troll is reduced to 0 hit points by an attack that does tion to resume after being suppressed by fire or acid.
not deal acid or fire damage, it rises on its next turn (as a Two-headed trolls are much like normal trolls, but
move action) with 10 hit points. even more brutal and dangerous. Sages debate whether
Alignment Chaotic evil Languages Common, Giant
two-headed trolls are the results of crossbreeding
Skills Athletics +13, Endurance +14
Str 16 (+8) Dex 21 (+10) Wis 17 (+8) between trolls and ettins, or a mutation caused when
Con 18 (+9) Int 10 (+5) Cha 13 (+6) a trolls regeneration ability manifests too early and
Equipment leather armor, 10 javelins warps the embryo while still in the womb.

December 20 08 | D U N G E O N 161
68
The Temple Between

APPENDIX II: ZITHIRUUN, A hideous burst of somethingacid, perhaps, or Appearance


pure necrotic energyripped the life from the red
THE BROKEN GENERAL dragon Rathoraiax, shredding flesh and obliterating
Zithiruun has been large for a githyanki, but since the
destruction and atrophy of much of his musculature,
entire portions of the beast. And it was this attack
ONCE, HE REIGNED SUPREME. he now appears almost impossibly tall and gaunt.
that felled Zithiruun as well. It stripped the strength
General Zithiruun was a great heroone of the Mixed with and attached to the traditional leathers of
from his limbs, rotted bits of flesh and even weakened
most respected military leaders of a militant race. his people, he wears a contraption of braces and har-
bone. Any lesser warrior would have died in that hid-
From the great city of Tunarath, he led armies of the nesses, constructed of leather straps and iron joints.
eous moment, but the general clung to life through
githyanki on raids across the Astral Sea, and into a These braces, supported at his shoulders and by a strap
sheer force of stubborn, malignant will.
dozen different regions and kingdoms of the mortal across his chest, run the length of his left arm and left
It took years for Zithiruun to retrain and reinvigo-
realm. From the deck of the astral galleon Siunkara leg, as well as a portion of his right leg. It is the straps
rate his broken body. Even today, he is a shadow of
or the back of Rathoraiax, his great red dragon steed, that give those limbs rigidity; without them, they could
what he once wasweaker in body, far less sound in
Zithiruun proved an unstoppable forcea cham- scarcely move, and not support his weight. This har-
mind. His own people have all but turned their backs
pion among a race of champions. Even Vlaakith, the ness also grants him full mobility; charged with both
on him; though his great achievements prevented them
fearsome githyanki lich queen, acknowledged his magic and psychic energy, it permits him motion and
from executing or exiling him utterly, they scorn his
greatness, heaped great praise upon him. grants him strength he would otherwise lack.
weakness and hold him in contempt for allowing him-
And then the great General Zithiruun took on a His flesh clings tightly to his skeleton and puckers
self and his mount to be so soundly defeated. Today,
foe beyond even his own prowess. away from old wounds, exposing muscle and even
Zithiruun serves as a lowly operative of Tunaraths
That it was a dragon, a dragon far greater than charred bone. His left cheek gapes open, revealing
forces and he leads only lesser warriors into battle
Rathoraiax, everyone knows, but tales of the con- a bit of metal plate that replaces a fragment of skull.
while answering to and obeying githyanki who would
frontation differ as to whether it was a black wyrm, A leather strap holds the left side of his jaw in place,
once have feared even to speak in his presence.
one of the fearsome scourge dragons, or something replacing obliterated muscle.
Zithiruuns native powers have mutated through
else entirely. But while not everyone knows precisely He appears weak indeed, and in some ways he
his years of effort as he attempted to reinvigorate
what it was Zithiruun faced, everyone knows what truly is. Yet Zithiruun wields his great silver saber
his body at the expense of his mental prowess. The
happened as a result. with an astonishing, impossible precision, and his
ambition all githyanki share has been subsumed by
eyes burn with loathing and ambition to shame even
a burning need to prove himself and to regain the
the other githyanki.
position and the respect that were once his by right
even as he nurses a resentful hatred of the very people
whose adulation he so desperately craves.

December 20 08 | D U N G E O N 161
69
The Temple Between

Zithiruun, the Broken General Level 14 Elite Development Zithiruuns Tactics


Skirmisher (Leader) Zithiruun prefers to fight alongside his mount
Medium natural humanoid XP 2,000 Zithiruun burns with shame and resentment, even
Initiative +15 Senses Perception +9 as he scrambles to fulfill the orders of his superiors. Rathoraiax. He sweeps through his foes, opening
HP 280; Bloodied 140 Where he once commanded legions, he now leads with silver barrage if they greatly outnumber him and
AC 30; Fortitude 26; Reflex 29; Will 28 making use of his mind shock ability to stay mobile. If
Resist psychic 10
only a handful of soldiers. He who charted the course
Saving Throws +2 (+4 against charm effects) of entire wars now understands only his part in larger hard pressed, he flies to Rathoraiaxs back and tries to
Speed 6 strategies. Yet, though he aches to turn on those who stay at range, using distance attacks.
Action Points 1 Despite his burning desire to prove himself,
would dare command him, he knows that through
m Silver Saber (standard; at-will) Psychic, Weapon
obedience lies his only hope of regaining the honor Zithiruuns hatred for other githyanki means that hes
+19 vs. AC; 1d8 + 6 damage plus 1d8 psychic damage.
r Thrown Saber (standard; at-will) Psychic, Weapon and position he craves. ill-disposed to sacrifice himself for their goals. Thus,
Ranged 5/10 if thrown; +19 vs. AC; 1d8 + 6 damage plus The Broken General is a tactical genius, but his hes willing to retreat from combat if things go poorly,
1d8 psychic damage. even abandoning other githyanki allies.
Special: If thrown, the weapon returns to Zithiruuns hand
once renowned patience and cunning are impeded
immediately after the attack is resolved. by his ever-growing temper. Zithiruun frequently
M Silver Barrage (standard; at-will) Psychic, Weapon flies into a rage at his subordinates for the slightest Rathoraiax Level 13 Elite Brute
Zithiruun makes two silver saber attacks. Large natural animate (dragon, undead) XP 1,600
failure or perceived disobedience, transforming his
M Silver Flurry (standard; recharge ) Psychic, Weapon Initiative +5 Senses Perception +9; darkvision
Zithiruun makes up to 2 attacks, each against a different resentment for those above into punishment for those HP 328; Bloodied 164
target; he can shift 2 squares before the first attack, below. The strap that replaces one of his jaw muscles AC 27; Fortitude 29; Reflex 22; Will 24
between each attack, and after the final attack; +19 vs. Immune disease, poison; Resist 15 necrotic; Vulnerable 15
prevents him from opening his mouth wide, forcing
AC; 2d8 + 6 damage plus 2d8 psychic damage. radiant
Psionic Aim (immediate reaction when an ally within 5 squares
him to eat soft, almost dainty morsels of food and Saving Throws +2
misses with an attack; encounter) occasionally to slur his words. Zithiruuns speech is Speed 4, fly 8 (clumsy)
The ally can reroll the attack, keeping the second result. fully intelligible most of the time, but on those rare Action Points 1
Mind Over Body m Claw (standard; at-will)
occasions when he garbles a word, he blames others Melee 2; +16 vs. AC; 2d10 + 6 damage, and the target is
Due to the psionic energy of the harness and armor
he wears, Zithiruun uses Charisma in place of Wisdom for their failure to comprehend. knocked prone if it is Large size or smaller.
for determining hit points and Fortitude. (He still uses Despite this temper, however, Zithiruun remains M Savage Fury (standard; recharge )
Constitution for other purposes such as Endurance Rathoraiax makes two claw attacks.
a consummate planner and a terror in combat, fully
checks.) M Tail Crush (minor; at-will)
capable of leading his small teams to victory in even
Mind Shock Charm Reach 2; prone targets only; +14 vs. Fortitude; 3d8 + 6
Whenever Zithiruun damages a target with his silver saber, the most complex strategies. Zithiruun can also use his damage.
thrown saber, silver flurry, or silver barrage attacks, the reputation for mad rage to his advantage, often faking C Breath of the Grave (standard; encounter) Necrotic,
target cannot make opportunity attacks until the end of Poison
a tantrum to make others underestimate his ability to
Zithiruuns next turn. Close blast 5; +14 vs. Fortitude; 4d10 + 6 poison and
Telekinetic Leap (move; at-will) scheme, to listen, and to advance his own agenda. necrotic damage, plus target takes ongoing 10 poison and
Zithiruun can fly 5 squares. necrotic damage and is weakened (save ends both).
Alignment Evil Languages Common, Deep Speech, Alignment Unaligned Languages
Draconic Str 22 (+12) Dex 9 (+5) Wis 16 (+9)
Skills History +16, Insight +14 Con 24 (+13) Int 1 (+1) Cha 3 (+2)
Str 6 (+5) Dex 23 (+13) Wis 15 (+9)
Con 6 (+5)* Int 19 (+11) Cha 20 (+12)
*See mind over body
Equipment: Hide armor and body harness, two silver sabers

December 20 08 | D U N G E O N 161
70
The Temple Between

Rathoraiax Zithiruun Lore


As a sign of his shame, Zithiruun was never granted The following information can be obtained with a
the honor of a new dragon mount. Rather, he must successful History check. (In addition, see the stan-
make do with the animated body of Rathoraiax. This dard githyanki lore, acquired with a Nature check, in
is yet another insult that burns in Zithiruuns craw, the Monster Manual.)
yet hes too intelligent a fighter to abandon a useful DC 25: General Zithiruun was a great military
weapon purely out of spite. leader and hero to the githyanki of Tunarath. Its said
Rathoraiax is clearly dead; most of his scales are a that he was crippled and his mount slain in a battle
dull, rotten gray, gleaming with a faint red only in the against a sort of mighty dragon or fiend. Rumors dis-
brightest light. Many are missing completely, reveal- agree on whether he still lives and what position he
ing desiccated, leathery skin. The entire top half of might hold (if any) among the weakness-intolerant
Rathoraiaxs snout was destroyed in the attack that githyanki.
slew him. This left behind a shelf of his lower jaw
sticking out from beneath the broken skull around
his eyes, fangs protruding upward, and a dull, dead
tongue lashing slowly above.

Rathoraiaxs Tactics
Rathoraiax lumbers into combat and seeks to pound
its foes into the earth. After a few rounds of combat
(or earlier, if Zithiruun orders it to do so), it looks for
an opportunity to catch a handful of foes in its breath
of the grave attack. Rathoraiax is relatively mindless
and fights to the death unless ordered to retreat.

December 20 08 | D U N G E O N 161
71
Fist Mourning
by Robert J. Schwalb
of illustrations by Gonzalo Flores, Goran Josic,
Howard Lyon, and Anne Stokes

An adventure for 10th-level characters cartography by Mike Schley
TM & 2009 Wizards of the Coast LLC. All rights reserved.

Januar y 20 09 | D U N G E O N 16 2
4
Fist of Mourning

While lords and heroes alike look to the brimming


war spilling across the lands, evil blossoms in places
unexpected. With the realm, and possibly the world,
teetering on destructions precipice, new factions rise to
work their wickedness. One such menace is the Cult of
Exquisite Agony, a disturbed cabal dedicated to perfect-
ing mortal flesh by infusing it with the essence of chaos
to make it more adaptable, stronger, faster, and better.
Gathering in a fallen heros tomb high in the Stone-
home Mountains, this cult commits horrific acts hidden
from those who cannot comprehend their efforts mag-
nificent end. Though careful to avoid attention, successs
proximity has made them sloppy, and their deeds leave
traces those with courage and resolve can follow.
Fist of Mourning is a DUNGEONS & DRAGONS
adventure for five 10th-level characters. Although
designed as a short scenario for adventuring parties
participating in the Scales of War adventure path,
you can adapt it for use in any mountainous region of
any game world and for any campaign.

BACKGROUND
The Cult of Exquisite Agony blossomed and withered
succumbed to insanity and malice, turning against while he consumed it. So he ate plenty and often. It
many times over the centuries, rising in power, but
each other in an orgy of violence. Not all perished, wasnt until he devoured a slaad tadpole, purchased at
falling when madness and treachery consumed its
and at least one escaped to carry the filthy message a high price in Nine Bellsthe poor and crime-ridden
greatest leaders. Each time the cult rose, it sought
of transformation to other lands. district in Overlookthat he realized he had the
to improve on what the gods themselves had done:
One such refugee made it to Overlook, and before means to attain perfection all along.
remake mortal flesh into something better and attain
her death, she passed on her cults tenets to loyal For the next 10 years, Obsen and his cronies quietly
the full potential they believed was buried within all.
followers recruited from local folk. Over the genera- amassed slaad tadpoles, performed hideous experi-
The last time the cult stirred was over a century
tions, the cult grew, but its leaders did not follow in ments on themselves in dank cellars, stole residuum to
ago, many miles to the south in the ruins of Zannad.
their founders steps until one named Obsen came to power their rituals, and made unconscionable pacts
Believing the secrets to their evolution was within
power 10 years ago. A disturbed man with a taste for with otherworldly beings until they perfected the pro-
the fabled yuan-ti city, they scoured the wreckage
the exotic, he believed he gained the power and quali- cess. When Tusks armies marched on Bordrins Watch,
with little luck and they, like others before them,
ties of everything he ate provided the meal was alive Obsen and the cultists quit the city and marched to an

Januar y 20 09 | D U N G E O N 16 2
5
Fist of Mourning

old tomb under the Fist, a blunted peak in the nearby the characters 2,800 gp (parcel 5) if they recover his 2,800 gp, plus a useful contact in a future adventure
Stonehome Mountains, where they murdered the witch residuum (worth 1,000 gp). Its not that the necroman- if they need it. Also, PCs who destroy the cult in the
living there, and recruited heavily from the mountains cer cant purchase more residuum; he has a reputation process earn 2,500 XP for completing a major quest.
denizens until they were strong enough to gather vic- to protect. Characters who stamp out the cult and
tims for the glorious transformation they would create. return the stolen property also earn 2,500 XP for Treasure Preparation
completing a major quest. Since this adventure should help 10th-level adven-
turers make up any shortfalls to reaching 11th level,
ADVENTURE SYNOPSIS Hook: Missing Adventurer stock the dungeon with treasure parcels you have yet
While adventuring in Overlook and in its surround- to give out for this level. Fist of Mourning assumes
As close as they are to their goal, the cultists depraved ing lands, the player characters have met and might the characters are already halfway to their next level,
acts are bound to draw attention. Someone they have rivalries with other adventuring groups. When so the adventure supplies five treasure parcels. Adjust
crossed hires the adventurers to root out the deviants. one such group comes under attack by these cultists, this as needed to make sure the characters receive
The player characters climb the mountains and track most are slain and at least one is abducted. The lone the proper treasure for their levels. Magic items,
the cultists to their lair. Once inside, the characters survivor begs the PCs for help in recovering his miss- coins, goods, and other valuables are described in the
must navigate its perils, learn what the cultists intend, ing friends. room summaries and the parcels they represented
and stop them before their corruption spreads too far. The characters must rescue the cults prisoners are included for your convenience. As always, where
from the Fist of Mourning and return them to Over- the text specifies a magic item, you should feel free to
look. Doing so allows the PCs to earn a reward of swap it out with an item from your players wish lists.
STARTING THE
ADVENTURE
THE POSSIBLE QUESTS PART ONE:
The adventurers might come to the Fist of Mourning
for a variety of reasons. Consider using either one of Fist of Mourning offers PCs an opportunity to ON EVILS TRAIL
the following adventure hooks or come up with one of earn quest XP. Provided here is a list of possible
Once the characters are engaged in the adventure,
your own. quests, and their rewards, from the hooks in the
you might start at the entrance to the Fist and proceed
adventure.
with the adventure as written. Or you can develop the
Hook: Bereft Necromancer Major QuestBereft Necromancer
story more slowly by roleplaying through the process
Rufus Crumley might not be popular in Shantytown, Rufus Crumley wants his residuum back, plus he
by which the heroes are hired, learn about the cult,
but he is still a powerful and feared figure whose has a reputation to protect.
and track the cultists to their lair. What follows are
influence cannot be overstated. Because he is pro- Reward: 2,500 XP and 2,800 gp (parcel 5).
tools to help you develop the adventure more slowly.
tected by his dire reputation and his undead thralls, Major QuestMissing Adventurer
If you choose to use these skill challenges, consider
no one has ever dared steal from him in his long years Rescue the cults prisoners from the Fist of
removing the Outraged Dead encounter on page 19
in the city. So when someone breaks into his tower, Mourning and return them to Overlook.
to keep the XP in line.
destroys his zombies, and makes off with his residuum Reward: 2,500 XP for the cults destruction
Skill Challenge: SC1 Investigating the Cult (page
stores, the necromancer is quite put out. and 2,800 gp (plus a useful contact in a future
11).
Familiar with the adventurers recent escapades, adventure if they need it).
Skill Challenge: SC2 Travel to the Fist (page 12).
the necromancer turns to them for help. He offers

Januar y 20 09 | D U N G E O N 16 2
6
Fist of Mourning

PART TWO: THE FIST


The Fist stabs out from a high peak in the Stonehome
Mountains. Named for its uncanny resemblance to a
closed fist, it marks Murats grave, a hero who fell in
the dwarf uprising against the giants. The dwarves
abandoned the tomb centuries ago when cruel winter
storms, orcs, and other mountain-dwelling horrors
became too great to maintain it safely. In recent years, a
filthy hag claimed squatters rights and made the place
her home. However, even her gruesome appearance
and sinister appetites werent enough to deter the cult
from taking it for themselves, and she met a terrible
end in the bottom of a ravine when she tried to resist.
The tomb consists of the dungeons western
tunnels and chambers. They exhibit fine dwarven
architecture still in good repair even after long
neglect. The eastern chambers are crude since they
were hand and tool-excavated. Orc miners, who
serve the cult much as they served the mountain
witch before, chip away at the granite for silver,
gems, and anything else they might extract from the
unyielding rock.

General Features
Illumination: Rooms are all dark unless other-
wise mentioned in the encounter text.
Ceiling: Ceilings in the complex are as tall as
their widest dimension.
Doors: Constructed from stone, the doors all bear
intricate carvings featuring dwarves battling orcs,
ogres, and giants. The doors are all unlocked, but
such is their weight that it requires a standard action
and a successful DC 10 Strength check to open them.
Stairs: Whether crude or fine, stairs all count as
difficult terrain.

Januar y 20 09 | D U N G E O N 16 2
7
Fist of Mourning

mound of furs rises, revealing a wrinkled crone complete Tactical Encounter: F1 False Witch (page 13).
with a jutting chin, milky white eyes, and one black tooth Characters who succeed on a DC 11 Perception
in the center of her mouth. She cackles as she hobbles check can hear the sound of metal striking stone
toward you. coming from room 3.

The crone is an oni mage in service to the cult. It 3. Excavation


assumes the hags appearance in case any mountain The orc miners work this room to extract precious
folk come to trade or seek a remedy from the now- metals and gemstones.
dead wizened monster. The oni plays the part well, Tactical Encounter: F2 Infested Mine (page 15).
pretending to be an unhinged and repellent creature,
offering to cure the partys ills, trade for information, 4. Deeper Chamber
and so on, using Bluff to maintain the deception (+15 While the orcs served the hag, they dug out this
check modifier). The oni mage denies the Cults pres- chamber searching for gold and silver. When they
ence here, but if the characters are insistent, it drops found nothing, they changed direction. Now, aside
the disguise and attacks. from a few broken tools, this room is empty.
Tactical Encounter: F1 False Witch (page 13). When the characters enter this room, they can
Treasure (Parcel 9): The cultists left the hags hear chanting echoing from the chamber ahead with
personal treasures alone when they took over the a successful DC 10 Perception check.
place, though they tucked them away in a niche in the
center of the north wall. A character who succeeds on 5. Deep Mine
a DC 16 Perception check locates a sodden sack con- The orc miners abandoned this room when they
taining a rotting human hand, 90 gp, a garnet (worth found nothing of value. Once the cultists moved in,
100 gp), a ritual scroll of Detect Lies (worth 360 gp), a they erected an idol to embody their perverse vision
potion of healing, and a caustic whetstone (AV 190). and awakened it with elemental power and foul
rituals. Now, at all times, cultists gather to pay their
1. Cave of the 2. The Furnace respects.
Mountain Witch Early excavations exposed a pocket of hot gasses Tactical Encounter: F3 Entropic Thralls (page
This room housed the mountain witch, the cruel hag fed by a pool of molten rock. The liquid stone has 17).
who claimed the tomb as her lair. The cult murdered cooled somewhat to form a thin crust over the fiery Treasure (Parcel 7): Piled around the suppurat-
her and enslaved her minions. substance. ing eidolon are 1,000 gp, a topaz (worth 500 gp), and
When the PCs can see into the room, read: When the PCs enter this room, read: two peridots (worth 100 gp each).

An opening in the mountain extends into a wide cave. To Dim light shines up from a cavity filling the rooms eastern
the west, two statues carved to depict armored dwarves extent. The ceiling is smooth stone. A path winds around
f lank old, weathered stone doors. To the east, a tunnel the cavity and it exits through a fissure in the north wall.
opens into a deeper chamber. What at first looks to be a

Januar y 20 09 | D U N G E O N 16 2
8
Fist of Mourning

6. Gauntlet When the PCs can see this room, read: 11. Hall of the
Stalagmites cover the floor, rising up between pools of Golden Anvil
Stone statues depicting dwarf warriors stand in a row
mineral-rich water formed from dripping stalactites This hall honors those who fell during their service
against this rooms southern wall. Opposite, a ledge rises
overhead. The characters can take an extended rest in to Murat. Aside from a massive golden hammer
10 feet off the f loor. The ceiling and walls feature runic
this room since the undead do not emerge from room inscribed on the floor and walls covered with
inscriptions. Double doors stand at the end of the chamber.
7 and no other denizens are likely to come here due accounts of ancient battles chiseled in the Davek
the undeads proximity. script, this room is empty.
Once the characters enter this room, the cultists spill
7. The Dead Room out to attack. 12. Servants Tombs
Tactical Encounter: F5 Hideous Cultists (page
The undead here were once dwarves, but they have Murats favored servants were interred in this cham-
20).
awoken in death from their tombs violationan act ber when they died. A dozen openings, each big
Runic Inscriptions: Chiseled in Davek script, the
not even the hag would have dared. The undead enough for a corpse, pierce the eastern, southern, and
inscriptions tell of Murats mortal deeds, each more
creatures efforts to oust the cultists have failed and western walls. Most contain bones, but a few are sus-
fantastic than the last. Characters who spend at least
thus they have gathered here to plan their next move. piciously empty.
5 minutes reading the inscriptions gain a +2 bonus
Their undead states make them completely unrea-
sonable, and under most circumstances, they attack
to Diplomacy checks made against Murats ghost in 13. Warriors Tombs
room 10.
living creature entering this room. This room holds the remains of Murats favored
Tactical Encounter: F4 Outraged Dead (page 19). cohorts. Twenty or so openings pierce the southern,
If the PCs spoke with Murat in room 10 and reveal
9. Stained Landing eastern, and northern walls. As with the Servants
Old blood stains the flagstones covering the landing.
this fact to the undead, proving it by showing the item Tombs, most hold bones, but a few have been emptied.
Several cultists met grisly ends here before their allies
they gained from the ghost, the undead break off the
attack because they now see the adventurers as allies.
drove off the undead now lurking in room 7. 14. Hall of Victories
Tactical Encounter: F5 Hideous Cultists (page
The undead offer to help the PCs take on the remain- Honoring Murats greatest victories, stone statues
20).
ing cultists in the complex, but they do not wait for depicting the monsters the dwarf defeated in battle
the PCs to take short or extended rests; they continue stand in rows across the center of the room.
if the PCs tarry.
10. Tomb of the Dwarf Lord When the PCs can see into this room, read:
The dwarves interred Murat here. Although dead, his
8. Hall of the Fallen spirit lingers on and rises if the room is disturbed.
A wide hall contains statues that depict a bestiary of
Skill Challenge: SC3 Congress with the Dead
This room once honored Murat, the dwarf champion terrible monsters, and these statues run across the center
(page 22).
whose remains are interred here, by celebrating his of the room. Beyond them, a f light of stairs leads up into
mortal achievements and capturing them in stone darkness.
carvings adorning the walls.
Tactical Encounter: F6 Living Statues? (page 23).

Januar y 20 09 | D U N G E O N 16 2
9
Fist of Mourning

15. Dark Landing 17. Hall of Horror CONCLUSION


Aside from the unnatural darkness shrouding this The hall of horror is the final room in the complex,
landing, this area connects the upper level to the and it serves as the location where the cult performs Defeating the cultists, freeing the prisoners, or
lower chambers. its most wicked acts. recovering the stolen residuum brings the adventure
When the PCs enter this room, read: to its end. Although wiped out due to the heroes
16. Defiled Chapel efforts, the Cult of Exquisite Agony doesnt need
When pilgrims came to the Fist of Mourning, they In the dim light cast by glowing gelatinous curtains to vanish entirely from your campaign if you dont
attended services in this small chapel dedicated to shrouding a raised platform in the center of the room, wish it to. Their profane writings might escape the
Moradin. Its sanctity made it the cults first targets you can take in the full horror of what the cult intends. PCs torches, and might be found later by an enter-
and they defiled the room. Suspended in the jellied mass are dark shapes, struggling prising adventurer with dubious morals. Or, some
When the PCs can see into this room, read: against the foul tendrils pumping corruption into their might still hide in Overlook, working their wicked-
bloated bodies. In the center, arms raised, stands a ness within the city. Whatever you decide, these
This room was clearly once a chapel, because an altar swollen mass, dark shapes blooming and writhing on twisted villains might yet have a part to play in the
bearing Moradins hammer and anvil stands at the end, the silhouettes body. Chanting sounds from within, heroes uncertain future.
but blood, bloated corpses, and buzzing f lies testify to the presumably from the figure you see.
atrocity committed here.
Tactical Encounter: F7 Beyond the Pale (page
The corpses belong to humans, dwarves, and other 25).
humanoid prisoners. Each has been savagely hacked Survivors: If you used the Missing Adventurer
apart and left to rot. Entrails cover the altar in an act hook, the characters might be able to rescue a few of
of defilement. the survivors. Each is infected with chaos phage and
If the characters clean up the mess by removing must be treated if they are to survive.
the corpses and removing the offal and blood, they Treasure (Parcels 3 and 5): The cults treasures
each regain 1 healing surge for their efforts. include a +3 orb of indisputable gravity, a chest filled
with 1,800 gp, and a fat fire opal (worth 1,000 gp).
If the PCs were sent to recover the residuum, its held
here too in a silver chalice with the opening sealed
with black wax. In addition, a few old tomes, scrolls,
and manuscripts contain mad ravings from dead
predecessors. The writings are worthless to anyone
outside the cult and characters who destroy them
might prevent another group from rising in this
groups place.

Januar y 20 09 | D U N G E O N 16 2
10
Fist of Mourning

Stealth DC 16 (1 success, 2 maximum)


SC1: INVESTIGATING Investigating the Cult
Skill Challenge
Level 11
XP 1,200 During the skill challenge, at least one character must make a

THE CULT
Stealth check until 2 successes are achieved. A failed check
Overlook harbors many secrets, hidden designs, and obscene
counts as 2 failures.
stratagems. Sifting through the lies and prowling the streets
The PC skulks through the shadows to avoid attracting
might reveal the information you seek.
L eve l 1 1 ( 1 , 2 0 0 X P ) unwanted attention.
The adventurers gather information, research dusty tomes, or Streetwise DC 16 (1 success, no maximum)
Setup tap contacts for more information about the villains in this
adventure.
A success makes available the Bluff, Diplomacy, and Intimidate
skills.
Begin by reading the following: Complexity The PC snoops around, greases some palms, and questions
2 (requires 6 successes before 3 failures). locals about recent cult activities.
Primary Skills Arcana DC 16 (1 success, 1 maximum)
So, you have your task. Now youve chosen to investigate
History or Religion, Stealth, Streetwise. A success grants the characters the cults name.
elements of it. Other Skills The PC recalls a useful fact about one of the cults mentioned.
Arcana, Bluff, Diplomacy, Intimidate. Bluff DC 16 (1 success, no maximum)
At this point, find out what the PCs are researching Victory A failed check increases the DC of Diplomacy checks by 2.
The adventurers learn about the Cult of Exquisite Agony and The PC makes false promises to find the information required.
and how, and then begin the skill challenge. the information described under Background on page 5. Diplomacy DC 16 (1 success, no maximum)
In addition, the PCs learn where these insane people hide. The PC bargains with an informant to learn more about the
Defeat cult and its lair.
The adventurers attracted unwanted attention and the cult Intimidate DC 16 (1 success, no maximum)
sends a red slaad (see page 25 for statistics) after them to A failed check counts as 2 failures.
encourage them to give up their line of questioning. The PC roughs up some locals to find the information sought.
History or Religion DC 21 (1 success, 1 maximum)
A success allows the characters to make Arcana checks. A failed
check also opens up the Arcana skill, but the DC is 21.
The PC recalls the more prominent cults known to have
worked in this area.

Januar y 20 09 | D U N G E O N 16 2
11
Fist of Mourning

SC2: TRAVEL Travel to the Fist


Skill Challenge
Level 11
XP 1,800
TO THE FIST You navigate mountain trails, avoiding obstacles and hidden
perils to reach the Fist of Mourning.
Encounter Level 11 (1,800 XP) To reach the cults lair, the adventurers must navigate the
mountains perils.
Setup Complexity
3 (requires 8 successes before 3 failures).
Begin by reading the following: Primary Skills
Endurance, Nature, Perception, Stealth
Victory
You have started your journey to the Fist of Mourning.
The characters reach the Fist of Mourning without attracting
What dangers lie before you during this trip? attention.
Defeat
At this point, begin the skill challenge. The characters are spotted during their ascent and 2 warped
cultists and 4 wretched and unclean attack the PCs while
on the mountain path (see pages 15 and 18 respectively
for statistics). The battlefield should feature a 3-square
wide trail running west to east. The north side of the trail is
the mountains face, while the south side drops 80 feet to
another trail below.
Endurance DC 16 (1 success, no maximum)
Each turn in the challenge, at least two characters must make
Endurance checks. A failed check results in 2 failures and
each PC loses one healing surge.
The PC resists the hardships of traveling through the
mountains.
Nature DC 16 (1 success, 4 maximum)
At least one character must make a Nature check each turn.
A failed check indicates each PC loses 1 healing surge in
addition to counting as a failure.
Using superior survival skills, the PC helps navigate around
deadfalls, locate shortcuts, and identify hidden dangers.
Perception DC 10 (0 successes)
Using this skill doesnt count as a success or failure for the
challenge. Instead, it grants a +2 bonus or a 2 penalty to
the next characters Endurance or Nature check.
The PCs keen eyes find a way to ease the trek.
Stealth DC 21 (1 success, no maximum)
At least two characters must make a Stealth check each turn.
The PC conceals his or her movements to avoid being detected.

Januar y 20 09 | D U N G E O N 16 2
12
Fist of Mourning

F1: FALSE WITCH Dont place the bulette or the firelasher on the When the bulette appears, read:
tactical map. The bulette joins the battle at the start of
Encounter Level 9 (2,400 XP) the second round, and the firelasher joins the fight in The ground erupts as an armored beast breaks through the
the third round. rock, its predators eyes glinting with hunger.
Setup When the oni mage drops its disguise, read:
1 bulette (B) When the firelasher joins the fight, read:
1 firelasher (F) The hags form melts away to reveal a mail-clad blue
1 oni mage (O) humanoid easily 9 feet tall. Horns sprout from its head A swirling ball of fire spins out of the darkness, and you can
and its baleful red eyes glow. It spits a curse your way as it just make out monstrous features in its elemental form.
The oni mage pretends to be the hag said to dwell reaches for the greatsword strapped to its back.
here. It drops the faade if adventurers press it with Oni Mage (O) Level 10 Elite Lurker
too many questions or if they see through its disguise. Features of the Area Large natural humanoid
Initiative +10 Senses Perception +7; darkvision
XP 1,000

Illumination: If its day, the western portion of HP 172; Bloodied 86


room 1 has dim light. Otherwise, room 1 is dark. AC 26; Fortitude 25, Reflex 24, Will 24
Room 2 is dark regardless. Once the firelasher joins Saving Throws +2
Speed 7, fly 8 (clumsy)
the fight, it sheds bright light in a 20-square radius. Action Points 1
Ceiling: The ceilings throughout the encounter m Greatsword (standard; at-will) Weapon
area are 20-feet tall. Reach 2; +15 vs. AC; 2d6 + 6 damage.
C Freezing Blast (standard; recharge 6) Cold
Molten Pit: A molten pit takes up much of room
Close blast 5; +15 vs. Fortitude; 1d8 + 6 cold damage, and
2. It descends 30 feet to a thin crust covering magma. the target is slowed (save ends).
A fall from the ledge deals 3d10 damage, and charac- A Lightning Storm (standard; recharge 5 6) Lightning
ters starting their turns in the pit take 10 fire damage. Area burst 2 within 10; +15 vs. Reflex; 2d6 + 4 lightning
damage.
If a character starts three consecutive turns in the pit, Combat Advantage
he or she breaks through the crust, plunges into the An oni mage deals 1d6 extra damage on melee attacks
lava, and is slain instantly. against any target it has combat advantage against.
Deceptive Veil (minor; at-will) Illusion
Statues: Flanking the double doors in the western
The oni mage can disguise itself to appear as any Medium
wall are two identical statues. Each depicts a dwarf or Large humanoid. A successful Insight check (opposed by
wearing plate armor and holding a greataxe in both the onis Bluff check) pierces the disguise.
hands, the blades between their stone feet. Dwarf Invisibility (standard; at-will) Illusion
The oni turns invisible until it attacks.
characters in spaces adjacent to the statue gain a +1 Alignment Evil Languages Common, Giant
power bonus to attack rolls. Skills Arcana +14, Bluff +15, Insight +12
Str 22 (+11) Dex 13 (+6) Wis 14 (+7)
Con 20 (+10) Int 18 (+9) Cha 21 (+10)
Equipment chainmail, greatsword

Januar y 20 09 | D U N G E O N 16 2
13
Fist of Mourning

Bulette (B) Level 9 Elite Skirmisher Firelasher (F) Level 11 Skirmisher The bulette lacks subtlety. On its initiative during
Large natural beast XP 800 Large elemental magical beast (air, fire) XP 600 the second round, it burrows 3 squares (solid rock) and
Initiative +7 Senses Perception +5; darkvision, Initiative +12 Senses Perception +5
makes a rising burst attack when it surfaces in the east-
tremorsense 20 HP 108; Bloodied 54
HP 204; Bloodied 102; see also second wind AC 25; Fortitude 21, Reflex 25, Will 20 ern chamber. (Note the area where it surfaced; it counts
AC 27; Fortitude 26, Reflex 21, Will 21 Immune disease, poison; Resist 25 fire as difficult terrain.) It then spends an action point to
Saving Throws +2 Speed fly 8 (hover) make a bite attack, making a standing long jump as a
Speed 6, burrow 6; see also earth furrow m Fire Lash (standard; at-will) Fire
free action to reach the next closest enemy. Each round
Action Points 1 Reach 2; +14 vs. Reflex; 2d8 + 5 fire damage.
m Bite (standard; at-will) C Wildfire Cyclone (standard; recharge 5 6) Fire thereafter, the bulette uses earth furrow and surfaces
Before it bites, the bulette can make a standing long jump Close burst 2; +14 vs. Reflex; 2d6 + 5 fire damage, and the to bite an enemy whenever its movement knocks an
(as a free action) without provoking opportunity attacks: target is pushed 1 square and knocked prone. Miss: Half
enemy prone. The bulette fights to the death.
+14 vs. AC; 2d6 + 7 damage, or 4d6 + 7 damage against a damage, and the target is neither pushed nor knocked
prone target. prone. The firelasher prefers to fight in room 2, but if it
C Rising Burst (standard; at-will) Whirlwind Dash (standard; recharge 6) Fire has no targets, it leaves the area to join the closest
Close burst 2; the bulette sprays rock and dirt into the The firelasher can move twice its speed. It can move battle. It uses whirlwind dash to position itself where its
air when it rises out of the ground: +13 vs. AC; 1d6 + 7 through spaces occupied by other creatures without
wildfire cyclone would be most effective and uses it on
damage. provoking opportunity attacks. It must end its move in an
M Earth Furrow (move; at-will) unoccupied space. Any creature whose space the firelasher its next turn. While waiting for its powers to recharge,
The bulette can move its burrow speed just below the enters takes 10 fire damage. the elemental uses fire lash. If it becomes bloodied, it
surface of the ground, avoiding opportunity attacks as it Mutable Shape retreats to room 2 where it makes its stand.
passes underneath other creatures squares. As it burrows The firelasher can squeeze through spaces as though it was
beneath the space of a Medium or smaller creature on the a Medium creature.
ground, the bulette makes an attack against the creature: Alignment Unaligned Languages Primordial
+8 vs. Fortitude; on a hit, the target is knocked prone. Str 11 (+5) Dex 21 (+10) Wis 11 (+5)
Ground Eruption Con 12 (+6) Int 7 (+3) Cha 8 (+4)
The squares into which a bulette surfaces and the squares
it leaves when it burrows underground become difficult
terrain.
Tactics
Second Wind (standard; encounter) Healing When the oni mage drops deceptive veil, it uses freez-
The bulette spends a healing surge and regains 51 hit ing blast to catch the largest group of characters and
points. It gains a +2 bonus to all defenses until the start of
then spends an action point to use invisibility. It flies
its next turn.
Alignment Unaligned Languages into the room where the bulette hides and waits to
Skills Athletics +16, Endurance +15 press the attack for when its reinforcements arrive.
Str 24 (+11) Dex 13 (+5) Wis 12 (+5) Once the bulette closes, the oni mage uses lightning
Con 22 (+10) Int 2 (+0) Cha 8 (+3)
storm against any controllers, thus ending its invis-
ibility. While waiting for its area and close attacks to
recharge, it uses invisibility and makes greatsword
attacks every other round against strikers and con-
trollers. The oni mage flees to room 3 to warn its
allies if reduced to 40 hit points or fewer.

Januar y 20 09 | D U N G E O N 16 2
14
Fist of Mourning

F2: INFESTED MINE Destrachan Far Voice (D) Level 15 Artillery 2 Warped Cultists (C) Level 12 Skirmisher
Large aberrant magical beast (blind) XP 1,200 Medium elemental humanoid, human, slaad XP 700 each
Initiative +12 Senses Perception +14; blindsight 20 Initiative +10 Senses Perception +5
Encounter Level 11 (3,000 XP)
HP 122; Bloodied 61 HP 122; Bloodied 61; see also bloodied transformation
AC 28; Fortitude 32, Reflex 27, Will 25 AC 24; Fortitude 25, Reflex 22, Will 23
Setup Immune gaze; Resist 15 thunder Immune chaos phage (see below)
1 destrachan far voice (D) Speed 8, climb 4 Speed 5; see also warp step
m Claw (standard; at-will) m Greatsword (standard; at-will) Weapon
2 warped cultists (C) +20 vs. AC; 1d8 + 6 damage. +17 vs. AC; 2d6 + 5 damage.
4 orc miners (M) R Sound Pulse (standard; at-will) Thunder C Reckless Arc (standard; encounter) Weapon
Ranged 10; +19 vs. Reflex; 2d8 + 8 thunder damage. Requires greatsword; close burst 1; +17 vs. AC; 4d6
C Bellowing Blast (standard; recharge 3 4 5 6) Thunder + 5 damage. Effect: The warped cultist grants combat
A destrachan far voice works with the orc miners
Close blast 5; +19 vs. Fortitude; 2d6 + 8 thunder damage, advantage to any enemy until the start of its next turn.
to expand this chamber. A warped cultist oversees and the target is dazed (save ends). Bloodied Transformation (when first bloodied) Polymorph
the operation, commanding the orcs to work faster, C Reverberate (standard; encounter) Thunder A slaad abomination rips itself free from the cultists body.
while another cultist emerges from the side passage Close burst 2; +19 vs. Fortitude; 2d8 + 8 thunder damage, Until the end of the encounter, the warped cultist gains a
and the target is stunned (save ends). Miss: Half damage, +2 to all defenses, low-light vision, and can use the claws,
after checking with the other cultists in the deeper and the target is dazed until the end of the destrachan far warping flux, and warp step powers. However, the warped
tunnels. voices next turn. cultist can no longer use its greatsword or reckless arc
If the oni mage fled room 1, it traveled here to Alignment Evil Languages Deep Speech powers.
Skills Bluff +12, Stealth +17 m Claws (standard; usable only while affected by bloodied
warn the creatures here, so the creatures are ready
Str 23 (+13) Dex 20 (+12) Wis 15 (+9) transformation; at-will) Disease
for the PCs. Otherwise, the adventurers automatically Con 26 (+15) Int 10 (+7) Cha 11 (+7) +17 vs. AC; 2d4 + 5 damage, and the warped cultist makes
gain surprise due to the noise. a secondary attack against the same target. Secondary
When the PCs enter this room, read: Attack: +15 vs. Fortitude; the target contracts chaos phage
4 Orc Miners (M) Level 9 Minion Brute
(see below).
Medium natural humanoid XP 100 each
C Warping Flux (standard; usable only while affected by
Green light shines from a medallion around the neck of Initiative +4 Senses Perception +4; low-light vision
bloodied transformation; encounter) Psychic, Teleportation
HP 1; a missed attack never damages a minion.
a hideously malformed human, his f lesh distended and AC 21; Fortitude 19, Reflex 16, Will 16
Close burst 3; +13 vs. Will; 1d6 + 3 psychic damage, the
target teleports 3 squares, and the target is dazed (save
shifting as if things crawled beneath its skin. Orcs swing Speed 6 (8 while charging)
ends). Miss: No damage, but the target teleports 3 squares
picks at the walls, while a larger creature equipped with m War Pick (standard; at-will) Weapon
and is dazed until the end of the warped cultists next turn.
+14 vs. AC; 6 damage.
a strange tubelike snout, f lapping ears, and a stubby tail, Warp Step (move; usable only while affected by bloodied
Alignment Chaotic evil Languages Common, Giant
causes the stone to shatter with blasts issued from its maw. transformation; at-will) Teleportation
Str 17 (+7) Dex 11 (+4) Wis 10 (+4)
The warped cultist teleports 1d6 squares.
Beyond, a steep cliff rises to a chamber above, while a small Con 15 (+6) Int 8 (+3) Cha 9 (+3)
Alignment Chaotic evil Languages Common, Primordial
tunnel in the western wall leads off into darkness. Equipment hide armor, war pick
Skills Athletics +15, Stealth +12
Str 21 (+11) Dex 15 (+8) Wis 9 (+5)
Con 18 (+10) Int 8 (+5) Cha 17 (+9)
Chaos Phage Level 16 Disease Equipment chainmail, greatsword, shining medallion

Endurance improve DC 25, maintain DC 20, worsen DC 19 or lower


The target ! Initial Effect: A slaad !" The target takes a 2 penalty to " The target dies, and a slaad tadpole
is cured. embryo is implanted in Will. While bloodied, the target burrows out of its skull (see MM 237).
the target. succumbs to madness and attacks
the nearest creature.

Januar y 20 09 | D U N G E O N 16 2
15
Fist of Mourning

Tactics Features of the Area


As near as the cultists are to creating a new breed of Illumination: Each warped cultist carries a shin-
perfect specimens, the adventurers arrival proves ing necklace, shedding bright light in a 5-square
intensely frustrating. As a result, the cultists commit radius.
themselves to destroying the intruders. Each cultist Rubble: Squares containing rubble count as dif-
draws its greatsword and charges the closest charac- ficult terrain.
ter, using reckless sweep when presented with two or Precipice: A sheer cliff rises 30 feet at the caverns
more targets. Once the cultist becomes bloodied, a northern end, marking the end of room 6. Climbing
slaad abomination rips itself free from his body and the cliff requires a DC 15 Athletics check.
immediately sets out to butcher the PCs where they Tools: Scattered throughout the chamber are six
stand. The new abomination uses warping flux to tele- picks, four shovels, a lantern, and two sunrods.
port behind the PCs front ranks to worry controllers
and ranged strikers with claw attacks. Thereafter, Conclusion
if the warped cultist becomes marked, it uses warp If any of the orc miners live long enough to surrender,
step to stay out of its enemys reach, charging another they might be convinced to help the adventurers.
enemy as they reappear. The warped cultists fight to Getting their help requires a complexity 1 skill chal-
the death. lenge (4 successes before 3 failures) with DC 10 Bluff,
The destrachan far voice helps with the cultists Diplomacy, or Intimidate checks. If any character
since their ambition is not far off from its owncreat- failed a saving throw to avoid becoming infected by
ing death and madness. This said, it is not particularly chaos phage, the PCs take a 5 penalty to all checks
loyal, and when it attacks, it freely catches the warped related to this skill challenge. A victory ensures
cultists in its attacks if they get in its way. The destra- the orc miners remain loyal enough to aid the PCs
chan moves to use bellowing blast and then scuttles through one combat. A failure indicates the orcs wont
away, peppering the PCs with sound pulse until its hinder the PCs, but they wont help either and they
blast attack recharges. If two or more enemies come try to escape at their first opportunity.
within 2 squares of it, it uses reverberate and then slips The orcs, if made friendly, also volunteer infor-
away to blast the offending enemies once more. The mation about the happenings in the tunnels. They
destrachan fights to the death. explain the cultists have brought prisoners into the
The orc miners want no part in the struggle, but tunnels and do terrible things to them. They know
as long as the warped cultists live, they fight the PCs. the cultists can be found beyond the cliff, but warn
They work together, all four striking one character at the heroes that restless dead guard that path. The orcs
a time. The orc miners surrender if the warped cult- also tell the PCs that a queer idol lurks down the side
ists are slain. passage and that many crazed cultists worship it.

Januar y 20 09 | D U N G E O N 16 2
16
Fist of Mourning

F3: ENTROPIC THRALLS Suppurating Eidolon (E) Level 12 Controller (Leader) 2 Warped Cultists (C) Level 12 Skirmisher
Large elemental animate (construct) XP 700 Medium elemental humanoid, human, slaad XP 700 each
Initiative +8 Senses Perception +9 Initiative +10 Senses Perception +5
Encounter Level 10 (2,500 XP) Fearless Followers aura 5; allies within the aura are immune HP 122; Bloodied 61; see also bloodied transformation
to fear. AC 24; Fortitude 25, Reflex 22, Will 23
Setup HP 123; Bloodied 61 Immune chaos phage (see below)
AC 27; Fortitude 25, Reflex 22, Will 23 Speed 5; see also warp step
1 suppurating eidolon (E)
Immune disease, fear, sleep m Greatsword (standard; at-will) Weapon
2 warped cultists (C) Speed 5 +17 vs. AC; 2d6 + 5 damage.
4 wretched and unclean (U) m Slam (standard; at-will) C Reckless Arc (standard; encounter) Weapon
Reach 2; +17 vs. AC; 2d6 + 5 damage. Requires greatsword; close burst 1; +17 vs. AC; 4d6
C Curse of Madness (immediate reaction, when an enemy + 5 damage. Effect: The warped cultist grants combat
A warped cultist leaves the chamber containing the
attacks the eidolon while unspeakable stance is active; at-will) advantage to any enemy until the start of its next turn.
eidolon. The rest of the inhabitants gather around the Psychic Bloodied Transformation (when first bloodied) Polymorph
idol, where they offer it prayers and sacrifices of their Tendrils of filthy darkness penetrate the creature that A slaad abomination rips itself free from the cultists body.
triggered the attack: close burst 10; targets the triggering Until the end of the encounter, the warped cultist gains a
own flesh.
enemy; +16 vs. Will; 1d8 + 5 psychic damage, and the +2 to all defenses, low-light vision, and can use the claws,
The warped cultist is bound for room 3 when the target is dominated until the end of the suppurating warping flux, and warp step powers. However, the warped
PCs come within his line of sight. If the characters eidolons next turn. Miss: Half damage, and the target is cultist can no longer use its greatsword or reckless arc
succeed on a DC 15 Stealth check, they take the instead dazed until the end of the suppurating eidolons powers.
next turn. m Claws (standard; usable only while affected by bloodied
rooms denizens by surprise. Furthermore, if the C Caustic Inundation (immediate reaction, when an enemy transformation; at-will) Disease
characters kill the warped cultist before the start of kills one of the suppurating eidolons allies in the eidolons +17 vs. AC; 2d4 + 5 damage, and the warped cultist makes
the next round, the PCs can also take a move action line of sight; at-will) Acid a secondary attack against the same target. Secondary
before the start of the next round since the other cult- Close burst 3; targets enemies; +14 vs. Reflex; 1d8 + 5 acid Attack: +15 vs. Fortitude; the target contracts chaos phage
damage. (see below).
ists are oblivious to anything but their agony. Unspeakable Stance (standard; at-will) Psychic C Warping Flux (standard; usable only while affected by
When the PCs see a warped cultist, read: The suppurating eidolon assumes a meditative stance. bloodied transformation; encounter) Psychic, Teleportation
Until the end of its next turn, the eidolon gains resist 20 Close burst 3; +13 vs. Will; 1d6 + 3 psychic damage, the
to all damage, and allies in its line of sight deal 1d6 extra target teleports 3 squares, and the target is dazed (save
A heaving wretch wrapped in sodden rags surges forward,
psychic damage on their melee attacks. If the eidolon ends). Miss: No damage, the target teleports 3 squares, and
brandishing a greatsword. You see things moving beneath moves, the effect ends. is dazed until the end of the warped cultists next turn.
its skin. Alignment Chaotic evil Languages Warp Step (move; usable only while affected by bloodied
Str 21 (+11) Dex 14 (+8) Wis 16 (+9) transformation; at-will) Teleportation
Con 19 (+10) Int 6 (+4) Cha 11 (+6) The warped cultist teleports 1d6 squares.
Alignment Chaotic evil Languages Common, Primordial
Skills Athletics +15, Stealth +12
Chaos Phage Level 16 Disease Str 21 (+11) Dex 15 (+8) Wis 9 (+5)
Con 18 (+10) Int 8 (+5) Cha 17 (+9)
Endurance improve DC 25, maintain DC 20, worsen DC 19 or lower
Equipment chainmail, greatsword, shining medallion
The target ! Initial Effect: A slaad !" The target takes a 2 penalty to " The target dies, and a slaad tadpole
is cured. embryo is implanted in Will. While bloodied, the target burrows out of its skull (see MM 237).
the target. succumbs to madness and attacks
the nearest creature.

Januar y 20 09 | D U N G E O N 16 2
17
Fist of Mourning

When the PCs see a wretched and unclean, read: Tactics


The warped cultists throw themselves against the
Clearly once human, this vile creature is a mass of dripping
PCs, exposing themselves to danger to trigger their
flesh and exposed bones, yet somehow still alive.
bloodied transformation. Once freed, the warped cult-
ists attack one character and then use warp step so
When the PCs see the suppurating eidolon, read:
they can attack another character. They repeat this
tactic until each character has been exposed to chaos
A grotesque statue, all its contorted faces wailing and
phage. The warped cultists fight to the death.
vomiting ichors, comes to life and steps down from its
The wretched and unclean support the warped
pedestal to face you.
cultists, each too far devolved to do much more than
rend flesh with their claws. They sacrifice themselves
4 Wretched and Unclean (U) Level 9 Minion Brute
Medium elemental humanoid, human XP 100 each gladly, moving into position where they can attack
Initiative +9 Senses Perception +3 several enemies with corrosive eruption when they are
HP 1; a missed attack never damages a minion; see also inevitably cut down.
corrosive eruption
The most important combatant, though, is the sup-
AC 23; Fortitude 22, Reflex 21, Will 20
Resist 5 acid purating eidolon. It steps down from its pedestal and
Speed 6 moves so it can keep all its allies in its line of sight.
m Claws (standard; at-will)
This way they can benefit from its unspeakable stance. Features of the Area
+14 vs. AC; 5 damage.
Once the wretched and unclean are destroyed, the Illumination: Each cultist wears a shining medal-
C Corrosive Eruption (when reduced to 0 hit points) Acid
Close burst 3; +10 vs. Reflex; 5 acid damage. suppurating eidolon exits its stance, joins the fight, lion and sheds bright light in a 5-square radius.
Alignment Chaotic evil Languages Common and makes slam attacks each round. Rubble: Squares containing rubble count as dif-
Str 19 (+8) Dex 17 (+7) Wis 8 (+3) ficult terrain.
Con 14 (+6) Int 12 (+5) Cha 14 (+6)
Equipment rags

Januar y 20 09 | D U N G E O N 16 2
18
Fist of Mourning

F4: OUTRAGED DEAD Kalan the Avenger (K) Level 14 Soldier (Leader) 4 Skeletal Hammerers (H) Level 10 Brute
Medium natural animate (undead) XP 1,000 Medium natural animate (undead) XP 500 each
Initiative +10 Senses Perception +12; darkvision Initiative +10 Senses Perception +12; darkvision
Encounter Level 11 (3,000 XP)
Flames of Vengeance (Fire) aura 1; allies who start their turns HP 126; Bloodied 63
within the aura deal 5 extra fire damage on melee attacks. AC 23; Fortitude 22, Reflex 23, Will 20
Setup HP 141; Bloodied 70 Immune disease, poison; Resist 10 necrotic; Vulnerable 5
Kalan the Avenger (K) AC 28; Fortitude 28, Reflex 24, Will 27 radiant
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 Speed 7
4 skeletal hammerer (H) radiant m Pounding Hammers (standard; at-will) Weapon
Speed 5 The skeletal hammerer makes two warhammer attacks
These animated remains of dwarf warriors were m Fiery Warhammer (standard; at-will) Fire, Weapon against the same target: +13 vs. AC; 1d10 + 4 damage. If
+19 vs. AC; 1d10 + 7 damage plus 1d6 fire damage, and the both attacks hit the same target, it is pushed 2 squares
defeated by the cult and driven into the mines, where
target is marked until the end of Dalans next turn. after the attack.
they plot their revenge. A Volcanic Burst (standard; recharge 4 5 6) Fire M Hammerfall (standard; at-will) Weapon
Area burst 1 within 10; +15 vs. Reflex; 1d6 + 5 fire damage, The skeletal hammerer makes two pounding hammer
and the target is pulled 5 squares. attacks (four attacks total).
Back on Your Feet (immediate reaction, when an ally within M Sudden Strike (immediate reaction, when an adjacent enemy
line of sight is reduced to 0 hit points; encounter) Healing shifts; at-will) Weapon
The ally regains 20 hit points, stands immediately, and The skeletal hammer makes a melee basic attack against
makes a melee basic attack as a free action. the enemy that triggered the attack.
Stand Your Ground Alignment Unaligned Languages
When an effect forces Dalan to movethrough a pull, a Str 18 (+9) Dex 20 (+10) Wis 14 (+7)
push, or a slideDalan moves 1 square less than the effect Con 16 (+8) Int 3 (+1) Cha 3 (+1)
specifies. When an attack would knock Dalan prone, he Equipment 4 warhammers
can roll a saving throw to avoid falling prone.
Alignment Unaligned
Str 23 (+13)
Languages Common, Dwarven
Dex 13 (+8) Wis 20 (+12)
Tactics
Con 21 (+12) Int 9 (+6) Cha 14 (+9) The skeletal hammerers engage the closest enemies.
Equipment plate armor, warhammer Kalan uses volcanic burst during the first round, target-
ing characters in the back, and then he closes to fight
When the PCs can see this room, read: in melee where his presence boosts his allies attacks.

Rubble litters the floor. Rising from the debris, you see a Features of the Area
number of dwarf-sized skeletons, their eyes burning with Illumination: Light from room 17 fills this cham-
hatred. Purplish light shines from a higher opening at the ber with dim light.
top of the far wall. Precipice: A sheer cliff rises 30 feet at the caverns
northern end, marking the end of room 6. Climbing
the cliff requires a DC 15 Athletics check.

Januar y 20 09 | D U N G E O N 16 2
19
Fist of Mourning

F5: HIDEOUS CULTISTS Anax the Foul Level 13 Controller (Leader) Gray Slaad (G) Level 13 Skirmisher
Medium elemental humanoid, human XP 800 Medium elemental humanoid XP 800
Initiative +8 Senses Perception +9; low-light vision Initiative +12 Senses Perception +7; low-light vision
Encounter Level 12 (3,500 XP)
Intoxicating Musk (Poison) aura 3; all creatures other than HP 128; Bloodied 64; see also planar flux
Anax who start their turns within the aura take a 2 AC 27; Fortitude 25, Reflex 26, Will 24
Setup penalty to attack rolls and their melee attacks gain a +5 Immune chaos phage (see below)
Anax the Foul (A) bonus to damage rolls. Speed 6, teleport 4
HP 128; Bloodied 64 m Claws (standard; at-will) Disease
1 gray slaad (G) AC 27; Fortitude 24, Reflex 25, Will 27 +18 vs. AC; 2d8 + 2 damage, and the slaad makes a
2 warped cultists (C) Immune chaos phage (see below) secondary attack against the same target. Secondary
3 mutated thralls (T) Speed 6 Attack: +16 vs. Fortitude; on a hit, the target contracts
m Bewildering Caress (standard; at-will) Fear chaos phage (see below).
+18 vs. AC; 1d4 + 2 damage, and Anax makes a secondary R Condition Transfer (immediate reaction, when hit by an
The creatures do not appear until the PCs open the attack against the same target. Secondary Attack: +17 vs. Will; attack that applies any condition; recharge 5 6)
doors in room 1. The sound draws them from their the target is dominated until the end of Anaxs next turn. Ranged 5; +16 vs. Fortitude; conditions applied by the
hiding places. R Madness Blossoms (standard; at-will) Psychic triggering attack affect the target instead of the slaad.
Ranged 20; +17 vs. Reflex; 1d6 + 5 psychic damage, and the C Induce Planar Instability (standard; encounter)
When the creatures emerge, read: target is dazed until the end of Anaxs next turn. Close burst 3; +16 vs. Will; 1d8 + 2 damage, and the target
A Elemental Conflagration (standard; recharge 6) shifts 3 squares and is knocked prone.
Three mobile tumors, bodies fat and glistening, waddle Area burst 1 within 10; +15 vs. Reflex; 1d8 + 6 damage, Planar Flux (free, when first bloodied; encounter)
and the target slides 3 squares and grants combat Teleportation
out onto the ledge. They have spindly arms ending in
advantage to any enemy (save ends). The slaad teleports 8 squares and becomes insubstantial
blackened hands clutching greasy filth. A whip-thin C Corrosive Vomit (immediate reaction, when hit by a melee until the end of its next turn.
humanoid comes round the corner, greatsword in his attack; encounter) Acid Alignment Chaotic evil Languages Primordial
hands. His face is a nightmare of scars, and worms wriggle Close blast 5; +15 vs. Reflex; 2d6 + 6 acid damage, and Skills Athletics +13, Stealth +15
ongoing 10 acid damage (save ends). Str 15 (+8) Dex 18 (+10) Wis 12 (+7)
beneath the shiny tissue. Alignment Chaotic evil Languages Common, Primordial Con 16 (+9) Int 9 (+5) Cha 14 (+8)
Skills Arcana +15, Endurance +13, Insight +9
When the PCs see the gray slaad, read: Str 9 (+5) Dex 14 (+8) Wis 6 (+4)
4 Mutated Thralls (T) Level 10 Minion
Con 16 (+8) Int 19 (+10) Cha 23 (+12)
Medium elemental humanoid, human XP 125 each
Equipment robes, fleshy orb
An ungainly humanoida cross between a man and a Initiative +10 Senses Perception +4
HP 1; a missed attack never damages a minion
toadcroaks at you. Reality rejects its presence, because
AC 24; Fortitude 21, Reflex 24, Will 19
light bends and wavers as it falls across its hideous form. Speed 7
m Tentacles (standard; at-will)
+14 vs. AC; 6 damage, and slide the target 1 square.
Chaos Phage Level 16 Disease r Gobs of Filth (standard; at-will) Poison
Endurance improve DC 25, maintain DC 20, worsen DC 19 or lower Ranged 5; +17 vs. AC; 6 poison damage.
Alignment Chaotic evil Languages Common
The target ! Initial Effect: A slaad !" The target takes a 2 penalty to " The target dies, and a slaad tadpole
Str 17 (+8) Dex 22 (+11) Wis 8 (+4)
is cured. embryo is implanted in Will. While bloodied, the target burrows out of its skull (see MM 237).
Con 12 (+6) Int 6 (+3) Cha 13 (+6)
the target. succumbs to madness and attacks
Equipment rags
the nearest creature.

Januar y 20 09 | D U N G E O N 16 2
20
Fist of Mourning

2 Warped Cultists (C) Level 12 Skirmisher When the PCs see Anax, read:
Medium elemental humanoid, human, slaad XP 700 each
Initiative +10 Senses Perception +5 You catch a faint, strangely pleasant odor when you first see
HP 122; Bloodied 61; see also bloodied transformation
AC 24; Fortitude 25, Reflex 22, Will 23
this misshapen human dressed in lilac robes. With a thatch
Immune chaos phage (see below) of greasy red hair pasted to his smooth skull, he seems
Speed 5; see also warp step perversewrong somehow. He pulls his hand up to reveal a
m Greatsword (standard; at-will) Weapon
shuddering tumor spilling foulness through his fingers and
+17 vs. AC; 2d6 + 5 damage.
C Reckless Arc (standard; encounter) Weapon down his upraised arm. He cackles madly as the f leshy orb
Requires greatsword; close burst 1; +17 vs. AC; 4d6 quivers in similar delight.
+ 5 damage. Effect: The warped cultist grants combat
advantage to any enemy until the start of its next turn.
Bloodied Transformation (when first bloodied) Polymorph
Tactics
A slaad abomination rips itself free from the cultists body. The mutated thralls hold their positions on the ledge
Until the end of the encounter, the warped cultist gains a and throw gobs of filth at the characters closest to
+2 to all defenses, low-light vision, and can use the claws,
them. As with the other warped cultists, the ones
warping flux, and warp step powers. However, the warped
cultist can no longer use its greatsword or reckless arc found here are reckless, and they expose themselves
powers. to attacks to trigger their bloodied transformation. The
m Claws (standard; usable only while affected by bloodied cultists and the mutated thralls fight to the death.
transformation; at-will) Disease
Anax and the gray slaad support their lackeys. Features of the Area
+17 vs. AC; 2d4 + 5 damage, and the warped cultist makes
a secondary attack against the same target. Secondary Anax keeps the warped cultists inside the aura of his Illumination: The warped cultists each wear
Attack: +15 vs. Fortitude; the target contracts chaos phage intoxicating musk and uses elemental conf lagration at medallions that shed bright light in a 5-square radius.
(see below). Stairs: Spaces containing stairs count as difficult
the encounters start. While waiting for this power
C Warping Flux (standard; usable only while affected by
bloodied transformation; encounter) Psychic, Teleportation to recharge, he throws madness blossoms and gropes terrain.
Close burst 3; +13 vs. Will; 1d6 + 3 psychic damage, the adjacent enemies with bewildering caress. Anax fights Ledge: The ledge stands 10 feet above the floor.
target teleports 3 squares, and the target is dazed (save until the gray slaad is slain, at which point he retreats Climbing the wall requires a DC 20 Athletics check.
ends). Miss: No damage, the target teleports 3 squares, and
to the landing, where he shouts a warning to the A fall from the ledge deals 1d10 damage.
is dazed until the end of the warped cultists next turn.
Warp Step (move; usable only while affected by bloodied enemies in room 14 and makes a stand there. Statues and Pillars: The statues in room 8 and
transformation; at-will) Teleportation The gray slaad teleports around the battlefield, the pillars in room 10 are stone. Each has an AC 4;
The warped cultist teleports 1d6 squares. Fortitude 10, Reflex 4, and 50 hit points. Reducing a
training its attacks against low-Fortitude enemies
Alignment Chaotic evil Languages Common, Primordial
such as wizards, rogues, and the like. It uses planar statue to 0 hit points fills its square with rubble and
Skills Athletics +15, Stealth +12
Str 21 (+11) Dex 15 (+8) Wis 9 (+5) instability only if faced with two or more foes at once. the square counts as difficult terrain until cleared.
Con 18 (+10) Int 8 (+5) Cha 17 (+9) The slaad fights until slain.
Equipment chainmail, greatsword, shining medallion

Januar y 20 09 | D U N G E O N 16 2
21
Fist of Mourning

SC3: CONGRESS Congress with the Dead


Skill Challenge
Level 10
XP 500
WITH THE DEAD The ghost regards you with suspicion, awaiting an explanation
for why you disturbed his rest.
Level 10 (500 XP) To gain the ghosts aid, the PCs must convince it of their good
intentions.
Setup Complexity
1 (requires 4 successes before 3 failures).
When the PCs enter this room, read: Primary Skills
Diplomacy, History, Insight
Other Skills
Wide pillars featuring reliefs depicting axes and hammers
Bluff, Intimidate
march down to the chambers end on either side. Centered Victory
between them, against the far wall, stands a stone Murat believes the adventurers and grants them a boon (see
sarcophagus, its lid shattered and lying on the f loor. Treasure).
Defeat
The ghost disbelieves the characters and vanishes, but not
When a PC comes within 3 squares of the sar- before stealing a healing surge from each character within
cophagus, read: 5 squares.
Diplomacy DC 16 (1 success, no maximum)
Characters who spent at least 5 minutes reading the
The temperature plunges as a ghostly form rises from the inscriptions in room 8 gain a +2 bonus to Diplomacy checks.
tomb. A dwarf, with a long beard, hard eyes beneath bushy Paying the fallen hero proper respect, the PC explains the
eyebrows, and wearing spectral plate armor with a great reason for being here.
History DC 16 (1 success, 1 maximum)
hammer slung over his back, examines you and speaks:
Characters who spent at least 5 minutes reading the
You! Why have you violated this sacred place? inscriptions in room 8 gain a +2 bonus to History checks.
The PC recounts some of the dwarf s great deeds.
Murats ghost does not fight the PCs and vanishes if Insight DC 16 (1 success, 2 maximum)
In addition to counting as a success, a character also gains a +2
attacked. However, if the PCs speak with the ghost bonus to its next Diplomacy check. A failed Insight check
and treat it with respect, they might gain his aid in also results in a 2 penalty to the next Diplomacy check
defeating the cultists. Begin the skill challenge. made, and closes off future uses of this skill.
The PC watches the ghost, trying to read its emotions though
Treasure (Parcel 2): If the characters succeeded
centuries stand between the PCs life and his.
on the skill challenge, Murat rewards them with a Bluff DC 21 (1 success, no maximum)
+3 thundering warhammer. A failed skilled challenge A failed check cancels all other successes and closes off future
requires the characters to succeed on a DC 21 Per- uses of the Bluff skill for this challenge.
The PC tries to deceive the dwarf, masking the PCs true
ception check to find the hammer. It is within a secret intentions behind a lie.
compartment beneath the sarcophagus. Intimidate DC 21 (1 success, no maximum)
An Intimidate check results in an automatic failure. In addition
to counting as a failure, the character making the Intimidate
check loses 1 healing surge.
Bluster and threats are the PCs weapons against this old fool.

Januar y 20 09 | D U N G E O N 16 2
22
Fist of Mourning

F6: LIVING STATUES? Beholder Eye of Flame (E) Level 13 Elite Artillery 3 Shardsoul Slayers (S) Level 8 Soldier
Large aberrant magical beast XP 1,600 Medium elemental animate (construct) XP 350 each
Initiative +11 Senses Perception +15; all-around vision, Initiative +13 Senses Perception +5; darkvision
Encounter Level 11 (3,000 XP) darkvision Deranging Aura (Charm) aura 5; any enemy who starts its
Eyes of the Beholder aura 5; at the start of each enemys turn within the aura take a 2 penalty to attack rolls and
Setup turns, if that creature is within the aura and in the eye of gain a +2 bonus to damage rolls. Each enemy whose attack
flames line of sight, the eye of flame uses one random eye misses the shardsoul slayer must make a melee basic attack
Animating spirit (A)
ray power against that creature. against the nearest ally within reach as a free action.
1 beholder eye of f lame (E) HP 204; Bloodied 102; see also fiery burst HP 90; Bloodied 45; see also shardsoul release
3 shardsoul slayers (S) AC 26; Fortitude 26, Reflex 27, Will 28 AC 23; Fortitude 21, Reflex 20, Will 18
Saving Throws +2 Immune disease, poison; Resist 5 radiant
Speed fly 6 (hover) Speed 6, jump 4
What once captured Murats greatest victories in m Claw (standard; at-will)
Action Points 1
stone is now a mustering place for the cults greatest m Bite (standard; at-will) +14 vs. AC; 1d8 + 5 damage, and the target is marked until
thralls. Awaiting the final preparations and emer- +18 vs. AC; 2d6 damage. the end of the shardsoul slayers next turn.
R Central Eye (minor; at-will) M Slaying Frenzy (standard; recharge 5 6)
gence of the mutated host in the upper chambers
Ranged 8; the target gains vulnerable 10 fire, and any The shardsoul slayer makes two claw attacks. If either
beyond, they loiter here. The beholder passes the attack that deals fire damage to the target also deals attack hits a target marked by the shardsoul slayer, or if
time scorching the occasional rat with its fire ray ongoing 5 fire damage (save ends both). both attacks hit the same target, that target is also dazed
and hovers in the darkness near the ceiling. Three R Eye Rays (standard; at-will) see text until the end of the slayers next turn.
The eye of flame can use up to two eye ray powers (chosen R Shardsoul Release (when reduced to 0 hit points)
shardsoul slayers, each containing a fragment of a
from the list below), at least one of which must be a fire Ranged 10; affects one other shardsoul of the shardsoul
long dead primordial, linger near the statues, while a ray. Each power must target a different creature. Using eye slayers level or lower; the target can take one extra
malevolent spirit flits about the room, too terrified of rays does not provoke opportunity attacks. standard action on each of its next two turns.
the creatures to attack them directly. 1Fire Ray (Fire): Ranged 8; +17 vs. Reflex; 2d8 + 6 fire Focused Killer (immediate interrupt, when an adjacent enemy
damage. marked by the shardsoul slayer shifts; at-will)
When the PCs see the beholder, read: 2Telekinesis Ray: Ranged 8; +17 vs. Fortitude; the target The shardsoul slayer makes a claw attack against that
slides 4 squares. enemy.
A large ruddy red sphere f loats near the ceiling, spinning 3Fear Ray (Fear): Ranged 8; +17 vs. Will; the target moves Skyfall Charge
its speed away from the eye of flame by the safest route When a shardsoul slayer charges, it deals 1d8 extra
and fixing you with its horrible eyes.
possible and takes a 2 penalty to attack rolls (save ends). damage.
C Fiery Burst (when first bloodied and again when the eye of Alignment Chaotic evil Languages understands
When the PCs see a shardsoul slayer, read: flame is reduced to 0 hit points) Fire Common, Primordial
Close burst 2; +17 vs. Reflex; 2d8 + 6 fire damage. Str 21 (+9) Dex 18 (+8) Wis 3 (+0)
Alignment Evil Languages Deep Speech Con 17 (+7) Int 6 (+2) Cha 15 (+6)
The shadows coalesce into a strange, horned automaton. A Str 10 (+6) Dex 20 (+11) Wis 19 (+10) Equipment greatsword
fiery red eye burns in the center of its head. Con 18 (+10) Int 14 (+8) Cha 23 (+12)
The shardsoul slayers spring out of their hiding
Tactics its central eye followed by its fire ray. As long as the
places, charging the closest PC and then following
The denizens attack when the PCs enter the room. animating spirit is present, the beholder uses its tele-
up on the next round with slaying frenzy. The slayers,
The beholder stays out of melee reach but descends so kinesis ray to slide an enemy into a space adjacent to a
knowing the animating spirits tactics, pull back to
the PCs are within 4 squares to keep them in its aura. statue. It resorts to its fear ray only if an enemy comes
lure the PCs into spaces adjacent to the statues while
While the constructs keep the strikers and defend- too close.
their slaying frenzy powers recharge.
ers busy, the beholder targets ranged characters with

Januar y 20 09 | D U N G E O N 16 2
23
Fist of Mourning

The animating spirit flies to the nearest statue Animating Spirit (A) Level 8 Lurker
with a PC adjacent to it and then attacks. Each round, Hazard XP 350
it flies to a new statue and attacks again. All creatures A cruel spirit flits from statue to statue, animating the stone to
deliver a nasty attack to the unprepared.
and the hazard fight to the death.
Hazard: An invisible spirit moves into a statues space and
Features of the Area smashes intruders with the statues animated appendages.
Perception
Illumination: This room is dark. DC 19: The character notices a disturbance in the
Ceiling: The ceiling is 60 feet overhead. animating spirits space, thus revealing the hazards position
until it moves again.
Statues: There are eleven statues in all, each
Additional Skill: Arcana
depicting a different kind of creature. They include DC 14: The character recognizes the nature of the
the following creatures: dragon, beholder, mino- animating spirit, including its attack.
taur, marilith, pit fiend, shadar-kai, a weird jellyfish Trigger
When a living creature other than the beholder enters the
creature with eyestalks, owlbear, an earth titan, an room, the animating spirit rolls initiative and it moves on its
ice archon, and a carrion crawler. The statues are turn. If it ends its movement in a space containing a statue,
all scaled down or up so they are the same size. See it attacks one adjacent enemy.
Speed fly 4
below for statistics.
Attack
Stairs: A set of stairs leads up to room 15. Squares Standard Action Melee 1
containing the stairs count as difficult terrain. Target: One creature
Attack: +13 vs. AC
Hit: 1d8 + 5 damage, and the target is knocked prone. If the
target grants the animating spirit combat advantage, the
hazard deals 2d8 extra damage.
Countermeasures
A character can attack a statue animated by a spirit. The
statue has an AC 4; Fortitude 10, Reflex 4; 50 hit points.
An attack that hits the statue also damages and pushes the
animating spirit 1 square.
A character can attack the spirit when it is not in a space
containing the statue. The spirit is invisible and has an
AC 23; all other defenses 19, 50 hit points; vulnerable 5
radiant. Destroying the animating spirit ends the hazard.

Januar y 20 09 | D U N G E O N 16 2
24
Fist of Mourning

F7: BEYOND THE PALE 2 Red Slaad (R) Level 15 Soldier Obsen (Z) Level 13 Elite Controller (Leader)
Large elemental humanoid XP 1,200 each Medium elemental humanoid, human XP 1,600
Initiative +13 Senses Perception +8; low-light vision Initiative +9 Senses Perception +10
E n co u n te r L eve l 1 4 ( 5 , 2 0 0 X P ) HP 146; Bloodied 73 Entropic Imperative aura 3; allies who start their turns within
AC 29; Fortitude 28, Reflex 29, Will 25 the aura gain a +2 bonus to attack rolls and damage rolls.
Setup Immune chaos phage (see below) HP 256; Bloodied 128
Speed 8, teleport 4 AC 29; Fortitude 24, Reflex 27, Will 27
Obsen (Z)
m Bite (standard; at-will) Saving Throws +2
2 red slaads (R) Reach 2; +21 vs. AC; 2d8 + 6 damage. Speed 6; see also chaos stride
3 horrid spawn (H) m Claw (standard; at-will) Disease Action Points 1
Reach 2; +21 vs. AC; 1d6 + 3 damage, and the slaad makes m Chaos Blade (standard; at-will) Weapon
a secondary attack against the same target. Secondary +18 vs. AC; 1d4 + 3 damage, and the target is stunned until
Obsen, the cult leader, performs the final incantations
Attack: +19 vs. Fortitude; on a hit, the target contracts the end of Obsens next turn.
for the ritual to complete his victims transformations chaos phage (see below). R Tumescent Nodule (standard; at-will, usable 4/day) Acid,
into horrific abominations. Its best if hes nearing M Leaping Pounce (standard; recharge 5 6) Poison
The slaad shifts 4 squares and makes two claw attacks. If Obsen rips a nodule from his body and hurls it at an enemy
the end of his ritual when the PCs arrive, but if they
either claw attack hits, the target is marked until the end within range: Obsen takes 5 damage: Ranged 5/10; +17
took too many extended rests before getting here, of the slaads next turn. vs. Reflex; 1d6 + 5 acid damage, and ongoing 5 poison
you might consider altering the encounter, possibly C Horrid Croak (standard; encounter) Fear damage (save ends). Each creature adjacent to the target
adding additional horrid spawn or having the tunnels Close blast 5; +19 vs. Fortitude; the target is immobilized takes 5 acid damage.
until the end of the slaads next turn. A Chaos Seed (standard; sustain: minor; encounter) Zone
leading up to this encounter filled with these twisted
Alignment Chaotic evil Languages Primordial Area burst 2 within 10; targets enemies; +15 vs. Will; on
wretches. In any event, two red slaad look on eagerly, Skills Athletics +15, Stealth +16 a hit, the target is dazed and makes a melee basic attack
while three early adopters step free from the gelati- Str 17 (+10) Dex 19 (+11) Wis 12 (+8) against one ally adjacent to it. Miss: The target is dazed and
nous webbing to serve their new master at the start of Con 18 (+11) Int 11 (+7) Cha 15 (+9) does not make an attack. Effect: The burst creates a zone that
persists until the end of Obsens next turn. Obsen can sustain
the second round. When the PCs can see Obsen clearly, read: the effect by spending a minor action, and can move the
When the characters enter, have them make zone 3 squares by spending a move action. Any creature that
Stealth checks against the passive Perceptions of starts its turn inside the zone is subject to another attack.
A horrific figure emerges from the slimy tendrils. Nude, C Chaos Blast (standard; recharge 4 5 6)
everyone in this room (20 for Obsen, 18 for the slaad, genderless, and sporting terrifying growths that inf late and Close blast 5; +15 vs. Fortitude; 2d8 + 6 damage, and the
and 11 for the spawn) to see which opponents are release, its flesh bristles with grasping tentacles, slackened target grants combat advantage to any enemy (save ends).
surprised. maws, and spurting blue flames from dimpled holes in its
Aftereffect: The target takes 5 damage.
R Writhing Chaos (standard; encounter) Teleportation
Perception Check f lesh. Its hands are black with old blood and it grips a f leshy Three ribbons of light appear in the air and attack: Ranged
DC 26: Two hulking humanoid figures loiter beyond the knife in its left hand. 10; three targets; +15 vs. Reflex, three attacks; 1d8 + 6
curtains. damage, and the target teleports to a square of Obsens
choosing within 5 squares of him.
C Chaos Stride (minor; recharge when first bloodied)
Chaos Phage Level 16 Disease Teleportation
Close burst 1; +15 vs. Will; 1d8 + 6 damage, and the target
Endurance improve DC 25, maintain DC 20, worsen DC 19 or lower is dazed (save ends). After the attack, Obsen teleports 1
The target ! Initial Effect: A slaad !" The target takes a 2 penalty to " The target dies, and a slaad tadpole square for each enemy he hit with this attack.
is cured. embryo is implanted in Will. While bloodied, the target burrows out of its skull (see MM 237). Alignment Chaotic evil Languages Common, Primordial
the target. succumbs to madness and attacks Skills Arcana +17, Dungeoneering +10, History +17, Nature +10
the nearest creature. Str 11 (+6) Dex 17 (+9) Wis 8 (+5)
Con 16 (+9) Int 23 (+12) Cha 19 (+10)
Equipment chaos blade, 4 tumescent nodules

Januar y 20 09 | D U N G E O N 16 2
25
Fist of Mourning

3 Horrid Spawn (H) Level 9 Brute Tactics


Medium elemental humanoid, human XP 400 each
Initiative +7 Senses Perception +1 Obsen starts the combat by using chaos seed to create
Sickening Stench aura 2; any living enemy that starts its turn a shimmering zone of madness to disrupt its enemies
within the aura takes a 2 penalty to attack rolls. actions and sow discord in their ranks. He then
HP 120; Bloodied 60
spends his action point to fling a tumescent nodule
AC 21; Fortitude 23, Reflex 21, Will 20
Immune chaos phage (see below), fear against a ranged striker, leader, or controller. On the
Speed 5 subsequent rounds, he flings the rest of his nodules,
m Toothy Tentacle (standard; at-will)
switching to chaos blast when he gets a clear shot, or
Reach 2; +12 vs. AC; 2d6 + 5 damage, and if the target
moves, shifts, or is forcibly moved before the start of the chaos stride if hes surrounded. He fights to the death.
horrid spawns next turn, it takes 5 extra damage. The red slaads target defenders and melee strik-
M Mutilating Rend (standard; recharge when a horrid spawn ers by using leaping pounce to infect them with chaos
reduces an enemy to 0 hit points)
phage. Once an enemy is infected, it switches to bite
Reach 2; +12 vs. AC; 4d6 + 5 damage, and ongoing 5
damage (save ends). Aftereffect: The target is dazed until attacks, abandoning the enemy once its bloodied to
the end of its next turn. attack an uninfected enemy. The tight confines makes
Shuddering Delight (when a horrid spawn reduces an enemy
maneuvering difficult, and so one fights from the
to 0 hit points)
The horrid spawn gains 20 temporary hit points, but north side, while the other fights from the south.
grants combat advantage to any enemy until the start of The horrid spawn attack the closest enemy each
its next turn. round until destroyed. G
Alignment Chaotic evil Languages understands
Common and Primordial
Str 21 (+9) Dex 17 (+7) Wis 4 (+1)
Con 20 (+9) Int 5 (+1) Cha 14 (+6) About the Author
Equipment rags Robert J. Schwalb contributed design to such books as
the FORGOTTEN REALMS Players Guide, Draconomicon I:
Chromatic Dragons, Manual of the Planes, P2: Demon Queens
When the PCs can see the slaad, read: Enclave, Martial Power , Players Handbook 2, Eberron
Campaign Guide, Eberron Players Guide, Adventurers Vault 2,
Features of the Area Nine-foot tall monstrosities, each resembling red-skinned
Divine Power , Draconomicon II: Metallic Dragons, and Primal
Power as well as numerous articles for D&D INSIDER.
Illumination: The ghastly curtain fills the room humanoid frogs, stride with heavy steps and issue gurgling Robert lives in Tennessee.
with dim light. croaks.
Gelatinous Curtains: Characters moving
through a space containing the gelatinous curtains At the start of the second round, read:
are subject to an attack: +21 vs. Fortitude; on a hit, the
character is infected with chaos phage. Each square Three struggling shapes fall inside the curtain and unfold
containing the curtain has an AC 10; Fortitude 12, into maddening abominationsall claws, fangs, and slime.
Reflex 10, and 50 hit points. Reducing a square to 0
hit points destroys the curtain in that space.

Januar y 20 09 | D U N G E O N 16 2
26
Beyond the
Mottled
Tower
by Creighton Broadhurst, Bruce R. Cordell,
and David Noonan
illustrations by William O'Connor, and Chris Seaman
cartography by Mike Schley
TM & 2009 Wizards of the Coast LLC All rights reserved.

All my careful work destroyed by that


traitorous bastard Modra and those
Heroes of Overlook. Now, I must
begin again, seeking new allies on dif-
ferent worlds to make good my losses.
But first, some vengeance on the Vale,
as well as a way to eradicate all hints
of my involvement with the githyanki.
After all, anonymity is the key to any
successful betrayal. . .

Januar y 20 09 | D U N G E O N 16 2
12
Beyond the Mottled Tower

Beyond the Mottled Tower is an adventure for five In the aftermath, another of Sarshans schemes
11th-level characters. By the end of the adventure, the was stymied in The Temple Between. The githyanki
PCs should be midway to 13th level. This adventure THE QUESTS war leader General Zithiruun, a valued client and
is the first paragon adventure for the Scales of War In Beyond the Mottled Tower, the PCs save the vil- ally of the shadar-kai, was slain attempting to capture
adventure path. Beyond the Mottled Tower is the lage of Talar from Sarshans attacks, then pursue the Overlook. Sarshan had worked with the disgraced
sequel to The Temple Between, or it can be adapted shadar-kai to his final lair. There, Sarshans threat can githyanki for some time, funneling troops through
for use in your own ongoing campaign. be ended once and for all. the network of portals scattered across Elsir Vale and
In this adventure, the PCs receive an urgent sum- coordinating the assassination of troublemakers. The
Minor QuestSave Talar
mons from Overlooks Council of Elders on behalf of relationship was a profitable one for Sarshan, and its
When the village of Talar is threatened with utter
Megan Swiftblade, leader of the Freeriders. Answer- loss irked the shadar-kai greatly.
destruction by a flow of elemental blood chaos, the
ing her call, the PCs witness the near-destruction of These setbacks have badly damaged Sarshan and
PCs must find its source beneath the Mottled Tower
the village of Talar. Subsequent revelations propel his carefully built operation. In an effort to salvage
and eliminate those responsible.
them on a dangerous hunt for those responsible, what he can of his power in the world, the shadar-kai
Reward: 600 XP.
before all Elsir Vale suffers the same fate. has decided to destroy all evidence of his association
Major QuestDefeat Sarshan with the githyanki.
BACKGROUND By pursuing the agents attacking Talar, the PCs Sarshan has recently become aware that Megan
retrace their route through a vast swamp and finally Swiftblade, leader of the Freeriders, has discovered
The shadar-kai arms dealer Sarshan has grown to Sarshans new lair in the Elemental Chaos. There, his association with General Zithiruun. Assassins
wealthy and powerful through his shadowy dealings. they must run a gauntlet of deadly traps and defend- sent by the shadar-kai have attempted to silence the
Over many years, Sarshan built up a vast, invisible ers before finally facing off against the shadar-kai. Freeriders, but have succeeded only in forcing Megan
mercantile empire supplying weapons, intelligence, Reward: 3,000 XP to flee to her home village of Talar, near the town of
and mercenaries to anyone with sufficient coin. Sar- Brindol. There, she has thrown herself on the mercy
shans success (and continued survival) hinged in of an old family friend, the sage Falrinth. As the
equal part on his clients discretion, his duplicitous adventure begins, Sarshans servants have caught up
nature, and his ruthless cunning. Subsequently, in The Shadow Rift of Umbraforge, with Megan and are about to unleash an indiscrimi-
Sarshan is cautious, and his desire for anonymity the treacherous Modra attempted to slay the PCs. nate assault on the village.
is such that he has walked away from numerous deals Pursuing their assailant to the Shadowfell, the party
that presented an unacceptably high risk of exposing discovered the shadar-kais fortressthe isolated cita-
his operation. However, one of Sarshans trusted lieu- del of Umbraforge. Its resultant destruction earned
tenants, the dark creeper Modra, betrayed his master the PCs Sarshans relentless ire.
when he supplied the orc war chief Tusk with arms
and equipment for his attack on the folk of the Stone-
home Mountains. Tusks subsequent defeat brought
the PCs into direct contact with Sarshans operation
for the first time.

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
13
Beyond the Mottled Tower

ADVENTURE SYNOPSIS determine that this attack is just the first of many, and
that Sarshan must be stopped for good.
BLOOD CHAOS After activating the portal, the PCs arrive at the
Overlooks Council of Elders has received a missive
Blood chaos is a potent acidic distillation of raw from Megan Swiftblade, begging their aid in the light Ever-Treea living tower growing in the midst of a
elemental essence, first collected and refined from of repeated assassination attempts against her and lake tainted with blood chaos. Immediately beset
the Elemental Chaos by Djamela, a long-dead efreet her groupthe Freeriders. The letter also includes an by a pair of green dragons, the PCs fight their way
conjurer. The efreet created this horrid ooze in the intriguing note indicating that Megan has discovered into the tunnels beneath the tree, catching their first
course of experimenting with the fundamental muta- who was behind General Zithiruuns recent attack on glimpse of Sarshan as he flees. After defeating Sar-
bility of her home plane, storing it in a vast reservoir the city. Megan is in hiding for her life, but asks that shans guards, the PCs follow the shadar-kai through
in her remote tower home. After Djamelas death, a courier be sent to the Green Dragon tavern in the another portal to the Elemental Chaos.
Sarshan discovered the tower and its blood chaos village of Talar. The council summons the PCs, asking Arriving atop an earthberg drifting on the Sea
stores. Recognizing the materials potential as a them to meet with Megan and assess the truth and of Fire, the PCs discover the monolithic tower that
weapon, he claimed the tower as his lair. Now, the value of her information. now serves as Sarshans lair. Inside, the shadar-kai
shadar-kai forges plans to route the blood chaos by The PCs reach Talar without incident, but as they has configured a portal network leading through the
way of portals into Elsir Vale. rest in the tavern waiting for Megan to make contact, tower to pass through a series of guarded and trapped
This potent distillation of elemental energy burns an earthquake hits the area. However, before they chambers. When they finally reach the roof, the PCs
inanimate objects and melts living flesh. A creature flee the collapsing tavern, the PCs must aid other and Sarshan face each other in a final showdown.
that enters or begins its turn in an area of blood chaos trapped patrons. When they finally reach the street,
takes 2d6 + 3 acid and fire damage and is slowed the screams of the fleeing populace herald the sight SETTING
(save ends). of an unearthly oozeblood chaosinundating and
Blood chaos at a depth of 3 feet or less is difficult destroying nearby buildings. Beyond the Mottled Tower plays out in three dis-
terrain. In deeper areas of blood chaos, creatures The PCs face off against several creatures lurk- tinct sections. The adventure opens in the village of
must use their swim speed or make a DC 10 Athlet- ing within the blood chaos. However, even as they Talar moments before an earthquake strikes. Escap-
ics check to move. They gain cover except against determine that this deadly flow is emanating from a ing the destruction, the PCs are drawn to the nearby
attacks from submerged enemies. Fighting in deep tunnel blasted out through the side of a nearby hill, Mottled Tower, home of the sage Falrinth, and the
blood chaos imposes a 2 penalty to attack rolls the PCs see the tower atop the hill shudder and sink previously secret caves beneath it.
except with spears and crossbows. Powers that have into the earth. In the aftermath, the PCs battle their From the tower, the party travels by portal to the
the fire keyword take a 2 penalty to attack rolls. way down through the tower, defeating a number of Ever-Tree. This huge and ancient oak grows at the
On rare occasions, creatures who suffer exposure beasts freed by the earthquake, and rescuing the sage center of a lake tainted with blood chaos, and features
to blood chaos undergo horrid physical changes. This Falrinth, his servant, and Megan. a series of dank, noisome tunnels through which the
foul substance begins to imbue their physical nature In a cavern deep beneath the tower, the PCs dis- PCs pursue Sarshan.
with chaotic energy, disfiguring them but granting cover that servants of Sarshan are behind the attack In the end, the PCs travel to the Sea of Fire in
them powerful abilities. on the town, and are set to flee by way of a telepor- the Elemental Chaos, within sight of the black walls
tation circle. After defeating them, the PCs glean of the City of Brass. A f loating island houses the
enough information from Falrinth and Megan to obsidian tower in which the climax of the adventure
plays out.

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
14
Beyond the Mottled Tower

STARTING THE The Council of Elders Getting to Talar


In this roleplaying encounter, the PCs learn more The partys journey from Overlook to the eastern por-
ADVENTURE about their quest. Read or paraphrase the following, tion of Elsir Vale and the village of Talar is uneventful.
To get the adventure moving quickly, read the text then use the notes below to facilitate play and answer If the PCs initially wish to bypass Talar for Brindol,
below, then proceed to Part 1: The Green Dragon. any questions the PCs might have. they can resupply and purchase new equipment as
you permit.
The summons from the Council of Elders was sudden Once more, you stand in the High Hall to be greeted by
Overlooks elders, though their welcome is less brusque this When the PCs finally reach Talar, read:
and unannounced. Standing once again in the High Hall,
you are told that the Freeriders, led by Megan Swiftblade, time. The journey to Talar is long but not overly arduous. Just
have uncovered the identity of a powerful ally to General Greetings, friends, intones Elder Cadrick as you before dusk, you arrive at the villages tavern and inn, the
Zithiruunan ally who helped prepare the recent attack approach the dais upon which he and the citys other four Green Dragon. Having secured rooms for the night and left
on Overlook. Megan has since fled to the village of Talar in leaders stand. We have received a desperate message from your message, you take your rest in the dimly lit common
the face of repeated assassination attempts. In return for Megan Swiftblade, leader of the Freeriders, who you might room. Megans message to the council stated that she would
the name of the generals mysterious benefactor, she has remember. The Freeriders have discovered that General contact its emissaries only after making sure you had not
requested the councils aid. Zithiruun had a powerful ally in his recent attack on the been followed. All you can do now is slake your thirst and
The council, concerned that this mysterious figure might city. Although she does not identify this ally in her message, wait.
still have designs on the city, has dispatched you to rescue Megan has already survived three attempts on her life and
Megan, eliminate any immediate threat to her safety, and fears that more will follow. If we help her, she will tell us
return her to Overlook. who was ultimately behind the attack, hopefully in time to THE GREEN DRAGON
prevent another.
If you prefer a slower start to the adventure, give the Again, we find ourselves in need of aid, and again Allow this roleplaying and scene-setting encounter
players a chance to ease into the action and learn a we call upon you. Travel to the village of Talar and find to run as long as the players are enjoying themselves,
bit more about recent events. The PCs can receive out what Megan knows. Keep her safe, neutralize any using the notes below to facilitate play.
the Council of Elders summons while in Overlook or immediate threat to her, and then return her to us. The Green Dragon is a typical two-story village
at any location in Elsir Vale. The summons asks the Cadrick and the others know the following additional tavern and travelers inn. Its outer walls are dressed
PCs to come to the High Hall. Any characters who information. stone, while internal walls and the floor are stout oak
participated in Siege of Bordrins Watch (Dungeon & The village of Talar, where Megan was born, lies boards laid over thick joists. The roof is slate, and a
157) have visited the hall and spoken with the elders outside the city of Brindol. small beer cellar is found under the common room.
before. & Though Megan does not know who is behind the Inside and outside shutters keep the evening chill at
attacks against her, she believes it to be the ally bay.
she is threatening to name. The common room takes up the majority of the
& Megans message to the council makes no first floor, with a large fireplace opposite the bar fill-
mention of where she is staying, saying only ing the area with warmth and light. The walls are
that they should leave a message for her at the covered in faded tapestries showing hunting and
villages Green Dragon tavern. woodland scenes. The second floor houses the inns
guests.

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
15
Beyond the Mottled Tower

The Provender Niall overheard his father talking with Serten Farmers: These hardy humans are relaxing after a
Rooms are available for 5 sp a night. Bernath the inn- (Falrinths servant) about Megans presence in the hard days work in the fields. Most sit in small groups
keeper can also provide hearty meals (2 sp for stew, Mottled Tower, though his father does not know that drinking and talking quietly among themselves. They
thick-cut bread, and boiled vegetables) and ale (2 sp Niall shares his secret. are polite and deferential to the PCs, and can provide
a pitcher). The wine in his cellar is carefully kept for Leucis: This frail cloth merchant (male tiefling; the following information.
wealthy patrons. Before opening a bottle, however, he Bluff +12, Diplomacy +12) is deep in his cups when & Everyone in the village knows of Megans
demands payment up front (5 gp). the PCs arrive. Leuciss business has taken a downturn reputation as an adventurer, and all remember
recently, and when he spies the PCs, he attempts to start her as a child. However, she hasnt lived in Talar
The Folk a conversation with the not-so-subtle goal of off-loading for years.
Most of the folk in the tavern are villagers relaxing his wares on the (hopefully) wealthy adventurers. & Megans parents died five years before, and she
after a hard days work. A few travelers round out the Sariel: This slim female eladrin carries the weap- has no other family in Talar.
clientele. ons and armor of a warrior. She sits on her own, & Megans father was a good friend of Finrath
Bernath: The owner of the Green Dragon (male humming a tuneless song while nursing her ale. the sageor at least as much of a friend as the
human; Diplomacy +7, Insight +6) is a jovial, portly Though she is polite to anyone conversing with her, antisocial sage let him be.
widower who welcomes one and all to his establish- she is tightlipped as to her reasons for being in Talar. When the players have done as much roleplaying and
ment. However, a DC 10 Insight check reveals that The other patrons ignore her, often while discussing information gathering in the Green Dragon as they
the innkeepers cheery disposition is a front. Although spurious explanations for her presence. wish, the earthquake strikes.
this might pique the PCs suspicions, Bernath is Though her appearance is likely to arouse sus- Skill Challenge: Walls Come Tumbling Down
simply ill at ease in the presence of armed adventur- picion, Sariel is merely a courier for a well-to-do (page 22).
ers. Once he sees to the PCs room, food, and drink, merchant in Brindol. She knows nothing about In the aftermath of the earthquake, the village lies
he avoids them whenever possible. Megan, but takes any questioning by the PCs as an in ruins. However, Talars ordeal is far from over.
Bernath and his son Niall are the only people in attempt to shake her down and steal the mundane Tactical Encounter: Flowing Death (page 24).
town who know that Megan is staying with Falrinth documents she carries.
at the Mottled Tower. However, Bernath has been
well paid by Megan to keep his silence. He plans to
secretly deliver the PCs message later that night.
Niall: Bernaths twelve-year-old son (male human;
Thievery +6) is ostensibly in the common room to
help his father. In reality, he is a daring, mischievous
sort who doesnt think twice about helping himself to
a travelers unattended possessions.
At some point before the earthquake strikes, Niall
makes a move to pilfer several silver coins that have
fallen unnoticed under Leuciss chair (see below).
The PCs and the merchant have a chance to notice
(Perception DC 10).

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
16
Beyond the Mottled Tower

AT THE TOWER Crossing the Moat Serten tells how the earthquake released several
monsters kept by Falrinth for research purposes.
Although the tower has sunk into the hill, the PCs
Even as the PCs defeat the creatures that have Megan rescued him from these foul creatures, then
must still cross the moat to reach the roof. Normally
emerged from the flow of blood chaos through the vil- he returned the favor by dragging her to the roof
dry, this broad ditch is now filled with blood chaos.
lage, they witness the Mottled Tower sinking into its when a collapsing wall broke her leg. He, too, fears for
However, the collapse of the tower has left huge
hill on the edge of town. Falrinths life.
chunks of stone spread through the moat. Though
The horrid ooze continues to slowly flow through the the blood chaos is slowly eating away at them, these
village, destroying everything it touches. However, sudden blocks remain solid enough that the PCs can easily
Mottled Tower Overview
movement atop the nearby hill catches your attention. Even The Mottled Tower once stood within a dry moat atop
cross (no skill checks necessary).
as you watch, the mottled tower shudders, then begins to a low, steep hill on the periphery of the village. Con-
sink into the ground. Two frantic figuresone dragging the Learning More structed of cut and dressed stone, the tower was in
otherappear on the rooftop. good repair before its collapse. The sage Falrinth lives
The PCs can yell across the moat to Serten and
within, attended by his apprentice.
As the PCs approach the tower, read: Megan, but initially only Megan responds.
Megan: Although she desperately needs help,
The tower continues to sink into the earth, so that by the Features of the Tower
Megan is less than happy to see the PCs. She resents
time you reach the crest of the hill, only the roof and its Illumination: Dim light (sun or moonlight fil-
battlements remain above ground. Two figures cling to the them for denying the Freeriders the glory of defeat-
tering through the towers narrow windows on the
slateone a human male dressed in sages garb; the other a ing General Zithiruun. The rest of the Freeriders
fourth floor, a few guttering candles and torches on
human female clad in armor, sword in hand. Though the went into hiding elsewhere in Elsir Vale after the first
lower floors).
male seems utterly terrified, the woman is defiant despite assassination attempt against them, as the group felt
what appears to be a badly broken leg. Wooden Doors: Doors within the tower are not
that splitting up would make them less vulnerable.
locked. AC/Reflex 5, Fortitude 10, 20 hit points.
Megan is anxious to rescue Falrinth, but her
The figures atop the tower are Serten, Falrinths Walls: The inside walls are of wooden slats over
broken leg has her trapped. Serten dragged her up
apprentice, and Megan Swiftblade, leader of the thick posts. AC/Reflex 4, Fortitude 12, 40 hit points.
to the roof, but the apprentice is now too terrified to
Freeriders. Floors: Worn oaken floorboards over heavy joists
move. She fears that escaped monsters have trapped
Serten: This portly human male (Arcana +9) make up the floors. AC/Reflex 4, Fortitude 12, 40 hit
the old sage below. She can identify all three of the
wears an ink-stained robe, now tattered and torn. He points.
monster types once caged in the tower, but she knows
is groggy and bleeding from a head wound caused by Ceilings: Ceilings are the joists and bare floor-
nothing of their particular abilities.
falling stone. boards of the level above, and are 20 feet high. Dust
Megan does not know who or what is behind the
Megan Swiftblade: Badly injured and covered and the sound of footsteps sift down when creatures
earthquake. Though she suspects that Sarshan is
with dust, this slender human female has short- are moving on the next level.
trying to kill her, she does not yet share her knowl-
cropped blond hair. A vicious scar runs from her Spiral Staircase: A wooden spiral staircase climbs
edge of the shadar-kai with the PCs.
forehead down her left cheek. If the PCs took part the height of the tower, providing access to all levels.
Serten: Serten is terrified, but gentle questioning
in Siege of Bordrins Watch (Dungeon 157) or The Narrow Windows: Window slits in the stone
calms him somewhat. He knows little more than the
Temple Between (Dungeon 161), they recognize walls allow dim light into the towers interior. These
PCs at this point. He was in his quarters when the
Megan at once. windows are shuttered both inside and out. On levels
earthquake struck, but he has no idea what caused it
now below the ground, the shutters hold the earth
or where the blood chaos is coming from.
and mud outside at bay.

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
17
Beyond the Mottled Tower

Mess and Clutter: The earthquake and the tow- Library: High wooden book-
ers subsequent plunge into the hill have caused chaos shelves dominate this chamber, their
within. Chairs and tables are overturned, while the volumes now spread across the floor.
contents of cupboards and shelves lie scattered upon An overturned table lies in the middle
the floor. of the room.
External Staircase: This covered walkway spi- Laboratory: This large cham-
rals around the tower, providing access between the ber is a shambles, with much of the
second, third, and fourth floors. floor covered in shattered laboratory
Structural Damage: The earthquake has caused equipment.
extensive damage to the tower. Though the ancient Megans Quarters: Falrinths
structure is in no danger of collapse, sections of guest room sees use only infrequently,
its walls have been badly weakened. Cracks have as the antisocial sage seldom wel-
appeared above all the windows and doors, while comes visitors. The plainly furnished
stone dust and crumbled mortar cover the floor. Here room shows signs of recent occupa-
and there, the massive stone blocks of the walls jut tion but contains nothing of value.
inward from the pressure of the earth outside.
Second Floor
Fifth Floor Falrinth uses the second floor as his
The only features of note on this level are the towers living space. A curtained-off section
battlements and chimney stack. Megan and Serten holds a four-poster bed, while a large
have taken refuge here from the raging monsters and banquet table dominates the rest of
the blood chaos below. the chamber.

Fourth Floor First Floor


Falrinths apprentice Serten slept here, and the sage The towers ground floor is used
kept several monsters caged in this area as part of his mainly for storage, with two smaller
questionable research. When the PCs reach this level, chambers set up as a kitchen and
they discover that these test subjects have escaped. pantry. Large sliding doors of iron in
Enraged by their long captivity and their mistreat- the east wall provide access for crates,
ment at Falrinths hands, they attack anyone they see. barrels, and so forth.
Tactical Encounter: Unbound (page 26). Pantry: Shelves once crammed
with foodstuffs line the walls of this
Third Floor room, but their contents have joined
A library, laboratory, and guest room make up this the boxes, crates, and barrels filling
level. Falrinth does most of his work and research here. much of the available floor space.

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
18
Beyond the Mottled Tower

Kitchen: A large fireplace dominates this cham- When the PCs reach this area, they discover Fal- THE EVER-TREE
ber. Cooking paraphernalia fallen from cupboards rinth huddled in a corner. Read:
and sideboards lies scattered about. Once the skill challenge is complete, the PCs are
A portly human male huddles within the devastation of this
kitchen. His straggly brown hair is disheveled, mud staining ready to use the teleportation circle to follow the
his robes. route taken by Sarshans servants. Stepping through
the portal takes them to the Ever-Tree, below which
The reclusive Falrinth is less than grateful to his res- Sarshan has created a lair to help him regulate and
cuers, asking only if the PCs have seen Megan and direct the flow of blood chaos.
Serten. If the PCs speak to Falrinth (either here or Tactical Encounter: Draconic Wrath (page 31).
later), refer to the skill challenge The Chase Is On
(Part 1) (page 30). The Chase Is On (Part 2)
In this second part of the connected skill challenge,
Below the Tower the PCs enter the fetid tunnels below the Ever-Tree in
A series of caverns unknown to Falrinth lie beneath search of Sarshan.
the tower. Sarshans attack squad is using a trio of Skill Challenge: The Chase Is On (Part 2) (page
ancient floodgates within the caves to destroy Talar 33).
the first test of Sarshans equipment and capability.
Tactical Encounter: Blood Chaos Caverns Blood Chaos Pools
(page 28). In the depths of the tunnels beneath the Ever-Tree,
Sarshan and his servants funnel a pool of blood chaos
The Chase Is On (Part 1) into Elsir Vale by way of two ancient portals.
In this first part of a connected two-part skill chal- Tactical Encounter: In Fetid Darkness (page 34).
lenge, the PCs obtain information from Megan and
Falrinth, then step through a portal to follow the
route of Sarshans servants back to their master.
Skill Challenge: The Chase Is On (Part 1)
(page 30).

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
19
Beyond the Mottled Tower

THE TOWER OF The Island DC 20: Djamelas passion was the study of raw chaos.
The mage was particularly interested in the mutability of
Sarshans island is a steep-sided rise that juts up from
DJAMELA the Sea of Fire. An ancient stone dike surrounds the
the matter of the Elemental Chaos, and sought to harness
the innate chaotic quality of such matter to effect its
Sarshans lair and final hiding place lies in the Ele- island, bolstered by arcane rituals that help keep the controlled change.
mental Chaosa tower on a floating island set in the lava at bay. Environmental conditions on the island DC 25: Djamelas enemies eventually found her, and
midst of the Sea of Fire. After activating the portal are described in the Sea of Fire encounter (page 37). the efreet mage was slain. In the aftermath, the golems
The PCs can learn more about the island with a and spectral defenders that Djamela had conjured were left
through which the shadar-kai fled the In Fetid Dark-
successful History check. to run free, preventing others from continuing Djamelas
ness encounter (page 34), the PCs appear within research. With its dike decaying, the island was nearly
a permanent teleportation circle on the shore of a DC 15: Years ago, this island was home to an eccentric
efreet mage named Djamela. When her dangerous consumed by the Sea of Fire.
floating earthberg. Close by, they see the larger island
research saw her driven from the City of Brass, Djamela
whose obsidian tower is Sarshans lair. On the hori- relocated to this remote location to continue her work. The Djamelas Tower
zon, the distant spires of the legendary City of Brass monolithic tower that dominates the island was raised by The efreet mages tower is a sheer-sided obsidian
shimmer above the haze of the lava sea. her hand, and filled with traps and conjured creatures to monolith. Sarshan has constructed a path leading
defend against intrusion. from his access portal at the edge of the island to
the monoliths base. However, the shadar-kai has
prepared for unwelcome visitors by reestablishing
control over the mages traps and wardsincluding
a great reservoir of blood chaos in the towers lower
level.
Height: The tower is 200 feet high and con-
structed of polished obsidian (Athletics DC 30 to
climb).
Ceiling: Unless otherwise noted, ceilings within
the monolith are 60 feet high. The top level is open to
the sky.
Level Access: The monolith contains seven levels,
some of which are sunk below the islands surface.
However, knowing that the PCs are after him, Sar-
shan has reconfigured the portals that once provided
access between levels. Now, they lead through the
chambers where Djamelas most dangerous traps lie
in wait.

The End is Nigh


Sarshans plans involve the shunting of huge amounts
of blood chaos between the planes. However, the

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
20
Beyond the Mottled Tower

shadar-kais knowledge of Djamelas work is less Crusher Rooms Final Battle


complete than he thinks. In the course of establish- The portal in the galleries leads to a deadly gauntlet As Sarshan prepares his final escape, the PCs have
ing the portal links between the obsidian tower and of traps and defenders still present from the time of one chance to catch the shadar-kai and end his threat
the world, Sarshan has inadvertently diverted arcane Djamela. to Overlook and Elsir Vale.
power from the wards that imbue the islands walls. Tactical Encounter: Crusher Rooms (page 42). Tactical Encounter: Final Battle (page 45).
Now, even as the PCs hunt the shadar-kai, a torrent of
lava threatens to breach the dikes. This race against
time means that the PCs do not have time to take an
extended rest while on the island.
When his work is complete, Sarshan attempts to
establish a portal to escape the island. Unfortunately,
the breakdown of the wards interferes with his ritual,
costing him time that allows the PCs to catch up.

Sea of Fire
The portal takes the PCs to an earthberg floating on a
lava sea. Sarshans tower is nearby, but the party must
run a gauntlet laid down by the shadar-kais guards.
Tactical Encounter: Sea of Fire (page 37).

Galleries
Once the PCs have fought their way past the initial
wave of defenders, they follow the path to the mono-
liths well-guarded entrance.
Tactical Encounter: Galleries (page 39).

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
21
Beyond the Mottled Tower

WALLS COME Acrobatics (DC 10)


(0 successes or failures)
are triggered by the PCs actions. The PCs dictate in
which order they tackle these additional events.
TUMBLING DOWN Moving through the collapsing tavern, whether to reach a
fallen comrade or to flee, requires a successful Acrobatics
Round 0: The earthquake hits the village; the skill
check. challenge begins.
Encounter Level 11 (3,000 XP) Acrobatics (DC 21) Round 1: Leucis.
(1 success or failure, see below) Round 2: Crumbling Floor.
Setup Escaping the collapsing tavern through a door or window
Round 3: Fire.
requires a successful Acrobatics check. This check allows
An earthquake rocks the village of Talar, threatening Round 4: If the Fire event was not resolved, a
the PC to drag one other person with him or her. A PC can
to raze the Green Dragon to the ground. make this check only once for himself, but he can make the tapestry bursts into flames.
check again if he goes back into the tavern to rescue one of
Round 5: If the Fire event was not resolved, fire
Walls Come Tumbling Down Level 11 the villagers.
Skill Challenge XP 3,000 Athletics (DC 16) spreads to the adjacent tapestries.
The tavern begins to shudder violently as if in the grip of a (1 success or failure, see below) Round 6: Roof Collapse.
powerful storm. Tipped tankards slosh ale to the floor as sev- Different events in the skill challenge key to specific Round 7: The tavern collapses. Any PCs remain-
eral patrons are knocked back in their chairs. Window shutters Athletics checks the PCs can attempt. See the event
descriptions below. ing inside are trapped beneath the rubble.
bang wildly as the shaking increases, the floor and walls buck-
ing as if alive. In panic, the other patrons stagger to their feet Bluff (DC 16) The events of the skill challenge are presented in
and attempt to flee the chaos. (0 successes or failures) the order in which they occur, followed by events trig-
With a successful check, the PC manages to convince a
The PCs must flee the tavern as it collapses about their gered by the PCs.
terrified villager to accept his or her aid. The PC gains a +2
heads, but the plight of the trapped and terrified villagers bonus to his or her next Diplomacy or Intimidate check
complicates their escape. with the same NPC. Leucis
Complexity Diplomacy or Intimidate (DC 16)
5 (requires 12 successes before 3 failures). When the earthquake hits, the merchant Leucis is
(1 success or failure)
Primary Skills With a successful check, the PC manages to convinceor struck by a roof beam that knocks him unconscious.
Acrobatics, Athletics, Diplomacy, Intimidate. threatenone of the terrified villagers into leaving a place Unless he is rendered conscious with healing or
Other Skills of refuge within the tavern. The villager subsequently
Acrobatics, Bluff, Perception.
hauled out, he dies when the roof collapses.
escapes the tavern.
Victory Perception (DC 10)
The PCs manage to escape the tavern and evacuate the patrons (0 successes or failures)
Crumbling Floor
trapped within. Consequently, they enter the Flowing The PC notices something of importance in the tavern, A section of floor gives way, dropping characters into
Death encounter early, giving them additional time to whether a villager trapped beneath a table (see Trapped
rescue the villager on the trapped wagon before the blood the cellar below.
Villager, below), parts of the floor or ceiling about to
chaos overwhelms her. See page 24 for more information. collapse (see Roof Collapse and Crumbling Floor), and The floor groans ominously as its planks and timbers begin
Defeat so on. This check serves as the lead-in to one of the events to twist and splinter.
The PCs are injured beneath the collapsing building or hit by detailed below.
flying debris, though buried characters and villagers can be The collapsing floor makes a melee attack against
dug out with a few minutes work. Each PC loses 1 healing
Timeline of Events each character in the area: +15 vs. Reflex; 1d10 fall-
surge.
Special ing damage, and the target lands prone in the cellar
Once the earthquake strikes, the action develops
Some of the timeline events (see below) incur failures or amid a shower of debris. The party earns 1 failure if
successes in the skill challenge.
quickly. This skill challenge takes place over 6 rounds,
any of the PCs fall into the cellar.
If the PCs simply flee the tavern, they automatically fail the during which a number of specific events unfold.
skill challenge. To be successful, they must attempt to help Some events occur at specific times, while others
other patrons escape.

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
22
Beyond the Mottled Tower

ahead of the taverns collapse, though you might call


for final Athletics or Acrobatics checks for dramatic
effect. PCs knocked prone by the collapse can dig
themselves out with assistance.
L=Leucis
S=Sariel Trapped Villager
N=Niall A villager is trapped under a fallen table with either
B=Bernath broken bones or a head wound.
F=Farmer
Across the room, you make out the form of a villager
trapped beneath a heavy table.

With a successful Athletics check, a PC can heave the


table off the villager and drag him out of the tavern.
This earns 1 success in the skill challenge.

Terrified Villager
One of the villagers, believing that giants or mon-
strous beasts are outside the tavern, cowers beneath a
table, refusing to come out.
Fire Roof Collapse One of the terrified locals crouches beneath a table,
A fire in the common room spreads quickly unless it The Green Dragons weakened ceiling timbers begin whimpering as the tavern is torn apart around him.
is extinguished. to collapse in round 6.
The villager believes that if he emerges from under
A particularly violent tremor shakes the inn, hurling a The tavern convulses as more violent tremors strike. The the table, he will die. A successful Diplomacy or
shower of burning hot embers from the fireplace into the great beams holding the upper floor aloft begin to buckle Intimidate check coaxes him out. This earns 1 success
common room. A tapestry torn from the wall by a fleeing ominously. in the skill challenge.
patron quickly begins to smolder.
It should be clear to the PCs that the tavern is about Use the named NPCs as the subjects of this event.
If the PCs do not deal with the smoldering tapestry, it to collapse. In round 7, read:
bursts into flames the following round. Those flames Aftermath
The aging timbers above your head snap like kindling. When the PCs stagger from the ruins of the Green
then spread to the adjacent tapestries the round after.
A shower of floorboards and furniture heralds the upper
With a successful Athletics check, a PC can smother Dragon, a scene of chaos and destruction greets them.
floors collapse.
or beat out the flames in the first or second round. Proceed to the Flowing Death tactical encounter on
This earns 1 success in the skill challenge. If the PCs The collapsing roof makes an attack against each the next page.
fail to put out the flames, they earn 1 failure in the character still in the tavern: +15 vs. Reflex; 2d12 +
challenge. 8 damage, and the target is knocked prone. Charac-
ters not hit by the attack manage to stagger clear just

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
23
Beyond the Mottled Tower

FLOWING DEATH Scion of Chaos (C) Level 11 Controller 2 Skulking Terrors (S) Level 11 Lurker
Huge elemental animate XP 600 Medium elemental animate XP 600
Encounter Level 11 (3,000 XP) Initiative +9 Senses Perception +9 Initiative +13 Senses Perception +11
Whirling Tentacles aura 2; the scion of chaos slides any HP 83; Bloodied 41
creature that starts its turn in the aura 2 squares. AC 25; Fortitude 21, Reflex 23, Will 21
Setup HP 117; Bloodied 58 Speed 6, fly 6
1 scion of chaos (C) AC 25; Fortitude 24, Reflex 23, Will 24 m Slam (standard; at-will)
Resist acid 10, fire 10 +16 vs. AC; 2d6+6 damage
8 chaos maulers (M)
Speed 6 C Lethargic Countenance (standard action; at-will)
2 skulking terrors (S) m Slam (standard; at-will) & Fire Close burst 3; +12 vs. Will; the target is slowed and grants
Reach 3; +16 vs. AC; 2d8+4 fire damage combat advantage to the skulking terror until the end
When the PCs escape or dig themselves out from the r Staggering Strike (standard; at-will) of the skulking terrors next turn. After all attacks are
Ranged 10; +14 vs. Fortitude; 2d6+6 damage and the target resolved, the skulking terror teleports 8 squares and gains
ruined tavern, a scene of devastation greets them. In is pushed 3 squares. a +4 power bonus to all defenses against ranged and
only a few moments, this vibrant, thriving community A Coils of Immobility (standard; recharge 7 8) area attacks.
has been reduced to ruins. Area burst 2 within 10; targets enemies only; +13 vs. Combat Advantage
Reflex; 2d8+4 damage and the target is restrained The skulking terror deals an extra 2d6 damage on melee
Flames leap high in the air, silhouetting huddled survivors (save ends) attacks against any target it has combat advantage against.
against the heaped mounds of rubble that were once their Liquid Body Liquid Body
homes. Many of the buildings in the immediate vicinity The scion of chaos is perfectly adapted to living in blood The skulking terror is perfectly adapted to living in blood
chaos. It can move through blood chaos without penalty chaos. It can move through blood chaos without penalty
have at least partially collapsed, and fires are spreading
and takes no damage from contact with blood chaos. and takes no damage from contact with blood chaos.
through the ruins. A terrified screaming rises in the Alignment Unaligned Languages Alignment Unaligned Languages
distance along the main track, Villagers are running toward Str 17 (+8) Dex 19 (+9) Wis 19 (+9) Str 14 (+7) Dex 19 (+9) Wis 13 (+6)
you, a dark shape oozing down the street behind them. Con 21 (+10) Int 16 (+8) Cha 21 (+10) Con 11 (+5) Int 13 (+6) Cha 12 (+6)

To give the villagers time to flee the destruction, the


PCs must defeat the monsters that have accompanied
8 Chaos Maulers (M) Level 11 Minion Tactics
Large elemental animate XP 150
Initiative +9 Senses Perception +7 The scion of chaos hangs back from melee, using its
the release of the blood chaos.
HP 1; a missed attack never damages a minion coils of immobility to halt foes in their tracks. While
When the PCs are in a position to see the blood AC 23; Fortitude 25, Reflex 23, Will 22 that power recharges, it makes staggering strike attacks
Speed 6
chaos f lowing from below the Mottled Tower, to batter strikers and defenders out of position.
m Slam (standard; at-will)
read: Reach 2; +14 vs. AC; 8 fire damage The skulking terrors fight from within the blood
Liquid Body chaos to maintain concealment. They use lethargic
A viscous purple-red tide is flowing into Talar, pouring out The chaos mauler is perfectly adapted to living in blood
from a low, craggy hill at the edge of the village. A tower countenance against PCs already engaged in melee
chaos. It can move through blood chaos without penalty
of mottled stone stands atop the hill, the ooze flowing out and takes no damage from contact with blood chaos. with the chaos maulers, then follow up with slam
through a hole blasted out beneath it. Where twin arms of Alignment Unaligned Languages attacks against slowed targets.
the flow have circled a collapsed house, fire suddenly flares, Str 23 (+11) Dex 18 (+9) Wis 14 (+7) The chaos maulers flank to maintain combat
trapping a terrified and heavily pregnant woman on an Con 16 (+8) Int 11 (+5) Cha 16 (+8)
advantage, moving freely through the blood chaos in
adjacent wagon. the hope that foes follow them.

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
24
Beyond the Mottled Tower

terrain. A creature that enters or begins its turn in


an area of blood chaos takes 2d6 + 3 acid and fire
damage and is slowed (save ends).

Aftermath
Once the PCs have defeated the monsters here, it
becomes apparent that the flow of liquid engulfing
the village shows no sign of abating. Unless the blood
chaos is stopped at its source, Talar will be destroyed.
Return to At the Tower, page 17.

CREATURES OF CHAOS
This encounter features new monsters spawned from
the raging blood chaos. Use these descriptive notes
when the creatures appear.
Scion of Chaos: This undulating orb of melting
orange and purple flesh writhes toward you on a bed
of muscular tentacles. A ring of larger tentacles juts
from the top of the orb.
Chaos Mauler: This hulking creature is seemingly
composed of congealed purple-orange liquid. Its head
has no eyes or other features, and a single thick ten-
Features of the Area Trapped Wagon: The blood chaos flow reaches
tacle grows from its belly.
Illumination: The fires spreading through the vil- the trapped wagon in 5 rounds, but the PCs perfor-
Skulking Terror: This paper-thin creature resem-
lage fill the area with dim light. mance in the previous skill challenge affects how long
bles a headless, flattened orange and purple bat. It
Burning and Ruined Buildings: The three it takes them to enter this encounter. If the PCs failed
drips a viscous ichor in its wake from a number of
ruined buildings are now little more than piles of the skill challenge, they have only 2 rounds until the
small holes on its underside.
rubble with burning roofs. Squares containing rubble blood chaos reaches the wagon. Once the blood chaos
are difficult terrain. A creature that enters or starts its reaches the wagon, it destroys it and kills the terrified
turn in a burning square takes 1d10 fire damage. villager in 1 round.
Smoke: A haze of thick, acrid smoke billows across Blood Chaos Flow: The oozing tide of purple-red
the area. Squares of smoke are heavily obscured. ooze is blood chaos. Blood chaos moves only 1 square
Within the smoke, adjacent creatures have con- per round, but this potent distillation of elemental
cealment, while creatures not adjacent have total energy burns inanimate objects and melts living
concealment. flesh. Squares filled with blood chaos are difficult

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
25
Beyond the Mottled Tower

UNBOUND 2 Grimlock Ambushers (G) Level 11 Skirmisher 2 Mezzodemons (M) Level 11 Soldier
Medium natural humanoid (blind) XP 600 Medium elemental humanoid (demon) XP 600
Initiative +9 Senses Perception +7; blindsight 10 Initiative +9 Senses Perception +13; darkvision
Encounter Level 11 (3,000 XP)
HP 110; Bloodied 55; see also offensive shift HP 113; Bloodied 56
AC 26; Fortitude 25, Reflex 23, Will 23 AC 27; Fortitude 25, Reflex 22, Will 23
Setup Immune gaze Resist 20 poison, 10 variable (2/encounter; see MM glossary)
2 grimlock ambushers (G) Speed 6 Speed 6
m Greataxe (standard; at-will) & Weapon m Trident (standard; at-will) & Weapon
1 foulspawn seer (F)
+16 vs. AC; 1d12 + 5 damage (crit 2d12 + 17) Reach 2; +18 vs. AC; 1d8 + 5 damage.
2 mezzodemons (M) M Offensive Shift (immediate reaction, when an enemy moves M Skewering Tines (standard; at-will) & Weapon
within 2 squares of the grimlock ambusher and attacks an Requires trident; Reach 2; +18 vs. AC; 1d8 + 5 damage,
A group of monsters kept by Falrinth for experimen- ally of the grimlock; recharges when first bloodied) and the target takes ongoing 5 damage and is restrained
tal purposes has been freed by the towers collapse. The grimlock ambusher shifts and makes a melee basic (save ends both). While the target is restrained, the
attack against the triggering creature. mezzodemon cannot make trident attacks.
Though enraged by their long incarceration, these
Alignment Evil Languages Common, Deep Speech R Poison Breath (standard; recharge 7 8) & Poison
creatures remain fearful as a result of the towers Skills Athletics +15, Endurance +12 Close blast 3; targets enemies; +16 vs. Fortitude; 2d6 + 3
ongoing collapse. Claiming their stolen weapons from Str 20 (+10) Dex 14 (+7) Wis 15 (+7) poison damage, and ongoing 5 poison damage (save ends).
a nearby storage locker, they lurk here among the Con 14 (+7) Int 9 (+4) Cha 9 (+4) Alignment Chaotic evil Languages Abyssal
Equipment greataxe Skills Intimidate +11
ruins of their prison, awaiting prey upon which they
Str 20 (+10) Dex 15 (+7) Wis 16 (+8)
can revenge themselves. Foulspawn Seer (F) Level 11 Artillery (Leader) Con 17 (+8) Int 10 (+5) Cha 13 (+6)
Medium aberrant humanoid XP 600 Equipment trident
Perception Check Initiative +7 Senses Perception +9; low-light vision
DC 16: Something large is moving beyond the bottom Foul Insight aura 10; an ally in the aura that can hear the Tactics
of the stairs ahead. foulspawn seer gains a +2 power bonus to one attack roll,
skill check, ability check, or saving throw on its turn.
The mezzodemon in the cells uses skewering tines to
When the PCs enter this area, read: AC 24; Fortitude 19, Reflex 23, Will 21 pin an opponent in front of it, ideally preventing that
Three large cells stand along the walls of this gloomy HP 86; Bloodied 43 PC from entering melee. The other mezzodemon
chamber. All show signs of extensive damage, their bars Speed 6, teleport 3
charges into the fray, using poison breath as soon as it
wrenched free and scattered across the floor. To the left, m Twisted Staff (standard; at-will) & Weapon
+14 vs. AC; 1d8 + 6 damage, and the target is pushed 1 can target two or more opponents.
open double doors provide access to another area beyond.
To the right, a large insectoid creature bearing a trident
square. Lurking by the open double doors, the grimlock
R Warp Orb (standard; at-will) ambushers fight as a pair, flanking for combat advan-
lurks between the cells. At the sight of you, it snarls and Ranged 10; + 16 vs. Reflex; 1d8 + 6 damage, and the target
begins to advance. is dazed (save ends).
tage and enabling their offensive shift.
C Distortion Blast (standard; daily) The foulspawn seer stays back from melee, using
Close blast 5; +12 vs. Fortitude; 2d8 + 6 damage, and the the grimlock ambushers as a screen. It hurls warp orbs
target is dazed (save ends). Aberrant creatures take half
at targets at the edge of the fray, switching to distor-
damage.
Bend Space (immediate interrupt, when the foulspawn seer tion blast against foes that press it. It uses bend space as
would be hit by an attack; recharge 7 8 ) & Teleportation often as possible, moving to position another monster
The foulspawn seer teleports 3 squares. between it and the PCs.
Alignment Evil Languages Deep Speech, telepathy 10
Str 10 (+5) Dex 14 (+7) Wis 8 (+4)
These former prisoners are allied in their rage but
Con 14 (+7) Int 22 (+11) Cha 18 (+9) they do not flank except with creatures of their own
Equipment staff kind. They fight to the death.

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
26
Beyond the Mottled Tower

Features of the Area


Debris: Squares adjacent to the bookshelves,
desks, and tables are covered with debris and are dif-
ficult terrain.
Tables: The tables are tall enough that a Small
creature can move under them and gain cover. It costs
2 squares of movement to hop up onto a table. A char-
acter can make a DC 10 Strength check to tip over a
table, which then grants superior cover.
Double Doors: These doors stand open. Because
of damage from the collapse, closing them requires a
DC 15 Strength check.
Cages: The earthquake loosened the bars of these
floor-to-ceiling cages, allowing the creatures here to
escape. Medium or smaller characters can squeeze
through the remaining bars, but doing so requires 2
extra squares of movement.
Shattered Weapons Locker: Falrinth kept his
prisoners equipment in a case near their cages. As
soon as they escaped, they shattered the case and
reclaimed their weapons.
Structural Damage: As detailed in Mottled
Tower Overview, this area of the tower has suffered
structural damage from its plunge into the earth.
Although the combatants are in no danger here,
describe the floor creaking and bowing alarmingly,
dust falling from above, and so on.

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
27
Beyond the Mottled Tower

BLOOD CHAOS CAVERNS Shadar-Kai Witch (S) Level 14 Elite Controller 2 Githyanki Warriors (G) Level 12 Soldier
Medium shadow humanoid XP 2,000 Medium natural humanoid XP 700
Encounter Level 14 (5,150 XP) Initiative +11 Senses Perception +9, low-light vision Initiative +13 Senses Perception +12
HP 272; Bloodied 136 HP 118; Bloodied 59
Setup AC 30; Fortitude 27, Reflex 29, Will 25
Saving Throws +2
AC 28; Fortitude 25, Reflex 23, Will 22
Saving Throws +2 against charm effects
1 shadar-kai witch (S) Speed 6; see also shadow jaunt Speed 5; see also telekinetic leap
2 githyanki warriors (G) Action Points 1 m Silver Greatsword (standard; at-will) & Psychic, Weapon
8 troglodyte warriors (T) m Blackfire Touch (standard; at-will) & Fire, Necrotic +17 vs. AC; 1d10 + 5 plus 1d6 psychic damage, and an extra
+18 vs. Reflex; 2d8 + 6 fire and necrotic damage. 3d6 psychic damage if the target is immobilized.
Sarshans agents have successfully initiated the blood M Beshadowed Mind (standard; recharge 6 7 8 ) & Necrotic R Telekinetic Grasp (standard; sustain minor; encounter)
chaos flow far below the Mottled Tower. Having Ranged 10; +18 vs. Will; 3d6 + 6 necrotic damage, and the Ranged 5; Medium or small target; +15 vs. Fortitude; the
target has no line of sight to anything more than 2 squares target is immobilized (save ends).
finally completed their work, the team is in the pro- from it (save ends). R Telekinetic Leap (move; encounter)
cess of activating an escape portal before the chamber C Deep Shadow (standard; sustain minor; encounter) & Ranged 10; the githyanki warrior or an ally within range can
is completely inundated. Necrotic fly up to 5 squares.
Aura 2; thick, writhing shadows surround the shadar-kai Alignment Evil Languages Common, Deep Speech
When the PCs reach the hole leading into this witch. The witch and any other shadow creatures in the Skills History +9, Insight +12
area, read: aura gain concealment. In addition, enemies that enter Str 21 (+11) Dex 17 (+9) Wis 12 (+7)
A jagged hole splits the stone floor, flickering light welling or start their turns in the aura take 5 necrotic damage, Con 14 (+8) Int 12 (+7) Cha 13 (+7)
and enemies (including flying ones) also treat the area Equipment plate armor, silver greatsword
up from a natural cavern below. Shadows move within the
within the aura as difficult terrain. The shadar-kai witch
light, signs of something lurking deep beneath the tower. can sustain the aura as a minor action. However, the effect
8 Troglodyte Warriors (T) Level 12 Minion
Perception Check ends if she uses shadow jaunt or moves more than half her
Medium natural humanoid (reptile) XP 175
speed on her turn. Sustain Minor: The aura persists.
DC 21: From ahead, a voice speaks the words of a Initiative +6 Senses Perception +5; darkvision
C Ebon Burst (standard; encounter) & Necrotic
ritual. Close burst 2; +18 vs. Reflex; 2d8 + 6 damage, and the
Troglodyte Stench aura 1; living enemies in the aura take a 2
penalty to attack rolls.
Arcana Check (after a successful Perception target is slowed until the end of the shadar-kai witchs
HP 1; a missed attack never damages a minion.
next turn.
check) Shadow Jaunt (move; encounter) & Teleportation
AC 25; Fortitude 25, Reflex 22, Will 21
DC 21: The ritual being performed is Linked Portal, Speed 5
The shadar-kai witch teleports 3 squares and becomes
m Club (standard; at-will) & Weapon
and the speaker is close to completion. insubstantial until the start of her next turn.
+15 vs. AC; 7 damage
Alignment Unaligned Languages Common
The shadar-kai witch and her guards attack as soon as Skills Acrobatics +13, Arcana +18, Religion +18, Stealth +18
Alignment Chaotic evil Languages Common, Draconic
they notice the PCs. Skills Athletics +14, Endurance +13
Str 17 (+10) Dex 19 (+11) Wis 15 (+9)
Str 18 (+9) Dex 12 (+6) Wis 11 (+5)
Con 16 (+10) Int 23 (+13) Cha 17 (+10)
Con 16 (+8) Int 6 (+3) Cha 8 (+4)
Tactics Equipment ritual book containing Linked Portal
Equipment light shield, club
The shadar-kai witch cloaks herself with deep shadow,
which she sustains as a minor action for as long as The githyanki warriors use telekinetic leap to bypass The troglodyte warriors move to surround and
possible. She attacks first with beshadowed mind, reus- the partys front line, then use telekinetic grasp on cut down the closest enemies, flanking for combat
ing that power each time it recharges and making lightly armored opponents before attacking with their advantage.
blackfire touch attacks otherwise. She uses ebon burst silver greatswords.
if attacked by more than one opponent, followed by
shadow jaunt to reposition herself.

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
28
Beyond the Mottled Tower

Deadly Rockslide Level 8 Lurker Natural Cavern Walls: The rough cavern walls Unstable Cavern: The earthquake and the sub-
Hazard XP 350 can be easily climbed (Athletics DC 10). sequent flow of blood chaos into the chamber have
A shower of rock and stone falls from the crumbling founda- Portal Circle: The shadar-kai witch has inscribed undercut the foundations of this cavern. A shower of
tions of the sinking tower.
a circle for a Linked Portal ritual on the floor in chalk dust and stones falls constantly from the walls and
Hazard: Rocks tumble down in a target square and make a and powdered gemstone. ceiling. Each round, a rockslide hits (see the statistics
burst 3 attack.
Perception Floodgates: Three floodgates pierce the north wall block), centered on a square occupied by a randomly
Characters cant use Perception to detect this hazard. near the ceiling. The left gates are open and spewing determined combatant.
Additional Skills: Nature or Dungeoneering blood chaos toward the village (it is this flow that has
A DC 16 Nature or Dungeoneering check notices that the
cavern is unstable.
blasted the tunnel through the hill). The flow from Closing the Gates
Initiative +13 the open right-hand gates has burned another tunnel After the battle is over, the PCs can shut the two open
Trigger through the hill to the towers moat. The middle gates floodgates without difficulty. During the battle, an
The rockslide is triggered by the start of combat in remain closed. Large gear wheels can be turned to adjacent character can shut the floodgates as a full-
the cavern. When combat begins, the rockslide rolls
for initiative. Between the start of combat and the open and close the floodgates (Strength DC 21). round action.
rockslides first attack, characters know that a rockslide Blood Chaos: Blood chaos covers the indicated
is beginning but they do not know which squares it will squares to a depth of 3 feet. These squares are dif- Aftermath
effect.
ficult terrain. This potent distillation of elemental Once the PCs have defeated Sarshans servants, they
Attack
Standard Action Close burst 3 energy burns inanimate objects and melts living can learn more about recent events. Proceed to The
Targets: Creatures in burst flesh. A creature that enters or begins its turn in Chase Is On (Part 1) skill challenge on the next page.
Attack: +11 vs. Reflex an area of blood chaos takes 2d6 + 3 acid and fire
Hit: 3d6 + 5 damage
Miss: Half damage
damage and is slowed (save ends).
Sustain Standard: The rockslide continues until the floodgates
are closed.
Countermeasures
& A character in the burst can take advantage of natural
openings in the slide to avoid damage by making a DC 21
Nature or Dungeoneering check. With a successful check, a
character takes half damage (no damage if the slide misses).

Features of the Area


Illumination: Bright light from a lantern set in
the center of the teleportation circle illuminates the
floodgates and the surrounding area. The rest of the
chamber is in darkness.
Ceiling: 20 feet high. A wide, jagged hole in the
ceiling provides access to the tower. The rubble-filled
squares directly below the hole are difficult terrain.

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
29
Beyond the Mottled Tower

THE CHASE IS ON Arcana (DC 21)


(1 success or failure, maximum 1 success)
attempting to teleport to, Falrinth recognizes
it as a permanent circle in a fetid swamp far to
(PART 1) By investigating the floodgates, the PC discovers the secrets
of their operation. The gates are of ancient construction, the south. The swamp is known to sages for its
and were built to channel the flow of magical energy. The rampant primordial fauna and huge trees.
Encounter Level 11 (1,200 XP) activation of these ancient gates caused the earthquake

Setup that preceded the blood chaos attack. Megan Swiftblade


Bluff (DC 16)
Megan already resents the party for outstripping the
The PCs pursuit of Sarshan plays out as a connected (0 successes or failures)
With a successful check, the PC manages to get on Megan and Freeriders reputation, and having been rescued by
two-part skill challenge. In this first part, they must
Falrinths good side. The next Diplomacy check made in the them has not improved her attitude. The PCs must
glean what Megan and Falrinth know even as they challenge gains a +2 bonus. tread carefully if they wish to learn more from her.
search the blood chaos caverns for clues. Diplomacy (DC 16)
(1 success or failure, maximum 3 successes)
Successful Diplomacy checks inspire Megan to
The Chase Is On (Part 1) Level 11 The PC attempts to convince Falrinth or Megan to work reveal some or all of the following information.
Skill Challenge XP 1,200 with the party. See below for more information. & Three assassination attempts have so far been
Intimidate (DC 16)
The threat under the tower has been vanquished. Now, even as made against Megan and the Freeriders. The rest
you attempt to activate the teleportation circle, you must over- (1 success or failure, maximum 2 successes)
The PC forgoes pleasantries in an attempt to force Falrinth or of the group have scattered across Elsir Vale in
come Megan and Falrinths animosity to discover who or what
is behind the destruction in Talar. Megans aid. Though Falrinth can be swayed with threats an attempt to prevent further attacks.
(see below for more information), attempts to intimidate & Through a mercenary band that escaped
Once the PCs have defeated the threat under the tower, they Megan meet with no success. She gives the PCs no
can learn more about recent events and discover the danger from the failed attack on Overlook, the
information, earning the party 1 failure in the skill challenge.
Sarshans plans pose to Elsir Vale. Once they return to the Freeriders discovered that a shadar-kai arms
roof to speak with Megan and Falrinth, or if they seem likely
to activate the teleportation circle, begin the skill challenge.
Falrinth dealerSarshanwas providing mercenaries,
Complexity The PCs can use Diplomacy or Intimidate to intelligence, support, and even arms and armor
2 (requires 6 successes before 3 failures). learn more information from Falrinth. The sage is to the githyanki assault.
Primary Skills extremely untrusting and insular, and his single- & Sarshans current plots revolve around something
Arcana, Diplomacy, Intimidate.
Other Skills
minded dedication to his work has turned him called blood chaos, with which he means to take
Bluff. somewhat surly over the years. Falrinth is also retribution against Overlook and Elsir Vale.
Victory extremely greedy, loving gold like the friends and
The PCs collect the information they need and activate the Though Megan had not previously known what blood
family that abandoned him years before. Although he
teleportation circle in a timely fashion. chaos referred to, Falrinth knows the name. He
Defeat is grateful for the PCs assistance, he fears that they
can guess that this is the elemental ooze being fun-
Although the PCs manage to gain some relevant information will attempt to shake him down for a reward.
and to activate the teleportation circle, the time they take neled through the floodgates. Though Sarshans full
Successful Diplomacy or Intimidate checks inspire
in doing so alerts Sarshan that something has gone wrong plans remain unknown, Falrinth knows that dozens
with the attack. As a result, the PCs face a greater challenge
Falrinth to reveal some or all of the following.
of hidden and secret portals are said to be scattered
in the Draconic Wrath encounter (page 31). & He had no idea that tunnels existed under his tower.
Arcana (DC 16)
across Elsir Vale. Sarshans mastery of portal and
& He does not know the attackers and has no
(1 success or failure, maximum 2 successes) planar magic gives him the power to deliver blood
notion of who they work for. He has no enemies
The PC is able to recover information regarding the disrupted chaos to any part of the vale. The scene the PCs wit-
Linked Portal ritual. The PCs can determine the coordinates that he is aware of, and knows no shadar-kai.
nessed in Talar is set to be repeated across Elsir Vale
of the teleportation circle to which the shadar-kai and & If he is given the sigil sequence of the
her allies were attempting to flee, but they must consult unless Sarshan can be stopped.
teleportation circle the shadar-kai witch was
Falrinth to determine where that location is (see below).

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
30
Beyond the Mottled Tower

DRACONIC WRATH Antharosk,


Adult Green Dragon (A)
Level 10 Solo Controller Calaunxin,
Adult Green Dragon (C)
Level 9 Solo Brute

Large natural magical beast (dragon) XP 2,500 Large natural magical beast (dragon) XP 2,000
Encounter Level 13 (4,500 XP) Initiative +10 Senses Perception +13; darkvision Initiative +5 Senses Perception +11; darkvision
Lashing Tail aura 1; all creatures other than Antharosk treat HP 408; Bloodied 204; see also bloodied breath
Setup the area within the aura as difficult terrain. Antharosk AC 23; Fortitude 26, Reflex 21, Will 22
loses this aura while airborne. Resist 20 poison
Antharosk, green dragon (A)
HP 428; Bloodied 214; see also bloodied breath Saving Throws +5
Calaunxin, green dragon (C) AC 26; Fortitude 23, Reflex 24, Will 23 Speed 8, fly 12 (hover), overland flight 15; see also flyby attack
Resist 20 poison Action Points 2
Using the teleportation circle beneath the Mot- Saving Throws +5 m Bite (standard; at-will) & Poison
tled Tower, the PCs arrive at the Ever-Treean Speed 8, fly 12 (hover), overland flight 15; see also flyby attack Reach 2; +12 vs. AC; 1d8 + 5, and ongoing 5 poison damage
immense oak rising within a lake of blood chaos. Action Points 2 (save ends).
m Bite (standard; at-will) & Poison m Claw (standard; at-will)
Two dragonsAntharosk and Calaunxinguard
Reach 2; +15 vs. AC; 1d10 + 5 damage, and ongoing 5 Reach 2; +12 vs. AC; 1d8 + 5 damage.
the approaches to this living tower. poison damage (save ends). M Dragons Fury (standard; at-will)
m Claw (standard; at-will) Calaunxin makes two claw attacks. If she hits a single
When the PCs step through the portal, read: Reach 2; +15 vs. AC; 1d8 + 5 damage. target with both claws, she makes a bite attack against the
As you shift through the haze of the portal, you emerge M Double Attack (standard; at-will) same target.
on a wooden platform set upon the skeletal branch of an Antharosk makes two claw attacks. M Flyby Attack (standard; recharge 7 8 )
immense oak tree. This stands in the middle of a dismal, M Flyby Attack (standard; recharge 7 8 ) Calaunxin flies up to 12 squares and makes a bite attack at
Antharosk flies up to 12 squares and makes a bite attack at any point during the move without provoking opportunity
fog-shrouded swamp, the tree surrounded by a lake of blood
any point during the move without provoking opportunity attacks from the target.
chaos. Its huge roots snake through the boiling ooze like R Luring Glare (minor 1/round; at-will) & Charm, Gaze
attacks from the target.
great vipers, while above you, a thick canopy of leaves cuts M Tail Sweep (immediate reaction, if an adjacent enemy does Ranged 10; +10 vs. Will; the target slides 2 squares.
the light to a perpetual gloom. not move on its turn; at-will) C Breath Weapon (standard; recharge 7 8 ) & Poison
+13 vs. Reflex; 1d8 + 5 damage, and the target is knocked Close blast 5; +10 vs. Reflex; 4d6 + 6 poison damage, and
As soon as the PCs investigate their surroundings, prone. the target is slowed (save ends both). Aftereffect: The target
Antharosk and Calaunxin become aware of their C Breath Weapon (standard; recharge 7 8) & Poison is slowed and weakened (save ends both).
Close blast 5; +13 vs. Fortitude; 1d10 + 4 poison damage, C Bloodied Breath (free, when first bloodied; encounter) &
presence and attack.
and the target takes ongoing 5 damage and is slowed (save Poison
If the PCs failed the skill challenge of The Chase ends both). Aftereffect: The target is slowed (save ends). Calaunxins breath weapon recharges, and she uses it
Is On (Part 1), Sarshan has sent a warning to Anthar- C Bloodied Breath (free, when first bloodied; encounter) & immediately.
osk and Calaunxin to be ready for intruders. The Poison C Frightful Presence (standard; encounter) & Fear
Antharosks breath weapon recharges , and he uses it Close burst 5; targets enemies; +10 vs. Will; the target is
dragons gain a surprise round, attacking with their
immediately. stunned until the end of Calaunxins next turn. Aftereffect:
breath weapons as soon as the PCs appear on the C Frightful Presence (standard; encounter) & Fear The target takes a -2 penalty to attack rolls (save ends).
platform. Close burst 5; targets enemies; +13 vs. Will; the target is Alignment Evil Languages Common, Draconic
stunned until the end of Antharosks next turn. Aftereffect: Skills Athletics +19
The target takes a 2 penalty to attack rolls (save ends). Str 20 (+9) Dex 12 (+5) Wis 14 (+6)
Alignment Evil Languages Common, Draconic Con 22 (+10) Int 12 (+5) Cha 10 (+4)
Skills Bluff +19, Diplomacy +14, Insight +18, Intimidate +14
Str 16 (+8) Dex 20 (+10) Wis 17 (+8)
Con 19 (+9) Int 16 (+8) Cha 18 (+9)

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
31
Beyond the Mottled Tower

Tactics Blood Chaos Lake: The wide, swampy lake sur- enemies. Fighting in the blood chaos imposes a 2
rounding the Ever-Tree consists of a layer of blood penalty to attack rolls except with spears and cross-
Antharosk and Calaunxin are merciless combatants,
chaos floating atop the water. The lake is typically bows. Powers that have the fire keyword take a 2
and are well versed in fighting together.
calm (Athletics DC 10 to swim). Around the Ever- penalty to attack rolls.
Antharosk uses his breath weapon to slow oppo-
Tree, the lake is 20 feet deep. Tunnels: Sarshans servants have carved 7-foot-
nents fighting Calaunxin before switching to f lyby
The enchanted bole of the Ever-Tree resists the high tunnels through the Ever-Trees vast roots.
attack. If an opponent is dealing significant damage
fell effect of the blood chaos, but the lake is danger- Ladder: Wooden ladders have been set over the
with ranged attacks, he uses frightful presence to stun
ous to all other creatures. This potent distillation of Ever-Trees smaller roots. Moving over a ladder costs 1
it. Antharosk uses one action point in the first round
elemental energy burns inanimate objects and melts extra square of movement.
of combat, reserving the other for an extra double
living flesh. A creature that enters or begins its turn
attack to finish off a badly injured target.
Calaunxin is more impetuous than Antharosk,
in an area of blood chaos takes 2d6 + 3 acid and fire Development
damage and is slowed (save ends). Once the PCs have defeated Antharosk and
and she hurtles into melee using dragons fury. If two
Creatures in the blood chaos must use their swim Calaunxin, they can enter the tunnels below the Ever-
or more targets present themselves, she uses her
speed or make a DC 10 Athletics check to move. They Tree. Go to The Chase Is On (Part 2) on the next
breath weapon, relying on frightful presence to prevent
gain cover except against attacks from submerged page.
foes from fleeing. Calaunxin uses her action points to
make double dragons fury attacks in the early rounds
of combat.
As a mated pair, the dragons are fiercely loyal to
each other. If one is slain, the other goes into a ber-
serk fury, focusing all attacks on the opponent that
delivered the killing blow.

Features of the Area


Illumination: Daylight filtering down through
the tree canopy fills the area with dim light.
Teleportation Circle: This permanent telepor-
tation circle is set atop a wooden platform 40 feet
above the ground. AC/Reflex 2, Fortitude 20, 200 hit
points.
Stairway: A narrow stairway leads downward
through the trunk of the Ever-Tree from the teleporta-
tion portal. The stairway is difficult terrain.
Thick Mud: The Ever-Tree grows upon a low
island of heavy mud. Squares of mud are difficult
terrain.

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
32
Beyond the Mottled Tower

THE CHASE IS ON Athletics (DC 16)


(1 success or failure, maximum 2 successes)
Stench: The smell of mold and decay hangs heavy
in the chambers and passages beneath the Ever-Tree.
(PART 2) Huge tree roots and other hazards partially block several
of the tunnels (see Features of the Tunnels). With a Though unpleasant, the stench has no harmful effect.
successful Athletics check, the PC clears a path. Root Curtains: Curtains of roots hang from the
Encounter Level 11 (1,800 XP) Dungeoneering (DC 16) ceiling to within 2 feet of the floor. It costs an extra
(1 success or failure, maximum 3 successes)
square of movement to push through them. The roots
Setup With a successful check, the PC picks out the correct route
provide cover and block line of sight for any creature
through the tunnel warren.
In this second part of the connected skill challenge, the Nature (DC 16) not adjacent to them, except creatures that are prone.
PCs enter the tunnels below the Ever-Tree in search of (0 successes or failures)
The roots in a square can be hacked down (AC/Reflex
Sarshan. At the culmination of the skill challenge, the With a successful check, the PC senses the presence of a
natural hazard. This provides a +2 bonus to one subsequent 5, Fortitude 10, 10 hit points).
PCs catch a first glimpse of the shadar-kai as he works Acrobatics, Athletics, or Dungeoneering check. Huge Roots: In places, huge roots pierce the
to redirect the flow of blood chaos to another location Stealth (DC 16) islands muck. These roots are blocking terrain; crea-
in the Vale. When he spies the PCs, he flees to an island (1 success or failure, maximum 3 successes)
tures must either climb over them (Athletics DC 10)
With a successful Stealth check, the party manages to slip
amid the Sea of Fire deep in the Elemental Chaos. or duck under them (costing 2 squares of movement).
past a group of guards. This is a group check. One character
acts as lead, while the others make checks to aid that Mudslide: Mud fallen away from the wall creates
The Chase Is On (Part 2) Level 11 character. Each ally that gets a result of 10 or higher provides
an obstruction. These squares are difficult terrain.
Skill Challenge XP 1,800 a +2 bonus to the lead characters check (which counts
as the check to determine success or failure). On a failed
The fetid tunnels beneath the Ever-Tree are a dark labyrinth,
check, the PCs manage to flee from the guards, but this sets
but you have no time to lose.
back their progress. Alternatively, turn a failed check into an
The PCs make their way through the twisting tunnels beneath impromptu combat encounter (see the sidebar). ADDITIONAL ENCOUNTERS
the Ever-Tree.
Complexity
If it appears that the PCs will be short of 12th level
3 (requires 8 successes before 3 failures).
Development when they reach the final section of the adventure,
Primary Skills After making their way through the labyrinth of tun- consider creating a few additional encounters with
Acrobatics, Athletics, Dungeoneering, Stealth. nels beneath the Ever-Tree, the PCs catch a glimpse of Sarshans followers in this section. Use the notes in
Other Skills
Nature.
Sarshan and must face his servants in a cavern filled Features of the Tunnels to create an interesting battle
Victory with blood chaos. Go to the In Fetid Darkness skill site, then place one of the following groups of monsters
The PCs make their way through the tunnels beneath the Ever- challenge on the next page. or use these groups as inspiration to create your own.
Tree without expending significant resources. As a result,
they are ready to take the fight to Sarshans servants.
Group 1 (Level 11, 3,000 XP): 1 vampire lord (MM
Defeat
Features of the Tunnels 258), 1 banshrae dartswarmer (MM 25), 8 ogre thugs
The PCs emerge from the labyrinthine tunnels after a tiring Illumination: Passageways are in darkness; (MM 198).
journey. All the PCs lose 1 healing surge and take a 1 chambers are illuminated by bright light shed by stra- Group 2 (Level 12, 3,475 XP): 1 ogre warhulk (MM
penalty to all defenses until the end of the next encounter.
Acrobatics (DC 16)
tegically placed lanterns. 199), 5 troglodyte warriors (MM 252), 1 ettin spirit-
(1 success or failure, maximum 3 successes). Tunnels: Tunnels are normally 10 feet wide. talker (MM 108).
The PCs must move carefully to traverse the tunnels Chambers: Chambers are normally in better Group 3 (Level 11; 2,800 XP): 1 stormrage sham-
without losing time. This is a group check. One character
repair than tunnels. Most have flat, packed-mud bler (MM 232), 4 shambling mounds (MM 232).
acts as lead, while the others make checks to aid that
character. Each ally that gets a result of 10 or higher floors and walls sheathed in wood.
provides a +2 bonus to the lead characters check (which
counts as the check to determine success or failure).

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
33
Beyond the Mottled Tower

IN FETID DARKNESS Tactics Skull Lord Servitor (L) Level 14 Artillery (Leader)
Medium natural humanoid (undead) XP 1,000
The skull lord takes on the most powerful looking Initiative +12 Senses Perception +10; darkvision
Encounter Level 14 (5,100 XP)
melee combatant with bone staff attacks, making skull Master of the Grave (Healing) aura 2; undead allies in the
of bonechilling fear or skull of withering f lame attacks aura gain regeneration 5 and a +2 bonus to saving throws.
Setup each round at enemies at the edge of the fray.
This aura ends when the skull of deaths command is
1 skull lord servitor (L) destroyed.
The skull lords battle wight bodyguards fight HP 55; Bloodied 27; see also triple skulls
2 battle wight bodyguards (W)
adjacent to one another to gain the benefit of their AC 28; Fortitude 25, Reflex 26, Will 27
1 elder troglodyte curse chanter (C) Immune disease, poison; Resist 10 necrotic;
shieldbearer ability. They focus on PCs seeking to move
4 cyclops guards (G) Vulnerable 5 radiant
to the rear of the chamber. Speed 6
As they enter this chamber, the PCs catch their first The troglodyte curse chanter stays at the edge of m Bone Staff (standard; at-will) & Necrotic, Weapon
combat, targeting controllers and ranged combatants +17 vs. AC; 1d8 + 4 damage plus 1d6 necrotic damage.
glimpse of the elusive Sarshan as he flees through a
R Skull of Bonechilling Fear (minor 1/round; at-will) &
portal. Unfortunately, the shadar-kais defenders have with poison ray and cavern curse.
Cold, Fear
no intention of allowing the PCs to pursue their master. The cyclops guards lay into the closest opponents, Ranged 10; +19 vs. Will; 1d10 + 3 cold damage, and the
flanking for combat advantage and trusting their evil target is pushed 5 squares.
When the PCs reach this chamber, read: eye to grant them extra melee attacks. R Skull of Deaths Command (minor 1/round; at-will) &
A pool of blood chaos and two teleportation circles Necrotic
dominate this chamber, a horribly disfigured shadar-kai Ranged 10; the skull lord restores a destroyed undead
fleeing across a slender catwalk as you enter. Even as minion within range. The restored undead minions level
4 Cyclops Guards (G) Level 14 Minion
must be no higher than the skull lords level +2. The
Sarshan disappears into a misty haze that obscures the rear Large fey humanoid XP 250
restored minion stands in the space where is fell (or in any
of the chamber, a three-headed skeletal figure steps out in Initiative +8 Perception +13; truesight 6
adjacent space if that space is occupied) as a free action, has
front of you. A cyclops, a troglodyte, and an armored wight HP 1; a missed attack never damages a minion.
normal full hit points, and can take actions (as normal) on its
AC 27; Fortitude 26, Reflex 23, Will 23
stand close behind. next turn.
Speed 6
R Skull of Withering Flame (minor 1/round; at-will) &
m Battleaxe (standard; at-will) & Weapon
Fire, Necrotic
Reach 2; +17 vs. AC; 7 damage.
M Evil Eye (immediate reaction, when a melee attack misses the Ranged 10; +19 vs. Fortitude; 2d6 + 5 fire and necrotic
damage.
cyclops guard; at-will)
Triple Skulls & Healing
The cyclops guard makes a melee basic attack against the
When a skull lord is reduced to 0 hit points, one of its
triggering attacker.
skulls (determined randomly from the three powers above)
Alignment Unaligned Languages Common, Elven
is destroyed, and it loses the ability to use that power. If
Str 22 (+11) Dex 16 (+8) Wis 17 (+8)
the creature has any skulls remaining, it instantly heals
Con 20 (+10) Int 11 (+5) Cha 11 (+5)
to full hit points (55 hit points). When all three skulls are
Equipment hide armor, heavy shield, battleaxe
destroyed, the skull lord is destroyed as well.
Alignment Evil Languages Common
Skills Bluff +18, Insight +15, Intimidate +18
Str 14 (+9) Dex 18 (+11) Wis 16 (+10)
Con 19 (+11) Int 17 (+10) Cha 23 (+13)
Equipment staff, 3 iron crowns, ritual book

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
34
Beyond the Mottled Tower

2 Battle Wight
Bodyguards (W)
Level 11 Elite Soldier Elder Troglodyte
Curse Chanter (C)
Level 12 Controller (Leader) Development
Medium natural humanoid (undead) XP 1,200 Medium natural humanoid (reptile) XP 700 Once these defenders have been defeated, the PCs
Initiative +9 Senses Perception +4; darkvision Initiative +7 Senses Perception +15; darkvision can pursue Sarshan. The entire northern portion of
HP 230; Bloodied 115 Troglodyte Stench aura 1; living enemies in the aura take a 2
the cavern is undercut by a buried permanent tele-
AC 29; Fortitude 26, Reflex 22, Will 23 penalty to attack rolls.
Saving Throws +2 HP 127; Bloodied 63 portation circle that acts as a portal to the Elemental
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 AC 27; Fortitude 26, Reflex 21, Will 26 Chaos. The skull lords ritual book contains the loca-
radiant Speed 5 tion of Sarshans lair.
Speed 5 m Quarterstaff (standard; at-will) & Weapon
A DC 16 Arcana check reveals that strengthen-
Action Points 1 +16 vs. AC; 1d8 + 4 damage.
m Souldraining Longsword (standard; at-will) & m Claw (standard; at-will) ing magic has been applied to the portal by Sarshan.
Necrotic, Weapon +14 vs. AC; 1d4 + 4 damage. As such, activating the portal does not require a
+18 vs. AC; 1d8 + 5 necrotic damage, and the target loses R Poison Ray (standard; at-will) & Poison
full Planar Portal ritual. However, the shadar-kai
1 healing surge and is immobilized (save ends); see also Ranged 10; +15 vs. Fortitude; 1d8 + 6 poison damage, and
indomitable presence. the target is weakened (save ends) magically locked the portal when he fled, so that the
R Soul Reaping (standard; recharge 7 8 ) & R Cavern Curse (standard; recharge 5 6 7 8 ) & Necrotic PCs must successfully complete a skill challenge to
Healing, Necrotic Ranged 5; +16 vs. Fortitude; the target takes ongoing 5 activate it: complexity 1 (4 successes before 3 fail-
Ranged 5; affects an immobilized target only; +16 vs. necrotic damage and is slowed (save ends both)
ures); Arcana, Religion, Nature; all checks DC 21. If
Fortitude; 2d8 + 5 necrotic damage, and the battle wight C Tunnel Grace (minor 1/round; recharge 6 7 8 )
regains 10 hit points; see also indomitable presence. Close burst 10; all allies in the burst gain +5 speed until the successful, the portal opens up 4 hours later. If unsuc-
M Chosen Target (immediate interrupt, when a marked end of the troglodyte curse chanters next turn. cessful, the PCs can attempt the skill challenge again
enemy shifts or makes an attack that does not include C Chant of Renewal (standard; encounter) & Healing
(repeatedly if necessary) after 12 hours.
the bodyguard; at-will) & Weapon Close burst 5; bloodied allies in the burst regain 15 hit
The battle wight bodyguard makes a melee basic attack points. Documents carried by the skull lord identify it as
against the triggering creature. Alignment Chaotic evil Languages Common, Draconic an envoy of Onthorirfel, a lich dwelling in the Shad-
Indomitable Presence Skills Dungeoneering +15, Endurance +17, Religion +11 owfell. These documents also suggest that Sarshan
Each time a bodyguard attacks an enemy, the target is Str 16 (+9) Dex 12 (+7) Wis 19 (+10)
and the lich have been collaborating on some plot,
marked until the end of the bodyguards next turn. Con 23 (+12) Int 10 (+6) Cha 15 (+8)
Shieldbearer Equipment robes, quarterstaff, skull mask though no details are provided. A DC 21 Arcana
Allies adjacent to the bodyguard gain a +2 power bonus check confirms that Onthorirfel is a powerful lich
to AC. famed for his specialization in ritual magic. Although
Alignment Evil Languages Common
Skills Intimidate +15 this information is not immediately relevant, it will
Str 21 (+10) Dex 14 (+7) Wis 9 (+4) become important in later adventures.
Con 19 (+9) Int 12 (+6) Cha 21 (+10)

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
35
Beyond the Mottled Tower

Features of the Area Pool of Blood Chaos: The pool of


blood chaos stands between 10 and 15
Illumination: Bright light is shed by lanterns set
feet deep. Squares filled with blood chaos
about the chamber.
are difficult terrain. This potent distilla-
Walls: The walls of the chamber are a mixture of
tion of elemental energy burns inanimate
packed mud and thick root growth (Athletics DC 15
objects and melts living flesh. A creature
to scale).
that enters or begins its turn in an area of
Wooden Steps: Wooden facing panels hold
blood chaos takes 2d6 + 3 acid and fire
together these crumbling mud steps.
damage and is slowed (save ends).
Catwalk: A thick tree trunk planed flat on one
Creatures in the blood chaos must use
side serves as a bridge across the blood chaos pool. It
their swim speed or make a DC 10 Athlet-
is not perfectly set in the mud floor and rocks slightly
ics check to move. They gain cover except
when walked on (Acrobatics DC 10 to cross).
against attacks from submerged enemies.
Floodgate: A great quantity of blood chaos
Fighting in the blood chaos imposes a 2
siphoned from Sarshans main reservoir bubbles at
penalty to attack rolls except with spears
the other end of the floodgate. Blood chaos flows
and crossbows. Powers that have the fire
from the floodgate in the northwest wall into the pool
keyword take a 2 penalty to attack rolls.
below. The pipe has a cap that can be closed as a full-
round action by a character adjacent to or on the pipe.
Characters can close the pipe while standing in the
blood chaos pool (but see below).
It takes a DC 20 Acrobatics check for characters to
perch atop the slick pipe.
Portal Circles: The portions of the floor contain-
ing teleportation circles are magically hardened mud,
within which mystic sigils have been burned. These
portals are currently inactive, but a DC 16 Arcana
check determines that they are designed to allow the
flow of blood chaos to other locations.

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
36
Beyond the Mottled Tower

SEA OF FIRE Perception Check


DC 16: The air above the fiery sea shimmers and
Duergar Hellcaller (D) Level 12 Artillery
Medium natural humanoid, dwarf (devil) XP 700
Encounter Level 12 (3,500 XP) dances with the incredible heat. However, a magnificent Initiative +10 Senses Perception +13; darkvision
city is visible far to the north, its brass towers and minarets HP 96; Bloodied 48
AC 24; Fortitude 23, Reflex 23, Will 25
Setup glittering on the horizon.
Resist 10 fire, 10 poison
DC 21: The dike around the large island has clearly
1 f lame shard (S) Speed 5
kept it safe from the lava for countless years, but even as m Mace (standard; at-will) & Weapon
1 duergar hellcaller (D) you watch, high waves break over the top. Molten rock is Melee 1; +19 vs. AC; 1d8 + 5 damage.
1 redspawn firebelcher (R) beginning to pool and spread within the wall, the island R Infernal Quills (standard; at-will) & Fire, Poison
2 githyanki warriors (G) shuddering with a faint groan. Ranged 10; +19 vs. AC; 1d8 + 3 fire and poison damage,
and the target takes ongoing 5 fire and poison damage and
a 2 penalty to attack rolls (save ends both).
Sarshan keeps the perimeter of his island lair well Development R Quick Quill Strike (minor; encounter) & Fire, Poison
guarded. Because the shadar-kais business dealings Once the PCs have overcome the islands defenders, The duergar hellcaller makes an infernal quills attack.
cross every known plane, his servants are a diverse lot. they can follow the path to the tower. Go to the Gal- C Asmodeuss Ruby Curse (standard; encounter) &
Fear, Psychic
When the PCs arrive on the portal earthberg, they leries encounter on page 39.
Close blast 5; targets enemies; +16 vs. Will; 3d8 + 5
find the island guard alert and ready for them. They psychic damage, and the duergar slides the target to the
take advantage of the shifting position of the earthbergs Flame Shard (S) Level 12 Artillery nearest space outside the blast. This forced movement
Medium elemental magical beast XP 700 provokes opportunity attacks.
(see Features of the Area), attempting to keep the PCs
Initiative +10 Senses Perception +8; darkvision A Quill Storm (standard; encounter) & Fire, Poison
from reaching the main island and the tower path. Heat Wave (Fire) aura 2; any enemy that ends its turn Area burst 2 within 10; +17 vs. Reflex; 1d8 fire and poison
within the aura takes 5 fire damage and takes a 2 penalty damage, and the target takes ongoing 10 fire and poison
When the PCs arrive in the teleportation circle, to saving throws against ongoing fire damage during its damage and a 2 penalty to attack rolls (save ends both).
current turn. Devilish Sacrifice (immediate interrupt, when an enemy makes
read: HP 100; Bloodied 50 a melee attack roll against the duergar hellcaller; encounter)
A blast of heat heralds your arrival in the midst of AC 24; Fortitude 25, Reflex 23, Will 23 The duergar hellcaller shifts to the nearest space beyond
an ocean of molten rock. Around the destination Immune disease, poison; Resist 10 variable (2/encounter) the triggering attacks reach. A legion devil hellguard
teleportation circle, numerous small islands float on Speed 4, fly 4 (hover) (MM 64) appears in the duergars former space and
this burning sea like icebergs of rock and earth. These m Burning Shard (standard; at-will) & Fire becomes the target of the triggering attack. The devil acts
earthbergs drift in proximity to a much larger island to Melee 1; +17 vs. Reflex; 1d8 + 5 fire damage. immediately after the duergar hellcallers initiative.
C Flame Shatter (when reduced to 0 hit points) & Fire Alignment Evil Languages Common, Deep Speech,
the south. Tall dikes on this main island shield it from the
Close burst 2; +17 vs. Reflex; 1d8 + 5 fire damage, and the Dwarven
worst of the molten waves. target takes ongoing 5 fire damage (save ends). Skills Arcana +11, Dungeoneering +13, Religion +11
Through the heat haze, creatures are visible. A dwarf A Flame Burst (standard; at-will) & Fire Str 14 (+8) Dex 19 (+10) Wis 14 (+8)
with coal-dark skin and blonde hair is stationed on one Area burst 2 within 20; +17 vs. Reflex; 1d8 + 5 fire damage. Con 18 (+10) Int 11 (+6) Cha 22 (+12)
of the earthbergs, while a large, wingless dragon guards Alignment Chaotic evil Languages Abyssal, Common Equipment leather armor, mace
another. On the island, two githyanki stand with silver Str 19 (+10) Dex 19 (+10) Wis 15 (+8)
swords drawn. Close by, a red crystal floats above the lava Con 22 (+12) Int 7 (+4) Cha 18 (+10)
sea.

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
37
Beyond the Mottled Tower

Redspawn Firebelcher (F) Level 12 Artillery Tactics Features of the Area


Large natural beast (reptile) XP 700
Initiative +7 Senses Perception +6; low-light vision The duergar hellcaller uses Asmodeuss ruby curse to Illumination: The molten sea provides bright illu-
Fire Within (Fire) aura 5; allies in the aura gain resist 10 fire. push as many PCs as possible into the magma. It then mination throughout the area.
HP 97; Bloodied 48 uses quick quill strike and infernal quills to target foes Burning Heat: The heat of the Sea of Fire taxes
AC 25; Fortitude 25, Reflex 22, Will 21
on other earthbergs. If pressed in melee, the duergar creatures in proximity to it. A creature that ends its
Resist 20 fire
Speed 4 uses devilish sacrifice to gain an unexpected ally. turn standing on an earthberg gains vulnerable 5 fire.
m Bite (standard; at-will) & Fire The flame shard hammers all foes within range Earthbergs: Like icebergs in the world, the
+16 vs. AC; 1d10 + 4 damage, and ongoing 5 fire damage
with f lame burst attacks, keeping enemies close to take earthbergs stay in constant motion on the lava sea.
(save ends).
R Fire Belch (standard; at-will) & Fire advantage of its heat wave aura. If you use separate dungeon tiles or other maps for
Ranged 12; +15 vs. Reflex; 2d6 + 1 damage, and ongoing The redspawn firebelcher hits the PCs first with the earthbergs, roll 1d4 and 1d8 for each one at the
5 fire damage (save ends). fire burst, then alternates fire belch and bite attacks. end of each round of combat. The d8 determines the
A Fire Burst (standard; recharge 7 8 ) & Fire
The githyanki use telekinetic grasp to immobilize direction of the earthbergs drift, while the d4 indi-
Area burst 2 within 10; +15 vs. Reflex; 3d6 + 1 damage,
and ongoing 5 fire damage (save ends). Miss: Half damage, PCs fighting their allies on the earthbergs. If those cates the number of spaces it moves. Earthbergs can
and no ongoing fire damage. defenders fall, or if the PCs make it to the island, the end up next to each other, but an earthberg stops if it
Alignment Unaligned Languages
githyanki attack with their silver greatswords, using would move into anothers space.
Str 18 (+10) Dex 13 (+7) Wis 13 (+6)
Con 19 (+10) Int 2 (+2) Cha 8 (+5) telekinetic leap to get quickly into the fray. Lava: Creatures that fall into the molten lava of
Sarshans guards attempt to keep intruders off the the Sea of Fire take 10d10 fire damage and ongoing
2 Githyanki Warriors (G) Level 12 Soldier island, following the PCs inland if necessary. 15 fire damage (save ends).
Medium natural humanoid XP 700 Dikes: The eroded stone dikes that protect the
Initiative +13 Senses Perception +12
HP 118; Bloodied 59
island are 20 feet high (Athletics DC 16 to climb).
AC 28; Fortitude 25, Reflex 23, Will 22 Stile: The steps that climb up and over the dikes
Saving Throws +2 against charm effects are difficult terrain.
Speed 5; see also telekinetic leap
m Silver Greatsword (standard; at-will) & Psychic, Weapon
+17 vs. AC; 1d10 + 5 plus 1d6 psychic damage, and an extra
3d6 psychic damage if the target is immobilized.
R Telekinetic Grasp (standard; encounter)
Ranged 5; Medium or smaller target; +15 vs. Fortitude; the
target is immobilized (save ends).
R Telekinetic Leap (move; encounter)
Ranged 10; the githyanki warrior or an ally within range can
fly up to 5 squares.
Alignment Evil Languages Common, Deep Speech
Skills History +9, Insight +12
Str 21 (+11) Dex 17 (+9) Wis 12 (+7)
Con 14 (+8) Int 12 (+7) Cha 13 (+7)
Equipment plate armor, silver greatsword

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
38
Beyond the Mottled Tower

GALLERIES In the second round of combat, the tower shudders Tactics


as the foundations of the island are inundated with
The creatures here seek to prevent the PCs from
Encounter Level 12 (3,500 XP) inflowing lava.
reaching the portal on the 50-foot-high ledge across
Setup At the beginning of the second round of combat, from the entry, even as the slurry of blood chaos and
2 storm abishai snipers (S) read: magma begins to rise.
1 githyanki warrior (G) A groaning roar suddenly shakes the tower. The seething The storm abishai snipers use their shockbolts as
1 centaur ravager (C) blood chaos below begins to boil as a jet of magma shoots they weave through melee, hoping that their lightning
1 arctide spiralith (A) into the reservoir through a wide-gaping crack in the discharge allows them to push a PC into the magma
wall. Foul-smelling steam vents upward as the level of the slurry below.
The exterior of the 200-foot-high monolith tower is swirling pool begins to rise. The githyanki warrior harries defenders and
smooth-sided, polished obsidian (Athletics DC 30 to strikers with silver greatsword attacks, reserving
climb). Its only entrance is a single gate that opens Refer to Features of the Area for information on his telekinetic leap to jump up to another ledge as the
into the upper portion of an inverse gallery. This how the lava and the blood chaos interact, and for the magma slurry rises.
chamber drops in a series of stepped ledges to a res- speed at which the chamber fills. The centaur ravager begins with a berserk rush,
ervoir of blood chaos that covers the floor. This access then attacks the closest foes with greatsword attacks.
2 Storm Abishai Snipers (S) Level 12 Artillery It uses its brash retaliation and its recharged berserk
point is guarded by more of Sarshans servants.
Medium immortal magical beast XP 700
rush to knock foes off the ledge and into the magma
Initiative +9 Senses Perception +23; low-light vision
When the PCs can see into this area, read: HP 98; Bloodied 49 slurry.
This cavernous chamber drops 50 feet to a vast reservoir Regeneration 5 The arctide spiralith stays in the thick of combat
of seething blood chaos. A series of stepped ledges work AC 24; Fortitude 24, Reflex 24, Will 22 to make use of its arcane arc, alternating focused strike
Resist 10 lightning, 10 thunder
their way down the sides of the chamber, some connected and charged lightning burst attacks.
Speed 8, fly 6, overland flight 12
by stairs, others by wooden ladders. Several ledges are m Lightning Sting (standard; at-will) & Lightning
decorated with statues. Straight across from the entrance +19 vs. AC; 2d6 + 7 lightning damage.
and at the same level, a ledge contains the glowing sigils of C Lightning Discharge (immediate reaction, when an enemy
a permanent teleportation circle. hits the abishai with a melee attack; encounter) & Lightning
The defenders of this chamber stand in waittwo Close burst 1; +17 vs. Reflex; 1d6 + 8 lightning damage,
humanoid fiends with leathery wings, another githyanki and the triggering enemy is pushed 1 square and stunned
until the end of its next turn.
warrior, a centaur bearing a greatsword, and a demon
A Shockbolt (standard; at-will) & Thunder
ensconced in a rune-scribed shell. Area burst 2 within 10; +15 vs. Reflex; 2d6 + 8 thunder
damage.
Alignment Evil Languages Common, Draconic
Str 18 (+20) Dex 16 (+9) Wis 13 (+7)
Con 20 (+11) Int 11 (+6) Cha 21 (+11)

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
39
Beyond the Mottled Tower

Centaur Ravager (C) Level 12 Brute Arctide Spiralith (A) Level 12 Artillery Githyanki Warrior (G) Level 12 Soldier
Large fey humanoid XP 700 Large elemental magical beast (demon) XP 700 Medium natural humanoid XP 700
Initiative +10 Senses Perception +9; low-light vision Initiative +12 Senses Perception +10 Initiative +13 Senses Perception +12
HP 150; Bloodied 75; see also brash retaliation HP 97; Bloodied 48; see also bloodied shock HP 118; Bloodied 59
AC 24; Fortitude 26, Reflex 24, Will 23 AC 24; Fortitude 23, Reflex 25, Will 23 AC 28; Fortitude 25, Reflex 23, Will 22
Speed 8 Resist 15 variable (2/encounter) Saving Throws +2 against charm effects
m Greatsword (standard; at-will) & Weapon Speed 7 Speed 5; see also telekinetic leap
Melee 1; +15 vs. AC; 1d10 + 6 damage, plus 1d10 damage m Bite (standard; at-will) m Silver Greatsword (standard; at-will) & Psychic, Weapon
when charging. Melee 1; +17 vs. AC; 1d6 + 5 damage. +17 vs. AC; 1d10 + 5 plus 1d6 psychic damage, and an extra
M Quick Kick (immediate reaction, when a creature moves into M Arcane Arc (immediate interrupt, when an enemy moves 3d6 psychic damage if the target is immobilized.
a space where it flanks the centaur ravager; at-will) adjacent to the arctide spiralith; at-will) & Lightning R Telekinetic Grasp (standard; encounter)
Melee 1; targets the triggering creature; +14 vs. AC; 1d6 + 6 Melee 1; +17 vs. Reflex; 1d8 + 5 lightning damage. Ranged 5; Medium or smaller target; +15 vs. Fortitude; the
damage. R Focused Strike (standard; at-will) & Lightning target is immobilized (save ends).
M Berserk Rush (standard; usable only while wielding a Ranged 10; +19 vs. Reflex; 2d8 + 5 lightning damage R Telekinetic Leap (move; encounter)
greatsword; recharges when first bloodied) & Weapon C Bloodied Shock (free, when first bloodied; encounter) & Ranged 10; the githyanki warrior or an ally within range can
Usable in place of a charges melee basic attack; melee 1; Lightning fly up to 5 squares.
+15 vs. Fortitude; 2d10 + 6 damage (plus 1d10 damage Close burst 1; +15 vs. Reflex; 1d8 + 5 lightning damage, and Alignment Evil Languages Common, Deep Speech
when charging), and the target is pushed 2 squares and the target is dazed (save ends). Skills History +9, Insight +12
knocked prone. A Charged Lightning Burst (standard; at-will) & Lightning Str 21 (+11) Dex 17 (+9) Wis 12 (+7)
M Brash Retaliation (free, when first bloodied; usable only Area burst 2 within 10; +15 vs. Reflex; 1d8 + 5 lightning Con 14 (+8) Int 12 (+7) Cha 13 (+7)
while wielding a greatsword; encounter) & Weapon damage. The attack deals 1 extra lightning damage for Equipment plate armor, silver greatsword
Melee 1; +15 vs. AC; 3d10 + 6 damage, and the target is each creature in the burst. Any ally damaged by the attack
pushed 2 squares. gains a +1 bonus to any recharge rolls at the start of its
Alignment Unaligned Languages Common, Elven next turn. If the bonus causes a recharge roll to exceed six,
Skills Athletics +17, Nature +14 the result is considered six.
Str 22 (+12) Dex 18 (+10) Wis 16 (+9) Alignment Chaotic evil Languages Abyssal, Common
Con 20 (+11) Int 9 (+5) Cha 10 (+6) Str 15 (+8) Dex 23 (+12) Wis 19 (+10)
Equipment greatsword Con 19 (+10) Int 7 (+4) Cha 12 (+7)

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
40
Beyond the Mottled Tower

Features of the Area Rising Magma: At the beginning of the second


round of combat, magma begins filling the chamber,
Illumination: Everburning torches and bubbling
rising at a rate of 5 feet per round. The magma level
magma fill the area with bright light.
begins 5 feet below the lowest ledge. Ledges and lad-
Stairs: Creatures ascending the stairs treat them
ders are submerged in the following order:
as difficult terrain.
Round 3: 10-foot ledge, ladder to 30-foot ledge.
Statues: These provide cover. A statue can be
Round 4: 15-foot ledge, ladder to 25-foot ledge.
climbed with a DC 15 Athletics check.
Round 6: 25-foot ledge, ladder to rear 50-foot ledge.
Ladders: These wooden ladders are safe to climb.
Round 7: 30-foot ledge.
However, a ladder catches fire when the lava reaches
Round 11: Both 40-foot ledges.
its base. A character can climb a burning ladder for
Round 13: The lava stops just short of the two
the first 3 rounds, but takes 1d8 fire damage in the
50-foot ledges.
process. After 3 rounds, a burning ladder collapses
Creatures that fall into the slurry of blood
into charred cinders if anyone tries to climb it.
chaos and magma take 10d10 acid and fire
Blood Chaos: When the PCs first enter, the lower
damage and ongoing 15 acid and fire damage
section of this deep chamber is filled with blood
(save ends).
chaos to a depth of 20 feet. This potent distillation of
Teleportation Circle: This permanent tele-
elemental energy burns inanimate objects and melts
portation circle has been set by Sarshan to send
living flesh. A creature that enters or begins its turn
creatures to the teleportation circle in the next
in an area of blood chaos takes 2d6 + 3 acid and fire
encounter. It cannot be reconfigured.
damage and is slowed (save ends).
Creatures in the blood chaos must use their swim
speed or make a DC 10 Athletics check to move. They
gain cover except against attacks from submerged
enemies. Fighting in the blood chaos imposes a 2
penalty to attack rolls except with spears and cross-
bows. Powers that have the fire keyword take a 2
penalty to attack rolls.
Once magma begins to flow into the chamber
from cracks in the foundation, the blood chaos
becomes even more deadly (see below).

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
41
Beyond the Mottled Tower

CRUSHER ROOMS The guardian creatures do not trigger the traps. Wailing Ghost (Banshee) (B) Level 12 Controller
The banshee and the specter can phase through the Medium shadow humanoid (undead) XP 700
Encounter Level 12 (3,500 XP) crushing walls and ceiling without harm. Once the Initiative +8 Senses Perception +13; darkvision
HP 91; Bloodied 45
traps are activated, the golem is subject to attack, but AC 23; Fortitude 23, Reflex 23, Will 24
Setup it stays with the PCs regardless. Immune disease, poison; Resist insubstantial
1 wailing ghost (banshee) (B) When the PCs can see into this chamber, read: Speed fly 6 (hover); phasing
m Spirit Touch (standard; at-will) & Necrotic
1 lingering specter (S)
This L-shaped chamber is bare stone except for the glowing +15 vs. Reflex; 1d10 + 2 necrotic damage.
1 f lesh golem (G) sigils of the permanent teleportation circle within which R Deaths Visage (standard; at-will) & Fear, Psychic
you stand. The chamber is divided into three subchambers, Ranged 5; +15 vs. Will; 2d6 + 3 psychic damage, and the
Sarshans reconfigured portal system leads PCs target takes a 2 penalty to all defenses (save ends).
each set 5 feet below the previous, but the far end of the last
C Terrifying Shriek (standard; recharge 7 8 ) & Fear, Psychic
who enter the portal in the previous encounter to section cannot be seen. Close burst 5; targets enemies; +15 vs. Will; 2d8 + 3
the permanent teleportation circle inscribed here. psychic damage, the target is pushed 5 squares and is
Perception Check immobilized (save ends).
Unfortunately, the portal is one way. Once they enter
DC 16: Scratches mar the floor and ceiling, as if the Alignment Unaligned Languages Common
this chamber, the PCs only choice is to continue walls have moved inward at some point, then back out. Skills Stealth +13
through it. DC 21: The dull echo of your footsteps suggests that Str 14 (+8) Dex 15 (+8) Wis 14 (+8)
This L-shaped chamber consists of three subcham- hollow spaces lie beneath the floor. Con 13 (+7) Int 10 (+6) Cha 17 (+9)
bers, each set 5 feet lower than the next. Each section
is 40 feet high. The southern section and the eastern When the walls begin to move, read: Tactics
With a grinding of stone on stone, the walls of the
section contain a crushing walls trap. The middle sec- The flesh golem makes double attacks to daze targets,
subchamber lurch forward. At the same time, two ghostly
tion contains a crushing ceiling trap. forms shoot up from beneath the floorboards. hindering their advance across the trapped chamber.
When the PCs step off the teleportation circle, The banshee uses its terrifying shriek as often as
the first sections trap is triggered. Each time a crea- possible, immobilizing PCs and pushing them back
ture steps into a new section, that sections trap is into the area of an activated trap.
triggered. All three traps can be operational at the The specter uses spectral barrage as often as pos-
same time. sible, falling back on spectral touch attacks while that
A banshee, a lingering specter, and a flesh golem power recharges.
also defend the chamber, making it difficult to simply The ghost and the specter ignore the walls, passing
bolt from one end to the other. However, none of through and behind them to confound the PCs.
these creatures are initially visible. The banshee and
specter are beneath the floor, while the golem lingers
out of sight around the corner.

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
42
Beyond the Mottled Tower

Crushing Walls and Ceiling Level 12 Blaster & A character adjacent to a moving wall or who is tall enough Flesh Golem (G) Level 12 Elite Brute
Trap XP 700 to reach the moving ceiling can prevent the wall or ceilings Large natural animate (construct) XP 1,400
As you step off the portal, the walls suddenly lurch forward movement with a DC 16 Strength check (DC 21 if the walls Initiative +4 Senses Perception +5; darkvision
and begin to press in. are 1 square apart). All characters in the area can aid the HP 304; Bloodied 152; see also berserk attack
character making this check. AC 26; Fortitude 29, Reflex 21, Will 22
Trap: The first and third sections of the chamber are crushing Saving Throws +2
& The floors are riddled with niches under secret sliding
walls traps, while the middle section is a crushing ceiling Speed 6; cant shift
trapdoors (Perception DC 21). Opening a trapdoor is a
trap. All sections are activated individually. Action Points 1
minor action, while slipping into it is a move action. The
Perception m Slam (standard; at-will)
floor contains one niche per square. Each niche can be
& DC 16: Scratches in the floors and ceiling make it look as if Reach 2; +16 vs. AC (+18 while bloodied); 2d8 + 5 damage,
occupied by one creature.
the walls have moved inward at some point, then back out. and the target is dazed (save ends).
A PC in a niche can ride out the crushing walls and ceiling.
Initiative +2 (roll separately for each section) M Double Attack (standard; at-will)
However, upon leaving a niche and stepping onto the floor
Trigger The flesh golem makes two slam attacks.
again, the section of the trap the PC stands in is triggered
The chamber is divided into three sections. Each section is M Berserk Attack (immediate reaction, when damaged by an
once more.
triggered when a creature enters the area while standing on attack while bloodied; at-will)
the floor. The flesh golem makes a slam attack against a random
Special target within its reach.
The southern section has crushing walls, the central section Lingering Specter (S) Level 12 Lurker M Golem Rampage (standard; recharge 7 8 )
has a crushing ceiling, and the eastern section has crushing Medium shadow humanoid (undead) XP 700 The flesh golem moves up to its speed plus 2 and can move
walls. The walls move inward every other turn, while the Initiative +16 Senses Perception +12; darkvision through enemies spaces, provoking opportunity attacks as
ceiling moves downward every turn. The walls meet each Spectral Chill (Cold) aura 1; enemies in the aura take a 2 normal. When it enters a creatures space (ally or enemy),
other and the ceiling meets the floor in the eighth round, penalty to all defenses. the golem makes a slam attack against that creature. The
assuming no countermeasures are taken. HP 66; Bloodied 33 creature remains in its space, and the golem must leave the
Attack AC 26; Fortitude 23, Reflex 25, Will 23 space after it attacks. The golem must end its rampage in an
Standard Action Melee Immune disease, poison; Resist 15 necrotic, insubstantial; unoccupied space.
Targets: Creatures in the area of each section of the trap. Vulnerable 5 radiant Alignment Unaligned Languages
Once triggered, the walls in the southern and eastern Speed fly 6 (hover); phasing Str 20 (+11) Dex 7 (+4) Wis 8 (+5)
sections move inward 1 square every other turn. Once m Spectral Touch (standard; at-will) & Necrotic Con 22 (+12) Int 3 (+2) Cha 3 (+2)
triggered, the ceiling in the central area moves down 1 +15 vs. Reflex; 2d8 + 5 necrotic damage.
square every turn. Creatures adjacent to a wall are pushed C Spectral Barrage (standard; recharge 7 8 ) &
1 square. When the crushing walls come together, or when Illusion, Psychic
the ceiling meets the floor, all creatures in the area are Close burst 2; targets enemies; +15 vs. Will; 3d6 psychic
slowed and are subject to an attack. damage, and the target is knocked prone.
The walls and floor stay in this position for 3 rounds, then Invisibility (standard; at-will) & Illusion
move back at 1 square per round and reset. The specter becomes invisible until it attacks or until it is hit
Attack: +15 vs. Fortitude by an attack.
Hit: 3d6 + 6 damage, and the target is immobilized (save ends). Alignment Chaotic evil Languages Common
Miss: Half damage. Skills Stealth +17
Countermeasures Str 19 (+10) Dex 22 (+12) Wis 12 (+7)
& A character adjacent to a wall can delay the trigger 1 round Con 16 (+9) Int 10 (+6) Cha 19 (+10)
with a DC 16 Thievery check.
& A character adjacent to a moving wall can delay its
movement for 1 round with a DC 21 Thievery check.

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
43
Beyond the Mottled Tower

Development
As soon as the PCs pass through the double doors in
the eastern chamber, they are teleported to the roof
of the tower. Go to the Final Battle encounter on
page 45.

Features of the Area


Illumination: Dark.
Crushing Walls and Ceiling: See the trap statis-
tics block.
Niches Beneath the Floor: See Countermea-
sures in the trap statistics block.
Teleportation Circle: This permanent teleporta-
tion circle leads from the previous encounter to this
chamber. Sarshan has configured the portal for one-
way access into this area. However, a PC who spends
10 minutes and succeeds on five DC 21 Arcana
checks can reconfigure the portal to take the PCs
back to the galleries.
Double Doors: The double doors on the eastern
side of the chamber are set in an alcove that provides
enough space for two Medium creatures to avoid the
crushing walls. The double doors are locked (Thiev-
ery DC 16 to open; Strength check 21 to break).
Anyone who walks through the doors appears in the
teleportation circle inscribed on the open roof of the
monolith in the Final Battle encounter.

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
44
Beyond the Mottled Tower

FINAL BATTLE DC 16: The teleportation circle has been prepared for
a Linked Portal ritualone that Sarshan is only minutes
Githyanki Mindslicer (G) Level 13 Artillery
Medium natural humanoid XP 800
Encounter Level 16 (7,800 XP) away from completing. Initiative +11 Senses Perception +12
HP 98; Bloodied 49
AC 27; Fortitude 24, Reflex 25, Will 24
Setup 4 Githyanki Thugs (T)
Medium natural humanoid
Level 12 Minion
XP 175 Saving Throws +2 against charm effects
4 githyanki thugs (T) Initiative +6 Senses Perception +6 Speed 6; see also telekinetic leap
m Silver Longsword (standard; at-will) & Psychic, Weapon
3 githyanki warriors (W) HP 1; a missed attack never damages a minion.
AC 24; Fortitude 26, Reflex 21, Will 21 +18 vs. AC; 1d8 + 2 plus 1d8 psychic damage.
1 githyanki mindslicer (G) R Mindslice (standard; at-will) & Psychic
Speed 5
2 shadar-kai warriors (K) m Silver Greatsword (standard; at-will) & Psychic, Weapon Ranged 10; +16 vs. Will; 2d8 + 3 psychic damage.
Sarshan (S) R Telekinetic Leap (move; encounter)
+15 vs. AC; 6 damage, and the target is immobilized
(save ends). Ranged 10; the githyanki mindslicer or an ally within range
After overcoming the towers defenses, the PCs finally Alignment Evil Languages Common, Deep Speech can fly up to 5 squares.
A Psychic Barrage (standard; recharge 8 ) & Psychic
catch up with Sarshan. The shadar-kai knows the Str 21 (+11) Dex 11 (+6) Wis 11 (+6)
Con 21 (+11) Int 11 (+6) Cha 13 (+7) Area burst 1 within 20; +16 vs. Will; 1d6 + 3 psychic
characters are in the tower, and despite holding the damage, and the target takes ongoing 5 psychic damage
Equipment silver greatsword
upper hand in their first meeting (Shadow Rift of and cannot use daily or encounter powers (save ends both).
Alignment Evil Languages Common, Deep Speech
Umbraforge, Dungeon 158) he has come to fear their 3 Githyanki Warriors (W) Level 12 Soldier Skills History +11, Insight +12
power. Sarshans escape portal was damaged when he Medium natural humanoid XP 700
Str 14 (+8) Dex 16 (+9) Wis 12 (+7)
Initiative +13 Senses Perception +12
miscalculated the amount of power needed to open Con 14 (+8) Int 17 (+9) Cha 11 (+6)
HP 118; Bloodied 59
the portals that vented blood chaos into Elsir Vale. Equipment robes, overcoat, silver longsword
AC 28; Fortitude 25, Reflex 23, Will 22
As the PCs arrive on the roof of the tower, he labors Saving Throws +2 against charm effects
Speed 5; see also telekinetic leap 2 Shadar-Kai Warriors (K) Level 8 Soldier
behind a force sphere to activate his escape route, two Medium shadow humanoid XP 350
m Silver Greatsword (standard; at-will) & Psychic, Weapon
shadar-kai warriors at his side. A squad of githyanki +17 vs. AC; 1d10 + 5 plus 1d6 psychic damage, and an extra Initiative +11 Senses Perception +6; low-light vision
stands on guard outside the sphere. 3d6 psychic damage if the target is immobilized. HP 86; Bloodied 43
R Telekinetic Grasp (standard; encounter) AC 24; Fortitude 19, Reflex 20, Will 17
When the PCs arrive on the tower roof, read: Ranged 5; Medium or smaller target; +15 vs. Fortitude; the Speed 5; see also shadow jaunt
m Katar (standard; at-will) & Weapon
target is immobilized (save ends).
The top of the tower is guarded by eight warrior githyanki, R Telekinetic Leap (move; encounter) +13 vs. AC; 1d6 + 3 damage (crit 1d6 + 9).
all bearing silver greatswords. Their leader wields a sliver M Double Attack (standard; at-will) & Weapon
Ranged 10; the githyanki warrior or an ally within range
longsword, eyes flashing with mystic power. On the far can fly up to 5 squares. The shadar-kai warrior makes two katar attacks.
M Cage of Gloom (standard; recharge 7 8 )
side of a tower, a sphere of translucent force protects three Alignment Evil Languages Common, Deep Speech
Skills History +9, Insight +12 The shadar-kai warrior makes a katar attack. If the attack
figures: Sarshan and two shadar-kai bodyguards. However, hits, the shadar-kai warrior makes a secondary attack as
Str 21 (+11) Dex 17 (+9) Wis 12 (+7)
the scars that the arms dealer bore when you saw him strands of shadow coil around the target. Secondary Attack:
Con 14 (+8) Int 12 (+7) Cha 13 (+7)
in Umbraforge pale in comparison to his current state. Equipment plate armor, silver greatsword +11 vs. Reflex; the target is restrained (save ends).
The shadar-kais skin seethes and bubbles as tendrils of Shadow Jaunt (move; encounter) & Teleportation
blood chaos erupt from open sores on his face and hands. The shadar-kai warrior teleports 3 squares and becomes
Within the protective force sphere, he works intently over a insubstantial until the start of its next turn.
Alignment Unaligned Languages Common
teleportation circle, attempting to activate its power.
Skills Acrobatics +15, Stealth +15
Arcana Check Str 17 (+7) Dex 20 (+9) Wis 14 (+6)
Con 14 (+6) Int 12 (+5) Cha 11 (+4)
Equipment shadowmail, 2 katars

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
45
Beyond the Mottled Tower

Sarshan (S) Level 12 Solo Controller Tactics


Medium shadow humanoid, shadar-kai XP 3,500
The githyanki defenders outside the force sphere
Initiative +10 Senses Perception +15; low-light vision TWO-STAGE FIGHT
Blood Chaos aura 2; an enemy that ends its turn in the aura attempt to stop the PCs from interrupting Sar-
takes ongoing 10 acid damage (save ends). shans work. The githyanki thugs flank with silver This high-level encounter is designed to push the PCs
HP 650; Bloodied 325
greatsword attacks against defenders and strikers. to the limit, and Sarshans last stand promises to be
AC 28; Fortitude 25, Reflex 26, Will 25 a memorable fight. However, if the PCs are down
Resist 20 acid The githyanki warrior joins its thug allies to flank
Saving Throws +5 a powerful melee combatant, using telekinetic grasp on healing surges and daily powers (and especially if
Speed 6; see also shadow attack to immobilize any PC attempting to batter down the they have not yet attained 12th level), consider split-
Action Points 2 ting this encounter into two separate combats, with
m Katar (standard; at-will) & Weapon force sphere.
The githyanki mindslicer stays at the edge of the the second beginning only after the force sphere is
+17 vs. AC; 1d10 + 6 damage, and ongoing 5 acid damage
(save ends). fray, targeting controllers and ranged combatants successfully brought down. In this optional encoun-
M Triple Attack (standard; at-will) ter format, Sarshan and his shadar-kai guards ignore
with psychic barrage and mindslice attacks.
Sarshan makes three katar attacks. the PCs at first, trusting the githyanki to deal with
M Shadow Attack (standard; recharge 7 8 ) & Teleportation The shadar-kai warriors fight as a pair, flanking
Sarshan teleports 6 squares, makes a triple attack and the most powerful looking melee combatant with the party while Sarshan activates his escape portal.
teleports 6 more squares, then becomes insubstantial until double attacks. When that foe is brought down, they When the force sphere is brought down, all the
the start of his next turn. shadar-kai join in the fray.
C Blood Chaos Flare (standard; at-will) & Acid split up to make cage of gloom attacks on separate
Close blast 5; +16 vs. Fortitude; the target takes ongoing PCs, hitting with double attacks while cage of gloom
10 acid damage (save ends). First Failed Saving Throw: recharges.
The target is slowed and takes ongoing 10 acid damage
Pushed to the brink, Sarshan abandons his plan to
(save ends). Second Failed Saving Throw: The target is
transformed into a mass of slime (treat as petrified; no flee as he joins the fray. His exposure to blood chaos Features of the Area
save). The Remove Affliction ritual can reverse this effect. has granted him potent abilities, which he uses to Illumination: Bright daylight.
C Chaos Nova (standard; recharge 8 ) & Acid maximum advantage from behind the protection of Tower Top: 3-foot high crenellations run around
Close burst 1; +15 vs. Fortitude; 4d10 + 5 acid damage.
Miss: Half damage.
the force sphere (see Features of the Area). He uses the edge of the tower, granting a +2 bonus to saving
C Chaos Scream (free, when first bloodied; encounter) & Acid blood chaos f lare from within the force sphere, engag- throws made to avoid falling off. A creature that falls
Sarshan makes a blood chaos flare attack. ing a controller or defender with shadow attack and off the tower takes 20d10 damage.
Alignment Unaligned Languages Abyssal, Common,
triple attack once the sphere falls. Force Sphere: This translucent sphere is an
Elven, Deep Speech
Skills Arcana +23, Diplomacy +23 invisible wall of force that protects Sarshan and his
Str 31 (+16) Dex 19 (+10) Wis 18 (+10) shadar-kai warriors. Creatures can pass out of the
Con 26 (+14) Int 17 (+9) Cha 17 (+9)
sphere but not into it. Once the shadar-kai warriors
enter the fray, they cannot return to the spheres
protection.
The sphere prevents all weapons, powers, and
effects from reaching Sarshan, but the shadar-kai
can make blood chaos flare attacks through the sphere
against the PCs.

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
46
Beyond the Mottled Tower

As the force sphere is not subject to dispel magic,


brute force is the quickest way to bring it down: AC/
Reflex 2, Fortitude 20, 500 hit points. If the PCs
simply wait, Sarshan concludes his ritual after 2 min-
utes (20 rounds) and teleports away to a redoubt in
the City of Brass.
Teleportation Circle: This permanent teleporta-
tion circle teleports the PCs from the teleportation
circle in the Crusher Rooms encounter.
Treasure: Sarshan has packed all the easily acces-
sible loot from this lair into a large chest that sits
within the teleportation circle. The PCs can claim
4,000 gp, one level 13 magic item, one level 14 magic
item, and one level 16 magic item.

Conclusion
In the aftermath of the battle, the PCs can search
through Sarshans belongings to discover confirma-
tion of the shadar-kais plots against the Freeriders
and Elsir Vale. Sarshans notes and journals indicate
that he fled to the Elemental Chaos after the fall of
his fortress at Umbraforge, discovering Djamelas
island during his travels. After saving the island from
the raging lava sea, the shadar-kai found fragments of
the old efreet mages work, and had soon completed
her dangerous research.
When this encounter is over, the characters have
the opportunity to begin a journey back to Overlook
a likely destination. You can feel free to allow that
journey to happen, or you can jump right into The
Bitter Glass, the next installment in the Scales of
War Adventure Path. The events at the beginning of
The Bitter Glass will take place near the outskirts of
Overlook, but they can also easily happen at any point
during the characters journey overland through Elsir
Vale or any other part of the world.

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
47
Beyond the Mottled Tower

APPENDIX: CREATURES Chaos Mauler Level 11 Minion SCION OF CHAOS


Large elemental animate XP 150
OF BLOOD CHAOS Initiative +9 Senses Perception +7
Creatures of chaos and entropy, scions of chaos lurk
HP 1; a missed attack never damages a minion
AC 23; Fortitude 25, Reflex 23, Will 22 within blood chaos, striking out at any who venture
Blood chaos is an incredibly destructive force, but
Speed 6 too close.
occasionally when it consumes sentient creatures, it m Slam (standard; at-will) Scions of chaos spawn when an area of blood
warps and transforms them into new forms. Reach 2; +14 vs. AC; 8 fire damage
Liquid Body
chaos has consumed enough sentient beings. When
Creatures of blood chaos are normally encoun-
The chaos mauler is perfectly adapted to living in blood such creatures die, a small part of their being infuses
tered in the world nearby or in flows of blood chaos. chaos. It can move through blood chaos without penalty the blood chaos. Scions of chaos are intelligent,
In such rare encounters, normally only a few such and takes no damage from contact with blood chaos.
bloodthirsty foes driven by their desire to grow their
creatures are encountered. Upon the elemental chaos, Alignment Unaligned Languages
Str 23 (+11) Dex 18 (+9) Wis 14 (+7) numbers by consuming intelligent prey.
however, legions of them gather near massive lakes of
Con 16 (+8) Int 11 (+5) Cha 16 (+8) These malignant creatures appear as undulating
blood chaos.
orb of melted and mottled orange and purple flesh

Chaos Mauler Chaos Mauler Lore writhing upon a bed of small, muscular tentacles. A
A character knows the following information with a ring of larger tentacles juts from the top of the orb.
Creatures of elemental destruction, chaos maulers are
successful Arcana check.
ruled by their primal instinct to smash and destroy.
DC 25: Chaos maulers are the most destructive Scion of Chaos Level 11 Controller
Willing servants of scions of chaos, chaos maulers are Huge elemental animate XP 600
of the creatures spawned by blood chaos. Creatures
created when particularly evil or violent creatures are Initiative +9 Senses Perception +9
driven by an unquenchable rage, they batter their Whirling Tentacles aura 2; the scion of chaos slides any
consumed by blood chaos. Such a creatures essence
opponents to death. creature that starts its turn in the aura 2 squares.
infuses the surrounding blood chaos birthing it in a HP 117; Bloodied 58
DC 30: Chaos maulers are often encountered
new, terrifying form. In many cases, a small portion AC 25; Fortitude 24, Reflex 23, Will 24
with other spawn of blood chaos. In particular, skulk-
of the original creatures form survives this rebirth, Resist acid 10, fire 10
ing terrors use their unsophisticated attacks as a Speed 6
providing some small clue as to its origin.
distraction. m Slam (standard; at-will) & Fire
Most chaos maulers appear as large, hulking Reach 3; +16 vs. AC; 2d8+4 fire damage
creature composed entirely of frozen orange-purple r Staggering Strike (standard; at-will)
Chaos Mauler Tactics Ranged 10; +14 vs. Fortitude; 2d6+6 damage and the target
liquid. Its head is mainly featureless and a single thick
Chaos maulers tactics are simple they move toward is pushed 3 squares.
tentacle grows from its belly. A Coils of Immobility (standard; recharge 7,8)
the nearest opponent and pound it to destruction
Area burst 2 within 10; targets enemies only; +13 vs.
before moving on to their next target. If they face no
Reflex; 2d8+4 damage and the target is restrained
opposition, they incinerate any nearby flammable (save ends)
objects. Liquid Body
The scion of chaos is perfectly adapted to living in blood
chaos. It can move through blood chaos without penalty
and takes no damage from contact with blood chaos.
Alignment Unaligned Languages
Str 17 (+8) Dex 19 (+9) Wis 19 (+9)
Con 21 (+10) Int 16 (+8) Cha 21 (+10)

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
48
Beyond the Mottled Tower

Scion of Chaos Lore Skulking Terror Level 11 Lurker Skulking Terror Tactics
Medium elemental animate XP 600
A character knows the following information with a Initiative +13 Senses Perception +11
Skulking terrors prefer to strike from ambush,
successful Arcana check. HP 83; Bloodied 41 seeking combat advantage against a foe whenever
DC 25: Scions of chaos are spawned from the frag- AC 25; Fortitude 21, Reflex 23, Will 21 possible. To this end, they hide in blood chaos flows
Speed 6, fly 6
ments of sentient beings consumed by blood chaos. or swoop silently down from above on unsuspecting
m Slam (standard; at-will)
DC 30: Scions of chaos can lash out with parts +16 vs. AC; 2d6+6 damage targets. Masters of hit and run tactics, they use lethar-
of their body to immobilize their enemies and are C Lethargic Countenance (standard action; at-will) gic countenance to slow opponents. If badly injured,
immune to corrosion and flame. Close burst 3; +12 vs. Will; the target is slowed and grants or obviously outnumbered, they flee to return at an
combat advantage to the skulking terror until the end
of the skulking terrors next turn. After all attacks are
advantageous moment.
Scion of Chaos Tactics resolved, the skulking terror teleports 8 squares and gains
Scions of chaos prefer to hang back from melee, using a +4 power bonus to all defenses against ranged and area
attacks. About the authors
coils of immobility to inhibit their foes tactical move- Creighton Broadhurst lives in Torquay, England where,
Combat Advantage
ments. If pressed, they use staggering strike to push The skulking terror deals an extra 2d6 damage on melee apparently, the palm trees are plastic and the weather is
enemies away and when cornered lash out with their attacks against any target it has combat advantage against. warm. He shares a ramshackle old mansion with his two
Liquid Body children (Genghis and Khan) and his very patient wife.
mighty fists.
The skulking terror is perfectly adapted to living in blood He is famed locally for his enduring love affair with booze
chaos. It can move through blood chaos without penalty and pizza. A huge Greyhawk fan he has just miraculously
SKULKING TERROR and takes no damage from contact with blood chaos.
Alignment Unaligned Languages
survived the terrors of the Temple of Elemental Evil and is
now bravely investigating a certain ruined house outside
Str 14 (+7) Dex 19 (+9) Wis 13 (+6) Saltmarsh. His freelance credits include work with Wizards
Aptly named, skulking terrors are sinuous creatures Con 11 (+5) Int 13 (+6) Cha 12 (+6) of the Coast, Paizo, and Expeditious Retreat Press. You can
of sudden ambush and merciless assault. Silent preda- check out his blog at http://raging-swan.livejournal.com.
tors, they can glide through or above flows of blood Skulking Terror Lore Bruce R. Cordell is an Origins and ENnie award-winning
chaos in search of prey. Skulking terrors much prefer A character knows the following information with a game designer whose long list of professional credits include
to take their prey unaware and are the most cowardly successful Arcana check. the new Forgotten Realms Campaign Guide , Keep on the Shad-
of the blood chaos creatures. Skulking terrors will owfell, Draconomicon I: Chromatic Dragons and Open Grave:
DC 25: Skulking terrors are perfectly at home in Secrets of the Undead. Bruce is also an author of Forgotten
temporarily retreat if clearly overmatched, but often flows of blood chaos and often use them to get closer Realms novels, including Plague of Spells, first book in the new
return when their opponents least expect it. to their foes. Their attacks can slow down their oppo- Abolethic Sovereignty series.
They are ribbed paper-thin creature that vaguely nents, making them easier targets.
resembles a headless, flattened orange and purple DC 30: Skulking terrors retreat from battle if
bat. They drip thick viscous ichor in their wake from David Noonan has an extensive list of RPG credits, includ-
injured or outnumbered but always return at a time of ing Martial Power, Scepter Tower of Spellgard, and contributions
a number of small holes on their underside. their choosing to defeat their prey. to the 4th edition core rules. He lives in Washington state
with his wife and two children.

Fe b r u a r y 2 0 0 9 | D U N G E O N 16 3
49
Haven
of the
Bitter
Glass
by Kevin Kulp
An adventure for 12th-level characters
illustrations by William O'Connor and Chris Seaman
cartography by Mike Schley
TM & 2009 Wizards of the Coast LLC All rights reserved.

In their cities and citadels on the


Astral Sea, the githyanki tasked with
e nsuring success for the upcoming
war struggled with a problem: How
best to handle communication
between d ifferent heads of the vast
githyanki army?

M a rc h 2 0 0 9 | D u n g e o n 16 4
36
Haven of the Bitter Glass

Haven of the Bitter Glass is an adventure for five Bitter Glass, a huge arcane focus in a human city well known of Sayres social elite, close friends with
12th-level characters. The characters should gain called Auger that aided in communication. It created the governor, and a prized member of the citys most
about one and a half levels worth of experience in astral turbulence when it functioned. Under the rule prominent citizens. He used this influence to buy
the course of the adventure. This means that if youre of the now-deceased Lich Queen Vlaakith CLVII, the himself the privacy and security he needed to pursue
running this adventure as part of the Scales of War githyanki did what they always did when something his true agenda: securing the Bitter Glass.
Adventure Path, youre adventurers should reach 14th disturbed them; in a night of fire and death, the city Telicanthus then purchased the mansion sitting
level by the end of the adventure. This is the ninth of Auger was virtually annihilated by a githyanki over the long-buried Bitter Glass and surreptitiously
adventure in the Scales of War Adventure Path; you strike force mounted on dragons. The Bitter Glass smuggled in githyanki to excavate Sayres undercity in
can run this adventure as the sequel to Beyond the was destroyed, buried beneath dozens of feet of mud search of the missing glass globe. He found it within
Mottled Tower, the eighth adventure in Scales of and rubble, and few non-githyanki survived who months, and was unsurprised to find it shattered.
War, or adapt it to run as part of your own campaign. remembered what it did. The githyanki considered Socially secure and with most of the citys elite con-
In this adventure, the heroes must thwart a the problem solved. vinced that he was above reproach, he quietly brought
sophisticated and manipulative githyanki spy whose When the githyanki set their invasion plans in in Kleth to put the Bitter Glass back in operating
diplomatic skills have assured him safety within a motion, Kleth suspected that this long-lost human order. Unfortunately, rebuilding the Bitter Glass was
human city. In the process, they can save potential device might be the tool they needed to organize beyond the capabilities of the githyanki scholar. But
githzerai allies from extermination, forge an alli- their armies, even though it triggered evil dreams in his long and thorough research into the githyankis
ance, infiltrate high society, and distupt the lines of of self-reflection in those who encountered its psy- communication difficulties, Kleth had also read
githyanki communicationwhich will change the chic effluvia. The githyanki dispatched a subtle and about the powerful and ancient island nation of
course of war. accomplished spy named Telicanthus to the human Nefelus, home to sages who had fostered a trading
city of Sayre, which was built over the ruins of Auger. relationship with the city of Auger in ages past. Kleth
Background Telicanthus was soon able to ascertain that the Bitter learned that the potent scholars of Nefelus had pro-
Glass existed deep beneath the city, but it would take cured the rituals and secrets behind the construction
In their cities and citadels on the Astral Sea, the a major excavation to find and use it. He settled in of the Bitter Glass, and informed Telicanthus of his
githyanki tasked with ensuring success for the Sayre for the long haul, using an unusual method research.
upcoming war struggled with a problem: How best for keeping himself safe in a human city. Uncharac- A team of elite githyanki agents was assembled,
to handle communication between different heads teristically for a githyanki, he adopted the guise of and the group struck out for Nefelus. There, they
of the vast githyanki army? The new githyanki over- a charming, aristocratic merchant, making himself managed to find some of the original plans and ritu-
lord, Emperor Zetchrr, was not as magically adept as well known and the center of the citys social scene. als behind the construction of the Bitter Glass, but
the late Queen Vlaakith, and the mortal world was The process was calculated and effective. Telican- Telicanthuss strike team was discovered before they
vast; it would only be through surprise, strength, and thus arrived with vast amounts of money, positioning could gather everything they needed. They found
communication that they would carry the day and himself as an exotic noble who sought refuge from that the Nefelese had since improved on the original
annihilate their enemies. the evil of his own race. He made sure that he seemed design of Auger, but Telicanthuss team wasnt able
Five years ago, an obscure githyanki scholar cultured, mysterious, and important. He gave beau- to determine the specifics. Only Telicanthus himself
named Kleth found the answer. tiful gifts and threw grand parties with exclusive made it out alive, but the information he brought back
Four hundred years ago, the Astral Sea had been guest lists, spending his money freely on those who was sufficient for Kleth to repair the original Glass
disturbed by a human-crafted artifact called the befriended him. Within six months he was the most and render it functional once more. The activation of

M a rc h 2 0 0 9 | D u n g e o n 16 4
37
Haven of the Bitter Glass

the rebuilt Bitter Glass marked the beginning of the walls of Overlooks western gates where a mysterious
githyanki invasion. flying ship was sighted heading for the city.
At the start of this adventure, Telicanthus has had This ship, the githyanki war galleon Conqueror, has What is an
the Bitter Glass functioning for six months. Kleth has crashed near the southwestern wall by the time the
Adventure Path?
found a method for eliminating the astral backlash PCs arrive. The only person on board is an injured
through a ritual that must be constantly performed, githzerai scout named Tokkit. He will announce An Adventure Path is a connected series of adven-
and Telicanthus now stands at the center of a commu- that his race is the sworn enemy of the githyanki tures that comprises an entire D&D campaign,
nication web that links every single githyanki general and that their last fortress in the area is under attack from the heroes humble beginnings at 1st level
(and several important spies) in the mortal realm. from githyanki forces; he stole the githyanki ship to to their epic triumphs at the pinnacle of level 30.
So long as Telicanthus and the Bitter Glass remain try and summon help from the Heroes of Elsir Vale These adventures cover all three tiers of play: heroic,
unhindered, every githyanki army has near-instant (the adventurers) before the fortress of Akmaad falls. paragon and epic. Each tier is covered by roughly
communication with every other, allowing them to The ship can manage one more trip back to the site six adventures, meaning that the entire adventure
coordinate their attacks with deadly precision. If the of the battle, and Tokkit is ready to start the trip back path consist of eighteen adventures. Each adventure
mortal races want a hope of winning the upcoming immediately with whoever is willing to come. During covers between one and three. We will also point you
war, they need to discover and destroy this asset ... the journey, Tokkit admits that an important meet- toward suggested side quests to help supplement XP,
but first they need to learn that it even exists. ing of githzerai leaders was occurring at Akmaad, assuring that your PCs are the correct level to tackle
and that their lives are at grave risk. Somehow the each adventure.
Haven of the Bitter Glass is the second adventure
Adventure Synopsis githyanki learned of the gathering and commu-
in the paragon tier. The PCs exploits are reaching out
nicated it to a group of nearby mercenaries with
In a previous adventure, Den of the Destroyer, lightning speed (using the Bitter Glass), and the lead- and affecting the world beyond their immediate
the PCs freed the mysterious deva Amyria from her ers were ambushed almost as soon as they all arrived. surroundings, and the actions of the heroes in this
imprisonment in the form of a platinum sword. They After fighting a githyanki recovery team sent to adventure have some far-reaching consequences in
have not heard from her since she parted ways with reclaim the Conqueror, the PCs reach the besieged the coming war. Be sure to emphasize this over the
the adventurers in Overlook. fortress, where their actions decide the outcome of the course of play.
If you played through Beyond the Mottled Tower, fight and the number of githzerai survivors. They have This Adventure Path is meant to be a complete
the PCs have just finished a momentous adventure, multiple options for affecting the raging battle below. D&D campaign. That means were making some
chasing down and destroying Sarshan in his tower If they succeed in routing the githyanki, the PCs learn assumptions about the history and mythology of the
within the Elemental Chaos. While this adventure that several of the githzerai leaders were slain during world as the adventures progress, such as Queen
assumes that the characters have returned to Overlook, the battle and the remaining leader is hostile toward Vlaakiths death (an event weve adopted from a
the opening is easily altered to a location of your choice. humans. The surviving githzerai plan to go to the Dungeon adventure, The Lich Queens Beloved,
The adventurers have had at least an evening to nearby city of Sayre, so far untouched by war, and they from issue #100). Youll see some classic heroes and
rest and recover after returning from their battle invite the PCs to accompany them if they wish to play a villains from D&D history, as well as great ideas from
with Sarshan; you might wish to give them additional part in the upcoming war council called, unknown to past issues of Dungeon and print sources.
downtime if they have items to craft, rituals to per- the PCs, by their friend Amyria.
form, errands to complete, or allies to mourn. When
youre ready to begin, the PCs are summoned to the

M a rc h 2 0 0 9 | D u n g e o n 16 4
38
Haven of the Bitter Glass

En route, a surviving githyanki assassin attacks Preparing and personalities of the arguing githzerai on page 58.
them and possibly reveals that one of the surviving Finally, review the descriptions of the Coalition mem-
githzerai is a spy responsible for Akmaads destruction. for Adventure bers on page 63 before running The Coalition skill
In Sayre, the PCs meet a local githyanki celebrity challenge (page 100).
named Telicanthus, who lauds them as the Heroes of Haven of the Bitter Glass has an unusual villain,
Elsir Vale and invites them to tea. The githzerai accom- since Telicanthus is a foe who cannot be simply
panying the PCs dont fare as well, since locals consider attacked if the PCs want to reach their goals. That is to
them, oddly, evil and thieving undesirables. They are say, simply attacking Telicanthus doesnt solve the PCs
initially refused entry to the city unless the PCs inter- overall problem (the existence of the Bitter Glass). He The Quests
vene and vouch for them. In the abandoned warehouse also has powerful and influential friends who are also
Haven of the Bitter Glass allows PCs to earn quest
where the githzerai in Sayre are forced to stay, the PCs good and kind allies of the PCs. Simply killing him on
XP in several places. Provided here is a list of the
meet Amyria once again, and she asks for their help in the basis of a suspicion will be considered murder by
adventures quests, along with their XP.
organizing the fractious githzerai. In doing so, the PCs the locals, and considerable effort will go into branding
Major QuestUniting the Githzerai
discover a major githyanki plot in the city involving the PCs as outlaws and arresting them.
The PCs must unite the arguing and disparate groups
Telicanthus. A divination spell points them toward a For the best effect, you will want to play Telican-
of githzerai taking shelter in Sayre, convincing them
long-forgotten library beneath a ruined temple of Ioun. thus as extremely friendly and charismatic, keeping
to band together and help defend the human lands.
The PCs are attacked by a band of beggars en route, in mind his tendency to look down on githzerai even
Reward: 4,000 XP.
and they find out the hard way that the temple of Ioun when it isnt in his best interest. Telicanthus isnt a
Major QuestDestroying the Bitter Glass
is now a temple of Tiamat instead. traditional gloating and monologuing bad guy; hes
The PCs must destroy or capture the Bitter Glass,
With clues and information that Telicanthus is a witty and clever socialite who uses social expecta-
preventing the githyanki from continuing their com-
maintaining a magical communication network for tions to his own advantage. Play him as such. Hes
munication rituals.
the githyanki armies, the PCs have the opportunity almost impossible to force into combat unless his life
Reward: 4,000 XP.
to infiltrate his mansion and look for proof, perhaps is on the line, and even then hes likely to run while
Minor QuestDefeat the Githyanki at Akmaad
when they are invited to formal tea. Confronting shouting that hes being attacked by murderers. His
Through combat and tactics, the PCs must pre-
him directly is sure to end poorly, as Telicanthus has foremost concern of any action is How will this
vent the githyanki from overrunning the fortress of
Sayres most important citizens as political allies. affect peoples view of me? because his mission for
Akmaad.
Secretly searching his mansion will reveal roughly Emperor Zetchrr is more important than his own
Reward: 800 XP.
dug tunnels that lead to the ruin of a tower, and the petty vendettas.
Minor QuestPublicly Discredit Telicanthus
Bitter Glass itself. With proof of hidden githyanki Telicanthus doesnt appear until after the PCs
The PCs must publicly discredit the githyanki spy
troops and traitorous activities, the PCs can publicly arrive in Sayre, so to start the adventure quickly be
Telicanthus, humiliating him in front of his allies and
confront Telicanthus with their evidence and finish sure to look over the different portions of the battle of
supporters.
him once and for all. Akmaad and understand how they fit together. After
Reward: 800 XP.
the large battle the adventure takes place mostly in
the city of Sayre, so youll want to be familiar with
the feel of the city and its different neighborhoods.
You will also want to be familiar with the agendas

M a rc h 2 0 0 9 | D u n g e o n 16 4
39
Haven of the Bitter Glass

Treasure Preparation Parcel G: ________________________, A5 (loot from Based on the guidelines in the Dungeon Masters
As with previous installments of the Scales of War dead githyanki, or as a reward for saving Akmaad). Guide, the following parcels can go in the lines above.
campaign, Haven of the Bitter Glass makes use of Parcel H: _______________________, T5 (on the Consult the wish lists your players gave you for the
the parcel system of treasure rewards as described person of the Filth King). first eight parcels, making the items appear to be
in the Dungeon Masters Guide. The characters Parcel I: _______________________, T6 (in the githyanki manufacture where appropriate.
should accumulate seventeen parcels by the end mound of treasure guarded by the coin golem).
of the adventure. You can supply these treasures in Parcel J: _________________________, T6 (in the Parcel 1: Magic item, level 17.
whatever way you wish, but the following sidebar mound of treasure guarded by the coin golem). Parcel 2: Magic item, level 16.
presents the most likely encounters to bear treasure. Parcel K: _______________________, T6 (in the Parcel 3: Magic item, level 16.
During your preparation, assign parcels from those mound of treasure guarded by the coin golem). Parcel 4: Magic item, level 15.
that follow to the encounters in the spaces provided. Parcel L: _______________________, T6 (in the Parcel 5: Magic item, level 15.
Use the players wish lists to come up with magic mound of treasure guarded by the coin golem). Parcel 6: Magic item, level 14.
items for the first eight parcels. (Consider saving at Parcel M: _______________________, T8 (on the Parcel 7: Magic item, level 14.
least one or two of the highest level magic items for person of the undead librarian). Parcel 8: Magic item, level 13.
later in the adventure, after the PCs have obtained Parcel N: _______________________, U10 (On the Parcel 9: A striking gold statuette of a five-headed
13th level.) person of the githyankis performing a ritual inside dragon with gems for eyes, worth 7,200 gp.
the Bitter Glass). Parcel 10: 7,000 gp in a huge pile of gold, silver, and
Treasure Parcels
Parcel O: ________________________, Z1 (the Final copper coins.
Parcel A: _______________________, D1 (on the Encounter, on the person of Telicanthus or his sec- Parcel 11: A leather riding harness studded with
githyanki lancers). retary Pennel). fourteen rubies, worth 500 gp each (7,000 gp
Parcel B: _______________________, A1 (on the Parcel P: ________________________, Z1 (the Final total).
githyanki dragonknight). Encounter, on the person of Telicanthus or his sec- Parcel 12: Three potions of vitality; one 1,000-gp dia-
Parcel C: _______________________, A2 (on the retary Pennel). mond; a small exquisitely painted portrait of Auglos,
githyanki captain). Parcel Q: ________________________, Z1 (the Final founder of Auger, worth 400 gp.
Parcel D: ________________________, A3 (loot from Encounter, on the person of Telicanthus or his sec- Parcel 13: One potion of vitality.
dead githyanki, or as a reward for saving Akmaad). retary Pennel). Parcel 14: 2,000 gp.
Parcel E: ________________________, A4 (loot from Parcel 15: Eight exquisitely crafted stained glass
dead githyanki, or as a reward for saving Akmaad). globes, each showing a different scene from the late
Parcel F: ________________________, A5 (loot from Lich Queen Vlaakiths rule, worth 1,000 gp each
dead githyanki, or as a reward for saving Akmaad). (8,000 gp total); and 1,500 gp.
Parcel 16: A crystal and silver hourglass with sand
made from gem dust, worth 8,500 gp.
Parcel 17: 5,700 gp.

M a rc h 2 0 0 9 | D u n g e o n 16 4
40
Haven of the Bitter Glass

What You Need to Play Depending on where the PCs are in Overlook when exit the citys gate. Captain Dauralis is clearly rattled
the messenger finds them, it may take them some and will defer to the PCs in the ensuing encounter.
This adventure contains everything you need to play,
time to get to the West Gate. They will be passed
including background information, setup, encounters
through checkpoints by any guards they encounter,
and maps. You may wish to review any appropri-
all of whom recognize the heroes on sight. A few min-
ate Dungeons & Dragons 4th Edition rules before
utes before the PCs reach the West Gate, they hear a Adapting the Adventure
play begins. Make sure you read at least the opening
loud scraping and creaking noise, like the sound of
sections and initial encounters before starting. Also Haven of the Bitter Glass is designed with five play-
heavy wooden timbers being dragged roughly across
review Telicanthuss description on page 56, as hes a ers in mind. You can easily adjust the adventure for
the ground. This is the sound of the airship landing
somewhat unusual villain who uses the social pressure larger parties by adding a few more monsters and
crashing, reallyoutside the city.
of a lawful society to keep himself safe from attack. increasing the amount of treasure, using the guide-

Starting
Conqueror Down lines presented in the Dungeon Masters Guide. When
adding monsters, keep your changes simple; when
When the heroes reach a point that overlooks the west
possible, just add one monster whose level equals
theAdventure and southwest of the city, they see that a flying gal-
the encounter level for each additional PC. You can
leon named the Conqueror has ignominiously crashed
The adventure begins once the PCs have had a chance similarly make the adventure easier for fewer than
into the war-torn turf beyond the city. The mast has
to recover from the events in Beyond the Mottled five players, reducing the number of monsters and
an improvised white flag hanging limply from it. The
Tower, most likely in the city of Overlook. The DM the amount of treasure.
galleon has skidded to a halt on the ground, and the
should make sure that the PCs have no other pressing This adventure is designed for 12th-level charac-
ship looks to have already been in a war. Patches of the
tasks before starting the adventure; once the PCs are ters, who will be 14th level by the time the adventure
vessel have been charred by intense fire, with other
contacted, they will need to leave almost immediately. finishes. If your party is less than 12th level at the
sections badly damaged as if struck by large weapons.
Events begin when the PCs are interrupted by an start, you might wish to use a side adventure or two
A DC 21 Arcana check identifies the vessel as some-
exhausted, panting soldier from Overlooks city mili- to give them experience before starting Haven of the
thing native to the Astral Sea, while a DC 23 Nature
tia. The soldier, a human named Coggin, has been Bitter Glass. If not, a larger than normal 11th-level
check identifies the ship as githyanki construction. A
sprinting through the city along with nearly twenty party can play through this adventure, but be sure to
second successful DC 23 Arcana check reveals that
other Overlook soldiers trying to find them. Between give them an opportunity for extended rests when
the damage on the ship is similar to that which would
gasps for breath, the overwhelmed (and slightly star- feasible so that they have a better chance of surviv-
have been inflicted by red dragons breath.
struck) guard tells them why hes been sent. ing. For higher-level groups, you will want to add a
A lone humanoid figure is visible on board, waiting
Read the following aloud: corresponding number of monsters and treasure to
by the rail. Citizens outside the city are fleeing from
ensure that the group is challenged. You might also
My names Coggin, sirs. I was sent to find you. The guard the wreck as quickly as possible, and the adventurers
need to adjust the target DCs in skill challenges using
captain asked that you report immediately to the West can hear their screams easily from here. Every guard
the Skill Check Difficulty Class table on page 61 of
Gate. One of our scouts to the south reported that theres nearby has a crossbow trained on the humanoid.
the Dungeon Masters Guide. With some adjustment,
some sort of a flying warship headed for the city. Its armed, With the PCs arrival, the local guard captaina
you should be able to run this adventure for groups of
and it isnt built by any race they recognized. After how female human named Captain Jerra Dauralisasks
three and eight players, and for characters between
youve helped the city so much, the captain would like you them to accompany her down to speak with the ship.
10th and 15th level.
on hand in case theres trouble. Sirs. It takes only a few minutes to descend the steps and

M a rc h 2 0 0 9 | D u n g e o n 16 4
41
Haven of the Bitter Glass

Approaching the Ship It is during the voyage that Tokkit explains how
A lone githzerai male stands aboard the ship, manag- important it is that they win this fight.
In the Event of a Delay
ing to look both exhausted and anxious at the same Read the following aloud:
This adventure assumes that the PCs quickly join
time. He carries no weapons and makes no threaten- This githyanki attack could not have come at a worse time.
Tokkit in returning to the fortress of Akmaad. If they
ing moves. This is Tokkit, the only githzerai to escape Most of the githzerai at Akmaad right now are visitors. Our
delay for more than an hour before departing, the two
the githyanki siege on his fortress. abbot is hosting a meeting of extremely important religious
githyanki lancers on their dragons arrive at Overlook
Roleplaying Encounter: Meeting Tokkit (page 72). and political leaders. Kathik from the Monastery of Nine
and scout from the sky before attempting to steal
back their galleon. Adapt the tactical encounter D1. Stones, Most Exalted Odos from the House of Reprisal,
On Board the Conqueror Wellik the Elder from the Tower of Dancing Flame ... all
Repossession Team (page 74) if this occurs. If the PCs
Once the PCs are on board the githyanki war gal- leaders that my people look up to. I think they are deciding
delay for more than 3 hours before departing, any PCs
leon, Tokkit will waste no time getting the ship back who will lead us in the upcoming war, and how involved we
arriving at Akmaad will discover the fortress empty
in the air and pointed toward Akmaad. He does this will be in aiding your world.
with the exception of the hundreds of dead githzerai
by moving to the bridge and standing in the ritual
and githyanki littering the ground. Without the PCs to The conclusion is inescapable: Help the githzerai, and
circle, taking the wheel, and concentrating. The sails
help the githzerai, the githyanki were able to breach maybe gain githzerai allies to help during the war. If
rise and the ship begins to right itself, taking to the
the fortress and kill nearly all its inhabitants, leaving asked where githzerai are from, that they would view
air with a screeching groan. It tacks around in a circle
only a handful able to escape and join their brethren the mortal realm as the PCs world but not their own,
and gains altitude as it heads to the southwest.
in Sayre. Adjust later encounters accordingly, assum- Tokkit can reveal the basic information about gither-
The Conqueror is specially built to be a troop trans-
ing that Odos and Gallia were among the handful of zai from Monster Manual (pages 130131).
port carrying as many soldiers as possible, so tasks
survivors who fled to Sayre. This refusal to help may
handled by normal sailors are instead accomplished
sully the heroes reputation amongst people who hear
by the psychic echoes of possessed githyanki sailors.
of it. In addition, any checks made to influence Odos A Flying Ship
These echoes have no personality or ability to attack,
(including those made in The Coalition skill challenge A normal airship costs 85,000 gp, and the Conqueror
and manifest themselves as translucent shimmers
on page 100) are made with a 5 penalty. is better than most since it doesnt require a crew.
as they do sailing-related work ordered by anyone
If the PCs choose not to travel to Akmaad for some The Conqueror is a plot device to quickly move the
standing inside a runic circle on the ships bridge. The
reason, three days later they receive a Sending ritual PCs to Akmaad; the adventure assumes that the
ghostly crew ceases functioning if this circle is ever
call from Amyria, asking them to join her in Sayre. ship is badly in need of repair and wont last much
destroyed.
Continue the adventure with the arrival of the char- longer than the trip. The Conquerors psychic helm has
Tokkit spends his time talking about githyanki
acters in Sayre. been badly strained by moving the damaged vessel
and githzerai if anyone stays in the bridge with him.
at high speed, and any damage the ship incurs during
He explains that he does not have much influence
the fight against the githyanki commanders ship at
within the monastery and that he hopes that his
Akmaad will be enough to disrupt the enchantments
actions today have some impact on his status. He will
that keep it aloft.
also discuss his affection for a githzerai female named still in love with Gallia, and does not understand why
Gallia, who he hopes is still alive despite the fact that she left him. He believes it is because he has not inte-
she dissolved their relationship several months ago. grated well into the monasterys routine.
While he may not say it explicitly, its clear that he is

M a rc h 2 0 0 9 | D u n g e o n 16 4
42
Haven of the Bitter Glass

The Conqueror, Githyanki Airship The Conqueror Ballista


Gargantuan Vehicle
This githyanki war galleon was constructed outside Light Ballista Siege Weapon
HP 400 (currently 90) Space 6 squares by 23 squares
Cost 125,000 gp
the githyanki city of Tunarath, and (other than the Load: Standard action
AC 4; Fortitude 20, Reflex 4 recent battle damage) shows all the signs of a new Aim: Minor action
Speed 0, fly 12 (hover), overland flight 15 vessel: shining wood, new fittings, and few personal
Pilot
AC 23; Fortitude 24, Reflex 23
belongings on board. With a main deck that has room r Fire (standard; at-will) Weapon
The pilot must stand in a ritual circle in front of the control
wheel, located forward in the bridge. for almost fifty troops to stand and fight, it is designed Ranged 20/40; attack bonus as noted below; 4d6
Crew primarily for the transport of troops. damage.
The Conqueror does not require additional crew, with the
Siege Weapon Rules
role of crew being handled by psychic echoes of possessed
humanoids.
C1. Main Deck No Powers: You cannot use a weapon power with a
Ramming Prow The main deck has an abundance of loose ropes, tra- siege weapon.
The Conqueror can ram targets. When it does so, the ditionally used by githyanki troops when they board
Conqueror takes no damage from Large or smaller targets,
Actions: Loading and firing require multiple actions,
another vessel. They are also useful for PCs fighting which can be split up between different characters.
and only half normal damage from Huge or larger targets.
Passengers take no damage unless the target is Huge or on deck who dont wish to be accidentally knocked Each character must be adjacent to the weapon.
larger. Then they take half normal damage. overboard. The two ballistas here can be used by PCs Actions required to load, aim, and fire are indicated
Ballista using the rules from the Ballista sidebar.
The ship is armed with two ballistas on its main deck. above.
These are usable by PCs. Aim: Choose a square as the target. Skip the aim
Load C2. Forecastle action if you wish to continue firing at the same
Fifty Medium creatures; thirty tons of cargo. This raised area has one ballista and overlooks the square as in the previous round. You can load, then
Out of Control
ramming spike. aim; or aim, then load.
The Conqueror moves forward at half speed. Each round, it
has a 50% chance of descending. It descends 5 squares for Attack Bonus: Use the following calculation.
the first 10 rounds it is out of control. After 10 rounds, it C3. Sterncastle One half the level of the lowest-level crew
descends 10 squares per round. If the ship hits the ground This raised area has one ballista.
after descending more than 20 squares, it is destroyed. member.
Decks The Intelligence modifier of the crew member who
The Conqueror has four decks: an exterior observation C4. Crenellations spent an action to aim.
platform, the topmost main deck, the middle crew deck, Unlike most traditional ships, the sides of the githyanki The siege weapons proficiency bonus, if any crew
and a lower cargo hold.
war galleon have crenellations to help protect troops. member is proficient (+2 for a light ballista).
Soul Helm
The githyanki soul helm located in area C18 controls Anyone on the deck has cover from enemies outside The crew member firing the ballista applies a bonus
propulsion, buoyancy, and psychic crew. This object the ship who are not attacking from above. from any condition that applies to weapon attacks.
requires regular infusions of possessed souls in order to
Both crew members apply penalties from any con-
operate, something that can only be done in the docks of
Tunarath, the githyanki capital city on the Astral Sea. If the
C5. Ramming Spike dition that applies to weapon attacks. For example,
soul helm is destroyed, the ships psychic crew and ability Thirty feet long, this sharpened ramming spike is if either crew member is weakened, a ballista attack
to fly fades after 5 hours. The soul helm has AC 4, Fortitude designed to penetrate enemy ships or huge foes. It is deals half damage.
20, Reflex 4, and 100 hp.
wielded by the ships pilot in the bridge (area C6). Damage: Roll the indicated damage dice. A ballista
adds no ability modifier to its damage rolls.

M a rc h 2 0 0 9 | D u n g e o n 16 4
43
Haven of the Bitter Glass

C6. Bridge
The entire ship is steered and controlled from this
location. The room is relatively bare, boasting a runic
circle on the floor and a ships wheel standing before
it. Windows around this room allow the captain to
see forward and arrowslits allow spellcasters to target
attackers to port or starboard outside the ship with
superior cover.
The dead githyanki captains body lies in a heap on
the side of this room. The rear of the bridge features a
heavy tapestry giving glory to a tall githyanki knight
standing triumphantly before a throne. This is an
image of Emperor Zetchrr, the ruler of the githyanki.
The pilot of ship can attempt to make attacks
against another ship with the ramming spike. Doing
so requires a successful Intelligence attack against
an AC of 20. The attack deals 4d10 + 20 points of
damage.

C7. Captains Cabin


This room is where the now-deceased githyanki cap-
tain Davot slept. The desk drawer is locked, requiring
a DC 23 Thievery check to open.
The desk contains the captains orders. These are
signed by Captain Iquel, and order the captain of
the Conqueror to accompany the warships Sacrifice
and Tyranny from Tunarath to attack the githzerai
stronghold of Akmaad. The ships manifest lists a full
contingent of 140 troops, one dragon and lancer, and
a gish assassin named Brannot. An additional hand-
written note (see page 45) can provide additional
information.

C8. Hold Entrance


Removable planks, leading down to hold.

M a rc h 2 0 0 9 | D u n g e o n 16 4
44
Haven of the Bitter Glass

C1114. Elite Crew Cabins C1921. Storage


These cabins are used by any crew members who are This area is largely empty, as the Conqueror held only
Davot,
too important to bunk in public areas. This might troops on its way to Akmaad. The githyanki expected
We expect the attack to go smoothly and quickly.
include the ships first officer, mindslicers, gish, or that this area would be filled with pillaged goods
Our informer is inside Akmaad already, and has
lancers. on their way back to Tunarath. The area also holds
agreed to assist Brannot in the assassination of the
ammunition for the ships ballistae and extra food
foul githzerai leaders. Once you receive the signal C15. Lancer Cabin and drink for the githyanki troops.
from my flagship that the defenses are neutralized,
This cabin belongs to a githyanki lancer, the elite
land the Conqueror at a safe distance from the C22. Brig
warrior who rides a dragon into battle. It smells a bit
fortress and disembark all of your troops along with
like dragon, and gear to repair a riding harness and Five pairs of empty manacles dangle here.
the Tyranny.
saddle is piled underneath two hammocks.
Repossession Team
By the grace of High Emperor Zetchrr, Lord of the C16. Crew Quarters Less than an hour after the PCs have departed with
Astral Sea,
A dozen hammocks are stored against the walls, Tokkit on the galleon (unless they delayed substan-
Captain Iquel
ready to be hung when needed. This open area is used tially at Overlook), the dragon riders sent by the
The Sacrifice
as a central gathering area when the crew is awake. githyanki catch up to the ship.
If either githyanki lancer is captured and ques-
C17. Galley tioned after the battle, he gloats that the battle was
C9. First Officers Cabin This area is used to prepare food for the ships crew proceeding as planned when they left, and that the
With no first officer on board, this cabin was inhab- and passengers. githzerai have no chance of surviving. They also
ited by the gish assassin Brannot. The only items threaten that Captain Iquel will deal quite harshly
of interest are small hand-drawn portraits of three C18. Psychic Helm with Tokkit for stealing their ship.
githzerai: Odos, Kathik, and Wellik, githzerai leaders This room is dominated by a complex device made Tactical Encounter: D1. Repossession Team
currently meeting at Akmaad. If shown to Tokkit, he of steel, crystal, and leather. This githyanki psychic (page 74).
looks exceptionally troubled. Not only does he recog- helm keeps the ship aloft and maintains its crew of
nize the leaders, but he recognizes the artistic style as
that of Gallia, the githzerai monk he is in love with,
psychic memories. The helm seems to emit a faint The Siege of Akmaad
screaming sound when in operation. Destroying this
and he will say as much. helm allows the ship to operate for 5 more hours Akmaad is a little-used githzerai fortress and monas-
before the magic it generates fails. The ship shud- tery located 140 miles to the southwest of Overlook.
C10. Crew Quarters ders violently when it begins to lose power, hopefully Despite having room for over four hundred people,
This central area has room for two dozen hammocks. giving the captain enough time to land. Destroying normally only forty to fifty githzerai monks and pil-
Crew and common soldiers sleep here. the soul helm is possible, and the repercussions of grims dwell there to train and purify themselves.
doing so are described on page 43 in the description Over the last week, the site played host to a gathering
of the Conqueror. of important githzerai leaders from across the planes.
Intending to travel to the city of Sayre for a council on
the conflicts besieging the area (specifically, Overlooks

M a rc h 2 0 0 9 | D u n g e o n 16 4
45
Haven of the Bitter Glass

recent woes have not escaped notice outside Elsir Vale),


the leaders are deciding the role of githzerai in the
upcoming conflict. They know that the githyanki are
on the warpath, and the githzerais monastic leaders
disagree as to the best path to take. Acting in accor-
dance with tradition, the githzerai leaders have come
to the heart of the burgeoning war to discuss the extent
to which they will become involved.
Akmaad was their choice for a neutral and secure
meeting place, but a githzerai named Gallia was
possessed by githyanki months ago. She revealed
the location to her githyanki contacts as soon as she
learned that an important meeting was occurring.
The githyanki surreptitiously approached the fortress,
scouted the area without being detected, assassi-
nated several of the githzerai leaders, and launched a
full-scale attack with enough force to overpower the
githzerai. The githzerai have spent the time since the
attack desperately defending their fortress. If the PCs
do not help, the fortress will inevitably fall.

When the PCs Arrive


The adventurers pass over fields and woods that gradu-
ally give way to a reddish rocky waste as they approach
the githzerai fortress. They see signs of the battle before
they see Akmaad itself; fire and smoke rise from the site
in a dark pillar. The fortress is utilitarian and stark, with
red walls rising up over a dusty valley. An overhanging
mountain cave makes it extremely defensible.
When the Conqueror closes on Akmaad, the githz- who reveal themselves. Githyanki troops have broken The news is not entirely bad, however. The
erai are close to losing. The upper cliff face has been through the githzerais defenses several times and githyanki ship Tyranny lies crashed and burning out-
seized by githyanki, and the githzerais defensive land- entered the fortress, only to be rebuffed by the githze- side of the fortress, brought down by concentrated
slide has not been triggered. A gish assassin managed rai. Currently the githyanki are still outside the fortress githzerai attacks. Dead litter the battlefieldfar more
to infiltrate the fortress and assassinate several key in military formation, launching attacks and working githyanki than githzeraibut the githzerai are still
leaders before fleeing. A githyanki champion circles on a final assault, and the githzerai have organized into outnumbered almost five to one.
on his red dragon and assaults any fortress defenders three units to hold the fortress as long as possible.

M a rc h 2 0 0 9 | D u n g e o n 16 4
46
Haven of the Bitter Glass

The Flow of Battle Falling Rock Tactical Encounter: A4. Side Entrance (page 82).
You will want to be familiar with the different encounters The PCs kill the guards stationed at the landslide Tactical Encounter: A5. Wall Breach (page 84).
and run them in whatever order makes the most sense. zone above the cliff and drop several hundred tons of
Most encounters allow for the possibility of a short rest rock onto the githyanki troops assaulting the fortress. Another possibility involves the PCs landing their ship
between foes. Only the highly mobile dragon can engage Tactical Encounter: A3. Falling Rock (page 80). before being seen and dropping the landslide while
the PCs quickly no matter where they are on the battle- avoiding detection. This is difficult but possible if they
field, making it tactically sensible to fight it first. Its up to Side Entrance and Wall Breach keep their ship low to the ground on their approach.
you to briefly describe whats going on elsewhere on the The PCs finish off stragglers with the aid of counter- This tactic requires coordination with the pilot (likely
battlefield. Youll want the PCs to feel like theyre part of a attacking githzerai. They slay the githyanki who have Tokkit), who if not otherwise instructed, takes the
huge battle; make the siege as cinematic as possible. just begun a ritual to gain entrance into the fortress, shortest and most obvious route to the battle. If the
The PCs can proceed across the Akmaad battle- as well as stop a wall breach (tactical encounters A4 PCs pull off this attack, they will be attacked by the red
field in a number of ways. Achieving success at all and A5). dragon before they can regain the air.
four of the following encounters means the siege
is broken and the githzerai survivors saved. The
following order of encounters is most likely.

Draconic Champion
The Conqueror is seen approaching the battlefield.
The remaining red dragon, ridden by the githyanki
champion, approaches to see who crews the ship. The
dragon and rider attack, and the remaining ship Sacri-
fice slowly tacks to join the fight after gathering some
githyanki troops from the fight below.
Tactical Encounter: A1. Draconic Champion
(page 76).

Boarding the Sacrifice


The ship Sacrificealmost as damaged as the Con-
queror at this pointcloses to commandeer the
Conqueror. The githyanki commander and her
bodyguard, as well as the additional troops who just
reboarded, engage the PCs. It is possible that the PCs
or Tokkit will try to impale the Sacrifice on the Con-
querors ramming spike. If successful, both ships lose
altitude as they begin to crash.
Tactical Encounter: A2. Boarding the Sacrifice
(page 78).

M a rc h 2 0 0 9 | D u n g e o n 16 4
47
Haven of the Bitter Glass

The Aftermath He is greatly respected by his people for keeping them Odos, Githzerai Elder
Medium natural humanoid (blind)
Level 16 Elite Controller
XP 2,800
Once the battle is effectively over, summarize the both safe and strong in the Elemental Chaos, and his
Initiative +15 Senses Perception +20, blindsight20
results based on the adventurers victory point total knowledge of history and tradition is legendary. While HP 312; Bloodied 156
(see the Who Wins? sidebar). Allies or enemies many of the githzerai might individually disagree with AC 30; Fortitude 28, Reflex 28, Will 30; see also iron mind
him at times, they would all die to protect him. Saving Throws +2
flee, wounded are tended to, injured enemies are Speed 8
dispatched or captured, and loot is gathered. The Roleplaying Encounter: Negotiating with Odos
Action Points 1
surviving githzerai gather in front of the fortress to (page 85). m Hammer Strike (standard; at-will)
+21 vs. AC (crit 1920); 2d8 + 5 damage, and the target is
measure the cost.
knocked prone.
Read the following aloud: Who Wins? M Hammering Flurry (standard; at-will)
The githzerai elder makes two hammer strike attacks.
The surviving githzerai, many of them wounded, gather In a fight of this magnitude, with hundreds of troops
M Knock Out of Sync (standard; at-will)
around an old blind githzerai who seems as aware of his fighting each other in addition to the PCs, it is handy +21 vs. AC (crit 19-20); 3d8 + 5 damage, and the targets
surroundings as if he could still see. The monk speaks in a to have a shortcut measure for determining success initiative count is reduced by 5. If the targets initiative
or failure in the overall battle. You can do so using a count is reduced below 0, it loses its next turn and then
rough tone. Were alive. I dont know how they knew we reenters the initiative count at 20.
were here, but the cost was high. Too high. Both Kathik victory point system. For each of the following goals R Jumping Sparks (standard; at-will) Lightning,
and Wellik are dead, along with dozens of our brothers and that the PCs achieve, total the victory points and Teleportation

sisters. We lost the abbot and most of the monastery. Our consult the table. Ranged 10; targets three creatures; +19 vs. Fortitude
(no attack roll required for allies); enemies take 2d8 + 7
conference is finished. Now I must decide our path. lightning damage, and the target teleports 7 squares, to an
With an almost undetectable grimace, the stoic Goal Victory Points Awarded unoccupied space of the elders choosing.
Landslide released on githyanki army 5 C Psychic Blows (standard; recharges when first bloodied)
githzerai turns his empty eye sockets toward the lines
Githyanki commander on Sacrifice killed 3 Psychic
of dead and wounded. Gather your belongings. In the Close burst 5; targets enemies; +20 vs. Will; 2d8 + 5
Sacrifice destroyed or captured 2
morning we travel to Sayre. There is a conference there psychic damage.
Githyanki champion on red dragon defeated 2 Avenging Storm (immediate interrupt, when targeted by a
I am obligated to attend before we depart for home. He
Troops assaulting fortress scattered 2 ranged or area attack; encounter) Teleportation
pauses and turns his sightless gaze in your direction. You
Passwall ritual disrupted 1 A ranged attack targets another creature within 10
arent githzerai, but you fought for us. Who are you? squares of the elder. The elder teleports 10 squares into a
Githyanki troops entering the east door slain 1 square adjacent to the attacker and makes two hammer fist
The PCs can introduce themselves and explain their attacks.
role in the battle. Most githzerai hail them as heroes, 05: Almost all the githzerai are captured or killed by Iron Mind (immediate interrupt, when the githzerai elder
and Odos (the blind githerzai) grudgingly thanks them, would be hit by an attack; encounter)
githyanki. A handful escape in the confusion, includ-
The githzerai elder gains a +2 bonus to all defenses until
but he is exhausted and grieving for his slain friends. ing the spy Gallia. Odos of the House of Reprisal the end of his next turn.
He is not amenable to being told that the githzerai survives as well. Alignment Unaligned Languages Common,
must ally with humans. If Tokkit mentions that he 610: The githyanki are rebuffed before seizing the DeepSpeech
Skills Acrobatics +20, Athletics +18, Insight +20
committed githzerai troops to serve in Overlook as an fortress. Roughly twenty githzerai survive, including Str 16 (+11) Dex 21 (+13) Wis 24 (+15)
exchange for getting help, Odos will not be pleased and Gallia and Odos of the House of Reprisal. Con 20 (+13) Int 15 (+10) Cha 15 (+10)
will tell him to take it up with the githzerai in Sayre. 11+: The githyanki are defeated and scattered.
Odos is not an inspiring leader; he is dour, pessimis- Almost fifty githzerai survive, including Gallia and
tic, and suspicious. Nevertheless, he isnt a bad person. Odos of the House of Reprisal.

M a rc h 2 0 0 9 | D u n g e o n 16 4
48
Haven of the Bitter Glass

After the battle, Tokkit seeks out the female monk allows her to send a message to an unknown recipi-
Gallia to introduce her to the PCs. In the process of ent (Telicanthus in Sayre, although Gallia refuses
seeking her out, Tokkit speaks with other githzerai, to divulge who her contact is). The glass does not
many of whom remark how they thought she was allow her to receive messages.
dead when she was trapped on the upper roof and sur- Gallia cannot be intimidated. As with possessed
rounded. When Tokkit finds her, she coldly shrugs off individuals that the PCs have encountered in past
any explanation (or questions) about how she was able Scales of War adventures (see The Temple Between
to survive long enough to re-enter the fortress. in issue #161), the spirit in Gallias body cant really
Gallia is polite but formal to both the PCs and be threatened, since it can leave at any time. If
Tokkit. She denies any wrongdoing if accused of Gallia is killed, the possessing githyanki spirit
spying, although as with other possessed individuals simply wakes up in its rightful body, leaving
the characters have encountered, a DC 21 Insight behind only a lifeless githzerai shell. The spirit in
check reveals that shes under the influence of an Gallia refuses to answer questions. In terms of
outside source. Based on their experiences in The the adventure, shes here to confirm that the
Temple Between, theyre likely to assume, rightly, that githyanki spies are everywhere, and that
a githyanki spirit is controlling the githzerai woman. they plotted this attack for some time right
Convincing any githzerai that Gallia is a under the noses of their hated githzerai
githyanki spy is not as difficult as the PCs might enemies.
expect, even to Tokkit. Her behavior has been If the glass is discovered and she has
odd in the past months since her possession, and the opportunity after being accused, Gallia
the githzerai are familiar with the githyankis attempts to flee and rejoin the gish assas-
penchant for possessing individuals to use them sin Brannot. If the PCs are able to prove her
as spies. Even so, as outsiders, it requires a DC 23 complicity as a spy, Odos orders her executed
Diplomacy check to convince Odos and the other on the spot. She will laugh and not resist. She
githzerai that Gallia should be questioned about refuses to answer questions. The heroes can
her activities leading up to and during the attack. If attempt to intercede on her behalf with a
they discovered the portraits on the Conqueror, they DC 25 Diplomacy or Bluff check (bluff-
even have hard evidence that Gallia was sending ing Odos entails convincing him that they
the githyanki information, and receive a +5 bonus have a way to drive the spirit out) . Success
on the Diplomacy check. Should she be seized means Odos orders Gallia bound in chains
and searched, she has a small piece of pale green and put under a 24-hour guard.
stained glass on her person that she cannot or will
not explain. The glass is magical, and a DC 23
Arcana check reveals that it is a one-way communi-
cation device; when activated with a ritual only the
githyanki in command of Gallias body knows, it

M a rc h 2 0 0 9 | D u n g e o n 16 4
49
Haven of the Bitter Glass

Gallia Level 11 Soldier might have made. Odos intends to lead his surviving
Allies at Akmaad
Medium natural humanoid, githzerai XP 600 people to Sayre to join with other githzerai refugees
Initiative +12 Senses Perception +13 there. But despite his resolve on these issues, the char- If you want, you can certainly decide that a number
HP 108; Bloodied 54
acters have the option of learning some important of soldiers from Overlook accompany the PCs on
AC 27; Fortitude 22, Reflex 23, Will 23; see also iron mind
Speed 7; see also inescapable fate details from Odos. See the Negotiating with Odos the galleon, or introduce a rival adventuring party
m Unarmed Strike (standard; at-will) roleplaying encounter on page 85 for details. to act as the heroes foil. These other combatants
+17 vs. AC; 2d8 + 3 damage. can engage different githyanki than the PCs during
If the PCs do not offer to accompany the githzerai
M Stunning Strike (standard; at-will)
+14 vs. Fortitude; 1d8 + 3 damage, and the target is to Sayre, Odos simply rounds up his survivors and the battle at the githzerai fortress, allowing you to
stunned until the end of Gallias next turn. prepares to begin the long trek alone. At that point, emphasize the sheer number of foes without having
Inescapable Fate (immediate reaction, when an adjacent Tokkit quietly approaches and asks the heroes to to play out every individual battle.
enemy shifts away from Gallia; at-will)
Gallia shifts to remain adjacent to the enemy. Gallia cannot
come along, concerned that Odos is not necessar-
use this power if the enemy shifts using a movement mode ily making the wisest decisions in his grieving state.
Gallia does not possess. Tokkit mentions that this might give Odos a chance hopes to finish the job while the large group is travel-
Iron Mind (immediate interrupt, when Gallia would be hit by
to know humans, and the road will be dangerous. ing. He attacks on the night of the first camp.
an attack; encounter)
Gallia gains a +2 bonus to all defenses until the end of her In addition, the PCs may wish to learn more about Tactical Encounter: S1: Ambush (page 86).
next turn. a supposed war council that the githzerai had met If the PCs somehow manage to save a githyanki
Telekinetic Leap (move; encounter) to discuss joining in the first place. Of course, if the war galleon and use that to travel to Sayre, Brannot
Gallia can fly 5 squares.
Trace Chance (standard; recharge 6 )
characters have engaged Odos, they might have stows away on board and attacks at the earliest oppor-
Ranged 5; no attack roll required; the next melee attack already learned all about the trip to Sayre and the tunity. He destroys the runic circle that allows the
Gallia makes against the target gains a +5 power bonus to war council (see Negotiating with Odos on page 85). ship to be controlled and then starts hunting Odos
the attack roll and, if it hits, it is automatically a critical hit.
Underneath it all, though, Tokkit enjoys their com- and the PCs. His astral slide ability makes it easy
Alignment Unaligned Languages Common,
Deep Speech pany. He feels more like a hero when he is with the for him to move around the ship quickly. Move the
Skills Acrobatics +15, Athletics +9, Insight +13 adventurers, and he would enjoy spending more time Ambush tactical encounter to the map of the war
Str 15 (+7) Dex 17 (+8) Wis 16 (+8) hearing their stories. galleon rather than the tactical map indicated on the
Con 12 (+6) Int 10 (+5) Cha 11 (+5)
Sayre is over twenty miles away across rough ter- encounter page.
rain, and the githzerai have wounded who must be
The githzerai leader Odos is the only surviving
member of a group of githzerai leaders meeting
pulled along in small carts. Due to the slow pace, it The City of Sayre
takes two days for the githzerai to reach Sayre with
at Akmaad. As described above, hes taciturn and
their patients. Under the ministrations of the PCs and Sayre is an artistic, monument-filled city built in a par-
especially distrustful of outsiders as a rule, and these
any githzerai healers, the injured troops begin to heal. ticularly beautiful valley. Sayre holds a university and
traits are only exacerbated by recent experiences. He
a large number of artisans, making it a popular site for
lost several close friends and pupils in the githyanki Ambush those who deal in either information or fine art.
attack on the monastery, and hes not interested in
Although the githyanki attack was thwarted, Brannot Population: Approximately 12,000, including
any negotiations with Overlook at the moment. He
the gish assassin survived by fleeing early. He single- almost 1,500 students attending the University. Most
flatly refuses to send any githzerai to the city to help
handedly killed two of the elder githzerai, and he inhabitants are human, elf, eladrin, or halfling. Some
shore up its defense, despite any promises Tokkit

M a rc h 2 0 0 9 | D u n g e o n 16 4
50
Haven of the Bitter Glass

dwarves also live in Sayre, although they tend to keep tect their property and work together when danger Ink tavern. The River Jewel in The Glassworks is the
to themselves. appears. In a time of crisis, General Taramin has the most expensive inn in the city, and the Inn of the Ugly
Government: Sayre is governed by Lord Divian authority to call on any house with its own private Dog in the Dregs is the cheapest.
Torrance, a politically astute nobleman adept at play- guard to cede command of their troops directly to Supplies: The Market; the Glassworks; Low Moun-
ing different factions of the city against each other. him. Fortunately, he has never had to do so, but if he tain. The Market District is the home of hundreds of
Power resides with Lord Torrance, as well as the Arti- were, he could call over 2,000 troops. With a cliff, a different vendors of almost any product conceivable,
sans Guild and the Universitys archdean. lake, and steep hills protecting three sides of Sayre, the although not all are legitimate. The Glassworks is home
Defense: The Guards of the March are a force of Guards of the March spend much of their time outside to the citys finest artists and artisans, and is the place to
100 soldiers led by General Alvro Taramin that have the city patrolling the farming areas to the west. go if youre looking for jewelers or sculptors. Low Moun-
little to do other than patrol the safer sections in and Inns and Taverns: Caperlys Dancehall; Firetree tain is home to most of Sayres dwarves, and hidden
around the city. Most merchants, guilds, and noble Alehouse; the Rat and Hammer Inn; the Singing weaponsmiths and armorers are available to anyone
families have their own mercenary guards that pro- River Inn; the Sodden Mage tavern; The Tankard of who can gain a prior recommendation from a dwarf.

M a rc h 2 0 0 9 | D u n g e o n 16 4
51
Haven of the Bitter Glass

Temples: Bright Forge (Moradin); Covet House planes if individually crafted receiving mirrors were Rebuilding
(Tiamat, hidden); the Founding Tower (Erathis); Great first attuned to it. Auglos sold the communication
Shepherds moved back onto the site within sixty years,
Hall (Ioun); Shrine of the Singing Waters (Corellon); mirrors for extremely high prices, typically to mer-
but without a dam on the Singing River, the site of
the Waypoint (Avandra). chant consortiums or the rulers of more prosperous
the former city had become a flood plain whenever it
city states. His customers never knew that if he chose,
rained. Finally, dwarven engineers rebuilt the dam on
History he could hear and see everything that passed through
the Lake of Songs, and Sayre was built where Auger
Sayre is built in a small, defensible valley. Steep hills one of his glass devices, and that he also sold much of
once stood. The level of the land had risen after so
to the north provide protection from overland armies the information he obtained through his eavesdrop-
many years of floods, and none of the old buildings
and make excellent spots for small defensive guard ping, resulting in an even more profitable secondary
were still visible above ground. All residents of the
posts. The Lake of Songs sits uphill to the northwest of business in the espionage trade.
modern city know that there is an old city beneath the
the city. Dammed at its outflow to help control floods, Auglos knew that his glass globe created psychic
streets, and some families dug down to take advantage
this lake is used year-round for fishing and recreation; ripples in the Astral Sea when it was used, but he
of a pre-made cellar by digging through the roofs of
it is extraordinarily beautiful and the subject of many didnt consider it a problem; how likely was it that
old buildings, but enough people caused cave-ins or
paintings and tapestries by local artists. The Singing anyone would be bothered? He should have done
unleashed monsters that its now illegal to dig into the
River descends from the lake and splits briefly into more research. His master glass, the device attuned to
undercity.
three branches as it flows through Sayre. A tall cliff all the others that allowed him to listen in on so many
Sayre is ruled by a wily half-elven politician
guards Sayres eastern flank, dropping 200 feet to the fascinating conversations, created ripples near the
named Lord Divian Torrance, and under his direction
valley below. The only direction an invading army githyanki city of Tunarath, and psychic debris from
the city goes out of its way to attract the finest artists
could easily approach Sayre from is the west, across the glasss communication soon caught the githyankis
and craftsmen in the land. As a result, many wealthy
the farms and fields, and guard towers alert the town attention. The githyanki quickly determined that
families call Sayre home, and all of these have their
to any threat approaching from that direction. someone on the mortal realm was using the energy of
own mercenary security forces to protect their
Before Sayre was built, the city of Auger stood on this the plane to fuel a communication device. Paranoid
houses and workshops. Not much of a public militia
site, built over 400 years ago as a refuge for exiled divin- in the extreme, within three months, the Lich Queen
is needed, although a small force controlled by Tor-
ers. A diviner named Auglos and his apprentices were Vlaakith herself named this device the Bitter Glass
rances good friend General Taramin remains active.
driven from the island of Nefelus after he prophesized and decreed that the psychic pollution must be elimi-
The public militia is subsidized by a public ordinance
a local nobles death and was blamed by the mans rela- nated. Her knights quickly carried out her orders.
crafted by the wily Lord Torrance. Each family above
tives. After fleeing the familys wrath, Auglos settled The raid on Auger was terrible to behold. Githyanki
a certain income level must commit a number of
in this particularly beautiful and defensible valley to dragonriders shattered the towns dam, flooding the
troops from their own personal guard units to the
continue his research into divination and communica- streets with water and mud, then proceeded to pick
citys defense. This makes the citys safety the concern
tion. More academics and sages slowly joined him, and a off fleeing citizens one by one. By the end of the night,
of all the wealthiest families, although it requires a
small cityAugergrew up around his tower. Auglos and his assistants were dead, and the Bitter
charismatic and skillful general to keep all the differ-
Augloss skill as a craftsman began to bring him Glass was shattered and buried under the broken
ent house troops in line. Sayre boasts a small theater
fame. At first he specialized in divinatory devices tower that housed it. Augers remains were looted and
and a large university that attracts scholars from cities
such as crystal balls. His masterpiece was a huge glass abandoned, and survivors from the raid left the area,
across this corner of the mortal realm. For such a
globe the color of the evening sky, a device that could never aware of the reason behind the attack.
small city, Sayre is a shining beacon of light. Lord Tor-
transmit messages thousands of miles and even across
rance fully intends to keep it that way.

M a rc h 2 0 0 9 | D u n g e o n 16 4
52
Haven of the Bitter Glass

The Fisher District The Pillar of Hope Reborn: This ostentatious sive goods, such as goldmakers and jewelers, typically
Located at the northern tip of the city, this low-lying memorial is a 60-foot-tall pillar with an eternal, magi- have their own security. Theres an atmosphere of
area is prone to floods during the spring rains. Fisher- cal flame atop it. According to the plaque this marks camaraderie in the Glassworks, and in the event of
men and fishmongers who live here ply the lake for the spot of Auglos the Wises tower in Auger, first trouble, all locals pitch in to solve the problem. Many
their trade and live in raised huts. Its possible to buy founder of the city that became Sayre. Its not par- artists and shop owners live in apartments located
fish in the market district, but the freshest fish can ticularly accurate, being located almost 200 feet from over their stores.
be bought by those brave enough to come north up Telicanthuss mansion and the actual site of the tower, The River Jewel: This is one of the finest inns
muddy streets and buy the catch coming off the boats. but its a good meeting spot for young couples on in the entire city, with superb service and prices to
There isnt much crime in the Fisher District; most Prospect Hill who wish to go courting after dark. The match. Rooms are large, secure, beautifully deco-
fishermen have large families, and they police their beggars of Sayre have a yearly competition, awarding rated, and extremely comfortable. The staff offers
own neighborhood with stout clubs and many friends. 50 gp to anyone of their ilk who can surreptitiously any amenity a guest might want, and will send out
Interestingly, this is the one neighborhood that isnt climb the pillar and extinguish the flame. Guards- for food or items not offered in-house, and the chefs
defined by the breaks of the river. Fishermen live on men usually find crippled and dead beggars under are renowned for truly delicious meals. Rooms here
both outer shores and both inner ones, crossing the the pillar for weeks afterward. cost 15 gp a night, an outrageous amount compared
rivers in small boats or over swaying rope bridges. Telicanthuss Mansion: Marked by gate pillars to other inns in the city, but rooms seldom go empty.
Ketchs Catch: This small fish stand has a repu- boasting lanterns made from exquisitely blown glass, Telicanthus offers to house the PCs here, in individual
tation for bringing in some of the largest, tastiest this mansion was bought by Telicanthus and reno- rooms if they prefer, at his own cost. If he does, the
fish in the lake. More importantly, the stall is run by vated after the former owner moved south. Its one of staff will be informed that their guests are the Heroes
Gloriana Ketch. She makes a business of tracking city the social epicenters of Prospect Hill, and servants of Elsir Vale, and will treat the PCs with inordinate
gossip while her husband is off fishing, and shes a and guests enter and exit it during most daylight respect.
good source for anyone who wants to know the latest hours (or later, if Telicanthus is hosting a party.) A The Rose Window: This shop carries only the
city rumors about the nobles or anyone of importance. competent and wily butler (Telicanthuss sociopathic finest stained glass and sculpted crystal. Bando Ham-
If you feel the need to drop any rumors about events servant Pennel) monitors all guests and stops anyone merglass is as knowledgeable a dwarven craftsman
in or around townor further afieldGloriana is a who doesnt belong. Telicanthuss guards are notably as you can find, and can usually identify a stained
good source for PCs to seek out. polite as they escort interlopers off the property. A glass windows craftsman if the individual is famous
successful DC 23 Streetwise check by a character enough. He charges high prices for high quality art, but
Prospect Hill also reveals that unlike other parts of the city, none is happy to talk to PCs if they come by with questions.
This residential neighborhood holds the majority of of General Taramins city militia come within three Bando is puzzled if the PCs bring panes of the Bitter
the citys grand estates and mansions. Flanked by blocks of Telicanthuss home. See SC3: Telicanthuss Glass to him for identification, as hell be fairly sure
rivers on either side, the low hill rises gradually over Tea Party for more details on this bit of information. that the work is Telicanthuss. Its not, but its of a simi-
the rest of Sayre. This neighborhood was the heart lar style thanks to Kleths repairs of the original. He
of the ancient City of Seers. All the richest citizens
The Glassworks wont tell the PCs that immediately, however, and will
of Sayre live here. There is virtually no crime here, This neighborhood on the eastern edge of Prospect put them off for an afternoon while he consults with
and private mercenary units ensure that the neigh- Hill is home to the citys artists. Sayre attracts many Telicanthus himself. Only a DC 23 Diplomacy check
borhood stays safe. Unsavory types moving through of the finest craftsmen to this area. The wide roads encourages Bando to open up with this information on
Prospect Hill should expect to be challenged several are lined with shops and stores, and are roughly an initial meeting. If Bando does speak with Telican-
times, especially after dark. grouped by type of business. Businesses selling expen- thus, the githyanki sends Pennel that night to murder

M a rc h 2 0 0 9 | D u n g e o n 16 4
53
Haven of the Bitter Glass

Bando in his bed and dispose of his body to prevent you are in Low Mountain, you probably shouldnt be ing shopkeeps, and a multitude of different bazaars.
him from speaking with the adventurers. there. The area is safe, with squads formed exclu- Due to the university, the market contains a great
Bando cannot positively identify the glass pieces sively of dwarven guards patrolling the streets after number of booksellers and scrollmakers. Debt-ridden
that might have been found at Akmaad, or the cast-off nightfall, but its not particularly exciting to non- sages who have been forced to sell their library
glass shards that the beggars are using as knives in dwarves. That changes if youre a dwarf, or have the crouch side by side with itinerant thieves peddling
encounter V1: the Plaza of Vision, but he can confirm trust of one. Wonderful restaurants, clever sages, stolen spellbooks.
that they came from the same extremely qualified and master craftsmen hide within the featureless Rancid Agnes: This elderly beggar holds court
glassmaker. buildings. Some dwarves will accept a bribe to guide at the edge of the market. She is taken care of by
outsiders to the right place and introduce them to the regulars in the market who consider it good luck to
The University of Sayre right contact. throw her a few coins when they pass by. In return,
Founded by a priestess of Ioun who was appalled with Deep Cartography: This small shop contains she is unfailingly friendly to anyone who doesnt treat
the lack of learning among most people she met, the two dwarven brothers, Andor and Toris Scrollstone, her with contempt. Agnes is always happy to pass a
university is a bustling school of higher learning that sages who specialize in maps and locations. Com- few minutes chatting with strangers, and shes the
teaches everything from agriculture to esoteric magi- monly consulted by explorers into the Underdark and best resource for finding something quickly, as she
cal theory. Students tend to be young and from out of merchants who have long journeys ahead of them, has a good memory for what merchant has what sort
town, as the university recruits the best and brightest the Scrollstone brothers are the people to consult if of item. Secretly she is also a spy for the church of
from many different areas. The university is often the PCs wish to learn more about Sayres undercity. Tiamat, passing on any worthwhile gossip to the high
viewed as an excellent finishing school for noble sons Although they know nothing about the Bitter Glass, priest. Agnes is one of the citys original beggars, and
and daughters, and it isnt uncommon for loyal ser- they can talk about Auger and its destruction at despite their work with the temple, she is envious of
vants to be seen dragging their drunken masters back unknown hands. They have old maps showing what the new beggars Telicanthus brought in to foment
home after a rowdy night in the Dregs. buildings used to be where. A DC 21 Dungeoneering discord between the citys residents and githzerai
The Tankard of Ink: This is a popular tavern check reveals to the PCs that Augloss tower was origi- refugees. A DC 21 Diplomacy check accompanied
for students who want to be in stumbling distance of nally below the spot where Telicanthuss mansion by at least a 10-gp bribe results in Agnes making an
their rooms after drinking, and for those who dont now stands. Both dwarves actually know this if asked, offhand, angry reference to the new beggars in town
care for the Dregs. Many professors from the univer- as the incorrect location of the memorial plaque on and their work agin the refugees, but if confronted
sity have adopted the tankard as their own, as well. Prospect Hill annoys them. on these comments, Agnes looks frightened and
This is the place to come if you want a philosophical scampers away.
debate instead of a fistfight. The Market
This is the heart of the city for everyone but the Downwind
Low Mountain wealthiest citizens. The streets are full of people The name for the farmer and tannery district is usu-
While most races have integrated nicely in Sayre, from all walks of life, and any non-exotic object (as ally correct, with the stink of the livestock blowing
the dwarven inhabitants tend to keep to themselves. well as many exotic and rare ones) can be purchased away to the southwest. This district is characterized
Low Mountain is a neighborhood of high stone walls here. Whether youre looking for ink from a giant by wide pens, warehouses and slaughterhouses,
and twisting streets. Non-dwarves have trouble find- octopus or the feather from an angel, youll likely to and stockyards where herd animals are sold. On
ing places in Low Mountain, as none of the streets be able to buy itor something that the seller swears the rare occasions when exotic animals or monsters
are labeled, and none of the buildings are numbered is authenticsomewhere in the market. This area is are brought into the city, theyre kept in Downwind
or named. As they say, If you need to know where characterized by narrow streets, tiny shop stalls, yell- until sold.

M a rc h 2 0 0 9 | D u n g e o n 16 4
54
Haven of the Bitter Glass

The March Inn of the Ugly Dog: This tiny inn sits above Approaching Sayre
The March looks almost like a military parade ground. a loud and raucous tavern. The namesake dog has
You hear the distant sound of church bells long before you
This area was once the preferred spot for Lord Limbic been stuffed by a taxidermist and magically ani-
actually see Sayre. It lies in the valley below you, nestled
the Scholar, a former ruler who had an obsession with mated; it staggers around the tavern to greet visitors.
between three rivers. Sunlight reflects from the citys canals.
statuary and monuments. As a result, he spent a great The Inn of the Ugly Dog has cheap ale, mostly clean
Although it has roughly the same number of inhabitants as
deal of the citys coffers on self-aggrandizing monu- rooms, good prices, and an ever-changing array of
Overlook, Sayre is a very different city. It is said to be a city
ments. More than two dozen great statues, triumphal owners as the property is a common stake in the
of artists, artisans, and scholars, and you can see why. The
arches to non-existent battles, and other spectacular inns games of chance.
sunlight filtering through the hills gives a golden glow to the
monuments stand in this area. Theyre starting to entire valley. From where you stand, you can see mansions and
decay somewhat due to a lack of interest in keeping
Riverdown
palaces rising up from islands between the rivers, university
them pristine, but they define this section of the city. These are the slums of Sayre, and the area where the
halls jutting upward, numerous monuments and large statues,
The Dangle: This was originally named The citys undesirables live. Beggars and unsavory visitors
and the smoke from smithies rising into the air. Mist from a
Triumphal Arch of Limbic the Gracious until it was gather here, along with anyone too poor to pay for
huge waterfall swirls along the southern edge of the city.
turned into the citys location for public execution and lodging elsewhere. Abandoned and crumbling ware-
A guardhouse stands in front of the great bridge that
punishment. Murderers are hanged from the 30-foot- houses hold rotting goods or illegal and smuggled
leads over the river into the city. A throng of people bustle
tall arch and left to dangle for a few days. Public property. The streets are narrow and twisting, made
aboutbuskers, salesfolk, travelers, beggars, and guards.
stocks are also located here, for punishments of a less slick by constant mist that rises from the waterfalls.
Even a few rich nobles can be seen, riding in open-top
severe nature. Public executions are rare in Sayre, Dark and smoke-stained buildings house beggars
carriages in their finery.
and the city hasnt seen one in months. with wet coughs from the constant moisture. Rats
A servant comes up, haltingly. Excuse me, he says, but
The Guard Barracks: Sayre doesnt require a scuttling through glassless windows provide one of
by any chance are you the Heroes of Elsir Vale?
large standing army thanks to the proliferation of the few free food sources for the locals. It isnt an
private guards, but the one hundred full-time city attractive place to live, and visitors who show weak- If the PCs say yes, he smiles widely.
militia the city employs are stationed in this gray, aus- ness are likely to be preyed upon by the locals.
My master will be so pleased! Youre quite famous; he was
tere building that is also known for its statue of Lord The Plaza of Vision: This abandoned plaza is sur-
just talking about you today at tea. Would you do me the
Limbic standing on the roof. rounded by vacant buildings. The githzerai living in
honor of allowing me to introduce you?
Sayre have taken over one of them, reinforcing it and
The Dregs using it as a temporary headquarters. If they say no, the servant looks disappointed and says
Most of the citys entertainment is located in this Lowbridge: The local temple to Tiamat, worshipped that his master Lord Telicanthus would be sorry not
rundown, old section of the city. Dancehalls, seedy in her role as Goddess of Greed and Envy, is located in to offer them hospitality. If they say yes, he looks even
taverns, pawn shops, breweries, and comfort houses an abandoned warehouse across the street from the last happier and leads them through the throng to a dark-
all crowd its narrow alleys. The area isnt immediately bridge in Sayre. Beggars congregate in this area each doored wooden carriage with remarkable stained
dangerous to visitors, as thugs paid by local businesses morning before heading out across the city. The beggars, glass windows. The carriage is pulled by two horses.
roam the streets with the intent of keeping people strangely, wont speak to anyone while near Lowbridge. The servant knocks once and opens the door.
safe in the theory that a live customer is a paying They wont ask for money until theyve gone to other parts
of town, as theyre careful not to draw attention to the My Lord Telicanthus, may I please introduce the famous
customer. Theyve been known to look the other way
activities of the Filth King (leader of the citys beggars). Heroes of Elsir Vale.
after dark, though, especially for a sizeable bribe.

M a rc h 2 0 0 9 | D u n g e o n 16 4
55
Haven of the Bitter Glass

A tall, spindly man steps out into the sunlight. Lord Of course I am! Im not associated at all with those than it has with the residents of Sayre. Telicanthus
Telicanthus is a githyanki. murderous fellows in the Astral Sea, though. No, I left is so accustomed to racism that it doesnt even cause
Hes quite unlike any githyanki that the PCs have that life years ago and Ive never regretted it once. Im a him to blink anymore.
seen before, however. Lord Telicanthus has a warm, glassmaker now, and a loyal citizen of this fine city. We His invitation to tea is a high honor, as anyone in
quick smile and eyes that make it clear hes very cant help how were born, but we can choose how we live town can tell the PCs. Telicanthuss invitations are
interested in whomever is speaking. He wears very our lives. Something that everyone really ought to learn. hotly contested, and the local social scene can revolve
fashionable, expensive clothing and has no githyanki around who is invited and who is not. People in
jewelry or weaponry whatsoever. His handshake is Telicanthus is lying, but hes told this lie so much that town know that Telicanthus is a kind and important
firm, his voice is clear, and he has only the faintest it flies off his lips easily. Have him make a Bluff check merchant, and he is immensely popular. Theyd be
trace of an accent when he addresses the PCs. with a +5 bonus (+28 total) if the PCs attempt to dis- surprised if told that his fellow githyanki are respon-
cern whether or not hes lying. Odos and his fellow sible for the attacks on nearby settlements. In fact,
Its such a pleasure to meet you. Weve received some news
githzerai, on the other hand, are openly angry that a most of Sayres citizens are so well insulated from the
of our friends to the north, but I never expected to meet the
githyanki lives in the city. Odos manages to refrain outside world that few are aware a war is underway
heroes in person! Some travelers have brought word of your
from attacking Telicanthus on sight, only because he just beyond their walls.
many battles. Its very rare to meet living heroes, so this is
doesnt want to risk his people being thrown out of
quite a moment for me. Are you just arriving here in Sayre?
Sayre for attacking one of the citys residentsand Entering the City
If the answer is yes, then Telicanthus continues. a wealthy one, at that. Odos gathers his people and Once the PCs and Telicanthus part ways, the adventur-
leaves the area immediately without another word, ers quickly discover a new problem. Their githzerai
Well, allow me to provide you with some most humble his wrath evident in every curt gesture. allies are being turned away at the gates, helped not
shelter! The finest inn in the city is the River Jewel, right by at all by their curt and now angry leader Odos. The
the bridge in our Glassworks District. Pennel? He turns Whats Happening city guards refuse to allow the githzerai to cross the
to his secretary, just exiting the carriage. Run ahead to the Telicanthus knew the PCs were approaching from bridge into the city. They are extremely rude, explain-
Jewel and book ... He looks at you and counts. Rooms for one of his agents who saw the PCs and the githzerai ing that their kind isnt welcome here since all they
each of them. Put it on my account there, meals included. while traveling. Telicanthus sees the heroes as a do is steal and cause trouble. If the PCs intervene, a
Let them know that their guests are people of honor, and potential enemy, one that would certainly be opposed DC 18 Diplomacy check can get the githzerai inside;
are to be treated as such. The secretary nods and hurries to his mission if they found him out, but he is too a githzerai attempting Diplomacy does so with a 5
off. Its so rare to get people of the world here, artists aside. egotistical to see them as an actual, credible threat. penalty to the check. A DC 18 Perception check while
He considers. Would you do me the honor of coming to tea He is confident that hell manage to convince the this negotiation takes place shows Telicanthus watch-
tomorrow? All the elite in the city, from the mayor on down, adventurers that hes harmless, just as hes done to ing from his carriage window as it passes by into Sayre.
would doubtlessly be honored to meet you. Youll be the toast everyone else in the city. He believes that if he shows His expression is one of amusement, and a DC 23
of the town. Tomorrow, at my estateIll have Pennel leave them kindness, flatters their egos with deference and Insight check reveals a certain cruel satisfaction in
details for you in the morning, and Ill send a carriage. attention, and buys them expensive gifts, they will the githzerais predicament. Feel free to give the PCs
If he observes them with the githzerai, his attitude underestimate him and become his unwitting allies a bonus on their check for roleplaying the scene well
tightens a little. A DC 23 Insight check reveals that he without even realizing they have done so. He knows (for example, if they bring up the unprovoked attack at
doesnt like githzerai much, but that hes working to be of General Zithiruuns defeat, as well as their pursuit Akmaad). Once successful, the guards grudgingly let
polite. If they accuse him of being a githyanki, he smiles. of Sarshan, but doesnt believe overcoming any innate the githzerai pass.
dislike of his race will cause him any more of an issue

M a rc h 2 0 0 9 | D u n g e o n 16 4
56
Haven of the Bitter Glass

If the adventurers fail, the githzerai are not in an especially vulnerable situation, the local toughs but clean and organized. Its well-lit interior is a nice
allowed in through this gate. They will need to walk arent suicidal, and no one would attack a combina- counterpoint to the slums outside.
south along the Singing River to reach the southern tion of the PCs and so many githzerai. The current state of the githzerai community
bridge into Riverdown, the worst section of Sayre. in Sayre could best be described as fractious. The
The PCs have the choice of heading directly to the The Githzerai Sanctuary githzerai have splintered into two groups who believe
River Jewel, accompanying the githzerai to their lodg- PCs accompanying the githzerai arrive at the Plaza they should proceed in very different ways. One of
ing in Riverdown, or finding lodging of their own. The of Vision, an open area in Riverdown only accessible the leaders, Aziff, urges patience and caution. She
party is most likely entering the city from the east if by winding through back alleys that branch off of is convinced that the locals feelings are temporary.
they have come from Akmaad. Entering the city here tertiary streets. Its an isolated and dark plaza sur- She has lived in Sayre for many years, and the recent
will take them through the broad, paved streets of the rounded by abandoned and rotting warehouses. A change in public opinion about the citys githzerai
University. They will walk next to academic buildings corroding statue of a skyward-staring wizard stands citizens has distressed her a great deal (although she
and past marble statues of long-dead deans, topping in an empty fountain in the middle of the square. It doesnt reveal anything but a stoic demeanor openly).
the hill and heading down toward the central fork of isnt uncommon to find a beggar or two loitering here. Aziff has the backing of the other local githzerai, and
the river. Following the river northwest brings them Finding the Plaza of Vision will require some hunting also of a friend the PCs will recognize (see An Old
into the Glassworks and right to the door of the River by the PCs, but isnt a particularly difficult challenge. Friend below).
Jewel, the finest inn in Sayre. Telicanthuss secretary Odos knows that the githzerai living in Sayre live in The other leader, an atypically fiery githzerai
Pennel will have arrived here before the PCs, and their a red building alongside the plaza, and he leads the named Galott, is urging action. Young and angry,
rooms will be ready. They are offered baths, food, and group there directly. he wants to take the fight to the streets, organizing
the finest amenities, all at Telicanthuss expense. Odos is appalled that the githzerai arent living what amounts to a githzerai gang. Galott and several
Following the east fork of the Singing River south- somewhere better. Riverdown is extremely poor, par- other githzerai are refugees from cities and monaster-
ward brings them into Riverdown. The quality of ticularly when compared to the university district they ies from elsewhere in the world. Many have traveled
the buildings begins to degrade quickly once they walked through earlier, and Odos feels that this area several hundred miles to get to Sayre after seeing
are away from the university, and an oily mildew is beneath the dignity of the githzerai. He is fuming githyanki destroy their homes, and theyre appalled
covers the stone walls. Constant mist from the nearby by the time they arrive, particularly when he sees that that nothing is being done here to combat the threat.
waterfall fills the air here. If it is daytime, the streets the building used by the githzerai is an old warehouse These githzerai wear red armbands and never travel
boast less wealthy individuals running errands, packs painted with flaking, peeling red paint. A githzerai at alone, only adding to the local residents fears of
of unsupervised children, stray dogs, and people of the door readily admits them, and a DC 15 Percep- exactly what Galott is asking his fellows to do.
questionable repute. There are a large number of beg- tion check reveals raised voices coming from deeper At the time the PCs arrive, the two local lead-
gars living in Riverdown, and anyone with the sort of inside the building. The words are unintelligible, but it ers are debating the best path with great passion
wealth and stature that the PCs have will be watched sounds like githzerai voices raised in anger. and volume. The arrival of the PCs and the refugee
carefully. While the characters are watched, a DC githzerai from Akmaad disrupt any disagreements
23 Streetwise check reveals that, strangely enough, Karkdin, the Low Sanctuary or discussions happening inside the building, as
no beggars approach them once theyre in this dis- There are thirty-five githzerai currently inside the the githzerai gather around the newcomers seeking
trict, whereas theyre approached freely elsewhere in makeshift Low Sanctuary, an open warehouse that news of the summit that was supposed to happen at
Sayre. While a hastily organized ambush from local has been divided into sleeping, meeting, and eating Akmaad.
gang members is possible if the PCs put themselves sections. The structure is rough and dilapidated,

M a rc h 2 0 0 9 | D u n g e o n 16 4
57
Haven of the Bitter Glass

Local Problems The Githzerai Debate


In addition to discussing what happened at Akmaad, Azitt: This younger, female githzerai has grown quite
Through decisions made by the githzerai leadership, the close to Amyria in the short time she has known her.
the local githzerai relate the problems that they have
PCs have the opportunity to influence how thousands She has lived in Sayre for a while and remembers a time
been having here in Sayre. They are not sure why,
of githzerai interact with the defenders of the mortal when githzerai were not treated so poorly. While she
as they have done nothing to provoke the response,
world during the upcoming war. Do they stay neutral? doesnt have much of a voice in the proceedings, she
but the people of the city have turned against them.
Help humans? Assassinate Telicanthus and flee the city, represents a large enough faction of local githzerai that
As a result, even arriving as they have with Odos,
leaving the PCs to pick up the pieces? The githzerai Galott has been forced to recognize her.
the two arguing leaders cease all discussion as soon
elder Odos will ultimately decide his peoples course Chend. Chend is an elderly githzerai who favors
as the adventurers enter the room. Only after Odos
of action, and its up to the PCs to help convince him. leaving the humans and the githyanki to their war.
has spoken up on their behalfsomething he does
During the skill challenge and discussion, here are the He thinks they should leave the plane until the war
immediatelyare the PCs informed of whats been
individuals who hold strong opinions on the subject. is decided, then deal with the survivors. Odos knows
happening to githzerai in the city since their arrival.
Amyria. Amyria is wise, quiet, and completely sin- Chend from long ago and values the elders views.
Guards harass them and limit their movements,
cere. The deva has dark gray skin with faint purple Gallia. This githzerai from Akmaad is a traitor, as
beggars attack them and spy on them, and any rob-
markings, and is vehemently opposed to assassinating a githyanki destroyed her soul when it possessed her
bery or attack that occurs in the city is being blamed
Telicanthus. Not only does she think it would be a death body months ago. In the unlikely event that she hasnt
on the githzerai. Even more worrisome, four githzerai
sentence for the martyrs who attempted it, she fears yet been revealed, she will side with Chend and favor
out on their own at night have been brutally slain by
that the political backlash from all of his friends would the githzerai abandoning the mortal plane. In this case,
someone using knives. The other githzerai have been
put every githzerai in the city at risk. Worse, assuming allow the PCs another DC 21 Insight check to see if
unable to locate the killer, and the city guard seems
it is he behind a possible githyanki communication they notice Gallias possession yet.
disinterested in helping, claiming that other githz-
web, she isnt sure that killing him would stop it; he Most Exalted Odos from the House of Reprisal:
erai are committing the crimes as they turn on one
might be completely innocent. She is in favor of more Now that he has had time to calm down after the siege
another like a pack of rabid dogs. The racism and
investigation, and revealing Telicanthus as a fraud and of Akmaad, Odos remains neutral as to what the githz-
hatred is growing. They blame the githyanki Telican-
traitor before dealing with him publicly. That way the erai should do. He personally favors killing Telicanthus
thus for this, although they have no solid proof and he
githzerai cant possibly be blamed. She will also point and then abandoning the plane, but is willing to listen
publicly urges moderation against the githzerai.
out that Sayre hasnt been attacked by githyanki yet, to each argument before he makes his decision. He
An Old Friend and that may be because Telicanthus is alive, although knows that Amyria wishes him to join her Coalition, but
they have no way to know for sure. is not sure that he wants anything to do with the mortal
Amyria heard that the PCs arrived in town in the
Galott. Galott is a young githzerai leader with a fiery world and its defense against the githyanki threat. All
company of Odos and the githzerai refugees of
temper and great pride. He is tired of being mistreated the githzerai respect Odoss final decision, as the last
Akmaad, so she headed to Riverdown to wait their
by the other races, whom he considers inferior to the remaining principal elder on the mortal world. But if
arrival. Amyria will not seek out the PCs at the River
githzerai. The very fact that they would allow a githyanki the PCs fail in The Debate skill challenge and the
Jewel. If the adventurers have parted ways with Odos
in their midst makes them suspect. He is mistrustful, and githzerai leave the city for parts unknown, Azitt stays
and do not come with him to Riverdown, a street
thinks that he should lead a small group of githzerai into behind to act as a companion and assistant to Amyria
urchin soon arrives at their inn with a message from
Telicanthuss mansion to kill him. in her work with the Coalition.
the githzerai leader requesting their presence.

M a rc h 2 0 0 9 | D u n g e o n 16 4
58
Haven of the Bitter Glass

However they arrive, once they reach the githzerai Someone in the city killing githzerai. Covet House
settlement, Amyria emerges from a back chamber, Some of these clues can be investigated in Sayre; If the attack by the beggars in The Ambush
concealed in a heavy, floor-length cloak. for instance, the PCs already have an invitation to encounter doesnt make the PCs suspicious enough
Roleplaying Encounter: Reconnecting with Telicanthuss mansion for tea the next afternoon, to investigate, the mention of a spice house in The
Amyria (page 87). and they can easily learn more about the beggars in Debate might. The spice house referred to in the
the city by tailing one back to Covet House (see The divination (see The Debate on page 89) is a ware-
Convincing Odos Debate on page 89 for details). house in Lowbridge that was abandoned a decade ago
Bringing Odos around to Amyrias point of view is
but still smells faintly of exotic spices. The faded and
the first task she gives the PCs in Sayre. She knows Ambush in the Plaza chipped paint over the boarded main doors specifies
she needs another ally on the Coalition who will echo Secretly hired by Telicanthus to attack and kill Ridolfi and Sons, Spice Merchants. This building
her call for solidarity, as well as the importance of anyone emerging from Karkdin, a trained band is the secret entrance to Covet House, a Temple of
discovering the githyankis means of communication of beggars waits in the plaza outside the githzerai Tiamat kept up by the citys beggars. The PCs can find
and expanding the breadth of the Coalition to include sanctuary. These are not the citys normal cadre of it with a DC 18 Streetwise check. If the adventurers
other cities and regions of the world. This skill chal- beggars. Telicanthus hired a group of mercenaries didnt perform the ritual, they can still find the spice
lenge should happen shortly after the characters have known as the Laughing Shadows to do his dirty work house after the Ambush tactical encounter. All the
caught up with Amyria and been able to observe the for him. Composed of an assortment of spies, thieves, beggars who attack the heroes smell strongly of old
fractured state of the githzerai community in Sayre. and strongarms, the Laughing Shadows now pose as spices. A successful Streetwise check is sufficient to
Skill Challenge: SC1. The Debate (page 89). Telicanthuss household guards, as well as beggars point the characters in the direction of Covet House.
tasked with eliminating any githzerai they encounter A young homeless child sits across the street from
Interpreting Clues singly in the city. The Laughing Shadows have been Covet House. If she sees the PCs investigating the
The PCs dont have enough information yet to reach so effective at infiltrating Sayres beggar population doorway, she shuffles over and asks them for money.
any conclusions about Telicanthus, but it may be that most of the native beggars dont even realize that If shes convinced that they plan to break in, she
worthwhile for them to consider what clues they do theyve been compromised. But theyve certainly all departs and goes around the side of the house to a
have. If they have convinced Odos (see The Debate bought off on the fun of singling out the githzerai as a cleverly concealed rope pull coming out of the build-
on page 89), he might have brought up the idea of target of scorn and fear. ings foundations. She gives the rope three short pulls,
using ritual magic to aid their investigation. Alter- The Laughing Shadow beggars attack the PCs the signal for trouble. No beggars in Covet House or
natively, they might think of this tactic themselves. when they leave the building, unless they exit with a the Temple will be surprised if she has this chance
However, there are other ways to learn about Telican- large group of githzerai as well. After a successful or to warn them. The PCs can determine her intentions
thus. Possible leads include the following: unsuccessful attack, any surviving beggars scatter. with a DC 18 Insight check.
The magical piece of blue stained glass held by Tactical Encounter: P1. Ambush in the Plaza The door to Covet House appears to be boarded up.
the githyanki captain at Akmaad. (page 90). In truth, its locked with a combination of nails and
The magical green stained glass held by Gallia.
knotholes that need to be manipulated in a certain
Amyrias dream of a web, with the spider inside of
order to open it. A DC 23 Thievery check is sufficient
Sayre (see Reconnecting with Amyria on page 87).
to unlock the door, although failing the check sounds
The odd fact that Sayres beggars seem to hate
an internal alarm bell, warning those inside.
githzerai, despite no provocation.

M a rc h 2 0 0 9 | D u n g e o n 16 4
59
Haven of the Bitter Glass

T1. Entry
The spice houses interior is 20 feet by 30 feet, and is
mostly unlit. Dim light is provided by light that seeps
in through cracks in the wooden exterior. The build-
ing lacks any staircase to the upper floors, as it rotted
out years ago. The actual floor is covered with rubble,
and the sound of squeaking rats can be heard. The
smell of spices is very strong inside the building. A
DC 21 Perception check reveals a clear trail through
the rubble. This trail ends at a hidden trapdoor in the
floor. The trapdoor is trapped.

Daggerspring Floor Level 13 Lurker


Trap 800 XP
The ceiling above the trapdoor is rigged to collapse if the trap
on the trapdoor isnt first disarmed. If triggered, a pile of old
garbage, debris, and disease-ridden rats is dropped on the trap-
door square and all adjacent squares. Any character in one of
the affected squares is subject to the trap.
Perception
DC 23: The character discovers the trap on the trapdoor.
Trigger
Any creature that attempts to open the trapdoor without first
disabling the trap sets it off.
Attack
Standard Action Close burst 1
Targets: All creatures in burst
Attack: +16 vs. Reflex
Hit: 2d10 + 8 damage. On a critical hit, the target is knocked
prone and subject to the secondary attack. All affected
squares become difficult terrain.
Secondary Attack: +16 vs. Fortitude; 5 damage, and the target
is infected with cackle fever (see Dungeon Masters Guide
page 49).
Miss: Half damage.
Countermeasures
A character adjacent to the trapdoor can disable the trap
with a DC 23 Thievery check.

This trapdoor opens into a short pit 5 feet deep. This


pit is the entrance to a narrow tunnel only 4 feet

M a rc h 2 0 0 9 | D u n g e o n 16 4
60
Haven of the Bitter Glass

tall that must be navigated on hands and knees by entrance to what was once a grand temple of Ioun. every single pew appears more comfortable to sit in
Medium characters. The tunnel runs for 30 feet east The icon of Ioun above the doorway has been ripped than the place you are actually sitting. A subtle magi-
under the street, and ends in a second trapdoor in the off, however, leaving no sign as to whom the temple is cal effect makes everyone else in the room seem more
floor of the tunnel. It is completely dark. now dedicated. wealthy and attractive, and causes the viewer to view
himself as shabbier that he really is.
T2. The Entrance T4. Temple Doors The room is octagonal, with nine pews facing an
This counterweighted trapdoor in the tunnel from The outer doors to the temple are unlocked. The ves- altar. Rough paintings on the walls show beggars star-
area T1 opens downward, and is effectively punched tibule is 10 feet long, and the walls of either side have ing through windows, watching rich people eat a feast
into the ancient roof of a buried building. Carved into an amateurish painting of a beautiful woman stand- on golden plates. Behind the altar is a pit that runs the
the wood of the trapdoor are the words Give, and you ing on a mountain of wealth, holding out her arms length of the room. It is 10 feet wide and 20 feet deep.
will be given to in Common. The door can only be invitingly. A DC 18 Religion check reveals this to be The bottom of the pit is empty except for more than a
opened on this side by sliding a coin into a slot next to a painting of a human aspect of Tiamat, goddess of dozen failed thieves skeletons, along with a handful
the door, or with a DC 23 Thievery check. greed and envy. of coins that fell when being tossed over onto the pile
A rope ladder hangs beneath the trapdoor, leading The inner door is closed, trapped but not locked. of treasure (area T6). There is no ladder up from the
20 feet down onto the filthy floor of one of Augers Several worshipers are engaged in worship when bottom of the pit; anyone who falls in must climb up
original buildings. This stone-walled building used to the PCs crash Covet House, and if no one from area the sheer walls (Athletics DC 23). For anyone stand-
have interior floors as well, but they have rotted away. T2 has escaped to raise the alarm, no one inside the ing in the room, the glittering pile of wealth lying
If the warning bell has been rung by the girl outside, temple will notice the adventurers approach. The across a black gulf of the pit has an almost unmistak-
or the PCs failed to correctly pick the door lock the inner door has the painted image of a five-headed able attraction, even with a rough statue of Tiamat
first time and set off the alarm, there will be several dragon on it, crouched over a mound of treasure. The looking down on it.
Laughing Shadows scrabblers here. mound is worn down by the passage of many greedy Unless he has been alerted of their approach, the
Tactical Encounter: T2: The Entrance (page 92). hands. Filth King is leading a devotional prayer to Tiamat as
the PCs enter.
T3. Ancient Street T5. Covet House Temple Tactical Encounter: T5. Covet House Temple
This area was once an open street in the old city of This temple of Ioun was built hundreds of years ago (page 94).
Auger, but it was completely filled with mud and silt and was badly damaged when Auger was destroyed
when the city was destroyed. This section of the street by githyanki 400 years ago. It has since been exca-
was excavated several generations ago, and has since vated and restored by Sayres population of beggars.
served as a sleeping place and shelter to generations The Filth King, a corrupt human who rules the
of beggars. Stopped up by silt and soil on either end, beggars of the city, found it when digging into the
this 50-foot-long section of roadway is lined with undercity almost fifteen years ago. A devotee of
ancient cobblestones and filled with sleeping pal- Tiamat already, he repurposed the chapel into a
lets and the meager possessions of dozens of people. church to the goddess of greed. The purpose of the
Another forgotten building, this one choked with temple is to remind these worshipers that everyone
rubble, stands next to the one from which the PCs else has a better life than they do. The temple inspires
have just emerged. Across the street is the excavated envy, even as it provides a place to worship it. As such,

M a rc h 2 0 0 9 | D u n g e o n 16 4
61
Haven of the Bitter Glass

T6. The Guardian of Greed T8. Vault of Knowledge After Covet House
On the far side of the pit, a large pile of wealth beck- When the githyanki attacked the town of seers, many The PCs might wish to return to their inn or return
ons the greedy. This contains many, many coins along people were unable to escape. In the vaults beneath to the githzerai sanctuary of Karkdin. If night hasnt
with a handful of art objects. After the Filth King and the temple of Ioun, a senior librarian and his research fallen, they can also explore the city and research Tel-
his followers in Covet House have been defeated, it is aides were sealed in the vault of knowledge. After the icanthus, the Bitter Glass, and the location of Augloss
likely that the PCs will cross the pit onto this pile of dragon attack burst the dam and a wall of water and tower in Auger. They now have enough knowledge to
wealth at T6. This activates the coin golem, guardian silt hit the city, a fallen ceiling block trapped them understand that a device in the city is allowing the
of Tiamats tribute. in the undervault of the library. The librarians were githyanki to communicate with one another. They
Tactical Encounter: T6. The Guardian of Greed unable to pry open the door, and no help came for may not yet have proof that Telicanthus is involved,
(page 97). them. In the light of magical lanterns, trapped under- however.
ground and buried under water and rubble, they The PCs may proceed however they like until
T7. Secret Corridor slowly starved to death. Amyria brings them to meet members of her Coali-
This corridor hasnt been entered since the temple Read, advised the Senior Librarian, and so they tion the next morning. If they seem frustrated or
was first converted to Tiamat. At that time, beggars read as they died. They kept reading even after life uncertain how to proceed, allow Amyria to come by
descended this corridor and heard the sounds of had left them. After two hundred years, when the and urge their patience, since more will become clear
scratching from room T8. They fled back up the cor- books and scrolls were starting to disintegrate, what after the meeting with her Coalition.
ridor and built the statue in front of the secret door. was once the senior librarian declared that they must
Later generations have forgotten that this corridor preserve the words for all eternity. At his instruc-
even exists. tion, and with nothing to carve with except their
The ramp slopes steeply downward. It ends in a own finger bones, the aides began to transcribe every
small pile of stone rubble that has fallen from the sentence from every scroll onto the rock walls of the
ceiling and blocked the door behind it. This rubble secret library. It took them more than a hundred
can be moved easily. The door behind it leads into the years to finish, and the last of their sanity ebbed away
Vault of Knowledge. The door is stuck and requires a with their flesh. Now the archivists and bone scribes
DC 18 Strength check to pull open. A faint, flickering wait and read the words written on the walls, desper-
light can be seen from beneath the doorway once the ate for new information to consume and document.
rubble is clear. When the PCs pry open this door, they begin a tac-
tical encounter.
Tactical Encounter: T8. Vault of Knowledge
(page 98).

M a rc h 2 0 0 9 | D u n g e o n 16 4
62
Haven of the Bitter Glass

The Coalition The Coalition is divided, much as the githzerai had Fariex has the ability to assume the shape of a
been the day before. A reactive nature and a lack of human, and he does this at all Coalition meetingsor
Members of the Coalition that Amyria has managed clear leadership has led them to second guess their anywhere else hes encountered in the city, for that
to put together are in Sayre, but shes disappointed best strategy. matter. He does not openly reveal his true nature, but
that theyve spent days bickering and disagreeing Skill Challenge: SC2. The Coalition (page 100). passes himself off as a powerful merchant with inter-
about the best way to shatter the githyanki military ests in various cities. Fariex does not represent a city
alliance. (In fact, they havent even been able to agree The Members or other political body, but was invited because of his
on a name for the group, which is why Amyria refers Amyria has not finished forming her group to oppose connections to many far-reaching settlements, town-
to the group as the Coalition. She hopes something the githyanki, but has made great progress. Members ships, and ports, and the wealth and military might
more inspiring will come out of their talks that will of the Coalition include: they represent. In meetings, Fariex is mostly quiet,
help bind the leaders together.) She hopes that the Kalad: Last seen in Siege of Bordrins Watch but will occasionally interject a pointed question,
PCs reputations (all the members have heard about when he was rescued by the PCs, this heavily muscled especially if the topic of conversation touches on his
the successful defense of Elsir Vale at this point), their dwarven paladin no longer looks quite as haunted as area of expertise (namely, money and its movement
investigation of Telicanthus and the Bitter Glass, and he did in the tunnels of Bordrins Watch. He is gruff through business affairs). He also has an interesting
the membership of their new githzerai ally, Odos, will but friendly, and a staunch ally of the PCs. Kalad also sense of humor, and will sometimes try to openly
help the alliance find focus. has spoken to Amyria several times, and he backs catch others in duplicity or engage in some word play
The deva meets the PCs fairly early at their inn, her unflinchingly. Unfortunately, his seemingly blind over a statement he perceives as absurd. The richest
waking them if necessary. Odos is with her. The willingness to support the deva makes him look member of the Coalition, Fariex is a key player to ally
weather is beautiful outside, and Amyria suggests that intractable and foolish to the more politically savvy with, since he can fund many of the operations the
they walk over to the meeting place for the Coalition members of the Coalition, and his staunch support Coalition is ambitiously interested in pursuing.
in the center of the city. It takes about 15 minutes has almost proved a liability from time to time. If Caliandra of the Stagrunners: This ancient elf
for the group to reach a beautiful old building in the Kalad didnt survive Siege of Bordrins Watch in can trace her descendants back to elves who migrated
March. Amyria mentions that the building was once your campaign, thats okay. The priest of Moradin in from the Feywild almost eleven of her generations
used for town meetings, but not currently. She has Overlook called in several favors and had Kalads body ago. She leads not only her own tribe, the Stag
rented it for use as a central meeting place for her sent across the land to have a ritual of Raise Dead runners, but has also been named the voice of all the
allies. performed on it. He has been tasked with representing tribes that live in the wild reaches to the north and
The PCs walk up a large marble staircase to the Overlooks interests in Amyrias Coalition. west of Elsir Vale. All told, she speaks for a group of
second floor, where Amyria opens a set of double Fariex the Scalehammer: This adult copper twenty-five tribes.
doors into a circular room dominated by a large dragon has an unhealthy interest in the activities Fierce, wild, and haughty, she is stubborn and
semicircular table. The room is filled with strangers of humans. He has spent his life in human or elven opinionated, and isnt afraid to engage in a pro-
of various races, all swept up in the heat of argument. form, living in human cities and studying their ways. tracted argument about aspects of history that most
They all look up when Amyria enters, and she intro- He is light-hearted by nature, and knows more jokes people have long forgotten. She holds inf luence
duces everyone to the PCs and Odos. than most jesters. He is far from a buffoon, however, with many gnome, elf, and eladrin leaders, much
and expects respect. His one weakness is a tendency as a respected grandmother and advisor might. In
to weigh the facts of a problem instead of quickly a crisis, she leans toward solutions that provide the
making up his mind. most safety for the most people. She seems to expect

M a rc h 2 0 0 9 | D u n g e o n 16 4
63
Haven of the Bitter Glass

subservience, making Caliandra nearly intolerable to the Coalition, Sayres position as a center of knowl- Sherrbyr is a city accustomed to nearly endless
to deal with. But she also has tremendous in-roads edge will be dramatically weakened. Thankfully, this debate, thanks to efforts to accommodate every faith
among the barbarian tribes she represents, making isnt an issue that is likely to rear its head ... yet. represented on the ruling council. As someone long
her a valuable asset. Quelenna Entromiel: The female eladrin schooled in this approach to government, Deacon
One of the naysayers of the Coalition, Caliandra Quelenna Entromiel rules over the mercantile settle- Dravitch is well out of his league in a group that needs
automatically assumes her age and experience make ment of Dornaithos, which trades both fine craftwork to make decisions quickly and decisively. He repre-
her the voice everyone else should listen to. She talks (including goods from the Feywild) and everyday sents a powerful city, however, in terms of both its
loudly, fiercely, and often, but she doesnt mince items. She has dealings with the Elsir Consortium, military and divine might. Sherrbyr could field a veri-
words. She gets to her point quickly. She favors action a group of merchants from the Elsir Vale, and with table army of healers, as well as a mounted corps of
of some sort, but is like a ship in need of a pilot. If traders in every major settlement across this corner of paladins. Inogo is mostly quiet in Coalition meetings,
given a course that she can approve ofsomething the mortal world. Gregarious and shrewd, Quelenna speaking up only when a plan of action is proposed.
that will let her lead her people to glorious battle is well known for her business acumen and efficiency. He is, at first, unwilling to commit any resources
against the invaders who have killed so many of her Its rumored shes not afraid to resort to bribery if without first exploring other options or his personal
peopleshe will fight honorably and without hesita- doing so will get a project or deal finished quickly. favorite, negotiating with these githyanki to help
tion. But she demands respect, and is fond of rejecting Quelenna wants Dornaithoss fortunes to continue them see reason. Odos despises Inogo immediately,
someone elses idea out of hand, only to bring it back and thinks running the Coalition is a way to make and Inogo reciprocates. As Sherrbyr has yet to experi-
up minutes later as a concept all her own. herself more prominent and secure better deals for ence anything like the githzerai have at the hands
Lord Divian Torrance: The ruler of Sayre, Dornaithos to provide war material. While the Coali- of the invaders (in fact, Sherrbyr has been entirely
elected by a fellowship of scholars and merchants, tions first order of business is not to determine a spared, to this point), its an understandable attitude.
is a potent and skilled politician. His goal, first and leader, she already has her sights set on the position. Odos: The githzerai leader firmly believes that Tel-
foremost, is to see that his city comes out ahead in Inogo Dravitch: A priest of Erathis, Inogo hails icanthus is up to no good, and while he is mostly quiet
the war. Hes not willing to side with the githyanki from the distant city of Sherrbyr. This city lies far in all proceedings, when the issue of the githyanki
invaders, but his goal is to lead this Coalition so that to the northeast, beyond Elsir Vale by at least three noble inevitably surfaces, he doesnt hesitate to make
his small city is given due representation. He knows weeks travel. Inogo is the current leader of this city of his opinion known. This is true whether or not the
that Sayres leadership wouldnt have been consulted temples. A theocratic city state, Sherrbyr also boasts characters succeeded in The Debate skill challenge
if not for the good fortune of hosting the first meet- a massive college of divinity, where worshipers of (see page 89). If the PCs failed at the skill challenge,
ing and the absence of a representative from Nefelus, nearly any deity can openly practice their faith. Odos can still be persuaded here, but he calls for
Amyrias first choice to host the meeting. But he plans As a result of its varied populace, the citys lead- Telicanthuss head at these opportunities rather than
to make the most of the opportunity and makes it ership is formed of a council of priests of the most backing Amyrias call to investigate the powerful mer-
clear at every opportunity how relevant and impor- worshiped deities in the city. The council changes as chant. This drives Lord Torrance to distraction, and
tant Sayre is to the coming conflicts. Lord Torrance the population changes. Some deities fall out of favor Odos quickly finds himself on the outs with many
can be wooed if he firmly believes Sayre will continue while others rise. But Erathiss worshipers have been other members of the Coalition. But Odos represents
to be an important player. He is opposed to any plan a power in the city for years, and Inogo is the most githzerai all over the mortal world and beyond, and
that deals with bringing Nefelus into the Coalition, recent in a long series of Erathis-worshiping council he knows the githyanki tactics and agendas. Hes per-
although he wont openly say so. Hes worried that if leaders known as Deacons. haps the singlemost important ally in the defense of
Nefelus brings their magical expertise and knowledge

M a rc h 2 0 0 9 | D u n g e o n 16 4
64
Haven of the Bitter Glass

the world, and most of the other Coalition members that Telicanthus buys in the Glassworks. Everything ful merchants and scholars who dont have political
know thiseven if they wont admit it openly. about his residence denotes taste and class. ambitions, but want to be free to conduct their busi-
Amyria: Not a member of the Coalition, the ness with minimal government interference. This
extremely passionate and charismatic deva paladin The Guests arrangement has worked surprisingly well, as most
has rallied these leaders to meet in Sayre to discuss Several other guests have been invited to partake merchants police their own organizations to prevent
the invasion. While she doesnt have a vote on a in Telicanthuss party, in addition to the Heroes of criminal or underhanded dealings from disturbing
course of action, she has the right to speak freely Elsir Vale. the peace of Sayre. The Lord suspects that Telicanthus
something she hesitates to take advantage of in this Lord Divian Torrance (Governor of Sayre): A is more than he seems, but he also suspects that Teli-
first meeting. When she does speak, Amyria almost brilliant half-elven politician, Torrance keeps the canthuss presence in the city is keeping it safe from
glows with her inspiration and belief in what is right. city safe by circumventing or misdirecting any true attacks. Thats not something he wants to risk without
threat before it can even manifest. Lord Torrance good cause. Telicanthus is too important politically
Tea Party is an elected official, brought to power by power-

For his invitation to tea, Telicanthus will send a car-


riage to pick up the PCs at their inn in the early
afternoon, after their meeting with the Coalition.
The carriage will arrive at Telicanthuss mansion on
Prospect Hill at exactly the proper time. Telicanthus
himself comes out to warmly greet his guests. If the
PCs are inappropriately dressed or bear weapons,
he looks a bit surprised, but is too polite to mention
it. Telicanthus invites the heroes into his home and
ushers them into the tea room, where he introduces
them to the other guests.
Telicanthuss home is beautiful. It is tastefully
decorated with the finest art that comes out of Sayres
robust artistic community. Paintings of local nature
and city scenes hang on the walls next to beautiful
tapestries; his porcelain and dishware are exquisitely
crafted, and his food the finest available. Superb
stained glass fills many of his windows, most of which
he modestly claims that he crafted himself. Excep-
tionally talented musicians behind screens play light
background music that invariably delights guests.
Even the air smells nice, scented by exotic perfumes

M a rc h 2 0 0 9 | D u n g e o n 16 4
65
Haven of the Bitter Glass

and socially for the Lord to accuse of a crime unless conversations toward subjects with which shes more Laughing Shadow Sentry Level 11 Soldier
he has incontrovertible proof. familiar. That means that any conversation with Medium natural humanoid XP 600
Initiative +9 Senses Perception +13
Of course, the characters have already met Lord her might suddenly turn to monster dissection and HP 47; Bloodied 23
Torrance at their meeting that morning, but Teli- alchemical theory. Shes not shy about being single, AC 27; Fortitude 24, Reflex 22, Will 23
canthus is unaware of this. For his part, Divian acts and can be somewhat forward to men she finds Speed 5
m Halberd (standard; at-will) Weapon
ignorant of the characters, although if they bring attractive. Unfortunately, she tends to develop crushes
Reach 2; +18 vs. AC; 2d10 + 4 damage, and the target is
up their meeting, he acknowledges that he knows on war heroes. marked until the end of the sentrys next turn.
them with a gracious nod. Telicanthus takes in the Baranor the Black: This retired human adven- M Halberd Sweep (immediate interrupt; usable when a target
exchange without expression, regardless of how the turer has kept his riches even as the years have the sentry has marked leaves a square within reach; at-will)
Weapon
PCs behave. weakened his combat prowess. Now in his eighties, Reach 2; +16 vs. Fortitude; 1d10 + 4 damage, and the
Lady Catherine Torrance (Lord Torrances wife): hes happy to regale his listeners with astonishing targets movement ends and it slides 2 squares.
Lady Catherine is human, and just as sharp as her tales of his youth, even if they dont always sound M Halberd Trip (standard; requires halberd; at-will) Weapon
Reach 2; +18 vs. AC; 2d10 + 4 damage, and the target is
husband. Her polite and informal banter usually factual. He has a little more trouble remembering the
knocked prone.
hides piercing, meaningful questions. She hopes that names of his new friends. Almost completely deaf, R Crossbow (standard; at-will) Weapon
a light laugh and a quick smile are enough to deflect Baranor carries a horn to aid his hearing and a cane Ranged 15/30; +16 vs. AC; 2d8 + 2 damage.
any interest in her husbands business ... or her own. to help with his aching knees. He also lives next door Alignment Unaligned Languages Common, Draconic
Skills Streetwise +11
Any information she does learn she passes on to her to Telicanthus, in a smaller and less elaborate home. Str 18 (+9) Dex 15 (+7) Wis 16 (+8)
husband, and she may be used as the intermediary if Con 16 (+8) Int 11 (+5) Cha 13 (+6)
Lord Torrance wishes to pass any messages or infor- Telicanthuss Mansion Equipment scale armor, halberd, crossbow with 20 bolts
mation to the PCs. The mansion grounds are described below. When the servant stands here with an appointment book. He
General Alvro Taramin (Commander of the PCs arrive at the party, feel free to provide them with consults this book when visitors arrive to determine
city guard): Taramin is an elderly tiefling soldier who the details of the mansion as they wander around, but who has a legitimate appointment to see Telicanthus
is keenly aware that he doesnt have enough troops also proceed to the skill challenge. and who does not. If there is a conflict or confusion
under his direct command to protect the city in the Skill Challenge: SC3. Telicanthuss Tea Party about a possible appointment, he often sets up a
case of an invasion. He questions the PCs closely (page 105). potential appointment several hours hence and then
about the tactics that were used at Overlook and confirm with Telicanthus before the visitors return.
Akmaad, so that he has some hope of countering M1. The Hedge and Front Gate
invaders if worse comes to worst. He doesnt know Telicanthuss estate is mostly bordered by an 8-foot- M2. Vestibule
that Telicanthus has quietly encouraged Lord Tor- tall hedge, enough to keep out the casual burglar This vestibule has a cloakroom and two lavatories.
rance to reduce funding to Sayres military, but he while still appearing attractive. The front gate is Doors are typically locked at night (Thievery DC 21)
would be furious with Torrance if told. guarded by two human guards, 24 hours a day. These unless Telicanthus is hosting a party, but are unlocked
Archdean Isabelle Grimaldi (Archdean of the sentries are members of the Laughing Shadows, and during the day.
Sayre University): The archdean of the university is are tougher than any of the mercenaries hired by othe
a middle-aged, attractive human woman with a keen merchants or nobles. M3: The Great Hall
mind for magical research. Shes a bit absentminded Servants and workmen enter through the rear This domed room is a full 90 feet across, and has a
when it comes to small talk, and she tends to turn gate (M20) instead of this one, but during the day, a balcony circling it 20 feet off the ground. The floor

M a rc h 2 0 0 9 | D u n g e o n 16 4
66
Haven of the Bitter Glass

is polished marble tile, and beautiful paintings and


statues ring the room. This is the room used for grand
balls and parties. During the day, the room usually
has only a paucity of furniture in it.

M4. Porch
This outside porch overlooks the gardens, and has
comfortable chairs and small tables.

M5. Tea Room


The area where Telicanthus takes tea looks out onto
well tended gardens and features a table large enough
to sit several guests. Windows line the walls, and a dis-
creet lavatory stands at one corner of the room.

M6. Parlor
The parlor is where musicians typically play during
teatime. This room has formal furniture, a portrait
of Telicanthus over the fireplace, and a wall of books
about many different religions that have probably
never been read.

M7. Portrait Gallery


This portrait gallery ostensibly has portraits of several
generations of Telicanthuss family, both male and
female relatives of all ages. In truth, Telicanthus com-
missioned one artist to paint every single portrait,
taking aspects of Telicanthuss facial features to man-
ufacture images of realistic-looking relatives.

M8. Library
The library is a comfortable room with stained glass
on the upper windows. The walls are lined with
bookcases. Most of the books are on either stained
glass manufacture or the history of Sayre and Auger,
including quite a few tomes that include rough maps
of the ancient city. Other subjects include archi-

M a rc h 2 0 0 9 | D u n g e o n 16 4
67
Haven of the Bitter Glass

tecture, mining, books about good manners, racial along with his preferred knives and any clothing hes detailing guest lists for parties. Other papers include
customs, the social registry of Sayre, and more. recently bloodied. If the characters poke around here, designs for stained glass projects. A small tray on his
a DC 23 Heal check indicates the blood currently desk holds attractive shards of stained glass.
M9. Reading Room staining Pennels clothingwhich has a peculiar tint A DC 23 Perception check reveals that this room
This reading room has a small bar, several very com- that a DC 18 Arcana check can identify as githzerai seems slightly narrower than it should be based on
fortable chairs, and a small table. bloodis no more than two days old. This is the date the hallway, and that a secret door (leading to area
of the most recent attack on a githzerai. M13) is hidden behind a full length mirror attached
M10. Pennels Office to the wall. The mirror is magical, and can be opened
This is the office for Telicanthuss secretary and M12. Telicanthuss Bedroom by touching it with a piece of stained glass. Discov-
bodyguard, Pennel. The door to the office is locked Telicanthuss bedroom is just as richly decorated ering this requires a successful DC 21 Arcana or
(Thievery DC 21 to open), although the PCs might as the rest of his house, but a DC 21 Insight check Thievery check. When activated, the mirror becomes
have the key (see Telicanthuss Tea Party on page reveals that there are no memories of the Astral Sea fully permeable for 5 rounds and allows passage
65). The desk is piled with paperwork detailing or the githyanki homeland. This may seem unusual, through to area M13. The passageway in M13 can
the various expenses and purchases that the estate and stems from Telicanthuss obsession with main- also be entered by breaking the mirror (Strength DC
makes. A DC 21 Streetwise check reveals that the taining his cover. 15), of course, but that leaves very visible evidence
estate burns through a truly impressive amount of His wealth is kept in off-site strongrooms else- that intruders have passed by.
money each month. A DC 21 Insight check reveals where in the city, and Telicanthuss bedroom is mostly
that Telicanthus seems to be paying for substantially filled with an extravagantly large bed and wardrobes M15. Workshop
more food on a daily basis than his household staff full of fine clothing. This is Telicanthuss workshop for making stained
could eat, even taking into account the parties he glass. He has raw materials, dyes, and a small furnace
throws. It appears to be enough for an additional M13. Hidden Corridor here. A DC 21 Perception check reveals that this
1520 people each day. This narrow corridor is hidden between the walls and workshop has not been used in some timeseveral
In addition, a DC 21 Perception check reveals a accessible only from Telicanthuss office. This narrow weeks at least, and possibly several months. The
key to Telicanthuss office in the top drawer of Pen- hallway is less than 5 feet wide. The stairs at its end githyanki smuggles his work into the city. Its all
nels desk. lead down to area U1. constructed in Tunarath to help Telicanthus keep up
his front.
M11. Pennels Bedroom M14. Telicanthuss Office
This is Pennels bedroom. The door is unlocked. He This is Telicanthuss office and sitting room, where M16. Storage
lives very sparsely; little in this room shows any sort he often sits to discuss business with associates. The This storage area holds furniture and paraphernalia
of personality. Compared to the rest of the house, the door to the room is locked (Thievery DC 23 to pick often used for parties.
room seems bare. In reality, Pennel is both a body- the lock unless the PCs have the key from Pennels
guard and assassin in addition to being a top-notch office). The windows are yellow stained glass that let M17. Kitchen
secretary. Telicanthus has set him to stalk and kill in the sun, and his wide desk is clear of most paper. This kitchen has a pantry and store-room attached
githzerai in his spare hours, a task that Pennel read- Telicanthus is careful not to keep anything incrimi- to it. It is large enough to handle food preparation
ily accepts. He keeps spare cash locked in a small nating here; he keeps the door locked and the papers for more than a hundred people. The cooks on duty
chest within his wardrobe (DC 23 Thievery to pick), on his desk for show. On his desk is a large journal refuse to discuss Telicanthuss private business. If

M a rc h 2 0 0 9 | D u n g e o n 16 4
68
Haven of the Bitter Glass

convinced with a DC 18 Intimidate check, however, U2. False Tunnels U6. Augloss Tower
they admit that theyve grown used to cooking more These side tunnels were dug by githyanki while The ground floor seems to have originally been one
food each day than the household needs. They believe searching for Augloss tower. They are empty other solid piece of stone. It shattered and fell into the
that Telicanthus quietly takes it out of the house and than loose dirt and the remains of broken tools. basement when the tower was attached, creating a
donates it to the poor each day, but they have no evi- makeshift ramp that angles downward at a sharp
dence to this effect. Pennel simply comes for the food U3. Work Gear angle. Anyone descending must make a DC 21
and carries it away each day. In truth, this extra food A pile of shovels, picks, and wheelbarrows sits here, Acrobatics check or fall, possibly tumbling into the
goes to the githyanki workers in the excavations. abandoned after the tower was found and cleared. chasm at the bottom of the ramp. Fighting on this
slope requires this Acrobatics check when struck in
M18. Servant Quarters U4. Sleeping Githyanki combat.
These houses provide shared lodging for the man- This open, excavated cavern with an 8-foot-tall ceil-
sions staff. Between cooks, maids, and butlers, ing is where the githyanki excavators sleep between U7. Chasm
Telicanthus employs eight servants. shifts. An additional githyanki sleeps nearby in one This chasm has opened up under the towers base-
of the tunnels. The area has a table with four chairs, ment. The narrow crack descends 30 feet downward.
M19. Stable piles of food stuffs, casks of liquid, and small piles of The bottom is filled with rubble.
This stable holds Telicanthuss carriages and horses. belongings. Wooden braces hold up the ceiling.
Tactical Encounter: U4. Sleeping Githyanki U8. Stained Glass Workshop
M20. Rear Gate (page 107). This area is Telicanthuss workshop for creating magi-
This rear gate is where workers, craftsmen, and deliv- cal stained glass, used as communication devices
eries come each day. It is less strictly guarded than U5. Leisure Time after being attuned within the Bitter Glass. Delicate,
the front gate, and the guard who is always supposed This is the second of three teams of githyanki ritual- beautiful panes of glass are stacked here. The furnace
to be stationed here often takes short breaks to chat ists. They have recently finished their shift inside the is a magical device with an intense, smokeless flame
with the local help. The gate is typically locked (DC Bitter Glass and are sitting around a small fire, drink- that will gutter out if the forge is moved. Anyone
21 Thievery to open). The guard is also a member of ing. This area is set off for githyanki who are awake moved forcibly into this space takes 4d8+6 fire
the Laughing Shadows. but not performing the ritual, and there is little else damage before the flame is extinguished. While not a
for them to do. The area is partially occluded by piles true craftsman, Telicanthus has enough skill to create
Excavations of rubble (difficult terrain). One of these githyanki is these rudimentary pieces.
Telicanthus has unearthed a section of the tower that Kleth, the sage brought in to clean and activate the From this area, faint chanting can be heard
holds the Bitter Glass beneath his mansion. Bitter Glass. coming from the Bitter Glass.
The githyanki are sitting next to the ruins of
U1. Entrance Tunnel Augloss tower. The building is ancient and battered, U9. Staircases
This downward-sloping tunnel runs relatively straight broken off at the top and badly abused. The walls and These two wooden staircases lead up from the floor of
from the stairs that lead to area M13. It is carved into floor are dirt. The small alcove at the top of the map the basement to the doorways on the side of the Bitter
the dirt and reinforced with wooden crossbeams, and is a makeshift privy. Glass. The doorways are not locked.
ends at a short ladder that leads to the actual excava- Tactical Encounter: U5. Leisure Time (page 108).
tions below. The ceiling height here is only 5 feet.

M a rc h 2 0 0 9 | D u n g e o n 16 4
69
Haven of the Bitter Glass

U10. Inside the Glass


The Bitter Glass is a floating glass sphere exactly 30
feet in diameter. Its clear that someone has recently
patched and repaired an older, more beautiful, ver-
sion of the device. It is made up of stained glass the
color of the evening sky, and glowing lights flicker
within it. The glass can be entered by two doors along
its equator. A 10-foot wide, 30-long glass balcony
stretches across the inside middle of the glass. A ritual
circle sits in the exact center of the sphere.
Tactical Encounter: U10. Inside the Glass (page
110).

Destroying the Glass


The Bitter Glass will continue to function even after
the ritual is stopped. While it is invulnerable to
damage from the outside, the inside panes of glass
are simple to break. Causing 200 points of damage to
the interior of the Bitter Glass destroys it once more.
Any linked communication glasses crack and shat-
ter when this happens, but the change might not be
immediately obvious to Telicanthus, since he doesnt
carry a piece of the glass with him.

Confronting Telicanthus
Attacking or slaying Telicanthus without prior proof
of his guilt will be looked upon very poorly by the
leadership of Sayre. Its still possible, however, and
as the DM you should not go to extreme efforts to
discourage the PCs should they prefer to handle him
that way.
Confronting him publicly in order to accuse him
in front of his peers, however, offers a more satisfying
conclusion. This is the solution both Lord Torrance
and Amyria propose. Telicanthus is a social person,
and he is likely to have at least one member of Sayres

M a rc h 2 0 0 9 | D u n g e o n 16 4
70
Haven of the Bitter Glass

social elite visiting at whatever time the PCs want to


find him. This scene is most effective if Telicanthus Concluding the
is with a great number of people at the time: hosting Adventure
a masquerade party at his mansion, handling deli-
cate business negotiations while at tea, or throwing a With Telicanthus dead or on the run, and
dinner party for his friends in the city. Lord Torrance shown the ruins of the Bitter
He laughs off any accusations, hoping that his rep- Glass, the PCs have finished the adventure.
utation will see him through. Instead of fighting back, The PCs receive a mixed response in Sayre
he initially tries to preserve his cover and flees. If the if they killed Telicanthus. Until the word
PCs offer proof that the Glass is destroyed, however, gets out that he was actually a spy, they will
he realizes that he no longer needs to keep his cover be treated coldly. But after a few days,
and will attack with every weapon he possesses. His when the truth is known, the locals will
secretary and bodyguard will attack as well, fighting be more accepting.
in and among any guests while he uses them as cover. Torrance seizes ownership of Telican-
Tactical Encounter: Z1. Exposing Telicanthus thuss mansion and everything in it for the
(page 112). city, and will be pleased to house the PCs
there for as long as they require lodging.
If the PCs turn him down, he offers use
of the house to Odos and the githzerai.
(He finds more suitable housing for them
regardless.) He prefers to have them
nearby; with Telicanthus dead or fled,
he isnt sure how long it will be before
Sayre is attacked by the githyanki. He
immediately increases the city guard and
plans for various contingencies. In addi-
tion, with the githyanki invaders reeling
from the loss of their communication web,
the Coalition acts quickly and turns to their
prime sources of informationAmyria and
the adventurersfor input on the next course
of action. Of course, Amyria has a plan that
requires the active participation of the
heroes ...

M a rc h 2 0 0 9 | D u n g e o n 16 4
71
Haven of the Bitter Glass

Meeting Tokkit Once the PCs have assured Tokkit of their Some elements of the attack clearly bother Tokkit,
authenticity, in his halting manner he explains his and others just havent completely clicked in his mind
Roleplaying Encounter situation and asks for immediate help to return with yet. Some insight and prodding by the PCs can reveal
Encounter Level 11 him. Still in some disbelief that the characters could more.
have accomplished so much, he initially insists on Insight (DC 16): The fortress already has a defense
Running this Encounter more troops from Overlook. Captain Dauralis, silent against just this sort of siege attack, but it wasnt triggered.
Thie roleplaying encounter begins when the charac- until this point, leans over to the nearest PC and says The fortress is built into a cliff and has a prepared landslide
ters approach the Conqueror, the crashed githyanki that she knows the council will not approve such a arranged above it, set to crush any foes that stand before
airship. move in the wake of the attack on Overlook. the citadel when the landslide is set off. Tokkit doesnt
As the PCs approach the ship, read the know why it wasnt activated, but he believes that the
following aloud: What Tokkit Knows githyanki probably killed the githzerai troops responsible
Tokkit can relate the following: for activating it.
The warship leans to one side, and it has clearly been in a
Diplomacy (DC 16): Tokkit is happy to help fight. He
fight. Its sails are ragged, and the stern of the ship is charred The githzerai fortress of Akmaad is some 140
admits to some combat ability, mostly as a scout. (He seems
from intense fire. A humanoid with greenish skin and gray miles southwest of Overlook, and 20 miles north
uncomfortable as he says this; Tokkits role in the githzerai
robes stands by the rail, hands held open, waiting for you to of the city of Sayre.
hierarchy is currently in question, as explained below.)
approach. He speaks loudly enough for you to hear him at Akmaad currently houses close to 100 githzerai
Insight (DC 16): Tokkit has no doubt that his
a distance. trained to fight, as well as several dozen
attackers are still chasing him, and he takes several
My apologies for the method of my arrival. My name noncombatants. (He does not yet share that
opportunities to glance over his shoulder in the direction of
is Tokkit, and I come asking for help. At this moment, my githzerai religious and political leaders were
Akmaad. This is the primary reason he wants to start back
people are under attack by githyanki. I have heard that effectively in the middle of a war council.)
immediatelybefore Overlook realizes hes brought more
there are those in this city of Overlook who are familiar with He isnt sure how many githyanki are attacking. He
githyanki right to their doorstep.
the githyanki. I seek to stop the githyanki before they breach saw three war galleons and at least three lancers, so
Perception (DC 16): While the galleon is damaged
our fortress and exterminate my brethren. Please, can you he guesses two to three hundred troops.
from the fight and the rough landing, Tokkit believes that it
tell me where to find those of your people who know of this Tokkit stole a githyanki ship by waiting until
will reach Akmaad once again.
danger, and if they can help me? Please. all the githyanki troops had disembarked, then
Diplomacy (DC 21): If asked for payment, Tokkit
sneaking aboard and slaying the captain. War
can pledge the service of githzerai troops to help guard
Tokkits manner is stiff and formal, as he is uncom- galleons are designed to be flown with only a
Overlook during the coming war. He is not of high
fortable asking for help from outsiders. His first one- or two-person skeleton crew, with psychic
enough rank to work out the details, but is certain that
move is to ask for those who defended this city, the echoes of possessed githyanki sailors that
they an accommodation can be reached with his Abbot
Overlook, from General Zithiruun. If the adven- actually man the sails and rudder.
once the citadel is saved. A follow-up DC 16 Insight
turers identify themselves, Tokkit looks at them Tokkits stolen ship was chased and attacked
check reveals that Tokkit is genuinely hopeful such an
suspiciously, refusing to believe that so few could have by githyanki lancers mounted on dragons, but
agreement can be reached, but that hes not sure if such a
made such an impact. A DC 16 Diplomacy check is he was able to outpace them before they could
thing is really possible. He doesnt have the authority to
sufficient to convince him, however. destroy the vessel; the ship f lies faster than the
make such a guarantee.
dragons.

M a rc h 2 0 0 9 | D u n g e o n 16 4
72
Haven of the Bitter Glass

If the characters take the time to check on Captain


Dauraliss claim that Overlook will be unwilling
Roleplaying Tokkit to spare any troops, they can gain an immediate
disgorged its troops, snuck on board, and slew the
appointment with Councilor Fellstone, a male dwarf.
More pessimistic and morose than most githzerai, pilot. He then stole the ship. Realizing too late what
He echoes the Captains words almost verbatim.
Tokkit has never entirely fit in at Akmaad. He is a was happening, the githyanki attacked it as it departed,
Overlooks council is unwilling to pledge troops
loner at heart who has had trouble focusing his mind but Tokkit had the element of surprise and a githyanki
so soon after the battle, but he does encourage the
and purging it of chaotic emotions. He seldom com- galleon that was slightly faster than the githyankis
heroes to assist. Tokkit doubts that so few people will
mands respect, and his peers have difficulty socializing red dragon troops. The ship was badly damaged by
be able to accomplish much but hides any disappoint-
with him since he has imperfectly integrated himself the vengeful githyanki as it fled, but Tokkit managed
ment. Any help is better than none.
into the community. Even Gallia, the githzerai woman to outdistance them and escape. He aimed the ship
he loves and who left him several months ago, has
acknowledged his imperfection of soul. (Tokkit does
toward the strongest potential ally nearby, the city of Development
Overlook, home of combatants with experience fight-
This encounter should convince the adventurers that
not realize that Gallia left him because she was pos- ing githyanki. But he did this knowing that githyanki
Tokkit is exactly what he appears: a very concerned,
sessed by a githyanki, and is now a spy with no hope dragon troops were certainly chasing him.
tenacious, and somewhat reckless githzerai monk
of regaining her original personality.) Now that he has arrived, hes wondering if he should
who desperately wants to return to his home with aid.
Akmaad was playing host to some of the most have piloted the ship to the city of Sayre instead, even
His fear and anger are genuine, and he is tremen-
important political and religious leaders of the githze- though it is farther away. Overlook has clearly been
dously grateful for any help the heroes can provide.
rai, and Tokkits Abbot did not want him embarrassing attacked recently and may not have any troops that
the monastery with his disordered thinking. As a result, are willing to help. He is determined to do his duty
Tokkit was on a fasting vigil outside of the fortress and try, however. Perhaps he will distinguish himself
when the githyanki swooped in to attack. in this matter and find his place. Perhaps his attempt
Tokkit followed the best strategy he could conceive to be heroic will return Gallia to him.
of: He waited until a githyanki war galleon landed and

M a rc h 2 0 0 9 | D u n g e o n 16 4
73
Haven of the Bitter Glass

D1: Repossession Team 2 Adult Pact Dragons (D) Level 13 Skirmisher 2 Githyanki Lancers (G) Level 14 Skirmisher
Large immortal magical beast (dragon, mount) XP 800 each Medium natural humanoid XP 1,000 each
Initiative +13 Senses Perception +15; darkvision Initiative +15 Senses Perception +10
Encounter Level 12 (3,600 XP)
HP 134; Bloodied 67; see also bloodied breath HP 134; Bloodied 67
AC 27; Fortitude 26, Reflex 25, Will 25 AC 28; Fortitude 26, Reflex 26, Will 25
Setup Resist 10 fire, 10 psychic Saving Throws +2 against charm effects
2 pact dragons (D) Speed 7, fly 10 (hover), overland flight 14 Speed 5; also see telekinetic tether
m Bite (standard; at-will) m Psychic Lance (standard; at-will) Psychic
2 githyanki lancers (L)
Reach 2; +18 vs. AC; 2d6 + 7 damage; see also skirmish. Reach 2; +19 vs. AC; 2d10 + 5 psychic damage, and if the
m Aggressive Charger (when mounted by a friendly rider of githyanki lancer charged, the target is pushed 2 squares.
Two githyanki lancers on specially bred red dragons M Silver Longsword (standard; at-will) Psychic, Weapon
13th level or higher; at-will) Mount
have been dispatched to retrieve their lost githyanki When it charges, the pact dragon makes a bite attack in +19 vs. AC; 1d8 + 5 damage plus 1d8 psychic damage, and
war galleon. They have been ordered to come back addition to its riders charge attack. the githyanki lancer or its mount can shift 1 square.
C Breath Weapon (standard; recharge 5 6 ) Fire R Mindslice (standard; at-will) Psychic
with the stolen ship or to not come back at all.
Close blast 5; +15 vs. Reflex; 2d12 + 12 fire damage, and Ranged 10; +17 vs. Will; 2d8 + 5 psychic damage.
The PCs might be able to spot the approaching the target takes ongoing 5 fire damage (save ends). Telekinetic Tether (move or immediate reaction when falling;
enemies several rounds before they come into combat C Bloodied Breath Weapon (free, when first bloodied) Fire encounter)
range of the ship. Have any PC above decks make a The dragons breath weapon recharges, and the dragon uses The githyanki lancer can fly up to 10 squares, fly back to
it immediately. its mounts saddle, or fall to the ground without taking
Perception check. A character in the crows nest gets
Astral Jaunt (minor; encounter; recharge 6 ) Mount, falling damage.
a +5 bonus on the check. A result of 27 or higher Teleportation Alignment Evil Languages Common, Deep Speech
will allow the character to see the approaching foes The pact dragon disappears into the Astral Sea, teleporting Skills Acrobatics +16
10 squares. Its rider teleports with it. Str 19 (+11) Dex 18 (+11) Wis 16 (+10)
emerge from a cloud 3 rounds before they close with
Pledged Rider (when mounted by a friendly rider of 13th level Con 14 (+9) Int 15 (+9) Cha 11 (+7)
the ship. For every three points lower on the Percep- or higher; at-will) Mount Equipment scale armor, silver longsword
tion check, the githyanki get 1 round closer to the Any damage dealt to the pact dragon can be redirected to
ship before being seen, up to only one rounds notice its rider, and vice versa.
Skirmish +2d6
Tactics
if the PCs only achieve DC 21. This may give the PCs The pact dragons carry the githyanki lancers into
If, on its turn, the pact dragon ends its move at least 4
a chance to gain surprise attacks using ranged weap- squares away from its starting point, it deals 2d6 extra battle, soaring over their enemies and charging down
ons or the ships ballistas. damage with its melee attacks until the start of its next
like thunderbolts, then teleporting upward so as to
If the PCs spot the attackers, read: turn.
Alignment Evil Languages Deep Speech, Draconic, charge again in the next round. The dragons fight
Your damaged ship sails through wispy clouds. Suddenly telepathy 20 from the air for 3 rounds or until one of the charac-
Skills Endurance +17, Insight +15 ters drops (whichever happens first), at which point
you see movement ahead of you. Two red shapes fly out of a Str 24 (+13) Dex 20 (+11) Wis 18 (+10)
cloud, changing direction and speeding up as they move in Con 22 (+12) Int 15 (+8) Cha 16 (+9) they land on the deck of the ship for 2 rounds before
your direction. You see two red dragons, each with a rider taking back to the air. They follow this attack routine
strapped on its back. throughout the battle.
The githyanki lancers use mindslice while their
mounts are maneuvering. When charging, the
lancers use psychic lance to try and knock targets off
the deck. They do not dismount unless the battle is
definitively won.

M a rc h 2 0 0 9 | D u n g e o n 16 4
74
Haven of the Bitter Glass

Features of the Area


Illumination: This encounter takes place in
bright sunlight.
Masts: A character standing next to a mast can
use it to gain cover.
Crenellations: The Conquerors railings are
equipped with crenellations, giving defenders on the
decks of the ship cover against attacks that dont come
from higher ground.
Stairs: Stairs to upper decks are difficult terrain to
climbing characters, but normal terrain to descending
characters.
Ballistas: The squares occupied by ballistas are
considered difficult terrain, and characters in those
squares can use the siege weapons to gain cover.
The Conqueror: See the description of the ship
beginning on page 43 for details on individual areas,
if necessary.

M a rc h 2 0 0 9 | D u n g e o n 16 4
75
Haven of the Bitter Glass

Xirakis, Level 13 Elite Skirmisher Thaggriel, Level 14 Elite Skirmisher


A1: Draconic Adult Pact Dragon Githyanki Dragonknight
Large immortal magical beast (dragon, mount) XP 1,600 Medium natural humanoid XP 2,000
Champion Initiative +13 Senses Perception +15; darkvision Initiative +16 Senses Perception +11
HP 268; Bloodied 134; see also bloodied breath HP 272; Bloodied 136
Encounter Level 12 (3,600 XP) AC 29; Fortitude 28, Reflex 27, Will 25 AC 28; Fortitude 27, Reflex 27, Will 26
Resist 10 fire, 10 psychic Saving Throws +2; +4 against charm effects
Setup Saving Throws +2
Speed 7, fly 10 (hover), overland flight 14
Speed 5; see also telekinetic tether
Action Points 1
Xirakis, pact dragon Action Points 1 m Psychic Lance (standard; at-will) Psychic
Thaggriel, githyanki dragonknight m Bite (standard; at-will) Reach 2; +19 vs. AC; 2d10 + 5 psychic damage, and if the
Reach 2; +18 vs. AC; 2d6 + 7 damage; see also skirmish. githyanki dragonknight charged, the target is pushed 2
Thaggriel is a scarred veteran of a dozen wars m Claw (standard; at-will) squares.
against the githzerai. He is impatient and over- Reach 2; +18 vs. AC; 1d8 + 7 damage; see also skirmish. m Silver Bastard Sword (standard; at-will) Psychic, Weapon
M Ripping Charger (when mounted by a friendly rider of 13th +19 vs. AC; 1d10 + 5 damage plus 1d10 psychic damage,
confident; his commander is keeping him in reserve level or higher; at-will) Mount and the dragonknight or its mount can shift 2 squares.
during the siege of Akmaad, and he yearns for an When it charges, Xirakis can make two claw attacks and r Mindslice (standard; at-will) Psychic
actual combat that challenges him. His dragon one bite attack; each must be against a different foe; see Ranged 10; +17 vs. Will; 2d8 + 3 psychic damage.
also skirmish. M Knightly Prowess (standard; at-will)
Xirakis is even more headstrong, looking for any
M Wing Buffet (immediate reaction, when an enemy moves to The githyanki dragonknight can make two basic attacks.
opportunity to attack so long as it doesnt go against flank Xirakis) Ifthe dragonknight charged and made a psychic lance
the commanders express orders. Targets triggering enemy; +15 vs. Fortitude; 1d10 + 7 attack, the dragonkight or its mount can instead shift
Since they are responsible for patrolling and pick- damage, target is knocked prone, and the dragon shifts 2squares, then the dragonknight makes a silver longsword
2 squares. attack.
ing off any escaping githzerai, Thaggriel and Xirakis C Breath Weapon (standard; recharge 5 6 ) Fire M Hatreds Juggernaut (standard; recharge 6) Psychic
will be soaring over the mountain when the PCs ship Close blast 5; +15 vs. Reflex; 3d12 + 12 fire damage, and Reach 2; the githyanki dragonknight moves up to it or its
appears. Eager for combat, the two close quickly on the target takes ongoing 5 fire damage (save ends). mounts speed, making a psychic lance against any enemy
C Bloodied Breath Weapon (free, when first bloodied) Fire that comes within reach.
the ship to see who controls it. The PCs can open fire
The dragons breath weapon recharges, and the dragon uses Telekinetic Tether (move or immediate reaction when falling;
with ballistas as soon as Xirakas and Thaggriel come it immediately. encounter)
within range, although this causes the pair to maneu- Astral Jaunt (minor; encounter; recharge 6 ) Mount, The githyanki dragonknight can fly up to 12 squares, fly
ver above or below the ship in such a way that they Teleportation back to its mounts saddle, or fall to the ground without
Xirakis disappears into the Astral Sea, teleporting 10 taking falling damage.
cant easily be attacked. squares. Its rider teleports with it. Alignment Evil Languages Common, Deep Speech
Read the following aloud: Pledged Rider (when mounted by a friendly rider of 13th level Skills Athletics, Acrobatics
or higher; at-will) Mount Str 21 (+12) Dex 20 (+12) Wis 18 (+11)
The red dragon closing on your ship is larger than the two Any damage dealt to Xirakis can be redirected to its rider, Con 16 (+10) Int 16 (+10) Cha 14 (+9)
you just fought. There seems to be one githyanki ridingit. and vice versa. Equipment scale armor, silver longsword, overcoat
Skirmish +2d6
Use the map of the Conqueror below for this battle. If, on its turn, Xirakis ends its move at least 4 squares away
from its starting point, it deals 2d6 extra damage with its
melee attacks until the start of its next turn.
Alignment Evil Languages Deep Speech, Draconic,
telepathy 20
Skills Endurance +17, Insight +15
Str 24 (+13) Dex 20 (+11) Wis 18 (+10)
Con 22 (+12) Int 15 (+8) Cha 16 (+9)

M a rc h 2 0 0 9 | D u n g e o n 16 4
76
Haven of the Bitter Glass

Tactics
Thaggriel and Xirakis use the sky to their advantage,
moving above and below the ship to avoid exposure to
the ballistas. They seldom stop moving, attacking the
ship to disable the sails if they cant easily reach and
attack a PC. Xirakis tries to charge multiple enemies
as often as possible to make maximum effect of rip-
ping charger. It even provokes opportunity attacks if
necessary to set up another charge. Xirakis uses its
breath weapon whenever it recharges. Thaggriel uses
knightly prowess as often as possible to keep Xirakis
free of melee to set up another charge.
The two land on the ship only if they believe all
accessible foes have been disabled.

Features of the Area


Illumination: This encounter takes place in
bright sunlight.
Masts: A character standing next to a mast can
use it to gain cover.
Crenellations: The Conquerors railings are
equipped with crenellations, giving defenders on the
decks of the ship cover against attacks that dont come
from higher ground.
Stairs: Stairs to upper decks are difficult terrain to
climbing characters, but normal terrain to descending
characters.
Ballistas: The squares occupied by ballistas are
considered difficult terrain, and characters in those
squares can use the siege weapons to gain cover.
The Conqueror: See the description of the ship
beginning on page 43 for details on individual areas,
if necessary.

M a rc h 2 0 0 9 | D u n g e o n 16 4
77
Haven of the Bitter Glass

Read the following aloud: Iquel, Level 13 Elite Soldier (Leader)


A2: Boarding the Githyanki Captain (I)
A ship identical to your own is moving to intercept you. You Medium natural humanoid XP 1,600
Sacrifice can see troops moving on its deck. Initiative +11 Senses Perception +10
HP 256; Bloodied 128
Encounter Level 14 (4,950 XP) AC 29; Fortitude 26, Reflex 25, Will 25
10 Githyanki Myrmidons (Y) Level 12 Minion Saving Throws +2, +4 against charm effects
Setup Medium natural humanoid
Initiative +12 Senses Perception +9
XP 175 each Speed 5; also see astral engagement and telekinetic leap
Action Points 1
10 githyanki myrmidons (Y) HP 1; a missed attack never damages a minion m Silver Greatsword (standard; at-will) Psychic, Weapon
2 githyanki mindslicers (M) AC 28; Fortitude 24, Reflex 23, Will 24 +18 vs. AC; 1d10 + 6 damage plus 1d10 psychic damage,
Speed 5 plus an extra 2d10 psychic damage against an immobilized
Captain Iquel (I) m Silver Short Sword (standard; at-will) Psychic, Weapon
target.
+19 vs. AC; 7 damage, plus an extra 5 psychic damage if r Mindhook (standard; at-will) Psychic
Whether she comes to the PCs or the PCs come to the target is immobilized. Ranged 10; +17 vs. Will; 2d8 + 3 psychic damage, and the
her, Captain Iquel quickly loads some of her troops R Telekinetic Grasp (standard; encounter)
githyanki captain or an ally of the captains choice marks
and turns her ship to face the PCs as soon as shes Ranged 5; Medium or smaller target; +15 vs. Fortitude; the the target (save ends).
target is immobilized (save ends). M/R Double Attack (standard; at-will)
aware of them. This takes several minutes, giving the
Alignment Chaotic evil Languages Common, The githyanki captain makes two basic attacks.
PCs enough time to complete encounter A1. Iquels Deep Speech R Telekinetic Leap (move; encounter)
ship is identical to the Conqueror other than being less Str 16 (+9) Dex 14 (+8) Wis 16 (+9) Ranged 10; the githyanki captain or an ally within range
damaged. Her helmsman steers the ship while she Con 12 (+7) Int 12 (+7) Cha 10 (+6) can fly up to 8 squares.
Equipment chainmail, silver short sword C Psychic Upheaval (standard; recharges when first bloodied)
musters the troops on deck. She attempts to impale
Psychic
the Conqueror with the Sacrifices ramming spike 2 Githyanki Mindslicers (M) Level 13 Artillery Close burst 3; targets enemies; +16 vs. Fortitude; 2d10 + 4
before ordering her troops to go swinging and jump- Medium natural humanoid XP 800 each psychic damage, and the target is immobilized (save ends).
Initiative +11 Senses Perception +12
ing onto the Conquerors deck. Allies within the area gain 10 temporary hit points.
HP 98; Bloodied 49 Astral Engagement (move; recharge 4 5 6) Teleportation
Both the Sacrifice and the Conqueror have multiple AC 27; Fortitude 24, Reflex 25, Will 24 The captain teleports 6 squares to a square adjacent to an
ropes and lines that make it easy for sailors to swing Saving Throws +2 against charm effects enemy, and one ally within 5 squares of the captains start
from one vessel to another. Using a rope to swing Speed 6; see also telekinetic leap or end point can charge the same enemy.
m Silver Longsword (standard; at-will) Psychic, Weapon Alignment Evil Languages Common, Deep Speech
from one deck to another requires a DC 10 Acrobat- +18 vs. AC; 1d8 + 2 damage plus 1d8 psychic damage. Skills: Arcana +15, History +17
ics check. Githyanki receive a +5 bonus on these R Mindslice (standard; at-will) Psychic Str 21 (+10) Dex 12 (+7) Wis 19 (+10)
checks due to their training. These ropes also provide Ranged 10; +16 vs. Will; 2d8 + 3 psychic damage. Con 16 (+9) Int 18 (+10) Cha 16 (+9)
R Telekinetic Leap (move; encounter)
a last-minute chance for a falling character to save Equipment: plate armor, silver greatsword, Bitter Glass
Ranged 10; the githyanki mindslicer or an ally within range communication device
themselves, granting a +5 bonus to saving throws can fly up to 5 squares.
made to avoid falling to the ground. A Psychic Barrage (standard; recharge 6 ) Psychic
Iquel is cautious, particularly if she has seen the Area burst 1 within 20; +16 vs. Will; 1d6 + 3 psychic
damage, and ongoing 5 psychic damage (save ends), and
PCs destroy Thaggriel and Xirakis. Her primary the target cant use daily or encounter powers (save ends).
goal is to make sure that her troops succeed. While Alignment Evil Languages Common, Deep Speech
she wishes to keep her ship intact, she would rather Skills History +11, Insight +12
Str 14 (+8) Dex 16 (+9) Wis 12 (+7)
sacrifice it than let the PCs swing the tide of the
Con 14 (+8) Int 17 (+9) Cha 11 (+6)
battle below. Equipment robes, overcoat, silver longsword

M a rc h 2 0 0 9 | D u n g e o n 16 4
78
Haven of the Bitter Glass

Tactics
Myrmidons are culled from the mass of githyanki
troopslesser warriors who are trained to surge
toward enemies in battle. They work in tandem and
have good communication. Half the myrmidons use
telekinetic grasp on the first round of combat while the
other half attacks targets immobilized by their peers.
The second round of combat allows the shock troop-
ers to switch roles, the rear lines moving forward to
attack newly immobilized foes.
Captain Iquel is a commander who prides herself
on her organization and tactics. She is angry that
several mistakes have been made during the course
of the battle, and is desperate for success so that she
is not punished upon her return. Once the ships are
locked together, she swings across to the Conqueror
at the beginning of round 3. She stands proudly with
her troops, protecting the mindslicers as long as possi-
ble. She uses psychic upheaval as soon as she can catch
at least two targets in the burst, and tries to focus her
melee attacks against more lightly armored foes if Features of the Area Development
possible. She directs her myrmidons to concentrate
Illumination: This encounter takes place in Regardless of the outcome of any ramming attempts,
their attacks on single targets as much as possible.
bright sunlight. the Sacrifice takes enough damage in this fight that it
Masts: A character standing next to a mast can is no longer airworthy, making it unsuitable if the PCs
use it to gain cover. want to use it to fly to Sayre.
Crenellations: The Conquerors railings are Captain Iquel carries a communication device
equipped with crenellations, giving defenders on the almost identical in size and shape to the one carried
decks of the ship cover against attacks that dont come by the githzerai Gallia, although hers is dark blue,
from higher ground. rather than green.
Stairs: Stairs to upper decks are difficult terrain to The Conqueror: See the description of the ship
climbing characters, but normal terrain to descending beginning on page 43 for details on individual areas,
characters. if necessary.
Ballistas: The squares occupied by ballistas are
considered difficult terrain, and characters in those
squares can use the siege weapons to gain cover.

M a rc h 2 0 0 9 | D u n g e o n 16 4
79
Haven of the Bitter Glass

A3: Falling Rock Read the following aloud: 2 Githyanki Warriors (W) Level 12 Soldier
Medium natural humanoid XP 700 each
From your ship, its clear that two squat guard towers perch Initiative +13 Senses Perception +12
Encounter Level 14 (4,900 XP)
on top of this steep cliff. Chains are stretched between them, HP 118; Bloodied 59
AC 28; Fortitude 25, Reflex 23, Will 22
Setup holding back what must be hundreds of tons of rock and
Saving Throws +2 against charm effects
rubble. You can see a dead githzerai on the ground, and Speed 5; see also telekinetic leap
4 githyanki mindslicers (M)
several githyanki guarding the towers. m Silver Greatsword (standard; at-will) Psychic, Weapon
2 githyanki warriors (W)
+17 vs. AC; 1d10 + 5 damage plus 1d6 psychic damage, plus
2 githyanki myrmidons (Y) an extra 3d6 psychic damage if the target is immobilized.
4 Githyanki Mindslicers (M) Level 13 Artillery R Telekinetic Grasp (standard; sustain minor; encounter)
Medium natural humanoid XP 800 each Ranged 5; Medium or smaller target; +15 vs. Fortitude; the
The sloping cliff overlooking the fortress of Akmaad Initiative +11 Senses Perception +12 target is immobilized (save ends).
was turned into a defensive death trap by githzerai. HP 98; Bloodied 49 R Telekinetic Leap (move; encounter)
Hundreds of tons of rock and debris were piled and AC 27; Fortitude 24, Reflex 25, Will 24 Ranged 10; the githyanki mindslicer or an ally within range
Saving Throws +2 against charm effects can fly up to 5 squares.
balanced, held in place by heavy chains and two
Speed 6; see also telekinetic leap Alignment Evil Languages Common, Deep Speech
stout guard towers. The intent was that if an army m Silver Longsword (standard; at-will) Psychic, Weapon
Skills History +9, Insight +12
ever threatened Akmaad, the githzerai could release +18 vs. AC; 1d8 + 2 damage plus 1d8 psychic damage. Str 21 (+11) Dex 17 (+9) Wis 12 (+7)
R Mindslice (standard; at-will) Psychic
the chain and drop a massive landslide on top of the Con 14 (+8) Int 12 (+7) Cha 13 (+7)
Ranged 10; +16 vs. Will; 2d8 + 3 psychic damage. Equipment plate armor, silver greatsword
heads of the attacking army. R Telekinetic Leap (move; encounter)
This would have worked perfectly had the Ranged 10; the githyanki mindslicer or an ally within range
2 Githyanki Myrmidons (Y) Level 12 Minion
githyanki not first scouted the area. Before the main can fly up to 5 squares.
Medium natural humanoid XP 175 each
A Psychic Barrage (standard; recharge 6 ) Psychic
attack occurred, the githzerai in the guard towers Initiative +12 Senses Perception +9
Area burst 1 within 20; +16 vs. Will; 1d6 + 3 psychic
were quietly slain and the towers were seized by a HP 1; a missed attack never damages a minion
damage, and ongoing 5 psychic damage (save ends), and
AC 28; Fortitude 24, Reflex 23, Will 24
githyanki strike force. Now the force is split between the target cant use daily or encounter powers (save ends).
Speed 5
the two towers, forbidden to take part in the battle Alignment Evil Languages Common, Deep Speech m Silver Short Sword (standard; at-will) Psychic, Weapon
Skills History +11, Insight +12
below. They are bored and frustrated that theyve +19 vs. AC; 7 damage, plus an extra 5 psychic damage if
Str 14 (+8) Dex 16 (+9) Wis 12 (+7)
the target is immobilized.
been relegated to a simple guard duty, to the extent Con 14 (+8) Int 17 (+9) Cha 11 (+6) R Telekinetic Grasp (standard; encounter)
that several of them are loitering on the edge of the Equipment robes, overcoat, silver longsword
Ranged 5; Medium or smaller target; +15 vs. Fortitude; the
cliff, looking down at the fighting below. target is immobilized (save ends).
In order to release the landslide, the PCs must Tactics Alignment Chaotic evil Languages Common,
Deep Speech
pull two large levers inside either guard tower. Pull- Once alerted, these githyanki form up into two well-
Str 16 (+9) Dex 14 (+8) Wis 16 (+9)
ing each lever is a standard action. This releases the organized groups, one for each tower. If one tower is Con 12 (+7) Int 12 (+7) Cha 10 (+6)
chains and starts the lethal landslide. After the land- under attack, reinforcements are sent from the other Equipment chainmail, silver short sword
slide has fallen, visibility on the battlefield of Akmaad tower, always leaving behind at least one githyanki.
is reduced to 2 squares due to dust until the end of These githyanki give their lives to make sure that the
the encounter. landslide is not dropped.
Once engaged in melee, the warriors and shock
troopers concentrate on immobilized foes, while the
mindslicers work in tandem to remove enemy artillery.

M a rc h 2 0 0 9 | D u n g e o n 16 4
80
Haven of the Bitter Glass

Features of the Area Development Triggering the landslide effectively destroys enough
of the githyanki ground forces that further siege is
Illumination: This encounter takes place in If the characters successfully defeat the githyanki
almost impossible. Combined with the destruction of
bright sunlight. here, one character in each tower can pull the mas-
the githyanki air forces (see encounters A1 and A2) or
Buildings: Two low, squat towers flank the rubble. sive wooden levers to trigger the landslide. If this
the squads penetrating the walls (encounters A4 and
Both have had their doors broken open when the happens, read the following:
A5), this almost certainly guarantees victory.
githyanki seized control of the area, and so are no
With a tremendous, deafening roar, a cascade of rockfrom
longer useful for defense. Each tower is fairly barren
pebbles the size of a pea to boulders the size of a mule
and spare, dominated by two thick wooden levers that
tumbles down onto the githyanki army massed outside the
control the landslide winch.
walls of Akmaad. At first, all you see is a blinding cloud of
Rock Pile: A character can move onto the piled
dust, but as the wind clears it from the field, you see that
rocks from either tower. The boulders and rocks com-
hundreds of githyanki troops have been pulverized by the
prise difficult terrain.
rock, and the rest are scattered or fleeing outright.

M a rc h 2 0 0 9 | D u n g e o n 16 4
81
Haven of the Bitter Glass

A4: Side Entrance Githyanki Mindslicer (M)


Medium natural humanoid
Level 13 Artillery
XP 800
8 Githyanki Myrmidons (Y)
Medium natural humanoid
Level 12 Minion
XP 175 each
Initiative +11 Senses Perception +12 Initiative +12 Senses Perception +9
Encounter Level 14 (5,000 XP) HP 98; Bloodied 49 HP 1; a missed attack never damages a minion
AC 27; Fortitude 24, Reflex 25, Will 24 AC 28; Fortitude 24, Reflex 23, Will 24
Setup Saving Throws +2 against charm effects Speed 5
Speed 6; see also telekinetic leap m Silver Short Sword (standard; at-will) Psychic, Weapon
Githyanki mindslicer (M) m Silver Longsword (standard; at-will) Psychic, Weapon +19 vs. AC; 7 damage, plus an extra 5 psychic damage if
4 githyanki warriors (W) +18 vs. AC; 1d8 + 2 damage plus 1d8 psychic damage. the target is immobilized.
8 githyanki myrmidons (Y) R Mindslice (standard; at-will) Psychic R Telekinetic Grasp (standard; encounter)
Ranged 10; +16 vs. Will; 2d8 + 3 psychic damage. Ranged 5; Medium or smaller target; +15 vs. Fortitude; the
3 githzerai cenobites (C)
R Telekinetic Leap (move; encounter) target is immobilized (save ends).
Ranged 10; the githyanki mindslicer or an ally within range Alignment Chaotic evil Languages Common,
This encounter occurs whether or not the landslide can fly up to 5 squares. Deep Speech
from encounter A3: Falling Rock has been dropped. If A Psychic Barrage (standard; recharge 6 ) Psychic Str 16 (+9) Dex 14 (+8) Wis 16 (+9)
Area burst 1 within 20; +16 vs. Will; 1d6 + 3 psychic Con 12 (+7) Int 12 (+7) Cha 10 (+6)
it has, this group is a band of githyanki that survived the damage, and ongoing 5 psychic damage (save ends), and Equipment chainmail, silver short sword
landslide trying to penetrate the fortress. If not, this is a the target cant use daily or encounter powers (save ends).
strike force attempting to use a ritual to gain entrance. Alignment Evil Languages Common, Deep Speech 4 Githyanki Warriors (W) Level 12 Soldier
Skills History +11, Insight +12 Medium natural humanoid XP 700 each
This small band of githyanki are led by a specially Initiative +13 Senses Perception +12
Str 14 (+8) Dex 16 (+9) Wis 12 (+7)
trained mindslicer in the midst of a Passwall ritual. Con 14 (+8) Int 17 (+9) Cha 11 (+6) HP 118; Bloodied 59
If the ritual is completed, all nearby githyanki Equipment robes, overcoat, silver longsword AC 28; Fortitude 25, Reflex 23, Will 22
Saving Throws +2 against charm effects
storm the opening. While the ritual is performed, from interfering, leading the battle away from the Speed 5; see also telekinetic leap
the githyanki crouch in the area between a downed mindslicer as much as possible. m Silver Greatsword (standard; at-will) Psychic, Weapon
githyanki ship and the wall, hoping they wont be The githzerai cenobites only come into play if the +17 vs. AC; 1d10 + 5 damage plus 1d6 psychic damage, plus
attacked until the ritual is complete. an extra 3d6 psychic damage if the target is immobilized.
ritual is completed. If that happens, they fight from the R Telekinetic Grasp (standard; sustain minor; encounter)
Read the following: gap, attacking only those enemies who step within reach. Ranged 5; Medium or smaller target; +15 vs. Fortitude; the
target is immobilized (save ends).
Over the shouts and sounds of fighting, you hear the sound Features of the Area R Telekinetic Leap (move; encounter)
Ranged 10; the githyanki mindslicer or an ally within range
of chanting. Protected from githzerai attack by the side of Illumination: This encounter takes place in can fly up to 5 squares.
the crashed ship and the angle of the walls, a small group of bright sunlight unless the landslide from encounter Alignment Evil Languages Common, Deep Speech
githyanki appears to be performing some sort of ritual next A3 has been dropped. In that case, dust reduces vis- Skills History +9, Insight +12
Str 21 (+11) Dex 17 (+9) Wis 12 (+7)
to the walls. Shock troopers guard the group. ibility to 2 squares. Con 14 (+8) Int 12 (+7) Cha 13 (+7)
Buildings: The ritual is taking pace between Equipment plate armor, silver greatsword
Tactics the walls of Akmaad and a crashed githyanki ship. Crashed Ship: The crashed ship is leaning against
The mindslicer focuses on the ritual until attacked. Climbing the walls requires a DC 16 Athletics check. the walls of the fortress at a fairly steep angle. Any
She will complete the ritual within 7 rounds or unless Rubble: If the landslide from encounter A3 has character making a melee attack on the deck of the
shes interrupted. Any successful attack that deals been triggered, this entire area is full of rubble, ship must first make a successful DC 10 Acrobatics
damage to the mindslicer disrupts the ritual. The making each square except those on the canted deck check or take a 2 penalty to the attack roll.
warriors and myrmidons do their best to stop the PCs of the ship difficult terrain.

M a rc h 2 0 0 9 | D u n g e o n 16 4
82
Haven of the Bitter Glass

Githzerai Cenobite Level 11 Soldier


Medium natural humanoid XP 600
Initiative +12 Senses Perception +13
HP 108; Bloodied 54
AC 27; Fortitude 22, Reflex 23, Will 23; see also iron mind
Speed 7; see also inescapable fate
m Unarmed Strike (standard; at-will)
+17 vs. AC; 2d8 + 3 damage.
M Stunning Strike (standard; at-will)
+14 vs. Fortitude; 1d8 + 3 damage, and the target is
stunned until the end of the githzerai cenobites next turn.
Inescapable Fate (immediate reaction, when an adjacent
enemy shifts away from the githzerai cenobite; at-will)
The cenobite shifts to remain adjacent to the enemy. The
cenobite cannot use this power if the enemy shifts using a
movement mode the cenobite does not possess.
Iron Mind (immediate interrupt, when the githzerai cenobite
would be hit by an attack; encounter)
The githzerai cenobite gains a +2 bonus to all defenses
until the end of its next turn.
Trace Chance (standard; recharge )
Ranged 5; no attack roll required; the next melee attack
made against the target gains a +5 power bonus to the
attack roll and, if it hits, it is automatically a critical hit.
Alignment Unaligned Languages Common,
Deep Speech
Skills Acrobatics +15, Athletics +9, Insight +13
Str 15 (+7) Dex 17 (+8) Wis 16 (+8)
Con 12 (+6) Int 10 (+5) Cha 11 (+5)

M a rc h 2 0 0 9 | D u n g e o n 16 4
83
Haven of the Bitter Glass

A5: Wall Breach 10 Githyanki Myrmidons (Y) Level 12 Minion has been dropped. In that case, dust reduces visibility
Medium natural humanoid XP 175 each to 2 squares.
Initiative +12 Senses Perception +9
Encounter Level 14 (4,550 XP) Buildings: The wall of Akmaad rises 30 feet
HP 1; a missed attack never damages a minion
AC 28; Fortitude 24, Reflex 23, Will 24 at this point. One of the massive doors has been
Setup Speed 5 destroyed.
4 githyanki warriors (W) m Silver Short Sword (standard; at-will) Psychic, Weapon Rubble: This area is littered with dead bodies. If
+19 vs. AC; 7 damage, plus an extra 5 psychic damage if
10 githyanki myrmidons (Y) the landslide from encounter A3 has been triggered,
the target is immobilized.
10 githzerai cenobites (C) R Telekinetic Grasp (standard; encounter) it is also covered with rubble, making every square
Ranged 5; Medium or smaller target; +15 vs. Fortitude; the difficult terrain.
target is immobilized (save ends).
The githyanki have breached the wall on the east
Alignment Chaotic evil Languages Common,
side of the tower. Githzerai are trying to prevent their Deep Speech
entry, but are being pushed backward and will fall Str 16 (+9) Dex 14 (+8) Wis 16 (+9)
unless the PCs intervene. Con 12 (+7) Int 12 (+7) Cha 10 (+6)
Equipment chainmail, silver short sword
Read the following aloud:

Surviving githyanki have managed to break through a


Tactics
wall on the east side of the fortress. Githzerai defenders This combat should be described as a brutal back-
are trying to hold them back, but one falls even as youre and-forth between the githzerai and the githyanki.
watching. The githyanki are trying to establish a beachhead
within the fortress. To do so, they are concentrating
4 Githyanki Warriors (W) Level 12 Soldier their attacks on a handful of githzerai every round,
Medium natural humanoid XP 700 each taking them down before they move on to the next
Initiative +13 Senses Perception +12
HP 118; Bloodied 59 targets. If the warriors are slain, the remaining shock
AC 28; Fortitude 25, Reflex 23, Will 22 troopers become much less organized. Two cenobites
Saving Throws +2 against charm effects fall each round. All the githzerai are badly injured,
Speed 5; see also telekinetic leap
while the githyanki are relatively fresh thanks to their
m Silver Greatsword (standard; at-will) Psychic, Weapon
+17 vs. AC; 1d10 + 5 damage plus 1d6 psychic damage, plus superior numbers.
an extra 3d6 psychic damage if the target is immobilized. Similar to encounter A4, the cenobites dont play
R Telekinetic Grasp (standard; sustain minor; encounter)
much of a factor here. Assume that as a unit, they deal
Ranged 5; Medium or smaller target; +15 vs. Fortitude; the
target is immobilized (save ends). 10 points of damage to a nearby warrior at the end
R Telekinetic Leap (move; encounter) of each round. If youd like them to play a more sub-
Ranged 10; the githyanki mindslicer or an ally within range stantial role in the encounter, refer to the statistics on
can fly up to 5 squares.
page 83.
Alignment Evil Languages Common, Deep Speech
Skills History +9, Insight +12
Str 21 (+11) Dex 17 (+9) Wis 12 (+7) Features of the Area
Con 14 (+8) Int 12 (+7) Cha 13 (+7) Illumination: This encounter takes place in
Equipment plate armor, silver greatsword
bright sunlight unless landslide from encounter A3

M a rc h 2 0 0 9 | D u n g e o n 16 4
84
Haven of the Bitter Glass

Event Bonus the assassins in his room. It was green and looked reflective.
Negotiating The characters uncover and prove that +1 If the characters have already revealed Gallia as a spy,
with Odos Gallia is possessed by a githyanki spy
The characters mention that they were +1
Odos can identify the device she carries as identical to the
one used by the githyanki who tried to assassinate him. If
responsible for the defeat of General Zithiruun
Roleplaying Encounter Gallia has not yet been identified as a spy, a character who
The characters mention the defeat of +1
Encounter Level 13 makes a successful DC23 Insight check when Odos reveals
githyanki working for Sarshan
The characters make an offer to escort Odos +1 this information notices Gallia pay special attention and
Running this Encounter and his survivors to Sayre attempt to feign indifference. The githyanki possessing
The adventurers have the potential to interact with her wants to make sure none of these devices falls into the
Odos and both earn his trust and gain some valuable What Odos Knows hands of their enemies.
information in the process. As stated on page 48, the Odos can tell the adventurers several pieces of impor- Diplomacy (DC 21): (only available after one other
githzerai leader is not especially forthcoming. Odos tant information. Feel free to reward good roleplaying success). Odos and the other githzerai had planned this
can reveal much about the strength of his character. without requiring a skill check if youd like. meeting at Akmaad to discuss whether or not to accept an

You should feel free to communicate to the players invitation in Sayre to meet with a newly formed coalition
Insight (DC 21): Odos is concerned greatly about
that he cares a great deal about his people, and that of leaders from other regions of the world concerned with
his people and their future. He worries that Sayre is only a
only his tremendous inner strength is keeping him the extent of the githyanki invasion. Each comes from a
temporary solution, and doesnt know if theres anyone he
from total despair. homeland ravaged by the githyanki, and theyre all looking
or the githzerai can trust other than themselves. Odos is a
While running this encounter, each piece of infor- for aid and support from their regions. Odos is bitter that
good and just leader, and his taciturn nature is a reflection
mation Odos has to share is associated with a skill, a the humans (he has a tendency to call all non-githzerai
of the hardships his race has endured, exacerbated by the
DC, and sometimes another, related condition. This and non-githyanki humans) sound divided over political
recent attacks.
encounter is not a skill challenge. Feel free to award issues when theres so much at stake. He was against going
Diplomacy (DC 23): The githyanki attacked without
the characters the pieces of information (or not) based to the meeting, but now feels that going to Sayre is the only
warning, and they sent strike teams to the personal
solely on how they roleplay this encounter and the choice for his people.
chambers of all the githzerai leaders, as if they knew exactly
questions they ask. Alternatively, feel free to require
who to attack and where they were staying. Hes convinced
the recommended skill checks, providing bonuses as
someone fed them information on the layout of Akmaad,
Development
indicated depending on the PCs behavior. The skills, As a result of this interaction, the characters should
as well as the names of the leaders present. He was spared
DCs, and possible bonuses are simply tools to guide want to escort the githzerai to Sayre. The adventur-
only because he stepped outside for a walk and heard the
the encounter. ers should also, hopefully, view Odos as an important
team of assassins in his room on his way back. He surprised
ally. Hes the last surviving githzerai elder on the
Check Modifiers the squad of three and defeated them single-handedly.
mortal realm, and so all the githzerai of this world
Insight (DC 18): Attacks of this sort have been
The adventurers gain bonuses while speaking follow his lead in the coming negotiations and
happening to githzerai enclaves and monasteries all over
with Odos by mentioning their exploits against the conflicts.
the mortal realm. Most have fled to a refuge in Sayre, a
githyanki or impressing the githzerai leader with
nearby city. Odos wants to take his people there now.
their sincere desire to help. The following examples
Perception (DC 23): One of the githyanki assassins
grant the heroes the indicated bonus on skill checks
in his room had a small device that could be held in her
made during this roleplaying encounter with Odos.
hand. She was speaking into this object when he surprised

M a rc h 2 0 0 9 | D u n g e o n 16 4
85
Haven of the Bitter Glass

S1: Ambush
Read the folliowing aloud: Features of the Area
The githzerai camp is quiet tonight. Even the wounded seem Illumination: Brannot attacks in the dim light of
Encounter Level 12 (3,800 XP) to have found some peace in the wilderness. Suddenly, the twilight or early dawn, when most all the exhausted
peace is shattered as a githyanki emerges straight out of the travelers have fallen asleep.
Setup ground at your feet, a silvery longsword poised to strike. Rough Ground: Assume that if the PCs arent
Brannot, githyanki gish (B) aboard an airship, the site of the ambush Brannot
2 githyanki warriors (W) Tactics tries to draw the PCs into is riddled with areas of dif-
Brannot tries to catch one or two PCs alone on one ficult terrain at inopportune places. He wants to limit
This ambush can occur at any point during the trip of the lower decks of the ship, if the assault happens the characters mobility while capitalizing on his own.
to Sayre, but is most likely to occur at night. Brannot aboard the Conqueror. If on land, Brannot waits until Brannot, Level 15 Elite Skirmisher
is a gish assassin who singlehandedly slew several of nightfall to strike, hoping to catch one or more of the Githyanki Gish (B)
the githzerai leaders at the beginning of the battle. PCs away from the githzerai and other allies. Brannot
Medium natural humanoid XP 2,400
Hounded through the fortress by furious githzerai Initiative +13 Senses Perception +14
attacks and then flees a short distance, hoping to HP 226; Bloodied 113
guards who eventually discovered him, he was forced draw the PCs into an ambush set by his allies (the AC 31; Fortitude 28, Reflex 29, Will 29
to retreat from injuries before the PCs arrived. githyanki warriors). Saving Throws +2 (+4 vs charm effects)
Alongside two githyanki warriors he ran across, Speed 5; see also astral stride
Brannot darts in and out of combat, using astral Action Points 1
he now shadows the retreating githzerai through the stride to move through otherwise impassable obsta- m Silver Longsword (standard; at-will) Psychic, Weapon
wilderness. Brannot is looking for his opportunity cles, and mixing double attacks with force bolts. The +20 vs. AC; 1d8 + 3 damage plus 1d8 psychic damage.
to assassinate Odos and eliminate the troublesome warriors use telekinetic grasp to slow the approach
M Double Attack (standard; at-will) Psychic, Weapon
adventurers. The githyanki gish makes two silver longsword attacks.
of the PCs in the first two rounds, taking advantage R Force Bolt (standard; recharge 6 ) Force
2 Githyanki Warriors (W) Level 12 Soldier of an immobilized foe if possible with their silver Ranged 10; +18 vs. Reflex; 3d6 + 4 force damage.
Medium natural humanoid XP 700 each R Storm of Stars (standard; encounter) Fire
Initiative +13 Senses Perception +12 greatswords.
The githyanki gish makes four attacks, no more than
HP 118; Bloodied 59 If the fight lasts for more than 5 rounds, allow two of them against a single target: ranged 5; +20 vs. AC;
AC 28; Fortitude 25, Reflex 23, Will 22 Odos a DC 28 Perception check (his bonus is +20) 2d8 + 4 fire damage.
Saving Throws +2 against charm effects Astral Stride (move; at-will) Teleportation
to hear the combat. If successful, he comes running,
Speed 5; see also telekinetic leap The githyanki gish teleports 6 squares and gains the
m Silver Greatsword (standard; at-will) Psychic, Weapon arriving 2 rounds later at the beginning of round 7.
insubstantial and phasing qualities until the start of
+17 vs. AC; 1d10 + 5 damage plus 1d6 psychic damage, plus Odos can make the same check at the beginning of its next turn.
an extra 3d6 psychic damage if the target is immobilized. each round until he hears the battle or the fight is Alignment Evil Languages Common, Deep Speech,
R Telekinetic Grasp (standard; sustain minor; encounter) Draconic
Ranged 5; Medium or smaller target; +15 vs. Fortitude; over. Other githzerai arent aware of the battle. If the
Skills Arcana +16, History +13, Insight +14
the target is immobilized (save ends). characters sound a general alarm, it still takes Odos Str 16 (+10) Dex 14 (+9) Wis 14 (+9)
R Telekinetic Leap (move; encounter) until round 5 to react as he calms his people. For their Con 17 (+10) Int 19 (+11) Cha 17 (+10)
Ranged 10; the githyanki mindslicer or an ally within Equipment chainmail, silver longsword
part, the exhausted githzerai form up defensively
range can fly up to 5 squares.
Alignment Evil Languages Common, Deep Speech around their numerous wounded, and wait for an
Skills History +9, Insight +12 enemy to show itself.
Str 21 (+11) Dex 17 (+9) Wis 12 (+7)
Con 14 (+8) Int 12 (+7) Cha 13 (+7)
Equipment plate armor, silver greatsword

M a rc h 2 0 0 9 | D u n g e o n 16 4
86
Haven of the Bitter Glass

Reconnecting What Amyria Knows has little more than a voice in the proceedings. She
She has spent a great deal of time in the weeks has no home community and represents only herself
with Amyria since she parted with the adventurers traveling and her god, Bahamut. She is being allowed in the
outside Elsir Vale, seeking out the extent of proceedings because she organized the event and
Roleplaying Encounter chose Sayre as the site of the meeting. She can tell
the githyanki invasion. In the process, she has
Encounter Level 12 the adventurers the names of the members of the
established connections in most of the cities
Coalition (see page 63 for their descriptions).
Encounter Details nearby. She has also learned that githyanki attacks
Amyria chose for the council to meet in Sayre
have come at the worst times for the defenses of
The PCs might be surprised and pleased to see because, like Odos, who grunts and nods when
every region. Only Elsir Vale has been sparedat
Amyria, whom they havent seen since they parted she mentions this, she suspects that the githyanki
least thus farthanks to the PCs actions in
from her in Overlook. Amyria is overjoyed to see the have some means of communication that surpasses
defeating General Zithiruun. She knows it is only
characters. In this encounter, establish the strength any sort of magic that she is aware of. They seem
a matter of time until the githyanki try again.
of Amyrias character, her resolve to save the region able to react almost instantaneously to threats
Amyria has an agent in the household of Lord
from the githyanki attacks, and her commitment and that marshal to meet them, and they strike when
Torrance and is suspicious of his connection (as
faith in the characters. Amyria is suspicious of a great their enemies are at their most vulnerable. Only
well as that of other prominent citizens) to Lord
deal. She knows of the githyankis ability to possess regions such as Elsir Vale (on a state of perpetual
Telicanthus. The githyanki, whom she went out of
people and use them as puppets and spies. But she heightened alert), are having luck defending against
her way to meet at a social event the week before,
trusts the PCs implicitly for reasons she cant quite the attacks. She also tells the PCs that she tried to
seems genuine, but a githyanki operating so openly
communicate. She is clearly eager to see them again get to the island nation of Nefelus, off the distant
just seems wrong to Amyria. A DC 18 Insight check
and share her knowledge. That said, the deva is tired coast, but theres some sort of blockade preventing
also reveals that Amyria is ashamed of her feelings
and worried, and seems to be carrying a great burden any ships from sailing there. The knowledge of
about Telicanthus. She wants to believe that not all
on her shoulders. magic possessed by the sages of Nefelus is said to be
githyanki are evil ravagers intent on conquest, but
In this encounter, the adventurers have the oppor- nearly unsurpassed, but the University of Sayre is a
she is suspicious nonetheless. She is too quick to
tunity to reconnect with Amyria and gain some worthy rival. She hopes to convince the war council
deflect questions about Telicanthus, his motives, and
information in the process. There are no skill checks that they should ask the scholars of the university to
his possible operations. Her own self doubt gets in
in this encounter. Amyrias purpose in this encoun- turn all their efforts toward uncovering the nature
the way of her instincts about the githyanki, which is
ter is to strengthen her bond with the adventurers of the githyankis communication network.
why she cautions the githzerai of acting too hastily.
and secure them as allies in the tests to come. She Finally, Amyria has one other reason for coming
Amyria learned that two leaders in other nearby
does not dismiss the three githzerai leaders when to Sayre. She had a dream recently that had the
cities are seeking out allies. She feels that forming
she speaks with the characters. If the PCs ask Aziff, weight of significance behind it. She wont use
a more concrete allianceshe calls this group the
Galott, and Odos to leave, Amyria will ask that they words like prophetic, but when she recounts
Coalitionbetween all the besieged communities,
be allowed to hear what she has to say. Only if the the dream, her eyes grow distant and her voice
city-states, and regions will help them all, so she
characters insist will she grudgingly ask the other soft as she relates what she saw.
has been spending a great deal of time fostering
NPCs to be sent away.
this idea. She has been marginally successful in
putting together the war council, which holds its first
meeting in Sayre in the morning. But Amyria herself

M a rc h 2 0 0 9 | D u n g e o n 16 4
87
Haven of the Bitter Glass

If the PCs ask Amyria about her dream, read the At this point, the PCs can step in and help Amyria Amyria Level 13 Elite Soldier (Leader)
Medium immortal humanoid, deva XP 1,600
following aloud. persuade the brash githzerai to show some restraint
Initiative +15 Senses Perception +13
with a successful DC 21 Diplomacy or Intimidate Aura of Recovery aura 2; allies that start their turn in
In my dream I was standing in the midst of raw elements.
check. If successful, Galott bows his head and says: Amyrias aura gain a +1 bonus to all saves until the start
Waves crashed around me and fires flared, and I was of their next turn.
looking down through clouds onto a dark blue nights sky. I will comply with the majority. For one week. After that HP 254; Bloodied 127
Stretching across the sky was a giant spiders web that was time, my people will take matters into their own hands. Resist necrotic 11, radiant 11
AC 29; Fortitude 23, Reflex 25, Will 28; +1 to all defenses
woven between planes. It was silver and sparkled with stars,
He then stands, nods to Odos and Azitt, and leaves. against bloodied enemies
and at the end of each web line was a githyanki. As each Saving Throws +2
Failure, however, results in Galott standing
githyanki spoke, the web sparkled, and a fat spider in the Speed 8
suddenly, sending his chair toppling to the floor. Action Points 1
middle listened to everything that anyone said. The spider
His voice shaking, he says: m Longsword (standard; at-will) Radiant, Weapon
was beautiful, but you could tell it was evil, just like the +20 vs. AC; 1d8 + 7 damage, and the target is marked
people talking through it. It scuttled around, fixing frayed You want to help us? You arent even of our race! The until the end of Amyrias next turn. While so marked,
lines and tossing out new lines to new people. Most were if the target doesnt attack Amyria, the target takes 7
guards here treat us as thieves, and even the beggars attack
radiant damage.
githyanki, but some were not. One of the lines went to a us! This is no fit place for a githzerai. We should abandon M Double Attack (standard; at-will) Radiant, Weapon
githzerai. She looks troubled. this plane and leave the humans to their fate. Well simply Amyria makes two longsword attacks.
I looked harder at the spider, and I knew it was here in clean up when theyre done. M Crusaders Assault (standard; requires longsword; at-will)
Radiant, Weapon
Sayre. I could see the city around it. So I came here. I think
Allow good roleplaying to influence this interaction +20 vs. AC; 1d8 + 7 damage plus 1d8 radiant damage, and
someone in Sayre is helping the githyanki, but we dont know one of Amyrias allies within 10 squares can make a basic
for sure who it is, although we have our suspicions. And we with Amyria and the githzerai. If one or more players
attack as a free action against the same target.
dont have an easy answer about what to do about it. are particularly eloquent or sound convincing in their R Bahamuts Accusing Eye (standard; at-will) Cold, Radiant
promises to do what they can to aid the githzerai, you Ranged 10; +18 vs. Reflex; 2d8 + 7 cold and radiant
If the three githzerai leaders are still present, Galott might consider foregoing skill checks entirely. damage, and ongoing 5 cold and radiant damage and the
target is slowed (save ends both).
speaks up:
Memory of a Thousand Lifetimes (free, when the Amyria
Development makes an attack roll, a skill check, or an ability check and
Of course we do. We find your spider. We find him and kill The rest of the githzerai excuse themselves shortly dislikes the result; encounter)
him. We kill him and return to our homes. Amyria adds 1d6 to the triggering roll.
after Galott leaves to speak with their people. When
Alignment Lawful good Languages Common, Draconic,
gone, Amyria also stands to leave and rest. She thanks Supernal
To which Amyria replies:
the characters, but makes it clear to the PCs that Skills Diplomacy +14, Religion +17
there is a divide in the githzerai community, and that Str 11 (+6) Dex 13 (+7) Wis 24 (+13)
You think thats going to solve the problem, Galott? We Con 15 (+8) Int 19 (+10) Cha 17 (+9)
she has been unable to heal the rift. She asks for their
know of whom you speak. And hes politically connected
continued help in convincing Odos that the githzerai
to everyone who could help the githzerai! Kill him and get
should stay in Sayre long enough to solve the riddle of as her guests. She makes it clear to them that she will
executed as murderers and traitors. I say we need to prove
her dream, and that they should expose Telicanthus be able to speak and hopefully influence the events of
what hes up to, and then discredit him. Its the only way to
publicly instead of murdering him without proof. the meeting, but that she will not have a vote.
help the githzerai.
She also plans to introduce Odos as a member of her
Coalition, and she asks the PCs to attend the meeting

M a rc h 2 0 0 9 | D u n g e o n 16 4
88
Haven of the Bitter Glass

SC1: The Debate Diplomacy


DC 22 A successful check counts as a success on the skill
Development
challenge. If the PCs succeed in convincing Odos, he quiets the
Encounter Level 13 (4,000 XP) The PC stresses how much stronger every realm will be if they fractious githzerai and unites them behind his will.
stand united against the githyanki threat.
He agrees to accompany the PCs to meet Amyrias
Setup History
Coalition, and the PCs gain a +2 bonus to all checks
DC 26 A successful check counts as a success on the skill
Amyria, Galott, Azitt, Chend, and even Gallia (if she challenge. that target Odos during The Coalition skill challenge
is still around) will chime in with their opinions and Recalling the details of past warfare between the githyanki and
(see page 100). Odos decides that Telicanthus should
their own arguments for or against what the PCs are githzerai, the PC inflames Odoss anger and reminds him how
important it is to stop his ancient foe. History can also be used be investigated before taking more extreme measures.
saying. Refer to the descriptions of these NPCs and
to remind Odos how laws tend to punish the guilty, and that In the interim, Odos wants to know how Telican-
familiarize yourself with their personalities and moti- Telicanthus will likely be publicly humiliated if exposed. thus is connected to this web that Amyria foresaw.
vations before beginning the skill challenge. The goal Insight
DC 22 A success on this check does not count as a success on
He asks if any of the PCs know how to cast the ritual
for the PCs here is to convince Odos to come to the
the skill challenge, but does grant a +2 bonus on any other Consult Mystic Sages.
Coalition meeting and to not order an assassination
skill checks made in the same round. Failure imposes a 2 If so, Odos asks them to perform the ritual to find
attempt on Telicanthus. penalty on any other skill rolls in the same round. Only one
out how Telicanthus is connected to Amyrias dream.
insight check can be attempted per round.
Noticing the listeners subtle reactions, the group tailors their If none of the PCs currently possesses the ritual, Odos
The Debate Level 13
Skill Challenge XP 4,000 responses to be more convincing. gives them a ritual scroll and asks them to use it. If
Intimidation none of the PCs possesses the Ritual Casting feat,
I see no reason why the githzerai should not just leave the
DC 26 A successful check counts as a success on the skill
mortals to their own devices, and perhaps attack the githyanki Odos orders Chend to do so. The ritual results in a
challenge.
once they are weakened from your conquest. I fail to see how It is difficult to intimidate Odos, but he might be impressed by brief verse instead of a simple answer.
you can convince me otherwise, but I am willing to listen to the PCs strength and commitment as he tries to convert others
arguments. to the cause of the war. Read the writing on the wall
Complexity Religion You are not far from a place where knowledge turns to greed
3 (requires 8 successes before 3 failures). DC 22 A successful check counts as a success on the skill
Beneath the spice house lurks the profane
Primary Skills challenge.
Bluff, Diplomacy, History, Insight, Intimidation, Religion, The PC describes how a githyanki victory could spell doom for And knowledge lies trapped behind the guardian
Streetwise the githzerais introspective path of enlightenment, and quotes
Victory passages that mention bringing order out of chaos. Odos asks the PCs to investigate. A DC 21 Streetwise
The party convinces Odos to investigate Telicanthus instead of Streetwise check reveals that while a number of spice merchants
just leaving the mortal plane after having him assassinated. DC 22 A successful check counts as a success on the skill have shops in Sayre, only one location is nearby: a
Defeat challenge.
The party is unable to convince Odos to change his opinion.
ruined warehouse that held rare spices, years ago. This
The PC reminds Odos that murdering a beloved figure often
He makes plans to leave, and gives instructions to his causes great hatred and racism against the murderers, and is the spice house referred to in the divination. The
subordinates that Telicanthus should be slain whether he is would paint a false image of the githzerai. same check can be made during a visit to any spice
guilty or not.
store in the city to reveal that the Ridolfi family used to
Bluff
DC 22 A successful check counts as a success on the skill have a warehouse near Lowbridge, in Riverdown.
challenge. If the PCs fail this check, they can still learn this
The PC paints a vivid picture of the hatred toward githzerai information the hard way in encounter P1. Ambush
that might occur if Telicanthus is assassinated, or how
important the githzerai are to the war cause, using just the
in the Plaza (page 90).
right amount of exaggeration.

M a rc h 2 0 0 9 | D u n g e o n 16 4
89
Haven of the Bitter Glass

P1: Ambush in 4 Laughing Shadow


Streetfighters (F)
Level 13 Soldier 10 Laughing Shadow
Scrabblers (S)
Level 13 Minion

Medium natural humanoid, human XP 800 each Medium natural humanoid, human XP 200 each
thePlaza Initiative +12 Senses Perception +9 Initiative +12 Senses Perception +9
HP 128; Bloodied 64 HP 1; a missed attack never damages a minion
Encounter Level 14 (5,200 XP) AC 29; Fortitude 26, Reflex 25, Will 24 AC 27; Fortitude 25, Reflex 27, Will 24
Speed 6 Speed 6
Setup m Katar (standard; at-will) Weapon
+20 vs. AC; 2d6 + 6 damage (crit 18 + 1d6), and the target
m Short Sword (standard; at-will) Weapon
+18 vs. AC; 8 damage, and the scrabbler can shift 2
4 Laughing Shadow streetfighters (F) is slowed until the end of the streetfighters next turn. squares, ignoring difficult terrain.
10 Laughing Shadow scrabblers (S) R Shuriken (standard; at-will) Weapon R Shuriken (standard; at-will) Weapon
Ranged 6/12; +19 vs. AC; 2d4 + 4 damage. Ranged 6/12; +18 vs. AC; 7 damage.
M Cheap Shot (immediate interrupt; usable when a slowed Combat Advantage
Telicanthus has gotten word to his ally, the Filth King, target leaves an adjacent square; requires katar; at-will) The scrabbler deals an extra 5 damage against any target
that additional githzerai have come to town, and they Weapon it has combat advantage against.
need to be slain or harassed. A vindictive and cruel +20 vs. AC; 2d6 + 6 damage, and the targets Alignment Evil Languages Common
movement ends. Skills Bluff+10, Stealth +15
servant of Tiamat, the Filth King decides to take mat-
C Streetfighter Flourish (standard; requires katar; Str 19 (+10) Dex 18 (+10) Wis 16 (+9)
ters in his own hands. recharge 5 6) Con 14 (+8) Int 10 (+6) Cha 8 (+5)
Telicanthus long ago recruited the services of the Close burst 1; targets enemies; +19 vs. AC; 2d6 + 6 Equipment chainmail, short sword, 10 shuriken, beggars garb
Filth King when he planted members of the Laughing damage, and the target is slowed (save ends).

Shadow mercenary outfit among the Kings beggars.


Alignment Evil Languages Common, Draconic
Skills Bluff+13, Intimidate +13, Stealth +15
Tactics
With the arrival of Odos, Telicanthus sent word to the Str 21 (+11) Dex 19 (+10) Wis 17 (+9) The Laughing Shadows reveal themselves when the
Filth King to step up efforts to kill the githzerai and their Con 16 (+9) Int 11 (+6) Cha 10 (+8) PCs are roughly in the middle of the square, closing
Equipment chainmail, katar, 10 shuriken, beggars garb
allies. The Filth King has taken things one step further in from every side. The scrabblers enter the plaza
by setting up an ambush to catch and kill the next from alleys, as do three of the four streetfighters. The
group to emerge from Karkdin, the githzerai sanctu- last streetfighter hides next to the dry fountain. He
ary. Unfortunately, he didnt tell his troops to target only holds a magic gem provided by the Filth King. See
githzerai, and the PCs are inadvertent targets. Features of the Area for details.
As the PCs leave the githzerai sanctuary and
enter the Plaza of Vision, read:

As you leave the building and move into the plaza, you
notice that theres movement at the mouths of the alleys
around you. Ragged beggars emerge from the shadows
brandishing bright, new weaponsand wearing chainmail!
The attackers appear well fed, despite the rags and dirt that
cover them, and more than proficient with the weapons
theyre wielding.

M a rc h 2 0 0 9 | D u n g e o n 16 4
90
Haven of the Bitter Glass

Features of the Area


Illumination: This encounter can take place
during the day or night. If during the day, the area is
well lit by diffuse sunlight, with shadows (dim light)
in the alleys. If at night, the plaza is in shadow (dim
light), and the alleys are shrouded in darkness.
Rubble: The rubble in the plaza qualifies as dif-
ficult terrain.
Fountain: The fountain is dry and cracked after
decades of disuse. The lip of the empty water bowl
rises 10 feet (2 squares) off the ground; rising from
the bowl is a weathered statue of an ancient sage
gazing up toward the stars. Climbing the fountain
requires a DC 16 Athletics check, and its large
enough to provide cover or superior cover depending
on positioning.
Alleys: There are seven alleys opening into the
Plaza of Vision, each narrow and dark.
Buildings: The buildings range from two to six
stories (4 to 12 squares) in height. Climbing the walls
requires a DC 16 Athletics check.
Glowing Gem: The gem held aloft by one of the
streetfighters is imbued with a temporary magical
effecta blessing of Tiamatthat lasts for the duration
of the encounter. At the end of each of the characters
turns, he or she slides 1 square closer to the square
the gem is in. The Laughing Shadows are immune to
this effect. Even if the streetfighter holding the gem
is slain, the magic persists. Only smashing the gem
(defenses 20; 20 hp) ends the slide effect.

M a rc h 2 0 0 9 | D u n g e o n 16 4
91
Haven of the Bitter Glass

T2: The Entrance unlucky PC falls to the floor (provided the character Gluttonous Cube (G)
Large natural beast (blind, ooze)
Level 13 Elite Brute
XP 1,600
also fails her saving throw), takes 2d10 points of
Initiative +9 Senses Perception +10; tremorsense 10
Encounter Level 12 (3,800 XP) damage, and lands prone. HP 324; Bloodied 162
AC 27; Fortitude 26, Reflex 23, Will 24
Setup Read the following aloud if the alarm has not Immune gaze; Resist 15 acid
Saving Throws +2
Gluttonous cube (G) been sounded.
Speed 4, see also engulf
2 Laughing Shadow streetfighters (F) Action Points 1
Looking down from the trapdoor, you see a filthy rope ladder
3 Laughing Shadow scrabblers (S) m Slam (standard; at-will)
that dangles almost all the way to floor, stopping 10 feet +15 vs. Fortitude; 2d6 + 5 damage, and the target is
This encounter does not occur if the beggars have above the ground. The room beneath you is otherwise mostly immobilized (save ends).
no warning that the PCs are coming. If the PCs have empty. Several platforms jut from the wallsremains of the Engulf (standard; at-will) Acid
The gluttonous cube attacks one or two Medium or smaller
avoided setting off any alarms, boards criss-cross the floors of this multi-story building that appear to have been targets; +14 vs. Reflex (automatically hits an immobilized
room 10 feet above the ground, allowing characters to reinforced. Each platform is covered in piles of rags, the creature). On a hit, the target is grabbed and pulled into
descend the rope ladder and reach the door safely. The nearest of which is 5 feet below you and attached to the north the cubes space; the target is dazed and takes ongoing
15 acid damage until it escapes the grab. A creature that
five scrabblers who would be defending here are found wall. The remaining platforms are each 5 feet across and
escapes the grab shifts to a square of its choosing adjacent
inside encounter T5: Covet House Temple instead. descend in regular intervals along the walls of the room to to the cube. The cube can move normally while creatures
The Filth King, the priest of Tiamat who leads Sayres either side. Across the room to the south is another door, but are engulfed within it.
beggars, has left a hidden surprise in this room for its strangely 10 feet above the ground floor, above another Translucent
A gluttonous cube is invisible until seen (Perception
anyone who would try to invade. A stronger than normal platform attached to the south wall. DC 29) or until it attacks. Creatures that fail to notice
gelatinous cube has been placed on the floor beneath the gluttonous cube might walk into it, automatically
If the alarm was sounded, the PCs can make Percep- becoming engulfed.
the trap door in the ceiling that leads down into this
tion checks to notice the Laughing Shadows hiding Alignment Unaligned Languages
room. The cube has learned to remain perfectly still
in piles of rags on five of the platforms. Have the Skills Stealth +14
beneath the rope ladder, waiting for unsuspecting crea- Str 18 (+10) Dex 17 (+9) Wis 18 (+10)
attackers make a Stealth check with a +5 bonus (for
tures to descend directly into its clutches. Con 22 (+12) Int 1 (+1) Cha 1 (+1)
a total bonus of +20). If the PCs spot them, read the
If the alarm has been given and the beggars expect
following:
trouble, the boards criss-crossing the room 10 feet
above the floor have been removed, and five beggars Skulking on some of the platforms are several more beggars
are hiding on rag-covered platforms that are affixed like those from the plaza. Hiding in the piles of rags, they
to the walls. They hold their attacks until they are dis- throw off their disguises and rise to attack when they realize
covered or the PCs are engaged with the cube. theyve been discovered!
Crossing the room without the boards is chal-
lenging even if the PCs discover the cube and dont If undiscovered, the Laughing Shadows get a surprise
descend to the floor. They must traverse the platforms round to attack the PCs.
attached to the walls with DC 10 or DC 20 Athlet-
ics checks (10 for the adjacent platform, 20 for those
with a 5-foot gap between them). Failure means the

M a rc h 2 0 0 9 | D u n g e o n 16 4
92
Haven of the Bitter Glass

2 Laughing Shadow
Streetfighters (F)
Level 13 Soldier
Tactics Walls: Climbing the walls requires a DC 20 Ath-
letics check. This is the only way to get off the floor
Medium natural humanoid, human XP 800 each In the event that the alarm was sounded, the Laugh-
Initiative +12 Senses Perception +9 and to the lowest platform 10 feet up, just in front of
ing Shadows plan is simple: Wait for the intruders
HP 128; Bloodied 64 the door to area T3.
AC 29; Fortitude 26, Reflex 25, Will 24
to descend to the floor, and once theyre engaged
with the cube, attack with their shuriken. If a PC
Speed 6
m Katar (standard; at-will) Weapon leaps to a platform adjacent to a Laughing Shadow,
Development
+20 vs. AC; 2d6 + 6 damage (crit 18 + 1d6), and the target If all but one of the Laughing Shadows is killed, the
the mercenary attempts an Athletics check (+11 for
is slowed until the end of the streetfighters next turn. survivor tries to flee to the door. There, he discovers
R Shuriken (standard; at-will) Weapon streetfighters, +10 for scabblers) to leap to that plat-
that the door is locked and turns to fight to the death,
Ranged 6/12; +19 vs. AC; 2d4 + 4 damage. form and bull rush (+11 for streetfighters, +10 for
M Cheap Shot (immediate interrupt; usable when a slowed cursing the Filth King all the while. The Laughing
scrabblers) the character off to the floor below. A suc-
target leaves an adjacent square; requires katar; at-will) Shadows pride themselves on their discipline, and
Weapon
cessful Athletics check but a failed bull rush attempt
will not willingly surrender.
+20 vs. AC; 2d6 + 6 damage, and the targets movement by a Laughing Shadow or PC means the attacker is
ends. pushed back onto his platform. Running jumps are
C Streetfighter Flourish (standard; requires katar; recharge
not possible in this room.
5 6)
Close burst 1; targets enemies; +19 vs. AC; 2d6 + 6 The cube waits until a creature has descended to
damage, and the target is slowed (save ends). the floor, one way or the other, before attacking. If no
Alignment Evil Languages Common, Draconic one is on the floor, the cube positions itself directly
Skills Bluff+13, Intimidate +13, Stealth +15
Str 21 (+11) Dex 19 (+10) Wis 17 (+9)
beneath a battle, hoping someone will fall on top of it.
Con 16 (+9) Int 11 (+6) Cha 10 (+8) Any creature that falls onto the cubewhether adven-
Equipment chainmail, katar, 10 shuriken, beggars garb turer or Laughing Shadowis automatically engulfed.
The cube doesnt distinguish between PCs or Laugh-
3 Laughing Shadow Scrabblers (S) Level 13 Minion ing Shadows, and attacks the most convenient target
Medium natural humanoid, human XP 200 each each round.
Initiative +12 Senses Perception +9
Unknown to them, the Laughing Shadows have no
HP 1; a missed attack never damages a minion
AC 27; Fortitude 25, Reflex 27, Will 24 easy way to escape, as the Filth King has locked the
Speed 6 door behind them. They might discover this the hard
m Short Sword (standard; at-will) Weapon
way (see Development).
+18 vs. AC; 8 damage, and the scrabbler can shift 2
squares, ignoring difficult terrain.
R Shuriken (standard; at-will) Weapon Features of the Area
Ranged 6/12; +18 vs. AC; 7 damage. Illumination: Dim light is provided by a lantern
Combat Advantage
on a platform attached to the south wall if the alarm
The scrabbler deals an extra 5 damage against any target it
has combat advantage against. has not been sounded. Otherwise, the room is dark.
Alignment Evil Languages Common Exit Door: The Filth King has locked this wooden
Skills Bluff+10, Stealth +15 door behind the scrabblers in this room. It requires a
Str 19 (+10) Dex 18 (+10) Wis 16 (+9)
Con 14 (+8) Int 10 (+6) Cha 8 (+5) DC 23 Thievery check to open. It leads to the under-
Equipment chainmail, short sword, 10 shuriken, beggars garb ground street (area T3).

M a rc h 2 0 0 9 | D u n g e o n 16 4
93
Haven of the Bitter Glass

T5: Covet House


Read the following if the beggars are not yet Tactics
aware of the PCs:
The Filth King stays to the rear as much as possible.
Temple You open the doors into an old temple. You can tell it was His devotion to Tiamat has been repaid over the
once sacred to Ioun, but those days are long past. The pews years with several unique abilities, which he uses in
Encounter Level 14 or 15 (5,600 XP)
are filled with beggars, all with their backs to you, and a devout service to his queen. He begins a battle with
filthy and bedraggled priest across the room stands before
Setup an altar.
vitrioloic spray, spewing acid over as many PCs as
possible. Hes willing to allow himself to be f lanked
The Filth King (K)
Read the following if the beggars expect the PCs: if doing so puts him in good position, relying on the
Laughing Shadow groveler (G)
Laughing Shadows and f lanker strike. He also tries to
2 Laughing Shadow streetfighters (F) You open the doors into an old temple. You can tell it was
spread his melee attacks out early in the fight, hoping
6 Laughing Shadow scrabblers (S) once sacred to Ioun, but those days are long past. The pews
to poison as many foes as possible.
are filled with beggars, all facing you, and a filthy and
The Filth King is the nominal leader of the beggars If the remaining Laughing Shadows are all slain,
bedraggled priest across the room stands before an altar.
in Sayre. More of a spiritual leader than a temporal or if the Filth King is bloodied, he attempts to surren-
Get them! he hisses.
one, he works to keep his flock safe and regularly cuts der. Hes made lots of money off Telicanthus, but his
deals with locals to avoid their property or harass loyalty is not so deep that its worth his life. If the PCs
their competition. 6 Laughing Shadow Scrabblers (S) Level 13 Minion refuse to offer quarter, he continues to fight, relying
Medium natural humanoid, human XP 200 each
The Filth King was hired by Telicanthus some time Initiative +12 Senses Perception +9 on vengeful return to keep him safe.
ago to harass the githzerai population of the city. Teli- HP 1; a missed attack never damages a minion The Laughing Shadows all fight to the death.
canthus doesnt know that the Filth King recognized AC 27; Fortitude 25, Reflex 27, Will 24
him (see Development below). The githyanki also
Speed 6
m Short Sword (standard; at-will) Weapon
Development
supplemented the Filth Kings beggars with members +18 vs. AC; 8 damage, and the scrabbler can shift 2 If captured alive or his corpse is subjected to ritual
of the Laughing Shadows mercenaries. squares, ignoring difficult terrain. magic such as Speak with Dead, the Filth King can
R Shuriken (standard; at-will) Weapon
shed some light on recent activity in the city. A few
Ranged 6/12; +18 vs. AC; 7 damage.
Combat Advantage weeks back, the Filth King was approached by a
The scrabbler deals an extra 5 damage against any target it stranger in a cloak. While he didnt see the mans
has combat advantage against. face, the stranger offered to pay substantially if the
Alignment Evil Languages Common
beggars would harass the githzerai at every opportu-
Skills Bluff+10, Stealth +15
Str 19 (+10) Dex 18 (+10) Wis 16 (+9) nity. He even offered the services of mercenaries in
Con 14 (+8) Int 10 (+6) Cha 8 (+5) his employthe Laughing Shadowsand a bounty on
Equipment chainmail, short sword, 10 shuriken, beggars garb dead githzerai. The Filth King gladly accepted.
If asked and able to lie, he denies that this was
Telicanthus (an Insight check opposed by the Filth
Kings Bluff check indicates that he is lying), and adds
that Telicanthus is publicly known for supporting the
presence of the githzerai in the city. The Filth King
recognized Telicanthuss voice, though, even though

M a rc h 2 0 0 9 | D u n g e o n 16 4
94
Haven of the Bitter Glass

Filth King (K) Level 14 Elite Controller 2 Laughing Shadow Level 13 Soldier Laughing Shadow Groveler (G) Level 13 Lurker
Medium natural humanoid, human XP 2000 Streetfighters (F) Medium natural humanoid, human XP 800
Initiative +9 Senses Perception +15 Medium natural humanoid, human XP 800 Initiative +14 Senses Perception +9
HP 278; Bloodied 139 Initiative +12 Senses Perception +9 HP 103; Bloodied 51
AC 28; Fortitude 25, Reflex 26, Will 27 HP 128; Bloodied 64 AC 27; Fortitude 24, Reflex 26, Will 25; +2 to all defenses
Saving Throws +2 AC 29; Fortitude 26, Reflex 25, Will 24 against marked enemies
Speed 6 Speed 6 Speed 7
Action Points 1 m Katar (standard; at-will) Weapon m Katar (standard; at-will) Weapon
m Festering Scratch (standard; at-will) Poison +20 vs. AC; 2d6 + 6 damage (crit 18 + 1d6), and the target +18 vs. AC; 2d6 + 6 damage (crit 18 + 2d6).
+19 vs. AC; 1d4 + 2 damage, and ongoing 10 poison is slowed until the end of the streetfighters next turn. R Shuriken (standard; at-will) Weapon
damage (save ends). R Shuriken (standard; at-will) Weapon Ranged 6/12; +18 vs. AC; 2d6 + 6 damage.
r Awaken Greed (standard; at-will) Implement, Psychic Ranged 6/12; +19 vs. AC; 2d4 + 4 damage. M/R Covert Attack (immediate reaction; when an ally attacks
Ranged 10; +18 vs. Will; 2d8 + 6 psychic damage, and the M Cheap Shot (immediate interrupt; usable when a slowed an enemy the ally has marked because of cringe; requires
target slides 4 squares and is slowed until the end of the target leaves an adjacent square; requires katar; at-will) katar or shuriken; at-will) Weapon
Beggar Kings next turn. Weapon Targets the enemy the triggering ally attacked; the groveler
M Driving Sickness Poison +20 vs. AC; 2d6 + 6 damage, and the targets makes a katar attack against an adjacent enemy or a
The Beggar King makes two festering scratch attacks. If movement ends. shuriken attack against a nonadjacent enemy. Hit: 4d6 + 6
both hit the same target, on its next turn, the target must C Streetfighter Flourish (standard; requires katar; damage (with katar, crit 30 damage + 2d6).
move away from the Beggar King or the ongoing damage recharge 5 6) Cringe (standard; requires an ally in the area; at-will)
increases by 5 points (maximum 15). Close burst 1; targets enemies; +19 vs. AC; 2d6 + 6 Close burst 10; the groveler chooses up to one ally in the
M Flanker Strike (immediate reaction; usable when an enemy damage, and the target is slowed (save ends). area per enemy in the area. The enemy is considered to be
flanks the Beggar King; at-will) Poison Alignment Evil Languages Common, Draconic marked by the chosen ally until the end of the grovelers
The Beggar King makes a festering scratch attack against Skills Bluff+13, Intimidate +13, Stealth +15 next turn. Each ally can mark only one enemy in this way.
the triggering enemy. Str 21 (+11) Dex 19 (+10) Wis 17 (+9) The groveler gains +2 to all defenses against marked
C Vitriolic Spray (standard; encounter) Acid, Implement Con 16 (+9) Int 11 (+6) Cha 10 (+8) enemies.
Close blast 3; +16 vs. Fortitude; 1d10 + 4 acid damage, Equipment chainmail, katar, 10 shuriken, beggars garb Alignment Evil Languages Common, Draconic
and target is blinded until the end of the Beggar Kings Skills Bluff+16, Stealth +15
next turn. Str 12 (+7) Dex 22 (+10) Wis 17 (+9)
Vengeful Return (when the Filth King is reduced to 0 hp; daily) Con 19 (+10) Int 12 (+6) Cha 20 (+11)
For 5 minutes, the Beggar King appears dead and gains all Equipment leather armor, katar, 10 shuriken, beggars garb
the effects of the unconscious condition, but he cannot
die. He can still see and hear. After 5 minutes, his body is
restored, and he regains 20 hit points.
Alignment Evil Languages Common, Draconic
Skills Bluff +18, Intimidate +18, Stealth +14, Thievery +14
Str 10 (+7) Dex 15 (+9) Wis 17 (+10)
Con 19 (+11) Int 20 (+12) Cha 23 (+13)
Equipment hide armor, holy symbol of Tiamat, beggars garb

M a rc h 2 0 0 9 | D u n g e o n 16 4
95
Haven of the Bitter Glass

the githyanki was doing an excellent job concealing


his accent. The greedy Filth King has been sitting on
this information, waiting for an opportunity to use it to
extort the powerful and wealthy githyanki merchant.
Hes unwilling to part with his knowledge, thinking of
it as his retirement fund, unless the PCs catch him at
his lie.
If the PCs drop the Filth King, his vengeful return
ability activates. If the characters are still present in
the area 5 minutes after his death, he remains com-
pletely motionless. A Heal check made by a character
who examines his body can be opposed by the Filth
Kings Bluff check. Success reveals he is alive. Oth-
erwise, he waits until all the PCs move to the other
side of the pit before making a stealthy escape. If the
PCs engage the treasure golem (see The Guardian of
Greed on page 97), the Filth King likewise attempts
to escape, even if not all the characters move to the
other side of the pit. If combat begins with the trea-
sure golem, the king gains a +5 bonus on a Stealth
check to escape in the middle of the fight.

Features of the Area


Illumination: The room is filled with bright light
from torches along the walls.
Pews: A pew can be used to gain cover.
Pit: A 20-foot deep, 10-foot wide pit separates the
main temple from a vast pile of wealth that sits before
a statue of Tiamat. This wealth forms the accumu-
lated offerings of the citys beggars to Tiamat over the
past several generations. Any interaction with this
treasure triggers its guardian (see tactical encounter
T6 for details).
The bottom of the pit is littered with the skeletal
remains of would-be thieves, making the bottom of
the pit difficult terrain.

M a rc h 2 0 0 9 | D u n g e o n 16 4
96
Haven of the Bitter Glass

T6: The Guardian Features of the Area Treasure Golem (G)


Large natural animate (construct)
Level 14 Solo Brute
XP 5,000
Illumination: The room is filled with bright light Initiative +5 Senses Perception +6; darkvision,
of Greed from torches along the walls. tremorsense 5
HP 700; Bloodied 350; see also berserk attack
Pews: A pew can be used to gain cover.
Encounter Level 14 (5,000 XP) AC 26; Fortitude 30, Reflex 24, Will 23
Pit: A 20-foot deep, 10-foot wide pit divides the Immune disease, poison
Setup room. Bones litter the bottom of the pit, making all Saving Throws +5
Speed 6; cant shift
those squares difficult terrain.
Treasure golem (G) Action Points 2
Sculpture: A rough, handmade statue of Tiamat m Slam (standard; at-will)
The vast mound of treasure on the far side of the pit is sits behind the pile of coins. The statue has clearly Reach 2; +18 vs. AC; 2d10 + 6 damage, and the target
actually a treasure golem created to serve Tiamat, an been assembled by an inexpert artist, made from slides 2 squares or is knocked prone.
r Gleamshard (standard; at-will) Force
animated guardian made from the treasure it guards. cast-off junk and scavenged portions of other statues.
Ranged 20; +26 vs. AC; 3d6 + 7 force damage, and the
It is the embodiment of greed, and it blindly attacks The statue sits in front of a secret door that is easily target slides 2 squares or is knocked prone.
thieves. It formd instantly if even one of its coins is found (Perception DC 18) once the statue is moved or M Double Attack (standard; at-will)
The treasure golem makes two basic attacks.
picked up. inspected closely. The statue can also provide cover.
M Berserk Attacks (immediate reaction; usable when damaged
The golems weakness to be pacified by tribute is not by an attack while bloodied; at-will)
obvious. A DC 23 Religion check indicated that ancient The treasure golem makes two basic attacks against
historical texts often pictured worshipers throwing vast random targets.
C Hoard Blast (standard; recharge 5 6)
quantities of coins to an enraged coin golem.
Close burst 3; +22 vs. Fortitude; 2d10 + 7 damage, and
prone targets cannot stand until the end of the golems
When a PC touches the pile of treasure, read the next turn. Miss: Half damage. Effect: The golem bursts
following: into its component pieces, filling the area and gaining
insubstantial until the start of its next turn, when it
The coins begin to slide and clink, moving by themselves as reappears within 5 squares of its last space.
C Weight of Greed (standard; recharges when first bloodied)
they surge upward. In seconds, a five-headed dragon made Psychic
entirely out of treasure stands before you. Its hiss is the sound Close burst 3; +15 vs. Reflex; 1d10 + 7 psychic damage,
of coins rubbing together, and its heads snap forward to attack. and the target is dominated until the end of the golems
next turn. Miss: Half damage.

Tactics Alignment Unaligned


Str 22 (+13)
Languages
Dex 10 (+7) Wis 8 (+6)
Once formed, the treasure golem attacks as long Con 25 (+13) Int 3 (+3) Cha 3 (+3)
as anyone remains standing on its side of the pit, Development
although it uses gleamshard to attack enemies that If the PCs are wise, they might retreat from the golem
target it from the other side of the pit. It will not and take an opportunity to replenish their abilities
pursue enemies that retreat to the far side of the pit with an extended rest. Of course, the Filth King tries
unless those enemies continue to attack it from range. to slip away if combat begins with the treasure golem,
It will not pursue enemies beyond the door to the gaining a +5 bonus on a Stealth check to do so in the
temple for any reason. middle of the fight.

M a rc h 2 0 0 9 | D u n g e o n 16 4
97
Haven of the Bitter Glass

T8: Vault of 5 Bone Scribes (B)


Medium natural humanoid (undead)
Level 13 Minion
XP 200 each
Tactics
Eager for sustenance, the bone scribes move forward
Knowledge Initiative +9 Senses Perception +11; darkvision
HP 1; a missed attack never damages a minion. to attack while the archivists stay around the edges
AC 27; Fortitude 25, Reflex 26, Will 24
Encounter Level 13 (4,000 XP) of the combat. The bone scribes uses their sharpened
Immune disease
Speed 7 fingerbones to scrape thoughts from their targets
Setup m Mind Touch (standard; at-will) Psychic head, weakening them for the attacks of the archi-
+16 vs. Will; 4 psychic damage, and the target takes a 2
3 archivists (A) vists. When a scribe uses mind touch or siphon memory,
penalty to Will and is slowed until the end of the bone
5 bone scribes (B) scribes next turn. The bone scribe can shift 1 square. memories from their target etch themselves as words
Alignment Evil Languages Common across the bone scribes papyrus-like skin. The archi-
Str 10 (+10) Dex 14 (+9) Wis 8 (+6) vists target foes struck by the scribes first.
The Vault of Knowledge was once a library of Ioun
Con 20 (+11) Int 23 (+12) Cha 19 (+10)
hidden beneath the ancient temple in Auger. When
the city was destroyed, the sages were trapped inside 3 Bone Archivists (A) Level 14 Artillery
Features of the Area
and never rescued. They have read the same books Medium natural humanoid (undead) XP 1,000 each Illumination: The room is completely dark, but
Initiative +9 Senses Perception +19; darkvision the undead give off a soft glow. This is the equivalent of
and the same scrolls for centuries, and now crave only HP 109; Bloodied 54
fresh information. Theyre happy to devour it from the AC 26; Fortitude 25, Reflex 27, Will 26 dim light.
PCs brains if necessary. Immune disease; Resist 10 psychic; Vulnerable 5 radiant
Speed 6
The Vault used to be full of tomes. Now the series
m Mind Touch (standard; at-will) Psychic
of small rooms are completely empty, and every inch +19 vs. Will; 1d10 + 6 psychic damage, and the target
of wall space is covered with crisscrossing lines of text takes a 2 penalty to Will and is slowed until the end of the
from a multitude of books, all carved into the walls. bone archivists next turn. The bone archivist can shift
3 squares.
Read the following aloud: r Siphon Memory (standard; at-will) Psychic
Ranged 10; +19 vs. Will; 2d4 + 6 psychic damage, and the
When you pry open the door, you see a large stone room. target can make only basic attacks or use at-will powers
until the end of the bone archivists next turn.
It looks like it was once a library, but any books have long A Knowledge Barrage (standard; encounter) Psychic
since rotted away. Instead, the walls are covered with Area burst 2 within 10; targets enemies; +17 vs. Will;
thousands of lines of carved text, filling the space. 3d6 + 6 damage, and the target is dazed (save ends).
Alignment Evil Languages Common
Rising from the ground around the room is a group of
Str 12 (+8) Dex 15 (+9) Wis 10 (+7)
pale, emaciated creatures. They immediately begin to lurch Con 19 (+12) Int 23 (+13) Cha 20 (+12)
your way. Their fingers are missing any flesh that might
have once been there, and each fingerbone is sharpened into
a point.

M a rc h 2 0 0 9 | D u n g e o n 16 4
98
Haven of the Bitter Glass

Development Writing on the Walls Message from the Past


All the original scrolls and books have turned to dust,
A matrix of blown glass can be formed into a mathemat- Youre watching me. I can see you, but you dont know
but the contents of the original books are transcribed
ically perfect sounding chamber, then used to amplify that. Youre listening to my words even though Im long
on the wall of the library ... somewhat. Many of the
magical resonance. In theory, disconnected sheets of dead. No, not you! Idiot. Youre just writing down my
sentences are in no discernable order. As the librar-
a similar substance can be attuned to the master. This words because you were told to by the old man with a
ians grew more insane and the walls began to fill up,
would allow communication at unlimited distance. The beard and a magic glass. Im talking to the other people,
they wrote sentences anywhere they could find room.
question is: How can one handle the planar boundary? the ones reading this on the wall. They know Im dead.
The result can be confusing and time-consuming to
When I began this research in N efelus, I never expected Oh yes, dead, mud in my mouth, river arisen! I sing of a
comprehend.
that this would be a concern ship that sails the air, that brings swords and fire. Youve
This room can be useful to PCs hoping to research
fought it, too, but its worse for you. Were just going to
some subject. A researcher gains a +1 bonus to any A problem has developed. I need some method for
die. Theyll kill us all because of what the bearded man
Arcana, History, or Religion skill check made in the shunting away the psychic residue cast off during com-
does, talking through the mirror. Theyll just flood the
room for every full hour spent researching here, up to munication. This seems to be quite toxic. I believe that
room, and that will solve their problem until he finds it
a maximum of +5. The check is made at the end of the I can redirect it into the Astral Sea, where it should do
again. Hes been looking for it a long time. You think he
research time. All the text on the walls is in Common. no harm to anyone
likes you but its a lie. There was digging, you see, and
In addition, research in this chamber reveals infor- The final Glass is more beautiful than I could have hoped. cleaning, and many false leads. Hell use it to conquer you
mation specifically related to the Bitter Glass. Show My apprentices have outdone themselves. A full 30 feet in all, but no one will believe you. Youll have to prove him a
the accounts from Augloss journal from the sidebar to diameter, it has anchored itself into the very nature of our liar. They can talk through it, you see. Theyve managed
the players if the characters try to look into communi- plane, and hangs in space. Our ritual went flawlessly and to do it, and the armies whisper through the blue dark-
cation devices or the destruction of Auger here. it has taken on a life of its own; as thoughts travel from ness in a way that no one else can hear. Youre dead if you
No matter what the characters research in this one external pane to another, the Glass shimmers like the dont stop it. Even now they are discussing you. Distract
room, show them the information in the second night sky. It is quite beautiful. It seems to be invulnerable them, he is told, this is too important to ruin. But you
sidebar. Although originally recorded in a scroll over from the outside, as I intended, but the same protections can. Boy! Boy, I demand a goose! Pluck it and ruin it and
four hundred years ago, this message from a long-ago have not transferred into the interior. This worries me. save yourself if you find the right spot. Look for the old
prophet is meant for the characters eyes.
The interior of the Glass becomes a psychic maelstrom tower when no one expects you. It isnt where they think
In it, he warns against trusting Telicanthus, urges
if the information flow is not redirected. I have suc- it is. Ask the dwarves if you like, the brothers who dream
the characters to seek out the Bitter Glass in the ruins
ceeded in rerouting the rogue energies to the Astral Sea. of maps. Because in the days to come SHE will spread
of Augloss tower beneath Telicanthuss mansion, gives
So long as no one is bothered by them, I see no risk; and herself, and none will be safe from HER reach, so you may
clues as to where the tower can be found, and warns
in such a plane, what are the chances that they will be wish to trust the speech of the Bladed Girl. Trust, trust her
of a great threat. He also encourages the characters to
discovered? So small as to be infinitesimal... if no one else. If her people do not come together, they
trust Amyria and follow her lead to bring together the
will certainly be ripped apart. Like my goose? I am so very
Coalition. Allow the characters to form their own con- I am making only a few select panes linked to the glass,
hungry. I could use some tea. Boy!
clusions from the message, but feel free to give them but it would be just as simple to make many. I expect
verbatim account from the recorded visions of
some direction through roleplaying or skill checks that selling these to far-flung allies could make me a rich
Graiden Brackenhaus, oracular guest of Seer Auglos of
(such as Streetwise to learn of the dwarven Scrollstone man indeed. I will need to consider it.
Auger, as scribed by Brother Pinnot from the Church
brothers of Deep Cartography; see page 54). from the diaries of Auglos of Nefelus
of Ioun.

M a rc h 2 0 0 9 | D u n g e o n 16 4
99
Haven of the Bitter Glass

SC2: The Coalition tioning their activities, however. As she puts it, No Why the PCs?
government will take you seriously without the Coali- If the PCs ask why theyre included in this meeting,
Encounter Level 14 (5,000 XP) tions backing. Youll need their support, but that will Amyria explains that news of their defeat of General
also open doors for you, and enable you to get places Zithiruun has spread across the land. In addition,
Setup and see things you wouldnt have before. Amyria herself has spoken glowingly of the heroes in
Begin by reading the following: Free-spirited adventurers still might not under- all her individual meetings with the Coalition mem-
stand how being part of the Coalition is beneficial, bers. The adventurers are considered honored guests
After meeting Amyria just after dawn at your inn, youve
but Amyria points out that all the military and of Sayre and of the Coalition. They have been sum-
accompanied her to a building on the University of Sayres
financial aid represented in the room is vital to coor- moned (at Amyrias guidance) as material experts on
campus. The small lecture hall youve entered looks like it
dinating the defense of the world. She also mentions githyanki tactics and motivations, as well as defensive
has previously been used as a place to learn about the more
that without the Coalition, the githyanki will be able strategies to employ against the attackers.
esoteric elements of arcane magical theory. A long table
to continue picking off individual, strategically impor-
has been placed in the middle of the room, and most of
the benches that normally occupy the space pushed to the
tant cities and areas as they see fit, and that not every Rules of the Gathering
region is as fortunate as Elsir Vale to have such stal- The Coalition is an open forum, and everyone invited
walls. Already seated at the table are six members of the
wart champions willing to protect its borders. can speak freely. But only the seven members of the
Coalition.
Amyrias goals in the meeting are as follows: Coalition have a final vote on the bodys actions. An
If the PCs successfully convinced Odos to attend, Transfer control of military units under idea put forth for a vote must be seconded, then a vote
continue: command of Coalition members to the Coalition will be taken. Simple majority rules. Amyria, as Lord
council. Torrance points out, is not given a vote, although all
Just as Amyria begins to look nervous at Odoss absence, Vote on a Coaltion leader.
the githzerai walks smoothly into the roomnavigating the the members are interested in what she has to say.
Vote on the relevance and importance of In this skill challenge, the PCs can try to work
furnishings despite his blindnessand takes a seat nearest Amyrias dream, and whether it warrants
the door. Am I late? he asks with an arched eyebrow. toward the success of all five of Amyrias goals. The
investigation. skill challenge is only considered successful, however,
The goals of the PCs in this skill challenge are clear, Name the Coalition. if the PCs can convince the Coalition to pursue an
assuming they continue to follow Amyrias lead. On Investigate Telicanthus and find the githyanki investigation into the githyankis means of commu-
the way to the event, she outlines what she hopes communication hub. nication. They can do this by winning over any three
will happen, and begs the PCs aid in bringing her The last goal is Amyrias most pressing, since its members of the Coalition, other than Kalad (who is
plans to fruition. At this point, the PCs dont know something immediate she can (hopefully) get the already on their side). The skill challenge is set up to
who theyll be dealing with, other than Odos, and are Coalition members behind. She knows that without run in a format that encourages the characters to plead
likely to follow the devas lead. If the characters show a solid goal to pursue, the Coalition runs the risk of their case to each member of the Coalition, trying to
resistance to some portion of Amyrias plan, feel free fracturing before it ever even fully forms. win them over one at a time. Each Coalition member
to adapt to any changes to the meeting. If the PCs see responds to different proposalssome of the topics
fit to add to Amyrias agenda, shes eminently open interest them greatly, others less so. So in essence, in
to their ideasshe really wants their support, and this skill challenge, the PCs are attempting to find
respects their experience and wisdom a great deal. common ground with three of the members. Failure at
She does stress the importance of Coalition sanc- this ultimate goal results in a challenge failure.

M a rc h 2 0 0 9 | D u n g e o n 16 4 100
Haven of the Bitter Glass

As such, each Coalition member represents a mini- Convincing the Coalition Level 14 effort to thwart the magic of the githyanki. Specifically
skill challenge of complexity 1 within the larger, more Skill Challenge 5,000 XP mentioning the githyankis flying ships or their connection
As you find seats on the benches along the walls, the members to red dragons results in a +2 bonus to the check made to
complex skill challenge. Gaining 4 successes before 3 complete this goal.
of the Coalition take a moment to consult notes, size each oth-
failures against a Coalition member brings that NPC er up, and otherwise prepare themselves for the proceedings. Amyrias Dream: The PC mentions that the Coalition
to the PCs side. However, indivudal failures against member being addressed must have some knowledge
The party attempts to convince the Coalition of the wisdom of that can help interpret Amyrias dream and help them all
a single Coalition member do not count as failures Amyrias goals. understand what it means.
toward the overall skill challenge. Instead, the PCs Complexity Investigate Telicanthus: The PC brings up the green glass
5 (12 successes before 3 failures; see above)
accrue an overall failure only if they fail to win over a device spotted by Odos in the attack at Akmaad (and
Primary Skills possibly the same device used by the possessed spy
Coalition member by failing the mini-skill challenge Arcana, Bluff, Diplomacy, History, Insight Gallia), positing that the master glass merchant might have
targeting that member. Secondary Skills information about these devices, if hes not responsible for
In addition, as the characters make successes that Intimidate, Nature, Perception, Religion their creation.
Victory Bluff (DC 23)
pertain to each of Amyrias five goals, track those The party earns the respect of the Coalition and gains their Coalition Leader: The PC flatters the Coalition member,
successes separately from the successes needed to approval to act as their agents in the fight against the appealing to her ego and suggesting that she could use her
complete the skill challenge (both the challenge at githyanki. Letters to this effect are hastily drawn up for immense wisdom to help select the appropriate leader for
each character. Any of Amyrias goals that are successfully
large and the one represented by each member). Each the august assembly in the room. (A follow-up free DC 18
completed are likewise acted on. Insight check, not applicable to the challenge, reveals that
goal requires three successes to complete, which youll Defeat Fariex sees through this attempt but is so amused by the
note totals fifteen successes (three more than the PCs The party does not receive sanctioning to act on the Coalitions attempt that hes swayed in spite of himself, while Inogos
need to succeed at the overall skill challenge). In effect, behalf at this time. Any other of Amyrias goals that the ego is genuinely moved by this plea.)
characters fail to accomplish (see Setup, above) are likewise Investigate Telicanthus: The PC exaggerates the threat
even after the PCs have the backing of the Coalition, not acted on by the Coalition. The group continues to of having a githyanki operating openly in an area near so
they might still not have pushed their complete agenda squabble and jockey for power for several more days until many attacked regions. If a character attempts this check
through. The PCs can continue to argue for their agen- the leaders leave for their homes. The Coalition is not dead, against Lord Torrance, it is made with a 2 penalty.
howeverits start is just delayed, which proves costly (see
das after theyve achieved overall success. Failing the Diplomacy (DC 21)
Development, below). Transfer Control of Military: The PC makes a compelling
skill challenge means the PCs are dismissed, leaving Each of the Coalition members is associated not only with the case for coordinating the efforts of all the military groups
some goals potentially unresolved. Finally, failures that skills that will sway them to the PCs side, but also those in the room, assuaging concerns about a single individual
accrue to accomplish goals after the overall challenge of Amyrias goals that interest them. When the PCs target controlling the actions of the united military efforts by
a member of the Coalition, they should know which skills reminding the Coalition that everyone will still have a
is successful do not retroactively cause the skill chal- will impact the member, as well as to which of Amyrias vote in how the new military structure is utilized. If the
lenge to fail. goals theyd like to credit any success (with the ultimate coordinated efforts of the PCs and city defenders at
As you run the skill challenge, feel free to award goal of 12 total successes and three successes for each Overlook are mentioned, Kalad speaks up and aids this
smaller goal).
bonuses to skill checks if the PCs are inventive in check, giving the PCs a +2 bonus.
For convenience, here are Amyrias goals once more. Coalition Leader: In a compelling gesture, the PC
their arguments or roleplay especially well. In addi- Transfer Control of Military congratulates all the members of the Coalition for their
tion, if the PCs find a creative use for a skill not on Coalition Leader foresight in forming this group, while simultaneously
the list below, feel free to allow them the check (for Amyrias Dream indicating that while all in the room are clearly capable
Name the Coalition leaders, someone must have the ability to make a final say
example, using Acrobatics or Athletics to reenact a Investigate Telicanthus on matters of import. If the PC mentions Amyria for this
dramatic battle against General Zithiruun). Arcana (DC 18) position, the check is made with a 2 penalty.
Transfer Control of Military: The PC makes a compelling Name the Coalition: The PC mentions that the Coalition
case for coordinating the efforts of Sayre, the githzerai, will gain more respect and be likely to gain more members
and other networks controlled by the Coalition in an

M a rc h 2 0 0 9 | D u n g e o n 16 4
101
Haven of the Bitter Glass

and support with a name other than the Coalition. If the Coalition Leader: As with the Coalitions name, the PC Amyrias Dream
PC makes a suggestion for a name, the check is made with makes a point of calling out Inogo for being unwilling to Investigate Telicanthus
a +2 bonus. even agree that a leader is necessary. Diplomacy (DC 21)
Investigate Telicanthus: The PC lays out the case against the Nature (DC 21) Transfer Control of Military
githyanki noble in a compelling and organized fashion. If Amyrias Dream: The PC calls on Caliandras wisdom and Coalition Leader
the characters interrogated the Filth King and the PC brings knowledge of the natural world to aid the characters in Name the Coalition
up the information from that interview, the check is made their interpretation of the dream. Investigate Telicanthus
with a +2 bonus. Name the Coalition: The PC asks if perhaps the name of the History (DC 21)
History (DC 21) Coalition could be something that reflects the strength and Transfer Control of Military
Transfer Control of Military: The PC references other tenacity of the mortal world, calling on Caliandra to use her Name the Coalition
ancient battles in which allies merged their military forces insight to help them find a suitable title. Insight (DC 23)
to great effect. Perception (DC 23) Insight can only be used twice against Odos, once for each of
Name the Coalition: The PC makes a compelling historical Coalition Leader: The PC recognizes that Kalad, Fariex, the goals listed below.
case for the power of names to inspire and engage their Inogo, and Odos are not interested in the positionbut Transfer Control of Military
members. If the PC or PCs are members of an organization that the other three members are all quite interested in Amyrias Dream
already and use this as an example of their own success, the becoming the Coalitions first leader. Success here means Religion (DC 18)
check is made with a +2 bonus. the PCs can use this knowledge to gain a +2 bonus on the Transfer Control of Military
Insight (DC 23) next check made against Quelenna, Caliandra, or Lord Amyrias Dream
Transfer Control of Military: With this check, the PC Torrance.
recognizes that this goal has the members of the Coalition Amyrias Dream: The PC notices that the targeted Coalition FARIEX
most uneasy, enabling them to better couch their words to member is especially interested in a particular aspect of Complexity
assuage the members fears. Success on this check grants the dream, and that bringing it up in detail causes that 1 (4 successes before 3 failures; see above)
the PCs a +5 bonus on the next skill check made in the individual to react more favorably to the characters on Arcana (DC 18)
challenge. this topic. Success means the PCs can use this knowledge Transfer Control of Military
Amyrias Dream: The PCs recognize that Inogo and Odos to gain a +2 bonus on the next check made against the Amyrias Dream
have a fascination with Amyrias dream based on common Coalition member targeted with this check. Investigate Telicanthus
ground, as both believe in signs from higher powers. Investigate Telicanthus: The PC notices that the targeted Bluff (DC 23)
This helps the characters better reconcile the differences member shares pointed looks with other members of the Coalition Leader
between the two leaders, granting the PCs a +2 bonus on Coalition when Telicanthuss name is brought up. The PCs Investigate Telicanthus
the next skill check made in the challenge. gain a +2 bonus on the next check made to accomplish this Diplomacy (DC 21)
Investigate Telicanthus: A successful check reveals that goal, if necessary. Transfer Control of Military
Lord Torrance is not only nervous about the prospect of Religion (DC 18) Coalition Leader
investigating one of his citys most prominent citizens Transfer Control of Military: The PC simultaneously praises Name the Coalition
hes actually afraid that revealing any dirty laundry in the strength of the targeted Coalition members military Investigate Telicanthus
Telicanthuss activities will reflect poorly on his judgment might and strength, and asks how he could possibly let so Insight (DC 23)
as a leader and anger the githyanki, making Sayre a more many other good people in the world suffer by not lending Insight can only be used once against Fariex for the goal listed
prominent target. He believes that Telicanthuss presence his divine support to the Coalitions cause. below.
gives Sayre some protection against attack. If this check is Amyrias Dream: The PC asks the targeted member for Transfer Control of Military
successful, the PCs can soothe Lord Torrances fears. The next insight on the dream directly, simultaneously appealing to Perception (DC 23)
check made that targets Lord Torrance gains a +5 bonus. her ego and gaining valuable knowledge in the process. Perception can only be used a total of three times against
Intimidate (DC 23) Fariex, once for each of the goals listed below.
Transfer Control of Military: The PC bullies Inogo, all but ODOS Coalition Leader
calling him a coward for not being willing to risk his citys Complexity Amyrias Dream
troops for the greater good. 1 (4 successes before 3 failures; see above) Investigate Telicanthus
Name the Coalition: Shaming the indecisive Deacon, the Arcana (DC 18)
PC calls for action on at least this one simple task. Transfer Control of Military

M a rc h 2 0 0 9 | D u n g e o n 16 4
102
Haven of the Bitter Glass

LORD TORRANCE Transfer Control of Military LUNCH BREAK


Complexity Coalition Leader After the PCs have been at the skill challenge for a while, have
1 (4 successes before 3 failures; see above) Name the Coalition someone on the Coalition council call for a break, for lunch
Arcana (DC 18) Investigate Telicanthus and to give everyone a chance for air. During this period,
Transfer Control of Military History (DC 21) everyone at the meeting mills about, servants bring in
Amyrias Dream Transfer Control of Military refreshments, and most importantly, the PCs have a chance
Investigate Telicanthus Name the Coalition to do some casual lobbying on behalf of their agendas.
Diplomacy (DC 21) Insight (DC 23) Bluff (DC 23)
Transfer Control of Military Insight can only be used once against Caliandra for the goal Fariex breaks out a Three-Dragon Ante deck and asks if anyone
Coalition Leader listed below. is up for a quick game. The (apparently) human Fariex is a
Name the Coalition Transfer Control of Military dazzling cardshark, with a range of complex shuffles and
Investigate Telicanthus Nature (DC 21) card tricks up his sleeve. But hes also an honest gambler. A
Insight (DC 23) Amyrias Dream successful check means the PC manages to win the game
Insight can only be used twice against Lord Torrance, once for Name the Coalition (one way or the other), walk away with 50 gp, and a +5
each of the goals listed below. bonus on the next check made to influence Fariex.
Transfer Control of Military INOGO Endurance (DC 21)
Investigate Telicanthus Complexity Odos pulls forth a flask of a potent githzerai liquor called
1 (4 successes before 3 failures; see above) fekk. He takes a sip, grimaces quickly, and shows a flash
QUELENNA Bluff (DC 23) of a rare smile. If a characters shows any curiosity about
Complexity Coalition Leader the beverage, Odos offers a sip. A successful check means
1 (4 successes before 3 failures; see above) Investigate Telicanthus the character takes the offered sip of the potent, bizarrely
Diplomacy (DC 21) Diplomacy (DC 21) flavored alcohol without undue effect, gaining a +5 bonus
Transfer Control of Military Transfer Control of Military on the next check to influence Odos.
Coalition Leader Coalition Leader Heal (DC 18)
Name the Coalition Name the Coalition The PC overhears Caliandra speaking about one of
Investigate Telicanthus Investigate Telicanthus her grandsons, who has been suffering from a peculiar
History (DC 21) Insight (DC 23) illness of the lungs. Based solely on the descriptions of
Transfer Control of Military Insight can only be used twice against Inogo, once for each of the symptoms, the PC successfully diagnoses the illness,
Name the Coalition the goals listed below. and, most importantly, convinces Caliandra shes correct,
Insight (DC 23) Transfer Control of Military earning a success toward winning Caliandra over and a
Insight can only be used once against Quelenna for the goal Amyrias Dream success against any goal on Caliandras list (see above) of
listed below. Intimidate (DC 23) the PCs choice.
Transfer Control of Military Transfer Control of Military Stealth (DC 23)
Perception (DC 23) Name the Coalition The PC notices Lord Torrance and Quelenna in the corner
Perception can only be used three times against Quelenna, Perception (DC 23) in a heated discussion, and manages to sidle close enough
once for each of the goals listed below. Perception can only be used a total of three times against to eavesdrop without being noticed. The characters
Coalition Leader Inogo, once for each of the goals listed below. knowledge from a successful check results in a +5 bonus
Amyrias Dream Coalition Leader on the next check made against either Lord Torrance or
Investigate Telicanthus Amyrias Dream Quelenna in the skill challenge.
Investigate Telicanthus Religion (DC 18)
CALIANDRA Religion (DC 18) Inogo stands mostly alone during the break, sipping a
Complexity Transfer Control of Military drink and observing the rest of the room with a neutral
1 (4 successes before 3 failures; see above) Amyrias Dream expression. With a successful check, the PC engages Inogo
Diplomacy (DC 21) in conversation about the one topic that always draws him
out: Erathis. Success also earns a modicum of respect from
the quiet priest, and +5 bonus on the next check made to
influence him.

M a rc h 2 0 0 9 | D u n g e o n 16 4
103
Haven of the Bitter Glass

Development see to the defense of the Vale, and you can come collect within a week, Caliandra leaves the group, citing her
me from Overlook when youve pulled your heads from lack of faith in the groups ability to accomplish any-
This is a complex and difficult skill challenge, and its
the sand. Less than a week later, the city of Civiron, a thing of significance. Three days later, she is back,
very likely the PCs do not accomplish all of Amyrias
sister city to Sayre, is burned to the ground, 5,000 are tearfully recounting the slaughter of five of the tribes
goals here. But success overall does get them Coali-
killed, and the Coalition elects Lord Torrance as its (nearly 1,000 warriors and their families) under her
tion sanctioning for their future activities in Sayre
leader, then sends an emissary to bring Kalad back. leadership at the hands of githyanki strike teams.
and elsewhere, provided theyre on Coalition business
Amyrias Dream: Success on this goal means the Investigate Telicanthus: If the PCs successfully con-
at the time. Success and failure for each individual
Coalition votes unanimously to take Amyrias dream, vince the Coalition to investigate the githyanki merchant,
goal results in varied action by the Coalition.
and the threat it represents, seriously. Inogo and Odos Amyria is tasked with overseeing the investigation. This
Transfer Control of Military: If successful, the
find common ground here, and unearth a grudging means, as described under Amyrias Dream, that even
Coalition votes 52 in favor of this motion, led by Kalad
respect for one another. The characters can make DC if the characters fail the overall skill challenge and do
and seconded by Fariex. Inogo and Lord Torrance are
23 Religion and Insight checks to try and decipher the not receive the Coalitions sanction for future missions,
the only two who hold out against this prospect. On
dream, or aid members of the Coalition in their efforts they will be asked by Amyria to look into the githyankis
Amyrias suggestion, however, Kalad is named the Coali-
(assume their checks are made with a +10 bonus). Suc- activities. Failure at this goal also changes little. Amyria
tions general, which soothes Inogo a great deal. If the
cess indicates that the Coalition agrees to let Amyria still wants to know if Telicanthus represents her spider.
PCs fail, not all is lost. The Coalition votes 43 against
lead the way on this issue, giving her the ability to coor- Personally, having asked around about the merchant, she
the motion (Kalad, Fariex, and Quelenna are the three
dinate efforts to root out the spider of Sayre. Even if the feels hes little more than a fop, but might be providing
ayes). In one weeks time, the PCs hear of three more
PCs failed at the overall skill challenge, but succeeded sanctuary to other githyanki or their agents.
towns razed to the ground by githyanki invaders, total-
on this goal, Amyrias sanctioning by the Coalition gives
ing almost 11,000 dead. All three were towns near
the PCs the ability to act on her behalf, and she imme- What it Means to Succeed
Sherrbyr, and Inogo changes his vote in an emergency
diately engages them to help her in these efforts. Failure The PCs have the Coalitions blessing, and they are
meeting. Kalad is named the Coalitions general.
here changes almost nothing, although it means that if each provided with papers, which they can choose to
Coalition Leader: If successful, Lord Torrance
Amyria and the PCs act on the dream, they do so at risk carry or not, that give the bearer the authority to act
immediately moves that only a sitting member of the
of the Coalitionsand Lord Torranceswrath. on behalf of the new organization. This, of course, car-
Coalition can be considered, seconded by Quelenna.
Name the Coalition: Success means the Coali- ries more weight if the characters succeed in more of
This motion is passed with a 61 vote, Kalad being
tion votes unanimously to give the group an actual Amyrias goals. At the very least, Lord Torrances name
the only dissenter as he grumbles loudly that the clear
name. Feel free to throw out as many ideasserious on the papers might give the PCs inroads in Sayre.
choice for leadership is Amyria. For her part, the deva
and ridiculousas you like. The PCs can participate
shows no emotion other than pleasure that another of
and make DC 18 Diplomacy checks to champion What it Means to Fail
her goals has been met. The characters and Amyria are
their choices. If this happens, the first PC to achieve Failing the overall skill challenge means the Coalition
asked to leave the room, and after a heated, hour-long
three successes convinces the Coalition to vote on might adopt one or more of Amyrias goals, but the
debate, the new leader of the Coalition is announced as
his or her name choice. Amyria favors something respective leaders leave Sayre in three days for their
Lord Divian Torrance. Failure means the Coalition has
dramatic and themed along the lines of her deity, homes. A week later, attacks against Caliandras tribes,
no central leadership, and in a remarkable move, Kalad
such as the Platinum Shield Coalition or the Order several villages near Sherrbyr, and several communi-
announces immediately that he is withdrawing from
of Heavens Fang. Failure means only that the Coali- ties on Fariexs trade routes are attacked by githyanki.
the group, apologizing tearfully to Amyria. Without a
tion continues with their current neutral identity, but Over 40,000 civilians are killed, and the Coalition
leader, were a headless, bickering bunch, he says. Ill
quickly reforms with more resolve than before.

M a rc h 2 0 0 9 | D u n g e o n 16 4
104
Haven of the Bitter Glass

Telicanthuss Tea Party Level 12 knows that he should investigate Pennel further, perhaps in
SC3: Telicanthuss Skill Challenge 1,400 XP his chambers in the mansion.
You ve been invited to the home of Sayres most prominent Dungeoneering
Tea Party and notoriouscitizen. Now that youre in his home, you DC 16 The character notices that, near the back of the house
have the chance to rub shoulders with some of the citys most on the ground floor, the floor feels extra creaky, indicating
Encounter Level 12 (1,400 XP) sophisticated guests, and dig up some dirt on Telicanthus in something is happening near the foundation at that back
the process. portion of the property.
Setup The party attempts to find out what, if anything, Telicanthus is
Stealth
DC 21 With a successful Stealth check, the character is able
This skill challenge should be as drawn out as you up to. to slip away and investigate one room not part of the
Complexity normal tea party (areas M10 to M20). See pages 6869 for
feel your group would prefer. Some will want to get 2 (6 successes before 3 failures) descriptions of these areas and what a character can find
straight to the skill checks. Some will want to linger Primary Skills in them.
with the other guests and catch up on city gossip. Bluff, Diplomacy, Dungeoneering, Stealth Heal
Secondary Skills
The tea party takes place in areas M1 through M9 DC 10 The PC comes across the nearly deaf Baranor the
Heal, Insight, Thievery Black sitting alone in a chair in the Great Hall. His face is
(see pages 6668 for complete descriptions of these Victory contorted in a grimace of discomfort as he rubs his left
areas). All other doors are closed. These doors are not The party learns about the excavation under Telicanthuss knee. A successful check allows a PC to diagnose the
locked unless listed as such in their descriptions. home, and learns how Telicanthus accesses this portion of problem with Baranors knee and prescribe an effective
the Sayre undercity. herbal remedy.
When the PCs settle into the task of actually dig- Defeat In his gratitude, he rambles on about his days as an
ging around, looking into Telicanthuss contacts and The party doesnt know anything about the excavation, but adventurer, comparing his benefactor to his old cleric friend
his home, the skill challenge starts. Begin by reading learns the next morning from Amyria about suspicious Goldie. The real information Baranor provides is when he
activity and the remote sounds of digging near the back of
the following: mentions the earthquake he felt a few nights back, and
the mansion. Telicanthus learns that Amyria suspects him, the few nights before that. He tells the PC hes complained
and has alerted the githyanki workers in the excavation
Youve just walked into one of the most magnificent homes to Lord Torrance, but neither he nor anyone else has felt
site. They post guards and cannot be caught unawares in them. The tremors were side effects of the excavations
youve ever seen. Ornate stained glass fills almost every encounters U4 or U5. under Telicanthuss mansion. The deaf ex-adventurer felt
window, and expensive furnishings decorate the space. Bluff them because he was able to ignore the distraction of his
The lord of the housethe githyanki Telicanthusis there DC 10 A successful check indicates the character spots hearing. Based on his description, the PC can learn that the
General Taramin standing alone in the portrait gallery, origin of the tremor was behind the mansion.
to greet you, hands outstretched. Welcome to my humble casually examining Telicanthuss family tree. Engaging in Insight
home! Please, feel free to enjoy the house and meet my meaningless small talk, the character learns that General DC 16 The PC spots Archdean Grimaldi in a conversation
other guests. Taramin was asked, as a personal favor, to leave his watch with Telicanthus. The Archdean is agitated and asking
patrols away from the mansion, since their presence was a something about food storage in the city. A successful check
In this skill challenge, the already suspicious char- distraction to my work. reveals that Telicanthus is surreptitiously looking around
Diplomacy
acters take the opportunity afforded by Telicanthuss to see if anyone is paying attention to the conversation,
DC 21 The character happens on Lord and Lady Torrance in and reassuring the Archdean at the same time. The
invitation to learn more about the githyankis activi- the Tea Room. With a successful check, the PC manages Archdean concludes the exchange by looking pointedly
ties in Sayre. through veiled language to convince Lord Torrance that at Telicanthuss kitchen and stores before walking off,
the adventurers will use discretion in their investigation. seemingly pacified.
Assured of their capabilities, Lord Torrance gives a hint of Thievery
a nod in the direction of Pennel, who is openly staring the DC 21 The PC spots Pennel pocket the key to his office. A
character down from across the room. When Lord Torrance successful check allows the character to snag the key out of
sees the PC notice Pennel, he gives a slight nod and moves Pennels pocket as he passes by on an errand.
away. A successful DC 15 Insight check indicates the PC

M a rc h 2 0 0 9 | D u n g e o n 16 4
105
Haven of the Bitter Glass

Development
Success at the skill challenge means the PCs should
be clearly pointed to investigate Telicanthuss office.
Slipping away isnt a problem. Once there, they
should discover area M13 and the secret stairway to
the excavation.
If the PCs are openly hostile to Telicanthus or
question him about excavations, he lies smoothly,
claiming that his respected neighbor must be con-
fused, if they bring up Baranors comments. Lord
Torrance is mortified and pulls the adventurers aside
to ask them to leave. Telicanthus intercedes on their
behalf, however, insisting they stay. He grandly states
that hes used to such suspicions because of the sins
of his poor, deluded fellow githyanki, and that he
only hopes he can prove to the Heroes of Elsir Vale
that he is unlike those creatures who seek to conquer
and destroy. Hes quite convincing in his denials,
and short of attacking the githyanki, the PCs are left
with little option other than find another way (such
as by finding the Bitter Glass) to expose the powerful
merchant.

M a rc h 2 0 0 9 | D u n g e o n 16 4
106
Haven of the Bitter Glass

U4: Sleeping Githyanki Githyanki Mindslicer (M) Level 13 Artillery (Leader)


Medium natural humanoid XP 800
Initiative +11 Senses Perception +12
Encounter Level 13 (4,000 XP) HP 98; Bloodied 49
AC 27; Fortitude 24, Reflex 25, Will 24
Setup Saving Throws +2 against charm effects
4 githyanki warriors (W) Speed 6; see also telekinetic leap
m Silver Longsword (standard; at-will) Psychic, Weapon
Githyanki mindslicer (M)
+18 vs. AC; 1d8 + 2 damage plus 1d8 psychic damage.
Telicanthus has three different groups of githyanki per- R Mindslice (standard; at-will) Psychic
Ranged 10; +16 vs. Will; 2d8 + 3 psychic damage.
forming rituals inside of the Bitter Glass, as the ritual
R Telekinetic Leap (move; encounter)
needs to occur continuously. This particular group of Ranged 10; the githyanki mindslicer or an ally within range
githyanki, unless they have a reason to expect danger can fly up to 5 squares.
(such as if the PCs failed the Telicanthuss Tea Party A Psychic Barrage (standard; recharge 6 ) Psychic
Area burst 1 within 20; +16 vs. Will; 1d6 + 3 psychic
skill challenge), have not bothered to post a guard and
damage, and ongoing 5 psychic damage (save ends), and
can be easily surprised by a stealthy party. the target cant use daily or encounter powers (save ends).
The githyanki do their best to avoid being captured. Alignment Evil Languages Common, Deep Speech
Skills Arcana +14, History +11, Insight +12
Three of the githyanki warriors are sleeping when
Str 14 (+8) Dex 16 (+9) Wis 12 (+7)
the characters arrive if theyre not expecting trouble. Con 14 (+8) Int 17 (+9) Cha 11 (+6)
Theyre not wearing armor (resulting in an AC of 20) Equipment robes, silver longsword Tactics
and their weapons are lying near their bedrolls. The mindslicer leads with a psychic barrage. They
The mindslicer and another warrior are awake but 4 Githyanki Warriors (W) Level 12 Soldier
Medium natural humanoid XP 700 each githyanki fight defensively, trying to back toward area
fatigued, lost in their own thoughts. It is possible that Initiative +13 Senses Perception +12 U5. If the fight goes poorly, the githyanki split into a dif-
the PCs will not notice the mindslicer immediately. HP 118; Bloodied 59 ferent tunnels, hoping to separate the PCs. The warriors
AC 28 (or 20 without armor); Fortitude 25, Reflex 23, Will 22
Saving Throws +2 against charm effects
fight to the death, but see Development.
Read the following aloud: Speed 5; see also telekinetic leap
You hear the faint sounds of breathing. The narrow tunnels m Silver Greatsword (standard; at-will) Psychic, Weapon Features of the Area
+17 vs. AC; 1d10 + 5 damage plus 1d6 psychic damage,
open up into a larger intersection ahead, and you can see Illumination: A shuttered lantern provides a dim
plus an extra 3d6 psychic damage if the target is
several shapes in the near darkness. immobilized. light in this otherwise pitch black area.
R Telekinetic Grasp (standard; sustain minor; encounter) Rubble: The tunnels are scattered with discarded
Allow the githyanki a Perception check to detect the Ranged 5; Medium or smaller target; +15 vs. Fortitude; the pick axes and chunks of rubble.
approaching PCs, opposed by the characters Stealth target is immobilized (save ends).
checks. Give all the characters a +5 bonus on their R Telekinetic Leap (move; encounter)
Stealth checks unless the githyanki are on alert. If the
Ranged 10; the githyanki mindslicer or an ally within range Development
can fly up to 5 squares. If the PCs are routing the warriors, the mindslicer tries
PCs are carrying open light sources, the githyanki get Alignment Evil Languages Common, Deep Speech
to alert the githyanki at area U5. Two come and help,
a +5 bonus on Perception checks to detect them. Skills History +9, Insight +12
Str 21 (+11) Dex 17 (+9) Wis 12 (+7) Kleth alerts the githyanki in area U11, and the others
Con 14 (+8) Int 12 (+7) Cha 13 (+7) defend the tower entrance at area U5. If Telicanthus is
Equipment plate armor, silver greatsword still alive, he is magically alerted by Kleth.

M a rc h 2 0 0 9 | D u n g e o n 16 4
107
Haven of the Bitter Glass

U5: Leisure Time If the githyanki have been warned of the adven- Githyanki
Mindslicer (M)
Level 13 Artillery (Leader)
turers approach, read the following:
Medium natural humanoid XP 800
Encounter Level 12 (3,700 XP) Initiative +11 Senses Perception +12
Firelight plays across the rough dirt and stone excavation.
HP 98; Bloodied 49
Setup Several alert githyanki stand staring into the tunnel, and AC 27; Fortitude 24, Reflex 25, Will 24
3 githyanki warriors (W) they give a shout of alarm when they see you approach. Saving Throws +2 against charm effects
Speed 6; see also telekinetic leap
Githyanki mindslicer (M)
m Silver Longsword (standard; at-will) Psychic, Weapon
Kleth, githyanki mindslicer (K) Kleth, Githyanki Mindslicer (K) Level 13 Artillery
+18 vs. AC; 1d8 + 2 damage plus 1d8 psychic damage.
Medium natural humanoid XP 800
R Mindslice (standard; at-will) Psychic
These githyanki have recently completed their shift Initiative +9 Senses Perception +12
Ranged 10; +16 vs. Will; 2d8 + 3 psychic damage.
HP 98; Bloodied 49
performing the ritual of the Bitter Glass. Still shaking R Telekinetic Leap (move; encounter)
AC 27; Fortitude 24, Reflex 25, Will 24
somewhat from the psychic emanations they have Ranged 10; the githyanki mindslicer or an ally within range
Saving Throws +2 against charm effects
can fly up to 5 squares.
successfully channeled and calmed, they are having Speed 6; see also telekinetic leap
A Psychic Barrage (standard; recharge 6 ) Psychic
m Silver Longsword (standard; at-will) Psychic, Weapon
a few drinks before they sleep. The five githyanki sit Area burst 1 within 20; +16 vs. Will; 1d6 + 3 psychic
+18 vs. AC; 1d8 + 2 damage plus 1d8 psychic damage.
around a fire at the base of the shattered tower, dis- damage, and ongoing 5 psychic damage (save ends), and
R Mindslice (standard; at-will) Psychic
the target cant use daily or encounter powers (save ends).
cussing their boredom and Telicanthuss plan. Ranged 10; +16 vs. Will; 2d8 + 3 psychic damage.
Alignment Evil Languages Common, Deep Speech
One of the githyanki looks considerably older than R Telekinetic Leap (move; encounter) Psychic
Skills Arcana +14, History +11, Insight +12
Ranged 10; Kleth or an ally within range can fly up to 5
the others. This is Kleth, the mindslicer sage who Str 14 (+8) Dex 16 (+9) Wis 12 (+7)
squares.
first learned of the existence of the Bitter Glass and Con 14 (+8) Int 17 (+9) Cha 11 (+6)
A Unstable Balance (standard; encounter)
Equipment robes, silver longsword
who led the team in reconstructing it from ancient Area burst 3 within 20; +16 vs. Will; 2d6 + 3 damage, and
notes. He does not have the same warrior mindset the target is knocked prone.
A Psychic Barrage (standard; recharge 6 ) Psychic 3 Githyanki Warriors (W) Level 12 Soldier
that most githyanki have. He is a scholar at heart and Area burst 1 within 20; +16 vs. Will; 1d6 + 3 psychic
Medium natural humanoid XP 700 each
would prefer to be in an astral library rather than a Initiative +13 Senses Perception +12
damage, and ongoing 5 psychic damage (save ends), and
HP 118; Bloodied 59
dark tunnel. the target cant use daily or encounter powers (save ends).
AC 28; Fortitude 25, Reflex 23, Will 22
Alignment Evil Languages Common, Deep Speech
Saving Throws +2 against charm effects
Skills Arcana +19, History +16, Insight +12
If the PCs approach undetected, read the following: Speed 5; see also telekinetic leap
Str 14 (+8) Dex 16 (+9) Wis 12 (+7)
m Silver Greatsword (standard; at-will) Psychic, Weapon
Con 14 (+8) Int 17 (+9) Cha 11 (+6)
Firelight plays across the rough dirt and stone excavation. +17 vs. AC; 1d10 + 5 damage plus 1d6 psychic damage,
Equipment robes, silver longsword, communication glass
plus an extra 3d6 psychic damage if the target is
You hear the sound of voices ahead. Next to the remains linked to Telicanthus
immobilized.
of a shattered stone tower, you see five githyanki sitting R Telekinetic Grasp (standard; sustain minor; encounter)
around a fire and passing a bottle back and forth. Tactics Ranged 5; Medium or smaller target; +15 vs. Fortitude; the
How many more months? asks an older one. Once alerted, Kleth tries to knock attackers prone target is immobilized (save ends).
R Telekinetic Leap (move; encounter)
Until this world is claimed, another one answers. It before fleeing to warn Telicanthus and the githyanki Ranged 10; the githyanki mindslicer or an ally within range
wont be long. performing the ritual inside the Bitter Glass. The can fly up to 5 squares.
other githyanki attack to the best of their ability, the Alignment Evil Languages Common, Deep Speech
Skills History +9, Insight +12
mindslicer leading with psychic barrage as the warriors
Str 21 (+11) Dex 17 (+9) Wis 12 (+7)
concentrate on one target at a time. Con 14 (+8) Int 12 (+7) Cha 13 (+7)
Equipment plate armor, silver greatsword

M a rc h 2 0 0 9 | D u n g e o n 16 4
108
Haven of the Bitter Glass

Features of the Area


Illumination: A small campfire illuminates the
otherwise black tunnel, providing dim light.
Buildings: The remains of a wizards tower, black-
ened and broken by ancient dragonfire, dominates
the cave. The tunnel ceiling arches to over 15 feet (3
squares) high in this area.
Rubble: Piles of dirt and stone litter the area, cre-
ating squares of difficult terrain.

Development
If these githyanki have been alerted by the fighting in
the tunnels, they are not sitting quietly. Two warriors
have come to aid the sleeping githyanki in area U4,
the third warrior and mindslicer defend this tower
entrance, and Kleth descends to the Bitter Glass
warn the other githyanki. Kleth also notifies Telican-
thus using his communication glass.

M a rc h 2 0 0 9 | D u n g e o n 16 4
109
Haven of the Bitter Glass

U10: Inside the Glass When the PCs enter, read: 3 Githyanki Warriors (W) Level 12 Soldier
Medium natural humanoid XP 700 each
The door fades away when you touch it, and youre looking Initiative +13 Senses Perception +12
Encounter Level 12 (3,900 XP)
into a sphere full of blue light. Four githyanki stand on a HP 118; Bloodied 59
Setup narrow glass bridge, chanting as they obviously perform a AC 28; Fortitude 25, Reflex 23, Will 22 (32 against the Bitter
Glass)
3 githyanki warriors (W) ritual; their voices echoing strangely in the space. Psychic Saving Throws +2 against charm effects
Githyanki mindslicer (M) energy courses up and down the walls as they see you and Speed 5; see also telekinetic leap
their chanting halts for a second. m Silver Greatsword (standard; at-will) Psychic, Weapon
Bitter Glass
+17 vs. AC; 1d10 + 5 damage plus 1d6 psychic damage, plus
As soon as the ritual is disrupted, the Bitter Glass an extra 3d6 psychic damage if the target is immobilized.
The Bitter Glass is a 30-foot-diameter hollow sphere
R Telekinetic Grasp (standard; sustain minor; encounter)
of blue stained glass. A glass bridge without rail- attacks as well (see below). The characters can make
Ranged 5; Medium or smaller target; +15 vs. Fortitude; the
ings spans the interior and provides a place to stand an Arcana check as soon as the Bitter Glass has target is immobilized (save ends).
without touching the psionically charged walls of the attacked once, allowing the characters to know how R Telekinetic Leap (move; encounter)
Ranged 10; the githyanki mindslicer or an ally within range
sphere itself. This rebuilt version of the Bitter Glass is to circumvent the damage from the device.
can fly up to 5 squares.
somewhat crude compared to the long-ago destroyed Arcana DC 23: The psychic effect bombarding Alignment Evil Languages Common, Deep Speech
original, but Kleth and Telicanthus have created the room is emanating from the sphere itself. It can be Skills History +9, Insight +12
suppressed temporarily with another Arcana check. Str 21 (+11) Dex 17 (+9) Wis 12 (+7)
a version that functions well enough to satisfy the
Con 14 (+8) Int 12 (+7) Cha 13 (+7)
githyankis need for instant communication. Equipment robes, silver greatsword
Githyanki Mindslicer (M) Level 13 Artillery
For the sphere to transmit communication, a con- Medium natural humanoid XP 800
stant ritual must be performed by creatures inside the Initiative +11 Senses Perception +12 Tactics
sphere itself. Telicanthus has had teams of githyanki HP 98; Bloodied 49
The githyanki are unable to maintain the ritual
AC 27; Fortitude 24, Reflex 25, Will 24 (34 against the Bitter
performing this ritual for months. The teams are both while fighting, so they do their best to end the fight
Glass)
bored and exhausted, but they know that ceasing this Saving Throws +2 against charm effects quickly. They work to bullrush PCs inside the sphere
ritual, even for a few seconds, creates a psychic backlash Speed 6; see also telekinetic leap off the pathway, ganging up on one member at a time
m Silver Longsword (standard; at-will) Psychic, Weapon
that can injure anyone inside the sphere (see below). and dropping them before moving on to the next.
+18 vs. AC; 1d8 + 2 damage plus 1d8 psychic damage.
They tell themselves that their actions are essential for R Mindslice (standard; at-will) Psychic While they fight, the psychic energy in the globe
their races eventual success in conquering the mortal Ranged 10; +16 vs. Will; 2d8 + 3 psychic damage. begins to take its toll on everyone in the chamber.
realm, and they have resigned themselves to the tedium. R Telekinetic Leap (move; encounter)
The githyanki are somewhat resistant to the psychic
Ranged 10; the githyanki mindslicer or an ally within range
A fight against intruders is a welcome respite. backlash of the Bitter Glass. They receive a +10 bonus
can fly up to 5 squares.
The Bitter Glass works as an effective commu- A Psychic Barrage (standard; recharge 6 ) Psychic to their Will defense against attacks from the glass, as
nication device due to the ritual that Kleth and his Area burst 1 within 20; +16 vs. Will; 1d6 + 3 psychic noted in their statistics.
assistants have been performing in it around the damage, and ongoing 5 psychic damage (save ends), and
the target cant use daily or encounter powers (save ends). All four githyanki (and Kleth if present) do
clock. When the PCs attack and disrupt that ritual, it Alignment Evil Languages Common, Deep Speech not hesitate to move out of the sphere to try and
reverts to its old and imperfect functioning. Anyone Skills Arcana +14, History +11, Insight +12 keep characters outside, especially if the PCs show
near the globe is subjected to a babble of loud voices Str 14 (+8) Dex 16 (+9) Wis 12 (+7)
intentions of attacking the sphere with the goal of
Con 14 (+8) Int 17 (+9) Cha 11 (+6)
coming from all around them, echoing off the walls destroying it. Any creature who does attack the inside
Equipment robes, silver longsword
and disrupting concentration (see below). of the sphere, which can be done only while inside

M a rc h 2 0 0 9 | D u n g e o n 16 4
110
Haven of the Bitter Glass

it or in one of the squares adjacent to one of the two Features of the Area
portals into the Bitter Glass, becomes the immediate
Illumination: Bright deep blue light, coming from
focus of the githyankis attacks.
the glowing stained glass sphere itself.
Bitter Glass Level 14 Blaster Bitter Glass Portals: The portals leading into
Hazard 1,000 XP the Bitter Glass open automatically when a creature
As the githyanki are forced to cease their ritual, a babbling stands adjacent to them. Otherwise, they remain
backlash of psychic energy attacks your mind, causing an im- closed. They can also be mentally commanded to
mediate and intense pain.
close (a free action) by a creature adjacent to a portal,
Initiative +12
Trigger
something the githyanki make sure to do while
As soon as one githyanki stops performing the ritual, the defending the sphere.
Bitter Glass rolls initiative. Bitter Glass Surface: The sloped sides of the
Special: A creature that touches the Bitter Glasss walls is
sphere are rough, requiring DC 20 Athletics checks
subject to the attack, but is that attacks only target.
Attack to climb.
Standard Action Close burst 10 (centered in the Walkway: The glass bridge through the Bitter
center of the sphere) Glass is 2 squares wide and 6 squares long, sus-
Targets: Each creature in burst
Attack: +18 vs. Will
pended 15 feet above the bottom of the sphere. It
Hit: 2d8 + 5 damage, and ongoing 5 psychic damage (save lacks a railing.
ends), and the target is dazed until the end of the Bitter
Glasss next turn.
Miss: Half damage.
Development
Countermeasures If Kleth fled from area U5, he is also encountered
Arcana DC 21 (Standard Action) The character suppresses here. He fights to the death at the Bitter Glass, unwill-
the glasss attack until the start of his or her next turn. ing to give up his lifes greatest work for anything.
However, each consecutive round this action is taken, the
DC increases by 2.
When the glass is destroyed, one final pulse of
Dealing 200 points of damage to the inside of the Bitter psychic energy surges through the chamber. The
Glass damages the panes of glass enough to shatter pulse doesnt deal any damage, but each character
the inside of the device and render it permanently
can feel some portion of his or her thoughts carried
inoperable. Realizing that this is the only way to stop the
psychic emanations of the glass requires a DC 23 Arcana away by the energy. A DC 23 Arcana check reveals
check (a free action). The Bitter Glasss interior has AC that each PC has had some portion of his or thoughts
28, Fortitude 26, Reflex 24, Will 26, and is vulnerable 10 ripped into the Astral Sea, where some creature or
thunder.
another might find it. Feel free to use this in a future
adventure, as you see fit. After all, what are the odds
some creature finds the residue of a single creatures
thoughts in the vastness of the Astral Sea?

M a rc h 2 0 0 9 | D u n g e o n 16 4
111
Haven of the Bitter Glass

Telicanthuss secretary Pennel is a very different Telicanthus Level 16 Elite Controller (Leader)
Z1: Exposing sort of person. Pennel is human and appears as bland Medium natural humanoid, githyanki XP 2,800
Initiative +13 Senses Perception +11
Telicanthus as dishwater: neat pale clothing, pale hair, pale eyes,
Deathless Fanaticism aura 5; when a lower-level ally within
extremely efficient, eidetic memory, and no talent the aura is reduced to 0 hit points, it dies if damaged again
Encounter Level 16 (7,100 XP) for small talk. Under Telicanthuss employment and or at the end of its next turnwhichever comes first.
careful psychic grooming, his natural sociopathic ten- HP 308; Bloodied 154
Setup dencies have been honed to a wicked edge.
AC 30; Fortitude 27, Reflex 28, Will 30
Saving Throws +2; +4 against charm and fear effects
Telicanthus When the PCs decide to confront Telicanthus, its Speed 6, fly 6 (clumsy)
Pennel likely to be at his mansion. But feel free to allow them Action Points 1
2 githyanki mindslicers m/r Mindhammer (standard; at-will) Psychic
to find the githyanki anywhere in the city that they
Reach 2 or Ranged 10; +20 vs. Will; 2d8 + 7 psychic
4 githyanki myrmidons choose. With the evidence they have (the Filth Kings damage, and the target is slowed until the end of
confession, the Bitter Glass beneath his home, and the Telecanthuss next turn and pushed 2 squares.
This encounter occurs wherever the PCs decide to M/R Double Hammering (standard; at-will) Psychic
many githyanki clearly in his employ), they do so with
confront Telicanthus and his secretary Pennel. Teli- Telicanthus makes two mindhammer attacks.
the blessing of Lord Torrance and the Coalition. The M Force Switch (standard; recharge 5 6 ) Force
canthus is an active adversary who is careful not to
governor accompanies the characters to confront Teli- Reach 4; targets two creatures; + 20 vs. Fortitude;
get in a fight anywhere where doing so would tarnish
canthus with a squad of four city militia, but they stay 2d10 + 5 force damage, and the targets switch places.
his public image. For that reason, he is more likely to Telicanthuss allies take no damage from this attack.
out of any ensuing conflict.
retreat from a fight in public, particularly if he can M Suffering Ties (standard; encounter) Psychic
The characters have some time before confront- +20 vs. Fortitude; 1d10 + 7 psychic damage, and until the
later pin any property damage on the heroes to get
ing Telicanthusat least enough for an extended start of Telicanthuss next turn, attacks that hit Telicanthus
them arrested or exiled from the city.
rest. If they wait more than 24 hours before seeking deal half damage to Telicanthus and half to the target.
This changes if the Bitter Glass has been Nondamaging effects such attacks impose affect the target
him out, however, he sends Pennel to murder sev-
destroyed. Once that happens, Telicanthus has no instead. Any healing the target gains is halved between the
eral prominent citizens in the city before fleeing. In target and Telicanthus.
more reason to keep up his front, and will doubtlessly
that case, the characters find nothing but a burning C Binding Suggestions (standard; recharge 6 after being first
attempt to take his revenge on the characters. When bloodied) Psychic
mansion when they seek out the githyanki with their
Telicanthus finally decides to remove the heroes from Close burst 2; targets enemies; +18 vs. Will; the target
accusations. is dazed (save ends). Each turn the target starts dazed,
action, he and his secretary Pennel attack.
Telecanthus can make a secondary attack against that
At heart, however, Telicanthus is overconfident.
target.
While he tries not to let it show, he believes that he Secondary Attack: +20 vs. Will; the target takes 7 psychic
is a superior creature, and that he does his enemies a damage and is dominated (save ends). Miss: The target
favor by gracing them with his presence. Even while takes 2d6 + 7 psychic damage.
Alignment Evil Languages Common, Deep Speech
being attacked, he quietly congratulates himself for Skills Bluff +23, Diplomacy +23, Insight +17
allowing the PCs to fight a foe of his caliber. This Str 12 (+9) Dex 17 (+11) Wis 18 (+12)
would make him insufferable if his true attitude were Con 18 (+12) Int 21 (+13) Cha 24 (+15)
Equipment robes
known, so he carefully conceals it when dealing with
the people of Sayre. His ego comes through when he
is angry, however, which is the case if the Bitter Glass
is destroyed.

M a rc h 2 0 0 9 | D u n g e o n 16 4
112
Haven of the Bitter Glass

Pennel
Medium natural humanoid, human
Level 14 Elite Soldier
XP 2,000
2 Githyanki Mindslicers
Medium natural humanoid
Level 13 Artillery
XP 800 each
Tactics
Initiative +15 Senses Perception +17 Initiative +11 Senses Perception +12 Pennel absorbs as much damage as possible for Teli-
HP 276; Bloodied 138 HP 98; Bloodied 49 canthus until his master decides to escape; once he
AC 30; Fortitude 25, Reflex 27, Will 26 AC 27; Fortitude 24, Reflex 25, Will 24 (34 against the Bitter
does, Pennel attempts to slow and delay the attackers
Saving Throws +2 Glass)
Speed 6 Saving Throws +2 against charm effects while Telicanthus flees for his life. Pennel gladly gives
Action Points 1 Speed 6; see also telekinetic leap his life if it means that Telicanthus is able to reach
m Crystal Dagger (standard; at-will) Psychic, Weapon m Silver Longsword (standard; at-will) Psychic, Weapon
safety.
+21 vs. AC; 3d4 + 8 psychic damage, and the target is +18 vs. AC; 1d8 + 2 damage plus 1d8 psychic damage.
marked until the end of Pennels next turn. R Mindslice (standard; at-will) Psychic Telicanthus will not fight if doing so might harm
r Crystal Strands (standard; at-will) Psychic, Weapon Ranged 10; +16 vs. Will; 2d8 + 3 psychic damage. his reputation and social status. Once he joins a
Ranged 10; +19 vs. Reflex; 3d4 + 7 damage, and the target R Telekinetic Leap (move; encounter) combat, he uses every power possible to confuse and
is pulled 3 squares. Ranged 10; the githyanki mindslicer or an ally within range
M/R Crystal Bloom (standard; at-will) Psychic, Weapon
annoy his opponents. He would much rather humili-
can fly up to 5 squares.
Pennel makes two basic attacks. A Psychic Barrage (standard; recharge 6 ) Psychic ate someone than hurt them. Once he is bloodied, he
M/R Cut Off (immediate interrupt; usable when a target Pennel Area burst 1 within 20; +16 vs. Will; 1d6 + 3 psychic focuses on fleeing the scene and extracting vengeance
has marked leaves a square adjacent to Pennel or enters a damage, and ongoing 5 psychic damage (save ends), and
at a later date. Telicanthus has no problems whatso-
square adjacent to Telicanthus; at-will) the target cant use daily or encounter powers (save ends).
Pennel can make a basic attack against the target. If the Alignment Evil Languages Common, Deep Speech ever with sacrificing Pennel.
attack hits, the targets movement ends. Skills Arcana +14, History +11, Insight +12
C Crystal Shards (standard; recharges when first bloodied) Str 14 (+8) Dex 16 (+9) Wis 12 (+7)
Psychic Con 14 (+8) Int 17 (+9) Cha 11 (+6)
Close burst 3; +18 vs. Reflex. 2d4 + 7 psychic damage, and Equipment robes, silver longsword
the target is immobilized (save ends). Miss: Half damage,
and the target is slowed until the end of Pennels next turn. 4 Githyanki Myrmidons Level 12 Minion
Psychic Redirection (immediate interrupt; useable when an Medium natural humanoid XP 175 each
attack hits Telicanthus; at-will) Initiative +12 Senses Perception +9
Pennel redirects the triggering attack to himself. HP 1; a missed attack never damages a minion
Alignment Evil Languages Common, Deep Speech AC 28; Fortitude 24, Reflex 23, Will 24
Skills Acrobatics +18, Insight +17, Stealth +18, Thievery +18 Speed 5
Str 15 (+12) Dex 23 (+13) Wis 20 (+12) m Silver Short Sword (standard; at-will) Psychic, Weapon
Con 18 (+11) Int 17 (+10) Cha 12 (+8) +19 vs. AC; 7 damage, plus an extra 5 psychic damage if
Equipment robes, crystal dagger, schedule book the target is immobilized.
R Telekinetic Grasp (standard; encounter)
Ranged 5; Medium or smaller target; +15 vs. Fortitude; the
target is immobilized (save ends).
Alignment Chaotic evil Languages Common,
Deep Speech
Str 16 (+9) Dex 14 (+8) Wis 16 (+9)
Con 12 (+7) Int 12 (+7) Cha 10 (+6)
Equipment chainmail, silver short sword

M a rc h 2 0 0 9 | D u n g e o n 16 4
113
Haven of the Bitter Glass

Appendix I: latter case, telekinetic tether might keep the lancer in the
Githyanki Captain Tactics
saddle or at least see it safely to the ground. A githyanki
NewMonsters lancer uses mindslice while its mount is maneuvering or
A githyanki captain fiercely leads from the front,
entering the fray with astral engagement and pinning
its foes are otherwise out of reach.
For more on githyanki, see Monster Manual, page 128. enemies down with psychic upheaval. The captain
Githyanki Captain then cuts down immobilized foes, or designates tar-
Githyanki Lancer Githyanki captains lead vast numbers of warriors and
gets with mindhook or a recharged astral engagement.
Githyanki lancers are specially trained githyanki who When an opponent bloodies the captain, the captain
myrmidons into battle.
ride war-dragons into combat. From dragon-back, they prefers to attack that enemy, using astral engagement
use force lance to skewer any foe who opposes them. Githyanki Captain Level 13 Elite Soldier (Leader) (if possible) or telekinetic leap, followed by psychic
Medium natural humanoid XP 1,600 upheaval. If the enemy is immobilized, the captain
Githyanki Lancers (G) Level 14 Skirmisher Initiative +11 Senses Perception +10
the uses an action point to double attack the same
Medium natural humanoid XP 1,000 each HP 256; Bloodied 128
Initiative +15 Senses Perception +10 AC 29; Fortitude 26, Reflex 25, Will 25 adversary.
HP 134; Bloodied 67 Saving Throws +2, +4 against charm effects
AC 28; Fortitude 26, Reflex 26, Will 25 Speed 5; also see astral engagement and telekinetic leap
Saving Throws +2 against charm effects Action Points 1
Speed 5; also see telekinetic tether m Silver Greatsword (standard; at-will) Psychic, Weapon
m Psychic Lance (standard; at-will) Psychic +18 vs. AC; 1d10 + 6 damage plus 1d10 psychic damage,
Reach 2; +19 vs. AC; 2d10 + 5 psychic damage, and if the plus an extra 2d10 psychic damage against an immobilized
githyanki lancer charged, the target is pushed 2 squares. target.
M Silver Longsword (standard; at-will) Psychic, Weapon r Mindhook (standard; at-will) Psychic
+19 vs. AC; 1d8 + 5 damage plus 1d8 psychic damage, and Ranged 10; +17 vs. Will; 2d8 + 3 psychic damage, and the
the githyanki lancer or its mount can shift 1 square. githyanki captain or an ally of the captains choice marks
R Mindslice (standard; at-will) Psychic the target (save ends).
Ranged 10; +17 vs. Will; 2d8 + 5 psychic damage. M/R Double Attack (standard; at-will)
Telekinetic Tether (move or immediate reaction when falling; The githyanki captain makes two basic attacks.
encounter) R Telekinetic Leap (move; encounter)
The githyanki lancer can fly up to 10 squares, fly back to Ranged 10; the githyanki captain or an ally within range
its mounts saddle, or fall to the ground without taking can fly up to 8 squares.
falling damage. C Psychic Upheaval (standard; recharges when first bloodied)
Alignment Evil Languages Common, Deep Speech Psychic
Skills Acrobatics +16 Close burst 3; targets enemies; +16 vs. Fortitude; 2d10 + 4
Str 19 (+11) Dex 18 (+11) Wis 16 (+10) psychic damage, and the target is immobilized (save ends).
Con 14 (+9) Int 15 (+9) Cha 11 (+7) Allies within the area gain 10 temporary hit points.
Equipment scale armor, silver longsword Astral Engagement (move; recharge 4 5 6) Teleportation
The captain teleports 6 squares to a square adjacent to an
enemy, and one ally within 5 squares of the captains start
Githyanki Lancer Tactics or end point can charge the same enemy.
A githyanki lancer prefers to fly into battle on its Alignment Evil Languages Common, Deep Speech
mount, charging with psychic lance to keep foes off Skills: Arcana +15, History +17
Str 21 (+10) Dex 12 (+7) Wis 19 (+10)
balance and out of retaliating range so the githyanki Con 16 (+9) Int 18 (+10) Cha 16 (+9)
can more easily skirmish. The lancer does not dismount Equipment: plate armor, silver greatsword, Bitter Glass
until the battle is clearly over or forced to do so. In the communication device

M a rc h 2 0 0 9 | D u n g e o n 16 4
114
Haven of the Bitter Glass

others focus attacks on immobilized targets. Then


Githyanki Dragonknight Githyanki Dragonknight
they switch roles.
Githyanki dragonknights are elite warriors trained to Tactics
use their pact dragons to devastate their foes. A githyanki dragonknight flies into battle initially Githyanki Lore
with hatreds juggernaut. It goes on with savage dis-
Githyanki Dragonknight Level 14 Elite Skirmisher In addition to the information given in the Monster
plays of knightly prowess, mixing attacks to bring down
Medium natural humanoid XP 2,000 Manual, a character knows the following information
Initiative +16 Senses Perception +11 as many foes as possible. The knight uses its action
with a successful Nature check.
HP 272; Bloodied 136 point to finish off a foe in dramatic fashion, to unleash
DC 20: Githyanki armed forces contain a number
AC 28; Fortitude 27, Reflex 27, Will 26 a mounts attack (such as a breath weapon), or to
Saving Throws +2; +4 against charm effects of different warriors. Lancers are specially trained
follow up the end of hatreds juggernaut with a series of
Speed 5; see also telekinetic tether githyanki who ride draconic mounts, and those who
Action Points 1 attacks on a particular enemy.
excel in this role become githyanki knights. Leading
m Psychic Lance (standard; at-will) Psychic
squads are captains, who use their psychic powers
Reach 2; +19 vs. AC; 2d10 + 5 psychic damage, and if the Githyanki Myrmidons to tie up foes and take them apart. Lowliest among
githyanki dragonknight charged, the target is pushed 2
squares. Githyanki myrmidons are selected from githyanki
githyanki military forces are the myrmidons, who
m Silver Bastard Sword (standard; at-will) Psychic, Weapon that were unsuited for full warrior training. They
throw themselves at githyanki enemies.
+19 vs. AC; 1d10 + 5 damage plus 1d10 psychic damage, are taught to follow orders without question, surging
and the dragonknight or its mount can shift 2 squares.
forward against the enemy, mobbing their foes and
r Mindslice (standard; at-will) Psychic
Ranged 10; +17 vs. Will; 2d8 + 3 psychic damage. never retreating.
M Knightly Prowess (standard; at-will)
The githyanki dragonknight can make two basic attacks. Githyanki Myrmidon Level 12 Minion
Ifthe dragonknight charged and made a psychic lance Medium natural humanoid XP 175 each
attack, the dragonkight or its mount can instead shift Initiative +12 Senses Perception +9
2squares, then the dragonknight makes a silver longsword HP 1; a missed attack never damages a minion
attack. AC 28; Fortitude 24, Reflex 23, Will 24
M Hatreds Juggernaut (standard; recharge 6) Psychic Speed 5
Reach 2; the githyanki dragonknight moves up to it or its m Silver Short Sword (standard; at-will) Psychic, Weapon
mounts speed, making a psychic lance against any enemy +19 vs. AC; 7 damage, plus an extra 5 psychic damage if
that comes within reach. the target is immobilized.
Telekinetic Tether (move or immediate reaction when falling; R Telekinetic Grasp (standard; encounter)
encounter) Ranged 5; Medium or smaller target; +15 vs. Fortitude; the
The githyanki dragonknight can fly up to 12 squares, fly target is immobilized (save ends).
back to its mounts saddle, or fall to the ground without Alignment Chaotic evil Languages Common,
taking falling damage. Deep Speech
Alignment Evil Languages Common, Deep Speech Str 16 (+9) Dex 14 (+8) Wis 16 (+9)
Skills Athletics, Acrobatics Con 12 (+7) Int 12 (+7) Cha 10 (+6)
Str 21 (+12) Dex 20 (+12) Wis 18 (+11) Equipment chainmail, silver short sword
Con 16 (+10) Int 16 (+10) Cha 14 (+9)
Equipment scale armor, silver longsword, overcoat Githyanki Myrmidon Tactics
Myrmidons work to aid one another and their supe-
riors. Part of the squad uses telekinetic grasp while the

M a rc h 2 0 0 9 | D u n g e o n 16 4
115
Haven of the Bitter Glass

Groveler Tactics Streetfighter Tactics


Laughing Shadows
The Laughing Shadows are a primarily human A groveler begins combat, if possible, with cringe, set- Streetfighters train to move quickly among foes,
mercenary company always willing to hire their ting up his enemies for attacks by his allies. Grovelers unwary or otherwise, and tangle up the battlefield.
services to the highest bidder. They specialize in are never encountered without other Laughing Shad- A streetfighter starts out with the showy streetfigh-
duplicitous assignments, frequently posing as some- ows or similar allies, typically streetfighters. Once teers flourish to keep enemies close at hand. Then the
thing theyre not. enemies are marked, the groveler uses covert attack streetfighter attacks and marks foes to make later use
whenever possible to devastate persistent attackers. of cheap shot if those opponents move away.
Laughing Shadow
Groveler Laughing Shadow Laughing Shadow
These members of the Laughing Shadows specialize
Streetfighter Scrabbler
in appearing weak and helpless, setting up their foes Some members of the laughing shadows have learned Laughing Shadow scrabblers dart in and out of
for attacks by the grovelers allies. the down-and-dirty, ruthless fighting style of the combat, seeking weakness in their foes.
streets. These rough and scarred mercenaries use
Laughing Shadow Groveler (G) Level 13 Lurker Laughing Shadow Scrabbler Level 13 Minion
whatever weapon is at hand, and dont shy away from
Medium natural humanoid, human XP 800 Medium natural humanoid, human XP 200 each
low tactics to win. Initiative +12 Senses Perception +9
Initiative +14 Senses Perception +9
HP 103; Bloodied 51 HP 1; a missed attack never damages a minion
AC 27; Fortitude 24, Reflex 26, Will 25; +2 to all defenses
Laughing Shadow Streetfighter Level 13 Soldier AC 27; Fortitude 25, Reflex 27, Will 24
Medium natural humanoid, human XP 800 each Speed 6
against marked enemies
Initiative +12 Senses Perception +9 m Short Sword (standard; at-will) Weapon
Speed 7
HP 128; Bloodied 64 +18 vs. AC; 8 damage, and the scrabbler can shift 2
m Katar (standard; at-will) Weapon
AC 29; Fortitude 26, Reflex 25, Will 24 squares, ignoring difficult terrain.
+18 vs. AC; 2d6 + 6 damage (crit 18 + 2d6).
Speed 6 R Shuriken (standard; at-will) Weapon
R Shuriken (standard; at-will) Weapon
m Katar (standard; at-will) Weapon Ranged 6/12; +18 vs. AC; 7 damage.
Ranged 6/12; +18 vs. AC; 2d6 + 6 damage.
+20 vs. AC; 2d6 + 6 damage (crit 18 + 1d6), and the target Combat Advantage
M/R Covert Attack (immediate reaction; when an ally attacks
is slowed until the end of the streetfighters next turn. The scrabbler deals an extra 5 damage against any target
an enemy the ally has marked because of cringe; requires
R Shuriken (standard; at-will) Weapon it has combat advantage against.
katar or shuriken; at-will) Weapon
Ranged 6/12; +19 vs. AC; 2d4 + 4 damage. Alignment Evil Languages Common
Targets the enemy the triggering ally attacked; the groveler
M Cheap Shot (immediate interrupt; usable when a slowed Skills Bluff+10, Stealth +15
makes a katar attack against an adjacent enemy or a
target leaves an adjacent square; requires katar; at-will) Str 19 (+10) Dex 18 (+10) Wis 16 (+9)
shuriken attack against a nonadjacent enemy. Hit: 4d6 + 6
Weapon Con 14 (+8) Int 10 (+6) Cha 8 (+5)
damage (with katar, crit 30 damage + 2d6).
+20 vs. AC; 2d6 + 6 damage, and the targets Equipment chainmail, short sword, 10 shuriken, beggars garb
Cringe (standard; requires an ally in the area; at-will)
movement ends.
Close burst 10; the groveler chooses up to one ally in the
C Streetfighter Flourish (standard; requires katar;
area per enemy in the area. The enemy is considered to be
recharge 5 6)
Scrabbler Tactics
marked by the chosen ally until the end of the grovelers
next turn. Each ally can mark only one enemy in this way.
Close burst 1; targets enemies; +19 vs. AC; 2d6 + 6 A scrabbler circles the combat, looking for oppor-
damage, and the target is slowed (save ends). tunities to gain combat advantage while throwing
The groveler gains +2 to all defenses against marked
Alignment Evil Languages Common, Draconic
enemies. shuriken.
Skills Bluff+13, Intimidate +13, Stealth +15
Alignment Evil Languages Common, Draconic
Str 21 (+11) Dex 19 (+10) Wis 17 (+9)
Skills Bluff+16, Stealth +15
Con 16 (+9) Int 11 (+6) Cha 10 (+8)
Str 12 (+7) Dex 22 (+10) Wis 17 (+9)
Equipment chainmail, katar, 10 shuriken, beggars garb
Con 19 (+10) Int 12 (+6) Cha 20 (+11)
Equipment leather armor, katar, 10 shuriken, beggars garb

M a rc h 2 0 0 9 | D u n g e o n 16 4
116
Haven of the Bitter Glass

Laughing Shadow Sentry Laughing Shadow Lore Treasure Golem (G)


Large natural animate (construct)
Level 14 Solo Brute
XP 5,000
These vigilant sentries are adroit at posing as less A character knows the following information with a Initiative +5 Senses Perception +6; darkvision,
competent household guards or city militia. successful Nature check. tremorsense 5
HP 700; Bloodied 350; see also berserk attack
DC 20: The Laughing Shadows are a large,
Laughing Shadow Sentry Level 11 Soldier AC 26; Fortitude 30, Reflex 24, Will 23
organized mercenary company that specializes in Immune disease, poison
Medium natural humanoid XP 600
Initiative +9 Senses Perception +13 missions in urban environments. Each member care- Saving Throws +5
Speed 6; cant shift
HP 47; Bloodied 23 fully learns to be able to blend in to whatever city or
AC 27; Fortitude 24, Reflex 22, Will 23 Action Points 2
town in which they are assigned. They are experts at m Slam (standard; at-will)
Speed 5
m Halberd (standard; at-will) Weapon meshing seemlessly with other locals, whether as beg- Reach 2; +18 vs. AC; 2d10 + 6 damage, and the target
Reach 2; +18 vs. AC; 2d10 + 4 damage, and the target is gars or city militia. slides 2 squares or is knocked prone.
marked until the end of the sentrys next turn. r Gleamshard (standard; at-will) Force
Ranged 20; +26 vs. AC; 3d6 + 7 force damage, and the
M Halberd Sweep (immediate interrupt; usable when a target
the sentry has marked leaves a square within reach; at-will)
Treasure Golem target slides 2 squares or is knocked prone.
Weapon This golem is a treasure guardian, made up of that M Double Attack (standard; at-will)
The treasure golem makes two basic attacks.
Reach 2; +16 vs. Fortitude; 1d10 + 4 damage, and the which it guardsshifting baubles, items, and coins.
targets movement ends and it slides 2 squares. M Berserk Attacks (immediate reaction; usable when damaged
M Halberd Trip (standard; requires halberd; at-will) Weapon by an attack while bloodied; at-will)
Reach 2; +18 vs. AC; 2d10 + 4 damage, and the target is The treasure golem makes two basic attacks against
knocked prone. random targets.
R Crossbow (standard; at-will) Weapon C Hoard Blast (standard; recharge 5 6)
Ranged 15/30; +16 vs. AC; 2d8 + 2 damage. Close burst 3; +22 vs. Fortitude; 2d10 + 7 damage, and
Alignment Unaligned Languages Common, Draconic prone targets cannot stand until the end of the golems
Skills Streetwise +11 next turn. Miss: Half damage. Effect: The golem bursts
Str 18 (+9) Dex 15 (+7) Wis 16 (+8) into its component pieces, filling the area and gaining
Con 16 (+8) Int 11 (+5) Cha 13 (+6) insubstantial until the start of its next turn, when it
Equipment scale armor, halberd, crossbow with 20 bolts reappears within 5 squares of its last space.
C Weight of Greed (standard; recharges when first bloodied)
Psychic
Sentry Tactics Close burst 3; +15 vs. Reflex; 1d10 + 7 psychic damage,
Laughing Shadow sentries work together like a well- and the target is dominated until the end of the golems
next turn. Miss: Half damage.
oiled machine. A sentry will attempt to stay at reach,
Alignment Unaligned Languages
using halberd trip to keep a foe prone and setting up Str 22 (+13) Dex 10 (+7) Wis 8 (+6)
an attack from an ally who will gain combat advan- Con 25 (+13) Int 3 (+3) Cha 3 (+3)
tage against the now-prone target.
Treasure Golem Tactics
A treasure golem unleashes weight of greed on its
enemies, then uses an action point to attack and
knock a couple foes prone. On its next turn, it uses
hoard blast. It then resorts to double attack until hoard
blast or weight of greed recharges. It moves as it needs

M a rc h 2 0 0 9 | D u n g e o n 16 4
117
Haven of the Bitter Glass

to, w ithout regard for opportunity attacks, focusing Bone Archivists


Medium natural humanoid (undead)
Level 14 Artillery
XP 1,000 each
Bone Scribe Lore
on targets that damaged it most recently or those who
Initiative +9 Senses Perception +19; darkvision A character knows the following information on a
have damaged it most. When bloodied, it becomes HP 109; Bloodied 54 successful Religion check.
less careful, not more. AC 26; Fortitude 25, Reflex 27, Will 26
DC 20: Bone scribes are undead who hunger
Immune disease; Resist 10 psychic; Vulnerable 5 radiant
for information. They attempt to rip it directly from
Treasure Golem Lore Speed 6
m Mind Touch (standard; at-will) Psychic their victims heads, before recording it elsewhere for
A character knows the following information on a +19 vs. Will; 1d10 + 6 psychic damage, and the target
posterity. These undead seldom stop until they have
successful Arcana or Religion check. takes a 2 penalty to Will and is slowed until the end of the
bone archivists next turn. The bone archivist can shift extracted every bit of information available, killing
DC 20: The secrets to creating a treasure golem
3 squares. the target.
are occasionally granted to those who worship the r Siphon Memory (standard; at-will) Psychic
Tiamat or Avandra. Wizards and other arcanists Ranged 10; +19 vs. Will; 2d4 + 6 psychic damage, and the About the Author
have also devised similar techniques, based on the target can make only basic attacks or use at-will powers In addition to helping run the D&D fan site EN World
until the end of the bone archivists next turn. (www.enworld.org), Kevin Kulp is a Boston-based writer and
religious techniques. Proper rites make a hoard of A Knowledge Barrage (standard; encounter) Psychic computer game designer.
treasure into its own guardian. The magic also makes Area burst 2 within 10; targets enemies; +17 vs. Will;
the treasure useless for spending until the monster it 3d6 + 6 damage, and the target is dazed (save ends).
Alignment Evil Languages Common
comprises is slain.
Str 12 (+8) Dex 15 (+9) Wis 10 (+7)
Con 19 (+12) Int 23 (+13) Cha 20 (+12)
Bone Sage
Bone sages are remnants of evil academics and Bone Sage Tactics
scribes, lingering in their thirst for knowledge. Eager for knowledge, the bone scribes move forward
to attack while an archivist stays near the back of a
Bone Scribe Level 13 Minion
Medium natural humanoid (undead) XP 200 each combat. Bone scribes use their finger bones to scrape
Initiative +9 Senses Perception +11; darkvision thoughts from the targets head. The archivist uses
HP 1; a missed attack never damages a minion. its knowledge barrage power first, to slow any retreat
AC 27; Fortitude 25, Reflex 26, Will 24
Immune disease and knock strong foes off kilter. It then uses to siphon
Speed 7 memory, until melee attackers force it to use mind
m Mind Touch (standard; at-will) Psychic touch. When the bone sages succeed on their attacks,
+16 vs. Will; 4 psychic damage, and the target takes a 2
memories from the target appear as words, etching
penalty to Will and is slowed until the end of the bone
scribes next turn. The bone scribe can shift 1 square. themselves across the creatures papery skin.
Alignment Evil Languages Common
Str 10 (+10) Dex 14 (+9) Wis 8 (+6)
Con 20 (+11) Int 23 (+12) Cha 19 (+10)

M a rc h 2 0 0 9 | D u n g e o n 16 4
118
Alliance
at
Nefelus
By Chris Tulach
An adventure for 14th-level characters
illustrations by Jason A. Engle, Ralph Horsley, William
OConnor, Steve Prescott, Wayne Reynolds, Lars Grant
West and Eva Widermann
cartography by Mike Schley
TM & 2009 Wizards of the Coast LLC All rights reserved.

Long have we strove to remain


detached from the affairs of the
mainland. But this threat taxes
us to the limits of our power, and
so we reach out to those who have
proven themselves time and time
again. Perhaps, if you aid us, we
will consider assisting your cause
as a means of g ratitude.
Bejam, member of
the Thraxinium of Nefelus

April 20 09 | D u n g e o n 16 5
4
Alliance at Nefelus

Alliance at Nefelus is an adventure for 14th-level that an unknown force apparently transformed and
What is
characters. At the end of the adventure, the PCs bolstered them. Only one vessel made it to the ice
an Adventure Path?
should be midway through 15th level. Although this floe, and no reports came back from its crew.
adventure is part of the Scales of War adventure path, Several days passed, and the Thraxinium debated Scales of War is the fourth Adventure Path to appear
it takes the plot in a different direction as new friends their next course of action as they did research to in the pages of Dungeon Magazine. But what, you
and foes are discovered. It also makes a good stand- combat the threat of the climate change. While they ask, is an Adventure Path? Quite simply, it is a series
alone adventure or is inserted easily into your own were preparing their next moves, the magical cold of related adventures intended to form a complete
ongoing campaign. emanating from the ice f loe intensified and over the D&D campaign that takes your players from 1st
In this adventure, the PCs are again joined by their course of one night, it formed an icy ring that cut off level all the way to, in the case of Scales of War, 30th
friend Amyria, the deva last seen in Haven of the any ships bound in or out of the ports. The nation of level.
Bitter Glass, the previous adventure. She musters the Nefelus was under siege, and the weather was get- Previous Adventure Paths, presented with the 3rd
PCs to respond to a call for aid from the island nation ting worse. The ice threatens to continue to spread, Edition D&D rules, took characters from 1st to 20th
of Nefelus, an isolationist magocracy that is under an and possibly engulf the entire island. level. But with all three tiers in the new edition ripe
environmental threat. If the PCs can help put an end A few days ago, several members of the Thraxinium and ready to explore, were pushing the limit with
to Nefeluss troubles, Nefelus might be willing to lend reported that they were enacting a ritual that would Scales of War. Each tier takes roughly six adventures
their extensive arcane knowledge and naval might to stave off any further climatic change as long as the to traverse, which means well finish off this Adven-
the Coalition. forces behind the unnatural cold did not greatly inten- ture Path in about eighteen issues. Each adventure
sify. Although that bought a little time, it still meant advances characters from between one and a half
to two levels of experience. We recognize that not
Background that many members of the Thraxinium had to spend
everyone will meet every encounter or complete
considerable resources maintaining the ritual just to
The island nation of Nefelus, a lush tropical realm keep the island from being overwhelmed, and the icy every quest, however, so periodically, well point
that has long kept itself isolated from the dealings of ring still separated Nefelus from any help by sea. you to a supplemental Side Trek or short adventure
the rest of the world, has recently found its tranquil Despite being isolationist, several Thraxi (mem- to keep your PCs on pace. Plus, roughly every few
peace disturbed by a threat that even its deva-led mage bers of the Thraxinium) still maintained contact months, Dragon will feature new support content
council (known as the Thraxinium) cannot squelch. with the outside world. Bejam, a deva on the Thrax- for Scales of War.
Several weeks ago, a mysterious ice floe appeared a inium, formed a friendship with a deva named Finally, this Adventure Path is intended to func-
few miles off the coast of the island, and within a few Amyria. She had been working to convince the tion as a complete D&D campaign. That means well
days, the warm and pleasant climate of Nefelus began Thraxinium to join an allied Coalition of the mortal be making assumptions about the history of the
to grow colder, threatening the natural order. realm intent on defeating a githyanki invasion. But world as we move along, just as you would in any
Nefelus took action as soon as it was apparent that Nefelus had seen nothing of the githyanki save for campaign you run. Well be borrowing heavily from
the conditions were getting more severe. Endowed a single, strange burglary attempt years before, and the D&D mythology of 4th Edition, as well as all the
with a formidable navy to protect themselves from theyd heard even less. Reluctant to get involved, the great ideas that have cropped up in other products
pirates and foreign interlopers, the Thraxinium dis- Thraxi, through Bejam, politely refused all Amyrias over the yearsincluding the pages of past issues of
patched vessels to the ice floe to investigate, and if requests. When the Thraxinium ran out of options Dungeon!
necessary, fight any present threat. However, unusual to deal with the threat of the ice blockade, however, Enjoy your stay in Scales of War, and keep an eye
arctic sahuagin attacked the shipssome speculate Bejam turned to Amyria for aid. out for next months installment.

April 20 09 | D u n g e o n 16 5
5
Alliance at Nefelus

Bejams message found its way to Amyria just


before the Coalitions first meeting in Sayre. Once the The Quests
events of Haven of the Bitter Glass ended, freeing
In Alliance at Nefelus, the PCs attempt to put an end Major QuestPersuade Bejam to Join the
Nefelus became Amyrias top priority. She approached
to the drastic climatic changes being put forth from the Coalition
the Coalition and told them of Nefeluss problems, and
massive iceberg lair called Icehome, just off the coast of Although succeeding in saving Nefelus endears the
their need for assistance. The Coalition agreed to send
the island of Nefelus. As a result of these actions, Nefe- Nefelese to the PCs, it would be an even greater boon
Amyria as an envoy to Nefelus in the hopes that aid to
lus will aid the Coalition, and the PCs can also attempt to have one of the Thraxi seated on the Coalition.
Nefelus might bring them out of seclusion and into the
to convince one of their important magisters to join the Reward: 5,000 XP.
battle against the githyanki. They did so despite the
Coalition. In addition, they retrieve an artifact known
protests of the Coalitions leader, Lord Torrance, who
as the Seed of Winter from Icehome and can bring it Minor QuestRecover the Seed of Winter
secretly still fears that adding Nefelus to the group will
back to Nefelus for research, and they can attempt to Although the Nefelese dont know who is responsible
diminish Sayres importance.
retrieve one of the members of the last expedition to for directing the attack on their island, they do know
Amyria knew that shed need assistance in case
the iceberga githzerai named Uarion. that the tool being used against them is a legend-
battle was necessary, and turned to the PCs to accom-
ary artifact known as the Seed of Winter, long since
pany her to Nefelus. Chartering a ship called Brindols
Major QuestSave Nefelus thought to have been in the Feywild.
Pride, the adventure begins on board the ship as the
Nefeluss tropical climate is threatened by a massive Reward: 1,000 XP.
characters near the icy ring surrounding Nefelus. The
ice floe just off its shore. A ring of ice has formed
events of Alliance at Nefelus take place a few weeks
around the island, and the PCs must find a way to Minor QuestRetrieve Uarion
after Haven of the Bitter Glass ended.
stop the encroaching cold from destroying the islands The only survivor of the previous mission to the ice-
environment. berg, the githzerai Uarion might still be alive. He is an
Adventure Synopsis Reward: 5,000 XP (and 275 ppthe equivalent of accomplished mentalist and someone of importance
three 15th- and one 14th-level treasure parcelsplus to the Thraxinium.
The characters begin the adventure aboard Brindols the elemental prism as promised by the Thraxinium). Reward: 1,000 XP.
Pride, a warship f lying under the colors of the Coali-
tion. There, they are briefed by Amyria, a longtime
and staunch ally of the characters. Recently she was
the ice. The fog coming off the ice mixing with the characters to accompany her to be introduced
named special envoy to Nefelus, the island nation
hot tropical weather makes it particularly difficult to Bejam, a member of the Thraxinium. Bejam
magocracy led by a council of devas. On board the
to see the ice ring until the PCs are right on it, at explains what they know about the icy ring, the cli-
ship, they are briefed of the mission aheadNefelus
which point they notice that they have companya mate changes, the Seed of Winter, and the sightings
is blockaded by an unknown antagonist, who has
frost giant contingent patrolling the ice to ensure that of unusual sahuagin creatures. The characters are
conjured a massive ice f loe around the island and is
none break through from either side. After dealing asked to journey to the ice floe and put a stop to the
assaulting the tropical land with the bitter cold of a
with the frost giants and breaking through the ice, punishing cold and blockade that imperils Nefelus. In
northern winter.
the ship continues on to Nefelus. exchange, the Thraxinium rewards the PCs for their
The first task ahead of the PCs is to enter Nefelus.
Once the PCs arrive in Nefelus, they are taken efforts and considers aiding the Coalition. However,
The ship is equipped with a specially designed ram-
to quarters to rest while Amyria meets with the time is r unning short for Nefelus; the cold assault is
ming bow and a reinforced hull to break through
T hraxinium. After a short while, Amyria asks the growing and the containment ritual will end soon.

April 20 09 | D u n g e o n 16 5
6
Alliance at Nefelus

The PCs need to head back through the icy ring, If they successfully return to Nefelus after defeat-
but to arrive at Icehome with little chance of detec- ing Chillreaver and retrieving the Seed of Winter, they
tion, they can travel underwater. They are given three can attempt to help Amyria convince Bejam to join
apparatuses of Kwalish to use to make it to the ice floe. the Coalition and fight alongside the forces of good Adapting the Adventure
Amyria stays behind to negotiate an alliance with against the githyanki invaders. Alliance at Nefelus is designed with five players in
Nefelus. mind. You can adapt the adventure for larger groups
The characters attempt to dodge sahuagin patrols Preparing for easily by adding more treasure and inserting a few
and make their way to the ice floe, discovering either extra monsters using the guidelines presented in the
the underground entrance to Icehome or the last Adventure Dungeon Masters Guide. When adapting the adven-
remaining intact sailing ship of the previous expedi- ture for larger groups, keep it simple. Where possible,
tion on the surface of the ice. Either way, they run into Alliance at Nefelus has the PCs beginning with a
blockade run to enter Nefelus, where they quickly just add one monster whose level equals the encoun-
arctic sahuagin and must fight their way farther into ter level for each additional PC. Otherwise, look for
Icehome. turn around to leave for Icehome, the lair of Chill-
reaver and source of the Nefelese problem. appropriate monsters from this adventure (see the
Inside Icehome, the characters find a network of Appendix, in particular) and the Monster Manual or
caverns occupied by creatures that are apparently This adventure is relatively straightforward to
start, but you should at least read the introductory Monster Manual 2 to help stiffen up the resistance.
subservient to or allied with Chillreaver, a double- Monster Manual 2 contains a great deal of new mon-
headed white dragon that they might have glimpsed material and the information on Chillreaver so you
have an idea of what the groups up against. Most sters appropriate for paragon tier play.
on their way into Icehome. In addition, they have the This adventure is also designed for 14th-level
opportunity to learn information from a githzerai of the combat encounters inside Icehome are easy
enough to run with limited prep time, although the characters. As written, a slightly larger group of 13th-
now allied with Chillreaver that journeyed with the level characters can play through the adventure, but
last landing party from Nefelus. first encounter (H1. Blockade Run) and first skill
challenge (Approaching Icehome) should be allo- be sure to give the characters plenty of chances to
As they ascend to the upper levels of Icehome, they take extended rests so that they can have a fair shot
must deal with Chillreavers personal guards and, cated reading time.
at surviving the expedition. For higher-level groups,
finally, the white dragon himself. He is engaged in a
ritual to bring the full power of the Seed of Winter to
What You Need to Play adapting the adventure takes a bit more work. You
This adventure includes the encounters the PCs face need to add monsters and increase the treasure
bear on Nefelus, attempting to shatter the contain- rewards to amounts appropriate for the characters.
ment ritual the Nefelese have in place. The characters as they explore and adventure in the area. It also pro-
vides tactical maps and more for the adventure. If you In all, adjusting the adventure is not too arduous, and
must fight Chillreaver and stop the Seed of Winter with a little work, you can run this scenario for groups
from generating the unnatural cold. Once the ritual is and your players havent read through the Dungeons
& Dragons 4th Edition rules yet, that is your first of three to eight players, and for characters of 13th
broken and Chillreaver defeated, Icehome begins to through 16th level.
collapse and the characters must flee before they are best step so that you make certain you understand the
crushed in the crumbling ice floe. rules. Also as mentioned above, read through at least
the first of the adventures chapters before starting.
This review enables you to become familiar with the
material and the style of presentation. You might also
want to take a look at the sections below regarding
the adventure format.

April 20 09 | D u n g e o n 16 5
7
Alliance at Nefelus

Treasure Preparation supply these treasures in whatever way you wish, but
the Treasure Parcels sidebar presents the most likely Starting the
As with previous installments of the Scales of War
campaign, Alliance at Nefelus makes use of the rooms to have treasure. During your preparation, Adventure
parcel system of treasure rewards as described in the assign parcels from those that follow to the rooms
Dungeon Masters Guide. The characters should accu- in the spaces provided. Use the players wish lists to This adventure begins several weeks after the events
mulate fifteen parcels by the end of the adventure. come up with magic items for the first five parcels. in the last Scales of War adventure, Haven of the
Of these, they should gain the reward for completing (Consider saving at least one or two of the highest Bitter Glass. The PCs have had a chance to rest and
the quests (four parcels for 27,500 gp or 275 pp and level magic items for later in the adventure, after the recover, and if theyre a little short on XP before tack-
the elemental prism), and then whatever treasures PCs have acheived 15th level.) ling this adventure, you can run them through a side
they find along the way (the remaining ten). You can trek to get them to 14th level. Once the adventure
begins, there is little time for the PCs to engage in any
sort of activities outside the scope of the adventure.

Treasure Parcels Parcel 1: Magic item, level 18. Amyria, Envoy to Nefelus
Parcel 6
Parcel A: _____________________ I2 Behir Lair. Parcel 2: Magic item, level 17. A deva scion of Bahamut and force for good, Amyria
Parcel B: _____________________ I2 Behir Lair. Parcel 3: Magic item, level 17. is responsible for spearheading the efforts to bring
Parcel C: _______________________ I3 Xurg elmek s Parcel 4: Magic item, level 16. together the Coalition against the githyanki incur-
Chamber. Parcel 5: Magic item, level 15. sion. Amyria has been tasked to become the special
Parcel D: _____________________ I4 Uarions Fate (on Parcel 6: A small wooden box with an elixir of invisibility* envoy to the isolationist island nation of Nefelus, due
Uarions person). and 2 pieces of amber carved into stars in part to her heritage (the rulers of Nefelus are all
Parcel E: _____________________ I5 Icy Sappers (in (100 gp each). devas) and also because she has shown that she is
the crevasse). Parcel 7: A sparkling blue diamond worth 5,000 gp a capable diplomat. She is passionate, caring, and
Parcel 9
Parcel F: ________________________ I 6 Fr o s t G i a n t and two potions of vitality. charismatic. The PCs are her favorites when it comes
Enclave. Parcel 8: A velvet pouch with four ivory statuettesa to getting a job done, and thus she has taken them
Parcel G: ___________________ I6 Frost Giant Enclave monkey, a snake, an elephant, and a panther (6,000 gp along to help with Nefeluss problem.
(on the person of Nara of the Waste). total for the set); and 1,000 gp. Amyrias statistics are in the tactical encounter
Parcel H: ____________________ Chillreavers Treasure Parcel 9: A large sack of gold coins (10,000 gp) minted H1. Blockade Run.
Chamber. in a northern land beyond the Winterbole Forest.
Parcel I: ____________________ Chillreavers Treasure Parcel 10: A platinum ring with Bahamuts symbol
Chamber. worth 2,500 gp and an ornate rubyencrusted silver
Parcel J: ____________________ Chillreavers Treasure letter opener worth 1,500 gp.
Chamber. *Found in Adventurers Vault.
Based on the guidelines in the Dungeon Masters Guide,
the following parcels can go in the spaces above. Rely
on the wish lists your players gave you for the first
eight parcels.

April 20 09 | D u n g e o n 16 5
8
Alliance at Nefelus

Striking an Accord When the players are ready to begin, read the
following:
The adventure begins with the PCs aboard the About a week ago, you left the city of Sayre at the behest
Brindols Pride, a specially outfitted caravel that is of your friend and staunch ally Amyria, a deva scion
designed specifically to break through the ice ring devoted to Bahamuts cause and the opposition of evil in the
that is cutting off the island nation of Nefelus from the world. She asked you to accompany her on a mission to the
rest of the world. Joining the PCs aboard is Amyria, isolationist island nation of Nefelus. When she mentioned
the scion of Bahamut and recently appointed envoy to to you that you should dress for cold weather even though
Nefelus. If the characters have participated in Den of Nefeluss a tropical island, the questions started flying. She
the Destroyer or Haven of the Bitter Glass, theyre gave you a full briefing as you prepared to depart aboard
sure to know Amyria. Brindols Pride, an odd-looking caravel with a reinforced
hull and a sharpened steel bow.

What the PCs Know island. Although the Thraxinium is maintaining a


The PCs were provided with the following informa- ritual to keep the worst of the cold from assaulting
tion from Amyria at the outset of the mission. Amyria the island proper, they cannot maintain it for much
mentions that more information should be forthcom- longer.
ing once they arrive in Nefelus. Amyria and the Coalition have decided to come
The tropical island nation of Nefelus is under to Nefeluss aid with the hopes that Nefelus will join
assault by a sort of unnaturally cold weather. It is obvi- the Coalition if they are successful. The captain of
ous to the Nefelese that this environmental change is the caravel Brindols Pride volunteered to have his
being directed by a malign intelligence. ship fitted with the appropriate equipment to break
Nefelus is an isolationist nation run by a council of through ice, and Amyria assembled a team (the PCs)
deva mages called the Thraxinium. They are known to accompany her to the island.
to be among the most knowledgeable arcanists in the DC 22 Insight: Amyria is keeping something from
world, and their storehouses of information contain the characters, which is uncharacteristic of her. If
secrets lost to the other civilized races. In addition, pressed, she admits that she is uneasy about meeting
their navy is incredibly strong and bolstered by their other devas, especially some as ancient as members
ancient magic. With these two assets, Nefelus has of the Thraxinium. She is also concerned that if she
remained fiercely independent until their recent call fails in this task, the Coalition forces will lack a key
for aid to Amyria. allyone that can provide substantial military and
The chilling weather has become so intense that magical support.
a ring of ice has formed around the island, trapping
their ships and cutting off any travel to or from the

April 20 09 | D u n g e o n 16 5
9
Alliance at Nefelus

When the PCs have been briefed, read the Welcome to Nefelus Amyria explains to the PCs that the Nefelese dont
following: have many visitors from the mainland, and it is both
After their run-in with the frost giant patrol, the ship
Your journey to Nefelus is now almost complete. A massive an honor and a privilege to be allowed to enter as
continues on to the port of Nefelus.
bank of fog looms directly ahead, and the air becomes chilly. guests. She also explains that Nefelus is both the
A cry comes out of the crows nest from the lookout. Iceberg You sail on through the cold and fog for another mile or so. name of their capital and nation, and that few other
to starboard! Looking to the right, you can see a gigantic, Abruptly, the fog lifts, the sun shines, and you are awash in settlements are on the island. She can also provide
shadowed mass far off in the fog, and it stands at least 100 the steamy heat of a tropical paradise. most of the information in the sidebar on Nefelus if
feet tall. As the ice rapidly melts off the ships bow, you see a city asked (except for the names of the taverns and supply
You continue on, the waves licking at the hull of the ship, rise before you, clinging to the massive cliffs of an inlet. shops), since she has been briefed by the Coalition
and then finally, after a few more cold hours, the fog begins to All around you in the bay, fishing boats and naval vessels upon being appointed special envoy.
lift and you see a thick ring of ice floating up ahead. Smaller meander about, clinging close to the shores. Many more are
chunks of ice, some the size of large wagons, bob up and down docked along the cliff shores. Switchback stairs, walkways, Nefeluss History
in the water near the ship. Just as you see a clear picture of the and small wooden buildings dot the lush cliffsides. At the A character knows the following information with a
ice ring and the captain is preparing to ram, you notice that far top of the cliffs, hundreds of feet in the air, larger wooden successful History check.
several large forms become visible through the mist. structures are packed tightly together, huddled close to DC 11: Nefelus is an island nation ruled by a council
the cliffs edge and away from the dense rainforest that of deva mages called the Thraxinium. Nefelus has one of
Tactical Encounter: H1. Blockade Run (page 18). surrounds the city. At the horizon, a great domed structure the largest known contingents of devas in the world; some
rises above all to dominate the skyline; from this distance, it say that almost the entire island is sacred ground and most
looks like a temple or perhaps a university. devas reincarnate here. All citizens of prominence are devas.
The Nefelese have remained isolationist for at least the last
two centuries, having little contact with the mainland.

April 20 09 | D u n g e o n 16 5
10
Alliance at Nefelus

DC 18: The Nefelese believe that knowledge and DC 23: The Nefelese have lived on this island for as Meeting Bejam
magical prowess are the two greatest attributes an long as anyone can remember, and in times past, they
Meeting the deva Thraxi is an important event. The
individual can possess. Their ancient and massive Great used to trade and relate to the other nations of the world.
PCs have the chance to make a good impression on
Library, which also serves as their governmental seat, However, a threat from the Elemental Chaos more than
the leadership of Nefelus.
university, and temple to Corellon and Ioun, is said to two centuries ago almost destroyed their idyllic culture.
Roleplaying Encounter: Meeting Bejam (page
contain secrets long lost to the rest of the world. They blamed the other civilizations for their ignorance, and
21).
after ensnaring the threat and locking it away in the world,
withdrew almost all ties to the mainland. Once the PCs have agreed to help Nefelus out,
Bejam escorts them out of the sitting room into the
entry hall where the PCs meet up with Amyria. He
asks the PCs if he can provide any mundane provi-
sions for the PCs, and he offers up spiked ice shoes if
NEFELUS Defense: Nefelus is without a standard army or the PCs want them.
Capital and only city of the tropical island nation militia, having rebuked any external threats with
bearing the same name, Nefelus is built among the their magic or naval might. Rather, they have the With Amyria in tow, Bejam escorts you down one of those
vegetation on either side of the high cliffs of an inlet. Nefallum, an organized military force consisting of mysterious hallways that leads farther into the Great Library.
Population: 32,500; few live more than a mile approximately 100 deva mages, answerable to the At the end of the hall, a spiral staircase leads down into the
from the cliffside shores, since the rainforest beyond Thraxinium. They also have a 200-ship navy known darkness. As you descend down, softly glowing orbs affixed
is dense. Most of the residents are devas; there is as the Sea Sentinels, consisting of about 2,500 offi- to the walls light your way. The stairs continue for hundreds
a minority population of eladrin, elves, gnomes, cers, sailors, and marines. Their naval vessels are of feet. Eventually, you come to a door with a strange series
half-elves, and humans here. The rest of the races often powered by magic and are considered some of of sigils on its face. Bejam softly intones some words and the
are unknown to Nefelus, although some say that the finest crafted in the world. sigils flash. He opens the door, revealing a workshop with all
dwarves, dragonborn, and goliaths live in the moun- Inns: Due to its isolationist nature, there is little sorts of tools and arcane objects lying about on various tables.
tains in the interior of the island. profit to be had for an innkeep. Those that seek Beyond the workshop, the cavernous room is what
Government: Nefelus is a magocracy, ruled by a boarding can arrange such with a boarding house. looks to be a dock, but no tunnel leads out into a waterway.
council of seven deva mages called the Thraxinium. Taverns: Navahs House of Spirits, Gerties Brown Floating in the pool are three curious objects; they look like
The council is elected once every ten years by devas Bottle, The Green Parrot. giant silvery lobsters with glass windows where their eyes
that possess the ability to cast rituals. No other Nefe- Supplies: Gamals Gear, Nefelus Outfitters. should be. You can see seats and a number of levers through
lese citizens are allowed to vote for the Thraxinium. Temples: The Great Library (Corellon and Ioun), the windows; these appear to be a sort of vehicle.
The government sits in the Great Library, a massive The Valorous Spire (Bahamut), Brighthall (Pelor); Bejam explains that those three vehicles are known
domed structure that rises above all other buildings Melora is worshiped at small shrines in most homes as apparatuses of Kwalish, named after the wizard that
and is also the university, library, and main temple and by sailors. invented them. He then continues to brief the PCs on
complex to Corellon and Ioun. In foreign affairs, their mission in a conversational manner.
Nefelus is isolationist, conducting only limited trade When we realized that the first ships were
and relations with the outside world. attacked and the ice ring blockaded us, we
prepared these vehicles for use. They are
submersible craft.

April 20 09 | D u n g e o n 16 5
11
Alliance at Nefelus

The PCs are to pilot the apparatuses of Kwalish to Statistics for the apparatus of Kwalish can be found Icehome
the iceberg so they arrive without much notice. in Adventurers Vault (page 17), and statistics for the
The previous attempts at traveling by ship and elemental prism and the Solace Bole ritual are located Constructed from Chillreavers will and the power
the presence of the ice ring make conventional in Appendix II (see page 50). The elemental prism is of the Seed of Winter, Icehome is the epicenter of the
means of getting there riskier. considered a treasure parcel for the party, since they climate changes and the white dragons lair. It is still
Each apparatus can carry two people. One of the keep it at the conclusion of the adventure. continuing to grow, and a floating ice bridge miles
two needs to be piloting at all times; the other Bejam can also obtain any other mundane pro- long connects it to the ice ring off the coast of Nefelus.
should keep lookout and can operate the claws visions the PCs think that they might need for the Only two entrances lead into Icehome; either through
if needed. The vehicles are equipped on the journey, including spiked ice shoes that might provide the mountainous calderalike opening at the top of
lever console with a homing arrow that has been them with better grip on areas of slick ice, at the cost the iceberg (which the dragon, ice gargoyles, and frost
attuned to the iceberg such that the arrow always of speed (see Using Ice Shoes on page 13). giants use), or the undersea entrance that the arctic
points toward the iceberg. Bejam wishes the PCs good luck on their mission sahuagin use.
It should take approximately 3 hours to reach the and helps the PCs enter the vehicles if needed. Icehome was formed only recently, and the
iceberg from here. The vehicles are easy enough bottom levels of the iceberg lair are still in a rough
As the PCs are ready to depart in the
to pilot. You need to surface the vessels after you state. Chillreaver has concentrated most of his recent
submersibles, read:
arrive so that the air can be replenished; theres energy on creating the ice ring blockade that sur-
only enough air in one of these to take you there. Amyria asks one of you to reopen the hatch. She leans in rounds Nefelus and hasnt had the opportunity yet to
(Bejam gives the PCs a quick course in piloting and says quietly, One last thing before you leave. I think refine the under-dwellings.
the apparatus.) that it might be possible to convince Bejam to join the Icehome consists of three levels. On the lowest
Coalition as a representative of Nefelus. I will stay here level, the arctic sahuagin baron Xurgelmek and an
After your piloting instructions, Bejam assembles you all
and attempt to work toward that goal, but ultimately it will eye of frost beholder maintain order among the other
at the dock. I have two more items for you to take with you.
depend on the success of your mission. May the platinum arctic sahuagin and their pets. This level is also just
I am certain that they will be of aid to you on the mission.
dragon bring justice to our enemies. below the surface of the sea, and the entrance to
He produces a small flickering prism and a scroll tube from
Icehome is underwater. This level is connected to the
his robe. Approaching Icehome second level by a shaft that the beholder commonly
This object is called an elemental prism. We know that the
Once inside the apparatuses, the PCs must travel uses to give reports on the sahuagin to the frost giants.
Seed of Winter grants creatures under its influence resistance
through the depths of the sea to Icehome. Frost giants rule the second level of Icehome; in
to cold attacks, and the prism allows the user to circumvent
Skill Challenge: SC1. Traveling to Icehome (page particular, a frost giant ice shaper named Nara of the
such defenses while providing the user with protection.
23). Wastes heads up the forces. In addition, Chillreaver
The ritual inked on this scroll is called Solace Bole.
has designated this level as the place to keep prison-
It will transport you to a small secluded place in a pocket
ers, since the frost giants are better organized and less
plane where you can rest and regroup. Time will pass
prone to outright savagery than the sahuagin. An ice
normally there, but when you return, only an hour will have
bridge leads directly up to the third level.
gone by. With the short amount of time we have before our
The top level is Chillreavers lair and is the most
defenses are shattered, you might find this necessary.
refined of the three levels. Chillreaver has begun the
process of shaping the ice into a grand fortress for

April 20 09 | D u n g e o n 16 5
12
Alliance at Nefelus

himself, and his ice gargoyle creations wait patiently Walls and Floors: Since Icehome is constructed
for his instructions in the entry hall. The dragons completely of ice, it stands to reason that traversing
main chamber is where he keeps the Seed of Winter, the ground might be a little hazardous. Thankfully,
Investigating
and he attends to it regularly, guiding its power with the lower two levels are spotted with snow and are Icehomes Exterior
his will. In Chillreavers treasure room, a shaft leads easier to traverse. On these two levels, unless otherwise If the PCs decide to investigate the surface of Icehome
out the top of Icehome, through the caldera. noted, the terrain is treated as normal terrain. The top instead of going inside the undersea entrance, they
level is slick, however, and creatures without ice walk find an intact Nefelese sailing vessel pulled partially
Features of Icehome (or another means of travel such as flying or teleport- ashore. If they go aboard, it is clear that the ship has
The following features are common in Icehome. ing) treat the terrain as difficult terrain and are moved been ransacked of all valuables, and there appears to
Illumination: The inside of Icehome is illumi- 1 extra square when subjected to forced movement. have been a bloody battle, although no crew remains.
nated by a strange soft glow emanating from the walls Using Ice Shoes: If a PC is wearing ice shoes The ship is otherwise in sailing condition, and with a
of the chambers. Unless otherwise noted, all areas are (either given to them by Bejam or found in Icehome), crew of four, can be readied quickly to depart.
brightly lit. Underwater areas are dimly lit. it gives them 1 speed, but they are considered to have A DC 23 Perception check outside the ship reveals
ice walk. webbed tracks leading back to the sea and drag
Stalagmites: Many stalagmites are on the two marks spotted here and there with blood. Uarions
lower levels of Icehome; these are treated as block- tracks up the side of the iceberg have long since been
ing terrain, but creatures can cut the corners while concealed by the wind and snow.
moving around them. If the PCs tarry too long here, they might encoun-
Frigid Cold: Icehomes interior and exterior is ter a frost giant patrol consisting of three frost giant
considered an area of cold weather. Every 8 hours a scouts and a frost giant (a level 14 encounter worth
PC is in Icehome without resistance to cold, the PC 4,600 XP).
must succeed on a DC 22 Endurance check or lose
a healing surge. If the PC has no healing surges left
when the check is failed, the PC loses hit points equal
However, the PCs do have a few options. First, the
to the characters level. See the Dungeon Masters
Solace Bole ritual should allow the PCs to disappear
Guide, pages 158159 for more information.
from the area, rest up, and return with only 1 hour
passed. This can be absolutely critical when used at
Extended Rests the right time, since it gives the party an extended
Taking extended rests at the wrong place in Icehome
rest on demand.
is difficult. In addition, should Chillreavers forces
The other option to resolve a more mundane,
go on alert, the situation becomes dicey for the PCs.
6-hour extended rest is to clear a level of Icehome and
Also, the PCs need to consider an element of time
then camp in the cleared level. Most of the creatures
they have less than 24 hours to stop Chillreaver
dont journey into the levels below where they nor-
before Nefeluss magical defenses fall and the island is
mally live, so the party should be relatively safe if the
assaulted by the climate change.
denizens of Icehome arent actively looking for the PCs.

April 20 09 | D u n g e o n 16 5
13
Alliance at Nefelus

If the PCs are careful enough, they could have two 4. Elemental Farm
extended rests within the 24-hour time frame, thanks
An eerie glow bounces off the stalagmites in this
to the ritual. This should be sufficient for groups that
room. To the west, a pair of ledges rises up to give a
manage their resources effectively.
commanding view of the room. Chillreaver enjoys
projects, and several of the stalagmites in this
1. Entrance Cavern room are cocoons for servitor elementals that are
This area is where the arctic sahuagin guards and
waiting to be activated. Uarion, the missing githz-
raiders congregate. The undersea entrance opens
erai mindmage, has also fallen under the sway
up here onto the icy cavern floor. To the southeast, a
of Chillreaver and the Seed, and they are here, as
water-filled tunnel flows into Xurgelmeks chamber.
well. Uarian has oversight of the elementals. The
Tactical Encounter: I1. Entrance Cavern (page
chamber exits in a tunnel to the north.
24).
Tactical Encounter: I4. Uarions Fate (page
31).
2. Behir Lair
Natural stairs ascend up into this expansive cavern. 5. Umber Hulk Lair
The floor here is dotted with stalagmites, as with
The defining feature of this chamber is the cre-
other areas of this level. Two ledges, one to the east
vasse splitting the ice in the center of the room.
and the other to the south, connect with Xurgelmeks
More stalagmites dot the floor, and a newly
chamber and rise 10 feet from the floor. The sahuagin
excavated tunnel in the southeast region of the
keep an icetouched behir that frost giants brought
chamber leads to the frost giant enclave. Another
recently. The icetouched behir has been affected by
tunnel leads to the north, but it is partially
the Seed of Winter, and it has been kept happy by a
blocked by a massive stalagmite.
steady diet of Nefelese from their last failed attempt to
Tactical Encounter: I5. Icy Sappers (page
investigate Icehome, but it grows hungry again.
34).
Tactical Encounter: I2. Behir Lair (page 26).

3. Xurgelmeks Chamber 6. Frost Giant Enclave


This massive chamber is the home of the frost
The leader of the arctic sahuagin, a baron named
giants. A slippery ice bridge rises to the grand hall
Xurgelmek, dwells in the western half of this cham-
on the next level, and a cold stream pools up near a
ber. A 20-foot high ledge splits the chamber in half,
natural staircase on the far side of the ice platform,
and a beholder eye of frost dwells in the other half of
nearly cutting the room in two. Unlike the other
the chamber, keeping guard on the shaft leading up to
chambers on this level, the whole of the floor is
the second level and where the frost giants dwell.
devoid of stalagmites. Nara of the Wastes keeps her
Tactical Encounter: I3. Xurgelmeks Chamber
retinue here, and they use their linked portal to
(page 28).
travel back to their northern home when necessary.
Tactical Encounter: I6. Frost Giant Enclave
(page 35).

April 20 09 | D u n g e o n 16 5
14
Alliance at Nefelus

7. Grand Hall 9. Treasure Chamber


Chillreavers refinements start to show in this Accessible only through secret entrances to the north
room, since it appears to be constructed with and west, this chamber has a platform 30 feet above
precision rather than crudely or naturally shaped. the floor that cuts the room in two. Icy pillars mark
The room contains six ice pillars that lead into the the boundary of the platform and the floor below. On
main chamber, where a number of ice gargoyles the platform is Chillreavers treasure hoard, as well as
stay motionless and await the commands of their an exit shaft leading out of Icehome to the top of the
master or unauthorized visitors. A secret door iceberg.
to the south leads to the treasure chamber, and Illumination: This area is brightly lit.
to the east an illusory sliding ice wall provides Ceiling: The ceiling is 60 feet from the lower floor.
access to Chillreavers main chamber. Floor: The floor here is treated as difficult terrain
Tactical Encounter: I7. Gargoyles in the for anyone moving on it without ice walk. In addition,
Hall (page 38). creatures without ice walk standing on the floor are
moved 1 additional square when subjected to forced
8. Chillreavers movement.
Chamber Platform: Roughly half of the room is 30 feet
This impressive chamber is dominated by a ped- above the lower floor. On this platform are the inter-
estal that rises 50 feet from the floor. On top of esting baubles and spoils of Chillreavers conquests
the pedestal is the Seed of Winter, glowing with (his treasure parcels are found here).
the cold beams of the ten silver mirrors set into Exit Shaft: This smooth ice shaft is 15 feet in
alcoves along the north and south sides of the diameter and heads out the top of Icehome (see
top level walkway. Along the eastern wall is a Escape from Icehome for more information). It
massive dais inscribed with runes of power that requires a DC 30 Athletics check to climb up it. After
Chillreaver uses to augment the effects of the 40 feet, the terrain becomes a bit easier to climb since
Seed of Winter. To the south, a secret door allows it gradually slopes upward for another 40 feet (DC
access to the treasure chamber. 10 Athletics check to climb) before again becoming a
Tactical Encounter: I8. Chillreavers Seed 50-foot sheer climb to the top of the rim (DC 25 Ath-
(page 40). letics check to climb).

April 20 09 | D u n g e o n 16 5
15
Alliance at Nefelus

Escape from Icehome Return to Nefelus


Upon significantly reducing the Seed of Winters
power, the magic energy sustaining Icehome After the PCs escape from the destruction of Ice-
begins to unravel and the structure starts to col- home, they can return back to Nefelus to report the
lapse. The PCs must move away from the iceberg details of their mission to Amyria and Bejam, and
before it completely collapses! then they can attempt to convince the Thraxus to
become part of the Coalition.
When the PCs disable the Seed of Winter
With the defeat of Chillreaver and the destruction of his
trap, read:
iceberg lair, the weather begins to warm. As you approach
The Seed of Winter is knocked free of its position on the island nation, the icy ring has already begun to crack
the pedestal. A crackling blast of white frost resonates and break into swiftly melting floes of ice.
out from the Seed, through the room, and beyond.
After the PCs dock their vessel, they are taken back
After 5 more combat rounds (if necessary), to the Great Library to meet once again with Amyria
read: and Bejam. The PCs can relay what has occurred on
The floor begins to vibrate as a rumbling sound the iceberg.
is getting increasingly louder. That noise is soon If the PCs brought back the githzerai mindmage
overtaken by a deafening Crack! You soon come to Uarion, Bejam is thankful for his return, and prom-
the conclusion that the iceberg is crumbling apart! ises to have their best priests tend to him.
If the PCs return with the Seed of Winter, Bejam
The PCs must now participate in a skill challenge
asks to have the Thraxinium study it before handing it
to escape from Icehome before it becomes their
back to them.
tomb. It doesnt matter which way they godown
to the undersea entrance to take off in the appa- If the PCs mention the silver mirrors used to
ratuses of Kwalish or up to the top of the iceberg augment the power of the Seed of Winter:
to make their way back down to the shore and Bejam looks concerned at this news. Ten, you say? We are
the last Nefelese vessel out (see Investigating still missing a few more, and if their magic can be perverted
Icehomes Exterior on page 13 for more informa- to power a fell artifact, who knows for what else the mirrors
tion about the Nefelese ship). have been appropriated.
If the PCs are still engaged in combat with
When the PCs are finished telling their story,
Chillreaver, it might make for an exciting finale
read:
to weave the skill challenge as the characters
escape the crumbling iceberg in with the battle. Our gratitude runs deep for what youve done today. We
Skill Challenge: SC2. Escape from Ice- will reward you handsomely for your efforts, and you can
home (page 43). be sure that Nefelus will provide aid to your cause on the
mainland. Would there be anything else youd ask of us?
You catch Amyrias eye as Bejam awaits your answer.

April 20 09 | D u n g e o n 16 5
16
Alliance at Nefelus

If the PCs decide to take Amyrias cue, they might ask Concluding the What Have the PCs Learned?
Bejam to personally join the Coalition on behalf of his At the conclusion of Alliance at Nefelus, the PCs
nation. Adventure should learn the following information.
Skill Challenge: SC3. Convincing Bejam (page The isolationist island of Nefelus, known for its
44). The PCs have defeated Chillreaver and saved the
island nation of Nefelus from a great disaster. In so vast stores of ancient knowledge and formidable
doing, the Nefelese have decided to end their isolation navy, has decided to aid the Coalition.
and are sending both magical and naval aid to the Bejam, a deva spellcaster and member of the
Coalition. If they were convincing enough, the PCs magocracy that governs Nefelus, has (most likely)
might have persuaded Bejam, one of the Thraxinium decided to accept a seat on the Coalition.
of Nefelus, to personally join the Coalition to give his The PCs have recovered an artifact known as the
people a voice in the fight against the githyanki threat. Seed of Winter from a two-headed white dragon
After a few days of rest in the tropical island known as Chillreaver. The artifact was given to
weather, Amyria and Bejam are ready to return to the Chillreaver by a fomorian king from the Feywild
mainland and to the Coalition. Amyria speaks little named Cachlain.
of her recently discovered past with the Nefelese. As Many silver mirrors that were placed all around
promised, the Seed of Winter is returned to the PCs, the world and used as communication devices
who are told that it is vitally important that one of by the Nefelese have gone missing. Some turned
them hold on to it until its true purpose becomes up in Chillreavers lair, having been repurposed
known. They can relate the story of the Seed of Winter for augmenting the Seed. Many more are still
from their research (see Appendix 2 for more infor- missing.
mation). Uarion is nursed back to health, since the Members of the Coalition have been attacked
changes wrought by Chillreaver and the Seed fade and possibly slain, and the council is falling into
within hours of his return to Nefelus. chaos. The Coalition is looking for a new leader.

Read the following at the conclusion of the


adventure, which leads the PCs into the next
installment of the Scales of War adventure path,
Throne of the Stone-Skinned King.
As you assemble at the dock in Nefelus, Bejam gives his
regards to his assembled family and friends. While Bejam
is distracted with his goodbyes, Amyria leans in to speak
with you in a troubled tone.
I have just received a message from Fariex. He is brief,
since he communicated by using a Sending ritual. The
Coalition has suffered great losses. They are in chaos and in
dire need of new leadership. We must return immediately.

April 20 09 | D u n g e o n 16 5
17
Alliance at Nefelus

H1: Blockade Run On each subsequent turn, the ship breaks through Amyria (A) Level 14 Elite Soldier (Leader)
part of the ice ring. Move the ship forward 1 square. Medium immortal humanoid XP 2,000
Initiative +16 Senses Perception +12
Encounter Level 18 (10,800 XP) Once it is completely free of the ice ring (no ship
Aura of Recovery aura 3; allies that start their turn in Amyrias
squares are in the squares that were occupied by the aura gain a +2 bonus to all saves until the start of their
Setup ice ring), it continues forward at a speed of 6 squares. next turn.
1 Amyria, Envoy to Nefelus (A) The PCs might need to head back on the ship at that HP 252; Bloodied 126
AC 30; Fortitude 24, Reflex 27, Will 28
5 frost giant scouts (S) point if they have disembarked to fight.
Resist 10 radiant
3 frost giants (F) Saving Throws +2
Tactics Speed 8
As the ship Brindols Pride closes in on the icy ring to Unless played by another player, Amyria readies Action Points 1
break through the frozen blockade, a frost giant patrol m Longsword (standard; at-will) Radiant, Weapon
an action to jump off the ship and charge the near- +21 vs. AC; 1d8 + 7 damage, and the target is marked
attacks the PCs and possibly the ship. est giant when the ship contacts the ice ring. She until the end of Amyrias next turn. While so marked, if the
attempts to rally the PCs close enough to her to affect target doesnt attack Amyria, the target takes 7 radiant
As Brindols Pride approaches the ice ring, read:
damage.
them with crusaders assault and the aura of recovery. M Double Attack (standard; at-will) Radiant, Weapon
Several frost giants take form out of the freezing fog. The frost giant scouts attempt to keep the PCs at Amyria makes two longsword attacks.
Some wield enormous frozen greataxes and others draw range, and they open up with their chillshards if they M Crusaders Assault (standard; requires longsword; at-will)
back frosty bows with ice arrows. They are positioned on can affect multiple PCs on the ship. They continue Radiant, Weapon
+21 vs. AC; 1d8 + 7 damage plus 1d8 radiant damage, and
the ice ring, where they are preparing to attack, while the to move and shoot with icy arrows, and they even one of Amyrias allies within 10 squares can make a basic
ship continues to move toward the ice at ramming speed! consider jumping onto an ice floe if it gives them attack as a free action against the same target.
a tactical advantage. When the last of the scouts R Bahamuts Accusing Eye (standard; at-will) Cold, Radiant
The PCs are on the deck of the ship when combat Ranged 10; +18 vs. Reflex; 2d8 + 7 cold and radiant
begins, along with Amyria. Make sure to roll initia- becomes bloodied, he attempts to flee the combat,
damage, and ongoing 5 cold and radiant damage and the
tive for Amyria along with the PCs, since she leaps running along the ice ring back toward Icehome target is slowed (save ends both).
into the fray to fight the giants as well. You might (which is about 2 miles from this area). Memory of a Thousand Lifetimes (free, when the Amyria
The frost giants attack any PCs that come close makes an attack roll, a skill check, or an ability check and
wish to make a copy of Amyrias stat block and hand dislikes the result; encounter)
it to one of the more experienced players to control enough to them; if they have no real options, they Amyria adds 1d6 to the triggering roll.
her for this fight, or if a PC falls unconscious, allow start attacking the ship with their greataxes. They Alignment Lawful good Languages Common,
use their handaxes only if theres no other option that Draconic, Supernal
that player to play her until his or her character is Skills Diplomacy +15, Religion +17
back in the action. presents itself. Unlike the scouts, the frost giants fight
Str 10 (+7) Dex 12 (+8) Wis 21 (+12)
to the finish. Con 12 (+8) Int 18 (+11) Cha 16 (+10)
Development Equipment plate armor, longsword

Roll initiative for the ship and add a +2 modifier. When


it comes to the ships initiative, the ship moves straight
forward until it reaches the ice ring, and then slams
into the ice. Make an attack at +18 vs. Fortitude against
all characters standing on the deck of the ship when it
rams the ice ring. On a hit, the target is knocked prone.

April 20 09 | D u n g e o n 16 5
18
Alliance at Nefelus

Features of the Area


Illumination: The fog provides concealment to
targets 10 squares or farther away.
Ice Ring: The ring has enough snow on top to pro-
vide traction, and it is treated as normal terrain.
Ice Floes: A number of ice floes are present in
the water near the ship and the ice ring. These are all
a bit slippery and are treated as difficult terrain. A
creature subject to forced movement while on an ice
floe is moved an additional square. Creatures with ice
walk ignore the difficult terrain and additional forced
movement.
Brindols Pride: The ship has a crew of 12 besides
Amyria and the PCs, 300 hit points, a swim speed of
6 squares, AC and Reflex defenses of 2, and a Forti-
tude defense of 30. If the ship drops to 0 hit points,
its hull is breached and it starts to sink. Its movement
is reduced to 0, and it sinks into the sea in 3 rounds.
The PCs might need to think quickly to save the crew
and they have to swim one mile in freezing cold water
(see the Dungeon Masters Guide, page 159, to see how
characters are affected by frigid cold) to the port of
Nefelus before they are rescued.

Aftermath
Keep in mind to divide the XP share by an extra par-
ticipant due to Amyrias assistance in the combat. So,
if you have five PCs, you should award each PC one-
sixth of a share instead of one-fifth.
When the encounter is finished and the ship has
broken through the ice ring, go to Welcome to Nefe-
lus on page10.

April 20 09 | D u n g e o n 16 5
19
Alliance at Nefelus

5 Frost Giant Scouts (S) Level 15 Artillery 3 Frost Giants (F) Level 17 Brute
Large elemental humanoid (cold, giant) XP 1,200 each Large elemental humanoid (cold, giant) XP 1,600 each
Initiative +13 Senses Perception +17 Initiative +11 Senses Perception +13
HP 115; Bloodied 57 HP 201; Bloodied 100; see also dying swipe
AC 28; Fortitude 26, Reflex 28, Will 27 AC 29; Fortitude 32, Reflex 27, Will 28
Resist 15 cold Resist 15 cold
Speed 9 (ice walk) Speed 8 (ice walk)
m Icy Spear (standard; at-will) Cold, Weapon m Icy Greataxe (standard; at-will) Cold, Weapon
Reach 2; +20 vs. AC; 1d10 + 6 cold damage. Reach 2; +20 vs. AC; 4d6 + 7 (crit 8d6 + 31) cold damage.
r Icy Arrow (standard; requires longbow; at-will) Cold, M Dying Swipe (when the frost giant drops to 0 hit points)
Weapon The frost giant makes an icy greataxe attack.
Ranged 20/40; +22 vs. AC; 1d12 + 8 cold damage, and the M Chilling Strike (standard; recharge ) Cold, Weapon
target is slowed until the end of the frost giant scouts next Reach 2; +20 vs. AC; 2d6 + 7 cold damage, and the target
turn. gains vulnerable 10 cold (save ends).
A Chillshards (standard; recharge ) Cold, Weapon R Icy Handaxe (standard; at-will) Cold, Weapon
Area burst 1 within 20; +20 vs. Fortitude; 1d12 + 8 Ranged 5/10; +20 vs. AC; 2d8 + 7 cold damage.
cold damage, and the target is slowed and cannot take Icebound Footing
immediate or opportunity actions until the end of the frost When an effect pulls, pushes, or slides a frost giant, the
giant scouts next turn. Aftereffect: The target is slowed giant moves 2 squares less than the effect specifies. Also,
until the end of the frost giant scouts next turn. a frost giant can make a saving throw to avoid being
Tundra Hunter (standard; recharges when first bloodied) knocked prone.
The frost giant makes a melee or ranged attack. If the Alignment Evil Languages Giant
attack hits, the target gains vulnerable 10 cold (save ends). Skills Athletics +19
Aftereffect: The target gains vulnerable 5 cold (save ends). Str 23 (+14) Dex 16 (+11) Wis 20 (+13)
Quick Release Con 21 (+13) Int 10 (+8) Cha 12 (+9)
The frost giant scout does not provoke opportunity attacks Equipment hide armor, greataxe, 3 handaxes
when it makes ranged or area attacks.
Icebound Footing
When an effect pulls, pushes, or slides a frost giant, the
giant moves 2 squares less than the effect specifies. Also,
a frost giant can make a saving throw to avoid being
knocked prone.
Alignment Evil Languages Giant
Skills Athletics +16, Stealth +18
Str 19 (+11) Dex 23 (+13) Wis 20 (+12)
Con 19 (+11) Int 10 (+7) Cha 10 (+7)
Equipment hide armor, spear, longbow, 40 arrows

April 20 09 | D u n g e o n 16 5
20
Alliance at Nefelus

Meeting Bejam Amyria looks to you and says, Here we are. Were rest if they can (the PCs can take an extended rest
to meet one of their council in the entry hall. His names here if they so desire).
Roleplaying Encounter Bejam. Lets go upstairs and see if we can ask around for If the PCs try to discuss matters with Bejam before
Encounter Level 14 him. he has had a chance to bring Amyria to the council,
he tells them that they might ask their questions after
When the PCs head up the stairs and go inside
Running this Encounter the Great Library, read:
they return from their meeting. Bejam and Amyria
The PCs disembark at the port, and they are led up return after 6 hours.
the cliffside walkways and through the crowded city A great entry hall stretches on for what seems like hundreds After a long wait and numerous inquiries as to your food
streets to the Great Library, where they are given of feet. Each direction is dotted with multiple hallways and and beverage preferences by the attendant, Amyria and
the opportunity to rest and then meet with Bejam, a doors leading farther into the complex. Above, you can see Bejam arrive in your sitting room.
member of the Thraxinium. the beautiful blue sky streaming through the glass dome, Amyria speaks. After long discourse and debate, I
Play up the sights of Nefelus. This is a city unlike but youre certain that from the outside, the dome looked have talked on behalf of the Coalition and weve entered an
others the PCs have likely visited. The Nefelese are like it was crafted out of wood. In the center of the hall, a arrangement with the Thraxinium. If you assist Nefelus in
powerful mages and use their knowledge to enhance hundred-foot-high orrery depicting the planes and the world shedding its problem, they have agreed to at least support
their city in many ways. The closest comparison is gleams in the sun. The surfaces in the orrerys universe shift the Coalition with material and knowledge. My friends, I
Sayre, in the PCs experience, but even that city of and move, as though alive with activity. must ask you to once again imperil yourselves for the good
sages and artists pales in comparison to Nefelus. Just as you come to the realization that the stifling, of our cause. I will let Bejam give you the details that have
humid air has abated, a male deva dressed in a shimmering recently become known to me. Amyria nods at Bejam and
Once the ship is docked, you leave the mundane tasks to
blue-violet robe with small platinum wings adorning his exits the room as the Thraxus begins to brief you.
the crew and depart with Amyria into the wondrous city of
back approaches you. He smiles at your retinue and says,
Nefelus. Scaling up the sides of a verdant cliff dotted with Bejam does not spend time rehashing what the charac-
Welcome to Nefelus, our most honored guests. I am
buildings that smell like fish and the salty spray of the sea, ters already know about the situation. He imparts the
Bejam, Sixth Thraxus and Keeper of the Mirrors. It is good
you reach the top and are nearly lost in the crowded, busied following information to the PCs. Impart this informa-
to see that you arrived without much delay. Amyria, I will
masses of people moving about. Even in the midday sun, tion conversationally so the players feel like theyre
take you before the Thraxinium to discuss the specifics of
the crowds move rapidly this way and that, but they always asking the right questions to receive these answers.
our situation. As for your retinue, I will have an attendant
appear to be aware of your presence and never bump or Through the Thraxiniums research, the heart of this
escort them to a waiting room where they can rest. I am
brush up against you. problem appears to bear the mark of an artifact known as
certain we will have need of their expertise soon enough.
You continue to make your way through the wooded the Seed of Winter. When properly harnessed by a creature
streets, rife with the sounds of conversation, the chatter of What Bejam Knows attuned to it, the artifact can cause drastic localized climate
tropical birds, and the constant whispering of the breeze changes and can even alter creatures that come in contact
The PCs do not get to meet with Bejam immediately.
through the exotic trees. After navigating through this with it or are near it. However, we think whats happening
Following protocol, he wants a meeting with Amyria
urban maze for well over two hours, the entrance to the to Nefelus goes beyond the normal power of the artifact;
first. After his initial introduction, Bejam motions to
Great Library is before you. All you need do now is climb someone or something must be augmenting it in some way.
another deva in the chamber, and exits with Amyria,
the hundreds of stairs to the domed complexs yawning gate. The Seed of Winter was thought lost to the Feywild
leaving the PCs to be escorted to a well-appointed sit-
ting room where they can rest. They are told by the centuries ago, but it has apparently made its way back into
attendant that it will be some time, and they should the world.

April 20 09 | D u n g e o n 16 5
21
Alliance at Nefelus

The Thraxinium knows through divinations and other If the PCs ask him about his title as the Keeper Once the PCs have finished asking Bejam
more mundane observations that the iceberg that appeared of Mirrors: questions, read:
out in the sea is the source of the emanations.
I am the caretaker of our network of our silver mirrors, After having finished your briefing, Bejam concludes his
Just before the ice ring completely blockaded our ships,
which are communication devices that we have planted talk with you and says, We need your assistance to stop the
we sent out three ships to investigate the iceberg and
throughout the world to keep informed of whats happening climate change from overwhelming our island and to break
attempt to deal with the problem. We monitored their
on the mainland. We currently set the communication to the blockade. From the estimates made by the Thraxinium,
progress, and two of the three ships were attacked and
receive only images and speech, so our observations remain we have about a day before our ritualists can no longer
destroyed by sahuagin with ice-blue skin. They appeared
unnoticed. To the untrained eye, a silver mirror can appear sustain the magic holding back the freezing weather. Once
tougher than normal sahuagin and had an affinity for the
as a large mundane item, so its presence is easy enough the ritual gives way, the islands climate will be forever
cold. The last ship limped to the shore of the iceberg and
to conceal. Over the past few months, however, we have altered and many creatures here will die. Nefelus will suffer
was under assault by frost giants there; we saw only one
noticed that many of our silver mirrors out in the world a corruption the likes of which we have not been threatened
survivor make it away from the vessela githzerai mentalist
have gone missing, and until this crisis reared its head, it with for hundreds of years. I implore you to journey to the
named Uarion. We have not heard from him since.
was my primary concern. iceberg and end this assault on our way of life. If you can
Uarion has been with us for several decades; he is the
bring back the Seed of Winter for study and find out the
only githzerai in the city, but he proves his worth to Nefelus The PCs might also ask Bejam about glass or mirrored
fate of Uarion, all the better. Amyria says she has not met
time and time again through his mastery of the powers communication devices based on their experiences in
any more accomplished at dangerous tasks than you. Will
of the mind. He soaks up knowledge like a sponge, and he Haven of the Bitter Glass. Bejam can confirm that
you assist us?
is probably the most accomplished nondeva ritualist in some githyanki burglars, as he calls them, a mere
Nefelus. It would be a shame if he was lost to the power of six months prior. The Thraxi, however, isnt willing to
the Seed. hastily assume those githyanki were tied to the invad-
(Bejam gives the PCs a description of Uarion.) ers, although pointing out the timing of the attack gets
Bejam thinking, and gives the PCs a benefit in the
skill challenge to convince the deva to join the Coali-
tion (see page 44).

April 20 09 | D u n g e o n 16 5
22
Alliance at Nefelus

SC1: Traveling to Arcana


DC 18 If the PC succeeds by 10 or more, he or she fully

Icehome understands the mechanisms for operating the claws and


receives a +2 bonus to attack rolls when using rending
claws.
Encounter Level 14 (3,000 XP) The PC effectively operates the vehicles levers and coaxes better
performance out of the craft.
Setup History
DC 23 The next Arcana check made in this craft receives a
Once the PCs begin the journey to Icehome, it takes +2 bonus.
about 3 hours, and if the characters arent careful, The PC recalls hearing tales of Kwalishs devices and remembers
they might encounter arctic sahuagin along the way. a common quirk present in all of them that makes them easier
to operate.
Traveling to Icehome Level 14 Nature
Skill Challenge XP 3,000 DC 18 If the PC succeeds by 10 or more, and the overall
skill challenge result is victory, he or she finds a swifter
You must use the strange craft provided by the Nefelese to route to Icehome that all the craft take, shaving an hour off
traverse the depths to the iceberg, all the while attempting to of their time. This allows the PCs to preserve enough air in
avoid detection. the craft for a return journey and means they can leave the
The PCs leave the safety of Nefelus, journey under the apparatuses sealed.
surface of the sea, navigate under the ice ring blockade, The PC navigates around the ice ring and uses the current to
avoid sahuagin patrols, and find the undersea entrance to the vehicles advantage.
Icehome. Perception
Complexity DC 11 Every failure on this check means the PCs have an
3 (requires 8 successes before 3 failures). encounter with three arctic sahuagin guards while in the
Primary Skills submersibles (see Appendix 1 for statistics). After 3 rounds
Arcana, History, Nature, Perception of combat, any remaining guards flee the area to return to
Victory Icehome and warn the other sahuagin of their approach.
The PCs make their way to the undersea entrance of The PC keeps a sharp eye out for arctic sahuagin, avoiding them
Icehome and encounter I1 Entrance Cavern (see page 24). where possible.
Defeat
The PCs make it there, but not without strain on the
apparatuses. The systems malfunction on the vehicles,
and they lose environmental control inside. Each PC loses
1 healing surge and the devices are rendered useless for
returning to Nefelus. They will need to find another way
back.
Special
There are three apparatuses, so take turns by craft. If two
characters are in the craft, let the crew decide to roll one,
one with an assist, or two skill checks before going back to
the craft again. Only crew of the same craft can assist each
others skill checks.

April 20 09 | D u n g e o n 16 5
23
Alliance at Nefelus

I1: Entrance Cavern Development The priest calls for a retreat to the behir lair only
when he becomes bloodied, and it does not head to
The PCs are still inside the apparatuses when combat
Encounter Level 12 (3,950 XP) Xurgelmek for fear of reprisal.
begins. It takes a minor action from one PC to open
the hatch for the vehicle. The PCs can stay inside the
Setup craft and use its rending claws to attack the sahuagin,
4 Arctic Sahuagin Raiders (R)
Medium natural humanoid (aquatic)
Level 11 Soldier
XP 600 each
5 arctic sahuagin guards (G) Initiative +11 Senses Perception +8; low-light vision
but the sahuagin quickly figure out this tactic and
4 arctic sahuagin raiders (R) HP 112; Bloodied 56
attempt to stay out of reach. AC 27; Fortitude 24, Reflex 23, Will 22
1 arctic sahuagin priest (P)
If the sahuagin were warned of the PCs approach Resist 10 cold
Unless the characters take their apparatuses to the (possibly by accumulating failures in the skill chal- Speed 5 (7 on a charge, ice walk), swim 5 (7 on a charge)
m Trident (standard; at-will) Cold, Weapon
surface and explore the exterior, they end up spotting lenge), they are ready for them and gain combat
+18 (+19 against a bloodied target) vs. AC; 1d8 + 5 (1d8 +
the undersea entrance to Icehome, and they have to advantage during the first round of combat. Other- 7 to a bloodied target) damage plus 1d8 cold damage, and
fight their way past the arctic sahuagin that guard wise, determine initiative normally. the target is marked until the end of the arctic sahuagin
raiders next turn.
this area.
Tactics R Trident (standard; at-will) Weapon
Ranged 10/20; +18 (+19 against a bloodied target) vs. AC;
Once the PCs complete the Traveling to Ice- The arctic sahuagin guards throw their ice tridents 2d6 + 5 (2d6 + 7 to a bloodied target) damage.
home skill challenge, read: once the battle is joined. They have a stash of ice tri- M Opportunistic Strike (immediate reaction, when a flanked
enemy shifts; at-will) Cold, Weapon
You propel your craft through the depths, and a massive dents in the northwest corner of the room, and they
The arctic sahuagin raider makes a melee basic attack
shadow starts to take form in the water ahead. You see the can retrieve another one if necessary. Once theyve against the enemy.
underbelly of a massive icebergyouve just about reached thrown one trident and retrieved another, they gang M Sliding Strike (immediate interrupt, when a marked enemy
up on one PC and engage in melee. makes an attack that doesnt include the arctic sahuagin
your destination. raider; at-will) Cold, Weapon
Upon nearing the iceberg, you see a hole in it that The arctic sahuagin raiders double-team a PC if The arctic sahuagin raider shifts 7 squares adjacent to the
indicates an underwater tunnel. As you maneuver your possible, even going out into the water to meet them triggering enemy, and makes a melee basic attack against
where their craft is located. They prefer to attack that enemy.
craft through the narrow passage in a single file, the tunnel
Blood Frenzy
starts to climb. Eventually, a pale blue light surrounds you, softer targets first, such as ranged attackers and con-
The arctic sahuagin raider gains a +1 bonus to attack rolls
and you realize that youre just about to surface. Chunks of trollers. They take directions from the priest and do and a +2 bonus to damage rolls against bloodied enemies.
ice bob near your craft as you bring them up for air. not withdraw unless ordered to do so. Alignment Chaotic evil Languages Abyssal
The arctic sahuagin priest begins the battle by Str 20 (+10) Dex 14 (+7) Wis 12 (+6)
Have the players place three 2-by-2 markers down in Con 14 (+7) Int 10 (+5) Cha 10 (+5)
targeting a defender or other tough-looking melee Equipment 2 tridents
any open water spaces on the map to represent where character with freezing bolt, especially if the target is
the apparatuses of Kwalish surface. still away from the shore, in an attempt to slow the
As you bring the craft to the surface, you see that youre in advance. Once a suitable striker-type target is avail-
an ice cavern dotted with stalactites and snow. A number able, the priest uses arctic jaws on the PC and orders
of blue-skinned sahuagin appear more than happy to the guards to gang up on that target.
greet you in the traditional customs of their people as they
threaten you with their weapons.

April 20 09 | D u n g e o n 16 5
24
Alliance at Nefelus

Arctic Sahuagin Priest (P) Level 13 Artillery 5 Arctic Sahuagin Guards (G) Level 11 Minion
Medium natural humanoid (aquatic) XP 800 Medium natural humanoid (aquatic) XP 150 each
Initiative +11 Senses Perception +12; low-light vision Initiative +10 Senses Perception +7; low-light vision
HP 101; Bloodied 50 HP 1; a missed attack never damages a minion.
AC 25; Fortitude 24, Reflex 25, Will 26 AC 27; Fortitude 24, Reflex 23, Will 22
Resist 10 cold Immune cold
Speed 5 (7 during a double move, ice walk), swim 5 (7 during Speed 5 (7 on a charge, ice walk), swim 5 (7 on a charge)
a double move) m Trident (standard; at-will) Weapon
m Longspear (standard; at-will) Cold, Weapon +18 (+19 against a bloodied target) vs. AC; 7 damage (9
Reach 2; +17 (+18 against a bloodied target) vs. AC; 1d10 damage to a bloodied target), and the target is marked
+ 4 (1d10 + 6 to a bloodied target) damage plus 1d8 cold until the end of the arctic sahuagin guards next turn.
damage, and the target slides 1 square. R Javelin (standard; at-will) Weapon
R Freezing Bolt (standard; at-will) Cold Ranged 10/20; +18 (+19 against a bloodied target) vs. AC;
Ranged 10; +18 (+19 against a bloodied target) vs. 7 damage (9 damage to a bloodied target).
Fortitude; 2d6 + 6 (2d6 + 8 to a bloodied target) cold Blood Frenzy
damage, and the target is slowed until the end of the arctic The arctic sahuagin gains a +1 bonus to attack rolls and a
sahuagin priests next turn. +2 bonus to damage rolls against bloodied enemies.
R Arctic Jaws (standard; recharges when no target is affected Alignment Chaotic evil Languages Abyssal
by this power) Cold Str 16 (+8) Dex 14 (+7) Wis 12 (+6)
Ranged 20; icy shark jaws appear and bite the target; Con 14 (+7) Int 10 (+5) Cha 10 (+5)
+18 (+19 against a bloodied target) vs. Will; 2d6 + 6 (2d6 Equipment trident, 3 javelins
+ 8 to a bloodied target) cold damage, and target gains
vulnerable 5 cold and is slowed (save ends both).
Blood Frenzy
The arctic sahuagin priest gains a +1 bonus to attack rolls
and a +2 bonus to damage rolls against bloodied enemies.
Alignment Chaotic evil Languages Abyssal, Common
Skills Intimidate +15
Str 16 (+9) Dex 18 (+10) Wis 20 (+11)
Con 16 (+9) Int 12 (+7) Cha 16 (+9)
Equipment trident, holy symbol, frozen kelp robe

April 20 09 | D u n g e o n 16 5
25
Alliance at Nefelus

I2: Behir Lair Tactics Icetouched Behir (B) Level 14 Solo Soldier
Huge natural magical beast XP 5,000
The icetouched behir attempts to devour a creature Initiative +14 Senses Perception +12; tremorsense 10
Encounter Level 14 (5,000 XP)
as soon as it can. In subsequent rounds, it attempts to HP 705; Bloodied 352
AC 32; Fortitude 29, Reflex 28, Will 28
Setup use its lightning breath when enough targets present
Resist 10 cold, 10 lightning
themselves to it. Otherwise, it alternates between its Saving Throws +5
1 icetouched behir (B)
bite attack and thunderleg stomp. When it can, it uses Speed 7 (ice walk), climb 5
Once the PCs come ashore in the ice cavern and fight its ability to climb to its advantage, scrambling up the Action Points 2
m Claw (standard; at-will)
their way through the first group of arctic sahuagin, side of one of the two ledges in the cavern.
Reach 3; +21 vs. AC; 2d8 + 6 damage.
they can proceed up the natural stairs into a large The behir taunts its foes with stories of how it will M Bite (standard; at-will) Lightning
chamber that houses a pet of the sahuaginan ice- enjoy picking them apart bone by bone like the sailors Reach 3; +21 vs. AC; 1d8 + 6 damage plus 1d8 lightning
touched behir that theyve been keeping well-fed with that it feasted on before. If it is about to die, it attempts damage, and any creature within 3 squares of the target
takes 1d8 lightning damage.
the recently dead sailors from the Nefelese vessels. to flee to Xurgelmeks chamber and up the ice shaft to M Devour (standard; recharges when no creature is affected by
the second level. this power)
When the PCs enter this area, read: Reach 3; +19 vs. Reflex; 2d8 + 6 damage, and the target

Ascending the natural stairs in the cave complex, you enter Development is swallowed. While swallowed, the target is grabbed and
restrained. A swallowed creature has line of sight and line
a large cavern dotted with stalagmites here and there. A If the PCs approach this encounter by heading up of effect only to the icetouched behir, and no creature has
ledge, about 10 feet off the ground, is ahead of you. The the southern stairs instead of the northern ones, they line of sight or line of effect to it. A creature that escapes
automatically see the icetouched behir and gain sur- the grab is no longer swallowed and appears in a space
climb looks a bit slick. Farther past that ledge to the extreme
adjacent to the icetouched behir. An icetouched behir can
south of the cavern, another ledge offers a similar climb. A prise against it. However, Xurgelmek and the arctic move normally while it has a target grabbed in this way.
tunnel heads farther south. sahuagin raiders notice the characters after 1 round When the icetouched behir dies, the target is no longer
of combat and come to the behirs aid. The beholder swallowed and can escape as a move action, appearing in
Perception Check does not leave its position in its chamber, since it the icetouched behirs former space. Sustain Minor: The
DC 16: You can see that theres something moving behind icetouched behir sustains the grab, and the target takes
guards the ice shaft to the second level. 15 damage.
one of the stalagmites near you...something big. Otherwise, after a few rounds of combat (when- C Lightning Breath (standard; recharge y z ) Lightning
ever you think it appropriate), have one of the arctic Close burst 1; +17 vs. Reflex; 3d10 + 6 lightning damage.
The icetouched behir is resting behind one of the Miss: Half damage. Effect: The icetouched behir makes a
stalagmites, having recently finished off the last of the sahuagin raiders move into the area to investigate the secondary attack. Secondary Attack: This attack does not
Nefelese sailors. PCs who succeed on the Perception disturbance and join the battle. The other sahuagin provoke opportunity attacks, and the area of effect must
check gain surprise against the creature (although stays in the area unless the raider calls for reinforce- not include the area of the primary attack: area burst 1
within 10; +17 vs. Reflex; 3d10 + 6 lightning damage. Miss:
unless they have a particularly good vantage point, ments (at your discretion).
Half damage.
the behir has cover). C Thunderleg Stomp (standard; at-will)
Close burst 3; +17 vs. Fortitude; 1d8 + 6 damage, and the
target is knocked prone.
Alignment Unaligned Languages Common, Draconic
Str 23 (+13) Dex 20 (+12) Wis 21 (+12)
Con 21 (+12) Int 7 (+5) Cha 13 (+8)

April 20 09 | D u n g e o n 16 5
26
Alliance at Nefelus

Features of the Area


Illumination: This area is brightly lit.
Ceiling: The ceiling is 30 feet from the floor.
Stalagmites: These are blocking terrain and pro-
vide cover. A creature can move around the corner of
a stalagmite square normally.
Ledges: Two ledges are 10 feet above the floor
of the area. They require a DC 20 Athletics check
to climb. The ledge in the eastern end of the room
contains the sailors remaining gear, including several
sets of spiked ice shoes that help traverse slippery ter-
rain (see Using Ice Shoes on page 13).

April 20 09 | D u n g e o n 16 5
27
Alliance at Nefelus

I3: Xurgelmeks When the PCs enter this area, read:

Chamber This room is divided in two by a ledge that rises 20 feet


Tell Us What You Know!
from the cavern floor. The lower elevation of the room
Encounter Level 14 (5,600 XP) sports more spearlike stalagmites and a pool of deep blue The beholder might be willing to strike an accord
water at the rooms southern edge. with the PCs in exchange for its own life, if the PCs
Setup Up on the higher elevation, a massive stalagmite succeed on a DC 34 Intimidate check while it is
Xurgelmek, arctic sahuagin baron (X) partially obstructs a smooth shaft in the ceiling that is bloodied. The beholder can provide the PCs with its
2 arctic sahuagin raiders (R) about 10 feet in diameter. purpose for being here, information on where the
1 beholder eye of frost (B) githzerai Uarion is located (although it doesnt know
Tactics his fate), and knowledge of the frost giant enclave in
Xurgelmek, the arctic sahuagin baron and leader of Xurgelmek orders his raiders to engage the intrud- the level above. It can also reveal the malevolence
the first levels enclave, dwells here with a special ers at once, and follows right behind them, using the behind the Seed of Winterthe double-headed white
guardian to watch over the entrance to the second raiders as a buffer between himself and the PCs. He dragon Chillreaver.
levela beholder eye of frost that frost giants brought tries to engage a melee character to bring down the
back. It agreed to perform duties here in exchange for PCs first line of defense. The baron uses his bloodchill
having first crack at enslaving some of the Nefelese claw against targets when possible, but if they show
when the land was conquered by Chillreaver. resistance to cold damage, he relies on his trident. He
Xurgelmek was the first creature changed by The beholder stays up on the ledge area, but floats
doesnt throw his trident unless its absolutely neces- over to the northern passage of the ledge as well as
the Seed of Winter after Chillreaver arrived here, sary to do so.
and he brought his sahuagin clan before the dragon toward the center of the room to find a better vantage
The raiders harry a front-line character as well, point with which to launch its attacks. If possible,
to undergo the same transformation. As such, he possibly teaming up with the baron to bring down a
believes that they are Chillreavers most favored ones, it tries to stay close to the stalagmites to gain cover
defender quickly. They position themselves effectively unless it cannot attack any targets from that position.
since the dragon didnt bless the frost giants with the to take advantage of opportunistic strike when possible.
gift of the Seeds power. It targets ranged strikers with its central eye attack,
Xurgelmek keeps the sahuagin here in line by fear, and uses its eye rays where it sees a tactical advantage.
and to report failure to him is death. Since the other If it is badly injured (less than 20 hit points left), it
arctic sahuagin have not found much to do since attempts to hide up in the shaft and target enemies
becoming changed by the Seed, most of them spend directly below.
time away from the ice caverns to hunt and raid the
nearby lands.

April 20 09 | D u n g e o n 16 5
28
Alliance at Nefelus

Xurgelmek, Level 15 Elite Brute (Leader) 2 Arctic Sahuagin Raiders (R) Level 11 Soldier Beholder Eye of Frost (B) Level 14 Elite Artillery
Arctic Sahuagin Baron (X) Medium natural humanoid (aquatic) XP 600 each Large aberrant magical beast XP 2,000
Large natural humanoid (cold, aquatic) XP 2,400 Initiative +11 Senses Perception +8; low-light vision Initiative +12 Senses Perception +16; all-around vision,
Initiative +11 Senses Perception +8; low-light vision HP 112; Bloodied 56 darkvision
Blood Healing (Healing) aura 10; any ally within the aura AC 27; Fortitude 24, Reflex 23, Will 22 HP 222; Bloodied 111; see also ice armor
that starts its turn adjacent to a bloodied enemy regains Resist 10 cold AC 28 (30 with ice armor); Fortitude 28 (30 with ice armor),
5 hit points. Speed 5 (7 on a charge, ice walk), swim 5 (7 on a charge) Reflex 28, Will 29
HP 360; Bloodied 180 m Trident (standard; at-will) Cold, Weapon Resist 15 cold
AC 27; Fortitude 38, Reflex 26, Will 27 +18 (+19 against a bloodied target) vs. AC; 1d8 + 5 (1d8 + Saving Throws +2
Resist 10 cold 7 to a bloodied target) damage plus 1d8 cold damage, and Speed fly 4 (hover)
Saving Throws +2 the target is marked until the end of the arctic sahuagin Action Points 1
Speed 5 (7 on a charge; ice walk), swim 7 (9 on a charge) raiders next turn. m Bite (standard; at-will)
Action Points 1 R Trident (standard; at-will) Weapon +21 vs. AC; 2d6 damage.
m Trident (standard; at-will) Cold, Weapon Ranged 10/20; +18 (+19 against a bloodied target) vs. AC; r Central Eye (minor 1/round; at-will)
Reach 2; +18 (+20 against a bloodied target) vs. AC; 1d10 + 2d6 + 5 (2d6 + 7 to a bloodied target) damage. Ranged 8; +20 vs. Reflex; the target is weakened (save
7 (1d10 + 12 against a bloodied target) damage plus 1d10 M Opportunistic Strike (immediate reaction, when a flanked ends). If the target takes cold damage while weakened by
cold damage; see also blood hunger. enemy shifts; at-will) Cold, Weapon this power, it is immobilized until no longer weakened.
m Bloodchill Claw (standard; at-will) Cold The arctic sahuagin raider makes a melee basic attack R Eyes of the Beholder (free, when an enemy starts its turn
Reach 2; +18 (+20 against a bloodied target) vs. AC; against the enemy. within 5 squares of the beholder eye of frost; at-will)
1d6 + 7 (1d6 + 12 against a bloodied target) damage, M Sliding Strike (immediate interrupt, when a marked enemy The eye of frost uses eye ray against the triggering enemy.
and ongoing 5 cold damage and the target is slowed makes an attack that doesnt include the arctic sahuagin R Eye Rays (standard; at-will) see text
(save ends both). raider; at-will) Cold, Weapon The beholder eye of frost uses one eye ray power chosen
r Javelin (standard; at-will) Weapon The arctic sahuagin raider shifts 7 squares adjacent to the from the list below. Using eye rays does not provoke
Ranged 10/20; +18 (+20 against a bloodied target) vs. AC; triggering enemy, and makes a melee basic attack against opportunity attacks.
2d8 + 7 (2d8 + 12 against a bloodied target) damage. that enemy. 1Freeze Ray (Cold): Ranged 10; +19 vs. Reflex; 2d8 + 7
M Barons Fury (standard; at-will) Cold, Weapon Blood Frenzy cold damage.
The arctic sahuagin baron makes a trident attack and two The arctic sahuagin raider gains a +1 bonus to attack rolls 2Telekinesis Ray: Ranged 10; +19 vs. Fortitude; the eye
claw attacks. and a +2 bonus to damage rolls against bloodied enemies. of frost slides the target 6 squares.
Blood Hunger Alignment Chaotic evil Languages Abyssal 3Ice Ray (Cold): Ranged 10; +19 vs. Reflex; 1d8 + 6 cold
The arctic sahuagin baron gains a +2 bonus to attack rolls Str 20 (+10) Dex 14 (+7) Wis 12 (+6) damage, and the target takes ongoing 5 cold damage and
and a +5 bonus to damage rolls against bloodied enemies. Con 14 (+7) Int 10 (+5) Cha 10 (+5) is immobilized (save ends both).
Alignment Chaotic evil Languages Abyssal, Common Equipment 2 tridents Ice Armor (when first bloodied; encounter)
Skills Intimidate +15 The beholder eye of frosts AC and Fortitude increase by 2
Str 22 (+13) Dex 18 (+11) Wis 12 (+8) until the end of the encounter, and any creature within its
Con 18 (+11) Int 12 (+8) Cha 16 (+10) eyes of the beholder aura gains vulnerable 5 cold.
Equipment trident, 3 javelins, headdress Alignment Evil Languages Deep Speech
Str 13 (+8) Dex 21 (+12) Wis 18 (+11)
Con 21 (+12) Int 12 (+8) Cha 23 (+13)

April 20 09 | D u n g e o n 16 5
29
Alliance at Nefelus

Features of the Area


Illumination: This area is brightly lit.
Ceiling: The ceiling is 40 feet from the lower
elevations floor.
Stalagmites: These are blocking terrain and pro-
vide cover. A creature can move around the corner of
a stalagmite square normally.
Ledge: There is a 20-foot high ledge that effec-
tively cuts this room in two. It requires a DC 20
Athletics check to climb.
Water Tunnel: Canny PCs might think to take
the apparatuses of Kwalish through the water tunnel
into this area, or attempt to swim it. If they do so, they
gain surprise on Xurgelmek and the others present
here.
Ice Shaft: This smooth shaft is 10 feet in diameter
and leads up 30 feet to the second level of Icehome. It
requires a DC 30 Athletics check to climb.

April 20 09 | D u n g e o n 16 5
30
Alliance at Nefelus

I4: Uarions Fate When the PCs ascend from the icy shaft on the turn. Uarion frees the chillfire destroyers first, and
lower level, read: then the windstrikers. He cannot shatter stalagmites
Encounter Level 14 (5,000 XP) that do not contain an elemental.
An eerie rippling glow bounces off the numerous
It should become apparent after the first round of
Setup stalagmites in this cavern, illuminating the area like light
combat that the PCs are fighting a frost-skinned ver-
shining off the water. At the far end, a pair of ledges rises
Uarion, icetouched githzerai mindmage (U) sion of Uarion, the missing githzerai from Nefelus.
up close to the ceiling. There is a tunnel passageway to the
2 chillfire destroyers (C)
5 windstrikers (W)
north. Tactics
Perception Check Uarion stays at range from the PCs, using his less
When the arctic sahuagin attacked the Nefelese
DC 18: You think you detect movement in several of the accessible position to his advantage. He leads off with
ships bound for Icehome, one vessel limped its way
stalagmites, like something is trapped inside. mindstrike and continues to use it until the PCs move to
to the shore of the iceberg. There, the crew met an
DC 23: A humanoid form stands in the shadows within range of his other powers. He saves his elemental
unfortunate end at the hands of frost giants, but one
on the far ledge. bolts and concussion orb until he has multiple targets
escapeda githzerai mentalist named Uarion, an
within range. His accurate mind allows him to fire on
agent of the Thraxinium. If the PCs attempt to call out or parley with targets without concern for the cover granted by the
Evading capture by the frost giants, Uarion Uarion, read: stalagmites. He engages in melee only as a last resort,
scaled the iceberg and entered through the caldera
The voice from the shadows calls out in a metered, cool but he does not flee the area under any circumstances.
at the top. He then encountered Chillreaver, who
tone. You have come to threaten the will of my master. The The chillfire destroyers use their trample to flatten
defeated him in combat and subjugated him to the
Seed must be protected at all costs. Approach no farther and defenders and other front-line targets and then attack
power of the Seed of Winter, transforming him into an
leave the way you arrived, and I shall spare you the agony lighter armored foes. If a PC proves resistant to its
icetouched creature and shattering his formidable
of the change. cold attacks, it switches to a new target.
will. With such an unexpected resource, Chillreaver
The windstrikers use searching wind to designate
allowed the mentalist to participate in his next servi- A DC 23 Insight check reveals that the githzerais targets as their quarry, and then each quickly moves
tor experiment, given the githzerais affinity for the voice, though cool and calm, has conflicted underpin- up on its next turn to deliver a lethal windstrike. They
elements. nings, and an external force is supplanting his will. use their flight to avoid getting stuck next to defenders.
Uarion was installed in the elemental farm that One the PCs approach, Uarion attacks the PCs. All the elementals are completely subservient to
Chillreaver had set up on the second level near the
Chillreavers, and by extension, Uarions will and
frost giants. There Chillreavers captured elementals Development fight until they are destroyed.
have been placed in icy stasis in preparation for the The elemental creatures are encased in the ice stalag-
dragons attack on Nefelus. Uarion was provided with mites at the start of the combat, and they can be freed
the means to awaken them from their slumber should only by Uarion. Each round on his turn, Uarion can
Chillreavers icy lair need them. use a minor action to shatter one of the stalagmites
containing an elemental (destroying the cover and
making the square difficult terrain), or use a move
action to shatter two stalagmites. He cannot spend
both a minor action and a move action on the same

April 20 09 | D u n g e o n 16 5
31
Alliance at Nefelus

Uarion, Level 14 Artillery 2 Chillfire Destroyers (C) Level 14 Brute 5 Windstrikers (W) Level 9 Lurker
Icetouched Githzerai Mindmage (U) Large elemental magical beast (cold, fire) XP 1,000 each Medium elemental magical beast (air) XP 400 each
Medium natural humanoid XP 1,000 Initiative +12 Senses Perception +12 Initiative +11 Senses Perception +9
Initiative +13 Senses Perception +16 Leaking Firecore (Fire) aura 2; while the chillfire destroyer is HP 56; Bloodied 28
HP 105; Bloodied 52 bloodied, each creature that starts its turn within the aura AC 21; Fortitude 22, Reflex 20, Will 20
AC 28; Fortitude 24, Reflex 26, Will 26; see also iron mind takes 10 fire damage. Immune disease, poison; Resist insubstantial
Resist 10 cold HP 173; Bloodied 86; see also firecore breach Speed 0, fly 8 (hover)
Speed 7 (ice walk) AC 26; Fortitude 26, Reflex 25, Will 25 m Windstrike (standard; at-will) Cold, Thunder
m Unarmed Strike (standard; at-will) Immune disease, poison; Resist 10 cold, 10 fire Reach 2; +14 vs. AC; 2d6 + 5 cold and thunder damage.
+19 vs. AC; 2d8 + 4 damage. Speed 5 M Lethal Windstrike (standard; at-will) Cold, Thunder
R Mindstrike (standard; at-will) Psychic m Freezing Slam (standard; at-will) Cold Reach 2; targets the windstrikers quarry (see searching
Ranged 20; +17 vs. Reflex; 2d8 + 4 psychic damage, and Reach 2; +17 vs. AC; 1d12 + 6 damage plus 1d12 cold wind); +14 vs. AC; 2d8 + 5 cold and thunder damage.
the target is dazed (save ends); see also accurate mind. damage. Effect: The target is no longer designated as the
R Elemental Bolts (standard; daily) see text M Trample (standard; at-will) Cold windstrikers quarry.
Ranged 10; Uarion makes 3 attacks, each against a The chillfire destroyer moves its speed and can move R Searching Wind (standard; recharges when the windstriker
different target; +17 vs. Reflex; 4d8 acid, cold, fire, or through enemies spaces. The destroyer makes an attack: hits with lethal windstrike) Cold, Thunder
lightning damage (Uarion chooses the damage type for +15 vs. Reflex; 1d10 + 6 damage plus 1d10 cold damage, Ranged 10; +12 vs. Will; 2d6 + 5 cold and thunder
each attack); see also accurate mind. and the target is knocked prone. damage, and the target is knocked prone. Effect: The target
A Concussion Orb (standard; encounter) C Firecore Breach (when the chillfire destroyer drops to 0 hit is designated as the windstrikers quarry.
Area burst 2 within 10; +17 vs. Fortitude; 1d10 + 4 points) Fire Shifting Wind (immediate reaction, when the windstriker takes
damage, and the target is knocked prone. The destroyer does not die until the start of its next turn. damage; at-will)
Accurate Mind Until then, the destroyer can take no actions. At the start Until the end of its next turn, the windstriker does not
The Uarions ranged attacks ignore cover and concealment of the destroyers next turn, it makes an attack: close burst provoke opportunity attacks and can move through
(but not superior cover or total concealment). 3; +15 vs. Reflex; 4d10 + 6 fire damage. enemies spaces.
Iron Mind (immediate interrupt, when Uarion would be hit by Alignment Unaligned Languages Primordial Alignment Unaligned Languages Primordial
an attack; encounter) Str 16 (+10) Dex 20 (+12) Wis 20 (+12) Str 14 (+6) Dex 17 (+7) Wis 10 (+4)
Uarion gains a +2 bonus to all defenses until the end of its Con 23 (+13) Int 5 (+4) Cha 12 (+8) Con 20 (+9) Int 5 (+1) Cha 17 (+7)
next turn.
Alignment Unaligned Languages Common, Deep
Speech
Skills Acrobatics +18, Arcana +13, Athletics +10, Insight +16
Str 13 (+8) Dex 19 (+11) Wis 19 (+11)
Con 15 (+9) Int 13 (+8) Cha 10 (+7)

April 20 09 | D u n g e o n 16 5
32
Alliance at Nefelus

Features of the Area


Illumination: The strange eerie glow in this room
provides only dim light.
Ceiling: The ceiling is 30 feet from the lowest
elevations floor.
Stalagmites: These are blocking terrain and pro-
vide cover. A creature can move around the corner of
a stalagmite square normally. When Uarion shatters a
stalagmite, it is destroyed and replaced with difficult
terrain in the square it occupied.
Ledge: There is a 10-foot and 20-foot ledge at the
far western end of the room. Climbing either ledge
requires a DC 20 Athletics check.
Ice Shaft: This smooth shaft is 10 feet in diameter
and leads down 30 feet to the first level of Icehome. It
requires a DC 30 Athletics check to climb.

Aftermath
Assuming the PCs render Uarion unconscious
instead of killing him, they likely have questions for
him. However, until the characters remove the Seed of
Winter from Chillreavers clutches, Uarion is intrac-
table and can be viewed only as a threat. This might
pose a problem for the PCs, since they have to decide
what to do with the githzerai. They might decide to
leave him here, take him to their submersibles (if they
have space for him), or carry him along while they
continue exploring.

April 20 09 | D u n g e o n 16 5
33
Alliance at Nefelus

I5: Icy Sappers The umber hulks use their confusing gaze each Crevasse: The crevasse is 20 feet deep and
round, attempting to slide targets into the crevasse. requires a DC 20 Athletics check to climb.
Encounter Level 14 (5,600 XP) If they hit a target with their grabbing double attack, Ice Tunnel: The tunnel to the southeast goes
they try to pull the grabbed PC into the crevasse to under and out into the frost giant enclave, severely
Setup be devoured. They leave the crevasse initially only to sloping upward 10 feet. Exiting the tunnel on the frost
4 icetouched umber hulks (U) attack the PCs and then only if they have no PCs to giant enclave side requires ice walk, a burrow speed,
attack in the crevasse. or a DC 15 Athletics check.
In this chamber, four icetouched umber hulks,
retrieved by the frost giants some time ago, dwell here 4 Icetouched Level 12 Elite Soldier
under the control of Chillreaver. Through the influ- Umber Hulks (U)
Large natural magical beast XP 1,400 each
ence of the Seeds transformative power, their wills Initiative +11 Senses Perception +13; darkvision,
have become pliable to the dragons commands, and tremorsense 5
they patiently await the opportunity to once again HP 248; Bloodied 124
AC 30; Fortitude 33, Reflex 28, Will 27
burrow through the earth. Chillreaver plans to use
Resist 10 cold
them as sappers against Nefelus if needed. Saving Throws +2
In their boredom, they have begun to tunnel Speed 5 (ice walk), burrow 2 (tunneling)
around in their area. However, the dragon recently Action Points 1
m Claw (standard; at-will)
put a stop to this, worried that they might cause
Reach 2; +18 vs. AC; 2d6 + 8 damage.
undue structural damage to Icehome. M Grabbing Double Attack (standard; at-will)
The icetouched umber hulk makes two claw attacks.
When the PCs enter this area, read: If both claw attacks hit the same target, the target is
grabbed. A grabbed target takes ongoing 10 damage from
A rugged crevasse splits the ice in the middle of this cavern. the icetouched umber hulks mandibles until it escapes.
A gently sloping tunnel, looking as though it was recently The icetouched umber hulk cannot make any other attacks
while grabbing a creature.
excavated, is present in the southeast end. To the north,
C Confusing Gaze (minor 1/round; at-will) Gaze, Psychic
another tunnel exit is visible, although it is partially blocked Close blast 5; targets enemies; +16 vs. Will; the target
by a massive stalagmite. slides 5 squares and is dazed (save ends).
Alignment Unaligned Languages
Perception Check Str 26 (+14) Dex 16 (+9) Wis 14 (+8)
DC 18: You can hear something moving about inside the Con 20 (+11) Int 5 (+3) Cha 11 (+6)

crevasse.
Features of the Area
Tactics Illumination: This area is brightly lit, except
The icetouched umber hulks are down in the bottom of inside the crevasse, where it is dimly lit.
the crevasse, 20 feet from the cavern floor. Once a PC Ceiling: The ceiling is 30 feet from the floor.
gets within 5 squares of their starting positions, they Stalagmites: These are blocking terrain and pro-
roll initiative and move up to investigate (and attack). vide cover. A creature can move around the corner of
a stalagmite square normally.

April 20 09 | D u n g e o n 16 5
34
Alliance at Nefelus

I6: Frost Giant Now, Nara commands about fifteen frost giants in The scouts start in their indicated positions, but
Icehome. Most are out on patrols around the recently quickly pull back to the ice bridge where they have
Enclave created ice ring blockade, keeping the Nefelese from the advantage of maneuverability. They target defend-
attempting any type of escape, but a few remain here ers and other melee characters with their chillshards
Encounter Level 17 (8,000 XP)
as her personal retinue. to keep them from accessing the platform.
Nara uses her wall of frost to separate the PCs,
Setup When the PCs enter this area, read:
allowing the scouts to concentrate fire on a smaller
Nara of the Wastes, frost giant ice shaper (N)
This massive cavern is far larger than any you have yet group of characters. She uses her freezing bolt to slow
3 frost giant scouts (S)
seen in this iceberg complex. A slick, steep-sloping ice bridge the advance of melee characters, and uses ice slide to
2 winter wolves (W)
hangs over a fast-moving stream; the streams banks are move PCs off the platform if they access it. She grants
The temporary home of the frost giant clan that has thick with a white mist. To the west, a platform rises up 30 ice armor to her winter wolves, if possible.
allied with Chillreaver, the frost giants here are led feet from the floor and is connected to the ice bridge. Unlike Nara orders the scouts to stand their ground no
by Nara of the Wastes, a sacred ice shaper second in in the other caverns, no stalagmites are here. Furs, animal matter what the cost, but if she is at half of her blood-
power only to the jarl of her tribe. Chillreaver has skins, tools, and large weapons are piled in various places ied total or lower, she attempts to flee up the ice
long been an ally of these frost giants when they both near the walls. bridge to make her last stand with the ice gargoyles in
lived in the frozen lands north of the Winterbole the hall above.
The winter wolves begin lying down (prone), in the
Forest, beyond Nentir Vale.
positions shown on the map. Unless the PCs enter
Chillreaver initially came to the frost giant jarl
from the umber hulk tunnel, they spot the PCs and
after receiving the Seed of Winter and in the early
engage in combat. What Nara Knows
stages of his plans to destroy Nefelus. After some
The scouts are on watch here, and at least one Nara of the Wastes is not above selling information
negotiation over land rights once Nefeluss climate
notices the PCs from any approach they use (unless for her life. If she is captured and coerced into talking
had been adjusted to the frost giants liking, the jarl
they are attempting to sneak in). Nara is standing at in exchange for her freedom, she tells the PCs about
agreed to send a contingent with the dragon once Ice-
the top of the stairs leading up to the ice bridge. Chillreaver, his relationship with the frost giants,
home was formed well enough to sustain occupants.
Nara was chosen to lead the frost giants in Icehome, and what she knows of his plans (see the Setup in
and she has created a portal back to their realm
Tactics this encounter). She also mentions that Chillreaver
The winter wolves wait to see if the PCs attempt to has greatly amplified the power of an artifact known
should they have need of supplies, servitors, or addi-
cross the water to meet them; otherwise, they use as the Seed of Winter, which was given to him by a
tional warriors. Indeed, Chillreaver has requested
the natural staircase to access the platform and leap fomorian king from the Feywild named Cachlain.
Nara send back hunters periodically to bring back
down in a takedown charge on any PCs close enough
creatures he thought important to subject to the
to it (or attack PCs already on the platform). They are
influences of the Seed of Winter for use in the coming
Naras personal companions, and they defend her if
assault on Nefelus.
she looks like shes in trouble. If they knock a target
prone on the platform, they drag it off the edge if
possible.

April 20 09 | D u n g e o n 16 5
35
Alliance at Nefelus

Features of the Area Ice Tunnel: The tunnel


to the southeast goes under
Illumination: This area is brightly lit.
and out into the frost giant
Ceiling: The ceiling is 60 feet from the floor.
enclave, then severely slopes
Crevasse: The crevasse is 20 feet deep and
upward 10 feet. Exiting the
requires a DC 20 Athletics check to climb.
tunnel on the frost giant
Platform: A platform connects to an ice bridge
enclave side requires ice
and dominates the middle of the room, with a 30-foot
walk, a burrow speed, or a
ledge that requires a DC 20 Athletics check to climb.
DC 15 Athletics check.
The platform is accessible by a natural ice stairway.
Ascending these stairs counts as difficult terrain;
descending them is treated as normal terrain.
Ice Bridge: The ice bridge slopes upward and is
slick; it is treated as a slide by creatures without ice
walk. The ice bridge is difficult terrain, and a creature
that enters one of the ice bridges squares must make
a DC 20 Acrobatics check; failure indicates that the
creature moves to the end of the bridge (on the plat-
form side), falls prone, and ends its move.
Stream and Pool: The water here is 10 feet deep,
and it can be crossed by swimming or jumping over
it. However, choke frost rises up from the water,
hindering the movement of any creature passing
through it.
Choke Frost: The squares containing the stream
and pool, as well as all squares adjacent to them,
are filled with choke frost, which is a light, white
mist that congeals into thick ice as creatures move
through it. Creatures entering a square of choke frost
take a 1 penalty to speed for each square of choke
frost through which they move. As a move action, a
creature can negate this penalty. The frost giants (and
other creatures with the cold keyword) are immune
to this effect. The winter wolves are not immune, and
they stay on their side of the water unless they tra-
verse up the platform.

April 20 09 | D u n g e o n 16 5
36
Alliance at Nefelus

Nara of the Wastes, Level 19 Controller (Leader) 3 Frost Giant Scouts (S) Level 15 Artillery 2 Winter Wolves (W) Level 14 Skirmisher
Frost Giant Ice Shaper (N) Large elemental humanoid (cold, giant) XP 1,200 each Large natural magical beast XP 1,000 each
Large elemental humanoid (cold, giant) XP 2,400 Initiative +13 Senses Perception +17 Initiative +14 Senses Perception +10; low-light vision
Initiative +12 Senses Perception +16 HP 115; Bloodied 57 HP 141; Bloodied 70
HP 182; Bloodied 91 AC 28; Fortitude 26, Reflex 28, Will 27 AC 28; Fortitude 27, Reflex 26, Will 24
AC 32; Fortitude 32, Reflex 29, Will 33 Resist 15 cold Resist 20 cold
Resist 15 cold Speed 9 (ice walk) Speed 8 (ice walk)
Speed 8 (ice walk) m Icy Spear (standard; at-will) Cold, Weapon m Bite (standard; at-will) Cold
m Freezing Flail (standard; at-will) Cold, Weapon Reach 2; +20 vs. AC; 1d10 + 6 cold damage. +19 vs. AC; 1d10 + 6 damage plus 1d6 cold damage,
Reach 2; +24 vs. AC; 2d12 + 4 cold damage. r Icy Arrow (standard; requires longbow; at-will) Cold, or 2d10 + 6 damage plus 1d6 cold damage against a
R Freezing Bolt (standard; at-will) Cold Weapon prone target.
Ranged 20; +22 vs. Reflex; 2d12 + 4 cold damage, and the Ranged 20/40; +22 vs. AC; 1d12 + 8 cold damage, and the M Takedown (standard; usable only when charging; at-will)
target is immobilized (save ends). target is slowed until the end of the frost giant scouts next Cold
R Ice Slide (minor 1/round; at-will) turn. +19 vs. AC; 2d10 + 6 damage plus 1d6 cold damage, and
Ranged 10; +22 vs. Fortitude; the frost giant ice shaper A Chillshards (standard; recharge ) Cold, Weapon the target is knocked prone.
slides the target 3 squares. Area burst 1 within 20; +20 vs. Fortitude; 1d12 + 8 C Freezing Breath (standard; recharge ) Cold
A Wall of Frost (standard; recharge ) Cold, Conjuration cold damage, and the target is slowed and cannot take Close blast 5; +17 vs. Reflex; 2d6 + 6 cold damage. Miss:
Area wall 12 within 10; the frost giant ice shaper conjures immediate or opportunity actions until the end of the frost Half damage.
a wall of swirling snow that lasts until the end of the ice giant scouts next turn. Aftereffect: The target is slowed Drag (minor; usable only while adjacent to a prone enemy;
shapers next turn. The wall is 6 squares high and blocks until the end of the frost giant scouts next turn. at-will)
line of sight. The walls space is lightly obscured and is Tundra Hunter (standard; recharges when first bloodied) The winter wolf shifts 1 square, and pulls a prone target
difficult terrain. A creature that starts its turn adjacent to The frost giant makes a melee or ranged attack. If the that is adjacent to it 1 square.
the wall takes 5 cold damage, and a creature that enters attack hits, the target gains vulnerable 10 cold (save ends). Alignment Evil Languages Common, Giant
a square of the wall or starts its turn there takes 15 cold Aftereffect: The target gains vulnerable 5 cold (save ends). Str 23 (+13) Dex 21 (+12) Wis 17 (+10)
damage. Sustain Minor: The wall persists. Quick Release Con 21 (+12) Int 9 (+6) Cha 10 (+7)
Ice Armor (standard; recharge ) The frost giant scout does not provoke opportunity attacks
One ally within 10 squares of the frost giant ice shaper when it makes ranged or area attacks.
gains resist 10 to all damage until the end of the ice Icebound Footing
shapers next turn. When an effect pulls, pushes, or slides a frost giant, the
Icebound Footing giant moves 2 squares less than the effect specifies. Also,
When an effect pulls, pushes, or slides a frost giant ice a frost giant can make a saving throw to avoid being
shaper, the ice shaper moves 2 squares less than the effect knocked prone.
specifies. Also, an ice shaper can make a saving throw to Alignment Evil Languages Giant
avoid being knocked prone. Skills Athletics +16, Stealth +18
Alignment Evil Languages Giant, Primordial Str 19 (+11) Dex 23 (+13) Wis 20 (+12)
Skills Arcana +14, Heal +21, Intimidate +20 Con 19 (+11) Int 10 (+7) Cha 10 (+7)
Str 21 (+14) Dex 16 (+12) Wis 25 (+16) Equipment hide armor, spear, longbow, 40 arrows
Con 22 (+15) Int 10 (+9) Cha 22 (+15)
Equipment chainmail, flail

April 20 09 | D u n g e o n 16 5
37
Alliance at Nefelus

I7: Gargoyles The ice gargoyles begin in their ice form. If a PC The ice gargoyle reavers stay close to their ene-
moves past the last set of pillars leading into the center mies, keeping as many PCs as possible within their
in the Hall of the room, the ice gargoyles revert to their normal freezing gaze. Targets that are weakened by the gaze
forms and attack. They also do the same if a PC moves are then subjected to their bloodchill bite.
Encounter Level 16 (6,800 XP) adjacent to the illusory sliding wall to the east. The gargoyles fight until they are destroyed.

Setup Tactics
4 ice gargoyles (G) When the ice gargoyles revert to their normal forms,
2 ice gargoyle reavers (R) they use f lying grab to harry their foes, using the
This hall was fashioned by Chillreaver as his grand ample ceiling to maneuver out of range of melee and
receiving chamber, and he one day hopes to take short ranged attacks.
his conquered foes here for the purpose of subjugat-
ing them. For now, it serves as the home for the first
of his creations born from the bosom of Icehome
his ice gargoyles. 2 Ice Gargoyle Reavers (R) Level 15 Lurker Ice Prison (standard; at-will)
Large elemental humanoid (cold) XP 1,200 each The ice gargoyle reaver encases itself and anyone it is
The ice gargoyles serve Chillreaver as messengers,
Initiative +17 Senses Perception +17; darkvision grabbing in ice. In this form, the ice gargoyle reaver and any
scouts, and guards for the nearly completed upper Freezing Gaze (Cold) aura 2; requires the ice gargoyle reaver target it is grabbing gain resist 20 all, except against the
level of his palace. Even more so than the other crea- to be in its ice prison; an enemy that enters or starts its turn cold damage dealt by this power. Both can still see their
tures of Icehome, they are completely subservient to within the aura is weakened until the start of its next turn surroundings, but they cannot use other normal senses.
and takes 5 cold damage. A target the ice gargoyle reaver is grabbing is stunned,
his whimseffectively an extension of his willand HP 116; Bloodied 58 restrained, and takes ongoing 20 cold damage (save ends
Chillreaver views them as his children. AC 29; Fortitude 28, Reflex 27, Will 26 all, ending the grab and ice prison). Aftereffect: The target
Immune slow; Resist 15 cold is slowed and weakened until the end of the ice gargoyle
When the PCs arrive here from the ice bridge, read: Vulnerable fire (the ice gargoyle reaver grants combat reavers next turn.
advantage until the end of the attackers next turn) Each time a target the ice gargoyle reaver is grabbing takes
This room sits in stark contrast to everything youve seen Speed 6, fly 8; see also flying grab the ongoing cold damage, the ice gargoyle reaver regains 5
before in the iceberg complex. Here, it appears that the room m Claw (standard; at-will) Cold hit points. The ice gargoyle reaver can take no actions in the
Reach 2; +20 vs. AC; 1d8 + 6 damage, and ongoing 5 cold ice prison, other than to end the effect (a minor action). If the
has been intricately carved from the ice; no snow, rough
damage (save ends). gargoyle takes damage in this form, the ice prison is broken,
patches, or uneven grades mar the smooth walls, floors, and M Bloodchill Bite (standard; recharge y z ) Cold, Healing freeing the grabbed target as if it saved and ending the grab.
ceiling of this chamber. +20 vs. AC; 2d6 + 5 cold damage (3d6 + 5 cold damage Alignment Evil Languages Primordial
Perfectly round ice columns frame a large-based against a weakened target), the target gains vulnerable Skills Stealth +19
5 cold (save ends), and the ice gargoyle reaver regains 5 Str 25 (+14) Dex 24 (+14) Wis 17 (+10)
platform at the far end. On top of the platform are two Con 22 (+13) Int 5 (+4) Cha 20 (+12)
hit points.
massive ice gargoyle statues. To either side of this platform M Flying Grab (standard; recharges after using ice prison)
sit smaller ones with smaller ice gargoyles. There is no The ice gargoyle reaver flies 8 squares and makes a melee
basic attack at the end of that movement. If the attack hits,
visible exit from this room except where you entered.
the target is grabbed. The ice gargoyle reaver can try to
move the grabbed target as part of its next move action.
If it succeeds, it can move or fly at full speed, pulling the
target with it.

April 20 09 | D u n g e o n 16 5
38
Alliance at Nefelus

4 Ice Gargoyles (G) Level 12 Lurker Features of the Area


Medium elemental humanoid (cold) XP 700 each
Initiative +14 Senses Perception +15; darkvision
Illumination: This area is brightly lit.
HP 96; Bloodied 48 Ceiling: The ceiling is 60 feet from the floor.
AC 26; Fortitude 25, Reflex 23, Will 23 Floor: The floor here is treated as difficult terrain
Immune slow; Resist 15 cold
for anyone moving on it without ice walk. In addi-
Vulnerable fire (the ice gargoyle is dazed until the end of the
attackers next turn) tion, creatures without ice walk standing on the floor
Speed 6, fly 8; see also flyby grab are moved one additional square when subjected to
m Claw (standard; at-will) Cold forced movement.
+17 vs. AC; 1d6 + 5 damage plus 1d6 + 4 cold damage.
M Flyby Grab (standard; recharges after using ice prison) Secret Door: There is a secret door to the south that
The ice gargoyle flies 8 squares and makes a melee basic leads into Chillreavers treasure chamber. It can be dis-
attack at the end of that movement. If the attack hits, covered with a DC 25 Perception check, and a DC 20
the target is grabbed. The ice gargoyle can try to move
Arcana check or DC 25 Thievery check opens it.
the grabbed target as part of its next move action. If it
succeeds, it can move or fly at full speed, pulling the Illusory Sliding Wall: To the east, a wall has
target with it. been masked by an illusion. A character adjacent to
Ice Prison (standard; at-will) the wall who succeeds on a DC 15 passive Percep-
The ice gargoyle encases itself and anyone it is grabbing
in ice. In this form, the ice gargoyle and any target it is
tion check notices that something is unusual about
grabbing gain resist 15 all, except against the cold damage the wall. Another DC 25 Perception check or DC 25
dealt by this power. Both can still see their surroundings, Arcana check pierces the illusion and reveals an intri-
but they cannot use other normal senses. A target the
cate inscription in Draconic upon the wall.
ice gargoyle is grabbing is stunned, restrained, and takes
ongoing 20 cold damage (save ends all, ending the grab The inscription reads,
and the ice prison). Aftereffect: The target is slowed until A DC 13 Perception check reveals a torn scrap of a
Pass through this portal and enter the presence of
the end of the ice gargoyles next turn. note stuck between the talons of one of the defeated
Each time a target the ice gargoyle is grabbing takes the Chillreaver, master of Icehome, greatest among the Dark
gargoyles.
ongoing cold damage, the ice gargoyle regains 5 hit points. Queens frozen children. Prepare for supplication in the
The ice gargoyle can take no actions in the ice prison, other proper manner, and you can enter his fearsome domain The note reads:
than to end the effect (a minor action). If the gargoyle
and receive his cold gift. new dwarf emissary has arrived at the court.
takes damage in this form, the ice prison is broken, freeing
the grabbed target and ending the grab. He seems shrewd and capable, and his family
A character who kneels in a square adjacent to the
Alignment Evil Languages Primordial connections will help us at the stone kings court
Skills Stealth +18 wall causes the wall to slide away into the Chillreav-
in light of the events in Sayre. I have faith that Her
Str 24 (+14) Dex 23 (+13) Wis 10 (+12) ers chamber. This can also be accomplished with a
Majestys will should prevail, but Ironfells presence
Con 20 (+13) Int 5 (+4) Cha 17 (+10) DC 20 Thievery check in one of the adjacent squares.
will only help...
The rest is blurred or torn, except for a fragment of a
signature, which reads Zetc...

April 20 09 | D u n g e o n 16 5
39
Alliance at Nefelus

I8: Chillreavers Seed You then fix your eyes upon the terrible form that sits
upon a rune-inscribed icy dais at the far end of the room. A
Encounter Level 18 (10,000 XP) gigantic, two-headed white dragon meets your gaze, its eyes
black as the soulless depths and its mouths smoking with its
Setup icy breath. It speaks, both voices echoing off the icy walls in
Chillreaver (C) unison, The mages must be desperate to save their people.
Seed of Winter (S) They send outsiders here to do their work. How weak! How
Of late, Chillreaver has spent almost all his time here, pathetic! Soon the storm comes to them, and nothing will
coaxing every possible thread of power from the Seed escape my wrath!
of Winter. As he gets closer and closer to finishing off
the island nation of Nefelus, his abilities with the arti-
Tactics
fact have gone far beyond the reach of mortal users. Chillreaver is not at all pleased that the PCs have
He has constructed this chamber to house the arrived at this late hour. Furious, he launches his
artifact, channel its power, and provide a sanctum assault on the characters by flying across the room
sanctorum for himself to draw even more secrets and using his breath weapon against the largest PC
from the Seed. More information on Chillreavers concentration possible. He stays up in the air, hover-
plans and his motives can be found in Appendix 2 ing near the Seed to protect it from the characters
(page 49). meddling.
In subsequent rounds, Chillreaver keeps out of
When the PCs enter the chamber, read: melee range as long as possible, attacking with icy
tomb against targets that are effective at range, and
Inside is an impressive and terrifying sight. The room is
using his frightful presence when all (or almost all) the
bathed in blue-white light, with beams focused on a small
PCs can be affected. He uses his action points as soon
white object floating atop a pedestal high above your heads.
as he can (provided he can take two attack actions in
The beams originate from ten silvery mirrors positioned
a round in which he spends an action point).
along the east and west sides of the walkway you stand
Chillreaver is no coward, and he does not abandon
upon. Down below, you can see the base of the pedestal
the Seed of Winter under any circumstances. If one or
where the beams are focused; the pedestals length make it
more characters start shattering the silver mirrors or
appear almost like an ice obelisk. An energy hangs about
attempt to wrest the Seed from its pedestal, Chillreaver
the room, and the air is colder than youve felt anywhere
assaults them with great fury, choosing his most dam-
else in the complex. Briefly, you feel an invasive presence in
aging attacks. If it looks likely that the PCs will destroy
your mind, as if it is searching for something...and then it
all the silver mirrors, Chillreaver attempts to snatch up
is gone.
the Seed of Winter and exit Icehome through the trea-
sure room and out the top of the iceberg. There, he can
mount a final stand against the PCs.

April 20 09 | D u n g e o n 16 5
40
Alliance at Nefelus

Features of the Area has now been appropriated to power and focus the Seed of Winter: While placed on the pedestal
a rtifact. Although they are extremely bulky and and acting as the focus for Chillreavers weather
Illumination: This area is brightly lit.
heavy to carry out (they each weigh about 60 pounds), manipulation, the Seed actively attempts to defend
Ceiling: The ceiling is 60 feet from the floor.
they are easy enough to shatter and render com- itself from the interloping PCs. It is treated like a
Floor: The floor here is treated as difficult terrain
pletely useless for good or ill. They have AC 29, other trap (see the entry below), and works in conjunction
for anyone moving on it without ice walk. In addition,
defenses 26; hp 1. A DC 21 Dungeoneering check with Chillreaver when possible. The Seed cannot be
creatures without ice walk standing on the floor are
reveals that shattering all the silver mirrors will cause destroyed, but it can be handled without harm. Once
moved 1 additional square when subjected to forced
the Seed of Winter to fall to the floor. the Seed is removed from the pedestal, it can no longer
movement.
sustain its current magic while in an unfocused state.
Walkway: A walkway frames the room in a
The entirety of Icehome begins to crumble away.
U-shape. The walkway is 30 feet up from the floor
where the dais and pedestal base are found, and its
Chillreaver, Exarch of Tiamat (C) Level 17 Solo Soldier C Breath Weapon (standard; recharge ) Cold
another 20 feet up in the rooms center to the Seed Huge natural magical beast (dragon) XP 8,000 Close blast 5; +21 vs. Reflex; 6d6 + 7 cold damage,
of Winter. The silver mirrors are at the walkway level, Initiative +13 Senses Perception +17; darkvision and the target is immobilized and dazed (save ends
pointed up at the Seed. Chillwrath Aura (Cold) aura 2; each square within the aura both). Aftereffect: The target is slowed until the end of
costs enemies 1 extra square of movement to enter. Chillreavers next turn.
Secret Door: A secret door to the south leads into HP 845; Bloodied 422; see also bloodied breath C Bloodied Breath (free, when first bloodied; encounter)
Chillreavers treasure chamber. PCs discover it with a AC 33; Fortitude 31, Reflex 29, Will 29 Cold
DC 20 Perception check, and it can be opened with a Resist 25 cold, 10 poison Chillreavers breath weapon recharges, and he uses it
Saving Throws +5; see two-headed immediately.
DC 20 Arcana check or DC 25 Thievery check. Chill-
Speed 8 (ice walk), fly 8 (hover), overland flight 12 C Frightful Presence (standard; encounter) Fear
reaver might use this way out to flee with the Seed of Action Points 2 Close burst 10; targets enemies; +21 vs. Will; the target is
Winter if hes able. m Bite (standard; at-will) Cold stunned until the end of Chillreavers next turn. Aftereffect:
Runed Dais: The semicircular dais on the east- Reach 3; +23 vs. AC; 2d6 + 7 plus 2d6 cold damage, plus The target takes a 2 penalty to attack rolls (save ends).
2d6 cold damage on an opportunity attack or against an Threatening Reach
ern side of the room bears a number of deep blue or immobilized target. Chillreaver can make opportunity attacks against all
purple rejuvenation runes carved into the ice. Any m Claw (standard; at-will) enemies within his reach (3 squares).
creature on or adjacent to the dais who makes a DC Reach 3; +23 vs. AC; 2d4 + 7 damage, and the target is Two-Headed
pulled 2 squares. Chillreaver rolls initiative twice, and receives two full turns
20 Arcana check can spend a healing surge as a
M Chillreavers Fury (standard; at-will) during a round. He rolls for recharge on each of his turns.
minor action. Chillreaver can also take advantage of Chillreaver makes a bite attack and a claw attack. Each time Chillreaver becomes dazed or stunned, or suffers
this twice during the combat. R Deep Freeze (standard; recharge ) Cold from an effect that has the charm keyword, that effect ends
Silver Mirrors: Ten silver mirrors focus the energy Ranged 10; +22 vs. Fortitude; 2d6 + 7 cold damage, at the end of his next turn.
ongoing 10 cold damage, and the target is immobilized and Alignment Evil Languages Common, Draconic
of the Seed of Winter, allowing Chillreaver to tap into dazed (save ends all). Aftereffect: The target is slowed until Skills Arcana +15, Athletics +24
an incredible amount of ancient power. These silver the end of Chillreavers next turn. Str 22 (+14) Dex 16 (+11) Wis 17 (+11)
mirrors are bigabout 6 feet tall by 4 feet wideand Con 26 (+16) Int 14 (+10) Cha 14 (+10)
were stolen from various places in the world by Chill-
reavers agents. A DC 23 Arcana check reveals these
are some of the silver mirrors that the Nefelese once
used as communication devices, and their magic

April 20 09 | D u n g e o n 16 5
41
Alliance at Nefelus

Aftermath
Once the Seed of Winter is unseated from its position
on the pedestal, a blast of energy crackles through the
room. Five rounds later, a great rumbling sound is fol-
lowed by deafening cracks. The magic which sustained
Icehome is becoming undone, and the whole structure
will soon crumble into the sea. The characters need to
escape. Go to Escape from Icehome on page 16.

Seed of Winter (S) Level 18 Blaster


Trap XP 2,000
A large shimmering white acorn floats on a pedestal high
above. Cold blue-white beams travel from 10 silver mirrors
positioned throughout the chamber to converge on the seed.
Trap: The Seed of Winter attacks the nearest creature without
the cold keyword within range on its turn.
Perception
Characters cant use Perception to detect this trap.
Additional Skill: Arcana
DC 25: The character recognizes that the silver mirrors are
focusing the Seed of Winters power.
DC 30: The Seed of Winter is an artifact and is indestructible
by any conventional means.
Initiative +8
Trigger
Once on its turn, the trap attacks the nearest creature to it
within range without the cold keyword.
Attack
Standard Action Ranged 10
Target: One creature
Attack: +24 vs. Will
Hit: The target is dominated (save ends) and is under the
control of Chillreaver. Aftereffect: The target takes 2d10 + 5
cold damage and is immobilized (save ends).
Countermeasures
An adjacent character can remove the Seed of Winter from
its pedestal with a DC 35 Thievery or Strength check. This
disables the trap. The character gains a +2 bonus to this
check for each silver mirror that has been destroyed. The
Seed of Winter falls to the floor if all the silver mirrors have
been destroyed.
A character can attack any of the 10 silver mirrors (AC 29,
other defenses 26; hp 1 each). Destroying all the silver mirrors
disables the trap and the Seed of Winter falls to the floor.

April 20 09 | D u n g e o n 16 5
42
Alliance at Nefelus

SC2: Escape from Escape from Icehome Level 16 Arcana


DC 20 A success or failure on this check does not count
Skill Challenge XP 7,000
Icehome The iceberg is beginning to break up and crumble into the sea,
as a success or failure on the skill challenge.
The PC has heard of similar magical energy imploding when
and you have to escape before youre taken down with it!
the power source was drastically diminished. They also learn
Encounter Level 16 (7,000 XP) The PCs must find a way to escape from Icehome before the that the creatures affected by the Seed of Winter have begun
whole iceberg completely collapses.
Setup Complexity
to revert back to their normal form. The PC receives a +2
bonus to the next check in the skill challenge.
Start running the skill challenge, and have the action 5 (requires 12 successes before 3 failures). Athletics
Primary Skills DC 13 A successful check counts as a success on the
move from one scene to another with the dragon
Acrobatics, Athletics, Dungeoneering, Endurance, skill challenge.
fighting all along the way. Run a few rounds of Perception The PC jumps, climbs, and runs to safety, using raw physical
combat, have the PCs make a round of skill checks, Other Skills power to negotiate the hazards.
move the scene, and start over again until you reach a Arcana, Thievery Dungeoneering
Victory DC 13 A successful check counts as a success on the skill
climactic conclusion!
The PCs escape crumbling Icehome just before it falls into challenge.
If the fight against Chillreaver (see the encounter the sea, and they arrive back in Nefelus safely. The PC knows the ins and outs of ice caves, and how to
beginning on page 40) spills outside through the Defeat successfully avoid hazards while negotiating a collapsing
hole in the roof, the PCs find themselves atop the The PCs are crushed in the collapse of the iceberg. Each PC structure.
loses all remaining healing surges and must make three DC Endurance
steep, treacherous summit of Icehome. Away from the 20 Endurance checks to attempt to swim to shore wounded DC 13 A successful check counts as a success on the
15-foot wide pit that leads back down to area 9, the in frigid cold water. If all three checks fail, the PC is dead skill challenge.
ground slopes steeply away. The summit is covered and the body is later recovered by the surviving PCs. Slow and steady wins the race, and the PC endures the
Special: Grabbing Treasure cold water, icy tunnels, and windy slopes to find escape.
with difficult terrain, and the steep slope means that
A PC can attempt to grab an as-yet unclaimed treasure Perception
any round a character makes an attack, he or she parcel on the way out. This is declared when a primary skill DC 13 A successful check counts as a success on the skill
must also succeed on a DC 20 Acrobatics check or fall check for the skill challenge is made; the check has a 5 challenge.
prone after making the attack. A character wearing penalty applied. (Also see Thievery, below.) The PC looks for cracks and splits in the ice, falling debris, and
Special: Ice Walk shortcuts on the way out.
spiked ice shoes receives a +5 bonus on this check. PCs with ice walk receive a +2 bonus to Acrobatics and Thievery
Chillreavers size and weight mean that the dragon Athletics checks for the duration of the skill challenge. DC 20 A success or failure on this check does not count as
does not need to make Acrobatics checks if he lands Special: Overland Flight a success or failure on the skill challenge.
PCs with overland flight earn one automatic success for The PC can make a Thievery check to grab an as-yet unclaimed
to face the characters.
the group. treasure parcel. If the check is successful, the PC does not take a
Special: Recovering Bodies penalty to the primary skill check.
A PC can attempt to recover a body left elsewhere in the
cavern on the way out, provided that the PC is heading in
the general direction of the location of the body. This is
declared when a primary skill check for the skill challenge
is made; the check has a 5 penalty applied.
Acrobatics
DC 13 A successful check counts as a success on the
skill challenge.
The PC dodges out of the way of incoming ice boulders, falling
debris, and floor hazards. Alternatively, the PC can wriggle
through spaces that got a little too tight when the collapse began.

April 20 09 | D u n g e o n 16 5
43
Alliance at Nefelus

SC3: Convincing Bejam Arcana


DC 18 A successful check counts as a success on the skill
Insight
DC 11 A successful check counts as a success on the skill
challenge. challenge.
Encounter Level 15 (1,200 XP) The PC explains that Nefeluss magical strengths might be The PC senses that Bejam is struggling with this decision and
exploited without proper representation on the Coalition. wants to do whats best for his people, but sees the greater good
Setup Bluff in personally representing Nefelus.
Bejam is willing to entertain the notion, but he is not DC 18 A successful check counts as a success on the skill
challenge.
convinced that he can do the most good away from The PC flatters Bejam with talk of his accepting nature and the
his people and the Thraxinium. The PCs need to con- ability to have an open discourse, even with strangers from the
vince him to leave his ancestral home to represent the mainland.
Diplomacy
island nation in the Coalition.
DC 11 A successful check counts as a success on the skill
challenge.
Convincing Bejam Level 15 The PC explains the merits of having a voice on the Coalition,
Skill Challenge XP 1,200
allowing Nefelese interests to be fully articulated to the other
You have made a proposal to Bejam to have him represent the members.
Nefelese among the Coalition against the githyanki threat.
Although he seems reasonably receptive to the idea, he still has
doubts that he can do his people the greatest good by leaving
his official duties in Nefelus.
The PCs attempt to convince Bejam that he should join the
Coalition, so that Nefelus has a voice among the group.
Complexity
1 (requires 4 successes before 3 failures).
Primary Skills
Arcana, Bluff, Diplomacy, Insight
Victory
The PCs convince Bejam to join the Coalition. He agrees to
leave with Amyria once he has informed the Thraxinium of
his decision.
Defeat
Bejam is unsure that leaving his people is the right thing
to do in these dangerous times. He promises Nefelese
assistance to the Coalition, but does not seek a seat among
the group.
Special
All PCs receive a +1 bonus to checks in the skill challenge
if they returned Uarion or brought back the apparatuses of
Kwalish. If they did both, all PCs receive a +2 bonus instead.

April 20 09 | D u n g e o n 16 5
44
Alliance at Nefelus

Appendix 1: Frost Giant Scout Tactics except that they have a blue-white frostlike tinge to
their skin or hide, and they have deep blue eyes. Men-
A frost giant scout stays at the longest distance away
New Monsters from its targets as possible while maintaining effec-
tally, their wills have become more pliable, and they
are completely subservient to Chillreaver.
tive use of its icy arrow and chillshards.
Several new monsters are introduced in the adven- An icetouched creature is treated just like a
ture and are also described below. normal version of the base creature, except for the fol-
Icetouched Creature lowing changes.
Frost Giant Scout The influences of Chillreavers manipulation of the
Icetouched Creature
Frost giant scouts provide long-range support for Seed of Winter have resulted in several creatures
Resist 10 cold
their fellow frost giants with their cold-based attacks. becoming partially transformed both in body and
Speed Gains ice walk
mind. Physically, these creatures appear as normal,
Frost Giant Scout Level 15 Artillery
Large elemental humanoid (cold, giant) XP 1,200
Initiative +13 Senses Perception +17
HP 115; Bloodied 57
AC 28; Fortitude 26, Reflex 28, Will 27
Resist 15 cold
Speed 9 (ice walk)
m Icy Spear (standard; at-will) Cold, Weapon
Reach 2; +20 vs. AC; 1d10 + 6 cold damage.
r Icy Arrow (standard; requires longbow; at-will) Cold,
Weapon
Ranged 20/40; +22 vs. AC; 1d12 + 8 cold damage, and
the target is slowed until the end of the frost giant scouts
next turn.
A Chillshards (standard; recharge ) Cold, Weapon
Area burst 1 within 20; +20 vs. Fortitude; 1d12 + 8
cold damage, and the target is slowed and cannot take
immediate or opportunity actions until the end of the frost
giant scouts next turn. Aftereffect: The target is slowed
until the end of the frost giant scouts next turn.
Tundra Hunter (standard; recharges when first bloodied)
The frost giant makes a melee or ranged attack. If the
attack hits, the target gains vulnerable 10 cold (save ends).
Aftereffect: The target gains vulnerable 5 cold (save ends).
Quick Release
The frost giant scout does not provoke opportunity attacks
when it makes ranged or area attacks.
Icebound Footing
When an effect pulls, pushes, or slides a frost giant scout,
the giant moves 2 squares fewer than the effect specifies.
Alignment Evil Languages Giant
Skills Athletics +16, Stealth +18
Str 19 (+11) Dex 23 (+13) Wis 20 (+12)
Con 19 (+11) Int 10 (+7) Cha 10 (+7)
Equipment hide armor, spear, longbow, 40 arrows
April 20 09 | D u n g e o n 16 5
45
Alliance at Nefelus

Ice Gargoyle Level 12 Lurker


Ice Gargoyle Medium elemental humanoid (cold) XP 700
Chillreaver called these creatures from the Ele- Initiative +14 Senses Perception +15; darkvision
mental Chaos, using the power of the Seed of Winter. HP 96; Bloodied 48
AC 26; Fortitude 25, Reflex 23, Will 23
He uses the ice gargoyles to guard the upper reaches
Immune slow; Resist 15 cold
of Icehome. Occasionally, they fly around the area Vulnerable fire (the ice gargoyle is dazed until the end of the
near the ice floe and act as Chillreavers eyes when attackers next turn)
the dragon is busy directing the power of the Seed of Speed 6, fly 8; see also flyby grab
m Claw (standard; at-will) Cold
Winter. +17 vs. AC; 1d6 + 5 damage plus 1d6 + 4 cold damage.
Ice gargoyles are native to the Elemental Chaos, M Flyby Grab (standard; recharges after using ice prison)
and they inhabit the bitterly cold places of the world The ice gargoyle flies 8 squares and makes a melee basic
attack at the end of that movement. If the attack hits,
and other planes. When encountered, they most com-
the target is grabbed. The ice gargoyle can try to move
monly appear to be vague forms encased in steaming the grabbed target as part of its next move action. If it
ice. Telltale signs of an ice gargoyle lair are various succeeds, it can move or fly at full speed, pulling the target
creatures trapped in ice with shocked looks of horror with it.
Ice Prison (standard; at-will)
on their faces. The ice gargoyle encases itself and anyone it is grabbing
in ice. In this form, the ice gargoyle and any target it is
Ice Gargoyle Tactics grabbing gain resist 15 all, except against the cold damage
dealt by this power. Both can still see their surroundings,
An ice gargoyle begins combat within its ice prison.
but they cannot use other normal senses. A target the
When prey comes near, it reverts to its normal form ice gargoyle is grabbing is stunned, restrained, and takes
and makes a flying grab. It then returns to its ice ongoing 20 cold damage (save ends all, ending the grab
prison to feed on the creature it grabbed. If it is dam- and the ice prison). Aftereffect: The target is slowed until
the end of the ice gargoyles next turn.
aged by fire, it concentrates its attacks on the enemy Each time a target the ice gargoyle is grabbing takes the
that dealt it fire damage. ongoing cold damage, the ice gargoyle regains 5 hit points.
The ice gargoyle can take no actions in the ice prison, other
Ice Gargoyle Reaver than to end the effect (a minor action). If the gargoyle
Tactics takes damage in this form, the ice prison is broken, freeing
the grabbed target and ending the grab.
The ice gargoyle reaver fights like its smaller kin, Alignment Evil Languages Primordial
but it has the added tactic of entering its ice prison Skills Stealth +18
Str 24 (+14) Dex 23 (+13) Wis 10 (+12)
and then using bloodchill bite on a foe its aura has
Con 20 (+13) Int 5 (+4) Cha 17 (+10)
weakened.

April 20 09 | D u n g e o n 16 5
46
Alliance at Nefelus

Ice Gargoyle Reaver Level 15 Lurker


Large elemental humanoid (cold) XP 1,200 Arctic Sahuagin
Initiative +17 Senses Perception +17; darkvision The sahuagin were the first to be affected by the
Freezing Gaze (Cold) aura 2; requires the ice gargoyle reaver Seed of Winters transformative influence. In the past,
to be in its ice prison; an enemy that enters or starts its turn they harried the island of Nefelus, but now they pose
within the aura is weakened until the start of its next turn
and takes 5 cold damage.
an even greater threat. Contact with the Seeds emana-
HP 116; Bloodied 58 tions has quickly turned these creatures into tougher
AC 29; Fortitude 28, Reflex 27, Will 26 versions of their more mundane counterparts. In
Immune slow; Resist 15 cold
addition, some of the sahuagin are starting to find
Vulnerable fire (the ice gargoyle reaver grants combat
advantage until the end of the attackers next turn) ways to alter their powers in their new forms, evolving
Speed 6, fly 8; see also flying grab beyond what they once were.
m Claw (standard; at-will) Cold Reveling in their newfound power, these arctic
Reach 2; +20 vs. AC; 1d8 + 6 damage, and ongoing 5 cold
damage (save ends).
sahuagin were the first of Chillreavers allies, attempt-
M Bloodchill Bite (standard; recharge ) Cold, Healing ing to maintain his favor in exchange for more
+20 vs. AC; 2d6 + 5 cold damage (3d6 + 5 cold damage power. One day soon, they hope to wreak havoc on
against a weakened target), and the target gains vulnerable
the Nefalese in revenge for years of frustration at the
5 cold (save ends).
M Flying Grab (standard; recharges after using ice prison) magocracys hands.
The ice gargoyle reaver flies 8 squares and makes a melee Some arctic sahuagin ride dire sharks that have
basic attack at the end of that movement. If the attack also been changed by the Seed of Winter.
hits, the target is grabbed. The ice gargoyle reaver can try
to move the grabbed target as part of its next move action.
Arctic Sahuagin Guard Level 11 Minions
If it succeeds, it can move or fly at full speed, pulling the Medium natural humanoid (aquatic) XP 150
target with it. Initiative +10 Senses Perception +7; low-light vision
Ice Prison (standard; at-will) HP 1; a missed attack never damages a minion.
The ice gargoyle reaver encases itself and anyone it is grabbing AC 27; Fortitude 24, Reflex 23, Will 22
in ice. In this form, the ice gargoyle reaver and any target it is Immune cold
grabbing gain resist 20 all, except against the cold damage Speed 5 (7 on a charge, ice walk), swim 5 (7 on a charge)
dealt by this power. Both can still see their surroundings, but m Trident (standard; at-will) Weapon
they cannot use other normal senses. A target the ice gargoyle +18 (+19 against a bloodied target) vs. AC; 7 damage (9
reaver is grabbing is stunned, restrained, and takes ongoing damage to a bloodied target), and the target is marked
20 cold damage (save ends all, ending the grab and ice prison). until the end of the arctic sahuagin guards next turn.
Aftereffect: The target is slowed and weakened until the end of R Javelin (standard; at-will) Weapon
the ice gargoyle reavers next turn. Ranged 10/20; +18 (+19 against a bloodied target) vs. AC;
Each time a target the ice gargoyle reaver is grabbing takes 7 damage (9 damage to a bloodied target).
the ongoing cold damage, the ice gargoyle reaver regains 5 Blood Frenzy
hit points. The ice gargoyle reaver can take no actions in the The arctic sahuagin gains a +1 bonus to attack rolls and a
ice prison, other than to end the effect (a minor action). If the +2 bonus to damage rolls against bloodied enemies.
gargoyle takes damage in this form, the ice prison is broken, Alignment Chaotic evil Languages Abyssal
freeing the grabbed target as if it saved and ending the grab. Str 16 (+8) Dex 14 (+7) Wis 12 (+6)
Alignment Evil Languages Primordial Con 14 (+7) Int 10 (+5) Cha 10 (+5)
Skills Stealth +19 Equipment trident, 3 javelins
Str 25 (+14) Dex 24 (+14) Wis 17 (+10)
Con 22 (+13) Int 5 (+4) Cha 20 (+12)

April 20 09 | D u n g e o n 16 5
47
Alliance at Nefelus

Arctic Sahuagin Raider Level 11 Soldier Arctic Sahuagin Priest Level 13 Artillery Arctic Sahuagin Baron Level 15 Elite Brute (Leader)
Medium natural humanoid (aquatic) XP 600 Medium natural humanoid (aquatic) XP 800 Large natural humanoid (cold, aquatic) XP 2,400
Initiative +11 Senses Perception +8; low-light vision Initiative +11 Senses Perception +12; low-light vision Initiative +11 Senses Perception +8; low-light vision
HP 112; Bloodied 56 HP 101; Bloodied 50 Blood Healing (Healing) aura 10; any ally within the aura
AC 27; Fortitude 24, Reflex 23, Will 22 AC 25; Fortitude 24, Reflex 25, Will 26 that starts its turn adjacent to a bloodied enemy regains
Resist 10 cold Resist 10 cold 5 hit points.
Speed 5 (7 on a charge, ice walk), swim 5 (7 on a charge) Speed 5 (7 on a charge, ice walk), swim 5 (7 on a charge) HP 360; Bloodied 180
m Trident (standard; at-will) Cold, Weapon m Longspear (standard; at-will) Cold, Weapon AC 27; Fortitude 38, Reflex 26, Will 27
+18 (+19 against a bloodied target) vs. AC; 1d8 + 5 (1d8 + Reach 2; +17 (+18 against a bloodied target) vs. AC; 1d10 Resist 10 cold
7 to a bloodied target) damage plus 1d8 cold damage, and + 4 (1d10 + 6 to a bloodied target) damage plus 1d8 cold Saving Throws +2
the target is marked until the end of the arctic sahuagin damage, and the target slides 1 square. Speed 5 (7 on a charge; ice walk), swim 7 (9 on a charge)
raiders next turn. R Freezing Bolt (standard; at-will) Cold Action Points 1
R Trident (standard; at-will) Weapon Ranged 10; +18 (+19 against a bloodied target) vs. m Trident (standard; at-will) Cold, Weapon
Ranged 10/20; +18 (+19 against a bloodied target) vs. AC; Fortitude; 2d6 + 6 (2d6 + 8 to a bloodied target) cold Reach 2; +18 (+20 against a bloodied target) vs. AC; 1d10 +
2d6 + 5 (2d6 + 7 to a bloodied target) damage. damage, and the target is slowed until the end of the arctic 7 (1d10 + 12 against a bloodied target) damage plus 1d10
M Opportunistic Strike (immediate reaction, when a flanked sahuagin priests next turn. cold damage; see also blood hunger.
enemy shifts; at-will) Cold, Weapon R Arctic Jaws (standard; recharges when no target is affected m Bloodchill Claw (standard; at-will) Cold
The arctic sahuagin raider makes a melee basic attack by this power) Cold Reach 2; +18 (+20 against a bloodied target) vs. AC; 1d6
against the enemy. Ranged 20; icy shark jaws appear and bite the target; + 7 (1d6 + 12 against a bloodied target) damage, and
M Sliding Strike (immediate interrupt, when a marked enemy +18 (+19 against a bloodied target) vs. Will; 2d6 + 6 (2d6 ongoing 5 cold damage and the target is slowed (save
makes an attack that doesnt include the arctic sahuagin + 8 to a bloodied target) cold damage, and target gains ends both).
raider; at-will) Cold, Weapon vulnerable 5 cold and is slowed (save ends both). r Javelin (standard; at-will) Weapon
The arctic sahuagin raider shifts 7 squares adjacent to the Blood Frenzy Ranged 10/20; +18 (+20 against a bloodied target) vs. AC;
triggering enemy, and makes a melee basic attack against The arctic sahuagin priest gains a +1 bonus to attack rolls 2d8 + 7 (2d8 + 12 against a bloodied target) damage.
that enemy. and a +2 bonus to damage rolls against bloodied enemies. M Barons Fury (standard; at-will) Cold, Weapon
Blood Frenzy Alignment Chaotic evil Languages Abyssal, Common The arctic sahuagin baron makes a trident attack and
The arctic sahuagin raider gains a +1 bonus to attack rolls Skills Intimidate +15 two claw attacks.
and a +2 bonus to damage rolls against bloodied enemies. Str 16 (+9) Dex 18 (+10) Wis 20 (+11) Blood Hunger
Alignment Chaotic evil Languages Abyssal Con 16 (+9) Int 12 (+7) Cha 16 (+9) The arctic sahuagin baron gains a +2 bonus to attack rolls
Str 20 (+10) Dex 14 (+7) Wis 12 (+6) Equipment trident, holy symbol, frozen kelp robe and a +5 bonus to damage rolls against bloodied enemies.
Con 14 (+7) Int 10 (+5) Cha 10 (+5) Alignment Chaotic evil Languages Abyssal, Common
Equipment 2 tridents Skills Intimidate +15
Str 22 (+13) Dex 18 (+11) Wis 12 (+8)
Con 18 (+11) Int 12 (+8) Cha 16 (+10)
Equipment trident, 3 javelins, headdress

April 20 09 | D u n g e o n 16 5
48
Alliance at Nefelus

Arctic Dire Shark Level 14 Skirmisher ruin upon those who seek warmth and comfort. Crip- For all his aspirations, Chillreaver is not without a
Huge natural beast (aquatic, mount) XP 1,000 pling Nefelus and bringing the chill of winter will allow practical side. He has assembled a number of allies to
Initiative +16 Senses Perception +9 the dragon to mount an attack on the island itself. his cause, promising to those he cannot directly con-
HP 139; Bloodied 69
AC 28; Fortitude 26, Reflex 28, Will 23
trol a small claim to his soon-to-be massive resource
Resist 10 cold Personality gain. He values strong, unwavering loyalty to him and
Speed swim 10 (12 on a charge) Chillreaver has a vicious, brutal mind. Above all, he his Dark Queens cause, and he reluctantly acknowl-
m Bite (standard; at-will)
revels in the suffering of others at his command. He edges those that aid his efforts. Of course, hell
+17 (+19 against creatures without a swim speed) vs. AC;
3d6 + 5 damage. aspires to lay waste to lands and turn them into arctic ultimately be thinking about the long-term prospects
Deft Swimmer (while mounted by a friendly rider of 14th level deserts, to kill the warmth of the summer, and to turn of claiming his allies resources even as he prepares to
or higher; at-will) Mount joy into grief and loss. Chillreaver is, in many ways, support them in battle.
The dire sharks rider gains a +2 bonus to AC against
opportunity attacks. While in water, the rider also gains
the dark parts of winter personified.
a +2 bonus to attack rolls against creatures without a The two-headed dragon also loves to subjugate Lore
swim speed. others and would want nothing more than to rule Arcana or Religion DC 25: Chillreaver is a pow-
Waterborn
over a continent of sentient creatures that he could erful, two-headed white dragon legendary in the north.
While in water, the dire shark gains a +2 bonus to attack
rolls against creatures without a swim speed. endlessly and mercilessly exploit for his own cruel He is also particularly blessed by Tiamat, who gave
Alignment Unaligned Languages whims. He hopes to begin that dream with Nefelus. him his second head, and serves as one of her exarchs.
Str 21 (+12) Dex 24 (+14) Wis 14 (+9)
Con 19 (+11) Int 2 (+3) Cha 9 (+6) Chillreaver, Exarch of Tiamat Level 17 Solo Soldier C Breath Weapon (standard; recharge ) Cold
Huge natural magical beast (dragon) XP 8,000 Close blast 5; +21 vs. Reflex; 6d6 + 7 cold damage,
Initiative +13 Senses Perception +17; darkvision
Chillreaver Chillwrath Aura (Cold) aura 2; each square within the aura
and the target is immobilized and dazed (save ends
both). Aftereffect: The target is slowed until the end of
costs enemies 1 extra square of movement to enter. Chillreavers next turn.
Chillreaver is a mighty two-headed white dragon and HP 845; Bloodied 422; see also bloodied breath C Bloodied Breath (free, when first bloodied; encounter)
exarch of Tiamat that originally laired in the lands AC 33; Fortitude 31, Reflex 29, Will 29 Cold
Resist 25 cold, 10 poison Chillreavers breath weapon recharges, and he uses it
north of the Winterbole Forest. There, he made the Saving Throws +5; see two-headed immediately.
berserker barbarian tribes run in fear and fought the Speed 8 (ice walk), fly 8 (hover), overland flight 12 C Frightful Presence (standard; encounter) Fear
frost giant jarl to claim control over their clans. Action Points 2 Close burst 10; targets enemies; +21 vs. Will; the target is
m Bite (standard; at-will) Cold stunned until the end of Chillreavers next turn. Aftereffect:
Under the command of his Dark Queen, he set
Reach 3; +23 vs. AC; 2d6 + 7 plus 2d6 cold damage, plus The target takes a 2 penalty to attack rolls (save ends).
his four eyes on Nefelus, where he was tasked with 2d6 cold damage on an opportunity attack or against an Threatening Reach
bringing woe to the prosperous island nation. He soon immobilized target. Chillreaver can make opportunity attacks against all
acquired a means to allow him to accomplish his ruin- m Claw (standard; at-will) enemies within his reach (3 squares).
Reach 3; +23 vs. AC; 2d4 + 7 damage, and the target is Two-Headed
ous plans from the fomorian king Cachlainan artifact
pulled 2 squares. Chillreaver rolls initiative twice, and receives two full turns
known as the Seed of Winter. He is determined to make M Chillreavers Fury (standard; at-will) during a round. He rolls for recharge on each of his turns.
the most of his time with the artifact, and if he can, Chillreaver makes a bite attack and a claw attack. Each time Chillreaver becomes dazed or stunned, or suffers
R Deep Freeze (standard; recharge ) Cold from an effect that has the charm keyword, that effect ends
find a way to keep the Seed in service to his queen.
Ranged 10; +22 vs. Fortitude; 2d6 + 7 cold damage, at the end of his next turn.
He has unlocked power in the Seed that none other ongoing 10 cold damage, and the target is immobilized and Alignment Evil Languages Common, Draconic
can claim; his essence is in perfect concordance with dazed (save ends all). Aftereffect: The target is slowed until Skills Arcana +15, Athletics +24
the Seeds wishes, and it fuels his desire for conquest and the end of Chillreavers next turn. Str 22 (+14) Dex 16 (+11) Wis 17 (+11)
Con 26 (+16) Int 14 (+10) Cha 14 (+10)

April 20 09 | D u n g e o n 16 5
49
Alliance at Nefelus

Appendix 2: New Magic within the bole, you must wait 12 hours after your return Goals of
to the world to take another one. the Seed of Winter
Items and Rituals If you have assistance when performing this ritual,
Bring the touch of winter to even the
divide the casting time by the number of participants. The
most sweltering climes.
assistants all chant in a fey harmony while you perform
Elemental Prism the ritual. Anyone you want to assist you in this way can
Oppose the agents of the Summer Fey
One of the many secrets of Nefelus, an elemental prism and elemental fire.
learn the proper harmony during an extended rest.
allows its user to convert one element to another. Demand obedience from the weak and frail.
Be reunited with the Winter Court.
The Seed of Winter
Elemental Prism Level 16
This flickering prism focuses elemental power and converts it
The Seed of Winter is appropriate for paragon-level Roleplaying
to a different element, bathing you in a protective glow.
characters. the Seed of Winter
Wondrous Item 45,000 gp The Seed of Winter communicates in a harsh female
Power (Encounter): Free Action. Use this power when you
Seed of Winter Paragon Level
voice, which leaves an echo reminiscent of tinkling
make an attack that deals acid, cold, fire, lightning, poison, This outsized, pearlescent acorn is one of the fabled artifacts of
the Winter Court of the Feywild. It is a potent reminder of the glass. It issues demands to its owner, and screams
or thunder damage. Change all your attacks damage to a
different type of your choice among those above. You gain power the fey can hold over the environment. with rage when it is not obeyed. The more the user
resist 15 to your attacks original damage type until the end The Seed of Winter is a +3 implement that acts as either a wand obeys the seed, the more he or she becomes aloof,
of your next turn. or a totem, and possesses the following properties. cold, and authoritarian, willing to resort to harsh
Enhancement: Attack rolls and damage rolls
means to accomplish any task. Some say that the Seed
Solace Bole Critical: +3d6 cold damage, or +3d10 cold damage against
creatures with the fire keyword of Winter contains the resonance of an archfey who
You transport yourself and your companions to the hollow Property: You gain a +2 item bonus to Endurance checks and once lived in the Winter Court.
of an enormous tree trunk in the Feywild. While youre Intimidate checks.
there, time passes slowly in the place you once were. Property: You gain ice walk.
Property: Enemies take a 2 penalty to saving throws against
Concordance
your powers that have the charm or fear keyword. Starting Score 5
Level: 12 Component Cost: 500 gp
Power (At-Will Arcane, Cold, Implement): Standard Action. Owner gains a level +1d10
Category: Travel Market Price: 2,600 gp
You can use ray of frost (wizard 1). You can use Intelligence,
Time: 10 minutes (see below) Key Skill: Arcana (no check) Owner is a creature with the cold keyword +2
Wisdom, or Charisma for the attack roll.
Duration: 1 hour (see below) Owner has at least one power with the +1
Power (Encounter Arcane, Cold, Implement): Standard
cold keyword
Action. You can use winters wrath (wizard 7). You can use
You and up to five other creatures you designate within Intelligence, Wisdom, or Charisma for the attack roll. Owner kills a creature with the +1
Power (Daily Cold, Implement, Primal, Reliable): Standard fire keyword (1/day)
10 squares of you are transported to a sealed hollow the
Action. You can use devouring ice (druid 15). You can use Owner dominates or intimidates +1
size of a comfortable room within a magical tree in the Intelligence, Wisdom, or Charisma for the attack roll. a creature (1/day)
Feywild. The hollow has a glowing light you can control Owner refuses the Seed (2/day) 1
and is filled with sweet air. You can remain within the Owner or an ally kills a creature with 2
bole for up to 12 hours. Thereafter, or when you will it the cold keyword (1/day)
to be so, you and all the creatures the ritual took to the Owner frees a creature from 2
hollow return to the exact place they left. Only 1 hour of mental control (1/day)
time has passed in the world. If you took an extended rest

April 20 09 | D u n g e o n 16 5
50
Alliance at Nefelus

Pleased (1620) Unsatisfied (14) About the Author


Originally thought to have been raised from a humble Mid-
The Seed and I shall bring forth the icy grip of obedience The Seed chides me at every turn, wearing on my will. western family, Chris Tulach actually fell to Earth in a
to those who try to deny us. Nothing I do ever pleases it. meteorite-shaped capsule flung from a planet far outside our
The wielder is being forgiving to others or refrains galaxy. While under the yellow rays of Sol, Chriss nerdity
Harsh, dominating, and cold, the wielder and the Seed far surpasses that of any normal human. Using this precious
are one with each other. from bringing winter to the warm. The Seed is in a gift only for good, he has become the D&D Organized Play
The Seeds enhancement bonus increases to +4. perpetual state of negative emotion, constantly judg- Content Developer, responsible for the development and
Critical: +4d6 cold damage, or +4d10 cold damage against ing the wielder or screaming in rage. deployment of Dungeons & Dragons organized play pro-
creatures with the fire keyword Property: You take a 2 penalty to your Will. grams. He is also the co-author of E2 Kingdom of the Ghouls.
Property: You gain resist 10 cold. Special: You gain vulnerable 5 fire.
Power (Daily Charm): Minor Action. An enemy within
5 squares of you makes a melee basic attack against an
adjacent target of your choice. Angered (0 or lower)
No! Leave me be! I have only cold sorrow now.
Satisfied (1215) Howling with fury, the Seed crushes the wearers
The Seed and I prepare the weak for the bitter times spirit and demands to be passed on to someone with a
ahead. stronger will.
The Seeds enhancement bonus drops to +2.
The wielder has proven worthy to possess the Seed, Critical: +2d6 cold damage, or +2d10 cold damage against
which grows more sated with each cold victory. creatures with the fire keyword
Property: You gain resist 5 cold. Property: You take a 4 penalty to your Will.
Power (Encounter): Free Action. You can use this power when Special: You gain vulnerable 10 fire.
you hit an enemy with a power that slows the target. That Special: Whenever you would be slowed, you are immobilized
enemy is immobilized instead. instead.

Normal (511) Moving On


The Seed asks only for my loyalty and to follow its The wintry reaches of the Feywild call again to the Seed.
wisdom. The Seed of Winter eventually tires of the mortal world
The Seed makes only occasional demands of its and its civilized ways, and returns to the posses-
wielder, but if such demands are not followed, it is sion of a creature of the Feywild to renew its ancient
prone to outbursts of anger. energy. If the Seed is at least satisfied, it leaves behind
an implement of cold of the users choice.

April 20 09 | D u n g e o n 16 5
51
In this war, we face not only
mortal danger, but a more
sinister attackan assault
against our hearts and minds.
The githyanki threaten to drive
us to defeat through neglect
and treachery. Neglect as we
refuse to take the bold steps we
must to survive, and treachery
as our enemies lead astray
those who could be our allies,
and mobilize them against us.

Amyria,
appealing to the Coalition

Throne ofthe Stone-Skinned King By Logan Bonner illustrations by John Stanko cartography by Sean MacDonald
TM & 2009 Wizards of the Coast LLC All rights reserved.

May 20 09 | D u n g e o n 16 6
4
Throne of the Stone-Skinned King

Background his assistance. They also know that Cachlain provided


The Quests
the Seed of Winter to the invaders in Alliance at Nefe-
The githyanki built a network of allies across many lus. Rumors have spread that he wants the Seed of As the PCs pursue the central goals of Throne of the
planes before beginning their attacks, and one of Winter back. Furthermore, he has been using a portal Stone-Skinned King, they have several opportunities
these is Cachlain, a powerful fomorian known as that connects the Feywild to a region near where the for picking up minor tasks from potential allies.
the Stone-Skinned King. From his secluded lair, he Elsir River flows from the mountains. His underlings
provides transport for the forces of evil. Like the Elsir have been taking slaves from the Elsir Vale recently, Major QuestEnd Cachlains Interference
Vale, though to a lesser extent, Cachlains realm con- then transporting them through the portal into a Enemies of the PCs have allied with Cachlain, the
tains portals to different planes and locations. Though grove that lies on the outskirts of Cachlains realm. Stone-Skinned King, so they can use the magical
the githyanki possess many means of transport, the Meanwhile, the war council has been thrown portals of his Feywild kingdom as a staging area for
Stone-Skinned Kings portals are especially worri- into an uproar in the PCs absence. Enemy forces raids. The PCs travel to the fomorian kings realm,
some, since they connect to lands near several cities of have killed two members, Lord Torrance of Sayre where they must convince him (through diplomacy
the Coalition. The fomorian has established total con- and Kalad of Overlook. The war council needs a new or force) to stop allowing githyanki troops to travel
trol over the portals, using rituals that took decades to leader, and it has two empty seats. through his domain.
take effect; no one passes through one of the portals Reward: 8,000 XP.
without Cachlains seal. Adventure Synopsis
Cachlain, the fomorian king, rules a subterranean Minor QuestAssist the Eladrin
complex of caverns, much of it chipped from great The PCs return to Sayre from Nefelus, bearing the A group of eladrin seeks to end their enmity with
crystals and shaped by cyclops slaves into immacu- Seed of Winter. The members seek a leader to head Cachlain and form an alliance. After the PCs meet
late, enormous corridors and rooms. Cachlain is a new war council that will oversee all the armies these eladrin, they can help them achieve this goal.
particularly fond of beautiful magical craft, and his involved in the war. The PCs engage in a skill chal- Reward: 1,600 XP.
citadel is filled with arcane torches and doorways lenge, where they nominate their preferred candidate
that open on command. Constructs are his favorite (most likely Amyria). Then, the council discusses Minor QuestTurn Bram Ironfell
marvel, and he has many throughout his realm. Once, the fomorian king Cachlain. For some time, the evil The PCs meet Bram Ironfell of House Karak once
when the king was in an especially mad mood, he had forces troops have been traveling through the Fey- more, now serving as an ambassador for the githyanki.
a stone golem pried apart, and its stone armor affixed wild and to the world using the natural gates within If the PCs can turn him to the side of good, he could
to his skin. This gave him his name. his dark domain, and spies have discovered that the be a valuable ally in the future.
Cachlains assistance came only recently, after a Seed of Winter was given to Nefeluss enemies by the Reward: 1,400 XP.
human named Sovacles replaced the kings former fomorian. The PCs are sent to the court to find out
advisor. Sovacles urged cooperation with the githyanki, what hes getting for his help and to try to make him Minor QuestSpeak to Talyrin
and he holds great influence over Cachlains decision- to leave the conflict, or even switch sides. They carry Sovacles, Cachlains new advisor, turned the king
making. No one is certain where Sovacles came from, the Seed of Winter as a bargaining chip. against his cyclops advisor Talyrin when he took over.
or how he ended up in the fomorians court. After following Cachlains slavers to find a portal Shes imprisoned somewhere near Cachlains throne
The Coalitions war council found out about the to the Feywild, and obtaining the fomorians seal from room, and if the PCs find her prison, they can gain her
troop transports, but it doesnt know how many troops those slavers, the PCs enter the Feywild. Theyre soon as an ally against Sovacles.
are moving through, or what Cachlain is gaining for attacked by firbolgs, who want to return the PCs and Reward: 1,400 XP.

May 20 09 | D u n g e o n 16 6
5
Throne of the Stone-Skinned King

the Seed of Winter to followers of Inzira, the Daughter throne room. Sovacles reveals his true form as a pow-
of Frostwhite Forest, who claims to be the proper erful shapeshifter and exarch of Tiamat. Treasure Parcels
owner of the artifact. The eladrin general seeks an If the PCs succeed, they convince Cachlain to form Parcel A: ____________, SC1. The Coalitions Leader.
alliance with Cachlain, fearing the machinations an unlikely alliance with the eladrin, who receive the Parcel B: ____________, A1. Slay the Slavers.
of Sangwyra fomorian upstart and their mutual Seed of Winter as a token of the agreement. The PCs Parcel C: ____________, A1. Slay the Slavers.
enemy. The general allows the PCs to borrow the Seed also find hints that the githyankis efforts on their Parcel D: ____________, A4. Battle Camp Raid.
of Winter and go to Cachlains court, hoping they can world have suffered serious setbacks in recent weeks, Parcel E: ____________,
Parcel 7 B3. Assassination Attempt.
form an alliance one way or another. and their forces are preparing to consolidate at their Parcel F: ____________, B3. Assassination Attempt.
When they reach Cachlains realm, they meet with largest stronghold. Parcel G: ____________, B1. Disrupted Banquet.
the king and his advisor Sovacles, and they discover Parcel H: ____________,
Parcel 2 B4. Caged Animals.
that Sovacles nearly controls the king. Rebuffed for Parcel I: ____________, B6. Arena of Blood.
the time being, the PCs must await another audience Preparing for Parcel J: ____________, B6. Arena of Blood.
with the king. As they explore the court, they discover Adventure
the sheer number of troops traveling through the Based on the guidelines in the Dungeon Masters
domain, and that the forces of evil have promised to Throne of the Stone-Skinned King takes the PCs Guide, the following parcels can go in the spaces
spy on Cachlains enemies in exchange for his help. into the dark places of the Feywild and involves them above. Rely on the wish lists your players gave you
Bram Ironfell, from The Lost Mines of Karak in political intrigue. They go through several skill for the first six parcels.
(Dungeon 159), reappears as an ambassador to the challenges as the PCs try to find solutions to the dif-
court from the githyanki. The PCs can also meet a ficult, uncertain situations caused by the war. Parcel 1: Magic item, level 20.
cyclops oracle who formerly advised Cachlain, but Parcel 2: Magic weapon, level 19.
now lies imprisoned in a hidden jail. Cachlains rival What You Need to Play Parcel 3: Magic item, level 19.
sends assassins to slaughter the PCs. Descriptions of the different segments of the adven- Parcel 4: Magic item, level 18.
The assassination attempt foreshadows an assault ture follow, and tactical encounter complete with stat Parcel 5: Magic item, level 18.
that happens soon after, as the fomorian rival blocks and maps give you everything you need to run Parcel 6: Magic item, level 17.
attempts to seize Cachlains domain. As the PCs each encounter. If you arent sure how to use the tacti- Parcel 7: Four platinum bars minted in Tunarath,
help fight them off, Bram Ironfells moment of truth cal encounter format, see a previous Scales of War each worth 9,000 gp (36,000 gp total).
approaches, and the PCs actions determine whether adventure, such as Alliance at Nefelus. Parcel 8: An emerald faceted by cyclops experts
he becomes a foe or ally. (15,000 gp) and 170 pp.
The PCs learn that Sovacles had something to Treasure Preparation Parcel 9: Bag of precious gems worth a total of
do with the invasion, and they confront the advi- Throne of the Stone-Skinned King uses the trea- 16,500 gp and 10,000 gp.
sor. However, the advisor still has Cachlain under sure parcel system described in the Dungeon Masters Parcel 10: 300 pp.
control and has convinced him that the PCs were Guide. The PCs should gain a total of fifteen treasure
responsible for the attacks. As the PCs battle Sovacles parcels. The Treasure Parcels sidebar lists the most
and Cachlain, the advisor reveals that he works for likely places to find parcels, so you can fill in the with most of the higher-level items appearing in par-
Tiamat. Enraged at this news, Cachlain drops the blanks with the parcel numbers noted below. The cels found later in the adventure, and the 20th-level
PCs and Sovacles into a gladiatorial arena below the magic items should come from the players wish lists, magic item found on Virizans body.

May 20 09 | D u n g e o n 16 6
6
Throne of the Stone-Skinned King

Vital Information Starting the Adventure Pacing


This adventure reveals Scales of Wars true villain: Adventure Both the skill challenge early in the adventure and
Tiamat, the god of greed, wealth, and envy. If youre the time the PCs spend in Cachlains court can take
As soon as the PCs return from Nefelus, theyre sum- whatever amount of time you feel is appropriate, and
running the adventure path, make sure the players
moned to meet with the leaders of the Coalition. The their durations are left vague. If your players are antsy,
find out the following plot points.
skill challenge (The Coalitions Leader) takes place or worry that the githyanki danger can grow while
Kalad and Lord Torrance of the Coalition were
over days or weeks, so the PCs have time to catch up the PCs spend time away from the world, bring on
killed while the PCs were in Nefelus. Thrown into
with their allies amid the chaos of choosing a leader encounters or events in a more rapid succession.
chaos, the Coalition requires new leadership. With
for the Coalition.
Kalad gone, the Coalition also lost its best general.
Cachlain, the fomorian king, has grown more for either seat, and for a position as leader. The PCs
aggressive. He takes slaves from areas that are Return to take part in a skill challenge as they put forth a candi-
under attack, and transports githyanki troops date theyd like to see on the council and run a brief
through his realm. the Coalition campaign to put that person in power.
The githyanki leave nothing when they invade, and Skill Challenge: SC1: The Coalitions Leader
When the PCs return, they find that the Coalition has
they bring about the total destruction of any lands (page 17).
been shaken up by several events. While the PCs and
they conquer. Vlaakith, the Lich Queen, no longer
Amyria were absent, the politically savvy Lord Divian
leads the githyanki. (Bram Ironfell reveals these
Torrance maneuvered to become the head of the
News of the
facts.)
council. The dwarf Kalad, one of the PCs most out-
Stone-Skinned King
The fomorian named Sangwyr seeks to conquer Regardless of who leads the Coalitions council, they
spoken allies, had become an effective general for the
Cachlains realm, and only an alliance between have a task they want the PCs to undertake. The
coalitions armies, and had earned the enmity of the
Cachlain and Inzira, a noble eladrin, can keep him fomorian Cachlain, known as the Stone-Skinned
githyanki. While preparing for a battle near Sherrbyr,
at bay. He would be a strong ally of the githyanki King, allied with the githyanki. They have been fun-
he was assassinated by the githyanki, and without his
(and Tiamat). neling troops through his domain in the Underdark
leadership the battle ended in defeat for the Coalition.
Sovacles is Virizan, one of Tiamats exarchs, and of the Feywild, taking advantage of the numerous
Shortly before the PCs finished their battles to
Chillreaver (from Alliance at Nefelus) was as portals to other lands that lie within it. Githyanki
save Nefelus, Torrance went missing. Githyanki from
well. Tiamat is helping the githyanki and is behind have moved more rapidly due to this, but no one is
Garaithas Anvil claimed he came to them as a represen-
the githyanki attacks. sure how severe the problem is. Caliandra has been
tative of the council, seeking a diplomatic compromise
The githyanki have outposts all across the world, tracking the situation in the Feywild and knows that
to prevent further bloodshed. Seeing this as an affront
but their largest is a fortress called Garaithas Cachlain wants the Seed of Winter. The fomorian once
and a threat, they killed Torrance for his arrogance.
Anvil, from which the githyanki launched their believed it belonged to him, and Caliandra believes
Now, the Elsir Vale and Sayre seats on the Coali-
entire invasion from their home on the Astral Sea. he lent it to aid those who attacked Nefelus.
tion are open, and the council lacks a leader. The
head of Brindols council, Eoffram Troyas, seeks both The coalition wants to decipher Cachlains motives
spots. Many people, both citizens of the Elsir Vale and and prevent him from helping the githyanki if possible.
influential people in other regions now ruled by the They believe the PCs are the only ones strong enough
Coalition, have suggested Amyria as a replacement to safely travel to the kings domain and deal with him.

May 20 09 | D u n g e o n 16 6
7
Throne of the Stone-Skinned King

Enter the Feywild


Taking advantage of the chaos caused by the
githyanki attacks, Cachlain has been sending under-
lings to the world to collect slaves for his court. By
comparing the locations of a few raids in the Elsir
Vale, the Coalition has guessed that the slavers have
been traveling out of Rhest, a ruined city that was
once the capitol of the kingdom of Rhestilor. Some
explorers were trying to excavate the ruins, but no
ones heard from them in a long time.
If the PCs go to the ruins, they find the cyclops
slavers didnt take much care to cover their tracks.
They hold slaves in a small room, preparing to take
them back to Cachlains court. By defeating the
cyclopses, the PCs find the special ritual scroll given
to the cyclopses to let them access a portal back to the
Feywild. The slaves are all citizens from nearby towns
in the Elsir Vale. If the PCs kill the slavers and set
the slaves free, neither group will be missedtheyre
small potatoes to the fomorian king. Hes more inter-
ested in the Seed of Winter.
Tactical Encounter: A1. Slay the Slavers (page
20).

May 20 09 | D u n g e o n 16 6
8
Throne of the Stone-Skinned King

Firbolg Hunters
Once the PCs arrive in the Feywild, they find them-
selves inside a large circle surrounded by standing
stones. This is the fey demesne of the Sky Shaper,
an archfey who can control the course of the moon
and sun within his small realm. Cyclops slavers were
using it as a base, but the Sky Shaper was pleased
when the firbolgs recently arrived and killed the
cyclopses in a glorious battle.
These firbolg hunters, working to gain favors from
the eladrin of the Frostwhite Forest, have staked out
this grove. The eladrin have detected the path of the
Seed of Winter and helped set up the firbolg ambush.
The firbolgs want to capture the PCs. The first group
doesnt speak. They fight for the sake of fighting,
wishing to test the PCs mettle. In the second battle, if
the firbolgs find out the PCs are willing to meet with
the eladrin peacefully, they volunteer to lead them,
but still ask if they can fight until one side submits.
Tactical Encounter: A2. Sky Shapers Grove
(page 22).
Tactical Encounter: A3. Firbolg Cave (page 24).

Pyradan
A dusk harrier named Pyradan leads this small group
of firbolgs and their beast allies. Hes comfortable in
battle, but gruff and tactless when interacting with
others. He works for the eladrins only because they
have the foresight to find powerful opponents who
can give the firbolgs a good fight. He uses the mis-
sions they give as training, and he asks only that he
be allowed to take trophies of his victory.

May 20 09 | D u n g e o n 16 6
9
Throne of the Stone-Skinned King

Eladrin Encampment Read the following: Sangwyrs Cronies


After the battle, the firbolgs lead (or carry, if the PCs Before the PCs and Druemmeth can leave the battle
The general says, Inzira seeks a temporary alliance with
lost) the PCs to a battle camp of eladrin ruled by camp, raiders affiliated with the upstart fomorian
the Stone-Skinned King. Its best if she speaks with you. He
Inzira, Daughter of Frostwhite Forest. The firbolgs Sangwyr make a bold strike against them. While
then removes a mithral medal from his chest and pins it to
depart soon after, tired of the companionship of other the other eladrin soldiers fight off lesser members
the wall of the tent. Ice spreads from it, crystallizing across
humanoids. of the horde, a few monsters break through to attack
a large surface, and forming the image of a female eladrins
In the battle camp, the PCs meet one of Inziras the tents around Druemmeth. After the assault, if
face. With long white hair and piercing, icy blue eyes, her
lesser generals, Druemmeth Goldtemple. He is a tall, Druemmeth still lives, he urges the PCs to make their
presence is cold and unfeeling. Her eyes study you as she
muscular eladrin with long, dark brown hair and, way to Cachlains court even sooner.
speaks.
true to his name, streaks of gold in the hair above his Tactical Encounter: A4. Battle Camp Raid
The Seed of Winter belongs to me, not to you and
ears. Adorned in mithral chainmail and wearing a (page 26).
certainly not to the Stone-Skinned King. It was a gift
longsword, hes clearly prepared for battle.
from Koliada to me when I was a mere child, and I have
Druemmeth questions the PCs. He has heard tales
no intention of parting with it. However, I see that the
about the war against the githyanki, so he knows the The Seed of Winter
fomorian and I must work together to foil the plots of
PCs by reputation and is friendly to them as long as Over the course of most of this adventure, the PCs
Sangwyr. Use the Seed of Winter for the time being, as a
they arent aggressive. In fact, he apologizes for send- still carry the Seed of Winter they gained during Alli-
tool to make a way into the Kings court. Ill be expecting
ing the firbolgs after them, claiming that he would ance at Nefelus. The Seed isnt pleased about being
you to return it when youre finished.
have approached them more diplomatically had he used as a bargaining chip, and it makes its wishes
Its convenient that our interests align, so youll be my
known who they were. known. When it realizes it has the chance to return
messengers. Tell the fomorian I do not like him, and I know
However, Druemmeth hasnt received word about to Inziras possession, it decides thats what it truly
he does not like me. However, Sangwyr utterly hates both of
the events in Nefelus, and he wants to know how wants. The Seed is impatient and vocal about its
us, and we must stop his stupid uprising.
the PCs attained the Seed of Winter. If theyre forth- wishes, but Inzira can calm it for the immediate
coming and appear honest, he believes them easily. future. The Seed proves useful when fighting the
Druemmeth offers to guide the PCs to a place near
Otherwise, his attitude is no longer friendly, and his inferno bats in Invasion Tunnel and the winter
the Stone-Skinned Kings palace, where they can
interrogation grows more threatening. Whether he wolves in B4. Caged Animals.
easily find some of the kings guards. The general is
finds out what he wants to know with little effort or
proper and respectful, though its clear he resents
is unable to pry any information from the PCs, he
that the PCs were sent as Inziras emissaries rather
asks the PCs to leave his tent while he converses with
than himself. He also mentions that emissaries were
Inzira, his ruler. When he brings the PCs back in, he
sent before, but havent been heard from again. He
has prepared a means for the PCs to converse with
asks that the PCs attempt to find them and have them
Inzira.
releasedif theyre alive.

May 20 09 | D u n g e o n 16 6
10
Throne of the Stone-Skinned King

Cachlains Court the halls, and you begin to see a wider variety of fey as you Features of the Court
move closer to the heart of Cachlains holdings.
Most of the rooms and halls of Cachlains court share
After their first audience with Cachlain and Sovacles, some common features
the PCs have some time before Sangwyr attacks. They The map and descriptions here describe only a small
Illumination: Bright light. Magic torches line the
have a chance to explore a few areas of the court, and segment of the fomorians massive underground
walls, emitting yellow and blue light.
meet some old and new allies. Most of the encounters palace. Numerous passages, living quarters for ser-
Doors: In most areas, unlocked double doors are
in this section are attacks by Sangwyrs followers, or vants, and workshops used by cyclops artisans sprawl
large enough for Huge creatures to fit through, or no
they occur toward the end of the adventurewhen the out for miles surrounding the main complex of the
doors exist there at all.
PCs face Sovacles and Cachlain. court.
Walls: Most walls are hewn from purple crystal
and supported in some places with beautifully forged
The Court iron plates.
A vast network of subterranean tunnels, both natural
and constructed, the domain of the Stone-Skinned
King is labyrinthine. Dozens of exits to the surface dot
the landscape, and Cachlains troops patrol that terri-
tory aboveground, which the king considers a part of
his domain.
The PCs can approach the guards to be taken to
the king, and they reach the area with little trouble.
Infiltration is possible, if they can move into one of
the exits. However, navigating the winding, twisting
tunnels of the Feydark palace is nearly impossible,
not to mention dangerous. Some of the tunnels dont
even appear to lead back to the central complex, and
connecting tunnels can be found only through secret
doors. If the PCs decide to enter this way, create a
complexity 2 or 3 skill challenge.

When the PCs enter the tunnels, read:

As you descend into the tunnels of Cachlains domain, the


air becomes cold and stagnant. The purple crystal that
forms the walls around you glows faintly. Strange, vibrantly
colored mosses and fungi carpet the floors and walls,
though living quarters and common areas you pass through
are scoured clean. Slaves and their cyclops overseers walk

May 20 09 | D u n g e o n 16 6
11
Throne of the Stone-Skinned King

1. Foyer
The only room connecting public passageways and
Cachlains throne room, this room also contains a
secret door that leads to a set of stairs connected to a
hidden prison (area 6).

Perception Check
When PCs are in this room, compare their passive
Perception checks to the DC below.
DC 25: You catch a faint light shining through the deep
purple crystal of the eastern wall of this room. It outlines
what is almost certainly a secret door.

2. Throne Room
This room is where Cachlain spends most of his time,
watching the gladiatorial matches through the enor-
mous window in the floor of the room. Its also where
he speaks to important visitors.
A warding ritual protects the door between this
room and the hallway, and only a command from
Cachlain or Sovacles can open the door.
The PCs have a skill challenge here when they first
arrive to meet with the king.
Skill Challenge: SC2. Audience with the King
(page 28).
The PCs later engage in battle with Cachlain and
The only interesting information that can be found 4. Banquet Hall
in this room is in the fomorian kings diary. It has a An enormous table fills the center of this room. Its
Sovacles in this room. See the Confrontation
brief description of each day, with few facts and a lot made from an enormous, ancient tree split in half,
section.
of paranoid rambling and screeds against the kings and a few twigs still grow from it. The table is ringed
3. Cachlains Bedchamber rivals. Interestingly, the king hasnt made an entry for with chairs, some sized for Large creatures and others
several monthsnot since Sovacles became his new for Medium creatures. Cachlain doesnt join in at ban-
The fomorian kings sleeping quarters are spacious
advisor. quets, instead allowing his closest cyclops followers to
and ornately decorated, with iron filigree along the
walls. Its unlikely the PCs end up in this room, and entertain his guests.
theres no chance Cachlain invites them there for
any reason. Inside the room is an enormous bed with
blankets made of luxurious animal hides.

May 20 09 | D u n g e o n 16 6
12
Throne of the Stone-Skinned King

The Ambassadors Banquet plans to take the ambassadors hostage and steal the
Encounters The PCs are invited to a banquet at one point, where Seed of Winter.
in the Court they meet the ambassadors from other courts. Among Andrinna Baelsblood: A haughty tiefling,
their number are the following. Andrinna claims to be a direct descendant of the
The middle encounters in Cachlains court dont occur
Droeth: This laconic cyclops speaks for Uluh- rulers of Bael Turath. She runs numerous slave trad-
in any particular order. Once the PCs arrive, they meet
couram, a fomorian monarch and close relative of ing operations in the world and has come to propose
with the king, but theyll have some time to kill before
Cachlain. He doesnt appear to have any pressing sharing resources with Cachlain.
they see the king again. They later are called back to
business, and he has been in Cachlains domain for a Troke: Dissatisfied with his treatment here, this
the throne room for the Throne Room Showdown
while, just wasting time. Though he appears to be a satyr came to resolve a territory dispute with the king,
encounter. Between those bookends, they explore.
lazy, uninteresting toady, hes an oni spiritmaster in and he hasnt had an audience for nearly a month. He
Use encounters based on where the PCs go or what
disguise. He dispatched Droeth some time ago and represents the Circle of Crownstone, a collective of
secrets they try to uncover. If you know PCs intend
fey who live in lands that border Cachlains domain.
to go to one place repeatedly, consider triggering the
Bram Ironfell: This former ally now represents
encounter on a later visit. Sangwyr and his githyanki
the githyanki interests in Cachlains court. The PCs
allies (who plan to betray Cachlain) engineered all the
have a chance to talk to him during the banquet. He
attacks, but the assaults dont necessarily occur in
sequence or in close proximity. Put whatever amount
of time feels best between the fights. Bram Ironfell,
Assassination Attempt (Area 6): The PCs might
Githyanki Ambassador
explore the secret prison after seeing the secret door.
Instead, they might hear rumors about Cachlains Since the PCs met him in The Lost Mines of Karak
former advisor, and receive a hint that shes in a (Dungeon #159), the dwarf Bram Ironfell has gone
hidden prison. from being a secret agent of Sarshan to serving as an
Disrupted Banquet (Area 4): Bram invites the PCs ambassador on behalf of the githyanki. When they
to the banquet as a token of respect. If they refuse, meet him in Cachlains palace, the PCs realize that the
Cachlains relative, Droeth might request their atten- dwarf has made a power grab among the githyanki
dance (and its a bad idea to refuse the kings kin). forces and has been rewarded for treachery against
Invasion Tunnel (Area 5): This battle might occur the people of his homeland.
when the PCs return to rest, or right after the Dis- The more the PCs talk to him, the more they real-
rupted Banquet or Caged Animals encounters. In ize that he has some regrets about his decision. He
either case, this invasion raises an alarm that gets the acts harried and fearful. The PCs have a chance to
PCs attention. talk with him at length during the banquet.
Caged Animals (Area 8): The PCs might be in the He is surrounded by githyanki bodyguards at all
arena to watch a bout, hear rumors about a plot to times. One is Arzoa, who attempts to assassinate
cause mischief, or respond to an alarm. the PCs if they venture into the secret prison (see the
Assassination Attempt encounter).

May 20 09 | D u n g e o n 16 6
13
Throne of the Stone-Skinned King

isnt willing to talk about what he has done to achieve 5. Ambassadors Quarters from time to time, though they dont trust her any
his place in the githyanki hierarchy, nor the ways more than she trusts them.
Visitors to the court stay in these modest rooms. Two
he betrayed the people of the Elsir Vale (more out Legbreaker Kimdal: This gnome might be the
are meant to house Medium creatures, and the north-
of shame than secrecy). However, he doesnt mind only prisoner who unequivocally deserves to be here.
east room is largerfit for a Large or Huge visitor.
talking about the githyanki and what he has learned Known only for larceny and violence, this vicious
The doors to the chambers lock and require a DC 20
about them. The following are some of the bits of thief awaits his execution. Hes gruff and off-putting,
Thievery check to open.
information the PCs can pry out of him. and all his practical advice is about various ways to
The middle room is for the PCs, and Cachlains
Bram deserted the people of the Elsir Vale because murder fey creatures and which ones have the best
servants bring cots if there are more than four PCs.
he was certain they were going to lose the war, and loot (arguably useful information for PCs).
Its not particularly comfortable, but the beds are high
it was better to survive by joining the enemy than
quality, and the room is quiet.
to die with the others. Hes surprised at the PCs Talyrin
The room to the west houses Bram Ironfell and
success fighting off the githyanki and their allies. This cyclops was once the kings advisor, but was
his two guards. See the sidebar about Bram Ironfell.
Vlaakith, the Lich Queen, who once led the imprisoned once Sovacles took over her spot. She
He also makes an appearance in the Disrupted Ban-
githyanki, has been slain. Theyre now lead by has been in this prison for months and is eager to
quet encounter.
Emperor Zetchrr, who seeks to bring war and help anyone who can help release her. Though shes
Sangwyrs agents tunnel into these rooms and
conquest across the planes. by no means a friend of good or of the eladrin, shes
begin marauding through the halls.
The githyanki are merciless and destructive, and the lesser of two evils compared to Sovacles. Despite
Tactical Encounter: B2. Invasion Tunnel
they leave nothing behind in realms they conquer. her situation, shes still fiercely loyal to Cachlain.
(page 34).
After sacking the entire land and destroying If the PCs talk to her, they can learn the following
everything they find, they leave nothing but a 6. Hidden Prison information.
barren wasteland. Sovacles arrived about three months ago and
Located below the other rooms on this level of the
quickly ingratiated himself with Cachlain. Soon
court, this prison is down a flight of stairs concealed
During the banquet, some of Sangwyrs agents after that, Talyrin was imprisoned in the middle of
behind a secret door. The prison contains three cells,
attempt to take hostages. The agents also placed seda- the night. She was imprisoned by Cachlains order,
each of which is occupied.
tives in the meal, so keep track of which PCs partake and no evidence or even accusation is needed
Talyrin: A former advisor to Cachlain, this cyclops
in food and drink at the banquet. Refer to B1. Dis- for the king to imprison someone. Synch this up
is a wealth of information (see below).
rupted Banquet to run the sleeping elixir. with the amount of time that has passed in your
Eladrin Ambassadors: In one cell sit two eladrin
Tactical Encounter: B1. Disrupted Banquet campaign. Sovacles arrived at least one month
followers of Inzira named Elletraius (male) and
(page 31). before the PCs encountered the fey in The Temple
Serennel (female). Sovacles and the king jailed them
Between (Dungeon 161).
shortly after they arrived two weeks ago, seeking an
Talyrin believes Sovacles has supernatural power
audience so they could propose an alliance. Sigils
that lets him control Cachlain. This is the first of
covering the walls, floors, and iron bars prevent them
the Stone-Skinned Kings advisors to wield magic
from teleporting out of their cell. They have little new
openly. Fearing its power, Cachlain was unwilling
information and are curious as to what has been hap-
to choose anyone but sages and powerful warriors
pening outside. Theyve been talking with Talyrin
as advisors in the past.

May 20 09 | D u n g e o n 16 6
14
Throne of the Stone-Skinned King

A rival of Cachlain named Sangwyr has long 7. Gladiatorial Arena Confrontation


coveted the Stone-Skinned Kings caverns. For Within a massive cavern, surrounded by a 10-foot
decades now, the upstart has fought both Cachlain wide chasm, is a vast, flat pillar of bloodstained After a string of attacks by Sangwyrs followers,
and the eladrin of Frostwhite Forest. Talyrin hears purple crystal. In this room, gladiatorial battles are Cachlain invites the PCs back to his chamber to talk
that Sangwyrs forces are growing, bolstered by held continuously for the pleasure of the fomorian about the attacks.
allies from another plane. (She doesnt know theyre king watching through the window at the apex of the
githyanki.) cave. All the walls here are littered with tunnel open- As soon as they arrive, read:
Under Sovacless guidance, conditions have gotten ings, creating dozens of platforms where audience
worse in Cachlains realm. The troops moving members can watch the matches. Betting is lively, Sovacles commands the doors to the throne room, and they
through secret complexes deep below ground take as are calls for blood. All sorts of humanoids and fey slam closed behind you. The advisor, clearly angered, yells,
food and resources that would go to those who beasts are brought in to battle here, and Cachlain The gracious king invited you into his palace, and you
live in the court. The cyclopses collect more and considers this the jewel of his palace. use trickery and deceit to compromise the security of his
more slaves, and Sovacles sends them to assist the The climactic encounter of this adventure takes domain. You aid his great enemy, Sangwyr, and you plot
githyanki soldiers. place in this arena. See the Confrontation section. against our brave, wise king! At every opportunity, youve
After the eladrins in another cell told her that allowed them into the kings domain and led them in their
Inzira seeks an alliance, Talyrin came to believe 8. Animal Pens assault! Now, submit to imprisonment and the king might
its a good planif Sangwyr is truly becoming Beasts used for gladiatorial matches are kept here, spare your lives.
dangerous. She fears the rumors of his power might as are a rack of weapons and some chariots. Cyclops
be lies spread by the eladrin to trick Cachlain, and animal handlers, who are also trained guards, guard If the PCs try to reason with the king and his advi-
she hasnt seen evidence that an attack is imminent. this area. A tunnel leads from this room to the slave sor, they quickly find that logic wont work, and
Tactical Encounter: B3. Assassination pens and the quarters of free gladiators who fight for that Cachlain follows the irrational hatred Sovacles
Attempt (page 36). fame and wealth. demonstrates for the PCs. Once the PCs become
When Sangwyrs raiders attack, they attempt to set aggressive or anger Sovacles with their persistence,
animals free from these pens. the advisor leads Cachlain in an attack against the
Tactical Encounter: B4. Caged Animals PCs.
(page 39). Tactical Encounter: B5. Throne Room Show-
down (page 41).

This encounter leads into the climactic fight of the


adventure, as the PCs and Sovacles drop into the
gladiatorial arena below and face off.
Tactical Encounter: B6. Arena of Blood
(page 43).

May 20 09 | D u n g e o n 16 6
15
Throne of the Stone-Skinned King

Cachlains Choice Inzira and the


Concluding Frostwhite Eladrin
After they revealed his advisors true motives and
the Adventure protected his palace, the PCs have influence over To settle the specifics of the alliance, Druemmeth
Cachlain. He comes as close to trusting them as Goldtemple is invited to Cachlains court. He thanks
If the PCs knocked Virizan out instead of killing him, a fomorian can. With his autonomy restored, he the PCs, and states that Inzira sympathizes with their
Cachlain demands a quick execution, believing the releases Talyrin from her prison and reinstates her as alliance. If the PCs speak with her, they can persuade
exarch is too dangerous to be allowed to live. He abso- his main advisor. She vouches for the PCs, too. her to join the Coalition. She appoints Druemmeth
lutely refuses to let the creature leave his domain. If Cachlain agrees that Sangwyr is a true danger. to the council, effective once he finishes dealing with
he has his way, the Stone-Skinned King has Virizan Hell ally with Inzira and her eladrin for now, and Cachlain.
executed, and his remains torn apart by animals from eventhough it pains him to do soallows her to take
the pens. the Seed of Winter as a token of this alliance. The Seed Back to the Coalition
If the PCs convince Cachlain to let them inter- wants to go back to Inzira (for now), and anyone else Their task complete, the PCs can return to Sayre to
rogate Virizan, they find the exarch is extremely who keeps it takes the 1 concordance hit for refusing deliver the news to the Coalition. Cachlain allows
disciplined and obstinate. He would rather die than the Seed every day. them to exit through one of his portals (and they
reveal any of his queens secrets. However, he also The king refuses to help the githyanki again, but arrive near the portal they first took to reach the Fey-
boasts, and the PCs might learn the following about doesnt intend to take up arms against them. Sangwyr wild). If they succeeded on either the Audience with
Tiamats plans: presents a big enough threat to him that Cachlain the King skill challenge or the Release Cachlains
No one who opposes Tiamat will be left alive when will be preoccupied with the upstarts destruction for Mind skill challenge (in the Throne Room Show-
her plans come to fruition. some time. down encounter), he gives them the sigil sequence so
She has three other (living) exarchs. Virizan is However, the king does have information about they can use Linked Portal or similar rituals to travel
cryptic, but the PCs can figure out a few things. the githyanki strongholds, since theyve been using to his court.
Tiamat usually keeps one exarch to represent each his portals. He gives the PCs some information on
of her heads, and the PCs have now defeated both a githyanki outpost in the mountains north of Elsir
her white and green exarchs. Three more remain, Vale, including a fairly detailed map on how to
each certainly involved in the war against their reach it.
world.

May 20 09 | D u n g e o n 16 6
16
Throne of the Stone-Skinned King

support is probably enough to carry the candidate to


SC1: The Coalitions victory, since the two are otherwise evenly matched. Factions and
Leader Council Members
Eoffram Troyas
If the PCs try to sway specific settlements or mem-
Encounter Level 15 (6,000 XP) A member of the Brindol council, the male half-
bers of the council to their side, special rules apply.
elf Eoffram Troyas is outspoken and rash, and has
Setup become even more so as he hears more news of
Each factions effect applies only for one success; after
a faction has sided with them, the PCs need to find
After the deaths of two of its members, the Coalitions war. When speaking, he is somber, methodical, and
additional allies.
council lacks a strong leader and needs represen- humorless. Debate bores him, and hed prefer to
Brindol: Eoffram Troyas made both friends and
tatives for the Elsir Vale and Sayre. The PCs can make quick, unilateral decisions than let issues get
enemies on his council. If the PCs recruit this faction,
nominate a candidate. Most likely, this would be bogged down in endless chatter.
they undermine his base. Eoffram loses one success
Amyria. The members of the council make it clear If youre playing Scales of War, Eoffram was the
if he has any.
that the PCs will not be accepted onto the council, NPC who recruited the PCs in Rescue at Rivenroar.
Overlook: The people of Overlook respect the
since they are vital to combat efforts and are needed Represents: Brindol.
PCs because of their previous assistance and because
elsewhere. The candidate is selected by all the mem- Motive: Though he truly seeks to do good, Eoffram
Kalad allied with them. PCs receive a +2 bonus to
bers of the council who arent running for the seat, believes his ideas are the only ones that matter. Hes
attempts to recruit this faction.
but the council members also listen to those they willing to sacrifice whatever he needs to if it helps end
Bejam: If the PCs convinced him to join the coun-
represent, so convincing the people of various regions the war. A quick, decisive victory is what he believes
cil, this deva from Nefelus is eager to support them
is as important as convincing the council members he needs to establish his leadership and immortal-
and gives an automatic success.
themselves. ize his name. Eoffram wasnt chosen to advise the
Fariex: Fariex enjoys political squabbles and espe-
Coalition, and still harbors resentment that he wasnt
Rival Candidates included.
cially clever ripostes. If the PCs have succeeded at any
political gambits, they receive a +2 bonus to checks
Two major players oppose the PCs candidate. Each Platform: Eoffram wants to be aggressiveto take
to recruit him.
time the PCs have a failure in the skill challenge, the fight to the enemies of the Coalition. A show of
Caliandra: The elf barbarian queen respects
assign it as a success for one of these candidates, force can, in his opinion, cause the enemy troops to
strength of arms. If the PCs succeed at the Blockade
based on who you think would do best at the activity scatter and retreat. He favors a combat crash course
political gambit, they receive a +2 bonus to checks to
described. Describe how these successes benefit the for citizens of all the Coalitions communities, along
recruit her. If they fail at that gambit, they take a 2
rivals, to let the PCs know how their adversaries fare with recruiting mercenaries, followed by a rapid
penalty instead.
and where the PCs need to step up. For example, if assault against the evil forces.
Inogo: If the PCs use Religion to recruit Inogo, they
the PCs try to speak to the people of Overlook and fail
gain a +2 bonus to the skill check.
at the Diplomacy check, you might decide that many Quelenna Entromiel
Odos: The githzerai leader isnt interested in these
of them have jobs in Quelennas trade organization, Since the councils inception, Quelenna has occupied
political games and wants the selection process to
and give their support (and a success) to her instead. a seat. Ruler of the settlement called Dornaithos, she
be over with. If the PCs are far ahead when they
If the PCs choose to support Eoffram or Quelenna has influence over trade in several lands, and she can
attempt to recruit Odos, they receive a +2 bonus to
instead of a third candidate, skip the skill challenge easily access raw materials needed for the war effort.
the checks.
or do a simple (complexity 1) challenge. The PCs Traders in every major settlement know her name.

May 20 09 | D u n g e o n 16 6
17
Throne of the Stone-Skinned King

Shes an expert at arranging deals, especially when The Coalitions Leader Level 15 Eoffram fights less ardently since the Elsir Vale seat will likely
time is tight, and some say shell even use bribes if it Skill Challenge XP 6,000 go to him. A PC attempting this check gains a bonus equal to
Your actions determine whether your candidate becomes the the number of successes the PCs have.
will help her. History DC 18 (1 success, maximum 2 successes)
leader of the Coalition.
Represents: Dornaithos, a major trade city. The PCs use their knowledge of historical warfare to coach their
The PCs argue for their candidate, try to gather support, candidate on lessons to be learned from past battles, so the
Motive: Quelenna want Dornaithoss fortunes to rebut the arguments of the other candidates, and train candidate can look more knowledgeable about the art of war.
continue, and she thinks running the war council is their candidate to be a better leader. Most checks in Insight DC 18 (1 success, maximum 2 successesone per rival)
a way to make herself more prominent and secure this challenge take one or more days to resolve, so the The PC watches one of the rival candidates speak and figures
challenge takes up a bit of time. out some of that candidates true motives. This also gives a +2
better deals for Dornaithos to provide war materiel.
Complexity bonus to all checks during the next event (see below) triggered
Platform: Two words encapsulate Quelennas 5 (requires 12 successes before 3 failures). Special: When by that rival.
proposal: caution and commerce. Quelenna believes the PCs gain a failure, assign it as a success to one of Religion DC 18 (1 success, maximum 1 success)
and makes this belief widely knownthat the war the rival candidates (whichever is most likely to benefit By encouraging their candidate to show religious devotion,
from the PCs failure on that specific task). The PCs lose the PCs gain the backing of many religious leaders in various
wont last long, and that the free cities can weather the challenge only if a single rival gains 3 successes. regions.
the storm once the githyanki assault runs out of Consequently, they can have more than 3 total failures. Streetwise DC 23 (1 success, maximum 1 success)
steam. She encourages a defensive posture and argues Primary Skills The PC finds out that Quelenna Entromiel has been bribing
Diplomacy, History, Religion, Streetwise.
that building up the defenses of the cities is best for officials to secure their support. Exposing her also removes 1
Other Skills success from her tally, if she has any.
now and for the future. Of course, Dornaithos is Bluff, Streetwise. Streetwise DC 11 (no successes)
happy to provide the materials and expertise to build Victory By gathering or spreading rumors, the PC find ways to
these fortifications. The NPC nominated by the PCs is chosen to lead the war undermine a rivals support base. The next ally who makes a
council. skill check in this challenge gains a +5 bonus.
Defeat
When a rival achieves three successes (in other words,
three of the PCs failures are assigned to that rival), that
rival is chosen as the leader of the war council.
Special
If the PCs have developed especially favorable relations
with members of the council, or leaders in regions of
the coalition, give them one automatic success (total,
not per person/region) to represent the support of those
individuals.
Bluff
DC 18 (no successes)
By misrepresenting the number of influential people supporting
their candidate, the PCs sow doubt in the competition. The next
political gambit (see below) has its DC reduced by 5.
Diplomacy
DC 18 (1 success, no maximum successes)
The PC speaks to common people, convincing them to urge
their leaders to support the PCs candidate.
Diplomacy
DC 23 (1 success, maximum 1 success)
Eoffram Troyas seeks both the Elsir Vale seat and the leadership.
If the PCs candidate seeks only the Sayre seat and leadership,

May 20 09 | D u n g e o n 16 6
18
Throne of the Stone-Skinned King

Political Gambits Effect: One or two PCs can skip their next action Changing Sides
in the skill challenge to instead investigate the Occurs when the PCs have 8 or more successes.
The PCs rivals arent passive in this challenge.
evidence of this raid. Each PC makes one DC 23 Once the PCs are close to victory, one of the other
The following political events can happen during
Perception check and one DC 23 Streetwise check. If candidates might switch sides and come to the aid of
the course of the challenge, and give Eoffram and
one PC is sent, it requires a success on both checks, if the PCs. (You might choose to have a rival switch just
Quelenna opportunities to gain successes for them-
two are sent, they must succeed at a total of 3 or more. after his or her second political gambit fails.)
selves (bringing the PCs closer to defeat). Each gambit
Victory: The PCs reveal that the severity of the Effect: If either rival has fewer successes than the
can appear after the PCs have a certain number of
raid was greatly exaggerated, and theres no evidence other, he or she joins the PCs cause and says that the
successes, and an entry mentions in what range it
that the hobgoblins were even associated with the PCs candidate speaks for his or her people. This gives
should appear. For example, The Blockade can
githyanki. the PCs one success and removes a candidate from
occur when the PCs have 2, 3, or 4 successes, and
Defeat: Eofframs views appear more credible, and contention. The rival gains or retains a seat on the war
the PCs choose whether to forgo actions when you
he gains 1 success. council in any case.
announce that event occurs.

The Blockade Accusation False Commands


Occurs when the PCs have 79 successes. Occurs when the PCs have 911 successes.
Occurs when the PCs have 24 successes.
Quelenna uses her connections to find out about Desperate to prove his plans viability, Eoffram
A group of hobgoblins seize a road used by the
the PCs wealth, acquired from their various adven- sends out false orders to three cities, commanding
Elsir Consortium and prevent the flow of goods.
tures, and uses this evidence to claim that the PCs them to raise civilian armies and strike back at the
Quelenna uses this as evidence that trade is vital to
have only their own profit in mind. Claiming the PCs invaders.
the war, and she intends to make sure resources move
are biased, she contends that the PCs want only a Effect: Up to three PCs can forgo their next
through it.
pawn who can send them to the lands with the most skill checks to instead try to prevent the messages
Effect: Any number of PCs can skip their next
riches. from being acted on. Each PC can attempt a DC 18
skill checks to travel out and try to break the block-
Effect: Each PC has to defend his or her motives. Endurance check to catch the messenger, or a DC 18
ade. One of the PCs makes a d20 roll, with a +5
Victory: The PCs convince all present that their Diplomacy check to convince the leaders of the city to
bonus for each PC participating. The DC is 17.
efforts are noble and intended for the greater defense ignore the orders. The PCs fail if they commit fewer
Victory: The PCs break the blockade, but gain no
of the world. Their backing of Amyria carries even than three of their members (adjust the number if you
successes.
more weight, and one PC gains a +2 bonus on the have fewer than three players).
Defeat: Quelennas mercenaries break the block-
next skill check made during the skill challenge. Victory: If all PCs succeeded, they prevent Eof-
ade, and she gains one success.
Defeat: If at least one PC fails, Quelenna gains a frams plan from working and likely save some lives.
Raid on Brindol success. If more than half fail, the PCs also lose one Defeat: Eoffram denies responsibility for the
success when someone they had already brought to orders, claiming that the people demand this course
Occurs when the PCs have 47 successes.
their side reneges to support Quelenna instead. of action. He must be given control or the war effort is
A stealth raid by hobgoblins against Brindol is
easily foiled by the citys guards. Eoffram claims this doomed to failure. He gains one success.
shows that the evil forces can be defeated easily, but
the details of his story dont add up.

May 20 09 | D u n g e o n 16 6
19
Throne of the Stone-Skinned King

A1: Slay the Slavers In the room sit four cyclopses, who all appear to be Dungeoneering Check
relaxing. Two have giant wooden clubs, and the other two DC 18: This room looks newer than the surrounding ruins.
Encounter Level 16 (7,600 XP) have nets attached to their belts and spears slung across Judging from the way water falls into the room, it appears
their backs. Near the entrance, a stone golem stands the room was built to drain the swampy water away from
Setup perfectly still. the ruins, perhaps so they could be made livable once again.
2 cyclops crushers (C) The construction uses dwarven methods, and the room was
2 cyclops slavers (S) Surprise clearly not constructed by cyclopses or other fey.
1 stone golem (G) The PCs can try to gain surprise. The PC with the
lowest bonus rolls a Stealth check opposed by the When the PCs see the people imprisoned behind
The PCs go down a narrow set of stairs that leads to a slavers passive Perception checks (26 is the highest). the portcullis, read:
large room where water drains from the ruins above. The PCs have surprise if no enemies detect them. An iron portcullis blocks off a dead-end tunnel. Inside are
several humans, dwarves, and other residents of the Elsir
When they look into the room, read: Vale. When they see you, they shout at you, begging for help.

2 Cyclops Slavers (S) Level 15 Controller Stone Golem (G) Level 17 Elite Soldier
Ahead is a room built with white stone brick. Deep channels
Large fey humanoid XP 1,200 each Large natural animate (construct) XP 3,200
built into the floor carry water out, away from the room, Initiative +14 Senses Perception +15; truesight Initiative +8 Senses Perception +7; darkvision
and you hear a steady flow of water to the south. HP 149; Bloodied 74 HP 336; Bloodied 168; see also death burst
AC 29; Fortitude 27, Reflex 29, Will 25 AC 33; Fortitude 33, Reflex 24, Will 24
Speed 7 Immune disease, poison, sleep
2 Cyclops Crushers (C) Level 14 Brute m Spear (standard; at-will) Weapon Saving Throws +2
Large fey humanoid XP 1,000 Reach 2; +20 vs. AC; 2d10 + 4 damage. Speed 6; cant shift
Initiative +12 Senses Perception +16; truesight 6 r Shuriken (standard; at-will) Weapon Action Points 1
HP 171; Bloodied 85 Ranged 6/12; +20 vs. AC; 2d6 + 4 damage. m Slam (standard; at-will)
AC 26; Fortitude 27, Reflex 26, Will 25 R Evil Eye (minor 1/round; at-will) Sleep Reach 2; +23 vs. AC; 3d6 + 7 damage, and the target is
Speed 8 Ranged sight; the target takes a 2 penalty to attack rolls pushed 1 square and dazed (save ends).
m Spiked Greatclub (standard; at-will) Weapon against the cyclops slaver until the end of the encounter or M Double Attack (standard; at-will)
Reach 2; +17 vs. AC; 2d10 + 8 damage. until the slaver uses evil eye against a different target. The stone golem makes two slam attacks.
R Evil Eye (minor 1/round; at-will) C Barbed Net (standard; requires net; recharge 4 5 6) M Golem Rampage (standard; $recharge 5 6)
Ranged sight; targets a creature the cyclops crusher has hit Weapon The stone golem moves its speed plus 2 and can move
with a melee attack during this round; the target takes a Close blast 4; +19 vs. Reflex; 1d10 + 6 damage, and the through enemies spaces, provoking opportunity attacks as
2 penalty to attack rolls and all defenses until the end of target is restrained and takes ongoing 10 damage (save normal. When it enters a creatures space (ally or enemy),
the encounter or until the crusher uses evil eye against a ends both). the golem makes a slam attack against that creature. The
different target. A Sleep Powder Flask (standard; encounter) Sleep creature remains in its space, and the golem must leave the
C Tremor Smash (standard; recharge 5 6 ) Weapon Area burst 1 within 10; +19 vs. Fortitude; the target is space after it attacks. The golem must end its rampage in
Close blast 2; +17 vs. AC; 2d12 + 8 damage, and the target slowed (save ends). First Failed Saving Throw: The target is an unoccupied space.
is knocked prone. knocked unconscious instead of slowed (save ends). C Death Burst (when reduced to 0 hit points)
Alignment Unaligned Languages Elven Alignment Unaligned Languages Elven The stone golem explodes in a burst of jagged stones.
Skills Athletics +18 Skills Stealth +19 Close burst 1; +23 vs. AC; 2d6 + 7 damage, and the space
Str 23 (+13) Dex 20 (+12) Wis 19 (+11) Str 20 (+12) Dex 24 (+14) Wis 17 (+10) it occupied is difficult terrain until cleared.
Con 21 (+12) Int 10 (+7) Cha 11 (+7) Con 21 (+12) Int 11 (+7) Cha 10 (+7) Alignment Unaligned Languages
Equipment scale armor, greatclub Equipment leather armor, spear, 3 nets, 10 shuriken, 1 sleep Str 24 (+15) Dex 7 (+6) Wis 8 (+7)
powder flask Con 24 (+15) Int 3 (+4) Cha 3 (+4)

May 20 09 | D u n g e o n 16 6
20
Throne of the Stone-Skinned King

Tactics Features of the Area


The slavers main goal is preventing the loss of any Illumination: Several braziers throughout the
of the slaves theyve just collected. All the cyclopses room provide bright light.
attack anyone who moves close to the portcullis. Rubble: The rubble near the entrance is difficult
This room has a narrow entryway, so its possible to terrain.
let the fight stagnate if you create a bottleneck there. Water: The water in constructed channels is 5 feet
Give the PCs a good chance to move into the larger deep, so PCs need to swim, (DC 10 Athletics). The
room. Of the enemies, only the golem is likely to move monsters are tall enough that they can walk through
toward the entryway. the water in the channels, but they treat it as difficult
Cyclops Crushers: The crushers move into posi- terrain. The pool near the entrance is shallow, but it
tion to guard the slaves cell, moving into the water counts as difficult terrain.
if necessary. They use their bulk to block passage Portcullis: Prisoners from the Elsir Vale are
and attack with tremor smash to keep enemies from trapped in a small room behind a well-crafted port-
going where they want. If they act before the PCs, the cullis. It requires a DC 28 Strength check to force
crushers move into position, then ready an action to open, and it has AC 4, Ref lex 4, Fortitude 12; hp
attack anyone who comes into reach. 120. One of the cyclops slavers (of your choice) car-
Cyclops Slavers: The slavers use shuriken and ries the key.
their evil eye powers to keep enemies at bay. They Walls: The walls are smooth stone, requiring a
move in if multiple enemies are clustered together DC 20 Athletics check to climb.
and toss barbed nets on the foes to entangle them. Treasure: The PCs receive a map and a ritual
Each slaver has one flask filled with powder that scroll that let them locate and access a portal near the
induces sleep, and they use these expensive items ruins.
sparingly. They wait until the battle is going poorly
before they throw their flasks. The slavers are in com-
mand and can order allies to move away from the PCs
to make it easier to throw nets over them.
Stone Golem: The golem follows the slavers
orders and tries to keep the PCs away from the slavers
and the prisoners. It flanks with one of the crush-
ers. When all the PCs have spread out, or when one
of the cyclopses is reduced to 0 hit points, the golem
uses golem rampage to hurt as many PCs as it can. The
slavers direct the golem to use its slam attack to knock
PCs into the water. Remember that the stone golems
slam attack cant push a creature if its used during
golem rampage.

May 20 09 | D u n g e o n 16 6
21
Throne of the Stone-Skinned King

A2: Sky Shapers Grove 2 Firbolg Ghostravens (G)


Large fey humanoid
Level 16 Elite Lurker
XP 2,800 each
2 Shadow Snakes (S)
Large shadow beast (reptile)
Level 16 Skirmisher
XP 1,400 each
Initiative +18 Senses Perception +18; low-light vision Initiative +17 Senses Perception +13; darkvision
Encounter Level 17 (9,800 XP) HP 236; Bloodied 118 HP 158; Bloodied 79
Regeneration 5 AC 30; Fortitude 28, Reflex 29, Will 27
Setup AC 30; Fortitude 28, Reflex 29, Will 28 Resist 10 poison
Vulnerable necrotic (if the firbolg ghostraven takes necrotic Speed 7, climb 7; see also shifting shadowstrike
2 firbolg ghostravens (G) m Bite (standard; at-will) Poison
damage, its regeneration does not function on its next turn
2 shadow snakes (S) Saving Throws +2 (+4 against charm effects, immobilized, Reach 2; +21 vs. AC; 2d6 + 7 damage, and ongoing 10
restrained, and slowed) poison damage (save ends).
Speed 8 M Double Attack (standard; at-will) Poison
As the PCs appear in this grove after traveling
Action Points 1 The shadow snake makes two bite attacks and shifts 1
through the portal from the Elsir Vale, read: m Heavy War Pick (standard; at-will) Weapon square before, between, or after the attacks.
Reach 2; +21 vs. AC; 1d12 + 7 damage (crit 2d12 + 19). M Shifting Shadowstrike (standard; encounter) Poison
You are surrounded by a circle of tall, columnar stones. A M Double Attack (standard; at-will) The shadow snake shifts 7 squares and makes a bite attack
The firbolg ghostraven makes two heavy war pick attacks. against two different targets at any point during its move.
ring of glowing runes encircles them, and then it dims after
If the ghostraven hits two targets with the attacks, one Vanish into the Night (standard; encounter)
you arrive. Youre in a verdant grove in the Feywild, and of the targets of the ghostravens choice is blinded (save The shadow snake gains the insubstantial and phasing
a vibrant moon hangs in the sky above the tops of the tall, ends). qualities, and is invisible in dim light, until the end of its
R Moonfire (minor 1/round; recharge 4 5 6) next turn.
ancient trees. A bit to the west is a steep cliff. A cave mouth
Ranged 10; +19 vs. Will; until the end of the firbolg Alignment Evil Languages
is directly across from you, and two enormous doors made ghostravens next turn, the target cannot benefit from Skills Stealth +20
of entwined wood and vines span the tunnel, which is just invisibility or concealment. Str 20 (+13) Dex 25 (+15) Wis 10 (+8)
inside the cave mouth. Ghostraven Form (minor; at-will) Polymorph Con 22 (+14) Int 4 (+5) Cha 20 (+13)
Until the firbolg ghostraven attacks, it gains insubstantial

The firbolg hunting party wants to surprise the PCs,


and phasing and gains a fly (clumsy) speed equal to its walk
speed. While in dim light or darkness, it has concealment
Tactics
so roll a Stealth check against the highest passive while in this form. Between cover from the trees and concealment from
Perception of the party to determine surprise. Use the Ghostraven Strike the darkness, it can be difficult to find (and hit) ene-
When the firbolg ghostraven hits a target that couldnt see mies in this fight. The hunters take advantage of the
lowest bonus among the enemies (the firbolgs +19). the ghostraven at the start of the ghostravens turn, the
The PCs cant surprise the firbolgs, since the firbolgs attack deals 2d8 extra damage. terrain and lighting.
know theyre coming and the portal doesnt allow for Hunters Flight Firbolg Ghostravens: The firbolgs are silent
A firbolg ghostraven doesnt provoke opportunity attacks throughout this encounter, never letting out more
a stealthy entry.
while jumping or when moving at half speed while flying.
than a grunt of pain. They test the PCs by making a
Alignment Unaligned Languages Common, Elven
When the PCs see their enemies, read: Skills Athletics +18, Nature +18, Stealth +19 few bad moves, such as provoking opportunity attacks
Str 20 (+13) Dex 23 (+14) Wis 21 (+13) when they dont need to, to see if the PCs are worthy
Con 17 (+11) Int 13 (+9) Cha 15 (+10) opponents. An Insight check (DC 20) reveals that
You see two humanoids, each about 12 feet tall. They wear Equipment leather armor, raven helmet, heavy war pick
headdresses crafted to look like crows and carry enormous they are testing the PCs and not fighting as aggres-
picks with the same motifs. Near them, you can barely make sively as they could. If a firbolg is killed, the other
out two snakes, each of which has two heads and is made of retreats when it is low on hit points, rather than facing
solid shadow. an unnecessary death.
By using ghostraven strike, the firbolgs use the
darkness to the fullest. Though it can attack, then

May 20 09 | D u n g e o n 16 6
22
Throne of the Stone-Skinned King

Sway the Sky Shaper Level 16 Critical Hit (1 success, no maximum successes) A successful
Skill Challenge XP 1,400 critical hit gives 1 success (if a PC scored the crit) or 1
A rumbling voice thunders through the sky. You fight in my do- failure (if an enemy scored the crit).
main, do you? Fine, then. Entertain me. You quickly realize this Whenever a creature scores a critical hit, the Sky Shaper chortles
must be the Sky Shaper, the archfey Caliandra told you about. with glee and rewards that creature.
Fey Pacts (1 success, maximum 1 success per character) Only
The PCs can try to sway the Sky Shaper to their side, a creature of the fey origin (such as a gnome or eladrin) or a
causing him to make his domain sunny to disadvantage fey pact warlock can take this action.
the firbolgs. As the PCs gain successes, the sky gets lighter, The PC invokes a pact the Sky Shaper made with fey races in times
and it darkens again if they fail. Each PC can contribute past.
once per round. Most attempts require a minor action, but Acrobatics
a character who makes an Acrobatics check for a different DC 13 (1 success, maximum 2 successes)
reason can count that check for the challenge, and Arcana, The Sky Shaper is easily amused by acrobatic antics.
History, and Insight checks are all free actions. Arcana
Complexity DC 20 (no successes)
1 (requires 4 successes before 3 failures). The PC searches his or her memory for details about the Sky
Primary Skills Shaper and reveals something about the archfeys behavior.
Acrobatics, Bluff, Nature. Reveal the Sky Shapers love for acrobatics and compliments.
Other Skills Bluff
Arcana, History, Insight. DC 13 (1 success, no maximum successes)
Victory By flattering the Sky Shaper with compliments, the PC gains
The Sky Shaper decides to side with the PCs and alters the his favor.
sky in this domain: The area is filled with bright light, and History
each enemy takes 5 necrotic damage at the start of each of DC 20 (no successes)
its turns. The PC remembers that the Sky Shaper made pacts with fey.
Defeat Reveal the conditions of the Fey Pacts entry.
The Sky Shaper supports the firbolgs and alters the sky in Insight
this domain: The area remains in dim light, and all light DC 13 (no successes)
sources that normally create bright light produce dim Trees: The small (1 square) trees provide cover to
Figuring out the Sky Shapers tastes, the PC learns one type of
light instead. In addition, until only one enemy remains, a action the Sky Shaper is fond of. Reveal one of the primary skills anyone who stands in their spaces. The larger trees (3
random enemy becomes invisible at the start of each round for this skill challenge. squares across) have a wider trunk, which is blocking
of combat, and remains so until the start of the next round. Nature
Inaction
terrain. The rest of these trees provide cover.
DC 20 (1 success, no maximum successes)
If a round passes without any PC attempting a check on the Doors: The doors arent locked and can be opened
The PC recognizes how the Sky Shaper has reshaped the terrain
skill challenge, the PCs gain 1 failure. Tell the players about here and displays this knowledge, impressing the archfey. easily. If this happens, combine the next encounter,
this effect when the encounter begins.
A3. Firbolg Cave with this one.
immediately use ghostraven strike, it leaves a window to extremely aggressive, unless the Sky Shaper trans- Thorn Bushes: The thorn bushes are difficult ter-
see if the PCs capitalize on the poor tactical decision. forms the environment to daylight, in which case they rain, and any creature moving into them or starting
The firbolgs fight to subdue, not to kill. A PC fight while retreating into the trees away from the its turn in them takes 5 damage.
knocked unconscious by a firbolg doesnt make death center of the grove. Statue: This stone statue represents a wolflike
saving throws. hound. A creature standing in the statues space gains
Shadow Snakes: Unlike the firbolgs, snakes Features of the Area cover.
fight on bestial instinct and do attempt to kill PCs. Illumination: Begins in dim light. See the Sway Difficult terrain: The puddle, clusters of rocks,
Using trees and standing stones to gain cover, the the Sky Shaper skill challenge. and fallen tree are difficult terrain.
snakes attempt to hide as often as they can. They are

May 20 09 | D u n g e o n 16 6
23
Throne of the Stone-Skinned King

A3: Firbolg Cave When a PC enters the cave, read: Tactics


The firbolgs and their trained hounds attempt to
Encounter Level 17 (8,400 XP) Inside this cave you see a blazing campfire surrounded by
subdue the PCs. If one of the creatures reduces a PC
bedding. In the back of the cave, you can see a constructed
to 0 hit points or fewer, it knocks the PC unconscious,
Setup wall made of large, natural stones.
and the PC doesnt make death saving throws.
1 firbolg bloodbear (B)
Portal Hounds: These animals are well-trained
2 portal hounds (H) When a PC sees the cliff in the back of the cave,
hunting companions, and they take orders from
Pyradan, firbolg dusk harrier (P) read:
Pyradan. Their main purpose is to drag creatures that
remain outside the cave into the cave using their tele-
This encounter is connected to A2. Sky Shapers A 10-foot-tall cliff rises up in front of you, with a shaft of
portation powers.
Grove, and it might even be combined with that solid stone separating it into two sections. Atop the cliff, you
Firbolg Bloodbear: With its huge damage
encounter if the PCs go through the door into the see that a soft blue light shining from the floor illuminates
output, the bloodbear is in charge of beating enemies
cave before the previous battle is over. the ceiling and walls above it.
to a pulp until theyve been subdued. It singles out
one target at a time, and it especially likes to attack
When Pyradan joins the fight, read:
defenders. Facing the bloodbear when its in its
bear berserker form can be dangerous, and theres
A firbolg carrying two spears, one of which has a
a chance it will try to kill its opponents while its
hooked point, faces you. For the first time since you first
berserk.
encountered these firbolgs, one speaks. He says, It appears
Pyradan: Preferring to fight in melee alongside
you are worthy to fight. And now that we know youre a
allies, Pyradan keeps his enemies contained by slid-
challenge, it will bring us great glory when we capture you
ing them with his hooked spear, trapping them in
for the Daughter of Frostwhite Forest. Introduce yourselves
flanked positions. He taunts his enemies, but respects
so we might fight as warriors. I am Pyradan, and the fury
them if they fight bravely and competently.
of the Wild Hunt runs through my veins.
Features of the Area
Arcana Check
Illumination: Dim light in most areas, but the
A character who sees the magic circle on top of the
biggest room is lit with bright light from a campfire.
cliff, or sees another creature using the circle, can
Campfire: Any creature that enters or starts its
make this check.
turn in the campfire takes 2d8 fire damage.
DC 18: This magic circle grants clairvoyance, allowing
Water: Fresh water wells up in this cave from a
anyone inside it to see nearby areas despite any obstacles in
spring. The water is difficult terrain.
the way.
Rocks: Piles of rock are difficult terrain.
Cliff: The cliff that leads up to the magic circle is
10 feet tall (2 squares) and requires a DC 15 Athletics
check to climb.

May 20 09 | D u n g e o n 16 6
24
Throne of the Stone-Skinned King

Firbolg Bloodbear (B) Level 15 Elite Brute Pyradan, Level 17 Elite Skirmisher 2 Portal Hounds (H) Level 16 Controller
Large fey humanoid XP 2,400 Firbolg Dusk Harrier (P) Medium fey beast XP 1,400 each
Initiative +12 Senses Perception +18; low-light vision Large fey humanoid XP 3,200 Initiative +15 Senses Perception +21; low-light vision
HP 240; Bloodied 120; see also bloodbear form Initiative +17 Senses Perception +17; low-light vision Portal Aura (Teleportation) aura 2; when an enemy starts its
Regeneration 5 (10 while in bloodbear form) HP 322; Bloodied 161 turn within the aura, the portal hound can teleport that
AC 27; Fortitude 28, Reflex 25, Will 28 Regeneration 5 creature to a different square within the aura.
Vulnerable necrotic (if the firbolg bloodbear takes necrotic AC 31; Fortitude 29, Reflex 30, Will 27 HP 150; Bloodied 75
damage, its regeneration does not function on its next turn) Vulnerable necrotic (if Pyradan takes necrotic damage, his AC 30; Fortitude 26, Reflex 30, Will 28
Saving Throws +2 (+4 against charm effects, immobilized, regeneration doesnt function on his next turn) Speed 7, teleport 7
restrained, and slowed) Saving Throws +2; +4 against charm effects, immobilized, m Bite (standard; at-will)
Speed 8 restrained, and slowed +21 vs. AC; 2d8 + 7 damage.
Action Points 1 Speed 8 M Dimensional Jaws (standard; at-will) Teleportation
m Slam (standard; at-will) Action Points 1 +21 vs. AC; 2d8 + 7 damage, and the portal hound makes
Reach 2; +18 vs. AC; 2d8 + 9 damage. m Spear (standard; at-will) Weapon a secondary attack against the same target. Secondary
m Claw (standard; usable only while in bloodbear form; at-will) Reach 2; +22 vs. AC; 2d10 + 5 damage. Attack: +22 vs. Will; the target is teleported 10 squares.
Reach 2; +18 vs. AC; 2d12 + 9 damage. r Javelin (standard; at-will) Weapon C Portal Walk (move; encounter) Teleportation
M Double Attack (standard; at-will) Ranged 10/20; +22 vs. AC; 2d8 + 5 damage. The portal hound attacks, then teleports itself to a square
The firbolg bloodbear makes two melee basic attacks. If M Double Attack (standard; at-will) within 10 of it; close burst 1; +21 vs. Will; the target is
the bloodbear hits with both attacks, it makes a secondary Pyradan makes two spear attacks, and slides one hit target teleported into a square adjacent to the portal hound,
attack against the target. Secondary Attack: +17 vs. 1 square. Pyradan then shifts 3 squares. after the hound teleports.
Fortitude; the target is grabbed. R Moonfire (minor 1/round; recharge 456 ) Alignment Unaligned Languages
M Bloodbear Maul (standard; recharges when bloodied) Ranged 10; +20 vs. Will; until the end of Pyradans Str 16 (+11) Dex 24 (+15) Wis 21 (+13)
Reach 2; targets a creature grabbed by the firbolg next turn, the target cannot benefit from invisibility or Con 14 (+10) Int 5 (+5) Cha 19 (+12)
bloodbear; no attack roll; 4d10 + 9 damage, and if the concealment, and Pyradan gains combat advantage to the
bloodbear is in bloodbear form, it makes a bite attack target. Magic Circle: A creature inside the circle can see
against the target as a free action. C Forest of Spears (standard; recharges when first bloodied)
the domain around the firbolgs. That creature has
M Bite (standard; usable only while in bloodbear form; at-will) Weapon
+18 vs. AC; 3d12 + 9 damage, and if the target is granting Close burst 2; targets enemies; +22 vs. AC; 2d10 + 5 line of sight to all other squares in the cave and out-
combat advantage to the firbolg bloodbear, the target damage, and the target is either slowed or takes ongoing side as far as the hound statue (see A2. Sky Shapers
takes ongoing 10 damage (save ends). 10 damage (save ends both). On a critical hit, the target Grove above). This does not give line of effect, but it
R Moonfire (minor; recharge 4 5 6 ) takes both effects.
Deadly Flanker
does allow the creature to ignore concealment, and to
Ranged 10; +15 vs. Will; until the end of the firbolg
bloodbears next turn, the target cannot benefit from When an ally flanks with Pyradan, that ally deals 1d8 extra see any creatures, including hidden creatures, in the
invisibility or concealment. damage with attacks against the flanked creature. area.
Bloodbear Form (when first bloodied; encounter) Healing, Harriers Flank (immediate reaction, when an ally moves
Doors: The doors arent locked and can be opened
Polymorph adjacent to a creature within 2 squares of Pyradan; at-will)
The firbolg bloodbear takes the form of a humanoidbear Pyradan shifts 2 squares. He must end this shift in a easily. Most likely, theyre already open when this
hybrid. It regains all its hit points, gains regeneration 10, flanking position with the ally who triggered this power. encounter begins.
and gains bite and claw attacks. When the bloodbear is Alignment Unaligned Languages Common, Elven
bloodied a second time, it reverts to its normal form until Skills Acrobatics +19, Athletics +20, Intimidate +15, Nature +17
the end of the encounter. Str 22 (+14) Dex 25 (+15) Wis 18 (+12)
Alignment Unaligned Languages Common, Elven Con 17 (+11) Int 13 (+9) Cha 15 (+10)
Skills Athletics +19, Intimidate +13, Nature +18 Equipment hide armor, 2 spears, 4 javelins
Str 24 (+14) Dex 20 (+12) Wis 22 (+13)
Con 20 (+12) Int 12 (+8) Cha 13 (+8)
Equipment hide armor, bear helmet

May 20 09 | D u n g e o n 16 6
25
Throne of the Stone-Skinned King

A4: Battle Camp Raid 3 Rakshasa Archers (R)


Medium natural humanoid
Level 15 Artillery
XP 1,200 each
2 Night Hags (H)
Medium fey humanoid
Level 14 Lurker
XP 1,000 each
Initiative +13 Senses Perception +16; low-light vision Initiative +15 Senses Perception +10; darkvision
Encounter Level 15 (6,600 XP) HP 110; Bloodied 55 Shroud of Night aura 5; bright light within the aura is reduced
AC 28; Fortitude 24, Reflex 26, Will 25 to dim light, and dim light becomes darkness.
Setup Speed 6 HP 109; Bloodied 54
m Claw (standard; at-will) AC 27; Fortitude 28, Reflex 26, Will 26
2 night hags (H)
+19 vs. AC; 1d8 + 3 damage. Speed 8
3 rakshasa archers (R) r Longbow (standard; at-will) Weapon m Claw (standard; at-will)
1 troll vinespeaker (T) Ranged 20/40; +20 vs. AC; 1d10 + 5 damage. +19 vs. AC; 1d6 + 6 damage. If the night hag has combat
R Double Attack (standard; at-will) Weapon advantage against the target, the target is also stunned
The rakshasa archer makes two longbow attacks against a (save ends).
While the PCs are finalizing their agreement with single target or against two targets within 3 squares of one M Dream Haunting (standard; at-will) Psychic
Druemmeth Goldtemple, the sound of clashing another. The night hag moves into a stunned or unconscious
blades and shouts of alarm echo from a distant part R Ghost Arrow (standard; $recharge 56 ) Necrotic, creatures space and makes an attack against it; +18 vs.
Weapon Will; 3d6 + 4 psychic damage, and the night hag disappears
of the camp. All the monsters are attempting to hide,
Requires longbow; ranged 20/40; +20 vs. Reflex; 1d10 + into the targets mind. While in this state, the night hag
so make Stealth checks for each group. The monsters, 5 necrotic damage, and the target cannot spend healing is removed from play and does nothing on subsequent
NPCs, and PCs roll initiative. surges (save ends). turns except deal 3d6 + 4 psychic damage to the target (no
Deceptive Veil (minor; at-will) Illusion attack roll required). As long as the target remains stunned
The rakshasa archer can disguise itself to appear as any or unconscious, the night hag cant be attacked. When the
When a PC looks outside, read: Medium humanoid. A successful Insight check (opposed by target is no longer stunned or unconscious, or when the
the rakshasas Bluff check) pierces the disguise. target dies, the hag reappears adjacent to the target and is
Though the sounds of battle come from far across the camp, Alignment Evil Languages Common insubstantial until the start of its next turn.
Skills Bluff +14, Intimidate +14 C Wave of Sleep (standard; recharge 6 ) Psychic, Sleep
you see a few eladrin bodies much closer. The bodies are
Str 17 (+10) Dex 20 (+12) Wis 18 (+11) Close blast 5; +17 vs. Will; 1d8 + 3 psychic damage, and
peppered with arrows or flayed with hundreds of tiny cuts. Con 14 (+9) Int 12 (+8) Cha 14 (+9) the target is dazed (save ends). First Failed Saving Throw:
Equipment longbow, quiver of 30 arrows The target falls unconscious (no save).
If a PCs passive Perception check beat a monsters Change Shape (minor; at-will) Polymorph
PCs and NPCs through the tent (which does provide A night hag can alter its physical form to appear as an old
Stealth check, point out the location where the PC crone of any Medium humanoid race (see Change Shape,
cover). With his first minor action, Druemmeth dims
sees movement in the trees. Monster Manual, page 280).
the sigil, ending this effect.
Alignment Evil Languages Common, Elven
Skills Arcana +14, Bluff +16, Intimidate +16, Stealth +16
When a PC sees the troll vinespeaker, read: Tactics Str 22 (+13) Dex 18 (+11) Wis 17 (+10)
The monsters start off by going after Druemmeth, Con 19 (+11) Int 14 (+9) Cha 18 (+11)
You see a troll with thorny vines wrapped around its arms
but focus on the PCs once they become more danger- Night Hags: The hags try to drop Druemmeth,
and chest. It chants as it lashes out with magical rays
ous. They also attack anyone who gets in their way, so and they take turns using claw attacks and wave of
formed of razor-sharp brambles.
the eladrin winter blades and PCs can soak up some sleep. They intend to set up Druemmeth for dream
attacks to keep Druemmeth from dropping. The hags
Silhouetted Targets haunting.
and rakshasas are in their natural forms. Rakshasa Archers: After each attack, the rak-
At the start of the fight, a glowing silver sigil illumi-
Troll Vinespeaker: The troll is the leader of this shasas try to hide if they can. They spread out their
nates Druemmeths tent, casting silhouettes. This
band. It waits until multiple allies are bloodied before attacks, and save ghost arrow attacks for PCs.
allows the rakshasa archers outside to shoot at the
using chant of power.

May 20 09 | D u n g e o n 16 6
26
Throne of the Stone-Skinned King

Troll Vinespeaker (T) Level 14 Controller Druemmeth Level 15 Skirmisher (Leader)


Large natural humanoid XP 1,000 Goldtemple
Initiative +10 Senses Perception +13 Medium fey humanoid, eladrin XP 1,200
HP 142; Bloodied 71; see also troll healing Initiative +16 Senses Perception +9; low-light vision
Regeneration 10 Fey Quickness aura 10; an eladrin ally within the aura can use
AC 28; Fortitude 26, Reflex 23, Will 21 fey step as a minor action.
Vulnerable acid or fire (if the troll vinespeaker takes acid or HP 144; Bloodied 72
fire damage, its regeneration does not function until the AC 29; Fortitude 27, Reflex 29, Will 25
end of its next turn) Saving Throws +5 against charm effects
Speed 8 Speed 6
m Claw (standard; at-will) m Longsword (standard; at-will) Weapon
Reach 2; +19 vs. AC; 2d6 + 7 damage. +20 vs. AC; 2d8 + 6 damage, and the target grants combat
M Frenzied Strike (free, when the troll vinespeakers attack advantage until the end of its next turn.
bloodies an enemy; at-will) Nimbus of Battle (immediate reaction, when an ally within 10
The vinespeaker makes a claw attack. damages an enemy; at-will) Healing
R Ray of Thorns (standard; at-will) Implement The triggering ally regains 1d10 hit points.
Ranged 10; +18 vs. Reflex; 2d8 + 6 damage. Fey Step (move; encounter) Teleportation
C Chant of Power (standard; encounter) Healing, Druemmeth Goldtemple teleports 5 squares.
Implement Alignment Unaligned Languages Common, Elven
Close burst 5; targets allies; the target gains 10 temporary Skills Diplomacy +15, History +17, Insight +14
hit points and a +4 bonus to damage rolls while it has the Str 21 (+12) Dex 24 (+14) Wis 14 (+9)
temporary hit points. Con 16 (+10) Int 20 (+12) Cha 17 (+10)
A Thorny Burst (standard; at-will) Implement, Zone Equipment chainmail, longsword
Area burst 1 within 10; +18 vs. Reflex; 1d10 + 6 damage,
and the target is immobilized (save ends). The burst 2 Eladrin Winter Blades Level 14 Soldier Minion
creates a zone of thorns and brambles that lasts until the Medium fey humanoid, eladrin XP 250 each
end of the encounter. The zone is difficult terrain, and each Initiative +15 Senses Perception +8; low-light vision
creature that enters the zone or starts its turn there takes HP 1; a missed attack never damages a minion
1d8 damage. AC 30; Fortitude 26, Reflex 27, Will 24
Troll Healing Healing Saving Throws +5 against charm effects
If the troll vinespeaker is reduced to 0 hit points by an Speed 6
attack that does not deal acid or fire damage, it falls prone m Winter Longsword (standard; at-will) Cold, Weapon
and remains at 0 hit points until the start of its next turn, +21 vs. AC; 8 cold damage.
Fey Step (move; encounter) Teleportation
Features of the Area
when it regains 10 hit points. If an attack deals acid or fire
damage to the vinespeaker while it is at 0 hit points, it is The eladrin winter blade teleports 5 squares. Illumination: Dim light. Squares within 4 of the
destroyed. Alignment Unaligned Languages Elven campfire are bright light.
Alignment Chaotic evil Languages Common, Giant Str 20 (+12) Dex 23 (+13) Wis 12 (+8) Rocks: Difficult terrain.
Skills Athletics +16, Endurance +15 Con 14 (+9) Int 15 (+9) Cha 16 (+10)
Equipment leather, longsword
Bushes: A creature in a bush gains cover. Bushes
Str 18 (+11) Dex 16 (+10) Wis 12 (+8)
Con 22 (+13) Int 16 (+10) Cha 10 (+7) are difficult terrain.
Equipment mantle of thorny vines, gnarled staff Allies: Druemmeth Goldtemple leads the eladrin Trees: The tree trunks are blocking terrain. A
soldiers and any eladrin in the party with his aura. creature standing in the trees branches gains cover.
He uses the PCs as human shields, preferring to help Tents: Walls of tents block line of sight and
them rather than venture out into melee and leave provide cover (though the large tent has an open
himself exposed. entrance).

May 20 09 | D u n g e o n 16 6
27
Throne of the Stone-Skinned King

Show the players the illustration below. lead the discussion and interjects only when hes
Audience annoyed with the proceedings. He rarely asks ques-
with the King Arcana or Nature Check tions, and when he does theyre either insulting or
DC 13: You can tell that the plates in Cachlains skin are inspired by his deep, unrelenting paranoia.
Encounter Level 13 (4,200 XP) fragments of a stone golem, and they still retain some of the Cachlain ascended to the throne after he killed
golems magical essence. his father, and his realm has been steadily growing in
Setup size until it stagnated in recent years. He blames this
The PCs are taken before the king, in the company Cachlain, the on Sangwyr and Inziras followers equally. The Seed of
of several cyclops bodyguards, when they first arrive. StoneSkinned King Winter was one of his most prized possessions, and he
Cachlain is accompanied by his advisor, Sovacles, Gruff and easily distracted, Cachlain is a difficult lent it to the forces invading Nefelus only under great
and they begin to question the PCs about why theyve person with whom to converse. He lets his advisor duress. Sovacles has forced Cachlain to do things hed
come and how they attained the Seed of Winter. Read
up on Cachlain and Sovacles before running the
adventure, so you can take their personalities and
motivations into account during the skill challenge.

When the PCs enter the throne room, read:

A massive throne of purple crystal stands on the far side


of this room. Cachlain sits there, looking you over with his
grotesque eyes. Like other fomorians, his body is deformed,
and his skin purple and covered in warts. Plates of stone are
bonded to his flesh. They look almost like armor and are
carved with elaborate designs.
Next to the throne is a smaller seat, and when you enter,
a human rises from it. Hes a slight, bald man, and carries
a staff of office. His eyes dart among you as he prepares to
speak.
The unique feature of this room is the floor. Giant panes
of glassor maybe smooth crystalform a window that
looks down on an arena far below. Gladiators battle there,
and you catch the king sneaking glances at the fight.

May 20 09 | D u n g e o n 16 6
28
Throne of the Stone-Skinned King

rather not have, and any crack in the advisors control Sovacles, Human Advisor
would let the Stone-Skinned King come to his senses,
A cold, secretive man, Sovacles speaks for the king.
such as they are.
Compromise and compassion arent in his vocabulary,
Though paranoid and cruel, Cachlain is less
and hes dismissive of anyone whose goals dont align
reprehensible than other fomorian rulers. Cachlain
with his. Though hes arrogant, hes not stupid. He can
captures slaves to work in his halls or fight in the
tell the PCs are dangerous and wont risk confronting
arena, but isnt as cruel to them as other fomorians.
them directly the first time he encounters them. Once
He has even set slaves free in the past, though he
theyve been worn down by Sangwyrs attacks, he
stopped that practice after other fomorians saw it as a
thinks he can defeat them.
sign of weakness.
Appearances are deceiving in Sovacless case. In
An avid fan of gladiatorial combat, Cachlain spends
truth, he was a snaketongue cultist, given serpentine
days in his throne room watching the games; he even
traits by the yuan-ti. Later, unsatisfied with the power
takes his meals there and slumbers on his throne. The
hed been given, he sought out followers of Tiamat.
king keeps strange hours and requires the arena to be
His ambition paid off, and he received the blessings
active all day and night. The plates in Cachlains skin
of the god of greed. He became a shapeshifter, able to
were once a stone golem crafted by cyclopses to fight
take on five different forms. These forms mix human,
in the arena. It destroyed all who battled it, and when
snake, and dragon traits. In time, his service gained
the king tired of seeing the same result in every fight,
him the title of exarch to Tiamat. He is commonly
he had the golem destroyed. Its reward was becom-
known by the name Virizan. Sovacles is an alias.
ing a part of the king. Its consciousness still exists in a
The alliance Cachlain made with the githyanki
latent form, and it feels constant pain from the process
was Sovacless plan, and the details of it arent in
that bound it to the king.
Cachlains best interest. In fact, the githyanki are
closely allied with Tiamat, and Sovacles serves only
her interests. Now, Sovacles thinks Cachlain is too
difficult to deal with, and he seeks a more pliable ally.
The fomorian Sangwyr seeks Cachlains throne, and
Sovacles forged a secret pact with Sangwyr to depose
the king, take over, and embark on aggressive attacks
against the enemies of Tiamat and the githyanki.

May 20 09 | D u n g e o n 16 6
29
Throne of the Stone-Skinned King

Audience with the King Level 16 Acrobatics or Athletics


Skill Challenge XP 4,200 DC 13 (1 success, maximum 1 success per PC)
Running the Challenge By performing a feat of strength or agility, the PC appeals
The Stone-Skinned king sits upon his tall throne, looking down
on you with disdain. His advisor, Sovacles, steps forward and to the fomorians love of gladiatorial skill. If Cachlain was
This skill challenge will end in failure as far as the PCs
asks you, Why do you come here, and what makes you think distracted (see Distraction above), restore the DCs to normal
know. Later in the adventure, influencing Cachlain for this round of the skill challenge. The king is impressed and
the great king cares what you have to say?
here matters. Keep the number of successes and takes those he perceives as powerful warriors more seriously.
Though the PCs are supposed to be here negotiating with Arcana
failures the PCs have accrued a secretplay this the king, its a certainty that they wont succeed. This is DC 13 (no successes)
challenge close to the vest. Eventually, Sovacles will because Sovacles has the king under mental control. The The PC discovers that Cachlain is affected by a type of magic
show the PCs the door. The more success the PCs real goals of the challenge are to figure out what Sovacles is that affects the mind.
doing and to plant the thought in Cachlains mind that the Arcana or History
have, the more suddenlyand angrilySovacles sends
PCs might be powerful, and that Sangwyr is a true danger. DC 20 (1 success, maximum 1 success per skill)
them away. Complexity By reciting some of the history or magical traits of the Seed of
Dealing with Cachlain is like talking to an unin- 3 (requires 8 successes before 3 failures) Winter, the PC inflames Cachlains hunger to possess the item,
terested child, and Sovacles would just as soon be Distraction and makes him more eager to make a deal with them.
The gladiatorial battle in the area below distracts the king. Bluff
done with the PCs. Its a race against the clock, as At the start of each round of the skill challenge, roll a d6. DC 20 (1 success, maximum 3 successes)
the PCs try to make some headway before theyre On a 5 or 6, the king isnt paying attention that round, and The PC worries Cachlain by lying about how much danger the
dismissed. the DC for primary skills is increased by 5. king is in, or suggesting that his githyanki allies or advisor are
Primary Skills treacherous. Bluffing successfully requires making the king feel
Acrobatics, Athletics, Bluff, Diplomacy, History, Intimidate. hes in danger, not just describing the actual state of things.
Other Skills Diplomacy
Arcana, Insight. DC 25 (1 success, maximum 3 successes)
Victory Attempting to sway Cachlain to help the Coalition and/or
The PCs are asked to leave for now, but theyre given a Inzira, the PC overcomes the kings mental blockto at least a
room among the ambassadors quarters. Sovacles tells small degreeand makes him see reason.
them theyll be granted another audience in a few days, Insight
after the king has had time to ponder their words. DC 13 (no successes)
Defeat The PC tells by Cachlains behavior that he doesnt have his
Sovacles says the king has had enough of the PCs chatter wits about him, or sees that when Sovacles makes a suggestion
and tells them to leave the court. However, as they leave Cachlain is quick to adopt the same line of thinking.
they see Bram Ironfell, who requests they be allowed to Intimidate
stay for a time so he can talk to them. DC 20 (1 success, maximum 3 successes)
Special (1 success, maximum 1 success) Sovacles claims that threats wont work against the mighty
By presenting the Seed of Winter, the PCs gain an automatic king, but Cachlain himself is clearly shaken. His paranoia
success. makes him more susceptible to intimidation.

May 20 09 | D u n g e o n 16 6
30
Throne of the Stone-Skinned King

B1: Disrupted
The elixir works slowly, so give the PCs time to inter- Tactics
act with the other guests (especially Bram Ironfell)
The monsters have two goals: to eliminate witnesses
Banquet before anyone falls asleep.
by killing anyone still conscious, and to kidnap the
When the elixir takes effect, make an attack
ambassadors to hold for ransom. The oni, disguised
Encounter Level 14 (5,600 XP) against Bram Ironfell and any PC who ingested the
as Droeth, secured the largest of the ambassadors
Encounter Level 15 (6,300 XP) if Bram Iron- food or drink. The other NPCs (Andrinna Baelsblood
fell joins the oni and rakshasas suites, and they plan to take the hostages there to
and Troke) eat or drink (assuming the PCs didnt
transport them out of Cachlains palace. (See B2.
warn them against doing so), and are automatically
Setup hit. The attack is +22 vs. Fortitude, and any creature
Invasion Tunnel to see how they plan to transport
Andrinna Baelsblood (A) them out.)
hit is unconscious until awoken by being attacked or
Bram Ironfell (B) Oni Spiritmaster: As soon as it acts, the oni
shaken awake (a standard action). After being woken
1 oni spiritmaster (O) moves out into the closest hallway (using spirit form
up, the creature is slowed (save ends).
3 rakshasa warriors (R) if it needs to move without taking too much damage
If anyone is still conscious after the elixir takes
Troke (T) from opportunity attacks). It then brings out its
effect, the monsters transform to their true forms and
howling spirits, making them into a line to block
attack whoevers left. Otherwise, they abscond with the
At the start of this encounter, the rakshasas and oni the hallway off. It counts on the rakshasas to mark
bodies, take them to the ambassadors quarters, and
are still disguised and are posing as dinner guests. enemies, and it relies on all its allies to keep it safe so
restrain them with manacles. In that case, the battle
The oni is in the form of Droeth, the fomorian. The it can use ranged attacks from a safe position. The oni
occurs in that area instead (once the PCs escape).
three rakshasas have replaced the githyanki in Bram uses devour spirit when its cornered and needs to use
Ironfells entourage. spirit form or howling blast again.
The agents have also tainted the food at the ban- Rakshasa Warriors: The rakshasas try to block
quet with a solution that causes sleep. Compare the off the exits, and they mark PCs to try to prevent
DC below to the PCs passive Perception checks. them from attacking the oni or howling spirits. When
a rakshasa isnt in a dangerous position, it grabs one
Perception Check of the unconscious ambassadors and drags him or her
DC 25: You detect an odd, sweet scent in the food and toward the hall to the north.
wine.

A PC who succeeds on the Perception check (or is told


about the strange scent) can make a Nature or Thiev-
ery check.
DC 20: On closer inspection, you can tell the scent is
typical of alchemical elixirs that cause sleep.

May 20 09 | D u n g e o n 16 6
31
Throne of the Stone-Skinned King

Bram Ironfell (B) Level 12 Skirmisher (Leader) Oni Spiritmaster (O) Level 14 Elite Artillery Howling Spirit Level 14 Minion
Medium natural humanoid, dwarf XP 700 Large natural humanoid XP 2,000 Medium shadow humanoid (undead), oni XP 250 each*
Initiative +9 Senses Perception +10; low-light vision Initiative +12 Senses Perception +14; darkvision Initiative +14 Senses Perception +14; darkvision
HP 123; Bloodied 61 HP 142; Bloodied 71 Choir of Madness aura 1; any enemy within the aura that
AC 26; Fortitude 24, Reflex 23, Will 26 AC 26; Fortitude 27, Reflex 26, Will 26 takes damage from a power that has the fear or psychic
Saving Throws +5 against poison effects Saving Throw +2 keyword takes 5 extra psychic damage.
Speed 5 Speed 7; fly 8 (clumsy); see also spirit form HP 1; a missed attack never damages a minion.
m Dagger (standard; at-will) Weapon Action Points 1 Immune disease, poison; Resist 10 necrotic, insubstantial
+17 vs. AC; 2d4 + 5 damage. m Claw (standard; at-will) AC 30; Fortitude 26, Reflex 30, Will 28
M Cowards Slice (standard; at-will) +21 vs. AC; 2d8 + 4 damage. Speed fl y 8 (hover); phasing; see also spectral strafe
Bram makes a dagger attack, then shifts half his speed. If R Dread Fear (standard; at-will) Fear, Necrotic m Spectral Strafe (standard; at-will) Necrotic
the attack hits, the target is marked by one of Brams allies Ranged 20; +19 vs. Will; 3d6 + 5 necrotic damage, and The howling spirit shifts 1 square before or after the
within 5 squares of the target. The mark lasts until the end the target takes a 2 penalty to attack rolls against the oni attack; +17 vs. Reflex; 7 necrotic damage.
of Brams next turn. spiritmaster and undead creatures (save ends). Alignment Evil Languages Common, Giant
C Ambassadors Sanction (standard; at-will) R Harassing Spirits (standard; encounter; see also devour spirit) Str 6 (+5) Dex 24 (+14) Wis 14 (+9)
Close burst 10; targets one ally in burst; the target can Necrotic, Psychic Con 12 (+8) Int 6 (+5) Cha 21 (+12)
move half its speed and make a melee basic attack. The Ranged 20; +19 vs. Reflex; 3d10 + 5 necrotic damage, and * XP is included in the oni spiritmasters XP value.
target receives a +2 bonus to the attack roll if it attacks a the target is dazed and takes ongoing 10 psychic damage
creature marked by the target. (save ends both). 3 Rakshasa Warriors (R) Level 15 Soldier
Stand Your Ground C Howling Blast (standard; encounter; see also devour spirit) Medium natural humanoid XP 1,200 each
When an effect forces Bram Ironfell to movethrough a Fear, Psychic Initiative +13 Senses Perception +16; low-light vision
pull, a push, or a slidehe moves 1 square less than the Close blast 5; targets enemies; +17 vs. Will; 2d8 + 6 HP 142; Bloodied 71
effect specifies. When an attack would knock Bram prone, psychic damage, and the target is knocked prone. AC 31; Fortitude 29, Reflex 28, Will 28
he can roll a saving throw to avoid falling prone. Deceptive Veil (minor; at-will) Illusion Speed 6
Alignment Unaligned Languages Common, Deep An oni spiritmaster can appear as a Medium or Large m Longsword (standard; at-will) Weapon
Speech, Dwarven, Elven humanoid. A successful insight check (opposed by the onis The rakshasa warrior makes two attack rolls and keeps the
Skills Bluff +17, Diplomacy +17, Dungeoneering +15, Bluff check) pierces the illusion (see Change Shape, MM better result; +21 vs. AC; 1d8 + 5 damage, and the target is
History +14 280). marked until the end of the rakshasas next turn.
Str 14 (+8) Dex 12 (+7) Wis 18 (+10) Devour Spirit (minor 1/round; at-will) m Claw (standard; at-will)
Con 19 (+10) Int 16 (+9) Cha 22 (+12) The oni spirit master devours one howling spirit within +21 vs. AC; 1d8 + 5 damage.
Equipment dagger sight, killing it and recharging harassing spirits, howling M Tiger Pounce (immediate reaction, when a marked enemy
blast, or spirit form. within 5 squares of the rakshasa warrior shifts; at-will)
Spirit Form (standard; sustain standard; encounter; see also Weapon
devour spirit) Polymorph The rakshasa shifts to the nearest square adjacent to the
The oni spiritmaster becomes insubstantial, gains phasing, enemy and makes a basic attack against it.
and gains fly (hover) 8 until the end of its next turn. Deceptive Veil (minor; at-will) Illusion
Spirit Retinue The rakshasa warrior can disguise itself to appear as any
An oni spiritmaster starts combat with four howling spirits. Medium humanoid. A successful Insight check (opposed by
These four spirits are part of the oni spiritmasters XP the rakshasas Bluff check) pierces the disguise.
value. An oni spiritmaster can have twelve howling spirits Alignment Evil Languages Common
as part of its retinue, with each howling spirit beyond the Skills Athletics +15, Bluff +14, Intimidate +14
first four counting toward the encounters XP value. Str 20 (+12) Dex 18 (+11) Wis 18 (+11)
Alignment Evil Languages Common, Giant Con 14 (+9) Int 12 (+8) Cha 14 (+9)
Skills Bluff +17, Religion +14, Insight +14 Equipment scale armor, heavy shield, longsword
Str 18 (+11) Dex 20 (+12) Wis 14 (+9)
Con 22 (+13) Int 19 (+11) Cha 21 (+12)

May 20 09 | D u n g e o n 16 6
32
Throne of the Stone-Skinned King

Development
Brams moment of truth comes during this encounter,
Brams Fate as he decides to continue fighting for his githyanki
masters or to assist the PCs. Bram didnt know his
After the fight, the PCs need to decide what happens
guards were rakshasas in disguise, so hes taken aback
to Bram (if they didnt already kill him). The githyanki
by their actions. Bram chooses sides based on how
are finished with his services, the Coalition wont
friendly and persuasive the PCs were when speaking
welcome him back, and Cachlain doesnt want him
to him. He wants to side with the winners, and hes
around if hes not a useful diplomat. If hes set loose
not above cowering indecisively for a round or two
on his own, the githyanki probably kill him, and if
until he can guess the victor, or trying to switch sides
hes taken back to the world, the Coalition might
in the middle of the fight.
execute him for treason. The futures not bright for
The monsters githyanki masters dont plan to keep
Bram Ironfell.
Bram around, so the oni and rakshasas dont bother
protecting him even if he joins their side.

Features of the Area


Illumination: One magical sconce fills the prison
with dim light. The hallway to the west is dark.
Cells: The prisoners cells are locked. Opening the
lock requires a DC 30 Thievery check. The bars can
be bent or destroyed (break DC 28; AC 4, Fortitude
12, hp 120).
Doors: The double doors leading into the prison
are open at the start of the battle, though a monster
or PC might close them to limit the battles area. The
doors cant be locked.

May 20 09 | D u n g e o n 16 6
33
Throne of the Stone-Skinned King

B2: Invasion Tunnel When the PCs see the drider fanglord, read: Scarred Bulette (B)
Large natural beast
Level 15 Elite Skirmisher
XP 2,400
Initiative +14 Senses Perception +10; darkvision,
Encounter Level 16 (7,050 XP) A drider wielding a serrated greatsword moves toward you, tremorsense 20
climbing along the walls. HP 304; Bloodied 152
Setup AC 29; Fortitude 28, Reflex 25, Will 23
Vulnerable charm (a tortured bulette hit by a charm attack is
1 drider fanglord (D)
Drider Fanglord (D) Level 14 Brute immobilized until the end of its next turn)
1 scarred bulette (B) Saving Throws +2
Large fey humanoid (spider) XP 1,000
2 inferno bats (S) Initiative +12 Senses Perception +15; darkvision Speed 6, burrow 6
Action Points 1
5 drow underlings (U) HP 172; Bloodied 86
AC 26; Fortitude 27, Reflex 25, Will 23 m Bite (standard; at-will)
Speed 8, climb 8 (spider climb) Before it bites, the bulette can make a standing long jump
A bulette, warped by Sangwyrs torturers, digs a path m Greatsword (standard; at-will) Weapon (as a free action) without provoking opportunity attacks;
into Cachlains palace. Drow underlings follow the +19 vs. AC; 1d12 + 7 damage. +20 vs. AC; 2d8 + 6 damage, or 4d8 + 6 damage against a
M Quick Bite (minor; at-will) Poison prone target.
creature, carefully reinforcing the tunnels it creates M Earth Furrow (move; at-will)
Requires combat advantage; +16 vs. Fortitude; 1d4
while burrowing to allow them to travel through it. A The scarred bulette moves its burrow speed just below the
damage, and ongoing 10 poison damage (save ends).
drider fanglord leads the group and also brings along R Darkfire (minor; encounter) surface of the ground, avoiding opportunity attacks as it
passes underneath other creatures spaces. As it burrows
two trained inferno bats. These invaders could arrive Ranged 10; +16 vs. Reflex; until the end of the driders
next turn, the target grants combat advantage to all beneath the space of a Medium or smaller creature on the
to take away the hostages collected in the Disrupted ground, the bulette makes an attack against the creature;
attackers, and the target cannot benefi t from invisibility or
Banquet encounter or be another isolated attack to concealment. +14 vs. Fortitude; the target is knocked prone.
cause havoc in the court. R Web (standard; $recharge ) C Rising Burst (standard; the bulette must have emerged from
Ranged 5; +15 vs. Reflex; the target is restrained. Escaping the ground after burrowing this turn; at-will)
The tactical map assumes the PCs arrive after the
from the web requires a successful DC 25 Acrobatics Close burst 2; the bulette sprays rocks and dirt into the
creatures have breached the wall. If you want the air when it rises out of the ground; +19 vs. AC; 1d10 + 6
check or DC 27 Athletics check.
monsters to arrive and enter the palace while the PCs Alignment Evil Languages Elven damage.
are there, have the bulette come through the wall first, Skills Dungeoneering +15, Stealth +17 Spray of Tainted Blood (when an adjacent creature hits the
Str 24 (+14) Dex 21 (+12) Wis 16 (+10) scarred bulette with a melee attack)
followed by the other monsters. The noise the bulette The attacker takes a 2 penalty to Fortitude until the end
Con 22 (+13) Int 13 (+8) Cha 9 (+6)
makes while burrowing makes a stealthy entrance Equipment leather armor, greatsword of the scarred bulettes next turn.
impossible for the monsters. Habituated to Torture
While the scarred bulette is bloodied, it gains a +2 bonus
to all defenses and to speed.
When the PCs see the monsters, read: Alignment Unaligned Languages
Skills Athletics +20, Endurance +19
A rampaging bulette, covered in thousands of scars, Str 27 (+15) Dex 21 (+12) Wis 16 (+10)
Con 24 (+14) Int 2 (+3) Cha 11 (+7)
thrashes through the hall. Behind it, you see several weak-
looking drow carrying short swords and daggers. In the air
above these creatures float two bats made entirely of fire.

May 20 09 | D u n g e o n 16 6
34
Throne of the Stone-Skinned King

2 Inferno Bats (S) Level 15 Skirmisher Drow Underlings: These poorly trained
Medium elemental beast (fire) XP 1,200 each
warriors are fiercely loyal and are willing to
Initiative +17 Senses Perception +13
HP 144; Bloodied 72 give their lives for their commanding drider.
AC 29; Fortitude 25, Reflex 29, Will 23
Resist 20 fire Features of the Area
Speed 2 (clumsy), fly 8; see also fiery swoop
m Inferno Touch (standard; at-will) Fire
Illumination: Bright light.
+20 vs. Reflex; 2d6 + 5 fire damage, and ongoing 10 fire Walls: The hewn crystal walls require a DC
damage (save ends). Failed Saving Throw: Each ally 15 Athletics check to climb.
of the target, within 2 squares of the target, takes 10
Doors: The smaller rooms doors are locked,
fire damage.
M Fiery Swoop (standard; at-will) Fire but the doors to the larger room have already
The inferno bat shifts 4 squares and can move through been opened by the monsters. A creature
occupied squares as it moves. It makes a melee basic Tactics inside a room can lock them (with an additional
attack against any creature whose space it enters. The Sangwyrs agents attack anyone who approaches, and minor action). Locked doors require a DC 18 Thiev-
inferno bat cannot attack a target more than once in this
they fight to the death. ery check to open.
fashion, and it must end its movement in an unoccupied
square. Scarred Bulette: In the relatively confined area Furniture: Most of the furniture requires an extra
Heatseeker (immediate reaction, when the inferno bat is of this encounter, the bulette burrows from room square of movement to move onto. The enormous
damaged by an enemys ranged attack; at-will) to room to move itself out of harms way or to chase
The inferno bat shifts 2 squares toward the triggering table in the larger room is high enough for Medium
down enemies who are difficult for the bulettes allies or smaller creatures to stand under. A creature under
enemy.
Alignment Unaligned Languages to approach. The bulette doesnt worry about its allies, the table gains cover against Large or larger creatures.
Str 8 (+6) Dex 27 (+15) Wis 12 (+8) and it doesnt care if it hits them with earth furrow or
Con 16 (+10) Int 2 (+3) Cha 9 (+6) rising burst. The bulette cant burrow into the throne
5 Drow Underlings (U) Level 14 Minion Skirmisher
room, because its protected by hundreds of warding
Medium fey humanoid XP 250 each rituals put in place by the paranoid fomorian king.
Initiative +15 Senses Perception +9; darkvision Drider Fanglord: The driders tactics complement
HP 1; a missed attack never damages a minion.
the bulettes. To avoid the bulettes earth furrow power,
AC 28; Fortitude 24, Reflex 27, Will 26
Speed 6 the drider climbs on the walls or ceiling. It uses web to
m Short Sword (standard; at-will) Weapon set up targets for the bulettes rising burst attack, and it
+19 vs. AC; 6 damage. uses quick bite against creatures that have a penalty to
r Thrown Dagger (standard; at-will) Poison, Weapon
Ranged 5/10; +19 vs. AC; 6 poison damage.
Fortitude from the bulettes spray of tainted blood. The
Darkfire Sacrifice (when the drow underling is reduced to 0 hit drider leads the group and has a rapport with the ani-
points) malistic inferno bats and bulette.
An ally within 5 squares of the drow underling gains
Inferno Bats: These creatures follow the driders
combat advantage and ignores concealment on its
next attack. orders. They use fiery swoop to pass over creatures and
Alignment Evil Languages Common, Elven give them ongoing damage, then flank them with the
Str 16 (+10) Dex 23 (+13) Wis 14 (+9) drider or some of the drow.
Con 13 (+8) Int 13 (+8) Cha 20 (+12)
Equipment leather armor, short sword

May 20 09 | D u n g e o n 16 6
35
Throne of the Stone-Skinned King

Arzoa, Level 18 Elite Controller 2 Purplespawn Nightmares (P) Level 17 Lurker


B3: Assassination Githyanki Assassin (A) Medium natural humanoid (reptile) XP 1,600 each
Medium immortal humanoid XP 4,000 Initiative +17 Senses Perception +8; darkvision
Attempt Initiative +16 Senses Perception +15 HP 128; Bloodied 64
HP 344; Bloodied 172 Regeneration 10 (if the purplespawn nightmare takes radiant
Encounter Level 16 (7,200 XP) AC 32; Fortitude 29, Reflex 31, Will 30 damage, regeneration does not function until the end of its
Encounter Level 17 (9,200 XP) with optional Saving Throws +2 next turn)
Speed 6 AC 30; Fortitude 29, Reflex 30, Will 28; see also psychic edge
skill challenge
Action Points 1 Resist 10 psychic
m Silver Longsword (standard; at-will) Weapon Speed 6, climb 6 (spider climb)
Setup +23 vs. AC; 2d8 + 7 damage, and the target grants combat m Longsword (standard; at-will) Weapon
Arzoa, githyanki assassin (A) advantage until the end of its next turn. +22 vs. AC; 2d8 + 4 damage.
M Double Attack (standard; at-will) M Tail (standard; at-will) Sleep
2 purplespawn nightmares (P) Arzoa makes a silver longsword or mind grip attack, shifts Reach 2; +22 vs. AC; 3d6 + 8 damage, and the target is
half her speed, then makes another silver longsword or dazed (save ends). First Failed Saving Throw: The target is
As the PCs explore the hidden prison, mysterious mind grip attack. dazed and slowed (save ends both). Second Failed Saving
R Mind Grip (standard; at-will) Psychic Throw: The target falls unconscious (save ends).
assassins attack them. Make Stealth checks for each
Ranged 10; +22 vs. Will; 1d10 + 7 psychic damage, and the Nightmare Form (standard; at-will) Polymorph
monster and compare the results to the PCs passive target slides 5 squares. The purplespawn nightmare can alter its physical form to
Perception checks. If the PCs dont detect any of the C Mind Assassination (minor; $recharge ) Psychic appear as an enemy of its choice. While the nightmare is
enemies, the assassins have a surprise round. Close burst 5; targets enemies; +22 vs. Will; 1d10 + 7 adjacent to that enemy, roll 1d20 whenever a melee or
psychic damage, and the target takes ongoing 10 psychic ranged attack targets the nightmare. On a roll of 10 or
damage (save ends). higher, the attack instead targets the copied enemy. The
If a PCs passive Perception is higher than a C Tide of Woe (immediate reaction, when an enemy within copied enemys attacks are not subject to this effect.
monsters Stealth check, read: 10 squares of Arzoa takes psychic damage; usable while Nightmarish Torment Psychic
bloodied; at-will) Fear If the purplespawn nightmares melee attack hits an
Close burst 10; targets the triggering enemy. Effect: The enemy it is copying with nightmare form or a sleeping
You suddenly hear soft footfalls coming from the hall. What target is knocked prone. target, that target takes ongoing 10 psychic damage in
evers approaching is clearly trying to conceal its presence. Telekinetic Leap (move; encounter) addition to the attacks other effect (save ends).
Ranged 10; targets Arzoa or one ally; the target can fly 5 Psychic Edge
squares. A purplespawn nightmare gains a +4 bonus to all defenses
When a PC sees Arzoa, read: Mental Block Psychic against attacks from enemies that are taking ongoing
If a creature taking ongoing psychic damage hits Arzoa, psychic damage.
A githyanki clad in heavy, red robes glares determinedly that creature takes 2d8 psychic damage. Alignment Evil Languages Common, Deep Speech,
Alignment Evil Languages Common, Deep Speech Draconic
and brandishes two silver longswords. You catch a glimpse
Skills Acrobatics +21, Arcana +20, Bluff +18, Stealth +21 Skills Acrobatics +18, Bluff +18, Stealth +18, Thievery +18
of chainmail during her rapid, graceful movements. Str 17 (+12) Dex 25 (+16) Wis 22 (+15) Str 19 (+12) Dex 20 (+13) Wis 11 (+8)
Con 20 (+14) Int 23 (+15) Cha 18 (+13) Con 20 (+13) Int 13 (+9) Cha 20 (+13)
When a PC sees a purplespawn nightmare, read: Equipment chainmail, silver longsword Equipment longsword

Skulking through the shadows comes a creature with a


vaguely humanoid shape. Purple scales cover its body,
and its long tail, tipped with spikes, lashes in the air. It has
humanoid arms and carries a longsword.

May 20 09 | D u n g e o n 16 6
36
Throne of the Stone-Skinned King

Arzoas Secrets Level 18 You fight well. Chillreaver . . . perhaps not such a failure.
Skill Challenge XP 2,000 Bram is not strong. Not strong like githyanki.
As you attempt to interrogate Arzoa, you catch a flash of Cachlain will fall. Too much resistance . . .
psychic power. She whispers, You ll get nothing from me. My I follow githyanki ways . . . now the dragons ways.
mind slips away even as I speak. Failure is unacceptable. Defeat
The PCs dont find out all the secrets Arzoa knows.
The PCs have only a short time to interrogate Arzoa before
Diplomacy
her mind is gone. If they can act quickly, the PCs have a
DC 20 (1 success, no maximum successes)
better chance of getting information from her as she loses
The PC learns one of the four facts above. Give a PC making a
her sense of secrecy.
Diplomacy check a 2 penalty per failure the PCs have, as
Complexity
Arzoa becomes more difficult to reason with.
1 (requires 4 successes before 3 failures)
Insight
Mind Degeneration
DC 13 (no successes)
After every two skill checks the PCs attempt, Arzoas
The PC realizes that Diplomacy works best early in the challenge,
mental faculties deteriorate, giving the PCs an automatic
Tactics failure. After the first failure, shes still somewhat lucid.
Heal
and Intimidate gets better later on.

After the second, she has the mind of a child, and with the
The assassins pile up ongoing psychic damage to DC 20 (no successes)
third she regresses to animal instinct, then dies.
increase their effectiveness. By slowing the degradation of Arzoas mind, the PC buys more
Primary Skills
time. The PCs dont gain an automatic failure this round. This
Arzoa: The leader of the assassins, Arzoa is Diplomacy, Intimidate.
skill works only once during the challenge.
aggressive and smart. She hits the PCs with mind Other Skills
Intimidate
Heal, Insight.
assassination as soon as she can to set up her mental DC 20 (1 success, no maximum successes)
Victory
The PC learns one of the four facts above. Give a PC making an
block and give the nightmares a bonus to all defenses. The PCs learn one piece of information per success. Choose
Intimidate check a +2 bonus per failure the PCs have, as Arzoa
If shes almost bloodied when mind assassination one based on what the PC asked or demanded.
becomes less stubborn and more pliable.
recharges, she saves it so she can use tide of woe
against PCs when they take damage from it. She tries action to give a PC resist psychic 5 until the end of that decided to cut Bram out of the loop, since he hasnt
to keep a PC in melee combat and repeatedly uses PCs turn. She has also studied purplespawn night- been ruthless enough. Though Arzoa knows this, she
double attack to make two longsword attacks against mares and can tell the PCs about their capabilities. refuses to divulge any of it. As a part of her training,
that PC. Arzoa knows that healers are dangerous and Eladrin Ambassadors: The eladrin cant offer she mastered a technique to eradicate her own mind
tries to beat down leaders quickly. much help. They encourage the PCs and are certain in case of failure. If the PCs interrogate her, she uses
Purplespawn Nightmares: If the monsters have that the assassins must be minions of Sangwyr, but this ability, and the PCs can enter a skill challenge.
a surprise round, a nightmare readies nightmare they dont do anything useful.
form to use against any PC that comes adjacent to Legbreaker Kimdal: Once the battle starts, Features of the Area
it. These creatures are willing to let their leader this gnome thief rattles his bars and yells that he can Illumination: One magical sconce fills the prison
take the brunt of the attacks. They fight cautiously, help the PCs if theyll just let him out. If they do, he with dim light. The hallway to the west is dark.
aiming to survive until Arzoa becomes bloodied and immediately makes a run for the exit. The monsters Cells: The prisoners cells are locked. Opening the
can use tide of woe. Bright light frightens and aggra- make opportunity attacks against him if he runs past, lock requires a DC 30 Thievery check. The bars can
vates the nightmares. If one takes radiant damage, it but they dont chase him down. be bent or destroyed (break DC 28; AC 4, Fortitude
shifts away from the source. 12; hp 120).
Talyrin: If the PCs have talked to Talyrin, and she
Development Doors: The double doors leading into the prison
believes they have similar goals, she helps them sur- Arzoa, though shes part of Brams entourage, acts on are open at the start of the battle. The doors cant be
vive the assassination attempt. She can use a standard behalf of Sangwyr and the githyanki leaders. Theyve locked.

May 20 09 | D u n g e o n 16 6
37
Throne of the Stone-Skinned King

B4: Caged Animals Chimera (C)


Large natural magical beast
Level 15 Elite Brute
XP 2,400
2 Quickling Zephyrs (Q)
Small fey humanoid
Level 14 Lurker
XP 1,000 each
Initiative +10 Senses Perception +14; all-around vision, Initiative +20 Senses Perception +10; low-light vision
Encounter Level 17 (8,600 XP) darkvision HP 82; Bloodied 41
HP 366; Bloodied 183; see also bloodied breath AC 30; Fortitude 26, Reflex 29, Will 23
Setup AC 27; Fortitude 29, Reflex 23, Will 24 Speed 12, climb 6; see also blinding speed and unstoppable
Resist 10 fire m Short Sword (standard; at-will) Weapon
1 chimera (C)
Saving Throws +2 +19 vs. AC; 1d6 + 9 damage.
2 quickling zephyrs (Q) Speed 6, fl y 10 (clumsy), overland flight 15 Blinding Speed (move; recharge ) Illusion
1 thunderfury boar (B) Action Points 1 The quickling zephyr moves 12 squares and becomes
m Lions Bite (standard; at-will) invisible until it attacks or until the end of its next turn.
3 winter wolves (W)
+18 vs. AC; 2d8 + 7 damage. Combat Advantage
M Rams Charge (standard; at-will) If the quickling zephyr has combat advantage against its
In the animal pens right next to the gladiatorial The chimera makes a charge attack; +19 vs. AC; 1d10 + target, it deals 2d6 extra damage and dazes the target on a
arena, Sangwyrs quickling minions set the ani- 11 damage, and the target is pushed 1 square or knocked successful melee attack (save ends).
prone. Unstoppable
mals loose to run unchecked through the halls of M Triple Threat (standard; at-will) The quickling zephyr ignores difficult terrain and can move
Cachlains court. The PCs probably arrive from the The chimera makes the following three melee attacks, across any solid or liquid surface.
tunnel on the north side of the room, but theres a each one against a different target: Alignment Evil Languages Elven
Lions Bite +18 vs. AC; 2d8 + 7 damage. Skills Acrobatics +26, Bluff +13, Stealth +21
chance theyll come through the arena itself.
Dragons Bite +18 vs. AC; 3d6 + 7 damage. Str 12 (+8) Dex 28 (+16) Wis 17 (+10)
If you choose, Bram Ironfell and two of his guards Rams Gore +18 vs. AC; 1d10 + 7 damage, and the target is Con 22 (+13) Int 16 (+10) Cha 12 (+8)
might be in their room (the small room with three knocked prone. Equipment short sword
beds), or Bram might be there alone if his guards C Dragon Breath (standard; encounter) Fire

were already exposed as rakshasas (in the Disrupted


Close blast 5; +16 vs. Reflex; 2d6 + 3 damage, and ongoing Thunderfury Boar (B) Level 15 Brute
10 fire damage (save ends). Large fey beast XP 1,200
Banquet encounter). C Bloodied Breath (free, when first bloodied; encounter) Initiative +9 Senses Perception +8
The chimera recharges and uses dragon breath. HP 182; Bloodied 91
When the PCs arrive, read: Alignment Unaligned Languages Common, Draconic AC 27; Fortitude 29, Reflex 20, Will 20
Str 24 (+14) Dex 17 (+10) Wis 14 (+9) Speed 8
Con 23 (+13) Int 5 (+4) Cha 17 (+10) m Gore (standard; at-will)
Along the walls of this room, well-crafted iron cages stand, +18 vs. AC; 2d8 + 7 damage, or 3d8 + 7 damage while the
filled with various animals trained for gladiatorial combat. thunderfury boar is bloodied.
M Death Strike (when reduced to 0 hit points)
Corpses of cyclops animal handlers and guards slump in the
The thunderfury boar makes a gore attack.
corners of the room, their blood splattered across the walls C Thunderfury (standard; recharge ) Thunder
behind them. Two small humanoids with gray skin and Close burst 2; +17 vs. Fortitude; 2d8 + 6 thunder damage,
powerful legs swiftly move near the cages. They flip open and the target is knocked prone. Miss: Half damage, and
the target is not knocked prone.
the latches to release the animals. Thunderous Charge Thunder
The thunderfury boar deals 10 extra thunder damage
Roll initiative after you read the text above. when it charges.
Alignment Unaligned Languages
Str 24 (+14) Dex 15 (+9) Wis 12 (+8)
Con 22 (+13) Int 5 (+4) Cha 9 (+6)

May 20 09 | D u n g e o n 16 6
38
Throne of the Stone-Skinned King

3 Winter Wolves (W)


Medium natural magical beast
Level 14 Skirmisher
XP 1,000 each
the animals between themselves and the PCs. Once Features of the Area
theyre bloodied, the quicklings retreat using the
Initiative +14 Senses Perception +10; low-light vision Illumination: Bright light.
HP 141; Bloodied 70 safest path possible.
Pens: The locks on the pens are easy to open
AC 28; Fortitude 27, Reflex 26, Will 24 Winter Wolves: Using pack tactics, the wolves
for humanoid creatures. The bars can be bent or
Resist 20 cold gang up on single foes or small groups. If a winter
Speed 8 (ice walk) destroyed (break DC 28; AC 4, Fortitude 12, hp 120).
m Bite (standard; at-will) Cold
wolf knocks an enemy prone, it uses drag to pull that
Pit: The crevasse that forms the southern border of
+19 vs. AC; 1d10 + 6 damage plus 1d6 cold damage, or enemy closer to the other wolves. They also go after
the room is 4 squares (20 feet) deep. A creature that
2d10 + 6 damage plus 1d6 cold damage against a prone creatures knocked prone by the thunderfury boars
target. falls in takes 2d10 damage from the fall. The sides
thunderfury.
M Takedown (standard; usable only when charging; at-will) require a DC 20 Athletics check to climb.
Cold Chimera: If multiple enemies are clustered near
Water Basin: It costs 1 extra square of movement
+19 vs. AC; 2d10 + 6 damage plus 1d6 cold damage, and the pit, the chimera flies across the pit, lands on the
to move into the water basin. A Small creature in the
the target is knocked prone. other side, and uses dragon breath against them. If
C Freezing Breath (standard; recharge ) Cold basin gains cover. The basin is full of water, but its not
it doesnt have three PCs in reach for its triple threat
Close blast 5; +17 vs. Reflex; 2d6 + 6 cold damage. Miss: deep enough to do more than make a creature wet.
Half damage. attack, it uses one of those attacks against a quickling
Treasure: The weapons rack could contain a
Drag (minor; usable only while adjacent to a prone enemy; or other humanoid. The PCs might parlay with the
at-will) magic weapon a PC can steal. You can include one of
chimera, but it has been penned up for a long time,
The winter wolf shifts 1 square and pulls a prone target the treasure parcels here (and possibly allow the PC
that is adjacent to it 1 square. and its not receptive to reason (and it definitely doesnt
to pick up the weapon during the encounter).
Alignment Evil Languages Common, Giant want to remain in slavery).
Str 23 (+13) Dex 21 (+12) Wis 17 (+10) Thunderfury Boar: In tight quarters, the boar
Con 21 (+12) Int 9 (+6) Cha 10 (+7)
has some trouble charging. It sometimes chooses to
provoke opportunity attacks just so it can charge.
Tactics
By the time the PCs and monsters roll initiative, the
quicklings have opened two cages. By default, they
first open the cages containing the chimera and two
of the winter wolves. The first time the zephyrs initia-
tive comes up, they release the other monsters.
All the animals have been trained for the arena,
so theyre more tactically savvy than most beasts.
However, they dont have a designated target. While
most of their attacks target PCs, they sometimes hit
the quicklings, especially with multitarget attacks or
when the quicklings are bloodied.
Quickling Zephyrs: As often as possible, the
quicklings move away from their targets after attack-
ing (using blinding speed if possible). They try to keep

May 20 09 | D u n g e o n 16 6
39
Throne of the Stone-Skinned King

Cachlain, Level 20 Elite Soldier Sovacles, Level 18 Elite Controller


B5: Throne Room the Stone-Skinned King (C) Cachlains Advisor (S)
Huge fey humanoid XP 5,600 Medium natural humanoid (shapechanger) XP 4,000
Showdown Initiative +13 Senses Perception +18; truesight 6 Initiative +14 Senses Perception +18
HP 388; Bloodied 194; see also cracked stone HP 340; Bloodied 170
Encounter Level 17 (9,600 XP) AC 36; Fortitude 34, Reflex 30, Will 32 AC 32; Fortitude 29, Reflex 30, Will 31
Saving Throws +2 Resist poison 10

Setup Speed 8, fly 2 (hover)


Action Points 1
Saving Throws +2
Speed 6
Cachlain, the Stone-Skinned King (C) m Slam (standard; at-will) Action Points 1
Sovacles, Cachlains Advisor (S) Reach 3; +27 vs. AC; 2d10 + 7 damage, and the target is m Staff (standard; at-will) Necrotic, Weapon
pushed 2 squares. +23 vs. AC; 2d8 + 7 necrotic damage.
R Evil Eye (minor 1/round; at will) Charm R Ensnaring Coil (standard; at-will) Necrotic
This encounter begins after Sovacles calls the PCs Ranged 10; +25 vs. Will; slide the target 3 squares, and Ranged 15; +22 vs. Reflex; 1d6 + 5 necrotic damage and
back to his throne room and accuses them of allying the target makes a melee basic attack against a target of slide the target 4 squares.
Cachlains choice. A Bane Quills (standard; at-will) Poison
with Sangwyr and compromising the kings palace.
C Stone Swat (standard; recharge 56 ) Area burst 1 within 10; +22 vs. Fortitude; 2d6 + 5 poison
Close blast 3; +27 vs. AC; 3d10 + 7 damage, and the target damage, and the target takes a 2 penalty to attack rolls
is pushed 2d4 squares and knocked prone. and skill checks until the end of Sovacless next turn.
Cracked Stone R/A Coils and Quills (standard; at-will)
While bloodied, Cachlain has a 2 penalty to defenses and Sovacles makes an ensnaring coil attack and a bane quills
his attacks deal 1d10 extra damage. attack.
Stone Defense (immediate reaction, when hit and damaged by A Poison Darkness (standard; encounter) Poison
an attack; recharge 456 ) Area burst 1 within 20; +22 vs. Fortitude; 3d6 + 7 poison
Cachlain gains resist 5 to all damage until the end of his damage. Effect: The burst becomes a zone of darkness until
next turn. the end of Sovacless next turn. Any creature that starts its
Alignment Evil Languages Common, Elven turn within the zone takes 5 poison damage and is blinded
Skills Bluff +21, Endurance +23, Intimidate +23 (save ends). Sovacles can see through the darkness. Sustain
Str 22 (+16) Dex 12 (+11) Wis 17 (+13) Minor: The zone persists.
Con 26 (+18) Int 19 (+14) Cha 23 (+16) Serpents Trickery (immediate interrupt, when targeted by an
Equipment robes, crown attack while an ally is adjacent; at-will)
Sovacles redirects the attack to an adjacent ally and shifts
1 square.
Alignment Evil Languages Common, Deep Speech,
Draconic, Elven
Skills Arcana +20, Bluff +21, Diplomacy +21, History +20,
Insight +18, Religion +20
Str 13 (+10) Dex 20 (+14) Wis 19 (+13)
Con 18 (+13) Int 22 (+15) Cha 25 (+16)
Equipment fine clothing, staff of office

May 20 09 | D u n g e o n 16 6
40
Throne of the Stone-Skinned King

Tactics Then, the plates of glass flutter away, opening a hole


that drops the PCs and Sovacles to the gladiatorial
The PCs arent meant to finish this fight by defeating
arena below. The fall is 40 feet (4d10 falling damage).
both enemies. See Development and the Release Moving Into the Arena
Remember that a character trained in Acrobatics can
Cachlains Mind skill challenge.
make a check as a free action to reduce the damage If the combatants jump over to the arena floor, they
Cachlain: Struggling against the control of Sova-
by half the result of the check. enter the middle of a gladiatorial bout. You can grab
cles, the Stone-Skinned King becomes more reluctant
a couple of eladrin Feydark gladiators from the Arena
to fight as the PCs gain successes in the skill chal-
lenge. He doesnt stop attacking, but he makes poor
Features of the Area of Blood encounter, or pick whatever monsters you
Illumination: Bright light. want for the battle on which the PCs and monsters
decisions. For instance, he might use his evil eye on a
Fireplace: This fireplace is tall enough to contain intrude. You could instead use a handful of minions
creature with a poor melee basic attack.
Medium creatures. A creature that enters or starts its in the arena the unleashed animals can cut down,
Sovacles: The advisor remains close to the king,
turn in the fireplace takes 5 fire damage. making the fight feel more chaotic.
using serpents trickery to redirect attacks to the fomo-
Magic Circle: The arcane sigils carved into the
rian. He uses the attacks he redirects as evidence that
floor here are used for scrying rituals by Sovacles, but
the PCs are trying to kill the king. Ensnaring coils lets
they dont have any use during combat.
him move enemies into position to be hit by bane quills
Throne: Cachlains throne is blocking terrain for
or Cachlains attacks.
Medium creatures. A creature can climb onto it with
Development a DC 13 Athletics check. The base of the throne is
solid crystal, so its not possible to walk under it.
Sovacles reveals his true motives after he becomes
Floor: The window floor is perfectly safe to walk
bloodied, or when the PCs succeed on the skill chal-
on. Until Cachlain commands the floor to open,
lenge and he realizes he has lost control over the king.
the floors durability and magical protection keep it
Sovacles should be standing on the window in the
intact.
floor when he makes his pronouncement.
Doors: The southern door is locked by magic,
and only Cachlain or Sovacles can command it to
When this happens, read:
open. The door leading to Cachlains bedchamber is
unlocked and can be opened easily.
Sovacles, wounded and angry, snarls, You have no idea
Ceiling: The ceiling is 5 squares (25 feet) high.
who youre dealing with! My queen has given me the power
to destroy you easily! Tiamat will have all that you possess
and more, and your blood is my gift to her! And Im sure
Cachlains replacement will be more amenable to our
commands.

Cachlain responds quickly, shouting out that hell


never let the god of greed steal what belongs to him.
He gestures at the floor and his evil eye flashes green.

May 20 09 | D u n g e o n 16 6
41
Throne of the Stone-Skinned King

B6: Arena of Blood After the PCs land in the arena, read: The PCs keep the same initiative, and Virizan goes
at the same time Sovacles did. Roll initiative for the
Encounter Level 20 (14,800 XP) In the gladiatorial arena below you, a handful of eladrin treant and gladiators.
Encounter Level 21 (20,400 XP) if the gladia- gladiators fight an undead treant bound in place with Throughout the fight, Virizan reveals the following
tors fight for Virizan massive cold iron chains. A crowd massed in dozens of cave information:
mouths along the towering walls takes in the bout. You have destroyed my human guise! Still, I have four
Setup You see Sovacles plummet down and hear his body snap more forms that can defeat you easily! Now you know
1 blackroot treant (T) as he hits the purple crystal of the arena floor. The crowd you face Virizan, exarch of Her Dark Majesty Tiamat!
4 eladrin Feydark gladiators (G) cheers! Just when it appears that the advisors threat is All in this room will take my secret to their graves!
Virizan, Exarch of Tiamat (S) ended, his body evaporates and forms into a wispy green Cachlain wont last long! Sangwyr marches, and the
cloud with smoky wings. fomorian weaklings forces cant stop him alone. Tiamat
This encounter begins immediately after B5. Throne covets this domain and it will be hers, and Sangwyr will
Room Showdown. Virizan begins the encounter in be a perfect puppet upon the throne.
his venom wisp form. Do not think I ever underestimated you. You defeated
Chillreaver, so youre clearly skilled. None of Tiamats
Release Cachlains Mind Level 18 Special (1 success, no maximum successes) exarchs falls easily!
Skill Challenge XP 6,000 The PC makes one of Sovacless attacks hit Cachlain, either I have no illusions that I am the strongest of Tiamats
The fomorian king is fighting against Sovacless control, even by redirecting the attack, dominating Sovacles, or by luring exarchs. Even if you defeat me, you cant stop us all!
while attacking you. He squints his eyes and shakes his head Sovacles to use a multitarget attack that hits the fomorian.
as though he were trying to banish unwanted visions. Special (2 successes, no maximum successes)
If the PC uses dispel magic on the king, it cant totally The venom wisp form is described in the readaloud
While they fight the Stone-Skinned King and Sovacles, the PCs overpower the enchantment, but it severely weakens
can attempt to free the monarch from his advisors control.
text above, and the other three forms are described
Sovacless control.
Each PC can attempt a skill check as a minor action once below.
Arcana DC 25 (1 success, no maximum successes)
per round to contribute to this challenge. Fighting power with power, the PC recites countermagic to
Complexity reverse Sovacless enchantment.
2 (requires 6 successes before 3 failures). Diplomacy DC 20 (1 success, no maximum successes)
Primary Skills The PC reasons with Cachlain, convincing him the PCs arent
Arcana, Diplomacy, Insight, Intimidate. his enemies. Increase the DC to 25 if the PC has attacked
Other Skills Cachlain during this encounter.
Heal. Heal DC 13 (no successes)
Victory By healing Cachlains wounds, the PC gains a +5 bonus to his
Sovacles reveals his true intentions, and Cachlain changes or her next check in the skill challenge, and Cachlain wont
the fight. See Development. attack that PC (save ends).
Defeat Insight DC 20 (1 success, maximum 2 successes)
The PCs realize they cant end the enchantment The PC points out that Sovacles is becoming more blatant and
through their efforts. (They need to wait until they drop is flaunting his control over the king.
Sovacles below his bloodied value before the events of Intimidate DC 25 (1 success, maximum 2 successes)
Development occur.) The PC berates Cachlain for letting Sovacles order him around.
Special (1 success, maximum 1 success)
If the PCs succeeded on the skill challenge in Audience
with the King, they gain an automatic success.

May 20 09 | D u n g e o n 16 6
42
Throne of the Stone-Skinned King

To describe the naga form, read: Blackroot Treant (T) Level 19 Elite Soldier 4 Eladrin Feydark Gladiators (G) Level 16 Soldier
Huge fey magical beast (plant, undead) XP 4,800 Medium fey humanoid XP 1,400 each
Initiative +13 Senses Perception +13; low-light vision Initiative +17 Senses Perception +9; low-light vision
Virizan transforms into an enormous, coiled serpent with Blackroot Aura (Healing, Necrotic) aura 2; each enemy that HP 154; Bloodied 77
a humanoid face. A row of green quills run down his spine, starts its turn within the aura takes 10 necrotic damage, AC 32; Fortitude 28, Reflex 30, Will 26
and longer spines jut out from the tip of his muscular tail. while an undead ally that starts its turn within the aura Saving Throws +5 against charm effects
regains 10 hit points. Speed 6
Peals of thunder sound at his command. m Spear (standard; at-will) Weapon
HP 368; Bloodied 184
AC 36; Fortitude 34, Reflex 29, Will 32 +23 vs. AC; 2d8 + 7 damage, and the target is marked until
To describe the snake swarm form, read: Vulnerable fire (a blackroot treant takes ongoing 5 fire the end of the gladiators next turn.
damage [save ends] when damaged by fire). M Bloodletting Stab (standard; encounter) Weapon
Saving Throws +2 +23 vs. AC; 3d8 + 7 damage. If the gladiator has combat
The exarchs body rips into pieces, which become writhing Speed 6 (forest walk) advantage against the target, the target takes ongoing 10
snakes as they fall to the ground. A swarm of the creatures Action Points 1 damage (save ends).
crawls across the ground, baring fangs that drip with m Slam (standard; at-will) Necrotic Gladiators Cage
Reach 3; +25 vs. AC; 1d12 + 8 damage, and ongoing 5 An enemy flanked by the gladiator takes a 5 penalty to
venom.
necrotic damage (save ends). attack rolls.
M Entangling Roots (minor; at-will) Fey Step (move; encounter) Teleportation
To describe the snaketongue form, read: Reach 4; +23 vs. Reflex; the target is knocked prone and The eladrin Feydark gladiator teleports 5 squares.
restrained (save ends). If the blackroot treant moves, slides, Alignment Unaligned Languages Common, Elven
or is pushed more than 4 squares from the target, the Str 21 (+13) Dex 24 (+15) Wis 13 (+9)
Virizan assumes the guise of a human creature with scaled target is no longer restrained. Con 18 (+12) Int 15 (+10) Cha 16 (+11)
skin. He produces his staff of office, now twisted and warped Alignment Unaligned Languages Elven Equipment scale armor, spear
into the image of a hooded serpent. Skills Nature +18, Stealth +16
Str 27 (+17) Dex 14 (+11) Wis 18 (+13)
Con 24 (+16) Int 16 (+12) Cha 22 (+15) Tactics
The fight between the PCs is the heart of this encoun-
ter, and the gladiators and treant introduce chaos into
the battle.
Eladrin Feydark Gladiators: Neutral parties,
the gladiators fight for whichever side the crowd is
behind. Though fickle, the crowd supports the PCs.
They can also fight the PCs after being hit with Viri-
zans overwhelm mind power.
Blackroot Treant: Driven mad with rage, the
treant lashes out indiscriminately. See the sidebar.
Virizan: No longer hidden in human form, this
exarch of Tiamat can shapechange constantly. He
uses mind spike each turn, and overwhelm mind when
possible. Virizan chooses his form based on the abili-
ties he needs.

May 20 09 | D u n g e o n 16 6
43
Throne of the Stone-Skinned King

Virizan, Exarch of Tiamat (S) Level 18 Solo Controller Snake Swarm Form Only Artillery: When enemies cant reach him, the
Medium natural humanoid (shapechanger) XP 10,000 Medium natural magical beast (reptile, shapechanger, swarm)
exarch chooses naga form to make artillery-style area
Initiative +14 Senses Perception +18 Swarm Attack aura 1; each enemy that starts its turn within
Shifting Body Track hit points separately for each of Virizans the aura takes 7 damage. attacks. He also uses it when he needs to push foes
forms. He is bloodied once two forms have dropped to 0 HP 170 away.
hit points, and he is defeated when all forms have dropped Resist half damage from melee and ranged attacks; Control: To move enemies around (to push them
to 0 hit points. See also death change. Vulnerable 10 against close and area attacks
into the pit or within the treants reach), Virizan uses
AC 32; Fortitude 29, Reflex 30, Will 31 Speed 6; ignores difficult terrain
Resist determined by current shape m Swarm of Fangs (standard; at-will) Poison snaketongue form.
Saving Throws +5 +23 vs. AC; 1d10 + 6 damage, and ongoing 5 poison (save Melee: When he wants to enter melee combat or is
Speed determined by current shape ends).
surrounded, Virizan chooses his snake swarm form.
Action Points 2
C Mindspike (minor 1/round; at-will) Psychic Snaketongue Form Only Defense and Mobility: To cover a lot of ground, or to
Close burst 10; targets one creature in burst; +22 vs. Will; Medium natural humanoid (shapechanger) reduce the damage hes taking, the exarch changes to
3d6 psychic damage, and ongoing 5 psychic (save ends). HP 170 venom wisp form to gain flying and insubstantial.
R Overwhelm Mind (standard; recharge 5 6 ) Charm Resist 10 poison
Ranged 20; targets a creature taking ongoing psychic Speed 6
damage; +22 vs. Will; the target is dominated (save ends). m Serpent Staff (standard; at-will) Poison
Exarchs Shape (minor 1/round; at-will) Polymorph +23 vs. AC; 1d10 + 7 poison damage.
Virizan changes to one of the forms below. The form must R Emerald Coils (standard; at-will) Poison
have more than 0 hit points. Ranged 20; two targets; +22 vs. Reflex; 2d6 + 7 poison
Death Change (when current form is reduced to 0 hit points) damage, and slide the target 3 squares.
Virizan uses exarchs shape, and the new form takes
damage equal to half the damage of the effect that Venom Wisp Form Only
reduced the previous form to 0 hit points. Medium natural magical beast (shapechanger)
Alignment Evil Languages Common, Deep Speech, HP 120
Draconic, Elven Immune poison; Resist insubstantial
Skills Arcana +20, Bluff +21, Diplomacy +21, History +20, Speed 0, fly 8 (altitude limit 3, hover)
Insight +18, Religion +20 m Venomous Claws (standard; at-will) Poison Tough Fight
Str 13 (+10) Dex 20 (+14) Wis 19 (+13) +23 vs. AC; 2d8 + 7 poison damage.
Con 18 (+13) Int 22 (+15) Cha 25 (+16) C Caustic Breath (standard; at-will) Poison If the PCs are low on resources, and you dont want
Equipment fine clothing, staff of office Virizan shifts his speed and makes an attack at any point the fight to turn into an endless series of at-will
during that movement; close blast 3; +22 vs. Fortitude;
attacks, use the following variant rule: Each time a PC
Naga Form Only 1d10 + 7 poison damage. Miss: Half damage.
Large natural magical beast (reptile, shapechanger) saves against overwhelm mind, that creature regains
HP 170 an encounter attack power.
Speed 6
m Tail Slap (standard; at-will)
Reach 2; +23 vs. AC; 2d8 + 7 damage, and the target is
pushed 2 squares.
A Exarchs Thunder (standard; at-will) Thunder
Area burst 10 within 20; +22 vs. Fortitude; 1d10 + 7
thunder damage. Miss: Half damage.

May 20 09 | D u n g e o n 16 6
44
Throne of the Stone-Skinned King

The Treant Features of the Area


Illumination: Bright light. Audience
Is Terrain
Pit: The crevasse that surrounds the arena floor is Participation
In this battle, the blackroot is treated more like a 4 squares (20 feet) deep. A creature that falls in takes
hazard than a monster. The treant doesnt give expe- 2d10 damage from the fall. The sides require a DC Audience members pack the viewing ledges. They
rience points by default, though you can give out full 20 Athletics check to climb. cheer for exciting attacks and might help the PCs if
or partial XP if the PCs end up fighting and defeating Ledges: The towering walls are honeycombed theyve been fighting well. This could include distract-
the treant for some reason. with cave mouths that serve as viewing areas for a ing Virizan, drawing the treant away from PCs, or
Cold iron chains bind the treant. It is immobilized diverse audience of fey creatures. The lowest ledges dropping ropes to help a PC out of the pit.
and cant be forced to move by a push, pull, or slide. (shown on the map) are 2 squares (10 feet) higher
The chains have AC 4; other defenses 12; break DC than the floor of the arena, and the walls around
30; hp 120. them require a DC 20 Athletics check to climb.
The treant treats everyone as an enemy, including
the PCs, Virizan, and the gladiators.
It makes opportunity attacks against anyone it
can.
On its turn, it uses entangling roots and its slam
attack against random targets within reach.

May 20 09 | D u n g e o n 16 6
45
Throne of the Stone-Skinned King

Appendix: Cyclops Slaver Lore Eladrin


Arcana DC 18: Fomorians seek more slaves to do In the world, eladrin are exceptional. In the Feywild,
New Monsters their work for them. The misshapen giants trust the though, theyre more common, and many serve as
work of collecting slaves to their cyclops followers. rank and file or find odd paths of employment.
The slave masters create barbed nets and alchemical
Cyclops Slaver sleep powder, and set out to distant lands in search of Eladrin Winter Blade Level 14 Soldier Minion
Tasked with procuring slaves for their fomorian mas- Medium fey humanoid, eladrin XP 250
new creatures to enslave. Initiative +15 Senses Perception +8; low-light vision
ters, cyclops slavers craft the specialized tools they
HP 1; a missed attack never damages a minion
use to capture their targets. Cyclops Slaver Tactics AC 30; Fortitude 26, Reflex 27, Will 24
Saving Throws +5 against charm effects
Cyclops Slaver Level 15 Controller After using barbed net to restrain as many targets as
Speed 6
Large fey humanoid XP 1,200 it can, a slaver moves back and lets its allies beat on m Winter Longsword (standard; at-will) Cold, Weapon
Initiative +14 Senses Perception +15; truesight the enemies. Slavers use evil eye on strikers or other +21 vs. AC; 8 cold damage.
HP 149; Bloodied 74 Fey Step (move; encounter) Teleportation
characters with primarily single-target attacks. The
AC 29; Fortitude 27, Reflex 29, Will 25 The eladrin winter blade teleports 5 squares.
Speed 7 slavers alchemical sleeping powder is difficult to Alignment Unaligned Languages Elven
m Spear (standard; at-will) Weapon create and requires rare substances, so they throw Str 20 (+12) Dex 23 (+13) Wis 12 (+8)
Reach 2; +20 vs. AC; 2d10 + 4 damage. their flasks only when desperate. Slaves arent much Con 14 (+9) Int 15 (+9) Cha 16 (+10)
r Shuriken (standard; at-will) Weapon Equipment leather, longsword
Ranged 6/12; +20 vs. AC; 2d6 + 4 damage. good when theyre dead, so a slaver can throw its
R Evil Eye (minor 1/round; at-will) Sleep barbed net inside-out, and the target doesnt take
Ranged sight; the target takes a 2 penalty to attack rolls ongoing damage.
Eladrin Winter Blade Lore
against the cyclops slaver until the end of the encounter or Arcana DC 11: The rank and file of armies mus-
until the slaver uses evil eye against a different target. tered by the Winter Court, eladrin winter blades
C Barbed Net (standard; requires net; recharge 4 5 6 )
Weapon dont have much combat training. Most arent soldiers
Close blast 4; +19 vs. Reflex; 1d10 + 6 damage, and the by trade, and they rely on the small amount of long-
target is restrained and takes ongoing 10 damage (save sword training all eladrin receive. They carry blades
ends both).
that develop frost when carried by eladrin from the
A Sleep Powder Flask (standard; encounter) Sleep
Area burst 1 within 10; +19 vs. Fortitude; the target is Winter Court.
slowed (save ends). First Failed Saving Throw: The target is
knocked unconscious instead of slowed (save ends). Eladrin Winter Blade Tactics
Alignment Unaligned Languages Elven
Skills Stealth +19 When fighting with mostly other eladrin, winter
Str 20 (+12) Dex 24 (+14) Wis 17 (+10) blades follow orders, and they take the brunt of
Con 21 (+12) Int 11 (+7) Cha 10 (+7) assaults. If theyre grouped with other creatures who
Equipment leather armor, spear, 3 nets, 10 shuriken, 1 sleep
are better suited to fighting on the front lines, the
powder flask
eladrin teleport to surprise the enemies behind the
first rank.

May 20 09 | D u n g e o n 16 6
46
Throne of the Stone-Skinned King

Eladrin Feydark Gladiator


Medium fey humanoid
Level 16 Soldier
XP 1,400
Firbolg Dusk Harrier Firbolg Dusk Harrier Lore
Initiative +17 Senses Perception +9; low-light vision In the Wild Hunt, dusk harriers flush out prey and Arcana DC 11: Among the Wild Hunt, firbolg
HP 154; Bloodied 77 assist other firbolgs as they chase down their quarry. dusk harriers occupy a support role, and they set up
AC 32; Fortitude 28, Reflex 30, Will 26
their prey to be slaughtered. They hunt both beasts
Saving Throws +5 against charm effects Firbolg Dusk Harrier Level 13 Elite Skirmisher
Speed 6 and people, adapting their skills to both situations.
Large fey humanoid XP 1,600
m Spear (standard; at-will) Weapon Initiative +17 Senses Perception +17; low-light vision Masters of a fighting style that uses two spears (one
+23 vs. AC; 2d8 + 7 damage, and the target is marked until HP 322; Bloodied 161 with a hooked point), dusk harriers can attack rapidly,
the end of the gladiators next turn. Regeneration 5
M Bloodletting Stab (standard; encounter) Weapon
and they drag their foes into the middle of the hunt-
AC 31; Fortitude 29, Reflex 30, Will 27
+23 vs. AC; 3d8 + 7 damage. If the gladiator has combat ing party.
Vulnerable necrotic (if Pyradan takes necrotic damage, his
advantage against the target, the target takes ongoing 10 regeneration doesnt function on his next turn) Arcana DC 18: Other firbolg hunters judge dusk
damage (save ends). Saving Throws +2; +4 against charm effects, immobilized, harriers harshly, and a dusk harrier is shunned if he
Gladiators Cage restrained, and slowed
An enemy flanked by the gladiator takes a 5 penalty to or she fails to be fully effective in combat. A dusk har-
Speed 8
attack rolls. Action Points 1 rier expelled from a hunting party might become a
Fey Step (move; encounter) Teleportation m Spear (standard; at-will) Weapon hermit or run with a pack of wild beasts. A few, how-
The eladrin Feydark gladiator teleports 5 squares. Reach 2; +22 vs. AC; 2d10 + 5 damage. ever, become enforcers or commanders for fomorians
Alignment Unaligned Languages Common, Elven r Javelin (standard; at-will) Weapon
Str 21 (+13) Dex 24 (+15) Wis 13 (+9) or archfey. Still, they refuse to teach firbolg secrets
Ranged 10/20; +22 vs. AC; 2d8 + 5 damage.
Con 18 (+12) Int 15 (+10) Cha 16 (+11) M Double Attack (standard; at-will) especially the dusk harriers two-spear fighting style.
Equipment scale armor, spear Pyradan makes two spear attacks, and slides one hit target
1 square. Pyradan then shifts 3 squares. Firbolg Dusk Harrier Tactics
Eladrin Feydark R Moonfire (minor 1/round; recharge 456 )
Rarely found without other melee warriors to fight
Gladiator Lore Ranged 10; +20 vs. Will; until the end of Pyradans next turn,
alongside, firbolg dusk harriers use their mobility and
the target cannot benefit from invisibility or concealment,
Arcana DC 20: Many fomorian kings love gladi- and Pyradan gains combat advantage against the target. harriers flank to help their allies. When encounter-
atorial combat, and they seek all sorts of warriors C Forest of Spears (standard; recharges when first bloodied)
ing intelligent prey, they use psychological warfare,
and creatures to fight in their arenas. They especially Weapon
Close burst 2; targets enemies; +22 vs. AC; 2d10 + 5 taunting their enemies. When fighting an adventur-
prize eladrin slaves, because the fomorians love gloat- damage, and the target is either slowed (save ends) or ing party or other group, a dusk harrier repeatedly
ing over an eladrins pain. takes ongoing 10 damage (save ends). On a critical hit, the attacks the weakest target if doing so provokes des-
target takes both effects.
perate actions from others within the group. For
Eladrin Feydark Deadly Flanker
instance, a dusk harrier might repeatedly strike at a
When an ally flanks with Pyradan, that ally deals 1d8 extra
Gladiator Tactics damage with attacks against the flanked creature. wizard if that causes defenders and leaders to disen-
Experts in arena combat, eladrin Feydark gladiators Harriers Flank (immediate reaction, when an ally moves
gage from other foes to protect the wizard.
prefer to fight in pairs (gaining the benefit of gladia- adjacent to a creature within 2 squares of Pyradan; at-will)
Pyradan shifts 2 squares. He must end this shift in a
tors cage). If they need to move into battle, they do so flanking position with the ally who triggered this power.
carefully instead of rushing in, and they save fey step Alignment Unaligned Languages Common, Elven
in case they need to escape from the heat of battle. Skills Acrobatics +19, Athletics +20, Intimidate +15, Nature +17
Str 22 (+14) Dex 25 (+15) Wis 18 (+12)
Con 17 (+11) Int 13 (+9) Cha 15 (+10)
Equipment hide armor, 2 spears, 4 javelins

May 20 09 | D u n g e o n 16 6
47
Throne of the Stone-Skinned King

Portal Hound teleportation abilities to trap prey on isolated or danger- other hazardous terrain into which the portal hound
ous terrain. They then try to push or frighten the prey can teleport PCs.
Part physical flesh and part magical energy, a portal
into dangerous places (into brambles, off precipices, or
hound can teleport itself and other creatures easily.
into rushing water, for example) to weaken or kill it. Encounter Groups
Portal Hound Level 16 Controller Although portal hounds are often trained by firbolgs,
Medium fey beast XP 1,400 Portal Hound Tactics feral members of the breed form packs with fey
Initiative +15 Senses Perception +21; low-light vision
The versatile allotment of teleportation powers portal animals.
Portal Aura (Teleportation) aura 2; when an enemy starts its
turn within the aura, the portal hound can teleport that hounds possess are useful in any situation. When
creature to a different square within the aura. trained by firbolgs, portal hounds use precise telepor- Level 15 Encounter (XP 6,800)
HP 150; Bloodied 75 tation to trap foes. Wild portal hounds, on the other 1 displacer beast packlord (level 13 elite
AC 30; Fortitude 26, Reflex 30, Will 28
Speed 7, teleport 7 hand, target weak foes (especially bloodied and lightly skirmisher, Monster Manual page 70)
m Bite (standard; at-will) armored enemies), teleporting their prey and them- 2 portal hounds (level 16 controller)
+21 vs. AC; 2d8 + 7 damage. selves away from other combatants to go one-on-one. 2 thunderfury boars (level 15 brute, Monster
M Dimensional Jaws (standard; at-will) Teleportation
Portal hounds are especially skilled at using ter- Manual page 35)
+21 vs. AC; 2d8 + 7 damage, and the portal hound makes
a secondary attack against the same target. Secondary rain to their advantage. Include thorns, wildfires, or
Attack: +22 vs. Will; the target is teleported 10 squares.
C Portal Walk (move; encounter) Teleportation
The portal hound attacks, then teleports itself to a square
within 10 of it; close burst 1; +21 vs. Will; the target is
teleported into a square adjacent to the portal hound,
after the hound teleports.
Alignment Unaligned Languages
Str 16 (+11) Dex 24 (+15) Wis 21 (+13)
Con 14 (+10) Int 5 (+5) Cha 19 (+12)

Portal Hound Lore


Arcana DC 13: These hounds of the Feywild
seethe with magical power, which causes them to
manifest extraordinary abilities of teleportation. Even
their jaws warp and shift, allowing them to transport
their quarry with a simple bite. Though wild portal
hounds are cunning predators, the creatures are even
more dangerous when trained by firbolgs, who use
them to corner their enemies.
Arcana DC 20: Because of their unique abilities,
portal hounds live and stalk prey in unusual terrain. In
marshy areas, around cliffs, among dangerous vegeta-
tion, and near rushing water, portal hounds use their

May 20 09 | D u n g e o n 16 6
48
Throne of the Stone-Skinned King

Scarred Bulette Scarred Bulette Lore About the Author


Logan Bonner has worked on D&D Miniatures, Forgotten
Tortured by servants of fomorians, these bulettes have Nature DC 18: Though bulettes live primarily in Realms Players Guide, Adventurers Vault, Players Handbook
been inculcated into blind obedience to their mis- the world, a few are found living in the Feywild or are 2, and Arcane Power in his time as a designer at Wizards
taken there to serve as pets or beasts of burden for of the Coast. He has designed both familiars and alchemy,
shapen masters.
encouraging people to be both social and anti-social.
powerful fey. Fomorians who capture bulettes have
Scarred Bulette Level 15 Elite Skirmisher them tortured for years, until the beasts wills are
Large natural beast XP 2,400
Initiative +14 Senses Perception +10; darkvision, broken. These obedient bulettes are covered in scars,
tremorsense 20 and their blood has become tainted by magical toxins.
HP 304; Bloodied 152
AC 29; Fortitude 28, Reflex 25, Will 23 Scarred Bulette Tactics
Vulnerable charm (a tortured bulette hit by a charm attack is
immobilized until the end of its next turn) In most ways, a scarred bulette fights like any other
Saving Throws +2 bulette, burrowing beneath opponents to knock them
Speed 6, burrow 6 over and using rising burst when it emerges from the
Action Points 1
m Bite (standard; at-will) ground. However, since it doesnt have second wind, a
Before it bites, the bulette can make a standing long jump scarred bulette is more likely to keep fighting after
(as a free action) without provoking opportunity attacks; being wounded. After a creature hits the bulette and
+20 vs. AC; 2d8 + 6 damage, or 4d8 + 6 damage against a
triggers its spray of tainted blood, the bulette uses earth
prone target.
M Earth Furrow (move; at-will) furrow to move beneath that creature and take advan-
The scarred bulette moves its burrow speed just below the tage of its weakened Fortitude.
surface of the ground, avoiding opportunity attacks as it Scarred bulettes are rarely encountered with-
passes underneath other creatures spaces. As it burrows
beneath the space of a Medium or smaller creature on the out masters. It takes great effort and years to turn a
ground, the bulette makes an attack against the creature; bulette into this monstrosity, and no one who pos-
+14 vs. Fortitude; the target is knocked prone. sesses a scarred bulette wants its efforts to be wasted.
C Rising Burst (standard; the bulette must have emerged from
the ground after burrowing this turn; at-will)
Close burst 2; the bulette sprays rocks and dirt into the
air when it rises out of the ground; +19 vs. AC; 1d10 + 6
damage.
Spray of Tainted Blood (when an adjacent creature hits the
scarred bulette with a melee attack)
The attacker takes a 2 penalty to Fortitude until the end
of the scarred bulettes next turn.
Habituated to Torture
While the scarred bulette is bloodied, it gains a +2 bonus
to all defenses and to speed.
Alignment Unaligned Languages
Skills Athletics +20, Endurance +19
Str 27 (+15) Dex 21 (+12) Wis 16 (+10)
Con 24 (+14) Int 2 (+3) Cha 11 (+7)

May 20 09 | D u n g e o n 16 6
49
Garaithas
Anvil
By Scott Fitzgerald Gray
An adventure for 17th-level characters
illustrations by William OConnor, and Empty Room
Studio artistsVince Chui, David Hammond, Jeffrey
Koch, Adam Paquette, Wayne Reynolds, James Ryoun,
and Frank Wall
cartography by Mike Schley
TM & 2009 Wizards of the Coast LLC All rights reserved.

The path of this war and the destruction of


all hangs by the thinnest thread, but by the fa-
vor of fate and the gods, a light comes to us in
our darkest hour. With the power of the Well
of Worlds lost to them, the githyankis assault
upon the world will shatter like glass, but we
must act now if we hope to prevail. There is no
time for cautionno time for fear. Struck with
all the force that this Coalition can muster
against it, Garaithas Anvil must fall.

June 20 09 | D u n g e o n 16 7
35
Garaithas Anvil

Garaithas Anvil is an adventure for five 17th-level


characters. By the end of the adventure, the PCs
The Quests Minor QuestCapture the Well of Worlds
should have attained 19th level. This adventure is the
sequel to Throne of the Stone-Skinned King in the In Garaithas Anvil, the PCs take on a strike team Arcane secrets gained in Chanhiir give the PCs access
Scales of War adventure path, or it can be adapted for role against three different githyanki targets. In the to the githyanki planar nexus known as the Well of
use in your own ongoing campaign. final battle, while the heroes of the Coalition lead a full Worlds. By defeating its guardians and aiding the
In Garaithas Anvil, the PCs take on the role of assault against a planar shipyard, the PCs must cap- enslaved eldritch giant who watches over the site,
a strike team fighting for the Coalition of peoples ture a githyanki admiral who holds the key to turning the PCs discover that the githyanki seek to extend the
standing against the githyanki invasion. However, the tide of war. Each section of the adventure offers power of the Well of Worldsgranting them limitless
what appears at first to be a routine mission against the characters a chance to earn quest XP. access to the world by way of the massive portal net-
a remote outpost reveals how close the githyanki are Minor QuestFree the Faithful of Chanhiir work through which the invasion is being waged.
to completely overwhelming the Coalitions worldly In a remote githyanki temple known as the Fane Reward: 2,000 XP.
defensesand shows up a critical weakness in the of Chanhiir, the PCs discover a faction of githyanki Major QuestCapture Admiral Kadane and
invaders plans. By undertaking the dangerous infil- opposed to the invasion and the aspirations of the Garaithas Anvil
tration of a githyanki planar nexus, the PCs have a Emperor Zetchrr. By taking out the Zetchrr loyalists To control the Well of Worlds, the PCs need to obtain
chance to take the fight to the invaders on their own that have invaded the temple and slaughtered the one of three eldritch keys held by the highest githyanki
turfand to potentially turn the tide of war. faithful of Chanhiir, the PCs gain access to the World leadership. One such leaderAdmiral Kadaneis
Portal, which leads to a secret githyanki site known currently at the githyanki planar shipyard known as
Background as the Well of Worlds. Garaithas Anvil. As the heroes of the Coalition launch
Reward: 1,600 XP. a full assault against the site, the PCs attempt to cap-
In the aftermath of the previous installment of the ture Kadane and give the Coalition the power to shut
adventure path (Throne of the Stone-Skinned King), down the githyanki invasion.
the PCs discovered that Tiamat was secretly behind Reward: 12,000 XP.
the githyanki invasion, and that the githyanki con-
trolled a number of outposts previously unknown
to the Coalition. One of those outposts becomes the The githyankis mastery of planar travel and An ultimately powerful version of a true portal (as
starting point of this adventure when the Coalition teleportation grants them a deadly edge in their inva- created by the ritual of the same name), the Well
receives word of githyanki troops seen in a remote sion of the world, but the full extent of their planar of Worlds is the site from which elite githyanki
mountain pass. power remains as yet unknown to the Coalition or its scouts and strike teams launch their incursions into
However, when the PCs investigate, they find not heroes. Harnessing power drawn off from the world, the world, and it accounts to a large degree for the
a military outpost but an ancient temple built around the Feywild, and the Shadowfell, the githyanki portal githyankis previous success in the invasion. However,
an ancient portal called the World Gate. At the fane of network is powered by a planar nexus called the Well Zetchrr has an even bolder plan in hand.
Chaniir, they discover that a schism is growing within of Worlds. With eldritch craft bestowed by Tiamat and
the githyanki. The majority forces loyal to Emperor Within the Well, a teleportation circle known stolen from the giants, the githyanki seek to have
Zetchrr are under attack by insurgents who oppose as the Sovereign Gate can teleport creatures to any the power of the Sovereign Gate extended through-
the githyankis invasion of the world, and who know location in the world or the planes, with or without a out their entire portal network. From anywhere in
that Tiamats dark goals underlie Zetchrrs ambition. permanent teleportation circle at their destination. their empire, the githyanki can send troops by the

June 20 09 | D u n g e o n 16 7
36
Garaithas Anvil

thousands to any location in the world. As their of their Nefelus alliesparticularly the deva mage is a planar mote within which the githyanki and their
assaults bypass whatever defenses the Coalition can Bejamthe PCs can adopt a powerful eldritch sigil giant servants craft and repair airships and astral craft
mount, the destruction promises to be absolute. If seen on the githyankis fomorian allies. The whitefire in preparation for the final assault on the world.
the githyanki succeed in their plans, no force in the mark grants the party access to the Well of Worlds, The PCs determine the location of Kadanes flag-
mortal realm can stand against them. where they undertake a stealth strike-team mission to ship, the astral man-of-war Cevren, but time is of the
investigate and neutralize the site. essence. If the githyanki become aware that the Well
Adventure Synopsis By freeing the eldritch giant Haryssusan unwill- of Worlds has been taken, they will launch a counter-
ing servant of the githyanki whose knowledge of offensive that will overwhelm the Coalitions forces.
The invasion of the world is in full swing, but the PCs planar magic is unsurpassedthe PCs discover that However, when a Coalition war council refuses to
actions in previous adventures have earned the Coali- the power of the Well of Worlds fuels the vast net- authorize the decisive strike against Garaithas Anvil,
tion critical information regarding the githyanki, work of githyanki portals through which the invasion it is left to the PCs to take charge.
their plans, and their allies. As this adventure begins, of the world is being waged. The Coalition must capture Kadane and deliver a
the Coalition has received word of githyanki troops At the center of that network is the Sovereign knockout punch against Garaithas Anvil all at once.
seen in a remote mountain pass north of Elsir Vale Gatea permanent true portal that can send crea- Under the PCs leadership, the forces of the Coalition
close to one of the githyanki outposts whose existence tures to any location in the Astral Sea, the world, or are arrayed in the form of the Hundredfive score of
was only learned of in the course of Throne of the the planes. However, more devastating to the Coali- the greatest heroes of the mortal world assembled at
Stone-Skinned King. tion are Zetchrrs plans to extend the capability of the Fane of Chanhiir, and set to undertake a desper-
The PCs (along with the Freeriders) investigate, the Sovereign Gate throughout the entire githyanki ate assault at the heart of the githyanki war machine.
fearful that this outpost might be the vanguard of a portal network. If successful, the githyanki can send The assault is launcheda hundred heroes throw-
larger assault. Instead, however, the heroes discover troops by the thousands to any location in the world, ing themselves against a githyanki force ten times
a hidden githyanki temple called the Fane of Chan- and the Coalition will be powerless to stop them. their number. However, the PCs have an even more
hiira monastery whose faithful have rejected the Control of the Well of Worlds is maintained by important missionbreaking into one of the ship-
leadership of Zetchrr, and who have paid a terrible a set of eldritch keys held by the highest-ranking yards many repair docks where Kadanes flagship
price for their refusal to bend to the emperors will. githyanki war leaders. The githyanki have no fear Cevren is moored. The PCs fight their way through
After routing the invading githyanki and their of these keys falling into the wrong hands, knowing the guards and wards of the dock before cutting their
fomorian servants, the PCs treat with the faithful that they can be used only by full-blooded githyanki way through Kadanes defenders. However, when the
of Chanhiir, uncovering more of the githyankis who themselves have been attuned to the keys with cowardly admiral takes to the air in Cevren, the party
secrets. From the insurgents, the characters hear unique rituals. However, with the aid and knowledge must follow in a commandeered githyanki strike ship.
more of Tiamats role in the githyanki invasion of Haryssus, Bejam of Nefelus believes that he can In the sky above the shipyard, an immense astral
and of plots that extend to the ancient war between reconfigure a key, potentially giving the Coalition the gate flaresthe portal through which githyanki ships
Tiamat and Bahamut. Additionally, the PCs discover ability to control the githyanki portal network. are launched against the world. Against that storm
that Chanhiirs central hall is built around a unique One of the keys is held by Admiral Kadane, leader of white light, a pitched ship-to-ship battle ensues,
portal that feeds planar energy to a githyanki site of the githyankis airship and astral-craft navy. From and the PCs can pursue Cevren above the hundred
called the Well of Worlds. information gleaned from the rout of the Well of fighting for control of the shipyard below. In the end,
The Well of Worlds is a planar nexus warded by Worlds, the PCs know Kadanes current location: the both ships lock together, out of control and spinning
powerful magic that normally allows only githyanki githyanki shipyards known as Garaithas Anvil. One of toward the astral gate as the PCs and Kadanes forces
to enter it. However, with the aid and knowledge Zetchrrs most important military sites, the shipyard face off in a final showdown.

June 20 09 | D u n g e o n 16 7
37
Garaithas Anvil

Setting The adventure can begin in the downtime imme- Setup


diately after the PCs previous adventure. Go to Part This section of a tactical encounter provides you with
Garaithas Anvil is written in three parts, each tied One: The Fane of Chanhiir (page 39) when you are the basic parameters of the encounter. It gives you a
to a specific location. In Part One, the PCs and the ready to begin. key to the monsters in the encounter so you can locate
Freeriders infiltrate the remote githyanki temple them on the tactical map, then provides context or
known as the Fane of Chanhiir, discovering the secret What You Need to Play background information. The map of each encounter
portal that grants them access to the Well of Worlds. This adventure contains everything you need to area indicates where the monsters are located when
Part Two of the adventure is an assault against the play, including background information, setup, the encounter begins. The setup section also describes
Well of Worldsa planar nexus that generates the encounters, and maps. You might wish to review any what monsters are doing and how they react when
power driving the githyankis portal network in the appropriate Dungeons & Dragons 4th Edition rules the PCs arrive.
world and the Astral Sea. before play begins. Some encounters include monsters that are hidden
In Part Three, the PCs lead the assault against You need to read only the opening sections of the or that do not appear until later in combat. Do not
the shipyard of Garaithas Anvila planar site from adventurethe introduction and encounters for the place those monsters on the map unless at least one
which the githyanki fleets are built and launched. Fane of Chanhiirto begin play. The PCs incursion PC has succeeded on the Perception check to notice
Its captureand that of the githyanki leader Admiral into the remote githyanki temple is a four-encounter them, or when they enter combat.
Kadanepromises to turn the tide of war. arc perfect for a single sessions play. You can then
familiarize yourself with the full importance of the Read-Aloud Text
fane and its value to the Coalition, and then with the Read-aloud text provides information about what the
Preparing for information the PCs uncover as they interact with the characters can see and are aware of. You do not have
githyanki priest Talanee and her followers.
Adventure to read it word for word. Especially where read-aloud
text is provided in a question-and-answer format, feel
Garaithas Anvil involves a number of important Using Tactical Encounters free to paraphrase and use your own words when
revelations regarding the unfolding plot of the Scales Each encounter includes several common elements, describing the information presented. Use read-
of War adventure path. Even as they take the fight as described below. aloud text wisely. It is written for the most common
to the githyanki, the PCs face off against githyanki-
approach to a particular situation, but the PCs
allied giants and meet a faction of githyanki rebels Encounter Level actions might require you to alter the information in
who have a significant part to play in upcoming Each tactical encounter assumes a group of five any number of ways.
adventures. player characters. An encounter of average difficulty
Additionally, this adventure provides the opportu- is one where the encounter level is equal to the level Monster Statistics
nity for the PCs to take an active role in establishing of the party. Encounters that are 1 or 2 levels lower Encounters include statistics blocks for each monster
the goals of the sometimes-fractious Coalition. than the party are easy encounters, while encounters type present in the encounter. If more than one mon-
Although the members of this body are united in that are 2 or more levels higher than the party are ster of a particular kind is present, the statistics block
their desire to defend the world from the githyanki difficult encounters. indicates how many creatures can be found.
invasion, infighting and uncertainty runs rampant For overcoming an encounter, a group earns the XP
among its members. As a result, the Coalition often value noted beside the encounter level. This amount
opts for careful measures instead of decisive action. should be divided by the number of group members,
with an equal amount awarded to each character.

June 20 09 | D u n g e o n 16 7
38
Garaithas Anvil

What is an Adapting the Adventure Tactics


AdventurePath? Garaithas Anvil is designed with five PCs in mind. This entry describes special actions the monsters take
You can adapt the adventure for larger groups easily to defeat the adventurers. Sometimes this means the
An adventure path is a connected series of adventures
by adding additional treasure parcels and monsters monsters take advantage of special features of the
that comprises an entire D&D campaign, from the
using the guidelines presented in the Dungeon Mas- area or make use of special powers or equipment.
heroes humble beginnings at 1st level to their epic
triumphs at the pinnacle of level 30. These adven- ters Guide. When adapting the scenario for larger
groups, bear in mind that the three sections of the
Map
tures cover all three tiers of play: heroic, paragon, and
adventure are built around specific conflicts. Adding Each encounter includes a map keyed with the initial
epic. Each tier is covered by roughly six adventures,
more githyanki or their giant allies makes better sense locations of each monster. The map also indicates the
meaning that the entire adventure path consist of
in most encounters than randomly dropping in new location of any special features of the area.
eighteen adventures. Each adventure covers between
one and three levels, but you can also have the PCs monsters of different types. In encounters with only
one or two creatures, simply increase the level of
Features of the Area
undertake side quests to help supplement XP. This
those creatures using the guidelines on page 174 of This section describes special features noted on the
assures that the PCs are the correct level to tackle
the Dungeon Masters Guide. map. If the location has items or areas of interest with
each adventure.
This adventure is designed for characters starting at which the characters can interact, those features are
Garaithas Anvil is the penultimate adventure
17th level, but a larger group of lower-level characters described here. Look here to see if a door is out of the
in the paragon tier, and it continues to bring the PCs
should have no problem with the challenges herein. ordinary, if an altar has a secret compartment, and
firmly into a leadership role in the Coalition fighting
However, the nature of the PCs strike-team mission the like.
the githyanki invasion. Play up the degree to which
the members of the Coalitionincluding the deva limits the partys opportunities to take an extended
Amyria and the Freeridersare now looking to the restespecially in the final stage of the adventure: the
Part One:
PCs for leadership, especially in the section between assault on Garaithas Anvil. Lower-level parties should
Part Two and Part Three of the adventure. In the face definitely take advantage of the magic of the pool in The Fane of Chanhiir
of uncertainty and bickering by the Coalition, the PCs Encounter W2 (page 72). In addition, you can give the The githyanki invasion has seen the PCs undertake
must step up and demonstrate the bold leadership PCs additional potions created from the waters of the a series of increasingly important missions, taking
necessary to turn the tide of war. pool in W2, placing them on the githyanki astraan and the fight to the invaders even as they try to uncover
This adventure path is meant to be a complete the githyanki reavers in encounter G1. Alternatively, the secret plots fueling the ambition of the githyanki
D&D campaign. That means were making some considering adding a short side trek before this adven- Emperor Zetchrr. Githyanki forces are sweeping
assumptions about the history and mythology of the ture or between Part One and Part Two so that the across the world, and the situation grows more des-
world as the adventures progress, such as Queen PCs will have attained 18th level before taking on Part perate each day.
Vlaakiths death (an event weve adopted from the Threethe final assault against Garaithas Anvil. In the course of their adventures in Throne of the
adventure The Lich Queens Beloved in Dungeon If the PC party consists of fewer than five char- Stone-Skinned King, the PCs learned of a number of
100). As the adventure path moves into the epic tier, acters, you can adjust the level of the monsters and heretofore unknown githyanki outposts within Coali-
you can look forward to the appearance of some encounters accordingly. Alternatively, have an NPC tion lands. During their downtime in the aftermath
classic heroes and villains from D&D history, as well ally join the PCs on their initial mission and the sub- of the previous adventure, activity at one of these sites
as great ideas from past issues of Dungeon and other sequent parts of the adventure. becomes the catalyst for a new mission.
sources.

June 20 09 | D u n g e o n 16 7
39
Garaithas Anvil

Treasure Parcel H: __________________, W2 (carried by the Parcel 5: Magic item, level 20.
As with previous installments of the Scales of War githyanki strike team). Parcel 6: Magic item, level 21.
campaign, Garaithas Anvil makes use of the parcel Parcel I: ___________________, W3 (carried by the Parcel 7: Magic item, level 21.
system of treasure rewards as described in the eldritch giants). Parcel 8: Magic item, level 22.
Dungeon Masters Guide. The characters should accu- Parcel J: ___________________, W3 (carried by the Parcel 9: 360 pp.
mulate twenty treasure parcels by the end of the eldritch giants). Parcel 10: Four mithral amulets (7,500 gp each)
adventure. You can supply these treasures in what- Parcel K: __________________, G2 (carried by the and three 1,000 gp gems.
ever way you wish, but the following sidebar presents eldritch giants) Parcel 11: 220 pp.
the most likely encounters to bear treasure. Parcel L: ___________________, G3 (carried by the Parcel 12: Two astral diamonds and two potions
During your preparation, assign parcels from those fire giant forgecallers). of vitality.
that follow to the encounters in the spaces provided. Parcel M: ___________________, G5 (carried by the Parcel 13: 1,500 gp, one githyanki icon (7,500 gp),
Use the players wish lists to come up with magic githyanki gish warmasters). and two potions of vitality.
items for the first eight parcels. Consider saving at Parcel N: ___________________, G8 (stored on board Parcel 14: Four githyanki ceremonial daggers
least one or two of the highest-level magic items for Iliyoru or Cevren). (1,500 gp each).
the end of the adventure, which can represent the Parcel O: __________________, G8 (stored on board Parcel 15: 480 pp.
gear the PCs capture with Admiral Kadane. Iliyoru or Cevren). Parcel 16: 2,000 gp, two gem-studded platinum
Parcel A: ____________________, C1 (carried by the Parcel P: __________________, G8 (carried by Admi- statuettes (15,000 gp each), and two 5,000 gp
githyanki reavers). ral Kadane). gems.
Parcel B: __________________, C2 (in the room Parcel Q: __________________, G8 (carried by Admi- Parcel 17: 290 pp.
behind the secret door). ral Kadane). Parcel 18: 3,500 gp, a crystal globe set with
Parcel C: _____________________, C3 (carried by the adamantine filigree (15,000 gp), a jeweled mith-
fomorians). Based on the guidelines in the Dungeon Masters
ral-mesh dagger scabbard (7,500 gp), and three
Parcel D: _____________________, C3 (carried by the Guide, the following parcels can go in the areas above.
potions of vitality.
fomorians). Consult the wish lists your players gave you for the
Parcel 19: Two crystal and mithral cameos bearing
Parcel E: ______________________, C4 (carried by the first eight parcels, making the items appear to be of
the likeness of Emperor Zetchrr (7,500 gp each).
githyanki warmongers and githyanki reavers). githyanki manufacture where appropriate.
Parcel 20: One 5,000 gp gem, and two potions of
Parcel F: _____________________, C4 (carried by the Parcel 1: Magic item, level 18. vitality.
githyanki warmongers and githyanki reavers). Parcel 2: Magic item, level 19.
Parcel G: _____________________, W2 (carried by the Parcel 3: Magic item, level 19.
githyanki strike team). Parcel 4: Magic item, level 20.

June 20 09 | D u n g e o n 16 7
40
Garaithas Anvil

Trouble in the Mountains The PCs can finish up whatever business they have However, upon their arrival in the hall, the char-
at their present location before heading north. The acters discover that they are not the first to respond
While resting up or taking care of personal business,
party is instructed to send word by way of Sending to the watchtowers summons. Megan Swiftblade and
the PCs receive a message from Amyria or another
when they have discovered (and hopefully thwarted) the Freeriders are already here, having arrived from a
member of the Coalition they have close ties to. The
the githyankis plots. (The message came with ritual recent mission to the west that morning.
PCs are most likely in the city of Sayre at the time, but
scrolls if none of the PCs has mastered Sending.) Though Megan has lost none of the pride she has
any location in Coalition lands will do.
demonstrated in her previous meetings with the PCs
The message reads as follows:
Thiradith (in Siege of Bordrins Watch, The Temple Between,
Word of githyanki activity comes in from across all The watchtower of Thiradith is a rebuilt ruin of and Beyond the Mottled Tower), her dedication to
frontiers, but we have had one report that demands quick Nerath, and it has watched over the empty northern the Coalition has tempered that pride with purpose.
investigation. The watchtower at Thiradith marks the frontier for a generation. However, the partys reaction to the presence of the
northernmost frontier of our settled lands and is within Freeriders (and the NPCs reaction to the PCs) likely
The three-day journey to Thiradith is uneventful. These
striking distance of one of the outposts we learned of from depends on what transpired between both groups in
remote badlands are uninhabited and far removed from the
your work in the fomorian Cachlains court. Three days ago, their previous meetings. Roleplay the interaction as
front lines of the invasion. Wolves and crows are the only
riders there reported seeing githyanki along the mountain you see fit, but if things threaten to turn ugly, Birkeni
company on the road, but these give you a wide berth as you
passes. Their numbers were small and theyve shown no pulls rank to remind all the characters that there are
make your way north.
sign of wanting to engage the outpost, but that has created more pressing matters at hand.
Just before sunset, you see the watchtower in the
even more worry in the watch commander. As is the case
distance. An upthrust embankment of sheer stone wall
in every corner of the frontier, rumors of ancient ruins in
atop a white bluff, the site commands a sweeping view
the mountains have him convinced that the githyanki seek Old Friends?
of the rocky scrubland that spreads to all sides. A gate
some weapon or relic to give them even more advantage in This section of the adventure assumes that the PCs
and drawbridge allow access across a steep-sided ravine
this war. and the Freeriders have at least a neutral attitude
that protects the site on all sides. Sun-faded flags fly high
I do not share his fear, but githyanki scouts in the toward each other. However, this might not be
above the ramparts, and the bridge is already down as you
northlands are reason enough for worry. There are precious the case insofar as events played out in your own
approach.
few resources for us to lose in those wild lands, but this campaign.
unknown outpost might too easily become a staging ground The watchtower is a small outpost with a permanent Depending on the relationship between the two
for the githyankis next assault. The guards at Thiradith population of forty human and half-elf members of groups, paraphrase or rework the read-aloud text and
are raw recruits and veterans whose injuries keep them the border militia. Birkeni, a veteran half-elf fighter, is the setup to the adventure as necessary. The Freerid-
from the front lines. They can bolster the barricades well captain here. He meets the PCs at the gate, making no ers need to be part of the assault on the temple with
enough, but they are ill-suited to hunting githyanki in effort to hide his relief at seeing them. There are no the PCs. However, in a worst-case scenario in which
hostile terrain. As such, they have sent a plea for aid to all stores or services here, but Birkeni offers free use of both groups are openly antagonistic toward each
the agents of the Coalition. It might well be that you meet the outposts amenities (weaponsmith, armorer, and other, have them journey separately to the site. Then
up with others when you get there, so share the assignment so on) and semiprivate accommodation in the bar- let the PCs find only the one entrance, not knowing
as you see fit. We must find out what kind of presence the racks hall. that the Freeriders are also in the temple until they
githyanki have in the northlands. meet up again in Encounter C4.

June 20 09 | D u n g e o n 16 7
41
Garaithas Anvil

You and the Freeriders are honored guests at that nights a marker Birkeni spoke ofa great arch of rust-colored around the black stone bluff on both sides, easily spotting
mess, but the mood is more somber than celebratory. Over stone, beyond which the wall of the mountain begins to rise. two caverns that might be entrances into some sort of
a meal of military rations, heavy bread, and ale, Birkeni It doesnt take long to locate the site where the githyanki complex within. These lie on opposite sides of the bluff, out
speaks. I told your compatriots this morning all that I were foundthree patches of blood-stained rock on the trail of sight and sound of each other. However, the echoes of the
can report beyond what was sent in our missive. A week winding roughly up. Of the bodies, there is no sign. surrounding cliffs give you warning of the guards stationed
ago, one of our patrols found three dead githyanki within a at both locations even before you see themgithyanki voices,
hundred strides of each other on one of the foothill tracks. The githyanki that fell here were the faithful of arguing and laughing in Deep Speech. Whatever the origin
The mudskins had been in some sort of fight by the look Chanhiir, fleeing from the temple when they were of this force, its members seem to have no interest in hiding
of them, but as the scouts came back to report, they were cut down by a force of invading githyanki. A DC 25 their presence here.
shadowed by a half-dozen more githyanki, very much alive. Perception check made to search the area shows
Followed them to within sight of the watchtower, then fell signs that the bodies were picked up and moved. The With no patrols around the area of the fane, the PCs
back into the hills again. githyankis week-old tracks are undetectable in the and the Freeriders can easily split up to approach
rubble and scree of the foothills, but finding the track both entrances separately, preventing flight or a
This is the first githyanki sighting in this area. In the leading to the temple takes only a DC 20 Perception potential ambush from behind if the entire group
intervening week, the watchtower has seen no further check or a few hours searching. goes in the same entrance. Give the players a chance
sign of the githyanki, though no patrol has ventured to devise this divide-and-conquer strategy, but Megan
into the foothills again for fear of ambush. Birkeni has By Birkenis description, you are already well past any of Swiftblade can suggest it if no one else does.
no idea what killed the githyanki that the first patrol the watchtowers patrol routes when you happen across a
found, and no bandits or monsters are in the region. faint trail cut into the rocky ground. A set of rough steps The Freeriders salute as you take your leave of each other,
The PCs might immediately speculate that these were have been carved into a wall of crumbling shale, leading to heading along the low track that will bring you separately
two groups of githyanki fighting each other, but this a narrow track twisting off into the shadows of the adjacent within sight of both entrances.
only feeds the captains belief that the githyanki seek cliffs. Ahead, a bluff of black stone rises like a broad spike in
some mythical relic hidden within the mountains. the cloudy gloom. The approach to the fane is detailed in Encounter C1
Birkeni is dead wrong as regards the githyankis on page 59.
motivation for being herebut in the end, the PCs Approaching the Fane
can discover that the hidden outpost holds an even Let the PCs take whatever precautions they wish, Fane of Chanhiir
greater treasure. but they and the Freeriders are in no danger of being Encounters
Unless the PCs have business to conduct in the for- spotted as they approach. Flush with recent victories The PCs infiltration of the temple is a quick-strike
tress or with the Freeriders, Birkeni hopes they intend in their invasion and confident in the security of the assault undertaken in conjunction with the Freerid-
to set out the next morning. fanes remote location, the invading githyanki have ers, with both groups fighting their way in from
established a watch only at the two entrances to the opposite entrances before meeting in the middle.
Into the Hills temple. Areas that are not part of tactical encounters
The patrol trail from the watchtower to the foothills is easily (including the areas in the Freeriders side of the
followed, winding through thin stands of jack pine and If the githyanki who dwell at this remote location are incursion) have been left for your development. Use
patches of scrub grass that slowly disappear as the rocky vanguard scouts, they show very little aptitude for it. With the following table to generate area contents or ideas
ground begins to climb. The day is overcast as you reach no patrols in sight, you have clear run of the trails that wrap of your own.

June 20 09 | D u n g e o n 16 7
42
Garaithas Anvil

1d6 Details of the Fane C2: Hall of Heroes C3: Training Ground
1 Former living quarters, ransacked (bedrolls,
This mausoleum has been the resting place of the This chamber was once a training ground for the
prayer mats, robes)
honored dead of Chanhiir for generations. When they githyanki of the temple. The only survivors of the
2 Mess hall (tables, benches, trenchers, mugs)
3 Stores (foodstuffs, water barrels, cloth, rope,
invaded, Zetchrrs githyanki pulled down a dozen assault on Chanhiirten ranking githyanki leaders
wool, whetstones) statues that once lined the walls here. However, in and priestsare due to be taken to the githyanki capi-
4 Prayer room, ransacked (benches, prayer mats, doing so, they have drawn down the wrath of vengeful tal of Tunarath for trial and execution. However, the
icons or symbols of Queen Vlaakith) spirits that now haunt this place. invaders cannot leave until the Chanhiiri reveal how
5 Library, ransacked (githyanki religious texts The secret room is empty, but it can be used as the to reverse the wards locking down the World Gate in
and histories) location for any treasure placed here (see page 40). area C4.
6 Formerly empty, now filled with the rotting
Tactical Encounter: C2. The Watch of the Dead
bodies of the faithful of Chanhiir (ninety corpses
(page 61).
in total)

Unless the PCs tarry too long outside the encounter


areas (including any attempt to take an extended
rest), no random encounters occur in the fane. If the
PCs spend more than 1 hour in any area, a patrol con-
sisting of a githyanki mindlasher and three githyanki
warmongers finds them. Use the statistics blocks from
Encounter C2.

C1: Cavern Entrance


The twisting mountain paths that wind around the
bluff lead to the temples two cavern entrances. The
Fane of Chanhiir has no north-south orientation
given so that the map has no bearing on the PCs
choice of which entrance to take. Whichever entrance
the party chooses is automatically the one at lower
right on the map, with the Freeriders taking the oppo-
site entrance.
Tactical Encounter: C1. Githyanki Watch
(page 59).

June 20 09 | D u n g e o n 16 7
43
Garaithas Anvil

The Chanhiiris warders are two fomorians whose The githyanki and fomorians who have occupied (If the Chanhiiri did not survive a confrontation
presence here reflects the alliances the PCs learned the temple speak Deep Speech among themselves with the party in Encounter C3, or if the PCs allowed
of in Throne of the Stone-Skinned King. In the and to their prisoners, and there are several points them to march alone to their deaths in Encounter
aftermath of this encounter, the PCs learn some of at which the PCs can overhear their conversations. C4, the information in this section can be uncovered
the secrets of the fane and hear of factions within the If none of the party know Deep Speech, paraphrase by a careful search of the portal hall and the prayer
githyanki empire fighting against Zetchrrs rule. those sections of read-aloud text as necessary, then chambers and libraries scattered about the temple;
Tactical Encounter: C3. Prisoners of Chanhiir make sure that the Freeriders or the githyanki priest see Details of the Fane on page 43. If you wish to
(page 63). Talanee fill in the information the PCs miss. impress upon the players the usefulness of not killing
Much of any treasure you place in these encoun- potential allies, make them undertake an improvised
C4: Portal Hall ters is the wealth of the Chanhiiri, captured by the skill challenge or face an elite trap or hazard before
The center of the temple is a terraced chamber built invading githyanki. However, Talanee and her follow- gaining all the information presented here.)
around the World Gatea unique teleportation circle ers are set to abandon the fane, and they are content Talanee is grateful to both the PCs and the Free
that funnels planar energy to the Well of Worlds. to let the PCs keep their former riches. See The riders for their aid in defending the fane. After filling
As the PCs meet the Freeriders fighting their way in Chanhiiris Fate, page 45, for more information. the PCs in on any information they missed in Encoun-
from the other side, both groups fight alongside the ter C3, she provides more information on the fane
Chanhiiri in a climactic showdown that routs the and the World Gate.
githyanki invaders. Secrets of the Fane
Afterward, the PCs learn more about the Well With the githyanki invaders routed, the Fane of What was behind the fomorians threats? What
of Worlds as they hear hints of the plots underly- Chanhiir is safe from further incursion. However, did the invaders need from you?
ing the githyanki invasionplots that expand on the the discovery of this secret site and the knowledge of The Chanhiiris task is to keep watch over the World Gate
knowledge of Tiamats involvement in the events of its priests prove to be an unexpected boon in the war for the githyanki, but in making our opposition known
the adventure path, and that hint at an epic struggle against the githyanki. to the plots of the false emperor Zetchrr, we were first
between Tiamat and Bahamut. The PCs might investigate the strange sigils on shunned, then assaulted. However, our craft allowed us
Tactical Encounter: C4. Portal Hall (page 66). the wrists of the fomorians in area C3, or they might to seal the gate in ways that Zetchrrs thralls could not
leave that investigation to Bejam and the mages of overcome.
Enemies and Allies the Coalition in the next section. If they mention the
What is the World Gate?
Two groups of githyanki are presently in the tem- marks to the Freeriders, they are told that the dead on
The World Gates are the prime portals through which the
plethe faithful of Chanhiir, the last of which are the other side of the fane include three more fomo-
githyanki first mastered the connections between planes.
prisoners in area C2; and the invading forces loyal to rians, all bearing the same sigil. See The Whitefire
This World Gate is set within the mortal realm, with others
Emperor Zetchrr that attacked the fane and slaugh- Mark sidebar (page 45) for more information.
in the Feywild and the Shadowfell. More distant gates in
tered the Chanhiiri that dwelt here. The invaders In the aftermath of the previous encounter, the
nameless planes are whispered of, but they are beyond my
motivations are explained after the PCs have success- PCs can take the opportunity to further explore the
knowledge.
fully treated with the priests that are all that remain fane and to learn more of the history and purpose of
of Chanhiirs faithful. See Secrets of the Fane for this site from Talanee and her followers.
more information.

June 20 09 | D u n g e o n 16 7
44
Garaithas Anvil

What are the World Gates? How are they differ- installment. However, this information is not some-
ent from other permanent teleportation circles?
The Whitefire Mark thing that Talanee shares with the PCs under any
The World Gate functions as a portal in the same manner The whitefire mark is a mystical sigil implanted only circumstances.
as any teleportation circle. However, the ancient magic of in the most trusted servants of the githyankithose The Chanhiiri plan to leave this place by way of
the World Gates sees them also act as anchors that connect granted access to the Well of Worlds. The sigils are the World Gate in area C4. Doing so means shutting
their realms to the Astral Sea. They are siphons for planar a permanent magical brand that burns with a white down the force field, allowing the PCs to make use of
energy, feeding it back to the Well of Worlds. flame powered by the bearers own life force. A mark the portal but leaving the fane vulnerable to another
goes black when its possessor dies, but its magic githyanki incursion. The need to defend the fane and
What is the Well of Worlds? What is its impor- remains potent for up to 24 hours. (This is what to avoid attracting the githyankis attention underlies
tance to the githyanki invasion? allows Bejam to recreate the whitefire mark for the the next two sections of the adventure.
The Well of Worlds is a site of powerful planar magic, PCs; see the next section.) A creature raised from the Before she and her followers depart (or in response
built by Chanhiir in the lost age of our race and open only dead within that time retains its mark. to specific questions if the PCs have them), Talanee
to those of githyanki blood. It is a planar mote existing in Talanee knows what the whitefire marks are and shares important information regarding a discovery
no worldfueled by the energy of the Astral Sea but not how they function. PCs who have established an alli- made in the previous installment of the adventure
set within it. The Well of Worlds is the center of the portal ance with the Chanhiiri are told the above information paththe fact that Tiamat is behind the githyanki
network that is the lifeblood of the githyanki empire. It is in this part of the adventure. For others, a DC 20 invasion of the world.
the site through which elite githyanki strike teams travel Arcana check made on an active mark or the mark of a
the planes, including the force charged with seizing the creature dead less than 24 hours identifies the sigil as Zetchrr is a dog leading dogs, but those who lash
fane. It is a place that touches all other placesall planes of an arcane token allowing a creature to make use of a themselves to his leash see not the chains he wears. The false
existence, all sites in those planes. From the Well of Worlds, powerful magic relic or effect that would otherwise be emperor talks of rebuilding the glory of the githyanki, but
the githyanki have access to anywhere in all of creation. warded against it. A DC 25 Arcana check reveals the he is a pawn of forces he has not the mind to understand or
full nature of a whitefire mark. Alternatively, Bejam the will to stand against.
In game terms, the Well of Worlds is a permanent
can reveal the information in the next section. In the long eons since the gods and primordials fought
and freely used true portal, as created by the ritual
for control of all creation, Bahamut and Tiamat have
of the same name. See The Sovereign Gate sidebar,
undergone a never-ending sibling war. Driven apart yet
page 51, for more information.
drawn constantly together by their dichotomous natures,
This extended burial takes a day. When it is done the two gods fight endless battles, both face to face and
The Chanhiiris Fate (but only after the PCs have gleaned all possible through their proxies in all the many worlds. Among all
With the invaders overthrown, the surviving faith- information from Talanee), the githyanki announce races, long ages of peace follow epochs of tyranny as each
ful of Chanhiir attend to their dead. With the bodies their intention to leave the fane. deity ekes out a temporary victory over the other, but in the
badly decomposed and too numerous to easily move,
This holy place has lost its sanctity, debased as it is by the end, always, the battle continues. Until now.
the githyanki consecrate the empty chambers into
blood of Zetchrrs traitors. Our fate lies elsewhere now. In this age, a new war looms between these two ancient
which the invaders piled the corpses, then seal those
adversaries. On both sides, armies amass across worlds in
areas up behind walls of loose rock. (The PCs assis- Though the PCs do not know it, Talanee and her preparation for brutal conflict, but Tiamat means to see
tance in this effort is welcomed but not asked for.) followers have a larger part to play in the adven- that this battle with Bahamut is the last. The dragon queen
ture path. The surviving Chanhiiri are loyalists to seeks to slay the platinum lord, and Zetchrr has sworn
the lich Queen Vlaakith, who returns in the next himself and the githyanki to the service of this dark goal.

June 20 09 | D u n g e o n 16 7
45
Garaithas Anvil

Tanalee is not yet certain what role the githyanki play


in Tiamats plan, but the intelligence she shares has Truth and Consequences
been gathered by other githyanki insurgents, often at The information that Tanalee presents builds on The World Gate
the cost of their lives. Though she stands steadfastly what the PCs learned of Tiamats involvement in the
by her claims, she does not reveal the source of her A unique ritual dispels the force field around the
githyanki invasion in Throne of the Stone-Skinned
information, stating only that many githyanki are World Gate. With its wards deactivated, the World
King. However, Vlaakiths githyanki agents do not
united in their hatred of Zetchrr. See the Truth and Gate functions as a permanent teleportation circle
yet understand the full scope of Tiamats plans. As
Consequences sidebar for more information. with a sigil sequence the PCs can read easily. In addi-
a result, the priests tale contains a significant bit of
Talanees information has hopefully earned the tion, the World Gate features a permanent link to the
misinformation.
Chanhiiri enough trust that the PCs let them go. If Sovereign Gate in the Well of Worlds and can act as
In truth, Tiamats plot to kill Bahamut does not
not, the githyanki fight (most likely in vain) to earn the focus for any scrying ritual. Both these features
rely on the githyanki under Emperor Zetchrr. The
their freedom. See Shoot First, Ask Questions Later prove useful to the PCs later in the adventure.
githyanki invasion of the world is merely a subter-
(page 65). Any Arcana check reveals that the portal has addi-
fugea deadly feint with which Tiamat hopes to
tional epic-level powers. However, that same check
distract the attention of Bahamut and his faithful
tells the PCs that unlocking or controlling those
Part Two: while she pursues the ritual that will allow her to
powers is beyond their skill. One of the characters
summon the Platinum Dragon in mortal form.
will likely make the obvious suggestion to seek assis-
The Well of Worlds If asked, Tanalee knows nothing about the other
tance from the deva Bejam and the powerful mages
The Well of Worlds is a planar nexus at the center of information the PCs discovered in Throne of the
of Nefelus. However, one of the Freeriders can raise
the githyankis extensive network of portals across the Stone-Skinned Kingin particular, the existence of
the idea if need be.
Astral Sea, the world, and the planes. The Well is the the exarchs of Tiamat. This should tell the PCs that
With the force field down, the Chanhiiri step into
site of the Sovereign Gatean ancient and powerful Tiamats plots are more convoluted than they might
the portal and are gone. The location the githyanki
teleportation circle that serves as a transit point for have previously suspected, and that unraveling those
teleport to is beyond the scope of this adventure. If
elite githyanki strike teams and scouts at the van- plots will take on prime importance in the future.
the PCs attempt to note the sigil sequence of the
guard of the ongoing invasion. More importantly, the If the PCs are suspicious of Talanee, they find
Chanhiiris destination, it is coded and made unread-
Well of Worlds is the center of a bold arcane experi- orders on one of the githyanki warmongers from
able by the power of the World Gate.
ment being undertaken on the orders of the githyanki Encounter C4 corroborating what they learn here
Emperor Zetchrran experiment whose success will regarding the World Gates and the Well of Worlds.
spell doom for the free peoples of the world. However, they find no information supporting what
The Well of Worlds and the Sovereign Gate are she tells them regarding the war between Tiamat
located in a planar nonspace, and they are protected and Bahamut, nor of the githyankis place in that
by magical wards that prevent any but full-blooded struggle.
githyanki and their most trusted servants from
accessing them. These wards make the Well of
Worlds unassailableor so the githyanki think.

June 20 09 | D u n g e o n 16 7
46
Garaithas Anvil

Word to the Coalition World Gate and poring over the lore in the fanes Let the PCs suggest that a mission through the World
libraries. The PCs have time to take an extended rest Gate to the Well of Worlds is in order. However, as
Before or after the Chanhiiri depart the fane, the
and look after any remaining business in the fane or important as it is to see what the githyanki are up to,
PCs can use Sending to report to their contact in
at the watchtower. Afterward, Bejam summons them the Coalition cannot afford to have the githyanki dis-
the Coalition (likely Amyria). Assuming they report
and Amyria for a troubled council. cover that their secrets have been compromised. As
everything Tanalee has told them, the PCs receive the
such, sending in a small group is the best strategy.
following in return:
What Lies Beyond If the PCs are not inspired to volunteer for this
Secure the fane as best you can. Get word to Thiradith. Bejam calls the PCs to one of the empty library cham- mission, Bejam actively recruits them. However,
Make another Sending to me with the portal sigils. Wait for bers in the fane, explaining that he does not want the the PCs heard from Talanee that only full-blooded
our arrival. things he has learned to become common knowledge githyanki can access the Well of Worlds. Thankfully,
yet. He has developed some understanding of the Bejam has discovered another of the githyankis
An hour after the PCs make the Sending with the
operation of the World Gate and the existence of the secrets.
World Gates sigil sequence, Amyria and a dozen
Well of Worlds, but what he has learned has put him
heroes loyal to the Coalition step through the World The whitefire marks borne by the fomorians are crafted
on edge.
Gate. With them is Bejam, the deva mage the PCs by potent ritual magic the like of which I have never seen
befriended on Nefelus in Dungeon 165. Depending The githyanki priest spoke truth regarding the World before. By this magic, those who bear the marks carry the
on whether Bejam accepted a position on the Coali- Gates. The circle here siphons the planar energy of the essence of the githyanki within them. If the fomorians you
tion in that adventure, this might be the first time the mortal realm, drawing it to a site beyond. This Well of fought traveled here by way of the Well of Worlds, the
PCs have seen him since then. In any case, Amyria Worlds is spoken of in the lore here, but the fact that whitefire marks were their passage. The githyanki no doubt
has asked him to accompany her, believing that his the githyanki have kept the site secret even from Nefelus feel secure that the secret of the sigils is protected from
advanced arcane knowledge will be of great benefit. demonstrates its importance. Indeed, the existence of the those who might seek to subvert it. However, they have not
The PCs are left in charge of establishing defenses Well and its power goes some way toward explaining the reckoned with the craft of Nefelus.
and organizing a watch over the fane. The Freerid- advantage the githyanki have gained in this war.
From the lingering power in the fomorians sigils, the
ers and the newly arrived heroes look to the PCs for
If any of the information meant to be revealed by whitefire mark can be recreated. Those who bear the
direction in establishing patrols, scouting the best
Talanee remains unknown to the PCs (most likely mark can make the journey to the Well of Worlds.
lookout locations, and keeping a force on alert in the
because they slew the Chanhiiri before they could However, time is of the essence.
portal hall in case any githyanki come through the
hear it), Bejam can fill it in here.
World Gate. I do not know how long the githyanki will await the return
The githyanki do not make a return appearance If the Well of Worlds was merely as this Talanee described of their forces from the fane, but if they discover us here,
at the fane in this adventure, but dont let the PCs ita portal for moving the githyankis elite forcesI would their retribution will be swift. We must send word to the
know that. Use this opportunity to give the characters wish to know more of it. However, the brief period of my Coalition for reinforcements to hold the fane in the event
a sense of the respect their previous escapades have study here has shown that the World Gate is drawing off of another githyanki assault. For my part, I will convince
earned in the eyes of the growing number of heroes planar energy greatly in excess of its normal operation, Nefelus to send more aid of its own. If the worst comes to
loyal to the Coalition. This relationship becomes an according to the githyankis lore. From what the Chanhiiri pass, we can hopefully hold the fane long enough for you
important aspect of the third part of the adventure. said, Zetchrr had specific purpose in seizing the fane, and I to discover what the Well of Worlds isand what kind of
While the PCs set up the security arrangements am fearful as to what that purpose might be. threat it represents.
for the fane, Bejam gets to work investigating the

June 20 09 | D u n g e o n 16 7
47
Garaithas Anvil

Megan Swiftblade and the Freeriders take charge of


the watch in the PCs absence, even as more defend-
ers travel by way of the World Portal to the fane. See
Part Three of the adventure for more information on
these heroes of the Coalition.

The ritual by which the whitefire mark is bonded to a living


creature seems simple enough, but the exertion that shows
in Nefelus when he is done shows the potency of the magic
that has been imbued in you. As the ritual is completed,
the sigil flares to life on your wrist, its outline of white
flame writhing around the stark lines of a githyanki blade.
Though the mark can be covered by sleeve or armor easily
enough, you feel its flame still flaringpulsing in time with
the beating of your heart.

While the ritual is completed, a pair of Nefelus mages


recently arrived at the fane have been studying the
shadowy destination beyond the World Gate. As the
PCs prepare to embark, the mages brief them.

Beyond the World Gate lies a portal the likes of which we


have not seen before. It has no sigil sequence. Rather, its
location is fixed by psychic energy and the flow of planar
power through it. A force of githyanki a half-dozen strong
arrived there only an hour ago, but we have seen no other
traffic before or since.

When the PCs are ready to step through the World The Well of Worlds exists in a planar nonspace that W1. Sovereign Gate
Gate, go to Encounter W1 on the next page. gives the site a nonlinear layout. Areas W2, W3, and The sole portal within the Well of Worlds is a perma-
W4 are a continuum, with doorways at one side of an nent true portal through which elite githyanki strike
Well of Worlds area leading to the other side of the area adjacent, as teams and scouts have access to any point in the
Encounters noted by the A and B keys on the tactical map. A Astral Sea, the world, and the planes beyond. Even
The githyankis belief that the Well of Worlds is unas- character who looks out of the area W2 doorway on though the PCs possess whitefire marks that allow
sailable means that it has no permanent defenses, the left side of the map is looking into area W3 from them to enter the Well of Worlds, their presence here
though the PCs face numerous challenges as they the right. Likewise, a character going through the does not go unnoticed.
fight their way through the site. southwest door in area W3 enters area W4 from the Tactical Encounter: W1. Sovereign Gate
east. (page 69).

June 20 09 | D u n g e o n 16 7
48
Garaithas Anvil

W2. Githyanki Bivouac Admiral Kadane


Additional members of the Coalition have been joined by
The githyanki troops that move through the Well more than forty heroes of a dozen lands at the fane, with
The name of Admiral Kadane is heard at various still more coming by the sound of it. The defenses you set up
of Worlds rest and recuperate here, making use of
points in the adventure, allowing a PC to recall the around the temple have been redoubled. The approaches
potent healing magic to quickly get themselves back
following information with a DC 27 History check. through the mountains are secure, watchers atop the highest
into the fray. The strike team that recently passed
If none of the characters has any prior knowledge bluffs scan the skies for airships, and the World Portal is
through the portal is here, and its members do not
of Kadane, they can consult with others in the quickly cleared of new arrivals and carefully watched for
take kindly to the PCs intrusion.
Coalition (particularly Amyria) to gain the following any sign of githyanki activity. So far, however, your presence
Tactical Encounter: W2. Githyanki Bivouac
knowledge. in the fane appears to have gone unnoticed.
(page 71).
Admiral Kadane was a mid-rank captain of the githyanki
W3. Hall of Shards
astral fleet who threw his lot in with Zetchrr when
The Mages Council
The planar energy siphoned off through the World After debriefing the PCs, Bejam and a security force
the new emperor claimed power in the aftermath
Gates is collected and amplified in this arcane nexus. cross over to the Well of Worlds. The deva mage is
of Vlaakiths fall. The githyanki fleet is strong under
Two eldritch giants work here, manipulating the flow anxious to speak to Haryssus and undertake a full
Kadanes captains, but the admiral is a weak leader.
of planar energy as part of the githyankis plans to assessment of the sites power. Let the PCs take an
Though a brilliant tactician, he prefers to direct his troops
extend the power of the Well of Worlds throughout extended rest, before or after which they can fine-tune
from the deck of a fast ship as far as possible from the
their entire portal network. the defenses of the fane as they wish. Whether they
real fighting.
Tactical Encounter: W3. Hall of Shards remain in the temple or return to the Well of Worlds,
(page 73). Bejam soon calls them to council in Haryssuss library.

W4. The Stair Gate Dark Tidings


The heroes of the Coalition have the Well of Worlds
This area grants access to the heart of the Well of locked down, including an ambush line set up to catch
Worlds, but the PCs way is blocked by a magically With the Well of Worlds temporarily secured, the any githyanki passing through the Sovereign Gate. In the
warded gate that requires a skill challenge to open. PCs can return to the Fane of Chanhiir by way of the bivouac, you spot the Freerider dwarf Ragnum Dourstone,
However, the partys presence here attracts the atten- Sovereign Gate in area W1. Whether they determine who offers a grim nod by way of greeting. Behind him, more
tion of summoned planar guardians. the operation of the Sovereign Gate first or simply than a dozen dead githyanki are piled high.
Tactical Encounter: W4. The Stair Gate use it as the starting point of a Linked Portal ritual Ragnum reports to the PCs that the heroes of the
(page 75). (see the Sovereign Gate sidebar), they discover that Coalition have been lucky so far in getting the drop
Bejam has been hard at work in their absence. He, the on githyanki transiting into the Well of Worlds.
W5. Astral Vortex Nefelus mages, and the Freeriders and other heroes of
A churning astral vortex drives the githyankis portal the coalition have all been bonded with the whitefire Theyre coming through the white portal steadyscouts
network, and is the source of the power that will soon mark, allowing them to transit to the Well of Worlds. and strike teams looking to rest up. No sign yet that they
allow that network to touch every part of the world. At the same time, the other Nefelus mages have been know were here, but we questioned one moving alone, said
An eldritch giant ritualist labors here on behalf of the working nonstop to keep the Chanhiir gate open as a he was from Utargarth, Utargarath, something like that.
githyanki, but a summoned githyanki guardian shade destination portal for transits from across the world. Someone named Kadane sent him to the fane to see whats
and the raging vortex itself are the deadlier threats. up with the team supposed to be holding it. Its a safe bet
Tactical Encounter: W5. Astral Vortex (page 77). therell be more like him coming through soon enough.

June 20 09 | D u n g e o n 16 7
49
Garaithas Anvil

A PC that makes a DC 27 History or Arcana check Vlaakiths captains slain when the new emperor came to realize with certainty that you have taken this place, they
recognizes the name Ragnum heard as Utargaraith, power. Kadane, admiral of the githyanki fleet, holds one. will attack with numbers beyond reckoning. You few, brave
and knows what it means. (If no PCs make a success- Dokan, general and master of the githyanki ground forces, as you are, cannot stand against them.
ful check, they can ask Haryssus or Bejam.) holds the third.
From the connection between Kadane and the
Utargaraith is the name of the interplanar shipyards What are the githyankis plans for the Well of githyanki that invaded the fane, the players should
where the githyanki build and repair their fleets of astral Worlds? hopefully suggest finding the admiral as a means to
craft and airshipsGaraithas Anvil, as it is most commonly The githyanki have made great advances in portal magic locating one of the crystal keys. Even if they dont,
translated. Garaitha was a corsair and military captain in recent yearssome of it stolen; some gifted by allies we however, Bejam announces that it is time to take what
whose legendary exploits have inspired generations of can only guess at. Great numbers of eldritch giants have they know to the Coalition as a whole.
githyanki. become beholden to the githyanki, and many of those
unwilling to serve have been forced to servitude. For the
The PCs learn more about Garaithas Anvil in the last two years, githyanki and giant mages have worked to
next section. However, if they question Bejam or carefully reshape the power that flows through the Well of
Haryssus about the site in this meeting, see First Worlds, hoping to see that power flow through the whole
Strike on page 53 and the beginning of Part Three of the githyanki portal network. Should they succeed,
(page 54). the power of the Sovereign Gate will be extended, one
node at a time, across all the githyanki portals of the
The Githyankis Secret Astral Sea and the planes beyond.
Beyond the astral vortex, the exhausted Bejam stands
with Haryssus, the works of the eldritch giants How can the githyankis plans be
library spread across the tables. stopped?
The power of the Well of Worlds is crafted
We have gained a valuable ally in our fight against the and shaped by unique ritualssome older than
githyanki, Bejam says, nodding to the giant. I have time, and many now lost. To establish even
learned much of the operation of this place, but I fear that it minimal mastery of the Well would require
spells our doom all the same. one of the crystal keys and the rituals of control
Rather than simply having Bejam and Haryssus uniquely bound to those who bear them.
recite the following information, try to play it out as When the PCs have digested the above
a give-and-take as the PCs and the mages share and information, Haryssus ends the discus-
compare what they know. sion on a note of finality.
My knowledge and your mages power combined can
What are the keyholes on the plinth over the
ward the Well of Worlds against assault for a time, but
stair gate?
we cannot hope to control it. Already in the scant hours
Four crystal keys once granted control of the Well of
since you have come here, a score of githyanki have passed
Worlds to the highest-ranking of the githyanki. Queen
through the Sovereign Gate, and more will come when those
Vlaakith held one, but her key was said to be lost when
your friends have slain are missed. When the githyanki
she was destroyed. Zetchrr holds one, taken from one of

June 20 09 | D u n g e o n 16 7
50
Garaithas Anvil

The Sovereign Gate


War Council
The Sovereign Gate is a more powerful version of the
It takes 1 hour and three DC 30 Arcana checks to If the details the PCs have learned of the githyanki
portal created by the True Portal ritual. It functions
understand the workings of the Sovereign Gate in shipyard and Admiral Kadane have not already done
only for full-blooded githyanki or creatures bearing
area W1 of the Well of Worlds. Whether the PCs so, the title of this adventure should hopefully suggest
the whitefire mark. Using the Sovereign Gate as the
undertake this effort themselves or leave it to Bejam that an assault on Garaithas Anvil is the intended
source or destination for any portal ritual negates the
and the other Coalition mages determines when this endgame. However, the partys previous experience
need for reagents and grants the user a +10 bonus to
information is revealed. with the fractious Coalition will likely also sug-
the Arcana check for the ritual.
gest that establishing a consensus for action will be
Using the Sovereign Gate to transit to a location
As impossible as it might have seemed, Talanees descrip- difficult.
not marked by a teleportation circle requires a DC
tion of the Sovereign Gates function holds true. Its power During the PCs assault on the Well of Worlds,
25 Arcana check. A character can make this check
is built on that of the epic True Portal ritualmagic Bejam sent word to the Coalition leadership, request-
only once per hour. The check result determines the
that creates a teleportation circle capable of carrying ing that they come to the fane for a war council that
portals duration.
creatures to any destination. However, the power of the can decide the Coalitions course of action. However,
Sovereign Gate is permanent and even more far-reaching. not all members of the Coalition leadership have
Arcana Check Result Portal Duration
The pulsing haze of white light that fills this chamber is a made the journey. In particular, Eoffram Troyas has
2029 1 round
weave of planar energy and arcane power that taps into remained behind in Brindol to help deal with a hob-
3039 3 rounds
the mind of any creature standing within it. Any place goblin uprising (a real threat this time, in contrast to
40 or higher 5 rounds
you can name or describe, any location you have ever the exaggerated attack that played a part in the lead-
visited or seen, any site you can remember and summon ership debate in Throne of the Stone-Skinned King).
The Sovereign Gate sets its destination according to
to mindthe Sovereign Gate will take you there. Amyria is here, as are other Coalition members
the will of a single character who steps within it and
The Sovereign Gate has no sigil sequence to mark its known to the PCs (choose the roster based on those
makes the Arcana check. If two or more characters
planar location. Rather, the flow of planar energy cours- characters the PCs have the strongest relationship
attempt to control the portal at the same time, all
ing through the Well of Worlds is indelibly marked upon with, good or bad). However, the cautious Quelenna
make opposed Arcana checks. The character with
the mind and spirit of each creature that passes through Entromiel is here as well, potentially undercutting
the highest check controls the portal (assuming the
it. Only those who have first been taken through the any hope the PCs have of inspiring the coalition into a
check result was 20 or higher), and all creatures
Sovereign Gate by another creature or who have reached quick response to the githyanki threat.
within the teleportation circle go to that characters
the site through one of the World Gates can transit there. If Quelenna was not successful in her bid for
chosen destination.
Moreover, the portal holds a permanent record of every leadership of the Coalition in Throne of the Stone-
A nonportal destination can be seen within the
location it has ever been used to accessthe coordinates Skinned King, she is taking advantage of this crisis
Sovereign Gate as a hazy image, just as with a normal
of uncountable locations across the planes locked within to clandestinely push her agenda of cautious defense.
portal ritual. However, creatures at the destination
the pulsing white of its walls. (See Throne of the Stone-Skinned King for more
cannot see the Sovereign Gate. Creatures stepping
information on Eoffram, Quelenna, and their goals.)
through the Sovereign Gate simply appear as if from
The war council takes place in an abandoned
nowhere at their destination.
library in the fane. Megan Swiftblade and a dozen
other heroes of the Coalition are on guard, but the

June 20 09 | D u n g e o n 16 7
51
Garaithas Anvil

bulk of those who have come to defend the fane are Let the PCs take the lead in pointing out the futility Most of these points follow naturally from the
outside, in area C4, or in the Well of Worlds, keeping of defending against an enemy that can move troops information previously revealed. For example,
watch against a githyanki attack. from any permanent or temporary teleportation because the PCs know that Kadane is at Garaithas
The PCs are present to once again recount their circle to any location in the world in the blink of an Anvil, it makes sense that they would seek to scry the
story for those who have not heard it. Bejam likewise eye. However, even martial-minded leaders such admirals location. However, these broad points are
summarizes the danger presented by the Well of as the barbarian elf queen Caliandra are swayed not meant to be absolutes. Let the players decisions
Worlds and the githyankis plots. by Quelennas focus on defending the Coalitions set out the groundwork and the plan for the assault,
homelands. using NPCs to establish direction only if the PCs
The power of the Well of Worlds transcends any magic
Amyria agrees with the PCs, but even if she cap- seem stuck or request their aid.
known to the mortal races. If it can be extended to their
tured the leadership of the Coalition in the previous If the players come up with alternative approaches
wider network of permanent teleportation circles, the
adventure, her voice cannot overcome the dissent to some of the points below, adjust and improvise as
githyanki can open portals at will into any location, from
that Quelenna inspires. Moreover, any attempt on necessaryeven to the point of forgoing a stealth mis-
any location, and not with vanguard strike teams and
Amyrias part to take the partys side is met with sion in favor of a straight-up strike (see the Direct
scouts but with whole armies. Their assaults will instantly
bureaucratic resistance. Assault sidebar in the next section).
reach behind the strongest walls and beyond the most
well-defended roads and passes. The destruction will be Neither you nor these adventurers have the authority to A Time for Heroes
absolute. If the githyanki succeed at their plans, no force in direct the Coalition as a whole according to your whim. I
The PCs must win the favor of the other heroes of
the mortal realm will stand against them. move that this war council be dissolved at once, and that we
the Coalition if the attack on Garaithas Anvil has
return to Sayre for a full debate.
The PCs can add to Bejams assessment if they wish. any hope of succeeding. However, this initial task
However, especially if the characters discuss the need To the PCs, it should be clear that this war council is is perhaps the easiest part of their plan. At the first
for military action, the Coalitions response leaves destined to fail. sign that the PCs intend to act against the orders of
them cold. Quelenna Entromiel takes the lead, build- the Coalition, Megan Swiftblade and the other Free
ing on the uncertainty and fear felt by a number of Fortune Favors the Bold riders immediately back them up in the war council.
the other Coalition members present. This section of the adventure features no combat, no (Assuming you have played through Beyond the
traps, and no skill challenges. However, it is none- Mottled Tower, Megan owes the PCs a life-debt that
We are far from our homes and familiesthe places and has earned her allegiance even if the relationship
theless intended to represent a turning point for the
people we are bound to defend. This place, these planar between the two groups has remained strained.)
campaign. This is strictly a roleplaying scenario, and it
sites you speak of are meaningless targets. A majority of our
gives the PCs a chance to step up as de facto leaders of
many lands heroes are here now to defend these places, and The Coalitions so-called leaders dont know what theyre
the Coalitiona role they have slowly established for
for what? This is a fight we cannot win, and as such, it is a saying. Bankers and merchant lords, the lot of them. If you
themselves at every previous stage of the paragon tier.
fight we cannot consider. Waiting here for eventual attack say we need to strike this Garaithas Anvil, the Freeriders
It is up to the PCs to lead the heroes of the Coali-
or, worse, seeking out the githyanki stretches our already are with you. But theres nearly a hundred of us here all
tion in a preemptive assault against Garaithas
over-extended resources past the breaking point. Instead, we told, come together to show our strength. With you leading,
Anvilan attack designed both to cripple the
must ask what we might do to hinder the githyanki. Slow I promise the rest will follow.
githyanki war machine, and to deliver to the Coali-
down their plots to give us time to plan a proper defense of
tion the power to control the Well of Worlds. To do so,
our homelands.
the players need to undertake a number of steps, as
indicated below.

June 20 09 | D u n g e o n 16 7
52
Garaithas Anvil

If the scene suggests it, one of the Freeriders might In a worst-case scenario in which the PCs decide First Strike
tear a token of office from one of the reluctant Coali- to acquiesce to the whims of the Coalition, Amyria Announcing the intent to attack Garaithas Anvil in
tion leaders, handing it to the PCs in an overtly can take a more direct role in suggesting that bold force is one thing. Figuring out how to get the heroes
symbolic gesture. This is the partys moment, and it action is necessary to turn the tide of war. However, of the Coalition to the shipyard without alerting the
should feel memorable. Outside the fane, the PCs can she has not the reputation or the experience to lead githyanki to the impending assault is something else.
then take their case to the Hundredthe assembled the Hundred. Only the PCs can do this. Characters trained in Arcana or History can study
heroes of the Coalition, ready to give their lives to the lore of the Well of Worlds (that found with the
defend their world. eldritch giants in Encounter W3 and in Haryssuss
library) to find out everything they need to know
about Garaithas Anvil. Paraphrase the information
given at the beginning of Part Three: Garaithas
Anvil on page 54.
The Garaitha docks are set with two score per-
manent portals whose sigil sequences are one of the
most closely guarded secrets of the githyanki empire.
However, the unique nature of the Sovereign Gate
allows the sigil sequences of the Garaitha portals to
be extracted carefully. If the PCs want to undertake
this task themselves, make it a series of DC 27 Arcana
checks or an impromptu skill challenge. Alternatively,
the eldritch giant Haryssus can obtain the sequences
(or, if necessary, suggest this course of action).
The Nefelus mages can set up teleportation circles
to take the PCs and the Hundred from the fane to
Garaithas Anvil. Once the attackers have transited to
the shipyard, the mages then attempt to block access
to the shipyards portals using the power of the Well
of Worlds. This should prevent a githyanki counterat-
tack, at least for a short time.

June 20 09 | D u n g e o n 16 7
53
Garaithas Anvil

Kadanes Key Whether alone or with Bejams aid, the PCs can Garaithas Anvil
The PCs know that Kadane is at Garaithas Anvil, and obtain the location of the specific repair dock where Encounters
that control of the Well of Worlds might be possible Cevren is moored. More importantly, they can work
The attack against the shipyard catches the githyanki
with the crystal key the githyanki admiral is said to out the closest portal to arrive at and can see enough
entirely by surprise. However, though the heroes of
hold. The githyanki have no fear of these keys falling of the area around the portal to note the exterior dock
the Hundred have followed the partys lead to take
into the wrong hands, knowing that they can be used entrance, its defenses, and the under-construction
the war to the githyanki, a victory here will be for
only by full-blooded githyanki who themselves have extension that offers the easiest way into the area.
naught if the PCs cannot capture Admiral Kadane
been attuned to the keys with unique rituals. Bejam Paraphrase the information given under Garaithas
and the key to the Well of Worlds.
and Haryssus believe that they can overcome these Anvil Encounters in the next section as the PCs plan
The Garaithas Anvil encounters represent only a
protections, but finding and capturing Kadane can be their assault.
small part of this repair dock complex, which itself is
a challenge even for the most capable heroes. one of dozens of similar dock facilities spread across
With their skills and experience, the PCs are the
The Moment of Truth the surface of the planar mote. Any exits from the
most logical choice to undertake the strike-team With the Hundred soundly behind them, the PCs
repair dock lead to similar chambers in adjoining
assault to locate Cevren and Kadane. Although the have set in motion a plan that might conceivably
docksthe warehouses, forges, mills, and arcane labo-
assault on Garaithas Anvil is not merely a diversion, it turn the tide of war. When they are ready to lead the
ratories dedicated to supporting the githyanki war
allows the PCs to focus on the specific goal of finding assault, go to the next section.
machine. The docks where airships and astral ships
the admiral while the other heroes of the Coalition (including Cevren) are moored are sealed off under
keep the githyanki on the ropes.
Part Three: moveable domes.
A vast astral gate sits at the center of the inverse
Target Acquired Garaithas Anvil sphere of the shipyard. Ships can rise to and descend
Garaithas Anvil is a vast place, and the PCs have little The shipyard of Garaithas Anvil is a planar mote from the gate under their own power (the githyankis
hope of finding Kadane by mere chance. However, suspended at the boundary between the world, the astral craft normally function only in the Astral Sea),
the unique nature of the Well of Worlds means that Feywild, the Shadowfell, and the Astral Sea. From its but the unstable flow of energy within the gate makes
a character can use scrying rituals to search for the surface, the shipyard appears to be the interior of a it difficult to properly navigate astral craft above the
admiral or his flagship even in the astral nonspace vast sphere, its ground curving up to all sides. At its surface of Garaithas Anvil. This is an advantage to
in which the shipyard exists. The entire shipyard is center, directly above any viewer standing on its sur- the heroes assaulting the shipyard (since it prevents
under the effect of a Forbiddance ritual for the pur- face, a great astral gate acts as a transit point for the the numerous ships present from taking part in the
pose of scrying effects, but the Well of Worlds can ships that are built and repaired here. Forty perma- githyankis defense of the site), but raises the stakes
overcome that. nent teleportation circles across the shipyard connect for the PCs in the ship-to-ship battle in encounter G7.
Garaithas Anvil to the Astral Sea, as well as to the Garaithas Anvil is populated with workers from
world, the Feywild, and the Shadowfell, all of which the githyankis servant-races, particularly fomorians
provide the raw materials and labor that fuel the con- and other giants. As low-rank laborers, these crea-
struction of the githyanki war fleet. tures do not bear the whitefire mark. All creatures
within the shipyard converse in Deep Speech.

June 20 09 | D u n g e o n 16 7
54
Garaithas Anvil

G3: Fire and Forge


A cadre of fire giants operates a smithy that turns out
steel- and brass-work for the githyankis astral craft
and airships. With the alarm sounded, the PCs find
these servants of the githyanki forging deadly weap-
ons to be taken to the battle in the shipyard outside.
Tactical Encounter: G3. Fire and Forge
(page 83).

G4: Warehouse
This dark space is a testament to the advanced state
of the githyanki invasion. Its crates contain weapons,
armor, field rations, and other supplies for a long
military campaign. Just as disconcerting are signs
that many more crates have recently been moved out
from this area as the githyanki invasion is stepped up
across the world.

G5: Dock Gate


At the center of the repair dock complex, access to
the ships is guarded by a force of githyanki and fomo-
rians. The docks are sealed off from the laborers
areas and warehouses by magical wards that the PCs
must first shut down, then reactivate to prevent new
defenders from joining the fight against them.
Tactical Encounter: G5. Dock Gate (page 85).
G1: Construction Site G2: Loading Zone
Breaking from the main battle, the PCs fight their Within the repair dock complex, a planar loading G6: Boarding Party
way through a force of githyanki defenders to gain zone has become an embarkation point for giant rein- Kadanes flagship can be seen in the distance, but
access to the repair dock complex where Admiral forcements summoned to the battle. another force of githyanki guards stands between the
Kadanes flagship Cevren is moored. Tactical Encounter: G2. Loading Zone (page 81). PCs and their target. When the cowardly Kadane
An open storage space leads to a locked door and takes to the air, the characters must commandeer the
the repair dock beyond. The door can be opened with githyanki astral strike ship Iliyoru, taking to the air
a DC 27 Thievery check or smashed in with a DC 20 after the fleeing Cevren.
Strength check. If the door is broken open, the crea- Tactical Encounter: G6. Boarding Party
tures in areas G2 and G3 do not hear it. (page 88).
Tactical Encounter: G1. Dock Siege (page 79).

June 20 09 | D u n g e o n 16 7
55
Garaithas Anvil

G7: Iliyorus Flight


A ship-to-ship battle ensues as the PCs attempt to Direct Assault blademasters (Encounter C1), gish crusaders (G1), or
catch up to the fleeing Kadane, using the power of
If the PCs are dead-set against taking the easy way psychic archers (G5). See those encounters for statis-
the strike ship to attack Cevren even as they ward
in to the repair dock complex, simply create a main tics blocks.
off an aerial assault by githyanki warriors on flying
entrance that passes through mostly empty ware- The doors into all the repair dock complexes are
mounts.
house space similar to area G4, then connects to area warded by the same magic that protects the doorways
Tactical Encounter: G7. Iliyorus Flight (page 91).
G5 by way of the door at the top of the overview map. into area G5. See encounter G5 for details of the skill
G8: Kadanes Stand The repair dock complex features no windows or other challenge necessary to disable the doors magical
entrances aboveground, so the main entrance or the wards. Once those wards are disabled, an exterior
In the end, both ships lock together and spin out
under-construction extension are the only ways in. door into the repair dock complex requires a DC 27
of control toward the vast astral gate above. On the
However, a frontal assault is by far the tougher of the Strength check to open or close. Any fomorians and
decks of Cevren and Iliyoru, the PCs face off against
two approaches. githyanki that survive the fight pursue the PCs into
Kadanes troops and the admiral himselfa quarter-
The ground-level main doors of each repair dock the repair dock.
mile above the bloody battle below.
complex are guarded by two fomorian warriors and PCs who make their way through the main doors
Tactical Encounter: G8. Kadanes Stand
two fomorian painbringers (a level 21 encounter; see go straight to Encounter G5. However, the sound of
(page 95).
Encounter C3 and the Monster Manual for statistics combat at the main entrance puts the creatures in that
Striking the Anvil blocks). The fomorians quickly fall back from the ongo- area on alert. Additionally, all eight of the fomorian
ing battle when they see any PC approach the doors. guards from Encounter G2 and four fire giant serfs
As the PCs prepare to lead the Hundred into battle,
Additionally, starting in the fourth round of the fight, from Encounter G3 come to G5 to enter the fray, arriv-
Bejam and his mages set up the teleportation circles
six githyanki minions join the fray each roundeither ing at a rate of two giants per round.
that will take them to Garaithas Anvil.

Across the bluffs and trails surrounding the fane, the mages
of the Coalition are scribing dozens of planar portals, At your signal, Bejam and his mages activate the planar When the PCs step into the portal prepared for
causing the fading twilight to blaze with eldritch light. portals, and a flare of white light cuts through the darkness. them, the Hundred follow.
Spread out before them, the greatest heroes of the mortal Within that light, hazy images of the shipyard flare to
realm stand in expectation of the battle to come. Most are lifewindowless stone buildings, the open spaces between The portals through which you emerge in Garaithas Anvil
on foot, a score or more mounted on steeds still skittish them thronging with githyanki and giants. go dark almost as soon as you step through them. Bejam
from having made the transit through portals from their Around you, the Hundred are ready, waiting to move at and Haryssus made good on their pledge to seal planar
own lands. One force of rangers from the desert lands south your word. access into the shipyard. However, high above, a blazing
of Elsir Vale make a last check of the tack on a flight of circle of white light hangsthe massive astral gate around
The attack on Garaithas Anvil is a broad assault
griffons. No one speaks. which the shipyard has been built. Even as you watch, a
through a dozen portals simultaneously, and the
half-dozen astral strike ships rise toward the gate, caught up
heroes of the Hundred hit the githyanki hard. Along-
in its flow of energy then swallowed with an immense flash
side the assault, the PCs undertake one last strike
as they are shunted away.
team missionbreaking for the repair facility where
Kadane and his flagship wait.

June 20 09 | D u n g e o n 16 7
56
Garaithas Anvil

To the right and high above you along the curve of the The casualties on the Coalitions side are thankfully possession of Kadanes crystal key and the admiral
shipyard floor, the banner of the Freeriders waves at the few. While the PCs bask in the well-deserved glow of himself (assuming he or his corpse survived the final
front of an assault against an emplacement of githyanki victory, the surviving githyanki can be held within fight). Bejam then returns to the Well of Worlds,
guards scrambling to get into defensive positions. To your the docks while arrangements are made for them where he and Haryssus are successful in bringing the
left, a force of dwarf warriors chant a death dirge for the to be moved. Having scried the battle, Bejam and site under Coalition control.
fallen Kalad as they cut their way through a squad of Amyria arrive by portal to debrief the PCs and take
giantshowling fomorian guards and laborers towering
above their githyanki masters.
Behind you, cavalry forces that have come through their
portals on horseback crash over githyanki ground troops
like a living wave. Overhead, ranger archers on griffons
wing their way above the battlefield, a force of githyanki
flying forth to meet them on reptilian fliers, shrieking as
they strike.
Screaming oaths of vengeance, the hundred greatest
heroes of the mortal world throw themselves against waves
of defenders that must total ten times that number. The
battle for Garaithas Anvil has begun.

Turning the Tide


If the party had a relatively easy time with the previ-
ous encounters, feel free to add a denouement combat
challenge taking out the last pockets of githyanki
resistance. Otherwise, as the PCs descend in Iliyoru,
they can see that the heroes of the Hundred have won
the day on the ground below.

The forces of Garaithas Anvil have been routedthe heroes


of the world victorious. The bodies of githyanki and giants
are spread across the shipyard by the hundreds, as are the
throngs of prisoners being held under tight watch by the
Freeriders and others. The damaged Iliyoru lands noisily
in an open space close to the dock where it was originally
moored, all eyes on you as you disembark. And as one, the
heroes of the Hundred salute, five-score weapons raised to the
white sky as a shout of triumph echoes from the gray stones.

June 20 09 | D u n g e o n 16 7
57
Garaithas Anvil

Spoils of War Any captured githyanki spies can be freed of this foul of the Sovereign Gate. More importantly, by shutting
possession, restoring their minds and driving the down the flow of power from the World Gates, the
Any warriors captured in the battle for Garaithas
possessing spirits out. Coalition can cripple the githyanki portal network,
Anvil are mid-level leaders at best, who know noth-
making a counterattack against Garaithas Anvil
ing more about the githyankis plots than the PCs
have already learned. In particular, the rank-and-file
The Future impossible and significantly limiting the githyankis
The Coalitions rout of Garaithas Anvil deals a major ability to wage war against the world.
githyanki know nothing of Tiamats involvement
blow to the githyanki war effort, effectively scuttling A decisive blow has been dealt against the
with Zetchrrs plots. However, Kadane is one of the
a significant portion of their astral fleet and put- githyanki. The tide of war has turned, though the
githyankis highest-ranking leaders, and he could
ting large numbers of astral craft and airships under PCs fight is far from over.
prove instrumental to the PCs goals in the next
Coalition control. While the fear of a githyanki repri-
installment of the adventure path.
sal might loom large, the PCs victory allows Bejam
In addition to crippling the githyankis abil-
and Haryssus to establish full control over the Well of
ity to wage war through their portal network, the
Worlds for the Coalition. The True Plan
capture of the Well of Worlds grants the Coalition
The same wards that once prevented access to the Although Tiamat makes use of the githyanki, her plot
additional resources. In Haryssuss lore, one of the
planar mote by any but the githyanki can now be to kill Bahamut does not rely on Emperor Zethchrs
PCs discovers a ritual that can undo the effect of the
reworked to prevent the githyanki from making use githyanki. As mentioned earlier, the githyanki inva-
githyanki possession seen in previous adventures.
sion of the world is merely a ploy to weaken the forces
of good and distract Bahamut and his faithful while
she pursues a plan to summon the Platinum Dragon
in mortal form. She intends to destroy him at that
point, thus ending a conflict that has recurred since
Io was split. If the PCs continue to follow the path
they are on, they will have an opportunity in the near
future to learn this information.

June 20 09 | D u n g e o n 16 7
58
Garaithas Anvil

C1: Githyanki Watch If the githyanki are alerted by the partys 8 Githyanki (B)
Blademasters
Level 17 Minion Skirmisher
approach, they pull back to the inner cavern where
Medium natural humanoid XP 400 each
Encounter Level 17 (8,800 XP) they can be seen only with a DC 20 Perception check.
Initiative +15 Senses Perception +9
Adjust their positions on the tactical map accordingly. HP 1; a missed attack never damages a minion.
Setup Characters approaching by air from above can AC 28; Fortitude 25, Reflex 23, Will 22
Saving Throws +2 against charm effects
8 githyanki blademasters (B) automatically stay hidden until they attack. They gain
Speed 5; see also telekinetic jump
2 githyanki reavers (R) surprise unless the githyanki are otherwise alerted to m Silver Longsword (standard; at-will) Psychic, Weapon
their presence. +22 vs. AC; 8 psychic damage.
The path the PCs follow leads to one of two cavern M Twin Longsword Strike (standard; requires combat advantage
When the PCs can see the cavern entrance, read: against the target; at-will) Psychic, Weapon
entrances to the temple. The invading githyanki
+22 vs. AC; 12 psychic damage
expect no trouble here, and they are distracted. The twisting path leads to a cliff, atop which a broad shelf Telekinetic Jump (move; encounter)
The PCs can follow the path directly to the cavern of stone is lit by the pulsing white light of magic lamps. The The githyanki blademaster flies 5 squares.
cavern beyond falls quickly into shadow, but it appears Alignment Evil Languages Common, Deep Speech
easily enough. However, unless they do so invisibly,
Str 24 (+15) Dex 21 (+13) Wis 12 (+9)
the githyanki have a group passive Perception check to narrow down to a passageway leading farther into the
Con 15 (+10) Int 13 (+9) Cha 21 (+13)
(+10) to spot them when they are 50 feet from the mountain. Equipment plate armor, 2 silver longswords
cavern entrance (the edge of the trail on the map).
Perception Check 2 Githyanki Reavers (R) Level 17 Brute
Even distracted, the guards automatically see any PCs
DC 20: Even the shadows cant hide the patches of the Medium natural humanoid XP 1,600 each
who approach closer than 25 feet from the cavern. Initiative +13 Senses Perception +10
cavern floor that have enormous Xs scrawled in charcoal
Characters can leave the path and attempt to HP 197; Bloodied 98
upon them. AC 29; Fortitude 30, Reflex 28, Will 28
climb the rough walls above the entrance (DC 20
Saving Throws +2 against charm effects
Athletics), but making noise on the shadowy slopes Speed 5; see also telekinetic leap
If the githyanki are not alerted to the PCs pres-
is a bigger concern than staying hidden. With a DC m Silver Fullblade (standard; at-will) Psychic, Weapon
ence, read:
20 Stealth check, a PC stays hidden but dislodges a +20 vs. AC; 2d12 + 4 (crit 2d12 + 28) plus 1d6 psychic
damage, plus an extra 3d6 psychic damage if the target is
fall of rubble and scree that puts the githyanki below Nearly a dozen githyanki stand or crouch along the stone
immobilized.
on alert. A DC 25 Stealth check allows a character to shelf and within the shelter of the cavern. Their armor and M Reaving Strike (standard; encounter) Psychic, Reliable,
approach unheard and unseen. livery mark them as guards watching over this entrance, Weapon
though they appear profoundly disinterested in the task. +18 vs. Fortitude; 3d12 + 4 damage plus 1d6 psychic
damage, and the target is immobilized (save ends).
In addition to the guards, an astral wave trap wards R Telekinetic Leap (move; encounter)
Ranged 10; the githyanki reaver or an ally within range can
this approach to the fane. This defense was set up by fly 5 squares.
the githyanki of the temple, and although the invad- Alignment Evil Languages Common, Deep Speech
ers are aware of its existence, they cannot disable Str 24 (+15) Dex 21 (+13) Wis 14 (+10)
Con 17 (+11) Int 15 (+10) Cha 21 (+13)
it. The Xs marked on the floor indicate the trigger
Equipment plate armor, silver fullblade
points the guards are aware of, but there are others as
shown on the tactical map.

June 20 09 | D u n g e o n 16 7
59
Garaithas Anvil

Astral Vents Level 19 Blaster Tactics Cliff: The steep slope below the shelf and to both
Trap XP 2,400 sides of the path drops off 40 feet. Scaling a cliff
The githyanki reavers fight close together, each
The floor of the cavern suddenly ripples as a wave of unearthly requires a DC 20 Athletics check. A creature that
power lifts you off your feet. targeting a lightly armored foe as it flanks with a blade-
drops down from above takes 4d10 falling damage.
Trap: When a creature steps onto a trigger point, a pulse master. A reaver switches targets freely in an attempt to
Stairs: The rough stone stairs are difficult terrain.
of astral energy disrupts the space around it, blasting it sow maximum disruption in melee, reserving its reav-
skyward. Rubble: These areas of loose scree are difficult
ing strike for a defender or striker that deals it damage.
Perception terrain. A creature that runs, charges, or makes a
If either reaver immobilizes a foe, both focus their next
PCs who intuit that the Xs on the cavern floor mark double move through rubble must make a DC 20
the trigger points of the trap can choose to avoid those silver fullblade attacks on that creature.
Acrobatics check or fall prone.
locations. However, characters cannot use Perception to Two blademasters flank with the reavers, while the
detect the unmarked trigger points of this trap. others swarm heavily armored PCs in groups of two
Trigger
When a creature enters or begins its turn in a trigger or three, flanking for combat advantage and making
square, the trap attacks that creature. twin longsword strikes.
Attack The githyanki avoid the marked triggers of
Opportunity Action Melee
the astral vents, but they can be affected by the
Target: The creature that triggered the trap.
Attack: +22 vs. Reflex unmarked triggers.
Hit: 3d8 + 4 damage, and the target is lifted 10 feet into the These githyanki are confident in their ability to
air. Unless the target has the means to stay aloft, it then take care of any threat, and they hurl insults at the
falls to the ground in a random adjacent square, taking
1d10 damage and being knocked prone as normal for
PCs throughout the fight. They raise no alarm and
falling. fight to the death.
Countermeasures
A creature can jump the squares to avoid triggering them.
A creature that triggers the trap can attempt a DC 27
Features of the Area
Acrobatics check. With a successful check, the creature Illumination: The narrow canyon walls cut any
takes no damage but is pushed 1 square in a random daylight to dim light along the path. At night, the
direction. path is dark. Magic lamps shed bright light within the
A creature blown into the air by a trap can, as normal,
make an Acrobatics check to reduce falling damage.
mouth of the cavern and across the stone shelf day
A creature adjacent to a trigger square can disable that and night, fading to dim light in the cavern.
square for the rest of the encounter with a DC 27 Ceiling: The ceiling of the cavern is 20 feet high.
Arcana check.
Astral Vent: The githyanki have marked five of
the trigger points to the astral vent trap in charcoal on
the rock shelf. The three trigger points shown in red
on the tactical map are not visible to the PCs or the
githyanki.

June 20 09 | D u n g e o n 16 7
60
Garaithas Anvil

C2: The Watch of As long as they do not have a light source in hand, the Tactics
PCs can cross to the balcony railing without attract-
The githyanki shades take on lightly armored foes
theDead ing the attention of the githyanki below.
with their ghost swords, making spirit rake attacks
Encounter Level 18 (11,000 XP) against heavily armored combatants or those staying
\The chamber below appears to be a temporary camp with
at the edge of the fray. Once they slow an enemy with
three dozen bedrolls set around a pair of smoldering fire
Setup pits. Three githyanki are herewarriors by their look, and
bladed wrath, they use soul strike to devastate it, and
Githyanki mindlasher follow that with spirit rake.
all of them angry. One mutters that the human outpost
3 githyanki shades (S) The warmongers target strikers and defenders
waits to be taken, cursing the orders that keep the githyanki
3 githyanki warmongers with telekinetic crush and silver greatsword attacks. A
in the temple while the astraan mages chant their useless
warmonger reserves soulsword burst until two or more
rituals over the shielded circle. A second growls agreement
The resting place of the honored dead of Chanhiir PCs are adjacent to it, but it catches the githyanki
as he curses someone he calls the coward Kadane, safe on
was the sight of a last stand by the temples faith- shades in the burst if it can.
Cevren while we hide like dogs for the sake of his fear.
ful. When the invaders pulled down this place in The githyanki mindlasher stays at the edge of the
the aftermath, they drew forth the vengeful spirits fray, targeting well-armored PCs with psychic slam
A character can make a DC 27 History check to recall
of the githyanki warriors interred here. The invad- and mind crush attacks. It maintains cover behind the
the name of the githyanki Admiral Kadane (see the
ing githyanki now shun this area, not even having fallen statues, entering melee only if pressed.
sidebar on page 49). If the PCs are not successful now,
claimed their dead. They avoid attack by running The githyanki shades focus their attacks on the
they have the opportunity to learn who Kadane is
through here when they go to and from area C1. PCs as the creatures that drew them into combat.
later in the adventure.
However, a shade that finds a githyanki between it
Perception Check (within 30 feet of the doorway) In the round or two that it takes a PC to listen at
and a PC target attacks the closer target fifty percent
DC 13: No sound comes from the darkness ahead, but the railing (or if the party attempts to bypass the bal-
of the time.
the foul stench of death rises on the air. cony on their way to the stairs), the spectral githyanki
If the PCs move down to the lower chamber, the
shades guarding this place rise from the rubble.
When the PCs can see into this area, read: githyanki follow but the shades do not.
Huge statues of githyanki warriors once lined the walls of From the rubble, three shapes rise across the chambertheir
this chamber, but these now lie shattered and strewn across forms that of armored githyanki warriors, but strangely
the floor. The rotting corpses of a half-dozen githyanki lie translucent in the gloom. Without word or warning, they
alongside them, all well-armored warriors. At the center of attack.
the room, the floor opens up to create a balcony set with a
stone railing. Light and raised voices come up from below. Any sound of fighting reaches the githyanki below
Perception Check (the mindlasher and warmongers), who assume that
DC 13: The voices converse in Deep Speech and in their allies at area C1 have come under attack while
the dialect of the githyanki. However, the words cannot be returning from duty. They come up the stairs and
made out from this distance. enter combat in the third round.
DC 20: The shattered statues and their rubble flare
and pulse with a faint glow.

June 20 09 | D u n g e o n 16 7
61
Garaithas Anvil

3 Githyanki Shades (S) Level 16 Lurker Githyanki Mindlasher Level 18 Artillery 3 Githyanki Warmongers Level 17 Soldier
Medium elemental humanoid (undead) XP 1,400 each Medium natural humanoid XP 2,000 Medium natural humanoid XP 1,600 each
Initiative +19; Senses Perception +16; darkvision Initiative +16 Senses Perception +20 Initiative +15 Senses Perception +11
HP 84; Bloodied 42 HP 132; Bloodied 66 HP 162; Bloodied 81
AC 30; Fortitude 26, Reflex 29, Will 28 AC 30; Fortitude 29, Reflex 33, Will 29 AC 33; Fortitude 29, Reflex 31, Will 29
Immune disease, poison; Resist insubstantial Saving Throws +2 against charm effects Saving Throws +2 against charm effects
Speed 8, fly 8 Speed 8; see also telekinetic leap Speed 6; see also telekinetic leap
m Ghost Sword (standard; at-will) Weapon m Silver Longsword (standard; at-will) Psychic, Weapon m Silver Greatsword (standard; at-will) Psychic, Weapon
+21 vs. AC; 2d10 + 5 damage. +25 vs. AC; 2d8 + 4 psychic damage. +24 vs. AC; 2d10 damage plus 1d10 psychic damage, plus
r Spirit Rake (standard; at-will) Fear, Psychic R Telekinetic Leap (move; encounter) 3d8 extra psychic damage if the target is immobilized or
Ranged 5; +19 vs. Will; 2d8 + 7 psychic damage, and the Ranged 10; the githyanki mindlasher or an ally within stunned.
target takes a 2 penalty to all defenses (save ends). range can fly 5 squares. R Telekinetic Crush (standard; recharge )
C Bladed Wrath (standard; at-will) Psychic, Weapon A Mind Crush (standard; recharge ) Psychic Ranged 5; Medium or smaller target; +22 vs. Fortitude;
Burst 1; +21 vs. AC; 1d10 + 5 damage, and the target takes Area burst 2 within 20; +23 vs. Will; 1d10 damage, and 1d10 damage, and the target is immobilized (save ends).
a 2 penalty to all defenses and is slowed (save ends both). ongoing 5 psychic damage (save ends). Aftereffect: The R Telekinetic Leap (move; encounter)
M Soul Strike (standard; recharge ) Radiant, Weapon target gains vulnerable 10 psychic and can make only basic Ranged 10; the githyanki warrior or an ally within range
Slowed targets only; +19 vs. Will; 4d10 + 5 radiant attacks (save ends). can fly 5 squares.
damage, and the target gains vulnerable 10 psychic until A Psychic Slam (standard; at-will) Psychic C Soulsword Burst (standard; requires silver greatsword;
the end of its next turn. Area burst 2 within 10; +23 vs. Will; 2d8 psychic damage, encounter) Psychic, Weapon
Alignment Unaligned Languages (understands and the target is knocked prone. Close burst 1; +22 vs. Will; 3d10 damage, and the target
Common, Deep Speech) Alignment Evil Languages Common, Deep Speech takes ongoing 5 psychic damage and is stunned (save ends
Str 21 (+13) Dex 24 (+15) Wis 16 (+11) Skills History +11, Insight +12 both).
Con 18 (+12) Int 19 (+12) Cha 21 (+13) Str 22 (+15) Dex 25 (+16) Wis 22 (+15) Alignment Evil Languages Common, Deep Speech
Con 18 (+13) Int 20 (+14) Cha 14 (+11) Str 24 (+15) Dex 21 (+13) Wis 17 (+11)
Features of the Area Equipment silver longsword Con 18 (+12) Int 16 (+11)
Equipment plate armor, silver greatsword
Cha 21 (+13)

Illumination: Bright light in the lower camp; dim combat advantage to all adjacent creatures until the
light in the upper statue chamber. beginning of its next turn. The githyanki shades are
Ceiling: 30 feet high. immune to this effect.
Balcony: The statue chamber opens up at its Stairs: The steep stairs descending to the level
center 30 feet above the floor below. A stone railing below are difficult terrain.
around the balcony is 4 feet high. Characters who fall Bodies: The bodies of dead githyanki strewn
from the balcony take 3d10 damage. throughout the statue chamber are difficult terrain.
Statues and Rubble: The shattered remains of Bedrolls: Bedrolls spread throughout the camp in
the oversized githyanki statues provide cover. The the lower chamber are difficult terrain.
statues and their rubble are difficult terrain. It takes Fire Pits: These are difficult terrain. Any creature
a DC 13 Athletics or Acrobatics check to move over a that enters a fire pit takes 1d8 + 5 fire damage.
statue. Secret Door: This hidden door requires a DC 20
Psychic energy flares unchecked within the Perception check to spot and a DC 25 Thievery or
fallen statues and their rubble. A creature that ends Strength check to open.
its turn on or adjacent to a statue or in a square
of rubble takes 2d10 psychic damage and grants

June 20 09 | D u n g e o n 16 7
62
Garaithas Anvil

C3: Prisoners of Perception Check


DC 20: Both fomorians wear glowing sigils on their
Chanhiir wristsa sword wrapped in an outline of white flame.

Encounter Level 17 (9,600 XP) Insight Check


DC 20: The fomorians keep an uneasy eye on the
Setup shifting yellow pillars as they threaten the githyanki, but the
2 fomorian painbringers (P) prisoners show no fear.
10 githyanki prisoners (G) The fomorians have been charged with convincing
the githyanki to reveal the secret of disabling the
What was once a training ground for the hundred wards on the World Gate (see the next section). The
githyanki who made Chanhiir their home is now giants are distracted, and the PCs have a chance to
a holding area for the survivors of the assault. The attack with surprise.
githyankis fomorian servants stand guard.
2 Fomorian (P) Level 19 Elite Controller
As the PCs approach this area, read: Painbringers
Huge fey humanoid (giant) XP 4,800 each
The stench of filth becomes stronger as you move along the Initiative +8 Senses Perception +16; truesight 6
corridor. The dull and intermittent pounding of steel on HP 362; Bloodied 181
AC 35; Fortitude 35, Reflex 29, Will 33
stone rises ahead, along with a harsh voice shouting. You Saving Throws +2
like that, small ones? You keep your silence, you all meet the Speed 8
same fate! Action Points 1
m Flail (standard; at-will) Weapon
When the PCs can see into this area, read: Reach 3; +24 vs. AC; 2d6 + 7 damage; see also studied foe.
R Evil Eye (minor; at-will)
A ruined martial training hall is lined with shattered Ranged 5; +22 vs. Will; the target takes 3d6 + 5 damage
whenever it damages the fomorian painbringer. If the
weapon racks and filled with what appear to be pillars of
painbringer uses this power against a new target, the
yellow-white light extending floor to ceiling. These shift previous target is no longer affected.
slowly, drifting across the chamber as they flare and fade. R Funnel Pain (standard; at-will)
In the haze of light, ten githyanki in tattered robes are Ranged 8; +22 vs. Will; 4d6 + 5 damage; see also studied
foe.
roped together hand and foot and huddled along one wall. C Painful Visions (minor; encounter)
Two hulking fomorians pace before them, one clubbing the Close burst 4; +22 vs. Will; the target is dazed (save ends);
sodden remains of a githyanki corpse with its flail. see also studied foe.
Studied Foe
The fomorian painbringer gains a +2 bonus to attack rolls
against a creature affected by its evil eye power.
Alignment Evil Languages Elven, Deep Speech
Skills Intimidate +19
Str 24 (+16) Dex 9 (+8) Wis 14 (+11)
Con 21 (+14) Int 12 (+10) Cha 21 (+14)
Equipment chainmail, flail

June 20 09 | D u n g e o n 16 7
63
Garaithas Anvil

Tactics The chamber beyond the doors has the look of an space occupied by a pillar of light takes 2d10 radiant
auditorium or shrine, with wide terraces that might be damage, slides 4 squares in a random direction away
The prisoners flatten against the nearest wall, avoid-
some sort of amphitheater seating stepping down from from the pillar, and is knocked prone. If a pillar slides
ing the PCs, the fomorians, and the pillars of light.
the walls. Scattered across the terraces, a number of wide a creature into the area of another pillar, the original
They attempt to free themselves as they warily watch
altars blaze with a searing white flame. At the center of the slide ends and the creature suffers the effect of the
the fray. If the PCs engage the githyanki, see the side-
floor, a raised dais holds a permanent teleportation circle. new pillar.
bar on page 65.
However, this is sealed in behind a sphere of shimmering Rubble: These areas of loose scree are difficult
The fomorian painbringers avoid being flanked,
magical force that sends tendrils of white light pulsing into terrain.
keeping the pillars of light between them and the
the room. The sphere of light is the focus of the githyanki Shattered Weapon Racks: The githyanki invad-
PCs. A painbringer uses its evil eye against creatures
that fill this area, who are milling around the dais and ers destroyed the temples armaments, making these
that attack it, making funnel pain attacks against heav-
arguing among themselves. areas difficult terrain. Additionally, a character
ily armored PCs and using painful visions if hemmed
knocked prone in the area of a shattered weapon rack
in by two or more foes. Perception Check
must make a DC 20 Acrobatics check or take 1d8
DC 13: The githyanki are spaced out warily around the
Development pulsing sphere, as if they fear getting too close.
damage from shards, spikes, and shattered blades.
Doors: These stone double doors are closed,
The burning sigils on the fomorians are a thing the DC 20: The githyanki are arguing over their inability
preventing the sound of combat in this area from
PCs have never seen before. See The Whitefire to overcome the ward protecting the teleportation circle.
reaching area C4.
Mark (page 45) for more information. One talks of giving the fomorians time to work a harsher
When the fight here is done, speaking with the interrogation, but other githyanki fear Kadanes wrath if
prisoners and securing the doors out of this area are the high priests arent returned to the anvil in good time.
likely to be the PCs first priorities. See The Waiting
The PCs learn the meaning of the anvil later in
Game, below, and The Chanhiiri also below.
the adventure.

The Waiting Game Features of the Area


The stone doors leading out of this area open easily,
Illumination: The pillars of light shed bright light
as do the identical doors at the end of the connecting
throughout the area.
passageway. A wide gap where the second doors close
Ceiling: 40 feet high.
allows the PCs to see into area C4 without having to
Pillars of Light: Astral energy has been sum-
open them. (The creatures there are not as shown on
moned and bound to this place by githyanki priests,
the Encounter C4 tactical map. Likewise, the bodies
creating a challenging combat ground. After the turn
on the map are not present yet. See the next encoun-
of the last creature in the initiative order, each pillar
ter for more information.)
of light shifts 1d4 squares in a random direction.
A creature that begins its turn adjacent to a pillar
of light takes 1d10 radiant damage and slides 2
squares in a random direction away from the pillar. A
creature that moves through or begins its turn in the

June 20 09 | D u n g e o n 16 7
64
Garaithas Anvil

The Chanhiiri are things Talanee does not speak ofspecifically, the with their work there, and they do not enter this
Chanhiiris loyalty to Vlaakith and the connection chamber during that time.
Assuming the PCs did not engage them, the githyanki between the fane and the Well of Worlds.) The PCs movement into the next encounter trig-
prisoners have freed themselves from their bonds What happened here? Why are you fighting the gers the appearance of the Freeriders in the same
by the time combat ends. However, if they are other githyanki? area. When the PCs are ready to move (or if the
approached and spoken to in Common or Deep The usurper Zetchrr reshapes the will and destiny of the Chanhiiri force their hand), go to the next page.
Speech, only their leader Talanee responds. githyanki in the name of his own ambition. We reject that
The githyanki prisoners show signs of having been ambition, for which our people name us traitors.
Shoot First,
repeatedly beaten. An elderly female steps forward with What is the Fane of Chanhiir? AskQuestionsLater
a pronounced limp. I am Talanee, she says. You have This temple is an ancient siteold as the githyanki empire.
our thanks for your aid, but you must leave this place. The This section of the adventure assumes that the PCs
Chanhiir, a legendary githyanki mage, was its first high
injury done to our temple must be addressed, but this battle establish a detente (however tenuous) with the
priest and founder. His faithful numbered nearly a hundred
is not yours. Chanhiiri. However, if the party isnt diplomatically
before Zetchrrs force despoiled this place.
inclined, dont labor the point.
The PCs are likely to be suspicious of Talanee and her Why were you left alive? If Talanee and the other surviving priests are
followers, but the githyanki are equally wary. How- We will be returned to Tunarath, where our execution will attacked or cornered, they fight back. Talanee is
ever, they answer a few basic questions in gratitude act as a warning to all those who oppose Zetchrrs rule. a githyanki astraan (use the statistics block from
for having been freed.
Why are the invaders still here? Why were the Encounter W2), while her followers include five
Who are you? fomorians threatening you? githyanki warmongers (Encounter C2) and four
We are the Chanhiiri, the faithful of the Fane of Chanhiir. There is power here that Zetchrrs curs yearn to control, githyanki blademasters (Encounter C4). Nonminions
Who are the other githyanki? but its secrets are ours. Neither threat nor death will take have half their normal hit points to reflect the harsh
They are the forces of Zetchrr the False. They have our knowledge from us. treatment they have received. The Chanhiiri take a
claimed this fane and bestowed on the Chanhiiri the 2 penalty to all defenses for their lack of armor and
sentence of death. Reluctant Allies poor physical condition.
The Chanhiiris immediate goal is to avenge their In the first round of combat, a Chanhiiri githyanki
How do you plan to defeat the invaders?
dead by taking on the invaders in area C4. Outnum- deals 1d6 + 2 damage with melee attacks as it fights
The destiny of our people is struggle, and we will die free
bered as they are, they have no hope of winning unarmed. In subsequent rounds, the githyanki fall
as we lived if that is our fate.
that battle, but these stoics do not fear the death that back to the destroyed weapon racks and grab dam-
The insular Chanhiiri do not give up more infor- awaits them. However, they are not suicidal, and aged versions of their normal weapons that deal half
mation easily. Each item below requires a DC 25 they are willing to accept assistance if the PCs offer damage.
Diplomacy check. Each PC can make only one check, it. However, if the party tarries here for more than 5 Once they have weapons in hand, the Chanhiiri
and the PCs cannot aid each other. With each suc- minutes, Talanee and the others head immediately fight their way through to area C4, then take on the
cessful check, read the most appropriate piece of for the portal hall. If the PCs try to stop them, see the githyanki there. The party can make a single DC 27
information for the PCs line of questioning. Any Shoot First, Ask Questions Later sidebar. Diplomacy check to cease hostilities with the Chan-
further questioning must wait until Secrets of the The PCs can take a short rest while they speak to hiiri. Up to two PCs can aid the character making the
Fane, page 44. (Even with a successful check, there Talanee. The githyanki in area C4 are preoccupied check.

June 20 09 | D u n g e o n 16 7
65
Garaithas Anvil

C4: Portal Hall When the PCs can see into the chamber, read: Despite Megans bravado, the Freeriders are vastly
outnumbered and have depleted most of their
Encounter Level 18 (11,200 XP) Before the stairs on the far side of the hall, Megan resources to make it this far. If the PCs opened the
Swiftblade stands with the severed head of a githyanki doors, the githyanki in this area are aware of their
Cross-Fire captain clutched by the hair. The Freeriders are bloodied presence. If they looked through the gap in the doors,
As the PCs have worked their way through Chanhiir, but defiant behind her, the githyanki in the chamber they can surprise the distracted githyanki.
Megan Swiftblade and the Freeriders have cut their spreading out in preparation for attack.
own path through the githyanki invaders from the
opposite cavern entrance. Whether the PCs wait to
enter this area or come through immediately from
Encounter C3, the Freeriders are there to meet them.
If the PCs havent already investigated the con-
necting passage and the doors between areas C3 and
C4, incorporate the read-aloud text from the previous
encounter as appropriate.
If the PCs have allied themselves with the Chan-
hiiri, Talanee and the others follow the partys lead as
regards entering this area. However, if the previous
encounter ended in a confrontation with the priests,
this encounter likely begins with the Chanhiiri burst-
ing through the doors at the same time the Freeriders
attack from the other direction. Rework the read-
aloud text in this section accordingly.

As the PCs or the Chanhiiri prepare to enter this


area, read:

From beyond the second set of double doors comes a sudden


shout of alarm and the sounds of combat. Over the clash
of swords and the shrieks of dying githyanki, the familiar
voice of Megan Swiftblade rings out. You laid claim to
Elsir Vale, but our lands still stand free! Our people will not
kneel to you, mudskin, nor will the wider world you covet!
We will not fall!

June 20 09 | D u n g e o n 16 7
66
Garaithas Anvil

Setup 12 Githyanki (B)


Blademasters
Level 17 Minion Skirmisher

5 Freeriders (F) Medium natural humanoid XP 400 each


Initiative +15 Senses Perception +9 Allied Forces
12 githyanki blademasters (B)
HP 1; a missed attack never damages a minion.
2 githyanki reavers (R) Given the time and complexity involved in doing so,
AC 28; Fortitude 25, Reflex 23, Will 22
2 githyanki warmongers (W) Saving Throws +2 against charm effects it is not intended that you play out the attacks of
Speed 5; see also telekinetic jump the Freeriders and the Chanhiiri in this encounter.
m Silver Longsword (standard; at-will) Psychic, Weapon Instead, assume that the Freeriders and the Chan-
With the githyanki invaders hemmed in by the Free
+22 vs. AC; 8 psychic damage.
riders, the PCs, and the Chanhiiri, the portal hall M Twin Longsword Strike (standard; requires combat advantage hiiri focus on the githyanki minions in the portal hall
around the World Gate becomes a final battleground. against the target; at-will) Psychic, Weapon while the PCs take on the more potent threats of the
+22 vs. AC; 12 psychic damage warmongers and the reavers.
Tactics Telekinetic Jump (move; encounter)
The githyanki blademaster flies 5 squares.
Roll initiative for the Freeriders and the Chan-
The githyanki warmongers make telekinetic crush Alignment Evil Languages Common, Deep Speech hiiri as separate groups. Each round on its initiative,
attacks against the closest PCs, then focus silver Str 24 (+15) Dex 21 (+13) Wis 12 (+9) a group takes out 1d4 1 githyanki blademaster
Con 15 (+10) Int 13 (+9) Cha 21 (+13) minions. On the invaders initiative, the githyanki
greatsword attacks against immobilized foes. They
Equipment plate armor, 2 silver longswords
repeat that tactic as often as telekinetic crush recharges, fighting Talanee and her followers take out 1d3 1
saving soulsword burst until they can affect three or 2 Githyanki Reavers (R) Level 17 Brute Chanhiiri minions. For the purpose of this combat,
more foes. Medium natural humanoid XP 1,600 each assume that Talanee, her nonminion followers, and
Initiative +13 Senses Perception +10 the Freeriders all survive as long as the PCs do. (See
The githyanki reavers focus on lightly armored
HP 197; Bloodied 98
PCs in the hope of a quick kill. Each holds its reav- AC 29; Fortitude 30, Reflex 28, Will 28 the sidebar on page 65 for information on Talanee
ing strike until it is flanking with a blademaster for Saving Throws +2 against charm effects and her followers.)
combat advantage. Speed 5; see also telekinetic leap If the combat goes on long enough that the Fre-
m Silver Fullblade (standard; at-will) Psychic, Weapon
The githyanki blademasters flank with each other, eriders and the Chanhiiri run out of minions to kill,
+20 vs. AC; 2d12 + 4 (crit 2d12 + 28) plus 1d6 psychic
the warmongers, or the reavers for combat advantage. damage, plus an extra 3d6 psychic damage if the target is have reinforcements arrive through the door the Fre-
All the githyanki know to stay away from the force immobilized. eriders entered througha mix of blademasters and
M Reaving Strike (standard; encounter) Psychic, Reliable,
sphere, but they do their best to immobilize or stun githyanki psychic archers (see Encounter G6). These
Weapon
PCs within its aura (see Features of the Area). They +18 vs. Fortitude; 3d12 + 4 damage plus 1d6 psychic are additional githyanki that the Freeriders bypassed
reserve their flying powers until they are forced into damage, and the target is immobilized (save ends). in one of the closed chambers in the other part of the
R Telekinetic Leap (move; encounter) temple.
the sphere, allowing them to flee it without provoking
Ranged 10; the githyanki reaver or an ally within range can
opportunity attacks. When the fight is done, award the PCs full expe-
fly 5 squares.
Alignment Evil Languages Common, Deep Speech rience for all creatures noted in the setup for the
Str 24 (+15) Dex 21 (+13) Wis 14 (+10) encounter, even those defeated by the Freeriders and
Con 17 (+11) Int 15 (+10) Cha 21 (+13) the Chanhiiri.
Equipment plate armor, silver fullblade

June 20 09 | D u n g e o n 16 7
67
Garaithas Anvil

2 Githyanki Warmongers (W) Level 17 Soldier Bodies: The bodies of dead githyanki killed by the
Medium natural humanoid XP 1,600 each
Freeriders are difficult terrain.
Initiative +15 Senses Perception +11
HP 162; Bloodied 81 Altars: These wide stone altars burn with magi-
AC 33; Fortitude 29, Reflex 31, Will 29 cal fire fueled by the essence of the Astral Sea. The
Saving Throws +2 against charm effects 3-foot-high altars require a DC 13 Athletics check to
Speed 6; see also telekinetic leap
m Silver Greatsword (standard; at-will) Psychic, Weapon
jump or climb across. However, a creature that begins
+24 vs. AC; 2d10 damage plus 1d10 psychic damage, plus its turn adjacent to or passes over an altar takes 1d10
3d8 extra psychic damage if the target is immobilized or fire and radiant damage. A creature that begins its
stunned.
turn on an altar takes 2d10 fire and radiant damage
R Telekinetic Crush (standard; recharge )
Ranged 5; Medium or smaller target; +22 vs. Fortitude; and is dazed until the end of its turn.
1d10 damage, and the target is immobilized (save ends). Force Sphere: Like the astral vents in Encounter
R Telekinetic Leap (move; encounter) C1, the force sphere protecting the teleportation
Ranged 10; the githyanki warrior or an ally within range
circle is a defensive ward of the temple that the
can fly 5 squares.
C Soulsword Burst (standard; requires silver greatsword; invading githyanki cannot shut down. The tendrils
encounter) Psychic, Weapon of energy that lash out into the room act as an aura 4
Close burst 1; +22 vs. Will; 3d10 damage, and the target
centered on the sphere (marked by a dotted line on
takes ongoing 5 psychic damage and is stunned (save ends
both). the tactical map). A creature that starts and ends its
Alignment Evil Languages Common, Deep Speech turn within the aura is struck by a tendril of energy
Str 24 (+15) Dex 21 (+13) Wis 17 (+11) that deals 1d8 psychic damage and gives it vulnerable
Con 18 (+12) Int 16 (+11) Cha 21 (+13)
5 psychic (save ends).
Equipment plate armor, silver greatsword
A creature that attempts to move into the sphere
Features of the Area takes 2d8 psychic damage and is pushed 3 squares
and knocked prone.
Illumination: The burning altars fill the chamber
Treasure: If you place treasure parcels in this
with bright light.
area, double the amount of treasure found and award
Ceiling: 40 feet high from the floor of the cham-
half to the Freeriders, allowing the PCs to retain the
ber; 30 feet from the highest terrace along the wall.
correct amount. The Freeriders have claimed their
Terraces: The chamber is cut into wide tiers of
own treasure as they fought their way into the temple
amphitheater seating. These 3-foot-high oversized
and need no share of anything the PCs found in ear-
steps can be descended at full speed, but moving up a
lier encounters.
tier requires either 1 additional square of movement
or a DC 10 Athletics check.
Stairs: The stairs leading down through the tiers
are normal terrain.
Dais: The dais at the center of the chamber is 3
feet high. It costs 1 extra square of movement to hop
up on the dais.

June 20 09 | D u n g e o n 16 7
68
Garaithas Anvil

W1: Sovereign Gate When the PCs step through the World Gate in Astral Shade Level 17 Solo Lurker
the fane of Chanhiir, read: Large immortal humanoid XP 8,000
Encounter Level 17 (8,000 XP) Initiative +19 Senses Perception +11; blindsight 10,
The domed chamber into which you are transported is a darkvision
haze of white light beyond which the walls are a faint blur. HP 448; Bloodied 224
Setup The brightness here drives into your eyes like knives, a AC 29; Fortitude 28, Reflex 30, Will 28
Astral shade Immune disease, poison; Resist insubstantial;
current of arcane power twisting through you. The portal Vulnerable force (the next attack against the astral shade
The domed chamber into which the PCs step by way platform extends to a closed doorway directly ahead, an ignores its insubstantial)
of the World Gate is infused with a haze of white astral haze shimmering to either side like a wide pool of Saving Throws +5
Speed fly 10 (hover), teleport 6; phasing
lightastral essence coalescing around the Sovereign gently rippling water.
Action Points 2
Gate. m Astral Slam (standard; at-will) Radiant
See Features of the Area for information on the
+20 vs. Fortitude; 3d8 + 4 radiant damage and the target
effect of the white light and the astral haze that sur- gains vulnerable 10 to radiant damage until the end of the
rounds the platform. astral shades next turn. If the astral shade is bloodied, the
target is also restrained (save ends).
Perception Check r Radiant Ray (minor; at-will) Radiant
DC 25: The haze of white light ripples on the platform One or two targets; +22 vs. Reflex; 3d8 radiant damage,
and the target slides 1 square. If the astral shade is
ahead as a shapeless creature slowly materializing there. bloodied, the attack instead deals 3d8 + 5 radiant damage
The astral shade is a wraithlike apparition of astral and slides the target 2 squares.
M Wrathful Strike (immediate reaction; when damaged by an
essence, featureless and silent. Although the PCs attack; at-will)
whitefire marks grant them access to the Well of The astral shade teleports 4 squares and makes an astral
Worlds, this guardian creature attacks any non- slam attack or a radiant ray attack.
C Astral Shockwave (standard; recharges when the astral
githyanki not in the company of a githyanki escort. If
shade takes force damage) Force
the PCs do not detect it, the astral shade attacks with Close burst 3; +20 vs. Reflex; 3d8 + 5 force damage and
surprise when the first character moves more than the target is pushed 5 squares.
halfway toward the doors. C Radiant Chains (standard; recharge ) Radiant
Close burst 3; +20 vs. Fortitude; 3d8 + 5 radiant damage
In addition to this threat, the PCs are hindered and the target is immobilized (save ends).
by a flare-up of astral energy that infects their Alignment Unaligned Languages Common
whitefire marks. See the Tested by Fire sidebar for Skills Stealth +20
Str 21 (+13) Dex 24 (+15) Wis 16 (+11)
information.
Con 16 (+11) Int 18 (+12) Cha 21 (+13)

Tactics If it does not have to move, the astral shade takes


The astral shade targets the closest PCs with astral two minor actions per round to make four radiant
chains and uses radiant ray to engage other PCs and ray attacks in addition to its melee or close attack. It
slide them into the astral haze. It invokes astral shock- spends its action points only on rounds in which it
wave early, in case the power is recharged by a PC does not move, making four radiant ray attacks and
who discovers its vulnerability. two radiant chains or astral shockwave attacks.

June 20 09 | D u n g e o n 16 7
69
Garaithas Anvil

Development Features of the Area Ceiling: The dome of the ceiling rises to a height
of 30 feet in the center of the chamber.
The astral shade pursues the PCs into any part of the Illumination: Astral energy infusing this area fills
Platform: A platform of white stone suspended in
Well of Worlds. The githyanki in area W2 cannot the chamber with bright light. However, the intensity
the center of the dome runs from the teleport circle
hear the sounds of combat in this area, but they of that light has a debilitating effect on creatures that
to the door. The platform has no edge or railing.
immediately notice any fight that spills past the doors. linger here.
Creatures knocked off the platform do not fall, but
They grab up weapons and join the fray alongside the A creature can ignore the effect of the light for
are suspended in the haze of astral energy that fills
astral shade 3 rounds later, making for a memorable a number of rounds equal to its Constitution modi-
the chamber.
(and possibly lethal) combined encounter. fier (minimum 1 round). Thereafter, creatures with
Teleportation Circle: The Sovereign Gate is a
normal vision or low-light vision treat all other crea-
permanent teleportation circle and true portal that
tures in the area as if they had concealment. Creatures
functions only for full-blooded githyanki or creatures
with darkvision treat all creatures in the area as if they
Tested by Fire that possess a whitefire mark. See The Sovereign
had total concealment. Creatures closing or covering
Gate on page 51 for more information.
The whitefire marks that allow servants of the their eyes gain no respite from the light. Blindsight,
Astral Haze: The haze of astral energy filling
githyanki to access the Well of Worlds exact a cost tremorsense, and powers or other effects that allow a
the chamber is hazardous to any creatures within it,
that the PCs are heretofore unaware of. Starting in creature to ignore concealment or total concealment
including those knocked off the platform and those
the third round after the party arrives here, the planar work normally to counteract this effect.
that fly more than 10 feet above or away from the
energy coursing through the Well of Worlds causes platform. A creature that begins its turn in the astral
each PCs sigil to flare up in a blaze of astral fire. haze must make a DC 20 Endurance check. With
At the beginning of each of his or her turns, a PC a successful check, a creature takes 1d10 radiant
has a chance to overcome this effect with a DC 25 damage. On a failed check, the creature takes 2d10
Arcana or Endurance check. On a failed check, the PC radiant damage and is dazed until the beginning of its
takes 2d8 damage and is dazed until the end of his or next turn. The astral shade is immune to these effects.
her turn. Though creatures do not fall within it, the astral
Once the PC makes a successful check, he or she haze is empty space that offers no resistance neces-
is no longer affected, although the sigils continue to sary for movement. Creatures with a fly speed can
burn brighter while the party remains in the Well of move through the astral haze normally. Other charac-
Worlds. This effect occurs throughout the Well of ters knocked into the astral haze must be pulled back
Worlds, so that a PC must continue to make checks to the platform.
even after this encounter is over until he or she over-
comes the affect.

June 20 09 | D u n g e o n 16 7
70
Garaithas Anvil

W2: Githyanki Bivouac This githyanki strike team is currently engaged in Githyanki Astraan (A)
Medium natural humanoid
Level 16 Controller
XP 1,400
an operation in one of the more remote Coalition
Initiative +13 Senses Perception +17
Encounter Level 18 (11,000 XP) regions. They have no reason to fear an attack, and HP 155; Bloodied 77; see also astral ward
they are distracted as the party approaches. AC 30; Fortitude 27, Reflex 30, Will 28; see also astral ward
Setup Speed 8
Githyanki astraan (A) Tactics m Silver Dagger (standard; at-will) Psychic, Weapon
+21 vs. AC; 2d4 + 4 psychic damage, and the target is
2 githyanki mindlashers (M) Only the astraan has a weapon at hand when combat stunned (save ends).
3 githyanki warmongers (W) begins. In the first round, the warmongers forego r Telekinetic Strike (standard; at-will) Force
attacks to rush to their gear and seize their silver Ranged 20; +20 vs. Reflex; 2d10 + 6 force damage and
Elite githyanki warriors (including those leading
slide the target 1 square.
the assault on the world) use this bivouac to draw on greatswords. The mindlashers rely on their non- R Telekinetic Blast (standard; recharge )
the energy of the Well of Worlds, replenishing their weapon attacks. Ranged sight; one or two targets; +20 vs. Fortitude; the
resources before heading back into the fray. The astraan stays out of melee, relying on telekinetic target is wrenched from the ground and hurled up to 20
feet into the air. A target that strikes a ceiling or other solid
blast and astral fire attacks to take care of foes attempt-
When the PCs first see into this area, read: object takes 1d10 damage. The target then falls back to
ing to close. If possible, the astraan uses telekinetic the ground into an unoccupied space within 1 square of its
The curved wall of this huge chamber slowly reveals what blast to target a PC adjacent to the pool, dropping the original space (the astraans choice), taking falling damage
appears to be some sort of camp. Well-used leather couches target into the water. as normal.
are spread across the stone floor between glowing crystal R Telekinetic Leap (move; encounter)
The mindlashers double-team the same targets in Ranged 10; the githyanki astraan or an ally within range
pillars. From ahead comes the sound of gently falling water. the hope of a quick kill, making mind crush attacks, can fly 5 squares.
Perception Check then switching to psychic slam to maximize psychic A Astral Fire (standard; at-will) Cold, Fire
Area burst 2 within 10; +20 vs. Reflex; 2d6 + 5 cold and
DC 20: Over the sound of water, faint voices rise. damage dealt.
fire damage, and the area of the attack becomes difficult
After retrieving weapons, the warmongers take terrain until the end of the encounter.
A PC who understands Deep Speech recognizes the
on the strongest-looking melee combatants, spacing Astral Ward (immediate interrupt, when the githyanki astraan
voices of githyanki, but they are too far away to be would be hit by a melee attack while bloodied; encounter)
out their soulsword burst attacks and ganging up on
understood. The githyanki astraan makes a silver dagger attack against
stunned foes. (The warmongers statistics block has the triggering attacker and gains a +2 bonus to all defenses
When the PCs can see the pool at the far side of been updated to reflect their lack of armor.) until the end of its next turn.
this area, read: If the PCs flee this area, half the surviving Alignment Evil Languages Common, Deep Speech
Skills Arcana +20, Insight +17
At the head of the chamber, the camp opens up around githyanki pursue while the other half take the oppo-
Str 18 (+12) Dex 20 (+13) Wis 19 (+12)
a wide pool. Water pours into it from an ornate site route into Encounter W3. The githyanki surround Con 19 (+12) Int 24 (+15) Cha 21 (+13)
fountainhead. A half-dozen githyanki sit around its edge, the PCs as they join their eldritch giant allies in that Equipment silver dagger
talking quietly. fight.

Perception Check
DC 13: At the couches beyond where the githyanki sit,
weapons, armor, and combat gear are piled high. While
these are clearly combat troops, they look ill-prepared for a
fight at present.

June 20 09 | D u n g e o n 16 7
71
Garaithas Anvil

2 Githyanki Mindlashers (M) Level 18 Artillery 3 Githyanki Warmongers (W) Level 17 Soldier
Medium natural humanoid XP 2,400 each Medium natural humanoid XP 1,600 each One for the Road
Initiative +16 Senses Perception +20 Initiative +15 Senses Perception +11
HP 132; Bloodied 66 HP 162; Bloodied 81 With a DC 30 Arcana check, a character can bottle
AC 30; Fortitude 29, Reflex 33, Will 29 AC 28; Fortitude 29, Reflex 33, Will 29 one dose of the pools water in a way that retains
Saving Throws +2 against charm effects Saving Throws +2 against charm effects
its magical essence for 24 hours. These unique
Speed 8; see also telekinetic leap Speed 8; see also telekinetic leap
m Silver Longsword (standard; at-will) Psychic, Weapon m Silver Greatsword (standard; at-will) Psychic, Weapon potions can be used by the PCs during Part Three of
+25 vs. AC; 2d8 + 4 psychic damage. +24 vs. AC; 2d10 damage plus 1d10 psychic damage, plus the adventure, when they will be unable to take an
R Telekinetic Leap (move; encounter) 3d8 extra psychic damage if the target is immobilized or extended rest.
Ranged 10; the githyanki mindlasher or an ally within stunned.
R Telekinetic Crush (standard; recharge )
Further use of the pool in this way remains entirely
range can fly 5 squares.
A Mind Crush (standard; recharge ) Psychic Ranged 5; Medium or smaller target; +22 vs. Fortitude; at your discretion. If access to this magic seems likely
Area burst 2 within 20; +23 vs. Will; 1d10 damage, and 1d10 damage, and the target is immobilized (save ends). to be unbalancing, simply say that shutting down the
ongoing 5 psychic damage (save ends). Aftereffect: The R Telekinetic Leap (move; encounter)
work the githyanki have done to expand the effect
target gains vulnerable 10 psychic and can make only basic Ranged 10; the githyanki warrior or an ally within range
attacks (save ends). can fly 5 squares. of the Well of Worlds has diminished the pools
A Psychic Slam (standard; at-will) Psychic C Soulsword Burst (standard; requires silver greatsword; power.
Area burst 2 within 10; +23 vs. Will; 2d8 psychic damage, encounter) Psychic, Weapon
and the target is knocked prone. Close burst 1; +22 vs. Will; 3d10 damage, and the target
Alignment Evil Languages Common, Deep Speech takes ongoing 5 psychic damage and is stunned (save ends
Skills History +11, Insight +12 both).
Str 22 (+15) Dex 25 (+16) Wis 22 (+15) Alignment Evil Languages Common, Deep Speech
Con 18 (+13) Int 20 (+14) Cha 14 (+11) Str 24 (+15) Dex 21 (+13) Wis 17 (+11)
Equipment silver longsword Con 18 (+12) Int 16 (+11) Cha 21 (+13)
Equipment plate armor, silver greatsword
Features of the Area
Illumination: The glowing crystal pillars fill the Despite its healing properties, the energy of the pool
area with bright light. is too potent for prolonged exposure. A creature that
Ceiling: 20 feet high. begins its turn in the pool takes 2d10 damage and
Pool: This crystal-clear pool is imbued with pow- loses 1 healing surge.
erful healing magic made use of by githyanki passing Crystal Pillars: These pillars run from floor to
through the Well of Worlds. Creatures who drink ceiling and provide cover.
from the pool while taking a short rest gain the ben- Couches: Leather couches spread throughout the
efit of an extended rest instead. chamber are used by githyanki troops passing through
The pool is attuned to the githyanki, who can the Well of Worlds. A couch provides cover. It costs 1
make repeated use of it. Other creatures (even those additional square of movement to hop up on a couch.
possessing a whitefire mark) disrupt the pools magic. A character can make a DC 10 Strength check to tip
Up to five such creatures can make use of the pool, over a couch, which then grants superior cover.
after which it takes 24 hours to recharge. (Adjust this
number based on the number of characters in the
party if necessary.)

June 20 09 | D u n g e o n 16 7
72
Garaithas Anvil

W3: Hall of Shards 2 Eldritch Giants (G) Level 18 Skirmisher Astral Nexus Level 17 Elite Blaster
Large fey humanoid (giant) XP 2,000 each Hazard XP 3,200
Initiative +12 Senses Perception +20; low-light vision
Encounter Level 16 (7,200 XP) Tendrils of white light begin to peel off where the crystal shards
HP 171; Bloodied 85 focus planar energy into spheres of pure astral essence.
AC 32; Fortitude 29, Reflex 31, Will 33
Setup Resist 10 force Hazard: The flood of planar energy flares in unexpected and
Saving Throws +5 against charm effects dangerous ways as it is focused and distilled here to pure
2 eldritch giants (G) astral essence.
Speed 8, teleport 6
m Eldritch Blade (standard; at-will) Force, Weapon Perception
This wide chamber is the nexus point through which No Perception check is necessary to notice the energy of
Reach 2; +21 vs. Reflex; 3d6 + 7 force damage.
planar energy is funneled to fuel the astral vortex at r Force Missile (standard; at-will) Force the astral nexus.
the heart of the Well of Worlds. The eldritch giants Ranged 20; +21 vs. Reflex; 2d6 + 7 force damage. Additional Skill: Arcana
C Sweeping Sword (standard; encounter) Force, Weapon DC 20: The character recognizes the nature of the astral
here are servants of the githyanki, and they bear the
Close blast 2; +21 vs. AC; 3d6 + 7 force damage, and nexus and its uncontrolled energy, gaining a +2 bonus
same whitefire mark as the fomorians in the temple. to Arcana checks made to avoid the hazards effects (see
the target is knocked prone. Special: When charging, the
Both are ritualists engaged in channeling the power eldritch giant can use this power in place of a melee basic Countermeasures, below).
of the Well of Words into the wider githyanki portal attack. Trigger
Consume Magic (minor 1/round; at-will) The first time a creature uses an arcane power in the area,
network. the astral nexus becomes dangerously unstable and the
Targets an adjacent conjuration or zone created by an
enemy; +21 vs. the Will of the creator of the conjuration or hazard rolls initiative.
When the PCs can see into this area, read: Attack
zone; the conjuration or zone is destroyed, and its effects
end. The eldritch giants attacks deal 3d6 extra force Standard Action Melee
White light ahead marks the boundary of a circular Target: One creature within the area
damage until the end of its next turn.
chamber whose floor and ceiling are composed of huge Attack: +20 vs. Fortitude
Eldritch Field (minor; recharge ) Zone
crystal shards. Pure planar energy surges within the shards, Close blast 5; the blast creates a zone of rippling magic Hit: 2d6 + 6 damage, ongoing 5 radiant damage (save ends),
and the trap makes a secondary attack.
which focus and hone it like lenses into twin pulsing spheres that lasts until the end of the encounter or until the
eldritch giant uses this power again. The zone is difficult Secondary Attack: Close burst 2 centered on the primary
of white light at the bottom and top of the chamber. target; +24 vs. Reflex
terrain, and the giants attacks deal 1d6 extra force
Twin platforms run along the outer walls of this hall of damage against creatures within the zone. Target: Each creature in the burst other than the primary
shards, carved of the same white stone as the wider bridge Alignment Evil Languages Elven, Giant target
Skills Arcana +21, Insight +20 Hit: 1d10 + 3 damage, and the target is dazed (save ends).
running between sealed doors at the chambers center. On Countermeasures
Str 21 (+14) Dex 12 (+10) Wis 22 (+15)
the bridge, two giants sit cross-legged as if in meditation. A character can make a DC 27 Arcana check as a standard
Con 19 (+13) Int 24 (+16) Cha 13 (+10)
Both have their backs turned to you as they pore over what action to calm the local arcane energies. If successful, the
characters space and each square adjacent to the character
appear to be open ritual books. Violet-skinned and hairless,
are considered outside the traps area until the end of the
these creatures are unarmed and unarmored, their bare flesh characters next turn.
covered with runic tattoos glowing red and black. Special
The confluence of energy here plays havoc with arcane
Perception Check powers. Each time a creature uses an arcane power, roll
DC 20: Hidden within the pulsing gleam of their dark 1d4 and add the result as a bonus to all attack rolls made
with that use of the power. However, at the end of the
tattoos, the whitefire mark burns at both giants wrists. attacking creatures turn, it must make a saving throw or
take 2d10 damage.
Treat all an eldritch giants powers except its eldritch
blade as arcane powers for the purpose of this effect.

June 20 09 | D u n g e o n 16 7
73
Garaithas Anvil

Tactics Features of the Area


The eldritch giants face off against the strongest-look- Illumination: The power of the astral nexus
ing melee combatants with eldritch blade or sweeping floods this area with white light.
sword attacks, using force missile only if all PCs attempt Ceiling: The ceiling stands 20 feet above the
to stay at range. Both giants use eldritch field to pin platforms and bridge; 40 feet above the shard floor.
PCs down in areas of difficult terrain, focusing their The ceiling is composed of the same immense crystal
attacks on any characters stuck in the zone. shards as the floor, and it has its own astral nexus at
Once the eldritch giants are aware of the PCs its center.
presence in the Well of Worlds, they pursue the party Platforms and Bridge: Twin platforms run along
into any part of the site. the outer walls of the chamber while a wider bridge
crosses it, all 20 feet above the shard floor. Characters
Development who fall from a platform or a bridge take 2d10 fall-
In the aftermath of combat, the PCs can investigate ing damage and 1d10 damage from the razor-sharp
this place. With a DC 20 Arcana check and 5 minutes shards.
study of the ritual books here, a PC recognizes that Walls: The smooth walls of the chamber extend
planar energy is being focused and distilled to pure above and below the platforms and the bridge. The
astral essence by the crystal shards here. With a DC walls can be climbed with a DC 20 Athletics check.
25 Arcana check, a PC understands that the Well of Shard Floor: The immense crystal shards that Astral Nexus: The twin spheres of astral energy
Worlds powers the Sovereign Gate as some sort of make up the chamber floor are not meant to be at the center of the shard floor and ceiling create a
master gate, with connections to githyanki portals walked upon. A creature must make a DC 13 Athlet- hazard and play havoc with arcane powers. See the
across the Astral Sea and the planes. However, a full ics check to balance while moving up to half speed statistics block.
detailing of this sites power is beyond the PCs pres- on the shard floor; a DC 20 Athletics check while A creature that is forced into or attempts to enter
ent resources. See The Githyankis Secret, page 50, moving up to full speed. If the check fails by 5 or the astral nexus takes 2d10 radiant damage and is
for details. more, the creature falls prone at the end of its move pushed 2 squares. The creature is knocked prone,
and takes 1d10 damage. takes 1d10 damage from the razor-sharp shards of
the floor, and is dazed until the beginning of its next
turn.

June 20 09 | D u n g e o n 16 7
74
Garaithas Anvil

W4: The Stair Gate 4 Marauder Planestalkers Level 17 Lurker Tactics


Large aberrant magical beast XP 1,600 each
Initiative +19 Senses Perception +13; low-light vision
The marauder planestalkers split up to take on single
Encounter Level 17 (8,800 XP)
HP 129; Bloodied 64 PCs, going into planephase form, then attempting to
AC 31; Fortitude 28, Reflex 29, Will 28 use their body snatch power to prevent the characters
Setup Resist see planephase form; Vulnerable psychic; a marauder
from aiding each other in combat. If caught out of
4 marauder planestalkers planestalker that takes psychic damage immediately ends
planephase form. planephase form, they target as many PCs as possible
The twisting flight of stairs leading down to the heart Speed 7; teleport 5; see also planar evasion, planephase form with dimensional disjunction, then make bite attacks
m Bite (standard; at-will) for increased damage.
of the Well of Worlds is blocked by a magically barred
Reach 2; +22 vs. AC; 3d6 + 6 damage.
floor. In addition, four planar guardians attack any M Body Snatch (standard; usable only in planephase form; The marauder planestalkers do not pursue PCs
creatures except githyanki that venture here. encounter) Teleportation who flee back to area W3. However, see the skill chal-
+21 vs. Fortitude; 4d6 + 6 damage, and both the target lenge for information on pursuit into area W5.
When the PCs can see into this area, read: and the marauder planestalker are teleported to an
extradimensional space that completely encloses both
The doorway from the hall of shards opens upon a round creatures. The space is 2 squares high and 4 squares wide
chamber of pale gray stone. The air here flares with on each side. Other creatures do not have line of effect or
line of sight to the target or the planestalker, and the target
swirling currents of white lightfour circular mirrors are and planestalker do not have line of sight or line of effect
set along the walls, their surfaces rippling like quicksilver. to other creatures.
In the center of the chamber, the stone floor disappears to If the planestalker takes 25 damage, if it is killed, or if the
target is killed, the target and the planestalker return to
be replaced by an uneven grid of black steel bars. A stone
the spaces they occupied before being teleported, or to the
plinth stands at the center of the barred floor, its sides set nearest available spaces.
with glowing keyholes. Beneath the bars, steep ivory stairs C Dimensional Disjunction (standard; encounter)
twist down into a haze of white light. Close blast 3; +19 vs. Will; 2d6 + 3 damage, and the target
takes 10 extra damage from melee attacks (save ends).
Arcana Check Planar Evasion (immediate reaction, when the marauder
planestalker is hit by a melee attack; recharge )
DC 25: The ambient astral energy here is harmless, Teleportation
but a stronger pulse of arcane power surges in the four The marauder planestalker teleports 3 squares.
mirrors. Something lurks within their silvered surfaces, Planephase Form (standard; sustain minor; at-will)
The marauder planestalker partially phases into another
waiting to be called forth.
plane, gaining the insubstantial and phasing qualities until
the end of its next turn or until it attacks. Sustain Minor:
The marauder planestalkers appear one per round
The effect persists.
starting the third round after a PC enters this area. If Alignment Unaligned Languages Deep Speech
the PCs do not note the threat with an Arcana check, Skills Bluff +14, Insight +18, Stealth +20
the first planestalker attacks with surprise. Str 16 (+11) Dex 24 (+15) Wis 21 (+13)
Con 21 (+13) Int 7 (+6) Cha 13 (+9)

June 20 09 | D u n g e o n 16 7
75
Garaithas Anvil

Features of the Area Stair Gate Level 19


gates resistance is taken into account earns the party 1
failure in the skill challenge.
Skill Challenge XP 2,400
Illumination: This area is suffused with bright If the gate is destroyed, the party earns an automatic
A flight of worn stone steps descends into the astral vortex at victory in the skill challenge.
light. the heart of the Well of Worlds. However, unlocking the stair Acrobatics
Ceiling: 20 feet high. gate requires a powerful effort of will and perseverance. DC 14 (no successes or failures) With a successful check
Stair Gate: Access to the ivory stairs is blocked To pass through to the astral vortex, the PCs must break (a minor action), a character gains a +2 bonus to his or her
by a floor of uneven black steel bars, set across the through the powerful magic wards of the gate that blocks next primary skill check in the challenge.
the stairs leading down. Affecting the wards of the gate is easiest from directly atop
chamber on a 1-foot grid. A Small character can
Complexity it, but the uneven grid requires careful balance.
squeeze through the narrow bars with a DC 27 Acro- 5 (requires 12 successes before 3 failures). Arcana
batics check, granting access to the stairs and area Primary Skills DC 22 (1 success or failure, maximum 3 successes) With
W5. This creates no advantage in the skill challenge. Arcana, Athletics, Thievery. a successful check, the PC exploits that interference to
Other Skills destabilize the wards.
If the check fails by 5 or more, the character takes The astral energy surging around the stairs interferes with
Acrobatics, Perception.
2d10 radiant damage from a feedback surge of astral Victory the arcane wards of the gate.
energy through the bars. The wards of the stair gate are shut down, causing the Athletics
grid of black bars to flare brilliant white, then vanish. Each DC 27 (1 success or failure) By damaging the gate with
A creature must make a DC 13 Athletics check to
creature in the area not capable of flight must make a DC brute force, the PC weakens the wards. See also Special,
balance while moving across the uneven bars of the 13 Acrobatics or Athletics check to jump to the safety, below.
stair gate. On a failed check, the creature falls prone either catching the edge of the floor or hanging onto the The arcane wards of the gate are inextricably bound to its
at the end of its move. The Acrobatics check to move stone plinth that stays suspended in midair. On a failed physical strength.
check, a creature falls to the stairs and takes 2d10 falling Perception
across the grid is in addition to the Acrobatics check a
damage before coming to a halt. DC 22 (0 successes or failures) With a successful check (a
character can make in the skill challenge. With the stairs open, the PCs can descend to the astral minor action), a character gains a +2 bonus to his or her
Plinth: The black onyx plinth at the center of vortex below. Any surviving marauder planestalkers do not next primary skill check in the challenge.
follow PCs who choose to flee down the stairs. The ever-shifting astral energy within the chamber ebbs
the stair gate features four keyholes attuned to the
Defeat and flows in a pattern that can be discerned.
crystal keys that control the Well of Worlds (see The The PCs overload the wards of the ivory stairs, destroying Thievery
Githyankis Secret on page 50). Picking the magical the bars of the stair gate in a blast of arcane energy that DC 22 (1 success or failure, maximum 3 successes) With
locks is not enough to open the stair gate; its wards deals 2d10 force damage to all creatures in the chamber. a successful Thievery check, the PC weakens the gate and
In addition, a creature in the area of the bars not capable the wards.
can be overcome only by the skill challenge. When
of flight falls to the stairs and takes 2d10 falling damage The strength of the gate wards is tied to its ancient
the stair gate vanishes, the plinth remains behind, before coming to a halt. construction.
floating in midair. The PCs can descend to the astral vortex. However, if any
Ivory Stairs: These steep curved stairs are dif- marauder planestalkers survive, they pursue the PCs down
the stairs to join the githyanki guardian shade in Encounter
ficult terrain. The ivory stairs begin below the stair W5.
gate, descending more than 300 feet to area W5. Special
In addition to weakening the gate stairs with brute force
by using an Athletics check, a PC can target the gate with
a weapon attack or a nonweapon power that deals force
damage. The gate has AC 33, Fortitude/Reflex 31, 120
hit points, and resist 5 to all damage. Every 10 points of
damage dealt to the gate earns the party 1 success in the
skill challenge. Any attack that deals no damage after the

June 20 09 | D u n g e o n 16 7
76
Garaithas Anvil

W5: Astral Vortex The presence of intruders in the well chamber Githyanki Guardian Shade (G) Level 20 Solo Lurker
sends ripples into the astral vortex, from which the Medium elemental humanoid (undead) XP 14,000
Encounter Level 20 (14,000 XP) githyanki guardian shade is summoned in 1 round. Initiative +20 Senses Perception +21; darkvision
Guardian Presence (Psychic) aura 1; while the githyanki
Unless the PCs discern the giants warning with a guardian shade is bloodied, each creature that starts its
Setup successful Insight check, the guardian shade mate- turn adjacent to it takes 5 psychic damage.
Eldritch giant (G) rializes next to as many PCs as possible and attacks HP 756; Bloodied 378
AC 34; Fortitude 30, Reflex 32, Will 28
Githyanki guardian shade with surprise.
Immune disease, poison
When the githyanki guardian shade appears, Saving Throws +5
At the heart of the Well of Worlds, a vast astral vortex
Speed 8, fly 8
powers the githyankis system of permanent telepor- read:
Action Points 2
tation circles in the world and beyond. A sudden flare of yellow-white light heralds the appearance m Ghost Sword (standard; at-will) Weapon
+25 vs. AC; 2d10 + 7 damage and the target takes a 2
As the PCs descend the stairs into this area, read: of a ghostly githyanki. Larger than the shades you fought in
penalty to all defenses and is slowed (save ends both).
the fane, this creature wields twin bastard swords, a white r Spirit Rake (minor; at-will) Fear, Psychic
White light seethes in a corrosive whirlpool filling a vast
light burning in its eyes as it attacks. Ranged 5; +23 vs. Will; 1d8 + 5 psychic damage, and the
chamber below. The air is hazy above a stone platform target takes a 2 penalty to all defenses (save ends).
extending from the bottom of the stairs across the seething Tactics C Bladed Wrath (standard; at-will) Psychic, Weapon
Burst 3; targets enemies; the githyanki guardian shade
vortex. Pillars of glowing stone rise above the maelstrom,
Each round, the githyanki guardian shade attacks as pulls the target 2 squares, then makes a ghost sword
their surfaces crawling with an ever-shifting flow of attack against each adjacent enemy. Effect: The githyanki
many PCs as possible with bladed wrath, then targets
arcane runes. guardian shade teleports up to 8 squares.
another with spirit rake after teleporting away. It uses
The far side of the chamber is taken up with what C Guardian Fury (immediate reaction; at-will) Force
soul strike as frequently as possible, but especially on Burst 2; +23 vs. Fortitude; 2d8 + 4 force damage and the
appears to be an oversized arcanists study. Tall shelves and
foes that demonstrate resistance to psychic damage, target is pushed 3 squares.
wide tables are covered with well-worn tomes and tattered M Soul Strike (standard; recharge , recharge
and it targets creatures hit with soul strike with mul-
scrolls. A violet-skinned eldritch giant glances up in surprise while bloodied) Radiant, Weapon
tiple spirit rakes. Slowed targets only; +23 vs. Will; 4d10 + 10 radiant
at your approach, the whitefire mark burning at his wrist as
Haryssus avoids entering the fight at first, know- damage, and the target gains vulnerable 15 psychic until
he holds up a hand in warning.
ing that he will be tortured by the githyanki if the the end of its next turn.
I am Haryssus. It has been long years since any but the R Soul Bolt (standard; encounter, recharges when first
PCs are defeated. However, once the guardian shade
masters of this place breached the stair gate, but those who bloodied) Psychic
is bloodied, the eldritch giant cautiously aids the PCs Ranged 10; +23 vs. Will; 2d8 + 5 psychic damage, and the
did so lived no longer than will you. I have no quarrel with
with force missile attacks each round. (At your option, target is stunned until the end of the githyanki guardian
you. Flee while you can. shades next turn. Miss: Half damage, and the target is
Haryssus can enter the fight earlier if the PCs are in
dazed until the end of the githyanki guardian shades next
Perception Check danger of being soundly defeated.)
turn.
DC 22: At the giants hands and feet, a faint blur of Haryssus cannot leave the platform to which he Astral Soul (immediate reaction, when the githyanki guardian
eldritch energy takes the form of all-but-invisible restraints is bound, but if the PCs attack him at any point, he shade takes damage; encounter)
binding this creature to its workplace. The githyanki guardian shade becomes insubstantial and
defends himself vigorously (use the statistics block and
gains phasing until the end of its next turn.
Insight Check tactics from Encounter W3). Once the giant enters Alignment Unaligned Languages (understands
DC 22: Despite the giants dismissive demeanor, his combat against the PCs, it takes two DC 27 Diplomacy Common, Deep Speech)
checks (each a minor action) to get him to stand down Str 25 (+17) Dex 23 (+23) Wis 21 (+15)
voice carries an undertone of weariness, not of anger. His
Con 21 (+21) Int 19 (+19) Cha 26 (+18)
words are no threat, but a warning of imminent danger. during combat. See also Development, below.

June 20 09 | D u n g e o n 16 7
77
Garaithas Anvil

Development A Medium or smaller creature can climb or swing up A creature that falls into the astral vortex is swept
to the top of a table with a DC 14 Athletics or Acro- up in its flow, circling the pool at one revolution per
Even if the PCs attacked Haryssus, he stands down
batics check (a move action). A character can make a round. A creature in the vortex takes 3d10 radiant
automatically once the githyanki guardian shade is
DC 20 Strength check to tip over a table, which then damage per round and is dazed until the end of its
destroyed. The eldritch giants bonds can be undone
grants superior cover. next turn.
with a simple Break Enchantment ritual, but the
Chair: The giant-sized chair provides cover. A creature in the vortex can make a DC 27 Athlet-
arcane wards that hold him here prevent Haryssus
Pillars: Pillars of glowing white stone rise above ics or Acrobatics check as a free action to grab a pillar.
from performing the ritual himself.
the astral vortex to the height indicated on the tacti- It then takes a DC 15 Athletics check (a move action)
Once freed, the eldritch giant becomes a staunch
cal map. Each pillar glows with a shifting sequence of to climb to the top of the pillar. (Because the creature
ally of the PCs and an invaluable source of infor-
arcane runes. A creature can jump from the platform circles the pool, it can choose which pillar it grabs
mation regarding the Well of Worlds. The PCs can
to a pillar, or from pillar to pillar, with an Athletics onto.) A creature that escapes the vortex is still dazed
attempt to talk to him, but the advanced planar magic
check as normal. until the end of its next turn.
of the Well of Worlds is beyond the understanding
Platform: A slick stone platform runs from the The speed of the vortex makes it difficult to coor-
of any but the most knowledgeable mages. The PCs
stairs to the giants study, passing 10 feet above the dinate attempts to reach creatures trapped within it.
should be inspired to have Haryssus talk to Bejam,
astral vortex. The platform can be moved along nor- It takes a DC 22 Acrobatics check to throw a rope in
but respond to any questions here by paraphrasing
mally, but a Medium or smaller creature that makes front of a creature in the vortex. The creature must
the information given in The Githyankis Secret
a melee attack while in a square on the edge of the then make a DC 14 Acrobatics or Athletics check to
(page 50).
platform must make a DC 14 Acrobatics check or grab it. A creature that grabs a rope can be pulled out
Features of the Area stumble and fall over the edge. A creature that falls of the vortex as a standard action.
from the platform takes
Illumination: This area is suffused with bright
1d10 falling damage
light.
and is caught up in the
Ceiling: The ceiling rises 40 feet above the astral
astral vortex.
vortex; 30 feet above the platform bridge and the
Astral Vortex: This
library floor.
vast whirlpool of astral
Ivory Stairs: These steep curved stairs are dif-
essence seethes and
ficult terrain. The ivory stairs run up to the stair gate,
boils at the heart of the
ascending more than 300 feet to area W4.
Well of Worlds. A crea-
Shelves: These bookshelves are stacked high with
ture that begins its turn
scholarly tomes focusing on planar and portal magic.
adjacent to the vortex
These works provide essential information regard-
(either along the plat-
ing the Well of Worlds (see The Githyankis Secret,
form or in the library)
page 50).
or atop one of the pil-
Tables: These giant-sized tables are tall enough
lars takes 2d8 radiant
that a Medium or smaller creature can move under
damage.
one and gain cover. It costs 2 squares of movement for
a Large or larger creature to hop up onto a table.

June 20 09 | D u n g e o n 16 7
78
Garaithas Anvil

G1: Dock Siege reavers continue to throw themselves at PCs on the 12 Githyanki (C) Level 17 Minion Skirmisher
Gish Crusaders
ground.
Medium natural humanoid XP 400 each
Encounter Level 18 (11,000 XP) This encounter remains part of the larger battle Initiative +14 Senses Perception +15
raging around the PCs. In the fourth round and every HP 1; a missed attack never damages a minion.
Setup second round thereafter, another 1d6 minions enter AC 30; Fortitude 29, Reflex 28, Will 28
Saving Throws +2 against charm effects
Githyanki astraan (A) the frayeither githyanki gish crusaders, githyanki Speed 5; see also astral stride
12 githyanki gish crusaders (C) psychic archers, or githyanki corsair cutters (see m Silver Longsword (standard; at-will) Psychic, Weapon
3 githyanki reavers (R) Encounter G6 for additional statistics blocks). +21 vs. AC; 10 psychic damage.
r Astral Bolt (standard; at-will) Psychic
As the battle for Garaithas anvil gets underway, the Githyanki Astraan (A) Level 16 Controller Ranged 10; +20 vs. Reflex; 10 psychic damage.
PCs use the shock of the assault to move for the repair Medium natural humanoid XP 1,400 Astral Stride (move; encounter) Teleportation
Initiative +13 Senses Perception +17 The githyanki gish crusader teleports 6 squares and gains
dock where Cevren is moored.
HP 155; Bloodied 77; see also astral ward the insubstantial and phasing qualities until the start of its
When the PCs break for the construction zone, AC 30; Fortitude 27, Reflex 30, Will 28; see also astral ward next turn.
Speed 8 Alignment Evil Languages Common, Deep Speech
read:
m Silver Dagger (standard; at-will) Psychic, Weapon Str 20 (+13) Dex 18 (+12) Wis 14 (+10)
The battle rages ahead of you, an offensive wedge pushing +21 vs. AC; 2d4 + 4 psychic damage, and the target is Con 17 (+11) Int 14 (+10) Cha 18 (+12)
stunned (save ends). Equipment chainmail, silver longsword
the frenzied githyanki back. Lost in the chaos of the clash
r Telekinetic Strike (standard; at-will) Force
of forces, your movement away from the brunt of the fight 3 Githyanki Reavers (R) Level 17 Brute
Ranged 20; +20 vs. Reflex; 2d10 + 6 force damage and
and toward the gantries of the construction zone goes all slide the target 1 square. Medium natural humanoid XP 1,600 each
but unnoticed. A single force of a dozen githyanki catches R Telekinetic Blast (standard; recharge ) Initiative +13 Senses Perception +10
Ranged sight; one or two targets; +20 vs. Fortitude; the HP 197; Bloodied 98
sight of you, spreading out into an attack formation at
target is wrenched from the ground and hurled up to 20 AC 29; Fortitude 30, Reflex 28, Will 28
your approach. feet into the air. A target that strikes a ceiling or other solid Saving Throws +2 against charm effects
object takes 1d10 damage. The target then falls back to Speed 5; see also telekinetic leap
Tactics the ground into an unoccupied space within 1 square of its m Silver Fullblade (standard; at-will) Psychic, Weapon
original space (the astraans choice), taking falling damage +20 vs. AC; 2d12 + 4 (crit 2d12 + 28) plus 1d6 psychic
The gish crusaders fight in groups of two or three, damage, plus an extra 3d6 psychic damage if the target is
as normal.
flanking for combat advantage. They make silver R Telekinetic Leap (move; encounter) immobilized.
longsword attacks against lightly armored foes, but use Ranged 10; the githyanki astraan or an ally within range M Reaving Strike (standard; encounter) Psychic, Reliable,
can fly 5 squares. Weapon
astral bolt against heavily armored foes.
A Astral Fire (standard; at-will) Cold, Fire +18 vs. Fortitude; 3d12 + 4 damage plus 1d6 psychic
The githyanki astraan stays at range if possible, Area burst 2 within 10; +20 vs. Reflex; 2d6 + 5 cold and damage, and the target is immobilized (save ends).
hitting PC strikers and controllers with telekinetic blast fire damage, and the area of the attack becomes difficult R Telekinetic Leap (move; encounter)
and astral fire. terrain until the end of the encounter. Ranged 10; the githyanki reaver or an ally within range can
Astral Ward (immediate interrupt, when the githyanki astraan fly 5 squares.
The githyanki reavers focus silver fullblade and reav- Alignment Evil Languages Common, Deep Speech
would be hit by a melee attack while bloodied; encounter)
ing strike attacks against lightly armored PCs. The githyanki astraan makes a silver dagger attack against Str 24 (+15) Dex 21 (+13) Wis 14 (+10)
The githyanki fight the party on the ground until the triggering attacker and gains a +2 bonus to all defenses Con 17 (+11) Int 15 (+10) Cha 21 (+13)
until the end of its next turn. Equipment plate armor, silver fullblade
two or more PCs make a move for the catwalks. On
Alignment Evil Languages Common, Deep Speech
the astraans orders, the crusaders use astral stride to Skills Arcana +20, Insight +17
fall back to the catwalk platforms. The astraan uses Str 18 (+12) Dex 20 (+13) Wis 19 (+12)
telekinetic leap to fly to the closest catwalk, while the Con 19 (+12) Int 24 (+15) Cha 21 (+13)
Equipment silver dagger

June 20 09 | D u n g e o n 16 7
79
Garaithas Anvil

Development Gantry: Each of these gantry towers rises 20 feet Exterior Walls: The under-construction walls
above the adjoining catwalk, and each features a of the dock are rough wood and stone. They can be
Once the defenders here have been overcome, the
crane sling arm for raising cargo from below. A gantry climbed with a DC 15 Athletics check.
distraction of the surrounding battle allows the PCs
tower provides cover and can be climbed with a DC Debris: Loose piles of wood, steel, and detritus are
to enter the repair dock unseen.
10 Athletics check. A creature engaged in combat difficult terrain.
When the PCs open the door leading to areas on the top of a tower must make a DC 22 Acrobatics Crates: These stacks of construction supplies
G2, G3, and G4, read: check or fall in a square adjacent to the towers base, stand 5 feet high and provide cover. It takes a DC 10
chosen randomly. Athletics check to move across a stack of crates.
A dark corridor opens up on both sides of the door. To the
The sling arm cable hanging from the end of a Opening: The interior of this repair dock is
left stands a vast open space whose floor cannot be seen,
gantry arm can be jumped to from a nearby catwalk accessed by an open doorway 10 feet above the closest
and booming voices within shout out the words of a ritual.
with an Athletics check as normal. (A sling arm that catwalk.
To the right, firelight flares, ringing out with the heavy echo
has been moved over a catwalk
of steel on steel. A third leg of the corridor leads off into
can be grabbed.) A character
shadow ahead.
who makes the jump snags the
The PCs can approach area G2 unhindered, but any cable with a DC 14 Acrobatics
movement toward G3 or G4 is interrupted. See the check. On a failed check, the
G3 tactical encounter. character falls.
A creature that grabs a
Features of the Area cable pulls the gantry arm 45
Illumination: The exterior shipyard is infused degrees in the direction of the
with bright light. The warehouse space and the cor- creatures movement, and can
ridor beyond the door are dark. swing out on the cable in the
Catwalks: These shaky catwalks rise alongside same direction. The creature
the under-construction walls of the repair dock can then jump from the cable
expansion. A catwalk can be moved along normally, to any nearby catwalk by
but a Medium or smaller creature that makes a melee making an Acrobatics check.
attack while in a square on the edge of the catwalk Use the DC for an Athletics
must make a DC 14 Acrobatics check or stumble and check to jump the distance
fall over the edge. See the tactical map for the heights from the gantry to the catwalk,
of different catwalks relative to the ground. but treat the creature as if it has
Ladders: These rough mesh ladders connect the a running start.
catwalks. It takes a move action and a DC 15 Athlet-
ics check to climb 10 feet up a ladder.

June 20 09 | D u n g e o n 16 7
80
Garaithas Anvil

G2: Loading Zone If the PCs have already taken on the fire giants in 2 Eldritch Giants (E) Level 18 Skirmisher
Encounter G3, the creatures here mistook that noise Large fey humanoid (giant) XP 2,000 each
Initiative +12 Senses Perception +20; low-light vision
Encounter Level 19 (12,800 XP; see the hazard for the ever-present din of the foundry. The eldritch
HP 171; Bloodied 85
statistics block) giants and fomorians are distracted and expect no AC 32; Fortitude 29, Reflex 31, Will 33
attack. Unless the PCs draw attention to themselves, Resist 10 force
Setup they can easily gain surprise before the fomorians Saving Throws +5 against charm effects
Speed 8, teleport 6
2 eldritch giants (E) begin to scale the catwalk on their way to area G5. m Eldritch Blade (standard; at-will) Force, Weapon
8 fomorian guards (G) Reach 2; +21 vs. Reflex; 3d6 + 7 force damage.

Inside the repair dock, two eldritch giants attempt to


Tactics r Force Missile (standard; at-will) Force
Ranged 20; +21 vs. Reflex; 2d6 + 7 force damage.
The fomorian guards flank for combat advantage as
reactivate the dead planar magic of the shipyard to C Sweeping Sword (standard; encounter) Force, Weapon
they make evil eye and halberd attacks. Any nearby Close blast 2; +21 vs. AC; 3d6 + 7 force damage, and
bring in reinforcements from the Feywild.
fomorian targets an immobilized PC for the extra the target is knocked prone. Special: When charging, the
When the PCs can see into this area, read: damage granted by skullcracker. The fomorians are eldritch giant can use this power in place of a melee basic
attack.
tall enough that they can reach the catwalk from the
Sand covers the floor of this massive chamber, its walls piled Consume Magic (minor 1/round; at-will)
floor. Treat their halberds as reach 1 weapons for Targets an adjacent conjuration or zone created by an
high with huge ingots of iron and brass, densewood logs
such attacks. enemy; +21 vs. the Will of the creator of the conjuration or
of great length and heft, and bundled heaps of deadfall. zone; the conjuration or zone is destroyed, and its effects
The eldritch giants initially fall back to let the
Two eldritch giants are shouting out the words of a ritual end. The eldritch giants attacks deal 3d6 extra force
fomorians take on melee combatants, making force damage until the end of its next turn.
as a teleportation circle flares erratically to life in midair
missile attacks in conjunction with eldritch field as they Eldritch Field (minor; recharge ) Zone
between them. Within the portal stands a hazy landscape Close blast 5; the blast creates a zone of rippling magic
teleport away from any challengers. When the fomo-
of fallen trees and black smoke, and a shower of logs and that lasts until the end of the encounter or until the
rians have fallen, the giants create their eldritch blades
deadfall spills through it to the sandy floor. At the same eldritch giant uses this power again. The zone is difficult
and enter melee. terrain, and the giants attacks deal 1d6 extra force
time, eight armed fomorians leap through the gate even as
Each round, one of the eldritch giants uses a minor damage against creatures within the zone.
it fades away. One of the fomorians howls Keep those gates Alignment Evil Languages Elven, Giant
action to trigger the portal fall hazard after teleport-
open, mage! Theres troops waiting to cross and blood to be Skills Arcana +21, Insight +20
ing safely out of range. Str 21 (+14) Dex 12 (+10) Wis 22 (+15)
spilled!
Con 19 (+13) Int 24 (+16) Cha 13 (+10)
The magic with which Bejam and Haryssus have Development
inhibited the portals of the shipyard is holding, but If the PCs bypass this encounter to go directly to the
these eldritch giants are pushing the limits of those repair dock, the creatures here come to the aid of the
wards. Normally used to transport raw materials from githyanki in Encounter G4. See the Reinforcements
other planes, these floating teleportation circles have sidebar in that encounter for more information.
been commandeered to bring reinforcements from
the Feywild.

June 20 09 | D u n g e o n 16 7
81
Garaithas Anvil

Portal Fall Level 20 Elite Lurker 8 Fomorian Guards (G) Level 17 Minion Soldier Ingot Piles: Piles of 2-foot-long iron or brass
Hazard XP 5,600 Huge fey humanoid (giant) XP 400 each ingots rise 15 feet high. These areas provide cover
An eldritch giant activates a dormant portal hanging in mid- Initiative +16 Senses Perception +13; truesight 6 and are difficult terrain. A Large or smaller creature
air, and a deadly avalanche of wood spills from a matching HP 1; a missed attack never damages a minion.
AC 33; Fortitude 30, Reflex 29, Will 28
must make a DC 14 Athletics check to move across an
portal in the Feywild and drops toward you.
Speed 8 ingot pile.
Hazard: Logs and deadfall tumble down to a target square and
m Halberd (standard; at-will) Weapon Log Piles: Densewood logs and deadfall are piled
make a burst 3 attack.
Reach 4; +22 vs. AC; 8 damage (13 damage against
Perception to a height of 20 feet. These areas provide cover and
immobilized targets) and the target is marked until the end
Characters cant use Perception to detect this hazard. are difficult terrain. A Large or smaller creature must
of the fomorian guards next turn.
Initiative +21
R Evil Eye (minor 1/round; at-will) make a DC 22 Athletics check to move over a log pile.
Trigger
Ranged 5; +20 vs. Will; the target is immobilized until the A Large or larger creature moving across a log pile
Each eldritch giant can, as a minor action once per turn,
end of the fomorian guards turn.
trigger the traps attack. Special: Though the giants cannot
Alignment Evil Languages Deep Speech, Elven
must make a DC 14 Acrobatics check or unleash an
keep the portals open for long, additional fomorians avalanche of logs in a burst 2, dealing 2d10 damage
Str 24 (+15) Dex 22 (+14) Wis 20 (+13)
have a chance to cross over from the Feywild the longer
Con 20 (+13) Int 11 (+8) Cha 15 (+10) to itself and any Large or smaller creature in the area.
the fight goes on. Starting in the fourth round and every
Equipment chainmail, halberd
round thereafter, each activation of the hazard brings 1d4 The area filled by fallen logs becomes difficult terrain
1 more fomorian guards into the fray. Award the PCs for Large or smaller creatures.
additional experience for any reinforcements they kill. Features of the Area
Attack Illumination: Smoky torches along the walls fill
Minor Action 1/turn Close burst 1 centered on one
enemy
this area with dim light.
Targets: Creatures in burst Ceiling: 60 feet high.
Attack: +23 vs. Reflex Floor: The soft sand floor of the loading zone is
Hit: 3d8 + 5 damage
difficult terrain for any Medium or smaller creatures.
Effect: The area becomes difficult terrain.
Countermeasures Catwalk: This shaky catwalk connects to the
A character who makes an Arcana check at DC 27 as a adjacent passageway and overlooks the floor 30 feet
standard action briefly forces the hidden portals away from below. The catwalk has no ladders; the giants who
his or her area, and the hazard cannot target any creature
within a close burst 2 of the character.
work in this area simply climb it. A catwalk can be
A character who makes an Arcana check at DC 27 as a moved along normally, but a Medium or smaller crea-
minor action briefly forces the hidden portals away from ture that makes a melee attack while in a square on
him or her, and the hazard cannot target him or her.
the edge of a catwalk must make a DC 14 Acrobatics
When an eldritch giant is killed, the hazard becomes less
dangerous, and when both are dead, it ceases to function. check or stumble and fall over the edge. The soft sand
floor means that a creature that falls takes only 2d10
damage unless it hits an area of logs dropped by the
portal fall hazard.

June 20 09 | D u n g e o n 16 7
82
Garaithas Anvil

G3: Fire and Forge right, around the corner from the door. Do not place
their miniatures (noted by ghosted tags on the tactical
Encounter Level 19 (12,400 XP) map) unless they are spotted or until they attack.
When the PCs can see into this area, read:
Setup
2 fire giant forgecallers (F) Iron and brass ingots are piled high across this chamber,
3 fire giant ironmongers (I) with piles of deadfall and kiln-fired charcoal standing close
12 fire giant serfs (S) by the feeder doors of a half-dozen massive forges. The heat
of this foundry is crippling even from a distance, but the
The githyanki docks are built around numerous workers here seem not to noticesome dozen fire giants
foundries where the steel frames of astral warships work furiously at massive anvils. The ship castings they
are forged, welded, and repaired. work with are being systematically destroyedcut to chunks
Whenever the PCs make their first foray toward and hot-hammered into the spheres you saw the others
this area (whether initially from area G1 or after carrying. These appear to be some sort of weapon destined
Encounter G2), they are interrupted by a pair of for the fight outside.
giants running for the dock gate (area G5).
Perception Check, if the forgecallers and iron-
When the PCs first approach this area, read: mongers are in hiding.
A shout from the chamber beyond precedes pounding DC 22: Although twelve fire giants labor hard
footsteps as two fire giants suddenly appear in the within the foundry, three central anvils and a forge are
passageway. In their arms, each carries a pile of what look conspicuously untended.
like smoldering steel spheres. If the PCs fail the Perception check or otherwise
Two fire giant serfs are carrying slag missiles (thin blunder into the chamber, any giants in hiding gain
spheres of iron holding a core of molten slag) to the surprise.
battle outside. Unless the PCs draw attention to them-
12 Fire Giant Serfs (S) Level 16 Soldier Minion
selves, they can easily pull back into area C1 or C2 as Large elemental humanoid (giant) XP 350 each
the giants turn up the third leg of the passageway and Initiative +11 Senses Perception +9
disappear from sight. Go to Encounter C5 (the Follow- HP 1; a missed attack never damages a minion.
AC 30; Fortitude 32, Reflex 27, Will 27
ing the Giants sidebar) if the PCs decide to pursue. Resist 15 fire
If the PCs took on the giants in Encounter G2 Speed 7
before entering this area, the fire giants here had a 50 m Fiery Forge Hammer (standard; at-will) Fire
Reach 2; +21 vs. AC; 3 damage plus 3 fire damage, and the
percent chance to notice the fight over the noise of the
target is dazed until the end of the fire giants next turn.
foundry. If no noise was heard, the giants are all hard Alignment Evil Languages Deep Speech, Giant
at work and distracted in the positions indicated on Skills Endurance +19
the tactical map. If the giants heard combat, the forge- Str 23 (+15) Dex 11 (+9) Wis 10 (+9)
Con 22 (+15) Int 10 (+9) Cha 11 (+9)
callers and ironmongers have moved out of sight to the Equipment forge hammer

June 20 09 | D u n g e o n 16 7
83
Garaithas Anvil

2 Fire Giant Forgecallers (F) Level 18 Artillery Tactics


Large elemental humanoid (giant) XP 2,000 each
Initiative +11 Senses Perception +17
The forgecallers focus smoldering mace attacks on
HP 136; Bloodied 68 defenders or strikers, using their reach to stay out of
AC 32; Fortitude 33, Reflex 29, Will 30 harms way. If no melee target presents itself, a forge-
Resist 15 fire
caller creates a fire pillar or f lameburst to strike distant
Speed 8
m Smoldering Mace (standard; at-will) Fire, Weapon foes.
Reach 2; +21 vs. AC; 1d10 + 6 damage plus 1d10 The ironmongers open combat with a hammer
fire damage. blast, then focus searing forge hammer attacks on dazed
R Fire Pillar (standard; at-will) Fire
Ranged 20; +21 vs. Reflex; 3d8 + 3 fire damage.
foes. If the PCs fall back, the giants fill steel spheres
A Flame Burst (standard; recharge 6 ) Fire with molten metal to launch slag missile attacks.
Area burst 2 within 10; +21 vs. Reflex; 2d8 + 3 fire The fire giant serfs wade into combat with their
damage, and ongoing 10 fire damage (save ends).
fiery forge hammers, flanking for combat advantage
Alignment Evil Languages Giant
Skills Intimidate +14 and focusing on dazed targets.
Str 23 (+15) Dex 15 (+11) Wis 16 (+12)
Con 22 (+15) Int 10 (+9) Cha 11 (+9) Development
Equipment dragonhide armor, mace
If the PCs bypass this encounter to go directly to the Burning Slag: Pools of molten slag overflowing
3 Fire Giant Ironmongers (I) Level 16 Soldier repair dock, the creatures here come to the aid of the from the forges are difficult terrain. Any creature that
Large elemental humanoid (giant) XP 1,400 each githyanki in Encounter G4. See the Reinforcements enters or begins its turn in an area of burning slag
Initiative +11 Senses Perception +9 sidebar in that encounter for more information. takes 2d10 fire damage.
HP 156; Bloodied 78
Ingot Piles: Piles of 2-foot-long iron or brass
AC 30; Fortitude 32, Reflex 27, Will 27
Resist 15 fire Features of the Area ingots rise 15 feet high. These areas provide cover
Speed 7 Illumination: The fires of the forges fill this area and are difficult terrain. A Large or smaller creature
m Searing Forge Hammer (standard; at-will) Fire, Weapon
with bright light. must make a DC 14 Athletics check to move across an
Reach 2; +21 vs. AC; 1d12 + 5 damage plus 2d8 fire
damage, and the target is marked until the end of the fire Ceiling: 40 feet high. ingot pile.
giants next turn. Heat Hazard: The blistering air of the foundry Wood and Charcoal: Deadfall and kiln-fired
r Slag Missile (standard; at-will) Weapon charcoal are piled to a height of 15 feet. These areas
is breathable by the PCs. However, a creature that
Ranged 10; +21 vs. AC; 2d10 + 5 fire damage, and ongoing
begins its turn adjacent to a forge takes 1d10 fire provide cover and are difficult terrain. It takes a DC
5 fire damage (save ends).
C Hammer Blast (standard; requires forge hammer; encounter) damage. A creature that comes into contact with a 14 Athletics check to move over a pile of wood and
Fire, Weapon forge takes 2d10 fire damage. charcoal.
Close blast 2; +21 vs. AC; 1d12 + 5 damage plus 2d8 fire
Anvils: These enormous steel anvils stand 10 feet
damage, and the target is dazed until the end of the fire
giants next turn. high and provide cover. A creature can climb to the
Alignment Evil Languages Deep Speech, Giant top of an anvil with a DC 13 Athletics check.
Skills Endurance +19
Str 23 (+15) Dex 11 (+9) Wis 10 (+9)
Con 22 (+15) Int 10 (+9) Cha 11 (+9)
Equipment forge hammer, forge apron

June 20 09 | D u n g e o n 16 7
84
Garaithas Anvil

G5: Dock Gate stand watch near the four corners of the hangar, and a pack Getting In
of githyanki circles around them as they watch the doors.
As long as the PCs do not step fully into the open or
Encounter Level 19 (12,600 XP; see the Rein- In a circular open dock at the opposite end, five astral
approach with a light source, they need not make
forcements sidebar) craft hang suspended in a nest of steel cables. However,
Stealth checks to avoid being seen by the guards
these are all smaller strike ships, not the flagship you seek.
Setup while outside this area. Moving adjacent to the magic
The placement of the githyanki guards on the tacti- control panel for either of the area G4 doors puts a
4 fomorian guards (G)
cal map represents their position when the PCs first PC in view of the guards unless he or she is invisible.
8 githyanki gish crusaders (C)
look in. Each round that the PCs spend watching, the However, by timing his or her attempts to disable the
2 githyanki gish warmasters (W)
warmasters and the gish crusaders move 6 squares gate with the guards movement, the PC has a chance
Beyond the foundry and the loading zone, the central counterclockwise. Swayed by the overheard threats to avoid detection. It takes three DC 22 Thievery or
repair docks are sealed off behind secure magical of one of the warmasters, the fomorians stand alert Arcana checks (each a standard action) to disable the
wards. After breaking into this area and facing off where indicated. wards, simultaneously opening all three gates. How-
against githyanki guards and their giant allies, the ever, the character making the check must also make
PCs must seal the dock again to prevent reinforce- a DC 22 Stealth check as a minor action each time or
ments from arriving. be seen by those within the hanger.
Following the Giants The guards here immediately spot any PCs openly
As the PCs approach through the empty ware-
approaching the gate. If alerted by the PCs attempts to
house, read: When the PCs see the fire giants move for this unlock the gate, the fomorians move in to flank both
area (see Encounter G1), they might elect to follow, gates before they can be opened, while the githyanki
Ahead, a massive doorway opens up, and a faint
attempting to make their entrance when the gate is pull back behind the cover of scrap piles and crates.
shimmering marks the field of a magical force ward. From
opened. Alternatively, as long as the giants in area
beyond, a harsh voice shouts out.
G2 or G3 remain unaware of the PCs presence in 4 Fomorian Guards (G) Level 17 Minion Soldier
Perception Check, for a PC who understands the dock, four more giants (either fire giant serfs or Huge fey humanoid (giant) XP 400 each
Initiative +16 Senses Perception +13; truesight 6
Deep Speech fomorian guards) exit the complex every 2d6 rounds. HP 1; a missed attack never damages a minion.
DC 22: A githyanki screams in anger: Keep The distracted giants are not likely to notice the PCs AC 33; Fortitude 30, Reflex 29, Will 28
formation! Space yourselves out, you misshapen lumps, or if they hide within the warehouse. When the warded Speed 8
m Halberd (standard; at-will) Weapon
you can join your worthless kin in the fight outside! door is opened, the PCs have 2 rounds to pass through
Reach 4; +22 vs. AC; 8 damage (13 damage against
before it is closed again. The giants going through the immobilized targets), and the target is marked until the
A PC can safely peer around the corner to see what
door join the combat in this area, in addition to the end of the fomorian guards next turn.
lies beyond the doorways. R Evil Eye (minor 1/round; at-will)
troops noted in the Reinforcements sidebar.
Ranged 5; +20 vs. Will; the target is immobilized until the
When the PCs look into this area, read: end of the fomorian guards turn.
Alignment Evil Languages Deep Speech, Elven
Close to you, a glowing panel set into the stone wall pulses Str 24 (+15) Dex 22 (+14) Wis 20 (+13)
in time with the force field set within the doorway ahead. Con 20 (+13) Int 11 (+8) Cha 15 (+10)
This magical gate is one of three sets of warded doorways Equipment chainmail, halberd

adjacent at one end of a huge hangar. Four fomorians

June 20 09 | D u n g e o n 16 7
85
Garaithas Anvil

8 Githyanki (C) Level 17 Minion Skirmisher 2 Githyanki (W) Level 17 Elite Skirmisher Primary Skills
Gish Crusaders Gish Warmasters Arcana, Athletics, Thievery
Medium natural humanoid XP 400 each Medium natural humanoid XP 3,200 each Victory
Initiative +14 Senses Perception +15 Initiative +14 Senses Perception +17 The PCs successfully override the magical gate controls,
HP 1; a missed attack never damages a minion. HP 330; Bloodied 165 sealing all three gates and preventing them from being
AC 30; Fortitude 29, Reflex 28, Will 28 AC 33; Fortitude 28, Reflex 32, Will 30 opened again.
Saving Throws +2 against charm effects Saving Throws +2 (+4 against charm effects) Defeat
Speed 5; see also astral stride Speed 5; see also astral stride The PCs damage the gates arcane mechanism enough
m Silver Longsword (standard; at-will) Psychic, Weapon Action Points 1 to permanently shut them, but a blast of arcane power
+21 vs. AC; 10 psychic damage. m Silver Longsword (standard; at-will) Psychic, Weapon causes all creatures within 5 squares of any doorway to
r Astral Bolt (standard; at-will) Psychic +22 vs. AC; 2d8 + 3 damage plus 1d8 psychic damage. lose a healing surge. In addition, a last wave of eight gish
Ranged 10; +20 vs. Reflex; 10 psychic damage. r Astral Strike (standard; at-will) Radiant crusaders comes through before the gates are sealed (see
Astral Stride (move; encounter) Teleportation Ranged 5; +20 vs. Fortitude; 2d8 + 6 radiant damage. the Reinforcements sidebar).
The githyanki gish crusader teleports 6 squares and gains M Double Attack (standard; at-will) Psychic, Weapon Special
the insubstantial and phasing qualities until the start of its The githyanki gish warmaster makes two silver longsword If the PCs choose to ignore this skill challenge and simply
next turn. attacks. If it hits two different targets, each target takes an move for the next encounter, this adventure quickly takes a
Alignment Evil Languages Common, Deep Speech additional 1d8 psychic damage. turn for the worse. Githyanki reinforcements responding to
Str 20 (+13) Dex 18 (+12) Wis 14 (+10) R Astral Storm (standard; encounter) Psychic, Radiant the alarm inside the complex arrive in the hundreds within
Con 17 (+11) Int 14 (+10) Cha 18 (+12) The githyanki gish warmaster makes four attacks, no more 5 rounds, pursuing the PCs into area G6 and following in
Equipment chainmail, silver longsword than two of them against a single target: ranged 5; +20 vs. strike ships if they take to the air. This is a fight the party
Fortitude; 3d8 + 6 psychic and radiant damage. cannot possibly win, but the githyanki are savvy enough to
Tactics A Astral Lightning (standard; recharge ) Lightning
Area burst 1 within 10; +20 vs. Reflex; 4d8 + 6 lightning
want to keep at least some of these powerful PCs alive for
questioning.
The fomorian guards wade into melee, using evil eye damage. This turn of events grants the Coalition forces outside an
against the most heavily armored PCs and focusing Astral Stride (move; at-will) Teleportation easier victory as troops are drawn off to pursue the party.
halberd attacks on immobilized opponents. They use The githyanki gish warmaster teleports 6 squares and The PCs allies in the Coalition will eventually come to their
gains the insubstantial and phasing qualities until the start rescue, but the ultimate resolution of the adventure will be
their reach to stay out of danger. These guards do not of its next turn. up to you.
fight in isolation, and they raise the alarm as soon as Alignment Evil Languages Common, Deep Speech, Arcana
the threat posed by the PCs becomes clear. See the Draconic DC 25 (1 success or failure, maximum 2 successes)
Skills Arcana +17 The PC taps into the magic within one of the gates, gaining
Reinforcements sidebar.
Str 19 (+12) Dex 18 (+12) Wis 18 (+12) control of its flow.
The gish crusaders fight in pairs, flanking for Con 21 (+13) Int 24 (+15) Cha 21 (+13) Athletics
combat advantage with silver longsword attacks, or Equipment chainmail, silver longsword DC 20 (1 success or failure, maximum 1 success)
making astral bolt attacks against PCs staying out of With brute force, the PC unlocks the inhibitors that control
Dock Gate Level 16 the flow of arcane power to the gates.
melee. Skill Challenge XP 1,400 Thievery
Each gish warmaster stays back in the first round Entering the repair dock required you to open all three gates DC 25 (1 success or failure, maximum 2 successes)
to strike with astral storm, then wades in against into the area. Now you must seal them again, and quickly. Working at the control panel, the PC is able to override
part of the mechanism controlling the gates.
defenders and strikers with double attack. Against two The three dock gates feature control panels on the inside
or more PCs adjacent to each other, a warmaster uses of the hanger similar to those seen on the outside. As long
as the gates remain open, the PCs find themselves under
astral lightning, spending its action point to keep up its
renewed assault. Each skill check in this challenge requires
double attack the first time. a standard action.
Complexity
1 (requires 4 successes before 3 failures).

June 20 09 | D u n g e o n 16 7
86
Garaithas Anvil

Development Crates: These squares are difficult terrain. These


piles of mesh steel crates stand 15 feet high and
Reinforcements Even if the PCs dispense with this encounter quickly,
provide cover. They can be climbed with a DC 10
The skill challenge to seal the doors is essential to the the fight does not go unnoticed.
Athletics check.
PCs success in this part of the adventure. However, When the PCs have time to regroup after the The steel mesh sides of these empty crates provide
the longer they take to do so, the greater the threat fight, or if a character can see in the direction of convenient handholds. A creature with two hands
from the shipyards defenders. area G6, read: free can push one of the 3-foot-high crates in front of
In round 3, the githyanki realize the seriousness of it at normal speed (though it cannot run). This pro-
the threat posed by the PCs. In response to screaming The echo of footsteps rings out along the landing that rises
vides cover while moving, but the creature must then
orders from a gish warmaster, a gish crusader forgoes adjacent to the hanger. Thirty feet above, a dozen githyanki
draw its weapons or retrieve stowed items when it
its attack for 1 round to move for one of the gate con- warriors watch you coldly.
stops moving.
trol panels, using it to sound a shrill alarm. These githyanki are Kadanes personal guard. Scrap: These areas of cast-off steel fragments,
Starting in round 5 and every other round there- Knowing that the alarm has been raised, they hold cables, and other detritus are difficult terrain. A
after, new defenders appear at the doorway at the back to watch over Cevren, waiting for the PCs to creature that runs, charges, or makes a double move
top of the mapfour githyanki corsair cutters (see come to them. through an area of scrap must make a DC 20 Acro-
Encounter G6), one githyanki reaver (Encounter G1), batics check or fall prone.
or four fomorian guards. Choose the reinforcements Features of the Area Scrap Piles: A 5-foot-high scrap pile provides
or roll randomly. These new defenders focus their Illumination: This area is infused with bright cover and is difficult terrain. It takes a DC 10 Athlet-
attacks on the closest foesmost likely those PCs light. ics check to move over a scrap pile.
working at the doors as part of the skill challenge. Warded Door: The open doorways are filled with
If the PCs bypassed either Encounter G2 or G3, this a shimmering force field when the door wards are
encounter gets significantly more deadly. In addition active. No creature, object, or power can pass through
to the reinforcements noted above, the nonminion a warded door in
fire giants from G3 enter the fray here in round 7 either direction.
in response to the alarm. The eldritch giants from
Encounter G2 enter this encounter in round 9.
Award the PCs additional experience for any rein-
forcements they kill.
Once the skill challenge is completed, no further
reinforcements arrive (aside from those noted under
Defeat). The PCs see more githyanki and giants
racing up to the gates, but with the wards reactivated
and under the partys control, these additional rein-
forcements can find no way in.

June 20 09 | D u n g e o n 16 7
87
Garaithas Anvil

G6: Boarding Party Tactics The psychic archers fall back to continue firing,
targeting PCs moving for the ships.
The githyanki are set to defend Cevren against attack,
Encounter Level 18 (11,600 XP) The corsair shipmaster and the corsair cutters
and they take advantage of their defensive cover for as
use telekinetic leap and telekinetic jump to fly over the
long as possible. The psychic archers fire their psychic
Setup shots as soon as the PCs appear on the landing (or
advancing PCs and attack from behind. The shipmas-
8 githyanki corsair cutters (C) ter uses blade dance against a lightly armored PC, then
attempt to go over it).
1 githyanki corsair shipmaster (S) shifts to flank with a corsair cutter for combat advan-
The corsair shipmaster moves to fight any PC
1 githyanki gish warmaster (W) tage. The cutters flank in groups of two, constantly
attempting to push through the barricade. The corsair
8 githyanki psychic archers (P) regrouping as they are cut down.
cutters attack between gaps in the barricade, target-
The PCs will likely take a stealthy approach when ing PCs dazed by the psychic archers attacks for Githyanki Corsair (S) Level 19 Skirmisher
ascending the high catwalk, but the githyanki have extra damage from combat advantage. Shipmaster
Medium natural humanoid XP 2,400
already fallen back to more defensible positions. The warmaster makes astral storm and astral light- Initiative +18 Senses Perception +15
ning attacks against heavily armored PCs. HP 179; Bloodied 89
When the PCs can see the upper landing, read: When the PCs are at or over the barricade, the AC 33; Fortitude 31, Reflex 32, Will 31
Saving Throws +2 against charm effects
The approach to the upper landing is undefended, and githyankis tactics change. The warmaster enters the
Speed 6; see also telekinetic leap
it yields up the sight of another repair dock and the first fray, making double attacks against a single target in m Silver Longsword (standard; at-will) Psychic, Weapon
glimpse of your goal. The sleek flagship Cevren sits within the front ranks. It uses its action point when a foe is +24 vs. AC; 2d8 + 5 damage plus 1d6 psychic damage, and
first bloodied, making two double attacks in the hope if the githyanki corsair shipmaster has combat advantage
a taut lattice of mooring lines, pulsing white light bathing against the target, it can shift 3 squares.
it where the roof dome above the dock has been drawn of dropping it. M Blade Dance (standard; encounter) Psychic, Weapon
back to reveal open air and the astral gate above. A dozen 8 Githyanki (C) Level 17 Minion Skirmisher
+24 vs. AC; 3d8 + 6 damage plus 1d8 psychic damage, and
the target is dazed until the end of the githyanki corsair
githyanki are in motion across the decks of the man-of-war, Corsair Cutters
shipmasters next turn. Effect: The shipmaster can shift up
but the force between you and them is the more immediate Medium natural humanoid XP 400 each
to 3 squares before or after making this attack.
Initiative +16 Senses Perception +13
concernthe githyanki you saw before have fallen back R Telekinetic Leap (move; encounter)
HP 1; a missed attack never damages a minion.
behind makeshift barricades. Ranged 10; the githyanki corsair shipmaster or an ally
AC 31; Fortitude 28, Reflex 29, Will 28
within range can fly 5 squares.
Saving Throws +2 against charm effects
Perception Check Combat Advantage
Speed 5; see also telekinetic jump
A githyanki corsair shipmaster deals 1d6 extra damage on
DC 13: The figures on the flagship are led by a hulking m Silver Longsword (standard; at-will) Weapon
melee attacks against any target that is granting combat
githyanki in golden plate armor, his voice a dark howl as he +22 vs. AC; 10 damage.
advantage to it.
Telekinetic Jump (move; encounter)
shouts orders. Alignment Evil Languages Common, Deep Speech
The githyanki corsair cutter flies 5 squares.
Skills Acrobatics +21, Insight +20
Combat Advantage
Insight or Perception Check A githyanki corsair cutter deals 3 extra damage on
Str 22 (+15) Dex 25 (+16) Wis 22 (+15)
Con 19 (+13) Int 21 (+14) Cha 17 (+12)
DC 20: The githyanki swarming over the Cevren melee attacks against any target that is granting combat
Equipment: leather armor, light shield, silver longsword
are a mix of guards and flight crew. Though still obviously advantage to it.
Alignment Evil Languages Common, Deep Speech
under repair, the astral man-of-war is preparing to launch.
Str 21 (+13) Dex 23 (+14) Wis 21 (+13)
Con 16 (+11) Int 17 (+11) Cha 16 (+11)
Equipment: leather armor, light shield, silver longsword

June 20 09 | D u n g e o n 16 7
88
Garaithas Anvil

Githyanki (W) Level 17 Elite Skirmisher


Gish Warmaster
Cevrens Escape The PCs are welcome to attack Cevren if they
wish. See Encounter G7 for information on attacking
Medium natural humanoid XP 3,200 The guards here fight to the death to prevent the PCs
the astral man-of-war, and keep track of how much
Initiative +14 Senses Perception +17 from reaching Cevren. When six or fewer githyanki
HP 330; Bloodied 165 damage the PCs deal, since it counts toward success
remain standing, or if the PCs decide to simply
AC 33; Fortitude 28, Reflex 32, Will 30 in the skill challenge in that encounter.
Saving Throws +2 (+4 against charm effects) bypass these defenders to get to the dock, the flagship
Whether the fight is finished or not, a PC that gets
Speed 5; see also astral stride breaks its moorings and takes to the air.
Action Points 1 closer to the second repair dock sees the astral strike
m Silver Longsword (standard; at-will) Psychic, Weapon ship left behind.
With a shriek of rending steel, the astral man-of-war
+22 vs. AC; 2d8 + 3 damage plus 1d8 psychic damage.
r Astral Strike (standard; at-will) Radiant lurches up within its nest of mooring lines. As the githyanki Bobbing in the astral man-of-wars magical wake, a smaller
Ranged 5; +20 vs. Fortitude; 2d8 + 6 radiant damage. on the decks hack through the last of these, the ship is swept armored strike ship strains at its mooring lines.
M Double Attack (standard; at-will) Psychic, Weapon
up as if lifted by a mighty wave. The last of the githyanki
The githyanki gish warmaster makes two silver longsword
attacks. If it hits two different targets, each target takes an crew pull themselves on as Cevren lifts slowly to the The name Iliyoru is emblazoned across the strike
additional 1d8 psychic damage. pulsing white sky. ships hull. A PC who understands Deep Speech
R Astral Storm (standard; encounter) Psychic, Radiant
translates the name as White Blade.
The githyanki gish warmaster makes four attacks, no more Astral craft function only in the mystical medium
than two of them against a single target: ranged 5; +20 vs. A PC who saw Cevren depart knows that cutting
of the Astral Sea, but the presence of the astral gate
Fortitude; 3d8 + 6 psychic and radiant damage. the strike ships lines is enough to start its ascent.
A Astral Lightning (standard; recharge ) Lightning
automatically lifts Cevren and the smaller strike ships
With a DC 22 Arcana check, a PC knows that the
Area burst 1 within 10; +20 vs. Reflex; 4d8 + 6 lightning from their moorings.
smaller strike ship is faster than the man-of-war if it
damage.
Astral Stride (move; at-will) Teleportation 8 Githyanki (P) Level 16 Minion Artillery can be properly controlled.
The githyanki gish warmaster teleports 6 squares and Psychic Archers When the PCs are ready to board Iliyoru, read:
gains the insubstantial and phasing qualities until the start Medium natural humanoid XP 350 each
of its next turn. Initiative +12 Senses Perception +11 The strike ship is undefended, and whatever crew might
Alignment Evil Languages Common, Deep Speech, HP 1; a missed attack never damages a minion.
have been here was either commandeered by Kadane or
Draconic AC 28; Fortitude 27, Reflex 29, Will 27
Skills Arcana +17 Saving Throws +2 against charm effects mustered for the battle outside the repair dock. Iliyoru tugs
Str 19 (+12) Dex 18 (+12) Wis 18 (+12) Speed 6; see also telekinetic jump at the lines that hold her fast, drawn by the swirling essence
Con 21 (+13) Int 24 (+15) Cha 21 (+13) m Silver Dagger (standard; at-will) Weapon of the astral gate high above.
Equipment chainmail, silver longsword +23 vs. AC; 6 damage.
R Psychic Shot (standard; requires longbow; at-will) Psychic, Cutting the ship free of its moorings takes only 1
Weapon round. Iliyoru immediately begins to climb, but the
Ranged 15/30; +21 vs. Will; 8 psychic damage and the
PCs must master the astral crafts complex controls to
target is dazed until the end of its next turn.
Telekinetic Jump (move; encounter) mount an effective pursuit of the fleeing Cevren. Go
The githyanki psychic archer flies 5 squares. to Encounter G7 on the next page.
Alignment Evil Languages Common, Deep Speech
Str 18 (+12) Dex 18 (+12) Wis 17 (+11)
Con 21 (+13) Int 24 (+15) Cha 21 (+13)
Equipment leather armor, silver dagger, longbow, quiver
with 20 arrows

June 20 09 | D u n g e o n 16 7
89
Garaithas Anvil

Gantry: Each of these gantry towers rises 20 feet The steel mesh sides of these empty crates provide
above the catwalk or the landing, and features a crane convenient handholds. A creature with two hands
Ships of the Line sling arm for raising cargo from below. A gantry tower free can push one of the 3-foot-high crates in front of
provides cover and can be climbed with a DC 10 Ath- it at normal speed (though it cannot run). This pro-
Iliyoru is an astral strike ship, similar in design to an
letics check. A creature engaged in combat on the top vides cover while moving, but the creature must then
astral skiff (Manual of the Planes page 159) but larger
of a tower must make a DC 22 Acrobatics check or fall. draw its weapons or retrieve stowed items when it
and built for war. Cevren is a massive astral man-of-
The sling arm cable hanging from the end of a stops moving.
war and the flagship of the githyanki fleeta planar
gantry arm can be jumped to from a nearby catwalk Scrap: These areas of cast-off steel fragments,
warship on the scale of a seafaring war galleon. Both
with an Athletics check as normal. (A sling arm that cables, and other detritus are difficult terrain. A
ships feature hulls reinforced with protective magic
has been moved over a catwalk can be grabbed.) A creature that runs, charges, or makes a double move
and open decks that can be sealed behind protective
character who makes the jump snags the cable with through an area of scrap must make a DC 20 Acro-
plates for long-distance travel across the Astral Sea.
a DC 14 Acrobatics check. On a failed check, the batics check or fall prone.
Both craft possess spell turrets and force ballistas
character falls. Scrap Pile: A 5-foot-high scrap pile provides cover
for use in ship-to-ship combat. See Encounter G7 for
A creature that grabs a cable pulls the gantry arm and is difficult terrain. It takes a DC 10 Athletics
more information.
45 degrees in the direction of the creatures move- check to move over a scrap pile.
ment, and can swing out on the cable in the same
direction. The creature can then jump from the
Features of the Area cable to any nearby catwalk by making an Acrobatics
Illumination: This area is infused with bright check. Use the DC for an Athletics check to jump the
light. distance from the gantry to the catwalk, but treat the
Catwalk: This shaky catwalk rises alongside the creature as if it has a running start.
landing of the dock. The catwalk can be moved along Makeshift Barricade: The githyanki have
normally, but a Medium or smaller creature that assembled the mesh steel crates littering this area into
makes a melee attack while in a square on the edge of barricades 6 feet high. The barricades are difficult
the catwalk must make a DC 14 Acrobatics check or terrain and provide superior cover. An unstable bar-
stumble and fall over the edge. ricade can be climbed over with a DC 15 Athletics
Ladders: These rough mesh ladders connect the check, vaulted over with a DC 15 Acrobatics check,
lower level with the landing. It takes a move action or pushed through with a DC 20 Athletics check.
and a DC 15 Athletics check to climb 10 feet up a Pushing a barricade slides its crates and any creature
ladder. behind those crates 2 squares.
Crates: These squares are difficult terrain. These
piles of mesh steel crates stand 15 feet high and
provide cover. They can be climbed with a DC 10
Athletics check.

June 20 09 | D u n g e o n 16 7
90
Garaithas Anvil

G7: Iliyorus Flight If the PCs close the distance between Iliyoru and Cevren to
0 squares, or if Cevrens speed is reduced to 0 by damage,
Arcana
DC 25 (1 success or failure, maximum 3 successes)
they gain an automatic victory in the skill challenge. If Drawing on his or her understanding of magic devices, the
Encounter Level 18 (11,200 XP) Iliyorus speed is reduced to 0 by damage, the PCs gain an PC works out the complex operation of the strike ships
automatic defeat in the challenge. controls.
Admiral Kadane is on board the flagship Cevren as it Victory Athletics
lifts off toward the astral gate at the core of Garaithas The PCs earn a victory in this skill challenge in two stages. DC 20 (1 success or failure, maximum 3 successes)
Anvil. The PCs have seized the astral strike ship When they achieve 5 successes, they gain full control of Getting control of Iliyoru relies on traditional sailing skill
Iliyoru. This allows the strike ship to travel at its maximum as much as magical aptitude. With a successful check, the
Iliyoru and are giving chase. This encounter is not a speed of 12 squares (until brought under control, Iliyoru PC properly sets the strike ships rigging to help control its
straightforward combat challenge. Rather, the PCs travels at a speed of 10 squares). erratic course upward.
must take control of Iliyoru even as they utilize her Subsequent checks in the challenge focus on safely bringing Perception
the smaller ship to within boarding range of Cevren. With DC 13 (0 successes or failures)
armaments and their own powers to bring Cevren to
an overall victory in the challenge (whether attained by With a successful Perception check (a free action), the PC
a halt. However, as they do so, the PCs come under successful skill checks or by attacks against Cevren), the gains a +2 circumstance bonus to his or her next check in
attack from the man-of-war and from githyanki forces PCs can successfully fire the grappling lines that lock the the challenge or a +2 circumstance bonus to damage on
battling their Coalition allies. man-of-war and the strike ship together. his or her next attack made against Cevren (see the Fight
Defeat in the Skies and Roll Out the Guns sidebars). On a failed
Explain the controls of Iliyoru to the players (see
Whether or not they gain initial control of Iliyoru, the PCs check, the PC takes a 2 penalty to his or her next primary
the Fight in the Skies sidebar) as the PCs settle in on cannot successfully lock to Cevren. Instead, the smaller check or damage roll.
the strike ship. Then give the players an overview of Iliyoru goes into an out-of-control spiral that brings it within The shifting maelstrom of the astral gate flares wildly
range of the flagships grapples. (If the PCs fail the skill overhead as Iliyoru and Cevren arc around each other,
the skill challenge and let the chase begin.
challenge while Cevren is still well out of range, Kadane making it hard to accurately judge distance and direction as
sees them scuttle their ship and descends to seize it.) Each the ships close.
Iliyorus Flight Level 18
PC on the strike ship takes 2d10 damage and loses 1 Thievery
Skill Challenge XP 8,000
healing surge. DC 25 (1 success or failure, maximum 3 successes)
Cevren is rising quickly above Iliyoru, bound for the astral Acrobatics The complex controls of Iliyoru can be subtly coerced into
gate and a chance to flee the conflagration below. DC 13 (0 successes or failures) With a successful check (a responding to the PCs direction.
Cutting Iliyoru free of its moorings causes it to free action), the PC gains a +2 circumstance bonus to his
automatically rise up toward the astral gate high above or her next primary skill check in the challenge or a +2
the Garaitha docks. However, only by gaining control of circumstance bonus to damage on his or her next attack After the PCs have made their first success or
the ship do the PCs have a chance to catch up to made against Cevren (see the Fight in the Skies and Roll failure in the skill challenge, read:
Kadanes flagship. Out the Guns sidebars). On a failed check, the PC takes a
Complexity 2 penalty to his or her next primary check or damage roll. Iliyoru pitches as you try to bring her under control,
4 (requires 10 successes before 3 failures). Taking control of Iliyoru is made more difficult by the ships swinging wide over the shipyard below. The githyanki and
Primary Skills chaotic movement as the PCs try to avoid attack while
the Coalition forces are still locked in combat, neither side
Acrobatics, Arcana, Athletics, Thievery. climbing toward the astral gate.
Other Skills Acrobatics giving ground in the ongoing assault. Then suddenly, a
Acrobatics, Perception. DC 20 (1 success or failure, maximum 3 successes) Only group of white shapes peel away from a skirmish with the
Special the PC piloting Iliyoru can make this check. In addition
Coalitions griffon riders. Eight white reptilian creatures
PCs not crewing the ship or making checks in the skill to earning a success in the skill challenge, a successful
challenge can make attacks against Cevren in an attempt to check grants Iliyoru a +10 bonus to AC and Reflex until the wing their way up and toward Iliyoru with a shriek, their
cripple the flagship. Damage dealt to Cevren counts toward beginning of the pilots next turn. githyanki riders spurring them on.
success in the skill challenge. Damage dealt to Iliyoru does By constantly changing up the smaller strike ships course
not count toward failure in the skill challenge, but can as it climbs, the PC makes Iliyoru a more difficult target for
hinder the ships speed. See the Fight in the Skies and the whitewings and the gunners on Cevren.
Roll Out the Guns sidebars for more information.

June 20 09 | D u n g e o n 16 7
91
Garaithas Anvil

Setup Fight in the Skies


8 githyanki corsair cutters on astral whitewings
When it leaves the dock, Iliyoru starts out 40 squares in an attempt to slow it down (see the Run Out the
The whitewings and their riders approach from below beneath the climbing Cevren. The strike ship initially Guns sidebar). However, a PC can forgo crewing the
Iliyoru, but these creatures have speed enough to travels at a speed of 10 squares. When brought under ship to join in the attack as long as Iliyorus reduced
easily catch up to the strike ship with double moves. control (5 successes in the skill challenge), it travels at speed matches Cevrens, preventing the flagship from
This encounter has no tactical map, but use the plan a speed of 12 squares. The flagship Cevren has a speed getting out of range.
of Iliyoru from Encounter G8 to map the whitewings of 8 squares. Because of the turbulence created by the Keep track of the distance between the two ships
movement around the ship. astral gate, neither craft can make a double move in from round to round, and of the change in speed of
The whitewings and their riders start out spaced this encounter. either craft as it takes damage. For every 50 damage
around one side of the strike ship. As the fight pro- The lift granted by the astral gate means that it either astral craft takes, its speed is reduced by 2
gresses, keep track of Iliyorus speed as compared to takes only three PCs to control Iliyoruone pilot and squares. At fly speed 0, a ship floats out of control
the whitewings. A whitewing uses most of its move two crew. (A ship of this size normally requires a crew toward the astral gate, allowing the other ship to catch
to keep up with Iliyoru (either 10 or 12 squares), with of three or more.) For each missing crew member, the it. (The PCs can continue to attack Cevren even after
its additional movement used to adjust its position ships speed is reduced by 2 squares. its speed has been reduced to 0. However, a ship at 0
relative to the ship. (The proximity of the astral gate The PC who pilots the strike ship must do so with hit points is not destroyed, but simply disabled.)
grants the whitewing the increased fly speed for its a standard action and a move action each round. The Each warship is equipped with grappling lines that
astral wings power.) PCs crewing Iliyoru must use a standard action each can be fired by the pilot. Iliyoru engages its grapples
round to do so. Because those three PCs are actively when the PCs have achieved a victory in the skill chal-
working the strike ships controls, they can make lenge. If the party suffers a defeat in the challenge,
New Creature:
primary skill checks in the skill challenge as minor Cevren instead fires its grapples against the strike
AstralWhitewing actions. All other characters make primary skill checks ship.
These highly intelligent reptilian flyers are native in the challenge as standard actions. The vehicle rules above have been adapted from
to the Astral Sea, and are raised and trained by Initially, three PCs need to fly the ship and make Adventurers Vault. You can use that supplement if
the githyanki as flying mounts. A whitewing seats checks in the skill challenge, with other PCs either you want to play out a more complex chase between
one rider in a specially made saddle, and it can be undertaking the skill challenge or attacking Cevren Iliyoru and Cevren.
controlled by reins or voice command. These crea-
tures have a wingspan of nearly 30 feet, and they
are equally at home in the skies of the planes as the Tactics to each other. However, because diagonals on the
Astral Sea. battle grid are equivalent to horizontal or vertical dis-
The whitewings swarm Iliyoru, using their astral jaunt
Native wild whitewings are found only in the tances, two githyanki four squares apart on the battle
or flyby attack to get into position for tail slam attacks
Astral Sea, and they are known for their predatory grid remain 4 squares apart at different heights for the
against the strike ship. The githyanki corsair cutters
pack attacks on travelers in that realm. Whitewings purpose of targeting them both with an area attack.
do not attack, since they know they cannot deal any
trained as mounts by the githyanki are sometimes lost See the Fight in the Skies and Run Out the
damage against Iliyorus magically enhanced defenses.
on scout missions, and they can be found wandering Guns sidebars for more information on the combat
As the whitewings and their riders move around
wild in the remote mountainous regions of the world with the whitewings and their riders.
the strike ship, they do so at different altitudes relative
and the Feywild.

June 20 09 | D u n g e o n 16 7
92
Garaithas Anvil

8 Astral Whitewings Level 15 Skirmisher


Large immortal beast (reptile) XP 1,200* each
Initiative +17 Senses Perception +18; low-light vision Run Out the Guns
HP 146; Bloodied 73 Four of the six turrets on Iliyoru are designed to allow Characters who do not have arcane or divine
AC 30; Fortitude 27, Reflex 28, Will 26
spellcasters to channel magical attacks against other powers can make use of two force ballista turrets on
Speed 4, fly 8 (hover); see also astral wings
m Tail Slam (standard; at-will) ships and airborne combatants. A character in a spell the strike ship.
Reach 2; +21 vs. AC; 2d8 + 7 damage. turret can use the turret to direct any nonweapon Force Ballista: +15 vs. AC; ranged 40; 3d10 force
M Flyby Attack (standard; at-will) ranged or area arcane or divine attack power. damage. Each force ballista has 10 bolts and is oper-
The astral whitewing moves its fly speed and makes one
tail slam attack at any point during that movement. The
A character directing a power through a spell turret ated by a single character. Firing is a standard action.
whitewing does not provoke opportunity attacks when uses his or her own attack modifier and deals damage Activating the magical bolt loader is a minor action.
moving away from the target of the attack. as normal. However, a power directed through a spell Each round that the astral ships are in the air, the
R Stunning Shriek (standard; at-will)
turret cannot be used with an implement. crew of Cevren launch four force ballista attacks
Ranged 5; the target is stunned until the end of its
next turn. The magic of a spell turret doubles the range of against the pursuing Iliyoru, using the attack and
Astral Jaunt (move action; must be mounted by a friendly arcane and divine powers, and allows powers to target damage modifiers above. (Kadane is the only githyanki
githyanki rider; recharge ) Mount, Teleportation inanimate objects even if they normally cannot do so. on Cevren with arcane powers, but he is too busy
The astral whitewing and its rider teleport a distance equal
to the whitewings fly speed.
Characters attacking airborne creatures through a giving orders to make use of the flagships spell
Astral Wings spell turret can make use of any of a powers effects. turrets.)
While in the Astral Sea, the whitewings fly speed Powers that create effects in addition to hit point Attacks made with the spell turrets and force
increases to 12 squares.
damage can be used against a ship, but the ship ballistas of either ship target only the other craft or
Alignment Unaligned Languages
Str 22 (+13) Dex 24 (+14) Wis 20 (+12) ignores such effects (including ongoing damage). creatures in the air. These attacks cannot target a
Con 18 (+11) Int 8 (+6) Cha 16 (+10) Attacks that deal damage throughout an area (typi- character on a ship.
* A whitewing in this encounter flees if its corsair cutter rider cally attacks that target all creatures in a burst) strike Cevren: HP 800; AC 8; Fortitude 20, Reflex 12;
is killed, earning XP only for the minion.
more than 1 square when used against a ship, dealing resist 10 all damage; speed 8.
additional damage as follows: burst 1 or 2, 2 damage; Iliyoru: HP 500; AC 6; Fortitude 17, Reflex 15; resist
burst 3 or 4, 3 damage; burst 5 or larger, 5 damage. 10 all damage; speed 10 (at the beginning of the skill
Attacks that can target multiple characters function challenge) or 12 (after 5 victories in the challenge).
only as a single attack when directed through a spell The vehicle rules above have been adapted from
turret. Adventurers Vault. You can use that supplement if
you want to play out a more complex chase between
Iliyoru and Cevren.

June 20 09 | D u n g e o n 16 7
93
Garaithas Anvil

8 Githyanki Corsair Level 17 Minion Skirmisher


Cutters
Experience
Medium natural humanoid XP 400 each The astral whitewings are a much more potent
Initiative +16 Senses Perception +12 threat than their minion masters in terms of their
HP 1; a missed attack never damages a minion.
AC 31; Fortitude 28, Reflex 29, Will 28
hit points and attacks. However, if its rider is slain,
Saving Throws +2 against charm effects a whitewing in this encounter immediately flees
Speed 5; see also telekinetic jump the battle. Because this encounter treats the white-
m Silver Longsword (standard; at-will) Weapon
wings and their riders as a single creature with
+22 vs. AC; 10 damage.
Telekinetic Jump (move; encounter) minion hit points, XP is awarded only for the cor-
The githyanki corsair cutter flies 5 squares. sair cutters.
Combat Advantage On the off chance that the PCs kill one of the
A githyanki corsair cutter deals 3 extra damage on
melee attacks against any target that is granting combat
whitewings while targeting its rider, award them
advantage to it. additional experience as appropriate.
Alignment Evil Languages Common, Deep Speech
Str 21 (+13) Dex 23 (+14) Wis 21 (+13)
Con 16 (+11) Int 17 (+11) Cha 16 (+11)
Equipment: leather armor, light shield, silver longsword

Development
At the completion of the skill challenge, Cevren is
locked to Iliyoru and ready to be boarded. If the
PCs suffered a defeat in the skill challenge and
were seized by Cevren, paraphrase the following
accordingly.

The grappling controls are set and punched, and with a


shriek of steel, a dozen silver cables lance out from Iliyoru
to sink into Cevrens hull. Like raptors caught in a death
spiral, the two ships are pulled toward each other even as
their now-connected momentum causes them to spin out of
control. The lightning-streaked maelstrom of the astral gate
looms above you.

The PCs have no chance for a short rest. Go to the


next page for the final encounter and the showdown
with Kadanes forces.

June 20 09 | D u n g e o n 16 7
94
Garaithas Anvil

G8: Kadanes Stand As Cevren and Iliyoru come together, read: This final battle is a free-for-all on the decks of both
astral craft as they spiral out of control beneath the
Even as Iliyoru and the larger Cevren come together
Encounter Level 21 (19,600 XP) looming maelstrom of the astral gate. The PCs can
with a shuddering crash, you hear the shouts of githyanki
choose to take up defensive positions in Iliyoru, or
Setup troops as the deck doors of the flagship split and unfurl like
they can move across to take the fight to the main
an insects shell. Spread out along the rail, around twenty
Admiral Kadane, githyanki gish overlord (O) deck of the more wide-open Cevren. Describe the
githyanki howl in defiance. Behind them stands the hulking
6 githyanki blademasters (B) ever-present threat of the astral gate looming above,
figure in golden armor, his voice booming over the bloodlust
6 githyanki corsair cutters (C) threatening to swallow both ships as they spin closer
of his troops and the shrieking storm of the astral gate
8 githyanki psychic archers (P) each round. The scope of this battle is limited only by
looming above you. The hearts of these mortal dogs are
your imagination and the PCs willingness to throw
On board the githyanki flagship Cevren, the PCs face mine! Kill them all!
themselves into the fight.
off against Admiral Kadane and his forces in a final
showdown. Development
The retrieval of Kadanes crystal key is the PCs pri-
mary mission here, but what they do with the admiral
himself is up to them. Whether Kadane is killed or
captured, any surviving githyanki on Cevren surrender
at once. The PCs are victorious, but the out-of-control
ships are still heading for the astral gate above. In the
aftermath of the battle, the PCs can free Iliyoru from
Cevren and descend back to the shipyard. If the strike
ship was disabled by Cevren in Encounter G6, the PCs
can seize the man-of-war instead.
The grappling cables are quickly jettisoned as Iliyoru
responds while you pull her away from the crippled
flagship. The pressure of the astral gate is severe, and the
strike ship bucks as you set course for the ground. Behind
you, caught up in the white storm, Cevren is quickly swept
away, trailing cables and shattered rigging as it disappears
into the maelstrom.

June 20 09 | D u n g e o n 16 7
95
Garaithas Anvil

Athletics check; see below), or by swinging across on


side Trip one of the many loose rigging lines hanging between
Intentionally traveling through the astral gate is a the ships (a DC 15 Acrobatics check; see below).
poor course of action for the PCs, since they have no While none of these checks are difficult, the pen-
idea where it leads. (This knowledge is beyond even alty for failure can be extreme. A creature that falls
Bejam and Haryssus.) However, if the party takes that while jumping, climbing, or swinging across the gap
route, the other side of the astral gate is a remote can attempt a saving throw to grab onto the deck
portal in the Astral Sea where a number of other of the ship it is moving to. On a failed saving throw,
githyanki astral warships are circling. Their angry the creature falls into empty air but can catch itself
captains are wondering why they cannot cross over on a rigging line with a DC 27 Acrobatics or Athlet-
to Garaithas Anvil (the astral gate is closed from this ics check. If that check fails, the creature falls to the
side by Bejam and Haryssuss magic), and they take shipyard below. (Unless you want to keep track of dis-
a great interest in the appearance of a ship from the tance, assume that Iliyoru and Cevren climb 500 feet
other side. The PCs have no way to return to the ship- during the skill challenge and the subsequent battle.
yard, but their Coalition allies will commandeer strike A fall from that height deals 250 damage.)
ships and come after them eventually. How the PCs Deck: The decks of both astral craft buck and
fare until then is up to you. Alternatively, if you feel shudder as the ships spiral out of control. Each round
like an even bigger finish to the adventure, you can at the beginning of its turn, a creature standing on
improvise a skill challenge based on the challenge in the deck of either ship must make a DC 14 Acrobat-
Encounter G6. Let the PCs race against time as they ics check or slide 1 square in a random direction. If a
attempt to disengage Iliyoru from Cevren before both creature slides off the deck, see above for its chances
astral craft are swept up into the gate above. When of holding on.
they regain control of the ship, they can return safely Raised Deck: Raised areas are marked on the
to the shipyard below. decks of both ships. These are 5 feet high and provide
cover. It costs 1 extra square of movement to swing up
onto a raised deck.
Rigging Lines: Damage dealt to both ships in the
Features ofthe Area previous encounter has left rigging lines hanging in of the ship it is sunk into requires a DC 33 Strength
Illumination: The astral gate sheds bright light the empty air between them. A rigging line is stout check. Cables cannot be forcibly detached from the
across the decks of both ships. rope (AC 10, Reflex 10, Fortitude 5; 15 hit points). A ship they are shot from, but the controls on a ship can
Boarding Zone: A shifting 10-foot gap of empty creature can grab a rigging line and swing from one disconnect its own cables as a minor action.
space splits the two ships where grappling cables have ship to the other with a running start of at least 2 Climbing from one ship to another by way of a
lashed them together. Creatures that cannot fly or tele- squares and a DC 15 Acrobatics check. grappling cable requires a double move and a DC 15
port can jump from one ship to the other with a DC Grappling Cables: These thick cables are a tough Athletics check.
10 Athletics check (DC 20 without a running start), by weave of steel and adamantine (AC 5, Reflex 5, Forti-
climbing along an exposed grappling cable (a DC 15 tude 10; 100 hit points). Pulling a grappling cable out

June 20 09 | D u n g e o n 16 7
96
Garaithas Anvil

Tactics Admiral Kadane, (O) Level 19 Solo Skirmisher


Githyanki Gish Overlord
Kadane fears for his life, and the cowardly admiral Medium natural humanoid XP 12,000
is not eager to engage the PCs. He stays at the back of Initiative +17 Senses Perception +18
HP 724; Bloodied 362
the fray for as long as possible, using his minions as
AC 33; Fortitude 33, Reflex 31, Will 29
cover while he targets PCs adjacent to each other with Saving Throws +5 (+7 against charm effects)
astral whirlwind. PCs who get within 5 squares are hit Speed 5, teleport 6
with soulstorm strike before Kadane uses astral stride to Action Points 2
m Silver Greatsword (standard; at-will) Psychic, Weapon
teleport to safety.
+24 vs. AC; 1d10 + 6 damage plus 1d8 psychic damage.
The corsair cutters and the githyanki blademasters M Blade Fury (standard; at-will) Psychic, Weapon
fight in pairs, flanking for combat advantage. Kadane makes four silver greatsword attacks and can shift
up to 2 squares after each. Effect: Kadane teleports 3
The githyanki psychic archers target PCs engaging
squares and gains a bonus to his next attack roll equal to
the corsair cutters and the blademasters, dazing tar- the number of creatures he hit with this attack.
gets to grant the melee attackers additional advantage. C Soulstorm Strike (standard; at-will) Lightning, Radiant
Only when half of Kadanes minions have been Close blast 5; +22 vs. Reflex; 2d8 + 4 lightning and radiant
damage and ongoing 10 lightning and radiant damage.
killed does the gish overlord take the fight to the PCs. A Astral Whirlwind (minor; recharge ) Psychic,
He makes a soulstorm strike against any characters Radiant
in range before using astral whirlwind to attempt to Area burst 1 within 10; +22 vs. Fortitude; the target is
stunned until the end of its next turn.
stun whichever character has been most effective in
R Telekinetic Leap (move; encounter)
combat. He then uses blade fury against that foe twice Ranged 10; Kadane or an ally within range can fly 5
by spending an action point. Kadane repeats this squares.
tactic immediately with his second action point, then R Rescuing Banishment (immediate interrupt, when an ally in
range is hit by an enemy attack; at-will) Teleportation
stays at the center of the fray making soulstorm strike
Ranged 10; targets the hit ally; the target is banished to a
and blade fury attacks each round against every PC he demiplane and suffers no effect of the triggering attack.
can target. It returns to a square within 10 squares of Kadane at the
start of Kadanes next turn.
Silver Banishment (free, when Kadane hits a target with
a weapon attack; recharges when first bloodied)
Admiral Kadane Teleportation
The target is banished to a demiplane (save ends). It
disappears from sight, cannot take actions, and cannot be
targeted. On a save, the target reappears in the space it
last occupied. If that space is occupied, the target returns
to the nearest unoccupied space of its choosing.
Alignment Evil Languages Common, Deep Speech,
Draconic
Skills Insight +18, Intimidate +20
Str 26 (+17) Dex 22 (+15) Wis 18 (+13)
Con 21 (+14) Int 19 (+13) Cha 22 (+15)
Equipment plate armor, silver greatsword, crystal key

June 20 09 | D u n g e o n 16 7
97
Garaithas Anvil

8 Githyanki (P) Level 16 Minion Artillery 6 Githyanki (B) Level 17 Minion Skirmisher
Psychic Archers Blademasters
Medium natural humanoid XP 350 each Medium natural humanoid XP 400 each
Initiative +12 Senses Perception +11 Initiative +15 Senses Perception +9
HP 1; a missed attack never damages a minion. HP 1; a missed attack never damages a minion.
AC 28; Fortitude 27, Reflex 29, Will 27 AC 28; Fortitude 25, Reflex 23, Will 22
Saving Throws +2 against charm effects Saving Throws +2 against charm effects
Speed 6; see also telekinetic jump Speed 5; see also telekinetic jump
m Silver Dagger (standard; at-will) Weapon m Silver Longsword (standard; at-will) Psychic, Weapon
+23 vs. AC; 6 damage. +22 vs. AC; 8 psychic damage.
R Psychic Shot (standard; requires longbow; at-will) Psychic, M Twin Longsword Strike (standard; requires combat advantage
Weapon against the target; at-will) Psychic, Weapon
Ranged 15/30; +21 vs. Will; 8 psychic damage and the +22 vs. AC; 12 psychic damage
target is dazed until the end of its next turn. Telekinetic Jump (move; encounter)
Telekinetic Jump (move; encounter) The githyanki blademaster flies 5 squares.
The githyanki psychic archer flies 5 squares. Alignment Evil Languages Common, Deep Speech
Alignment Evil Languages Common, Deep Speech Str 24 (+15) Dex 21 (+13) Wis 12 (+9)
Str 18 (+12) Dex 18 (+12) Wis 17 (+11) Con 15 (+10) Int 13 (+9) Cha 21 (+13)
Con 21 (+13) Int 24 (+15) Cha 21 (+13) Equipment plate armor, 2 silver longswords
Equipment leather armor, silver dagger, longbow, quiver with
20 arrows

6 Githyanki (C) Level 17 Minion Skirmisher


About the Author
Corsair Cutters Scott Fitzgerald Gray (9th-level layabout, vindictive
Medium natural humanoid XP 400 each neutral) started gaming in high school and has worked
Initiative +16 Senses Perception +12 as a writer and editor much of the time since then. After
HP 1; a missed attack never damages a minion. belatedly realizing he could combine both vocations in 2004,
AC 31; Fortitude 28, Reflex 29, Will 28 hes been making up for lost time as a freelance RPG editor
Saving Throws +2 against charm effects and designer, primarily for Wizards of the Coast. He lives in
Speed 5; see also telekinetic jump the Canadian hinterland with a schoolteacher, two daughters,
m Silver Longsword (standard; at-will) Weapon and a large number of animal companions.
+22 vs. AC; 10 damage.
Telekinetic Jump (move; encounter)
The githyanki corsair cutter flies 5 squares.
Combat Advantage
A githyanki corsair cutter deals 3 extra damage on
melee attacks against any target that is granting combat
advantage to it.
Alignment Evil Languages Common, Deep Speech
Str 21 (+13) Dex 23 (+14) Wis 21 (+13)
Con 16 (+11) Int 17 (+11) Cha 16 (+11)
Equipment: leather armor, light shield, silver longsword

June 20 09 | D u n g e o n 16 7
98
A Tyranny
of Souls
By Robert J. Schwalb
An adventure for 19th-level characters
illustrations by William OConnor and Kekai Kotaki
cartography by Robert Lazzaretti & Mike Schley

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

Listen!
The darkest hour is upon us, but we have no need
to fear and no reason for anguish. It has been foretold
that our hero will return. Her blade will shine like
a thousand stars, and our enemies will cower in its
brilliant light. Her voice will ring with the shouts
of a thousand warriors, and our enemies will wail
and gnash their teeth with fear. And her anger will
burn like a thousand suns, and our enemies will be
as cinders before her intolerable wrath. It has been
foretold that she who broke our chains will come forth
once again and lead us to glory and conquest, and in
her name we will build an empire to span all worlds,
giving no shelter, no succor, and no mercy to those
who oppose us. It has been foretold and the time is
near. Take heart warriorGith has returned, and
our ultimate victory is at hand!

July 20 09 | D u n g e o n 1 58
24
A Tyranny of Souls

Tiamat seized the githyanki city and bleeds it dry to supply her armies with arms, A Tyranny of Souls is an adventure for five 19th-
soldiers, and other resources. In doing so, she broke the ancient pact between the level characters. By its end, the player characters
should be 21st level. With some adaptation, however,
githyanki and red dragons, and she inadvertently loosed Giths soul from the Nine Hells
you can run this adventure as a stand-alone scenario
to return to her people once more. Masquerading as Vlaakith reborn, Gith seeks out the or as part of your own campaign.
Coalition to forge a temporary alliance and hopes to join forces to remove Tiamat from
Tunarath and withdraw the githyanki from the war. Background
Tiamat casts a dark shadow across the ancient
githyanki city of Tunarath, but the city is no stranger
The Quests rebels, they learn the movement is in shambles since to evils machinations. Having endured the Lich-
In A Tyranny of Souls, the PCs journey to Citadel the emperors soldiers captured their leader. The Queens thousand-year reign, the city has witnessed
Mercane only to discover their contacts dead. From characters must rescue Vlaakith if the Separat- astonishing wickedness. All was to have changed
there, the adventurers push on to Tunarath, where ists would have a chance to retake the city from with Vlaakiths assassination, but the vacuum she
they must rescue the Separatists leader, negotiate an Tiamat. created plunged the city into turmoil, with military
alliance, and defeat Emperor Zetchrr to force Tiamat Reward: 2,400 XP. commanders and pretenders all vying for her throne.
out of the ancient githyanki city. When a leader emerged to right its course, though,
Minor QuestDefeat the Emperor it would lead the githyanki into greater darkness in
Minor QuestContact the Separatists For the Separatists to take command of the city, the Tiamats thrall.
The adventurers are sent to Citadel Mercane to meet emperor must lose control over the dragons. The only The githyanki have never knelt to a god, but
with the Separatists representatives. Finding the rep- way this can happen is if he is defeated and the scepter desperate times demand desperate actions. The Lich-
resentatives murdered, the characters must discover of Ephelomonthe pacts physical representationis Queens death threatened to tear Tunarath apart,
another way to make contact with these rebel githyanki given to Vlaakith. and the githyanki were no closer to correcting their
even if this means traveling to Tunarath. Reward: 2,800 XP. course. Zetchrr had a strong claim to the throne, but
Reward: 2,400 XP. his radical views and his involvement in Vlaakiths
Major QuestThe Githyanki Withdraw from the death made him unpopular with the conservative
Minor QuestInfiltrate Tunarath War factions. While he argued and fought, less worthy
The githyanki guard their infamous citys location, so The PCs can negotiate with the Separatists to get them ascendants each put forward their own claims.
travelers seeking out this bastion must find a route to withdraw from the war and in doing so deliver a ter- Zetchrr lacked sufficient strength to take the city
to the city and, once there, find a way through the rible setback to Tiamats plans. by force, but each day he delayed, the damage and
cordon. Reward: 14,000 XP. violence escalated. Like Gith so long ago, Zetchrr
Reward: 2,400 XP. Bonus: +2,400 XP if the characters secure a 1,000- turned to Tiamat for aid. The dark goddess, with
year reprieve. plans of her own, proved a willing ally. She had long
Minor QuestRescue Vlaakith Bonus: +2,800 XP if the characters secure an coveted greater influence over the githyanki, but
When the characters make contact with the githyanki alliance. she saw the ancient pact as an obstacle. She offered

July 20 09 | D u n g e o n 16 8
25
A Tyranny of Souls

to help, promising to give Zetchrr full control over Adventure Synopsis body, that the legendary warrior Gith possesses the
the dragons in the city in exchange for his unswerv- young githyanki woman.
ing loyalty and fealty. Zetchrr knelt, and his rise to A few days before the adventure begins, a githyanki Once the characters free her and restore Vlaakith
power was assured. envoy representing the Separatists presented him- to the Separatists, they can engage in the negotiations
Bolstered by red dragons, dragonspawn, and self before the Coalition to gauge their interests in for which they were sent. The Separatists agree to
devil mercenaries, Zetchrr dashed his enemies and forming a short-term alliance. The representative withdraw the githyanki from Tiamats war, but admit
crushed all opposition in a single week. Amid the explained that not all githyanki are so eager to die their promises are worthless as long as Zetchrr is
ruins of Vlaakiths old palace, Tiamats dark priests for Tiamat, and many see their service to the dark in power. The githyanki ask the PCs to infiltrate his
crowned Zetchrr emperor and the new tyrant goddess as slavery. The envoy invites the Coalition to palace, defeat the usurper, and recover the scepter of
declared his bold plans for his people, including a send representatives to Citadel Mercane, where they Ephelomon. Meanwhile, the Separatists will attack
renewed commitment to the crusade against the can bargain on neutral ground, free from Tiamats Tiamats garrisons and retake the city. The adventure
mind flayers and a new peace with their estranged ever-present eyes. Although the Coalition suspects a concludes in a deadly battle against the emperor and
kin, the githzerai. His promises amounted to little, for trap, the opportunity to weaken Tiamats armies is too his red dragon cohort in his personal chambers, while
Tiamat had other plans. good to pass up. The adventurers, who have proved battles rage in the skies above and in the city streets.
The Dark Lady needed soldiers for her armies, capable allies, are chosen to serve as ambassadors If the PCs succeed, Tunarath becomes free from
weapons for her troops, and a base to launch new and negotiate the terms on the Coalitions behalf. Tiamat and the githyanki can once more follow their
attacks against her enemies. Tunarath provided all The heroes make the journey to Citadel Mercane, own destinies. If they fail, there will be no stopping
these things. Zetchrrs goals stood in Tiamats way, but they soon discover their contacts are missing or Tiamats wrath.
and so, by her decree, the githyanki would abandon dead. Meeting up with a possible ally, a disguised
their campaign against the mind flayers and refocus raavasta (see Manual of the Planes, page 136), to help
their efforts to combat Tiamats foes. Zetchrr had no navigate the trade center, the PCs learn the Separat- Managing the Adventure
choice but to accept his mistresss commands, and ists are active in Tunarath and that they must travel Although A Tyranny of Souls has a straightforward
thus was Tunaraths new course set. there and contact them if they would get them to plot, the players have several choices and options for
What neither Tiamat nor Zetchrr realized was withdraw from the war. completing the various parts, allowing the adventure
that by abandoning the Eternal Crusade, they ren- In the githyanki city, the PCs learn the emperor is to unfold in an organic fashion. Giving meaningful
dered the ancient compact between the githyanki wise to their intent and has moved to capture and kill choices means the PCs might skip over some encoun-
and the red dragons void. Without the pact, Gith, many Separatist leaders, plus he has traps in place for ters, and in doing so, they might lag behind in XP or
whos soul long-languished in Dispaters cells in the the adventurers. They eventually encounter a Separat- miss out on important treasure. Many encounters
Nine Hells, was free to find the oblivion long-owed ist agent who informs them that Vlaakith, their leader, provided adaptation entries to help you repurpose
her in the Shadowfell, but this ancient hero was not was taken prisoner and is held at the Fortress of Three them for later use in the adventure. Alternatively,
finished yet. Sorrows. By freeing her, the PCs can demonstrate you can use the smaller sample encounters to offer
their goodwill and also give the rebel faction renewed additional challenges. Just move the treasure the
hope and drive to fight against Tiamats agents. characters missed to these improvised combats.
The characters travel to the floating fortress, battle Shifting encounters helps you create the illusion of
through its defenses, and fight their way to Vlaakiths success from cleverness without diminishing the XP
cell. There, they learn from the aspect of Dispater, and treasure the characters ought to earn.
who has come to steal back the soul inhabiting her

July 20 09 | D u n g e o n 16 8
26
A Tyranny of Souls

Preparing for Using Tactical Encounters Read-Aloud Text


Each encounter includes several common elements, Read-aloud text provides information about what the
Adventure as described below. characters can see and are aware of. You do not have
A Tyranny of Souls takes the adventurers into the to read it word for word. Especially where read-aloud
Astral Sea. The characters begin by exploring Cita-
Encounter Level text is provided in a question-and-answer format, feel
del Mercane, an ancient trade center built within Each tactical encounter assumes a group of five player free to paraphrase and use your own words when
the heart of a crimson mountain, where they hope characters. An encounter of average difficulty is one describing the information presented. Use read-
to meet with the Separatists agents. From the cita- where the encounter level is equal to the level of the aloud text wisely. It is written for the most common
del, the characters travel across the Astral Sea to party. Encounters that are 1 or 2 levels lower than the approach to a particular situation, but the PCs
Tunarath. Once there, the PCs might explore the party are easy encounters, while encounters that are actions might require you to alter the information in
Merchant District, attack a floating fortress, and 2 or more levels higher than the party are difficult any number of ways.
ultimately assault the Chromatic Bastion, seat of encounters.
Zetchrrs power. For overcoming an encounter, a group earns the
XP value noted beside the encounter level. This Adapting the Adventure
What You Need to Play amount should be divided by the number of group As written, A Tyranny of Souls is for five charac-
Aside from the core rulebooks, A Tyranny of Souls members, with an equal amount awarded to each ters at 19th level. If the characters are of slightly
references information from three other sources. character. higher level, you might cut an encounter or two, and
Tunarath, City of Death in Dragon Magazine #377 you might also cut treasure parcels if the PCs have
provides a comprehensive history and overview of
Setup already attained them during a previous adventure. If
the githyanki and their city. The Manual of the Planes This section of a tactical encounter provides you with the characters are below 19th level, you can use the
provides extensive information on the Astral Sea and the basic parameters of the encounter. It gives you a additional encounters provided in the text to catch
its inhabitants and should prove a useful resource key to the monsters in the encounter so you can locate up the adventurers as needed.
for adding more detail than given in this adventure. them on the tactical map, then provides context or Parties with four or fewer player characters need
Finally, a few tactical encounters feature vehicles. background information. The map of each encounter more opportunities to take extended rests, so you
While the key information you need to use vehicles is area indicates where the monsters are located when might make some combats easier or spread them
included in an appendix, Adventurers Vault provides the encounter begins. The setup section also describes out. You might also reduce the complexities of skill
the complete rules. what monsters are doing and how they react when challenges since there are fewer participants.
Several tactical encounters involve challeng- the PCs arrive. For larger parties, simply add additional creatures
ing environments, mounts, and three-dimensional Some encounters include monsters that are hidden or hazards to combats using the guidelines presented
combat. Be sure to review Movement in Three or that do not appear until later in combat. Do not in the Dungeon Masters Guide. Larger parties might
Dimensions, Mounted Combat, and Flying in the place those monsters on the map unless at least one need fewer extended rests and so you can tighten the
Dungeon Masters Guide (pages 4548) before run- PC has succeeded on the Perception check to notice plot to move the characters from one scene to the
ning this adventure. them, or when they enter combat. next. As well, skill challenges will become easier for
larger groups, so consider increasing the complexities
by 1 or more depending on the partys size.

July 20 09 | D u n g e o n 16 8
27
A Tyranny of Souls

Monster Statistics
Encounters include statistics blocks for each monster Treasure Parcel 9: _______________, Ritual scroll of Planar Portal
type present in the encounter. If more than one mon-
The adventure uses the parcel technique of trea- and 1,000 gp of residuum.
ster of a particular kind is present, the statistics block
sure distribution as described in the Dungeon Masters Parcel 10: _______________, Trethrixs palanquin
indicates how many creatures can be found.
Guide. Use the following 20 treasure parcels. When (page60), fine clothing worth 1,200 gp, and a pouch
determining which magic items are present, consult containing 70 pp.
your players wish lists. If an item is appropriate for Parcel 11: _______________, Magic item, level 24.
a monster to use in an encounter, feel free to let it, Parcel 12: _______________, Magic item, level 23.
What is an
noting the items features and making changes to the Parcel 13: _______________, Magic item, level 22.
AdventurePath? stat-block as needed. Parcel 14: _______________, Magic item, level 21.
An adventure path is a connected series of adventures Parcel 15: _______________, 600 pp and two diamonds
that comprises an entire D&D campaign, from the Parcel 1: _______________, Magic item, level 23. worth 5,000 gp each.
heroes humble beginnings at 1st level to their epic Parcel 2: _______________, Magic item, level 22. Parcel 16: _______________, 16,000 gp; a silvery cloak
triumphs at the pinnacle of level 30. These adven- Parcel 3: _______________, Magic item, level 21. spun from astral thread, a mithral mirror, and golden
tures cover all three tiers of play: heroic, paragon, and Parcel 4: _______________, Magic item, level 20. idol of Tiamat, each valued at 15,000 gp.
epic. Each tier is covered by roughly six adventures, Parcel 5: _______________, 6 astral diamonds. Parcel 17: _______________, 400 pp and 2 frozen
meaning that the entire adventure path consist of Parcel 6: _______________, 2 gems of valor (Adventurers potions of vitality (cant be used until 5 minutes after
eighteen adventures. Each adventure covers between Vault 191), 3 potions of vigor (level 19, Adventurers Vault being removed from the chamber).
one and three levels, but you can also have the PCs 189), talisman of good fortune (Adventurers Vault 168), Parcel 18: _______________, 8 gems worth 5,000 gp
undertake side quests to help supplement XP. This and 4,400 gp worth of residuum. each and two fire opals worth 1,000 gp each.
assures that the PCs are the correct level to tackle Parcel 7: _______________, 3 astral diamonds, 50 pp. Parcel 19: _______________, 21,000 gp.
each adventure. Parcel 8: _______________, 300 pp and 5 potions of Parcel 20: _______________, astral skiff and 1,000 gp.
This adventure path is meant to be a complete vitality.
D&D campaign. That means were making some
assumptions about the history and mythology of the
world as the adventures progress, such as Queen Tactics Features of the Area
Vlaakiths death (an event weve adopted from the This entry describes special actions the monsters take This section describes special features noted on the
adventure The Lich Queens Beloved in Dungeon to defeat the adventurers. Sometimes this means the map. If the location has items or areas of interest with
Magazine #100). As the adventure path moves into monsters take advantage of special features of the which the characters can interact, those features are
the epic tier, you can look forward to the appearance area or make use of special powers or equipment. described here. Look here to see if a door is out of the
of some classic heroes and villains from D&D history, ordinary, if an altar has a secret compartment, and
as well as great ideas from past issues of Dungeon Map the like.
Magazine and other sources. Each encounter includes a map keyed with the initial
locations of each monster. The map also indicates the
location of any special features of the area.

July 20 09 | D u n g e o n 16 8
28
A Tyranny of Souls

Starting the He admitted his people have no love for us, but he also and traders. The Citadel has a cosmopolitan environ-
explained this war was not of their making and has proved ment, so the adventurers should have little trouble
Adventure too costly to continue. blending in and picking up whatever supplies they
Friends, they want an alliance! Yes, it seems suspect, a need. Amyria warns the characters that Tiamat has
The adventure begins not long after the adventurers trap perhaps, but can we afford to turn away new allies in operatives everywhere and the adventurers should be
complete Garaithas Anvil, long enough for them our time of need? watchful for spies and assassins.
to recover, but before the characters have a chance We discussed the matter and we have agreed to send When the characters are ready, the two mages
to spend their gold and resupply. The initial meeting envoys of our own to meet with their representatives. With begin the rituals performance. It takes 10 minutes,
with the githyanki envoy happens off-stage (though the recent troubles, and your incomparable successes, we and when they complete it, a shimmering opening
it doesnt have to), and once the Coalition comes to turn to you for aid. We want you to negotiate an alliance appears in the middle of the circle they inscribed on
a decision about how to respond to the invitation, with these rebels and get the githyanki out of this war. If we the floor. When all the characters step through, pro-
Amyria turns to her friends and allies: the adventur- can achieve this, our victory might very well be at hand. ceed to Blood Mountain.
ers. The following encounter occurs wherever the PCs
are resting between adventures. Amyria stops here and lets the PCs ask questions, Alternate Hooks
argue, and say whatever they want. She knows this Even if you are not running A Tyranny of Souls as
Read the following aloud, and break it up as is a risky venture, but she believes the adventurers part of the Scales of War adventure path, you can still
needed if the players wish to interject a comment are up to the task, given their record. Assuming they use the adventure as a stand-alone scenario. Consider
or question. agree, she explains what the PCs need to do. any of the following adventure hooks.

Amyria appears in a flash of light. Two human mages in The githyanki want to meet on neutral ground. Their Ancient Evil
gray robes and carrying staffs accompany her. She looks representatives will not meet here, and were not willing to Kastya Zurityh-Movya, a githyanki lich and expatri-
around to gain her bearings, and then toward you. She step into the vipers nest of Tunarath. We agreed to meet at ate hiding in the Shadowfell, has long harbored a
smiles, but theres no joy in it and her eyes are hard, fierce, the Citadel Mercane, a trade depot in the Astral Sea. There, grudge against his people and hungers for revenge
and filled with worry. you will negotiate for an alliance. Your aim is to get the against Vlaakith. With the recent troubles bubbling
Friends, I apologize for dropping in unexpected, but githyanki to withdraw from the war. We have faith in you up from Tiamats influence in the city, Kastya senses
events force my hand. Again, Im afraid, the Coalition and your wisdom, so you can bargain with the Coalitions an opportunity. Sending his lieutenant Iliss Githom-
needs your aid. You know the threat the githyanki pose: full authority. If their offer is genuine, failure is no option. Vaas to recruit the PCs residing in Gloomwrought,
They are integral to the Dark Ladys plans. We have an Should the negotiations unravel, I dont know that we can he asks them to negotiate an alliance with the new
opportunity to change this and deliver a terrible blow to the win this. Vlaakith to see to his return to the city and secure a
Chromatic Dragon if you are willing. place in her new regime. The PCs might agree given
A few days ago, a githyanki envoy came before the Amyria knows little else, although the PCs are to ask that a change in power would ultimately weaken
Coalition with an offer. He represented the Separatists, a for Relthrik at the Dreaming Spire in the citadel. the githyanki threat, but they might also secure
rebel faction within Tunarath, the githyankis greatest city. She has learned that Citadel Mercane was raised by athousand-year reprieve from the githyanki in which
What he described was troubling: Tiamat rules through a planar merchants centuries ago, but inner strife and these planar raiders would not attack their world for a
puppet emperor named Zetchrr and he uses the city poorly, upheavals have seen the power shift to the Society specified time.
draining it of resources to supply Tiamats war machine. of Seven Diamonds, a cabal of ruthless merchants

July 20 09 | D u n g e o n 16 8
29
A Tyranny of Souls

Chaos Reigns Part One: When the adventurers head toward the smoking
While taking some well-deserved downtime in Sigil cleft, they encounter Mayhem disguised as a strange
(or elsewhere), the heroes are approached by a coali-
BloodMountain humanoid creature, but before they have a chance to
tion of githzerai and Xaositectsa faction devoted speak, the mountains denizens attack.
The mages portal opens onto the mountain slopes Tactical Encounter: Mayhems Plight (page53).
to Chaos. The coalition has learned that Gith has just outside the entrance to Citadel Mercane.
escaped the Nine Hells and now leads a Separatist
faction within Tunarath. The githzerai believe Giths
Consequences
The portal transports you to a blood-red shelf overlooking Defeating the blood fiends and saving Mayhem
return could fracture and weaken the githyanki, a jagged slope that eventually gives way to loose bits of rock
while the Xaositects simply want to spread unrest. To can give the PCs an edge later when they enter the
and debris hanging in the Astral Sea. Above, the scarlet githyanki city. If Mayhem is unharmed in the fight,
these ends, the coalition recruits the PCs to negotiate mountain rises toward a distant peak, obscured by petrified
an alliance with the Separatists and foment a bloody the characters gain one future victory toward find-
trees, jutting protrusions, and roiling mist. A path winds up ing the githyanki city (page55). If Mayhem flees or is
civil war. the mountain to a massive cleft from which sulfurous smoke killed, the PCs suffer one defeat instead.
streams. A strange vessel emerges from the plume, sleek and
The One in the Void
When Vlaakith CLVII worked to steal the divine
fitted with sails, spheres crackling with lightning, and other Aftermath
spars, and then it vanishes in a flash of light. Once the blood fiends are destroyed or driven off,
spark residing within the One in the Void (see The
Lich Queens Beloved in Dungeon Magazine #100), Mayhem approaches the adventurers (if he didnt
Blood Mountain has a sinister reputation and for runaway).
she inadvertently stirred the corpses consciousness. good reason. According to legend, the mountain is an
The dead god now dreams, and in its visions it sees ancient battlefield where god and primordial fought
a disturbing future, one in which the Far Realm The odd fellow approaches and says, Many thanks my
and died. Their spilled blood turned the mountain its friends. Had not you interceded on this humble servants
spills into the mortal world and unravels the cosmos. crimson color. The place is by no means safe, because
Believing the githyanki are vital to combating the behalf, poor Mayhem would have found the Raven Queens
in the ruins clinging to its surface and beneath the unwelcome embrace, but not before enduring the equally
impending mind flayer empire that will begin the petrified trees foresting its rugged slopes lurk astral
invasion, the dead god scours the natural world unpleasant teeth and claws of those terrible brutes. In
stalkers, blood fiends, and worse. exchange for your heroic intervention to save this unworthy
for heroes to restore the githyanki to their proper
life, I am duty-bound to return the favor if you will allow
purpose and release them from Tiamats clutches. Help or Hindrance? me. But first, introductions are undoubtedly in order. As my
Plagued with disturbing visions and dreams, the PCs The Separatists truly intended to meet the councils
travel to Tunarath and in doing so learn of Tiamats errant words may have indicated already, I am Mayhem, your
envoys at Citadel Mercane, but Tiamats operatives humbled and indebted servant. Citadel Mercane is very much
plot and the Separatist movement to oust her puppet dashed these plans, murdering them before the PCs
from the githyanki throne. If the PCs help the Sepa- my home away from home; perhaps I can be of some service?
arrive. Among the retinue and the only one to survive
ratists, they can secure an alliance with the githyanki was a raavasta spy named Mayhem. The fiend infil-
to attend to the mind flayer threat growing in the Mayhem might be a useful ally to the adventurers in
trated the githyanki long ago and accompanied the spite of his evil alignment and dubious morals. The
natural world. group hoping to muck it up. When Tiamats agents raavasta knows a great deal about the planes and can
attacked, they upset his plans and now hes quite provide assistance as shown in later sections. The
upset with the goddess. fiends willingness to help stems from his newfound

July 20 09 | D u n g e o n 16 8
30
A Tyranny of Souls

hatred for Tiamat combined with the hope for a new Agents of Mephistopheles criminals, and other planar scum. The founders have
and terrible war in the Astral Sea, which he believes Level 19 Encounter (XP 12,950) long since vanished, ceding power to the marut mer-
will result when and if the Separatists come to power cenaries who were hired to guard the settlement and
in Tunarath. 2 ice devils (Monster Manual, page63) to a new cabal known as the Seven Diamonds Society.
The raavasta knows the route to Tunarath, and he 4 legion devil legionnaires (Monster Manual, The characters must pass through the cleft and
also knows what happened to the Separatists envoys, page64) travel nearly a half-mile into the mountain to reach
but he doesnt share this information right away or 1 war devil (Monster Manual, page67) the outpost.
explain how he witnessed his companions death.
Instead, he waits and watches, gauging the charac- When Gith escaped the Iron Tower in the Nine
ters worthiness and planning to manipulate events Hells, Dispater sent his aspect to chase her down.
from behind the scenes to ensure Vlaakith eventually All this activity has not gone unnoticed by the arch-
comes to power. devils rivals, and Mephistopheles has sent agents
Mayhem never participates in combat, and he of his own to discover what Dispater is after and
disappears while the fighting rages only to reappear to thwart him if possible. These agents followed
once its done. He follows the PCs, giving advice when Tiamats forces from Tunarath and witnessed the
requested, but never volunteering anything. If the destruction of the githyanki envoys. The devils lurk
PCs dismiss him, he continues to monitor them, but in a petrified forest, where they argue about what
from afar, and might assume different identities to they should do next.
ingratiate himself with the adventurers.
Crimson Hunters
Additional Encounters Level 21 Encounter (XP 16,600)
If the PCs dont head for the cleft and to Citadel
Mercane beyond right away, they can explore the 2 astral stalkers (Monster Manual, page10)
mountain. Its a desolate peak, haunted by wreckage
from the ancient war and littered with bones. While Blood Mountain is home to astral stalker tribes,
exploring, the PCs are bound to come across the and their numbers are so great, few travelers risk
mountains inhabitants, and none are friendly. exploring the mountains ruins. The astral stalkers
prowl the slopes invisibly, watching for intruders
and slaughtering any they find for trophies.

Citadel Mercane
Deep in the mountain, reached only by an enor-
mous fissure, stands Citadel Mercane. Built
centuries ago by a race of planar merchants to serve
as a trade hub for their enterprise, the citadel still
serves in this capacity, but also as a refuge for exiles,

July 20 09 | D u n g e o n 16 8
31
A Tyranny of Souls

The mists thin and give way to an enormous chamber, Citadel Mercane The Bazaar
easily a mile in diameter. Red crystals as long as towers Just inside the outer wall is the floating bazaar, an
A trade compound in the heart of a mountain, Citadel
encrust the walls. Suspended in the chambers center is a insane collection of floating platforms and free-float-
Mercane sees traffic from all sorts of planar peoples.
spheroid architectural mass of minarets, walls, stairs, and ing structures filled with planar travelers.
Population: 9,000. The Citadel boasts a diverse
bridges. Steel struts emerge from the fortress and extend population consisting of just about every kind of
to the walls to keep it in place. Piers bristle from these civilized creature imaginable, from angels to devils, Even before you pass through the gate, you get a sense of
supports, looking like hairs from afar, but you can see an from humans to maruts. Githyanki are numerous since the chaos and wonder of the Bazaar. It is a maze of floating
astounding assortment of vessels, ranging from tiny skiffs they often duck into the Citadel to trade plunder for
earthmotes, each crowded with merchants hawking their
to astral hulks crewed by hundreds. Traffic moves through supplies.
wares. Visitors float from stall to stall, swapping platinum
yawning gates constructed to resemble toothy mouths. You Government: The Society of Seven Diamonds rules
Citadel Mercane with the permission of the marut coins for all manner of goods. You spy larger structures
can see a half-dozen facing your direction. too, some sideways towers, others spherical buildings, while
mercenary companies who enforce the law here. The
Society is made up of seven raavasta, each of whom others still could pass for ordinary in your native world if
No bridges grant access to the Citadel, but the Astral conceals its true appearance behind a mask. The high not for the fact that they float about, drifting through the
Seas nature allows even non-flying individuals to fly. cabalist is Tordaka, a raavasta who appears in public marketplace. Astonishingly, there are no collisions even
Its about a quarter-mile through the air to reach the as a humanoid with golden skin and sporting overlarge though everything is in motion.
fortress, and so it takes about five minutes to cross feathery wings. His greatest rival is a corrupt and deca-
Beyond, or perhaps beneath, is an interior wall,
thedistance. dent fiend named Trethrix, who prefers the disguise of
hundreds of feet away, and it sports more gates and tall
a svelte young woman.
Defense: The maruts protect the stronghold from at- statues of strange humanoids that look up at commerces
tacks. Three mercenary companies billet here, and the dance above.
Iron Sons are the oldest and have the most influence.
Maneuvering in the Commerce: A bustling black market thrives in the Merchants use stalls situated on small earthmotes
Astral Sea Citadel, and any goods can be had for a price. Drugs, ranging from 2-by-2 platforms to more sizeable
A creature can stand on any surface equal to or larger poisons, cursed items, terrible rituals, astral vessels, structures containing bits of architecture, fossilized
magic items, slaves, and anything one could want are
than its base. It gains the ability to fly at one-half its bones, and other oddities. The free-floating maze is in
all for sale. Most trading takes place in the open-air
normal speed if not under the effect of gravity. It constant motion, so mapping the place is both unnec-
market that sprawls just inside the outer wall and
can hover, but it is a clumsy flier. A creature with the surrounds the inner fortress. The best inn and tavern is essary and impossible. To help navigate the Bazaar,
ability to fly can use its innate flying speed instead. the Dreaming Spire, boasting thirty rooms and a menu tiny mechanical servantsguidesflit through the
It gains hover. with cuisines hailing from no less than a dozen worlds crowds, offering aid to any traveler who appears lost.
Tunarath and Subjective Gravity: Anyone within and a hundred civilizations. These creations are artfully crafted, each unique and
200 feet of a surface in Tunarath is subject to normal Organizations: Temples of any sort are not permitted strange. Examples included tiny dragons, cherubic
gravity. (See Tunarath, City of Death in Dragon in the Citadel, but priests of every god, living and dead, babies, metal skulls with glowing eyes, shimmering
are free to move about the city. Many planar factions
#377 for more information about the city.) balls of light, and so on. Each guide is a construct with
including the Xaositects, the Fated, the Mercykillers,
AC 27, other defenses 22; 1 hp. They cannot attack,
and even the Doomguard have offices here.
and they explode in a shower of harmless sparks
ifdestroyed.

July 20 09 | D u n g e o n 16 8
32
A Tyranny of Souls

Using a guide or not, the PCs can find just about DC Information Loosed Demons
anything they could want here. Let the PCs sell off 20 Citadel Mercane has stood for a thousand years At some point while the adventurers explore the
equipment, make purchases, and make any other and is a popular trade center for the merchants
Bazaar, they discover just how dangerous Citadel
preparations they need before proceeding with the across the Astral Sea.
Mercane can be.
adventure. 25 The Citadel is open to all, provided visitors
respect its laws. The most important
Tactical Encounter: Demons Among Us
(page56).
Inner Sphere commandment is Harm no one. The watch does
Consequences: Defeating the goristro demons
not tolerate violence in the city, and those who
Below the Bazaar is the Inner Sphere, a sealed orb gives the PCs an edge when trying to enter the city.
break this law are either cast out or executed.
of stone and iron pierced by a half dozen gates pro- There are exceptions, though. Why just the Destroying them counts as one victory.
tected by adamantine doors that have powerful wards other day, a group of githyanki from Tunarath
placed upon them. No one outside of the Society of was slaughtered outside the Dreaming Spire. The The Dreaming Spire
the Seven Diamonds and the marut bodyguards are maruts did nothing and no one knows why.
There are no shortages for places to stay, but charac-
permitted within the sphere. Standing all across its 35 Merchants run this city. They rarely emerge from
ters looking for accommodations find the Dreaming
the Sphere (the inner compound), but when they
surface are twenty-foot tall statues depicting the Cita- Spire is their best choice (especially since they were
do, there is much fanfare and celebration.
dels founders. Some say the statues are in fact the to meet the envoys here). A strange structure, it
40 There are whispers that the ruling cabal
founders, now forever trapped in stone. looks almost like a tree rising from the middle of the
murdered and replaced the rightful lords of the
Rumors hold the Inner Sphere contains vast Citadel. A century ago, the original rulers just market. Both the top and bottom are taverns called
wealth and plenty. It is a paradise of which one can up and vanished, and the new cabal moved in Night and Day respectively, and the main walled
only dream. Outsiders clamber to catch a glimpse rightafter. areathe trunkholds thirty rooms. Guests can
of what goes on beyond its walls, but none have seen arrange for rooms and meals in either tavern.
anything but shifting mists. Buying and Selling When the PCs ask after Relthrik, they learn he was
The rumors are wrong. The Inner Sphere holds a The characters can purchase any magic item, ritual, killed in the streets by a huge blue dragonspawn and
hideous wound in the Astral Seaa permanent rent or alchemical formula of their level or lower without dark angels. The human bartender looks closely at the
allowing passage to the Abyss. The raavasta, who hail any trouble. A specific item above their level requires PCs, sighs, and then hands them a small metal box. He
from the Elemental Chaos, use this portal to move a DC 27 Streetwise check to locate. Finding an astral says, He said peopled come looking for him and left it
between planes. vessel or a sigil address requires a bit more work, as for them. Guess those people would be you, huh?
described in the following entries. The metal box is bronze and featureless except for
Word on the Street Characters can also find buyers in the city. Items a thumb-sized groove on the bottom. Placing a digit in
Characters might make Streetwise checks in the of the characters level or less sell for the standard the groove causes the box to float upward and unfold.
Bazaar to learn general information about the place. resell price. Selling items above the characters levels Appearing in the center is a shimmering illusion of
Mayhem grants the PCs gain a +2 bonus to their can bring a slightly higher price with negotiation. A the githyanki they were to meet. It speaks at once,
Streetwise checks. character can accept the flat price or engage in a com- My mission has failed. The Dark Ladys agents infest
plexity 1 skill challenge (4 successes before 3 failures) this place, and our efforts have proved insufficient
involving DC 22 Bluff, Diplomacy, and Insight checks. to evade them. If you truly wish to make an alliance,
A success sees the character receive one-quarter of come to Tunarath and we will find you. The illusion
the items price, while failure results in one-sixth of its flickers and dies. Moments later, the box evaporates
value. The character must accept these terms. as if it had never been.

July 20 09 | D u n g e o n 16 8
33
A Tyranny of Souls

Githyanki Questions Running Afoul of the Law Dealing with the Devil
The characters might ask around for general informa- Level 21 Encounter (XP 16,000) A failed Bluff check made as part of the Finding
tion on Tunarath and the githyanki to get a better Tunarath skill challenge (page55) or inquiries made
sense of what they are about to get into. Characters 5 marut blademasters (Monster Manual, page185) in the Citadels dark underbelly (a DC 28 Streetwise
can make Streetwise checks in place of Nature checks check) turns up a name: Scaramandar. A crime lord,
for Githyanki Lore (Monster Manual, page129). In If the characters are on their best behavior, they information-broker, and cambion, Scaramandar has
addition, a successful DC 40 check reveals, A little arent likely to find too much trouble. However, their extensive contacts throughout the Astral Sea, with
over twenty years ago, the Lich-Queen fell victim to investigations might take them into danger and, by eyes and ears from the natural world to Sigil and most
a coup, murdered in her palace during a dread ritual extension, combat. Since rule zero in the Citadel is places in between. Hes a useful sort to befriend, if you
that would have catapulted her to divinity. Thecity harm no one, a fight could cause the PCs problems. can afford his steep prices.
fell into bloody civil war until a warrior named Once the characters get into a fight, they have The cambion knows all about the adventurers and
Zetchrr claimed her throne. Some say he managed a 10% chance each day they spend in the city of their past exploits. He also knows what they are after,
this only because he made a deal withTiamat. encountering the Citadels watch. Combats after the what happened to their contacts, and, best of all, how
first increase the chance by 20%, so 30% per day for to get to Tunarath. Scaramandar possesses a sigil
two fights, 50% for three, and so on. A typical combat address to a little-used teleportation circle hidden
with the watch features the creatures here. If the PCs within Tunaraths Merchant District. He also can
defeat the watch, they must move quickly lest the full fabricate the proper documentation to get the charac-
weight of the Citadels wrath comes crashing upon ters into the city and through the cordon. All of this is
them (featuring whatever epic-level monsters you feel available at no charge, if, and only if, the PCs agree to
are appropriate). do him a favor.
Scaramandar wants a seat on the Society of Seven
To the Githyanki City Diamonds. Trethrix, a particularly corrupt and
With the githyanki contacts dead, the adventurers decadent member, blocks his ascent. The cambion is
can either return home or push on to Tunarath. Get- certain, thanks to promises from other members, that
ting there is a challenge since the githyanki guard the her removal will open the path to his ascent. Scara-
routes to their city and also keep secret any shortcuts mandar isnt about to get his hands dirty, and the
that might allow swift passage. Though the informa- PCs represent an excellent way to get rid of his rival
tion they seek is secret and often guarded, the PCs and remove the killers by sending them to what he
can uncover ways to reach the city with a little effort. believes is certain death in the githyanki city.
Skill Challenge: Finding Tunarath (page55). When the PCs start asking around about Scara-
mandar, the cambion sends two agents to arrange a
meeting at a place Scaramandar controls. The ser-
vants are a pair of rakshasa nobles (Monster Manual,
page217) disguised to be appealing to the adventur-
ers. The rakshasas invite the PCs to meet with their
master at Night (the tavern at the Dreaming Spire) for

July 20 09 | D u n g e o n 16 8
34
A Tyranny of Souls

a meal and a profitable conversation. If the characters Scaramandar is not worried the PCs will betray Scaramandar Level 20 Elite Controller
agree, they can meet at whatever time they wish. him. He knows quite a bit about their activities, and Medium immortal humanoid (devil) XP 5,600
Initiative +13 Senses Perception +19; darkvision
his information would be of extensive interest to
HP 382; Bloodied 191
Seated in a large chair at a table crowded with a dozen Zetchrr. He might share what he knows with Tia- AC 33; Fortitude 35, Reflex 31, Will 34
handsome mortals representing several different races mats operatives (as you decide). Immune charm; Resist 15 fire
is an overlarge humanoid with an infernal mien. He Scaramandar fights back if the PCs attack him, Saving Throws +2
Speed 6, fly 8 (clumsy)
has crimson skin, curling black horns emerging from his and four rakshasa nobles hidden in the crowd come to
Action Points 1
forehead, and long, oiled black hair, all of which suggests his aid straightaway. A battle here draws the maruts m Greatsword (standard; at-will) F Fire, Weapon
some devilish ancestry. He smiles and stands, revealing attention too. Five marut blademasters show up at the +25 vs. AC; 1d10 + 7 damage, and ongoing 5 fire damage
(save ends).
brilliant robes of uncertain hues embroidered with obscene start of the third round, coming to Scaramandars aid
M Double Attack (standard; at-will)
images. He spreads his arms wide in a gesture of welcome. and making the entire battle very one-sided against Scaramandar makes two greatsword attacks. If both
His playthings scatter. Greetings friends. It comes to the adventurers. attacks hit the same target, the ongoing 5 damage
my attention you have need of information. Perhaps The cambion supplies additional information if the becomes ongoing 10 fire damage (save ends).
r Hellfire Doom (standard; at-will) F Fear, Fire
Icanhelp. PCs agree to his proposal.
Ranged 10; targets one or two creatures; +24 vs. Reflex;
2d10 + 7 fire damage, and the target takes a 2 penalty to
Scaramandar starts by describing what happened to Excellent friends, excellent. Trethrix and her retinue attack rolls (save ends).
R Shackles of Phlegethos (minor 1/round; at-will) F Fire
the githyanki operatives, revealing that a bluespawn are due to make their appearance in 12 hours. She is at
Ranged 10; +24 vs. Reflex; 2d6 + 7 fire damage, and if the
godslayer leading a force of angels ambushed the her most vulnerable once she returns to the inner sphere. target moves more than 1 square on its turn it takes 10
envoys and murdered them all. The maruts didnt Opening and closing those portals takes about 5 minutes, fire damage, and if the target makes an attack on its turn it
respond because Tiamats forces had made arrange- so when she arrives she must wait for the gate to open. takes 10 fire damage (save ends both).
A Hellfire Storm (standard; recharge 4 5 6) F Fear, Fire,
ments with a Diamond named Trethrixshe Strike then and strike quick, lest the Iron Sons appear and
Zone
paid off the merchant princess in exchange for no foil the attempt. When you finish, bring her head to me Area burst 2 within 10; +24 vs. Reflex; 2d6 + 7 fire
reprisals. just beyond the cleft. There, all I have promised you will be damage, and the target takes a 2 penalty to attack rolls
The cambion then steers the conversation to the yours. I warn you, if the maruts catch you, I can do nothing and ongoing 5 fire damage (save ends both). The burst
creates a zone that lasts until the end of Scaramandars
adventurers mission, but, if the characters seem to help you. Agreed? next turn. Each enemy that starts its turn within the zone
worried, he says, You have nothing to fear from me cannot make saving throws until the end of its next turn.
friends. I think your task is worthy, though I fear With their mission in hand, the PCs are free to make As a move action, Scaramandar can move the zone up to 4
squares. Sustain Minor: The zone persists.
the obstacles placed in your path might be too great any needed arrangements before they attack.
C Brimstone Jaunt (move; encounter) F Fire, Teleportation
without friendly assistance. Scaramandar then lays Tactical Encounter: The Devils Bargain Close burst 1; +24 vs. Fortitude; the target is blinded (save
out his offera ritual scroll of Planar Portal, a sigil (page58). ends). Effect: Scaramandar teleports 20 squares.
address to Tunarath, and trade exemptions for all. Adaptation: Rather than have this encounter Alignment Evil Languages Common, Supernal
Skills Bluff +21, Diplomacy +21, Insight +19, Intimidate +21,
In exchange, he asks the characters to assassinate take place in Citadel Mercane, you could run it in Streetwise +21
Trethrix: Kill her, and youll be in the githyanki city Tunarath. Characters seeking access to the For- Str 25 (+17) Dex 17 (+13) Wis 18 (+14)
before her blood dries. Scaramandar honors the bar- tress of Three Sorrows could turn to the cambion Con 23 (+16) Int 19 (+14) Cha 22 (+16)
Equipment fine robes, greatsword
gain, and any Insight check reveals this fact. for assistance. Trethrix is a rival merchant who is
blackmailing him, and he would see her removed.

July 20 09 | D u n g e o n 16 8
35
A Tyranny of Souls

Inexchange for her murder, Scaramandar gives the Adapting the Encounter: You can run this Consequences: Disrupting the smugglers assis-
PCs a ritual scroll, ingredients, and sigil address to a encounter while the PCs are in Tunarath. If the PCs tance to the Separatists is a major setback for the
permanent teleportation circle in room 1 of the Float- need a way to reach the Fortress of Three Sorrows, movement in Tunarath. The PCs suffer 1 defeat when
ing Fortress. In this scenario, the raavasta target does the Merciless could get them there if they eliminate trying to enter Tunarath.
not get marut reinforcements; shes on her own. the captain and crew.
Consequences: A bold move to be sure, but one The Sympathizer
The Merciless with far-reaching consequences. The ship is identified Characters who successfully attain a victory on the
The characters might think to steal an astral skiff on by the dragonknights, costing the PCs 2 defeats when Finding Tunarath skill challenge (page55) can
their own or get a hint to do so from a failed Endur- trying to enter the city. have a meeting with Captain Jladimir, the githyanki
ance check during the Finding Tunarath skill captain of Giths Memory, a powerful astral carrack.
challenge. Plenty of vessels are docked at the piers Shortcuts through the Void Jladimir was once a githyanki knight, but he resigned
outside the Citadel, and a group could hijack a vessel The githyanki are vigilant in protecting Tunarath and when Vlaakith was murdered by adventurers. He left
without too much trouble. thus monitor all traffic coming into and out of the his city to become a merchant, and he has sailed the
Characters snooping around the docks find a lone city, boarding vessels, inspecting containers, and sub- Astral Sea these past two decades. Citadel Mercane is
ship at the end of a pier. A Streetwise check can turn jecting craft to divinatory magic. So tight is this net one his favorite ports.
up useful information about the ship. that few smugglers have made much headway moving Jladimir is tall, thin, with angular features and
illicit goods into the city, and the githyanki make ter- a short, stubby nose. He has bright blue eyes and
DC Information rible examples of those who fail. mottled skin. He wears chainmail armor and car-
14 The Merciless hails from Tunarath and is One smuggler, Taikus, knows a way and uses it to ries a distinctive silver longsword. Two decades as
captained by a cruel and murderous githyanki move slaves out of Tunarath and to bring weapons a merchant have done nothing to soften his dis-
warrior named Risan. Its currently docked at
and supplies into the city for the Separatists. If the position toward nongithyanki. He harbors a deep
the end of Pier Nine.
adventurers are tipped off about his enterprise, it hatred for adventurers, blaming them, in part, for
22 The ship took heavy damage during a raid on
means his system has been compromised and the his queens death. The only thing he hates more than
Hestavar and could not return to the githyanki
city. The Merciless has been docked here for a few noose is ready to close about his neck. nongithyanki is Zetchrr, for Jladimir knows the
weeks, undergoing repairs. The repairs are all The PCs likely come across Taikus by accident. If blackguard was behind his ladys assassination.
but complete, but the crew took heavy casualties they choose to contact the smuggler, they find him at Jladimir hasnt officially joined the Separatists,
during the raid a warehouse on Pier 6, just outside the Citadel. The but hes close. He resents Tiamats surging influence,
27 The crew has made few friends here, and if building stands between two empty docks. However, and his hate for the tyrant endures. Now that the Sep-
something bad were to happen, its not likely
Tiamats agents close in to kill the smuggler. aratists claim to have Vlaakith CLVIII on their side,
they would get any help.
Tactical Encounter: Secret Way (see 63). hes willing to help them.
Adapting the Encounter: The adventurers In spite of his misgivings, he needs little convinc-
The characters can attack the ship without fear of
might come across Taikus and his operation while in ing to help the PCs reach Tunarath. The characters
attracting attention. The other captains detest these
Tunarath. Instead of granting access to a permanent need only mention the Separatists, and he volunteers
githyanki and turn a blind eye to any violence toward
portal, Taikus might arrange a meeting with the to ferry them to the city. If Mayhem is present, the
Risan and his crew.
Separatists. characters dont even need to mention their mis-
Tactical Encounter: Stolen Mercy (see 61).
sion. Jladimir also supplies the adventurers with the

July 20 09 | D u n g e o n 16 8
36
A Tyranny of Souls

proper documentation to enter the Merchant Dis- Sailing the Infernal Envoys
trict. This is the extent to which Jladimir will help. Level 19 Encounter (12,200 XP)
He offers nothing about the city, about the political AstralSea
developments, or anything elsesuch is his disdain 2 ice devils (Monster Manual, page63)
for the adventurers. Passage on his ship is simple and Adventurers who do everything right at Citadel Mer-
cane gain passage on Giths Memory and need only 7 legion devil veterans (Monster Manual, page64)
uncomfortable, but its passage all the same. 1 war devil (Monster Manual, page67)
His ship leaves the day after the PCs meet with wait for the ship to arrive at Tunarath. If the charac-
him, so the characters still have time to make pur- ters followed up the other leads and participated in
those encounters, the trip to the githyanki city should A war devil in service to Glasya (archdevil and lord
chases, perform rituals, and do anything else they of the sixth layer of Nine Hells) crosses the Astral
need while at the Citadel. be uneventful. However, skipping one or more of
these side-treks puts the adventurers a little behind Sea bound for Tytherion, where it intends to meet
with Tiamat to negotiate for another legion of abishai
If All Else Fails on experience points. You can catch the characters up
thralls. If the adventurers missed out on any treasure
Its unlikely but possible for the adventurers to utterly by repurposing skipped encounters while the PCs are
in Tunarath, or you might run one or more of the fol- parcels, they can recover them from this entourage.
fail in finding a way to Tunarath. If they exhaust
lowing optional encounters.
every option and still havent secured passage, let the Malachis Refugees
PCs purchase an astral skiff for 13,000gp. Mayhem
can lead the characters to the city. Otherwise, the PCs
Githyanki Raiders Level 19 Encounter (12,152 XP)

will have to follow another shipperhaps the Merci- Level 19 Encounter (12,000 XP)
2 gibbering abominations (Monster Manual,
less. This should get the characters there, but it doesnt page126)
quite get them into the city. Mayhem can provide the 5 githyanki dragonknights (page68)
5 pact dragons (page69) 4 grimlock followers (Monster Manual, page148)
characters with trade exemptions for the modest sum 1 mind f layer mastermind (Monster Manual,
of 1 pp per character. page188)
A wing of dragonknights riding pact dragons patrol
the Astral Sea to intercept explorers and plunder mer-
chants not bearing trade exemptions. Fleeing the upheaval in the natural world when
the alienist Malachi (Brink of Madness, Dungeon
Magazine #163) failed to create a stable portal to
the Far Realm, this mind flayer mastermind and
its followers ride on a makeshift chariot made from
a massive statues head pulled by two gibbering
abominations.

July 20 09 | D u n g e o n 16 8
37
A Tyranny of Souls

Part Two: Tunarath The Cordon (4 successes before 3 failures) involving Bluff and
The githyanki are not about to let a band of adventur- Diplomacy skill checks against DC 22, or Intimi-
Having crossed the Astral Seas expanse by portal or ers enter the city. Not long after Tunarath comes into date checks against DC 27. A victory earns the PCs
by vessel, the adventurers find Tunarath, the ancient view, a wing of dragonknights surrounds the vessel to a trade exemption and passage into the city. Defeat
githyanki city, lying before them. Never a welcom- inspect the cargo and ensure the ship has the trade sees the PCs taken to the Fortress of Three Sorrows
ing place, Tunarath is made even more uninviting by exemption needed to dock at the stations. (Use the (page43) where they are to be incarcerated and even-
Tiamats occupying force and its crushing, totalitarian Githyanki Raiders encounter on page37.) tually executed. The adventurers might resist capture
regime. How the adventurers find the city depends on Characters on board Giths Memory have nothing to as they like, but if they lose or go along with the
the methods used to reach it. fear. Captain Jladimir has documentation and pres- githyanki, they are interred at the Fortress of Three
ents it to the dragonknight when she comes aboard. Sorrows (page43) where they should have a chance
By Ship Jladimir is feared and respected enough that the to escape, recover their gear, and rescue Vlaakith.
Characters approaching Tunarath must contend with githyanki dont search the vessel and, in fact, escort it Mayhem could prove a useful ally in the event that
the sentinels if they want to reach the city intact. the rest of the way to the docking stations. this happens.
Without Jladimir, the PCs must fend for them- If the characters defeat the dragonknights, the city
If the adventurers reach the city by way of a selves. What sort of welcome the adventurers face will mobilize a response (use creatures from Assault-
planar vessel, read: depends on how they acquitted themselves in Citadel ing the Fortress on page68). The PCs might retreat,
Mercane. Total the number of victories and defeats and might even return to Citadel Mercane to find
Your vessel breaks through the shimmering astral essence from any encounters as described under the Conse- another way into the city. A loss against the githyanki
and there, amid the sea of sparkling lights, floats Tunarath. quences entries. Characters receive no experience results in incarceration at the Fortress of Three Sor-
Citadels drift around the city, each a cluster of spurs, points for any of the skill challenges related to enter- rows, as described above.
towers, and chains connecting these floating fortresses ing the city. In any event, dont forget the PCs need to get into
to smaller roosts. Dragons with riders soar through the One or More Victories: The githyanki dragon- the city, so poor decisions should make it harder, but
firmament as massive astral warships perform training knights are secret members of the Separatists. They not impossible.
maneuvers over the city. make a great show of searching the ship and inter- One Defeat: As above, but the skill challenge DCs
Beyond the traffic, and beyond the strongholds net, is rogating the adventurers, but ultimately, they allow increase by 5.
the city. Although bristling with towers and strongholds, the heroes to make the rest of the way to the Docking Two or More Defeats: The characters are auto-
wormed with roads, and spewing black plumes of smoke, Stations without trouble. If Mayhem is not present, matically escorted to the Fortress of Three Sorrows as
its foundation is clear. The city grows like tumors all over the githyanki also suggest the characters go to the described above.
a dead creatures petrified remains. Whats clearly a head Morningstar Inn to find proper accommodations.
stands at one end. From its shoulders stretch six arms, No Victories, No Defeats: The characters ship is
Docking Stations
each ending at steel docking towers crowded with ships. searched by two githyanki dragonknights, while the Past the cordon, the PCs can disembark from their
Structures armor the beings torso, extending down to what others position themselves around the PCs vessel. If vessel at the docking stations rising up from the arm
would have been its abdomen but is now a crumbling region the characters picked up trade exemptions at Citadel accessing the citys Merchant District. The docking
dimpled with dark caverns and littered with debris. Mercane, their ship is searched, but the PCs are even- stations are metal piers stabbing out from the arm.
tually permitted into the city. If the characters didnt, Each pier can hold up to eight ships. Here, the adven-
they must succeed on a complexity 1 skill challenge turers can see the citys diversity: Plenty of githyanki

July 20 09 | D u n g e o n 16 8
38
A Tyranny of Souls

live and work here, but devils, maruts, dragonborn ters linger this long, proceed with the following tacti- in the Void. Much of Tunarath remains as it always
mercenaries, and all sorts of other creatures do so as cal encounter. has, but it has not emerged from the tumultuous last
well. The PCs are safe at the docking stations and can Tactical Encounter: Kill Squad (page65). decades unscathed.
proceed into the Merchant District without trouble. Adaptation: If the kill squad doesnt arrive in Vlaakiths mad rituals sent shockwaves through the
time, or the PCs dont come to the city by way of city, destroying Susurrus, the Palace of Whispers, and
By Portal portal, you can use this encounter at any point after reducing the necropolis and the statue of Gith to rubble.
If the adventurers came up with another way to enter the PCs arrive, but before Part Five. Damage from this event can still be seen in adjoining
the city, they can bypass all the trouble with the military districts and the city has worked to rebuild.
cordon and arrive in a dim alley tucked between two City Overview The Merchant District, however, is more or less
tall towers in the Merchant District. Tunarath is a sprawling metropolis built atop the pet- intact. Although overrun by Tiamats agents and sol-
If the adventurers reach the city by portal, rified remains of a dead god known only as the One diers, the githyanki still do not allow nongithyanki
read:

The portal deposits you in a refuse-littered


alley drenched in shadows. Ahead of you,
the alley opens onto a crowded street filled
with merchants and travelers alike. Behind
you, the rough stone side street disappears
as it makes its way deeper into the buildings
scraping the shimmering sky.

The permanent teleportation circle on


the alleys ground is hidden behind a
permanent illusion masking the alleys
entrance. Smugglers use the alley to
move in and out of the city without
attracting attention. The illusion mask-
ing the alley is identifiable as such with
a successful DC 20 Arcana check. A few
githyanki are aware of it, but they find it
useful, so they have not yet destroyed it.
This said, they monitor the portal, and
the adventurers sudden appearance
sees a githyanki kill team descend on
the alley after 5 rounds. If the charac-

July 20 09 | D u n g e o n 16 8
39
A Tyranny of Souls

who have no affiliation with the war effort to venture Tunarath In addition, Tiamat keeps four legions in the city to
farther than the commercial quarter, and those who ensure her continued control. These mercenary forces
Under Tiamats heel, the former center of githyanki
push into the neighboring districts find themselves are made up of dragonborn, humans, devils, abishai,
culture has now become a bastion of the Dark Ladys
and other creatures loyal to the Dark Lady. As powerful
beset by overwhelming numbers. Luckily, the Sepa- strength.
as they are, Tiamat knows they are only as strong as the
ratists operate in the Merchant District, blending in Population: 120,000; Githyanki are still the dominant
dragons supporting them, and if the dragons quit the
with the other merchants. people in Tunarath, but they now share the city with
city, Tiamats forces would surely follow.
Tiamats legions. Unprecedented numbers of devils,
Inns: The Morningstar Inn; Iron House; The Dragons
Exploring the City dragonborn, dragonspawn, and other creatures have
Den; others. The Morningstar Inn is the most expen-
free rein to go where they please. Outside of these
The characters are free to explore the Merchant sive but most popular establishment in the Merchant
forces, visitors are still confined to the Merchant Dis-
District, but their purpose here is to contact the District.
trict, where a diverse population thrives.
Separatists. Taverns: The Winesink; Filthy Dredges; Nectar House;
Government: After foreigners assassinated Vlaakith
others.
CLVII, Emperor Zetchrr came to power. He rules by
Rumors in Tunarath Supplies: The Merchant District is the commercial
Tiamats consent and is little more than a puppet. If he
center in the city and one can find just about anything
The characters can learn more about current events displeases Tiamat, his reign would come to an abrupt
they could want. Merchants sell from established
in the city by making Streetwise checks. end.
shops, open-air markets, or carts along the streets. Busi-
Defenses: Most githyanki serve in the military with
nesses cluster together along streets set aside for trade.
allegiance to a society found in the military districts.
DC Information Kyndl Street, for example, offers alchemical supplies,
Military societies raise armies consisting of warriors,
28 Emperor Zetchrr rules the city, and the poisons, and ritual ingredients.
gish, and warlocks. Foremost of these warriors are the
githyanki of Tunarath fight on Tiamats behalf. Temples: For as long as Tunarath has stood, it has
githyanki knights who ride dragons into battle. Numer-
30 Zetchrr came to power after foreigners never housed an official temple. With Zetchrrs reign,
ous floating fortresses are arranged around the city, and
assassinated the Lich-Queen Vlaakith, and he has the city now has a grotesque temple dedicated to
each has a full company and two to four pact dragons
ruled for 25 years. Tiamat that also serves as the emperors palace.
to intercept foreign vessels coming too close to the city.
35 Many believe Zetchrr had a hand in Vlaakiths
death and point to his close ties to Tiamat as
further proof of his treachery. Not all are so
willing to fight for Tiamat.
Enemies on All Sides Contact, Finally
Although the Separatists took precautions when The recent setbacks to the Separatists efforts have
40 Vlaakith has returned and is allied with the
Separatists. However, the emperors warriors making contact with the Coalition, their efforts did forced them into hiding, but when the PCs destroy
captured her and hold her someplace out of not go undetected. Tiamat has spies everywhere, the bluespawn godslayer in Blue Thunder, word
the city. If she were freed, she could rally the and her agents intercepted the message when they spreads and agents set out to find the PCs. Mayhem
githyanki against Zetchrrs tyranny. destroyed the githyanki waiting in Citadel Mercane. knows exactly where the rebels hide and can lead the
Still fearing an upset to her plans, Tiamat dispatched PCs to them if he is still in the partys company and
Shopping a favored servant to watch for the adventurers and if hes asked. Otherwise, just have a Separatist agent
The Merchant District has a robust market, and char- intercept them before they make contact with the contact the PCs.
acters can purchase mundane and magic equipment rebels. After the PCs enter the Merchant District, Tia-
up to their level. If the PCs didnt spend time properly mats agents locate the PCs and attack.
outfitting themselves at Citadel Mercane, let them do Tactical Encounter: Blue Thunder (page67).
so here.

July 20 09 | D u n g e o n 16 8
40
A Tyranny of Souls

The crowds fill the streets in a seething mass. Finding the


Tu'narath Separatists here is tantamount to finding courage in a
kobold tribe. Yet even as this realization sinks in, you spy a
Susurrus
hooded githyanki moving through the crowds, scanning for
The Will of Gith
(Commissar's Stronghold) (Palace of Whispers) something. His eyes fall on you, linger for a moment, and
then he moves away. It seems he wants you to follow.
Military
Military
District
District The adventurers can trace the githyankis route
Naval Docking
Towers
Naval Docking
Towers
through the streets to a building not far from the
K'radystar docking towers.
(Citadel of the Military
Void's Eye) District Kran'i'toc
(Citadel of War) The githyanki ducks into a two-story building constructed
from stone, encrusted with leering gargoyles, and supported
Merchant
Docking District Astral by flying buttresses. No sign hangs above the door, but the
Towers Shipyards
Military G'lathk raucous laughter and clinking glass sounding from within
District (Farmer)
Mlar (Artisan) District indicate its an inn or tavern or both.
District

The building is the Morningstar Inn, an infamous


tavern with rooms to rent upstairs. It has the look
of a gothic cathedral, so it blends in with the other
Military Military buildings. Tall windows covered by rich curtains
District District
offer access into guest rooms on both floors. Double
doors on one side lead into the common room, while
another set offers discrete access to the private
rooms. The latter doors are locked (DC 30 Thievery
or DC 35 Strength to open) and fooling around with
the doors causes Gharvag (the githyanki Separatist
agent) to come around to bring the PCs inside to the
common room.

Red Dragon Caves


The bawdy sounds you heard on the street are absent inside
= Flying the large common room. An octagonal bar, painted black,
Fortress
commands the view and behind it stands an attractive
tiefling in a revealing red dress. She smiles. The tables
0 1,300 feet
around the bar are empty except for one. There, you spot
the githyanki you spied on the streets. He invites you to sit
with a gesture.

July 20 09 | D u n g e o n 16 8
41
A Tyranny of Souls

The tiefling is Rhapsody, the owner and member of While Vlaakith lies in chains, there can be no alliance. Rhapsody
the Separatists. In the years since Zetchrr came to Should she become free, however... If the characters blow it with Gharvag, Rhapsody can
power, Rhapsody opened her doors to the rebels to step in to calm the githyanki down and get the PCs
serve as a base and haven. The place still operates as a Why do you need her? back on track. She tells Gharvag that the PCs are
tavern, but only Separatists come here. their best hope at getting Vlaakith back and saying
The githyanki is Gharvag, a Separatist agent and Our leader is critical to our success, for she is none other to him, If you want them out of the war, youd best
contact for the adventurers. He has information than Vlaakith. She wants the gith peoples reunited get over your prejudices and see the allies standing in
useful to the PCs, but also plenty of bad news about and has little use for the treacherous goddess and her front of you.
what needs to be done before they have a chance to draconiclegions.
get the negotiations underway. Conclusions
Wasnt Vlaakith killed? No negotiations are going to happen while Vlaakith
Plans Foiled? is imprisoned. Since Gharvag and the rest of the
Although he never expected to see the adventurers Yes, Vlaakith CLVII was destroyed around 25 years ago. I Separatists are unable or unwilling to free her, it
here, their appearance confirms suspicions that the might not agree with the methods used to remove her from falls to the adventurers to free her. Assuming the
envoys the Separatists sent are now dead. Gharvag is power, but she was mad. Had she succeeded in her designs, PCs suggest this course of action, Gharvag tells the
Vlaakiths right-hand man, but he has little author- it would have meant the end for all of us. Our Vlaakith is characters shes in the Fortress of Three Sorrows, the
ity. Like his mistress, he wants an alliance, but the different. Gone are the deific ambitions, and in their place stronghold in sight of the Chromatic Bastion, the seat
emperors secret police and oppressive tactics have is a renewed commitment to our glorious crusade against of Zetchrrs power. If the characters go this route,
driven the organization intohiding. the mind flayers. proceed with Part Three.
Gharvag can supply the PCs with missing informa- Depending on how the conversation goes, the
tion, and he answers the following questions. If we get her out, can we get this alliance ham- adventurers might gain a little insight into what lays
mered out? ahead. Even if Vlaakith is freed, she probably will not
What do you think happened to the envoys? follow through on any negotiations while the emperor
I am certain Vlaakiths freedom will bring the rebels out sits on the throne. With this in mind, the PCs might
The emperors agents must have intercepted our from hiding, but even if you reach an agreement, I cant see get it into their heads to strike at Zetchrr first. This
communications. Zetchrrs secret police have been how we can follow through on any promises. Zetchrr has is fine. With Zetchrr dead, the githyanki wont rally
rounding up sympathizers all over the city, forcing the the dragons on his side. As long as he carries the scepter behind anyone until Vlaakith presents herself and
leaders to lay low. Weve been waiting for word from the of Ephelomon, the dragons will do as he says. Even with reveals she is in fact Gith reborn. This along with the
envoys, and this explains the silence. all our numbers, Im not sure we can stand against such destruction of the scepter of Ephelomon wrests the city
powerful enemies. from Tiamats clutches. Go to Part Five if the charac-
Were here. Lets talk. ters are gunning for the emperor.
Regardless of which way the PCs go, if the PCs
Im afraid youve come a long way for nothing. Our leader help, Gharvag gives them treasure parcel 7. Rhapsody
has been captured and is held at a flying fortress outside hands the characters parcel 4 and says, I think you
of the city. We havent mounted a rescue mission since it can use this more than I can right now.
would expose more of us to Zetchrrs reprisals.

July 20 09 | D u n g e o n 16 8
42
A Tyranny of Souls

Part Three:
Fortressof
ThreeSorrows
With the negotiations stalled and the PCs stuck
behind enemy lines, their best shot at completing
the mission is to rescue Vlaakith from her captors at
the Fortress of Three Sorrows. The PCs might learn
about her captivity from Gharvag or might stumble
across her when they themselves are captured by the
githyanki on a botched attempt to enter the city.
To most githyanki, attacking a floating fortress is
a suicide mission. Each fortress boasts dragons and
a full company of warriors. Worse, its not like the
fortress is somehow out of sight from the city, so there
are bound to be reinforcements waiting to jump in
and destroy the attackers. The sheer improbability of
success and the brazenness required are what makes
this entire foray possible.
The adventurers have two key advantages. One is
time. A sudden strike at a fortress should let the PCs
punch through the githyankis defenses in 5 rounds
or so. Thats about 30 seconds. The other fortresses
cant mobilize this quickly, so the characters can land
and get inside before others can intercept them.
Second, the adventurers have unseen allies. The tress without too much trouble, aside from a likely Dungeon Features
commander in charge of the floating fortress closest skirmish with the fortresss defenders and the dangers The following features are generally true of all loca-
to the Three Sorrows is actually a Separatist member, posed by snatching a prisoner from the fortress. tions in the fortress.
and so any response from his citadel is slow to come if Once the PCs free Vlaakith from her prison, Entrances: There are two ways into the fortress.
it happens at all. she can speed the PCs back to the Morningstar The first is through the statues mouth, where the
How the PCs get to the fortress is up to them. Inntheres a permanent teleportation circle in a garrisons pact dragons lair and where the githyanki
Options include using an astral skiff, stowing away on locked room on the second floorby using a Linked store their astral interceptors (see page 46). The second
a supply ship, using a ritual to bypass the defenses, Portal ritual, provided she gets the ritual components. is through a hatch on the central tower.
and so on. Whatever they decide, they reach the for-

July 20 09 | D u n g e o n 16 8
43
A Tyranny of Souls

Ceilings: Except where indicated otherwise, ceil- C. Ballista Platforms and soldiers meet with visitors and attend to general
ings are 20 feet tall. The Main Tower sports four exposed staircases that business. A narrow corridor rings the guardroom
Doors: Except for the cells, no doors are locked each descend to a ballista platform. There, crews and grants access to several cells and also the bar-
in the complex. Doors open into rooms unless noted man these powerful siege engines and hurl death at racks. One can descend to the armory below by way
otherwise. A door that joins two rooms opens into the enemies as they approach. of a cramped spiral staircase in the center of the
larger room guardroom.
Illumination: Everburning torches fill all rooms D. Statues Head Tactical Encounter: Desperate Defenders
with bright light. The Fortress of Three Sorrows stands atop an ancient (page70).
Stairs: Stairs are made from stone, and squares statues decapitated head. The head floats on the
containing stairs count as difficult terrain while astral horizon, and three chains spill from its tear
2. Armory Level
climbing them. duct to the satellite towers, giving the fortress its This level takes its name, obviously, from the armor-
appropriate name. ies and storerooms that hold weapons, armor, and
Fortress of Three Sorrows foodstuffs. As well, this level holds a training facility
Overview E. Maw where githyanki warriors can spar and hone their
Like most other floating fortresses, the Fortress of Three The githyanki excavated the statues mouth to serve as techniques. Currently, the training room is where the
Sorrows is a brooding structure to which there are teth- a hangar for two astral interceptors (see page 46) and githyanki hold Vlaakith, keeping her distanced from
ered three smaller towers raised atop astral detritus. two pact dragons. other warriors lest she corrupt them with her lies.
The fortress sits on top of a massive statues head, tilted The staircase descends from the prison level and
at a forty-five-degree angle, as if it was a tumor growing 0. Assault on the Fortress continues to the hangar in the statues maw.
out from the statues ear. The statues features are that of Unless the PCs devise some way to sneak into the For- When Gith escaped the Nine Hells, Dispater was
a screaming human wearing an open-faced helm. tress of Three Sorrows, they face stiff resistance when none too pleased. The archdevil dispatched his aspect
they descend on the stronghold. and bodyguards to Tunarath to see what had hap-
A. Satellite Towers Tactical Encounter: Assaulting the Fortress pened and there discovered what was unfolding in
Tethered by chains forged from astral driftmetal to (page68). the city. The aspect knew Gith would not give up her
the fortress are three satellite towers perched atop Adapting the Encounter: If the PCs sneak into people, so Dispater has spent several weeks search-
rocky bergs. The bergs float on the astral horizon, and the stronghold and thus bypass its defenses, consider ing for her. The appearance of another Vlaakith was
the towers rise 20 feet above them. denying Vlaakith the ability to perform the Linked too obvious given that her predecessor had no heirs,
Portal ritual. The adventurers have to escape the for- so the aspect has traveled to the Fortress of Three
B. Main Tower tress by some other means. The Into the Maw tactical Sorrows to interview the prisoner and confirm his
The central tower grants access to the fortresss encounter on page74 covers slipping out of the fortress suspicions.
interior. When under attack, the githyanki captain by stealing an astral interceptor (see page 46). Tactical Encounter: Jailbreak (page72).
commands its forces from this location. Armory: This room contains shelves loaded
1. Prison Level with mundane crossbow bolts, armor, and silvered
The trapdoor on the rooftop opens onto an iron ladder weaponry.
that descends 30 feet to the floor below. The guard- Storerooms: Two storerooms hold foodstuffs,
room at the center is where the githyanki captain water, and other mundane supplies.

July 20 09 | D u n g e o n 16 8
44
A Tyranny of Souls

Vlaakith CLVIII Who does he think you are?


Defeating the aspect and the other creatures in this
room lets the PCs focus on freeing Vlaakith from her Gith.
prison. She can talk, but she cannot move. She doesnt
say anything right off since shes not entirely sure who Gith?
the PCs are and what they intend. She answers any
questions the PCs put to her. What follows are likely Gith led the uprising that toppled the illithid empire and
questions and typical answers. Vlaakith doesnt have freed her peoples from a thousand years spent in chains.
time to waste telling lies, so she answers to the best Gith vanished soon after her people settled in the Astral
of her knowledge and truthfully, only shading where Sea, and many believe she traded her soul to forge the
absolutely necessary. pact between the scions of Ephelomon and the githyanki.
According to legend, she was held in the Nine Hells, bound
So, who are you? to an archdevils will.

I am Vlaakith, the one hundred fifty-eighth of the name, So if that was Dispater and hes looking for Gith,
and Tunaraths rightful queen. doesnt this mean Gith has escaped?

What are you doing here? It would seem so.

The so-called emperors cronies attacked my quarters If Gith has escaped, that means the pact is
in the city and killed my guards. I fought, but they broken, right?
overpoweredme.
Again, you seem to have the right of it.
Who the devil was that fellow you were
So, are you Gith?
talkingto?

Would it change matters if I was? You want the githyanki


Dispater. Actually, it was his shadow, an aspect.
out of the war. I can make this happen, but only if you
release me.
What was he doing here?

He believes I am not who I say I am.

July 20 09 | D u n g e o n 16 8
45
A Tyranny of Souls

Vlaakith will not negotiate while shes a prisoner. Astral Interceptor Vlaakith CLVIII/Gith Level 25 Solo Soldier
Gith has been around for a while and is not about to Gargantuan vehicle (astral skiff) Medium natural humanoid, githyanki XP 35,000
HP 250 Space 2 squares by 4 squares Cost 13,000 gp Initiative +21 Senses Perception +23
be intimidated into making a bargain. Furthermore,
AC 4; Fortitude 20, Reflex 2 Forceful Presence aura 2; a bloodied enemy that starts its
its not Gith the PCs have to convince: the supreme Speed fly 12 (hover), overland flight 15 turn within the aura is pushed 5 squares.
commanders who make up the Separatists need to be Pilot HP 912; Bloodied 456
convinced to break with Tiamat for good f before the The pilot must stand at a control wheel, typically at the AC 39; Fortitude 37, Reflex 41, Will 42
rear of the astral interceptor. Immune fear; Resist 30 psychic
githyanki will end hostilities.
Crew Saving Throws +5 (+7 against charm effects)
Pitfalls: The adventure expects the PCs to free In addition to the pilot, an astral interceptor requires a crew Speed 6; see also mind over matter
Vlaakith, but the players might have other ideas. of three, all of whom use a standard action each round to Action Points 2
control the skiff. Reduce the skiffs fly speed by 4 squares m Unarmed Strike (standard; at-will)
Abandoning Vlaakith to whatever fate is in store for
for each missing crewmember. At fly speed 0, the astral +30 vs. AC; 2d10 + 9 damage, and the target is dazed until
her does not in fact contain Gith. She can abandon interceptor sails out of control. the end of Vlaakiths next turn, see Giths judgment.
the flesh at any time and find a new host elsewhere. Load M Ancient Wrath (standard; at-will)
The only reason she hasnt yet is because shes estab- Ten Medium creatures; one ton of cargo Vlaakith makes an unarmed strike attack against up to
Out of Control three targets, and can use time to die as a free action
lished her new identity, and starting over again
An out-of-control astral interceptor moves forward at half before each attack. While bloodied, she can attack up to
would be an annoying setback. As a consequence, the speed (not including any modifiers for its astral sails). four targets.
characters will never get the chance to negotiate with Astral Attunement M Shattering Strike (free, when Vlaakith hits a creature with a
The astral interceptor functions only in the Astral Sea. melee attack; recharges when first bloodied)
the Separatists to extract them from Tiamats war.
Fragile Propulsion The target takes a 2 penalty to defenses until the end of
Destroying Zetchrr and revealing the broken pact For every 25 damage the astral interceptor takes, its speed the encounter.
will more or less remove the githyanki as a threat, but is reduced by 2 squares. At fly speed 0, the ship comes to a M Stunning Impact (free, when Vlaakith hits a creature with a
when the githyanki reorganize, the PCs world is cer- stop. melee attack; recharge 5 6)
The target is stunned until the end of its next turn.
tain to be their first target.
R Time to Die (minor; at-will)
The worst thing the characters can do is to attack The following tactical encounter occurs only if the
Ranged 5; +27 (+32 against immobilized targets) vs.
Vlaakith. She might not yet be at full strength, but PCs skipped Assaulting the Fortress. Fortitude; the target is pulled 5 squares. This action does
her power rivals that of an archdevil, and she should Tactical Encounter: Into the Maw (page74. not provoke opportunity attacks.
C Telekinetic Bind (minor; recharges when no creatures are
prove a deadly enemy, far stronger than what the PCs immobilized by this power)
could hope to face at their level. Vlaakith isnt inter- Close burst 5; targets enemies; +28 vs. Fortitude; the target
ested in slaughtering the party, and so she takes them is immobilized (save ends).
Giths Judgment
all alive to use later against Zetchrr.
Vlaakith deals 3d6 extra damage to immobilized targets.
Mind over Matter (move; at-will)
3. Hangar Vlaakith flies 6 squares.
The spiral stairs end at the hangar. The githyanki Alignment Evil Languages Common, Deep Speech,
Supernal
keep their pact dragon steeds, the two astral intercep-
Skills Acrobatics +26, Athletics +21, Diplomacy +24,
tors, replacement parts, and food for the mounts here. Dungeoneering +23, History +25, Insight +23,
Intimidate +24
Str 18 (+16) Dex 28 (+21) Wis 22 (+18)
Con 20 (+17) Int 23 (+18) Cha 25 (+19)
Equipment simple clothing

July 20 09 | D u n g e o n 16 8
46
A Tyranny of Souls

Escaping the Fortress with the red dragons, the people would rise up and Separatists are strong enough to fight for a time, but
After rescuing the prisoner, the PCs can escape by wrestthe city free from Tiamats grip. they need to rouse the rest of the city to their cause,
way of the Linked Portal ritual, fly out in a stolen The adventurers have proved their courage, their something that can be achieved only by destroying
astral vessel, or by some other means. With Vlaakith competence, and their ambition. In Vlaakiths eyes, the emperor.
in tow, the adventurers need to return to the city and they are the ones the movement needs to spark the The chaos and infighting wracking the city covers
get things rolling, so let just about any plan work. If revolution. Shortly after the characters return to the the PCs approach to the bastion, so aside from a few
the PCs are stumped, have an NPC ally pick them up city (after theyve had a chance to take an extended incidental encounters (with combats of your design if
and ferry them back. rest), Vlaakith calls the Separatists leaders to a meet- the adventurers are not yet 20th level), they enter the
Once back in the city, the characters can lay low ing. The PCs, representing the Coalition, can bargain shattered remnants of the Queens District.
at the Morningstar Inn. Rhapsody has enough hidey- with the leadership to forge an alliance and convince
them to withdraw from Tiamats unholy war. When the PCs enter, read:
holes to allow the entire party to disappear for as
long as they need. Theres not much time, however, Skill Challenge: A Turning Point (page76).
A crumbling, mazelike necropolis of tombs and shattered
for the attack did not go unnoticed and the emperors statues spreads out in all directions. Paths wind through the
wrath unleashes a storm like Tunarath has never
Mayhems Exit wreckage and lead up to a towering cathedral wrought from
beforeseen. After the negotiation, Mayhem decides Tunarath is
black stone and fitted with windows set with multicolored
too dangerous a place to linger and chooses this time
glass. Before it stands the remains of an obsidian statue.
to make his exit. He bids the characters farewell and
Part Four: ducks out, vanishing into the city. Mayhem is unlikely
Only two glossy black legs remain.

Negotiations to return, but if the characters ever find themselves in


The Chromatic Bastion
Citadel Mercane, they might have an ally or an enemy
The emperor responds to Vlaakiths escape by clos- there depending on how they treated him. Zetchrr rules Tunarath from the Chromatic Bas-
ing off the city. Those floating fortress commanders tion, an obscene cathedral built to honor Tiamats
who failed to stop the adventurers and didnt have the Part Five: role in his victory over his rivals. Built atop the
good sense to flee are summarily executed, and he ruins of the Lich Queens palace, it symbolizes the
installs new commanders loyal to himself and Tiamat WarforTunarath end of Vlaakiths corruption and the githyankis
in their place, many of which are not even githyanki. strengthened bonds to the Dark Lady of Avarice. It
Military societies loyal to his throne mobilize and Upon securing the agreement with the githyanki is a macabre place, filled with shadowy horrors and
lay siege to those of uncertain reliability, while a full separatists under Vlaakiths command, the only thing protected by githyanki, dragons, and a menagerie of
legion with red dragon support sweeps through the left for the adventurers to do is to defeat Emperor terrible monsters.
Merchant District searching for Vlaakith and her Zetchrr. The emperors forces are spread across the
liberators. city, searching for Vlaakith, so the PCs need only deal Features of the
As casualties mount, confidence in the emperor with those left guarding Zetchrrs throne. While the ChromaticBastion
falters. Division and unrest spread across the city. Yet PCs attack the emperors palace, the Separatist lead- The following features are common throughout the
for all the dissatisfaction, none seem willing to rise ers under Vlaakiths command spark the uprising, bastion unless otherwise mentioned in the text.
up against Zetchrr as long as he has Tiamats sup- leading strikes against Tiamats command centers Illumination: Rooms are bright, lit by everburn-
port. If they could remove Zetchrr and break his pact and destroying those who have betrayed them. The ing torches set in iron sconces every 5 squares or so.

July 20 09 | D u n g e o n 16 8
47
A Tyranny of Souls

Few adventuring parties have the resources and


wherewithal to endure eight encounters in a row,
so the Chromatic Bastion provides one location to
help the PCs regain healing surges and daily powers
without breaking the suspension of disbelief with
a full-blown extended rest. If the PCs attempt an
extended rest anyway, feel free to hit them with
improvised encounters featuring githyanki minions to
make the rest difficult.

0. The Necropolis
The adventurers must pass through the Necropo-
lis to reach the Chromatic Bastion. Fallen heroes
and notable githyanki were accorded the special
honor of being interred in vaults within sight of the
Palace of Whispers. Few, though, rested easy in their
tombs, and those cursed with unlife wander the
necropolisstill.
Tactical Encounter: Stillness Broken (page77).

1. Shattered Gith
Giths statue, standing at the highest point in the
Queens District, has long stood as a reminder of the
legendary heros sacrifice and as an inspiration to con-
tinue to fight in her name. Vlaakith CLVIIs aborted
attempt to seize the divine spark within the One in
the Void caused shockwaves to wash across the dis-
Doors: Iron doors are unlocked. Doors open into Extended Rests
rooms unless noted otherwise. A door that joins two trict, toppling Giths intimidating statue andthe Old
The Chromatic Bastion offers few opportunities
rooms opens into the larger room. Palace of Whispers on which the Chromatic Bastion
for the adventurers to take extended rests. The PCs
Combat: Dont feel confined by the maps pre- now stands.
simply dont have 6 hours to spend recouping while
sented in the tactical encounters. Combats can and their allies fight for the citys future on the streets
should spill over into adjoining rooms. Avoid letting beyond. Not only do the PCs give Zetchrr the time he
battles trigger additional encounters by having ene- needs to crush the uprising but also an extended rest
mies push the PCs back the way they came. gives the emperor a chance to recall his troops and
stiffen his defenses.

July 20 09 | D u n g e o n 16 8
48
A Tyranny of Souls

The brooding cathedral looms before you, an ugly thing 3. Gallery of Flame 6. Hall of Skulls
that is squat and unadorned aside from the rainbow glass
The gallery of flame honors Tiamat in her red This chamber houses the mind flayer skulls recov-
plates set around the ornately carved iron doors. Before
dragon aspect, and those who seek the fires of her ered from the old Palace of Whispers. Since Zetchrr
the structure stand the remains of a once-impressive statue
greed might experience unspeakable desires in this came to power, precious few skulls have been added.
carved from solid obsidian. Only the legs, part of the waist,
fierychamber.
and sword blade remain, but you can tell it depicted a
Tactical Encounter: Red Sentinels (page81). Skulls, arranged in stacks that reach the ceiling, extend
female warrior. Black dust and broken statuary litter the
along the walls to the chambers end. Most are damaged in
ground all around the statue, and rubble from an older 4. Vestry some way or another, and all are of an alien shape.
structure covers the cathedrals grounds.
Zetchrr and his attendant priests use this chamber to
don their priestly vestments when worshiping at one A character that succeeds on a DC 22 Dungeoneer-
2. Antechamber of the two altars. ing check recognizes the skulls as belonging to
Adventurers destroyed Vlaakith CLVII and sundered
mindflayers.
her phylactery, but Zetchrr preserved the Lich-
Shelves cover the walls in this chamber, and each is laden
Queens essence in her spine and bound her to his
with heavy ceremonial robes woven from brass thread. 7. Shrine of Queens
service with terrible oaths. To show his scorn for his
An iron door stands closed on the opposite wall. Ice rimes Although Zetchrr has nothing but scorn for the
predecessor, he reduced her to a common sentinel.
itssurface. Lich-Queen, he has not fallen so far as to forget his
Tactical Encounter: Evils Backbone (page79).
heritage. This room honors the long line of queens
5. Gallery of who preceded the emperor.
Ice
The door to this room is frozen Against the far wall stands a short porphyry altar holding
shut and requires a DC 22 a statuette of a proud githyanki woman wearing a crown.
Strength check to open. Statues of stern githyanki warriors stand in each corner,
Although built to honor all eyes on the altar. Something about this room fills
the Chromatic Dragon in you with ease, making your mission and fears seem no
her white dragon aspect, the longerpressing.
emperor uses this chamber to
store dragon carcasses for later The sensations the PCs feel come from the ghosts of
use in Tiamats war. Attending Vlaakith that haunt this chamber. They approve of
the remains are devils suited for the adventurers mission. Not enough of them remain
the gallerys chilly environs. to manifest themselves in any way more than just a
Tactical Encounter: The feeling. Characters can safely take an extended rest in
Freezer (page82). this room.
Altar: Inspecting the altar and succeeding on
a DC 27 Perception check reveals a hidden panel.
Inside is a magnificently carved wooden box. Open-
ing the box reveals a pulsing black heart. The box is

July 20 09 | D u n g e o n 16 8
49
A Tyranny of Souls

Vlaakith CLVIIs phylactery, and if the characters 11. Barracks 15. The Emperors Redoubt
defeated her in Evils Backbone, she reforms in this
Off-duty githyanki spend their time in these cham- The emperor claims the tower at the cathedrals rear.
room after the requisite time has passed. Destroying
bers. Each room consists of two or more bunk beds The tower has three levels, all of which are open so
the box (AC 10, Fortitude 5, Reflex 10; 5 hp) prevents
and a small table with a basin and water. The central the emperor can see all levels at once. The tower is
Vlaakith from reforming and destroys her for good.
rooms are residences for the gishsaraths (githyanki open at the top, and the emperor frequently comes
A DC 27 Religion check identifies the box as being a
swordmasters). and goes by this way.
phylactery.
Tactical Encounter: Those Who Are About to Tactical Encounter: The Emperors Redoubt
If the characters take the box with them, Vlaakith
Die (page88). (page91).
reappears in a space adjacent to the boxs carrier
after the requisite number of days has passed and 12. Hall of Heroes Concluding the
attacks at once.
To promote loyalty among his warriors, the emperor

8. Gallery of Decay had this room covered in bas-relief carvings depict- Adventure
ing githwarriors battling githzerai, mind flayers,
Zetchrr built this chamber to honor Tiamat in her When the characters defeat Zetchrr and his allies,
and slaads. When the Chromatic Temple comes
black dragon aspect. Currently, though, the emperor an astral skiff descends through the roof and settles
under attack, the githyanki move to make a stand in
sets aside this chamber to hold curiosities recovered on the second floor. Vlaakith and several githyanki
thischamber.
during the war. Since these items of interest are in knights exit through the hatch. Vlaakith congratu-
Tactical Encounter: Those Who Are About to
fact dangerous creatures, the emperor set mercenar- lates the adventurers on their victory and then starts
Die (page88).
ies to guard them. looking for the scepter of Ephelomon. If the scepter was
Tactical Encounter: Curiosities (page84). 13. Training Facilities destroyed, she gathers the pieces. Otherwise, she asks
The githyanki use this bare room to spar and perform the PCs for it. She then makes ready to leave, saying,
9. Gallery of Death weapon maneuvers. The walls hold weapon racks, Its time to finish this. She then boards the astral
This chamber honors Tiamat in her green dragon skiff again. The characters can join her if they wish.
and the floor is broken up into fighting rings. Gith-
aspect and sports a beautiful idol of the goddess Vlaakith and her retinue head for the dragon caves
warriors are on guard here should the Chromatic
in emerald. Since this chamber grants access to at the opposite side of the city. Through the windows,
Bastion come under attack.
Zetchrrs private quarters, he places tough guards to the characters can see Tunarath in flames, and fight-
Tactical Encounter: Those Who Are About to
ensure he is not disturbed. ing still rages in pockets. Not long after, the skiff
Die (page88).
Tactical Encounter: Emerald Statue (page86). descends and lands on a large floating rock amid the

10. Guard Post 14. Gallery of Tempests debris held by the red dragons. There, Vlaakith steps
This room celebrates Tiamat in her blue dragon out and waits.
Although Zetchrr commits his forces to crushing the Moments later, an elder red dragon emerges from
aspect. This room is also where the emperor passes
Separatists, he keeps a small force of githyanki here a cave followed by four more dragons of similar
judgment on those who disappoint him. He executes
as insurance. Guards positioned here listen for sounds size. Before they have a chance to breathe, Vlaakith
the disloyal and inept and discards their corpses in a
of combat with the dragons in room 3 and alert their raises her hands to show them the scepter. She says
charnel pit below.
cohorts in room 11 to make ready for a fight. thefollowing:
Tactical Encounter: Vicious Storm (page89).
Tactical Encounter: Those Who Are About to
Die (page88).

July 20 09 | D u n g e o n 16 8
50
A Tyranny of Souls

Children of Ephelomon, the pact is ended and your worthy If the characters forged a short-term alliance, two Appendix:
service is no longer required. githyanki generals accompany them to the natural
world to work with the Coalition leaders to lend their VehiclesSummary
If not already broken, she shatters the relic with a service in the coming fight against Tiamats armies.
telekinetic attack. Otherwise, she drops the pieces to Otherwise, Vlaakith takes command of Tunarath. Vehicles are objects with special statistics, some of
the ground. She has the Chromatic Bastion razed, and she builds which are similar to those possessed by creatures.
The elder red dragons eyes narrow for a moment a new structure amid the red dragon caves as a sign Unless otherwise mentioned, use the rules governing
and then it says, You have been suitable partners of githyanki independence. Her first order of business objects as described in the Dungeon Masters Guide.
these long years. It would be a waste to see you after securing the city is to extend a hand of peace The following guidelines include information that
destroyed. We shall leave, but know this: When we to the githzerai cousins. It has been too long, and old applies to vehicles used in this adventure. For the full
next meet, it shall be as enemies. The elder dragon grudges have weakened her people. Those githzerai rules, see Adventurers Vault, pages 1417.
roars and lifts off, and the other dragons follow its who accept the proffered peace eventually make the Size: Vehicles have sizes just like creatures.
lead. All across the shattered expanse, more drag- journey from the Elemental Chaos to find new lives Hit Points: A vehicle reduced to 0 hit points is
ons leave their caves, some carrying blackened amid their age-old enemies. A reunited people, they destroyed, and creatures on board are knocked prone
eggs, others spitting fire, piercing the air with their surrender their old identities of githyanki or githzerai in their squares. The vehicles wreckage occupies its
screams. As dragons abandon the city in scores, the and embrace a new culture as the gith. space and counts as difficult terrain.
few remaining dragons fighting the Separatists take Will Vlaakith restart the Eternal Crusade? Will Space: Vehicles occupy all the space within its
note and drop their riders to the city streets below she become a new threat against the mortal world, listed dimensions. Vehicles cannot squeeze.
before following their kin. Within minutes, the drag- or will she leave it be as she scours other worlds for Defenses: Like all objects, vehicles have an Armor
ons vanish into the shimmering void, and the city is the hated illithid infestation? Or does she have some Class, a Fortitude defense, and a Reflex defense. They
once more under githyanki control. other design? The giths fate is in your hands. do not have a Will defense.
Vlaakith honors whatever agreements she made Speed: A vehicles speed determines how far it
with the adventurers and stakes no claim to any travels when a driver or pilot uses a move action.
treasures they extracted from the Chromatic Bastion. Using 2 move actions allows the vehicle to move twice
The characters are free to stay in the city for as long its speed.
as they wish, but they will likely wish to return to the Pilot and Crew: Vehicles require a character to
Coalition to report their success, and Vlaakith gladly control it and a crew to help. Pilots usually operate
has her servants open a portal to the natural world to the vehicle from the rear so when placing the vehicle
facilitate the adventurers return. on the map, decide which is the front and which is
the rear.

July 20 09 | D u n g e o n 16 8
51
A Tyranny of Souls

A vehicle needs a pilot. Without one, the vehicle Prone: A vehicle that would be knocked prone Drive: Move Action. Move the vehicle a distance
goes out of control and the statistics block describes instead takes 1d10 damage and is slowed (see below) up to its speed. When you move the vehicle, it must
what happens. Only one character can control a vehi- until the end of the next round. move in the direction of its heading marker. The
cle during a round, though any number of characters Restrained: A restrained vehicle is immobilized vehicle can move directly forward or it can move
can attempt to take control until one is successful. A and cannot be forced to move by a pull, a push, or a along either forward diagonal adjacent to its heading
character can yield control to another character as a slide effect. If the restrained condition is ended by the marker. It cannot move in other directions without
free action, but the character assuming control of the escape action, the vehicle uses the pilots relevant skill making a turn. A vehicles movement does not pro-
vehicle (also a free action) can take no other action modifier. voke opportunity attacks against the vehicle or the
with the vehicle during that turn. If a character does Slowed: The vehicles speed is reduced to 2, as creatures on it. Terrain affects a vehicle in the same
not move into the pilot position and assume control normal. way that it affects creatures.
when its yielded, the vehicle might go out of control Out of Control: A pilot must use specific actions Turn: Move Action. Move the vehicle a distance
unless some other character takes control. to steer, move, or stop a vehicle. In any round in equal to half its speed. When you move the vehicle,
Initiative: A vehicle never rolls for initiative and which no character uses actions to control the vehicle, it must move in the direction of its heading marker.
acts on the turn of the creature controlling it. If the a vehicle is out of control (see statistics block). The vehicle can move directly forward or it can move
vehicle is out-of-control, the vehicles effective initia- Crashing and Ramming: If a vehicle tries to along either forward diagonal adjacent to its heading
tive check result is 1 lower than the last creature in move into a space occupied by an object, a creature, marker. At any point during the vehicles movement,
the initiative order. For multiple out-of-control vehi- or another vehicle, it crashes. The vehicle and what- move its heading marker from its current position to
cles, the vehicles act in order of which has been out of ever hits it take 1d10 damage per square the vehicle either side of the vehicle. Reorient the vehicles coun-
control the longest. moved in its previous turn. Creatures on board (and ter or miniature accordingly at the end of the move.
Opportunity Attacks: A vehicles movement does those on board the object it hits) take half damage. Otherwise, this action follows the rules for the drive
not provoke opportunity attacks against the vehicle or If the target of the crash is more than one size action (above).
creature(s) occupying it. Creatures moving within still category smaller than the out-of-control vehicle, the Stop: Move Action. Move the vehicle forward a
provoke opportunity attacks from other creatures in vehicle continues to move regardless of how much number of squares equal to the distance it moved
the same vehicle, as normal. damage it dealt during the crash. The space the target in the previous round. At the end of the move, the
General Conditions: Vehicles can be attacked occupies is treated as difficult terrain for the vehicles vehicle is motionless. A vehicle begins moving again
just like other objects. Some conditions have special movement. when the pilot uses the drive action. A stopped vehi-
rules (see below). If an effect allows a saving throw to Against targets of equal or greater size, the vehicle cle does not go out of control while motionless unless
end a condition, a vehicle makes one at the end of its continues to move only if the target is destroyed. If not otherwise noted in its description. The vehicles head-
controllers turn (or at the end of the vehicles turn if destroyed, the vehicles move ends immediately. ing marker remains in place. If and when the vehicle
out of control). A pilot can use a move action to allow Turning and Heading: Every vehicle has a moves again, it must initially move in this direction.
a vehicle to make an additional saving throw during headingthe direction it currently moves. To track
his or her turn. a vehicles heading, place a token along the front
Immobilized: An immobilized vehicle cannot edge of the vehicles space on the battle grid. When
move except by a pull, a push, or a slide. a vehicle moves, uses the marker to count off squares
in the direction the vehicle is moving, and then move
the vehicle counter or miniature to catch up.

July 20 09 | D u n g e o n 16 8
52
A Tyranny of Souls

Mayhems Plight 2 Blood Fiends (B) Level 23 Soldier Mayhem the Raavasta (M) Level 19 Lurker
Medium elemental humanoid XP 5,100 each Medium elemental humanoid (shapechanger) XP 2,400
Initiative +21 Senses Perception +23; darkvision Initiative +19 Senses Perception +18; truesight 6
Encounter Level 18 (10,200 XP)
HP 220; Bloodied 110 HP 136; Bloodied 68
AC 41; Fortitude 36, Reflex 34, Will 32 AC 32; Fortitude 29, Reflex 32, Will 33
Setup Immune fear Resist 10 psychic, 10 variable (3/encounter; see Resist,
2 blood fiends (B) Speed 8, fly 10 Monster Manual, page 282)
m Claws (standard; at-will) Speed 8
Mayhem (M) m Claws of Blindness (standard; at-will)
+28 vs. AC; 2d8 + 10 damage.
m Bloodthirsty Bite (standard; at-will) F Healing +23 vs. AC; 1d6 + 6 damage, and the target is blinded (save
Mayhem is confronted by two ravenous blood fiends. Requires combat advantage; +28 vs. AC; 1d8 + 10 damage, ends).
and the target is grabbed and takes ongoing 10 damage. R Mind Scramble (standard; recharges when first bloodied or
The abominations happily engage anyone that
Also, the blood fiend regains 10 hit points. when Mayhem scores a critical hit with claws of blindness) F
interferes. C Terror Gaze (minor; at-will) F Fear Psychic
Close blast 3; +24 vs. Will; the target is immobilized (save Ranged 10; +22 vs. Will; 1d10 + 7 psychic damage, and the
The path emerges from the petrified forest and climbs to a ends). target is dazed and takes a 2 penalty to attack rolls (save
Combat Advantage ends both).
smoking cleft in the mountainside. Standing on the road,
The blood fiend gains combat advantage against any living, Change Shape (minor; at-will) F Polymorph
and looking quite terrified, is a tall blue-skinned humanoid bloodied enemy. Mayhem can alter its physical form to take on the
dressed in fine robes. Two muscular four-armed humanoids Alignment Chaotic evil Languages Primordial appearance of any Medium humanoid, including a unique
Skills Intimidate +24 individual.
with blood red skin and long claws and fangs threaten the
Str 30 (+21) Dex 26 (+19) Wis 24 (+18) Cloak and Claw
traveler from mountain ledges. Con 28 (+20) Int 22 (+17) Cha 27 (+19) Mayhems attacks deal 2d6 extra damage against a target
against which it has total concealment.
Vanish (immediate reaction, when an enemy hits Mayhem;
recharge 5 6) F Illusion
Mayhem shifts 3 squares and is invisible until the end of its
next turn or until it makes an attack.
Alignment Evil Languages All
Skills Bluff +21, Stealth +20
Str 15 (+11) Dex 22 (+15) Wis 18 (+13)
Con 16 (+12) Int 19 (+13) Cha 24 (+16)
Equipment fine clothing

July 20 09 | D u n g e o n 16 8
53
A Tyranny of Souls

Tactics Features of the Area


The blood fiends focus their attacks on Mayhem until Cliffs: Climbing up or down the rock faces
the PCs join the combat. One closes to use terror gaze, requires a DC 14 Athletics check. A fall from the cliff
while the second moves in to make an attack with below the path causes the character to roll down the
its claws, leaping from a ledge to put itself between mountain side, moving 1d20 squares and taking 1d10
the PCs and their prey. If the characters attack, both damage for every 2 squares moved before coming to
blood fiends abandon Mayhem and use terror gaze astop.
to pin down their enemies and then close to savage Vents: Fissures in the mountain near the cleft
them with their claws. Once they bloody an enemy, (marked V1, V2, V3, and V4 on the map) occasionally
they go for the kill, using their bloodthirsty bite attacks. burst hot, poisonous steam. On initiative count 10,
Mayhem plays the part of the hapless victim for 1 roll 1d4 to determine which vent attacks.
round. If the PCs have yet to help him by the start of
the second round, the next time hes hit by an attack, c Vented Steam F Fire, Poison
Close blast 3; +21 vs. Reflex; 1d10 + 6 fire damage, and the
he uses vanish to cover his retreat. If prevented, he target takes ongoing 10 fire and poison damage (save
uses mind scramble against a blood fiend and tries to ends).
withdraw to the cleft. He flees if hes bloodied.
Sulfurous Smoke: All spaces adjacent to the cleft
are lightly obscured, while spaces in the cloud or in
the cleft are heavily obscured.

July 20 09 | D u n g e o n 16 8
54
A Tyranny of Souls

Finding Tunarath Special


If the PCs rescued and befriended Mayhem, they gain a +2
Advanced Streetwise 1 DC 27 (0 successes or failures)
The PCs ask around about Scaramandar and learn he is a
bonus to all skill checks related to the skill challenge. fixer and problem-solver. He has a dubious reputation and is
Encounter Level 19 (12,000 XP) Bluff DC 22 a known double-crosser, but he might aid them in reaching
The PCs adopt cover stories and use them to find a way to the Tunarath. If the characters follow this lead, they get an
Setup githyanki city. audience. Go to Dealing with the Devil on page34.
To secure a route to the githyanki city, the PCs must Requires a successful Streetwise check. Characters can cooperate to aid a lead character using this
The first failure turns up a name for someone who might skill.
negotiate Citadel Mercane for leads. You should help: Scaramandar. The failed check opens up the advanced Advanced Streetwise 2 DC 22 (0 successes or failures)
run this skill challenge as the adventurers explore Streetwise 1 option. The PCs cannot make any more Bluff A little investigation into suitable vehicles to steal comes up
and investigate the Bazaar. This skill challenge is checks until they succeed on another Streetwise check. with the name Merciless. If the characters follow this lead, they
Diplomacy DC 22 find the vessel with little trouble. See Merciless on page36.
unusual in that even failed checks can reveal routes to
The adventurers negotiate for passage, hinting at their mission Characters can cooperate to aid a lead character using this
Tunarath. These options are more dangerous and risk and seeking sympathizers. skill.
much, but they are as viable as geting a victory with The PCs cannot make any more Diplomacy checks until Advanced Streetwise 3 DC 22 (0 successes or failures)
the skill challenge. Many failures, as shown below, they get another success with Streetwise. The PCs learn Taikus is still in the city and he might be willing
Endurance DC 22 (4 successes maximum; see below) to help. If the characters follow this lead, they find directions to
include links to side-treks. If characters follow-up on The PCs spend time carousing in the hopes loose lips might his warehouse. Proceed with Shortcuts through the Void on
these, turn to the indicated pagefor details on what reveal a clue. page36.
happens. On a failed check, a nearby barfly suggests the characters Characters can cooperate to aid a lead character using this
should just steal a ship. The failed check opens up the skill.
Finding Tunarath Level 19 advanced Streetwise 2 check.
Skill Challenge XP 12,000 History DC 27
The PCs recall and mention a particularly bloodthirsty
The air hums with conversation, and in the crowds you see any
githyanki raid so that they can attempt to weaken bonds of
number of useful types who might aid you in your mission.
loyalty or foment feelings of vengeance in people around them.
The PCs listen and interact with locals to discover possible A successful check can negate one failure instead of
routes to Tunarath. This skill challenge takes at least 6 granting a success.
hours. Intimidate DC 22
Complexity The PCs use threats to pressure locals to cough up a way to
5 (12 successes before 3 failures). thecity.
Primary Skills If failed, in addition to counting as a failure, the first failed
Bluff, Diplomacy, Endurance, History, Insight, Intimidate. check reveals a name of someone who might help. Taikus,
Other Skills a githzerai black marketer, sometimes smuggles goods into
Streetwise. Tunarath. This failure opens up advanced Streetwise 3. The
Victory PCs cannot make any more Intimidate checks until they
The characters arrange a meeting with Captain Jladimir, succeed on another Streetwise check.
a Separatist sympathizer. He stands as the best and most Streetwise DC 22
certain route to Tunarath. Proceed to The Sympathizer The PCs explore the Citadel, listening to rumors, asking
on page36. questions, and generally feeling the pulse of the city.
Defeat Characters can cooperate to aid a lead character using this
If the characters havent yet found a way to reach Tunarath skill. In addition to counting as a success, a successful check
by one of the challenges failures, they must begin the skill opens up the Bluff, Diplomacy, and Intimidate skills.
challenge again.

July 20 09 | D u n g e o n 16 8
55
A Tyranny of Souls

Demons Among Us 3 Goristro Slaves (G) Level 19 Elite Brute Tactics


Huge elemental humanoid (demon) XP 4,800 each
Initiative +10 Senses Perception +17; darkvision The demons are enraged and attack anything that
Encounter Level 20 (14,400 XP)
HP 450; Bloodied 225; see also raging frenzy comes too close. A demon uses lashing chains against
AC 31; Fortitude 33, Reflex 28, Will 29 the first enemy to come in its range, and then uses the
Setup Resist 20 variable (2/encounter; see Resist, Monster Manual,
attack again against a different target by spending an
3 goristro slaves (G) 282)
Saving Throws +2 action point. If a PC closes on the demon, it uses gor-
Speed 8 istro stomp or, if waiting for the power to recharge, it
Three hulking goristro demons escaped their han- Action Points 1
hammers its foe with double attack. The demons fight
dlers by killing them. Free, they vent their rage at m Slam (standard; at-will)
Reach 3; +22 vs. AC; 2d10 + 8 damage. until destroyed.
innocent bystanders and will not stop until destroyed.
M Double Attack (standard; at-will)
The goristro makes two slam attacks.
While the PCs explore the market, read: M Goristro Stomp (immediate reaction, when a nonadjacent
enemy moves adjacent to the goristro; recharge 4 5 6)
The goristro attacks the triggering enemy: +22 vs. AC;
Screams pierce the Bazaars steady hum, presaging a mad
4d8 + 6 damage, and the target is pushed 2 squares and
rush. Through the fleeing people, you see a massive demon knocked prone.
leap from one ruined stall to land on another. It whips M Raging Frenzy (immediate reaction, when attacked by an
adjacent enemy while bloodied; at-will)
its chain about, decapitating three too-slow patrons. Two
Targets triggering enemy: +22 vs. AC; 2d8 + 6 damage.
more demons bound into the scene, roaring and screeching R Lashing Chains (standard; at-will)
inrage. Ranged 5; +22 vs. AC; 3d10 + 8 damage, and the target is
grabbed. Effect: One other creature grabbed by the goristro
slides to a space adjacent to the target of the attack, takes
15 damage, and is no longer grabbed.
Alignment Chaotic evil Languages Abyssal
Str 27 (+17) Dex 12 (+10) Wis 17 (+12)
Con 25 (+16) Int 6 (+7) Cha 12 (+10)
Equipment chains

July 20 09 | D u n g e o n 16 8
56
A Tyranny of Souls

Features of the Area Development


Crowds: During the first round, the characters Starting on the fifth round and every 2 rounds there-
have cover from the patrons in the Bazaar, but each after until the end of the encounter, three marut
square a character moves closer to the demons counts blademasters (Monster Manual, page185) join the
as difficult terrain due to the press of fleeing people. fight to help contain the demons. These combatants
During the second round, this environmental effect do not attack the PCs unless the PCs attack them. If a
ends and the PCs are free to move about normally. fight breaks out between the PCs and the maruts, see
Floating Stands: The battlefield consists of the Running Afoul of the Law sidebar on page57
several floating stands. Because the PCs are on the for further developments.
Astral Sea, they can fly up to half their speed and
hover in place. Since they are clumsy fliers, such Conclusion
characters take a 4 penalty to attack rolls and Once the last demon falls, the Bazaars commerce
defenses while flying. A character can choose not to resumes as if nothing had happened. The dead drift
fly and instead jump, making an Athletics check as away and are eventually picked up by locals for ren-
normal to cross the gaps (Players Handbook, page 182). dering into candles and food, but not before they are
Tents: Many floating stands contain tents. A char- picked clean of valuables. As the characters recover,
acter inside a tent has total concealment. Trethrix of the Seven Diamonds appears at their side.
Walls: Some floating stands contain walls. Char- A beautiful woman, svelte and appealing, she smiles
acters behind them gain cover. and thanks the adventurers for their selfless service.
As a reward, she gifts them with treasure parcel 5.
After she honors the characters, she returns to her
palanquin to continue her shopping.

July 20 09 | D u n g e o n 16 8
57
A Tyranny of Souls

The Devils Bargain 4 Marut Escorts (M) Level 19 Minion Soldier Trethrix (T) Level 23 Elite Controller
Medium immortal humanoid XP 600 each Medium elemental humanoid XP 10,200
Initiative +14 Senses Perception +20; truesight 10 (shapechanger), raavasta
Encounter Level 19+ (12,600 XP)
HP 1; a minion never takes damage from a miss. Initiative +16 Senses Perception +22; truesight 6
AC 34; Fortitude 36, Reflex 31, Will 32 HP 428; Bloodied 214
Setup Immune sleep; Resist 10 thunder AC 40; Fortitude 35, Reflex 38, Will 36
4 marut escorts (M) Speed 8, fly 4 (hover), teleport 4 Resist 15 psychic, 15 variable (2/encounter; see Resist,
m Greatsword (standard; at-will) F Thunder, Weapon Monster Manual, page 282)
Trethrix (T) Saving Throws +2
+26 vs. AC; 12 damage plus 3 thunder damage, and the
target is pushed 1 square. Speed 6
Periodically one of the Seven Diamonds travels the Hardy Minion (when the marut escort is hit by an attack; Action Points 1
at-will) m Beguiling Claws (standard; at-will) F Charm
Bazaar to assert that they are the true masters and to
Roll 1d6. On a 5 or 6, the marut takes no damage from the +26 vs. AC; 1d6 + 5 damage, and the target is blinded (save
encourage commerce. The most recent Diamond to attack. ends).
explore the Bazaar is Trethrix. A raavasta, she is thor- Alignment Unaligned Languages Supernal R Bind (minor; recharges when enforce contract is used) F
oughly evil, but she has no special complaint against Str 30 (+19) Dex 21 (+14) Wis 23 (+15) Charm, Psychic
Con 23 (+15) Int 12 (+10) Cha 13 (+10) Ranged sight; no attack roll required; the target chooses
the adventurers and thus is not prepared for an attack to take ongoing 20 psychic damage (save ends) or be
Equipment greatsword
against her. dominated (save ends); see also enforce contract.
This encounter occurs only if the adventurers C Mind Stab (standard; encounter) F Fear, Psychic
Close burst 5; targets enemies; +28 vs. Will; 5d6 + 9
move to assassinate the merchant to gain access to
psychic damage, and the target moves its speed away from
Tunarath. The best time to strike is when she awaits Trethrix.
the portal to open to the Inner Sphere. The adventur- Change Shape (minor; at-will) F Polymorph
ers should have plenty of time to scout the area and Trethrix can alter its physical form to take on the
appearance of any Medium humanoid, including a unique
set up their ambush. individual (see Change Shape, Monster Manual, page280).
Enforce Contract (immediate reaction, when an enemys melee
When the PCs can see this scene, read: or ranged attack targets Trethrix; recharges when bind is
used) F Charm
The attack targets the creature affected by Trethrixs bind
A beautiful woman reclines on a palanquin. Standing power instead of Trethrix. Using this power ends the bind
at each corner is a gray-skinned humanoid wielding a effect on that creature.
greatsword. The group waits before a shuddering gate Vanish (immediate reaction, when an enemy hits Trethrix;
recharge 5 6) F Illusion
ringed with bright glyphs set on the Inner Spheres surface.
Trethrix shifts 3 squares and is invisible until the end of its
next turn or until it attacks.
Alignment Evil Languages All
Skills Bluff +23, Diplomacy +23, Insight +22
Str 14 (+13) Dex 20 (+16) Wis 23 (+17)
Con 22 (+17) Int 28 (+20) Cha 25 (+18)
Equipment fine clothing

July 20 09 | D u n g e o n 16 8
58
A Tyranny of Souls

Tactics
The marut escorts form a defensive perimeter around
the raavasta to block attempts by enemies to reach
their charge. When a foe closes, the maruts use their
greatswords to throw back the attacker. They follow
Trethrix as she moves about to avoid the PCs attacks.
While her minions move to protect her, Trethrix
uses bind against a tough defender. If the target opts
to become dominated, she compels it to make basic
attacks against its allies. If she comes under attack,
she safeguards herself by using enforce contract, at
Inner Sphere Gate
which point she chooses a different target to bind. If
two or more PCs close on her, she uses mind stab to
drive them off and spends an action point to hit a
target she misses with her beguiling claws. If she drops
to 100 hit points or fewer, she uses vanish to make an
escape if possible.
The marut blademasters that come through the
portal (see Development on the next page) close on
the closest enemy, fighting their way to the raavastas
side using teleport if necessary. Once there, they take
up the roles her escorts performed and fight to the
death defending the fiend.

Features of the Area an AC 2, Fortitude 20, Reflex 2, hp 400. If a statue


takes 50 or more damage, blue blood sprays in a con-
Inner Sphere Gate: A massive gate leads to Cita-
tinuous close blast 3 in the direction from the attack.
del Mercanes interior. It takes 5 minutes to open or
The blood is harmless, but it grants concealment to
close the gate fully due to its great weight. The gate
creatures standing in the blast.
is made from adamantine and has an AC 2, other
Lightning Ward: To protect the inner sphere,
defenses 20; resist 20 all; hp 1,000. Breaching the
the Society of Seven Diamonds placed powerful
gate allows access to the Inner Sphere (page33).
wards around their gates. The lightning ward attacks
Statues: Eight 20-foot-tall statues in two rows of
when any natural creature enters a space adjacent to
four stand to either side of the portal. The statue has
theward.

July 20 09 | D u n g e o n 16 8
59
A Tyranny of Souls

c Lightning Ward F Lightning


Melee 1; +22 vs. Reflex; 1d8 + 7 lightning damage, and the
Development Conclusion
target is pushed 1d4 squares and is dazed until the end of After the third round, the gate is wide enough for After killing the raavasta, the PCs can move to the
its next turn. one marut blademaster to join the fight. Every other appointed place. A rakshasa proxy working for Scara-
round thereafter, another two join the battle. This mandar gives them a ritual scroll, the sigil address,
Palanquin: Trethrix rides on a levitating continues until five blademasters emerge. and residuum enough to perform the ritual. Depend-
palanquin. ing on how the PCs mission went, they might need
Marut Blademaster Level 21 Soldier
to retreat farther up into the mountain to escape
Trethrixs Palanquin Medium immortal humanoid XP 3,200
Medium vehicle Initiative +18 Senses Perception +22; truesight 10 vengeance-seeking maruts. They could, while there,
HP 30 Space 1 square Cost 1,800 gp HP 201; Bloodied 100 face additional encounters as described on page31.
AC 5; Fortitude 10, Reflex 5 AC 37; Fortitude 37, Reflex 32, Will 33 Completing the ritual, though, transports the adven-
Speed fly 4 (hover) Immune sleep; Resist 10 thunder
Speed 8, fly 4 (hover), teleport 4 turers to Tunarath as the cambion promised.
Pilot
The pilot must maintain concentration (minor action) or m Greatsword (standard; at-will) F Thunder, Weapon
the palanquin goes out of control. +27 vs. AC; 1d10 + 11 damage plus 1d6 thunder damage,
Load the target is pushed 1 square, and the target is marked
One Medium creature; 100 pounds of gear. until the end of the marut blademasters next turn.
Out of Control M Double Attack (standard; at-will) F Thunder, Weapon
An out-of-control palanquin comes to a stop at the The marut blademaster makes two greatsword attacks.
beginning of its turn. Alignment Unaligned Languages Supernal
Compact Skills Endurance +22, Intimidate +17
An adjacent creature can fold up an unoccupied palanquin Str 32 (+21) Dex 23 (+16) Wis 25 (+17)
as a standard action into a tiny object. Con 25 (+17) Int 14 (+12) Cha 15 (+12)
Equipment greatsword

Treasure: Trethrix carries treasure parcel 10 on


her person. Characters who fail to kill Trethrix and flee into
the Bazaar are hunted for the remainder of their stay
here. See Running Afoul of the Law on page34 for
further developments.

July 20 09 | D u n g e o n 16 8
60
A Tyranny of Souls

Stolen Mercy When the PCs enter Pier Nine, read: Risan and the two pirates recline on the observation
deck, while the surviving pirates make the final prep-
Encounter Level 19 (12,000 XP) Docks stretch out all along the metal pier, many of which arations for departure. The githyanki dont expect an
hold astral vessels in all sorts of shapes and sizes. As you attack and so they are not watching from the deck.
Setup near the end, the ships thin out until there are none for the The pirates work inside the vessel, so it takes a DC 13
2 githyanki mates (M) final 100 or so feet. At the very end, you spy the Merciless, Stealth check to approach the ship unnoticed.
4 githyanki pirates (P) a sleek ship with an enclosed deck equipped with patched
Risan (R) sails and long navigation rods sprouting from the hull.
Risan (R) Level 19 Elite Artillery (Leader)
Hatches grant access to its interior and crystalline portals Medium natural humanoid, githyanki XP 4,800
The Merciless is an astral skiff docked at the end of Pier might provide a glimpse into its interior. Initiative +15 Senses Perception +19
HP 270; Bloodied 135
Nine. Having taken substantial damage during an ill- An observation deck towers over the ship, with metal
AC 31; Fortitude 29, Reflex 31, Will 34
advised raid into Hestavar, the ship limped to Citadel rungs ascending to a hatch at the decks bottom. Saving Throws +2 (+4 against charm effects)
Mercane for repairs. The vessel is inviting to thieves Speed 6; see also astral stride
because of its isolation and the lack of goodwill 2 Githyanki Mates (M) Level 19 Skirmisher Action Points 1
Medium natural humanoid XP 2,400 each m Psychic Blade (standard; at-will) F Force, Psychic
earned by the ships crew. In fact, should the ship and Initiative +18 Senses Perception +13 +24 vs. AC; 1d6 + 7 force damage plus 1d6 psychic
its crew come under attack, no one comes to their aid. HP 177; Bloodied 88 damage.
AC 33; Fortitude 31, Reflex 33, Will 30 r Hurled Blade (standard; at-will) F Force, Psychic
Saving Throws +2 against charm effects Ranged 15; +26 vs. AC; 1d8 + 8 force damage plus 1d8
4 Githyanki Pirates (P) Level 19 Minion Soldier Speed 5; see also astral stride psychic damage.
Medium natural humanoid XP 600 each m Silver Longsword (standard; at-will) F Psychic, Weapon R Double Attack (standard; at-will)
Initiative +15 Senses Perception +13 +24 vs. AC; 1d8 + 8 damage plus 1d8 psychic damage, and Risan makes two hurled blade attacks, or one psychic blade
HP 1; a missed attack never damages a minion. the githyanki mate shifts 1 square. attack, shifts, and makes a hurled blade attack.
AC 34; Fortitude 33, Reflex 31, Will 30 r Astral Dagger (standard; at-will) F Force, Psychic R Githyanki Tactics (move; at-will)
Saving Throws +2 against charm effects Ranged 10; +24 vs. AC; 1d6 + 8 force damage plus 1d6 Ranged 5; targets one githyanki Risan can see; the target
Speed 5; see also telekinetic jump psychic damage. slides 5 squares.
m Silver Longsword (standard; at-will) F Psychic, Weapon M Merciless Cut (standard; requires silver longsword; at-will) F R Psychic Spear (standard; recharge 4 5 6) F Force,
+26 vs. AC; 16 psychic damage, and the target is marked Psychic, Weapon Psychic
until the end of the githyankis next turn. Targets a dazed or stunned creature; +24 vs. AC; 2d8 + 7 Ranged 20; +26 vs. AC; 2d8 + 5 force damage plus 2d8
r Crossbow (standard; recharges when the githyanki spends a damage plus 2d8 psychic damage, and a dazed target is psychic damage, and the target is immobilized (save ends).
minor action to reload the weapon) F Weapon stunned instead of dazed (save ends). C Psychic Scream (immediate reaction, when first bloodied;
Ranged 15/30; +26 vs. AC; 16 damage. C Psychic Assault (standard; recharge 4 5 6) F Psychic encounter) F Psychic
Telekinetic Jump (move; encounter) Close blast 3; +22 vs. Will; 1d6 + 7 psychic damage, and Close burst 5; targets enemies; +22 vs. Will; 4d6 + 7
The githyanki flies 5 squares. the target is dazed (save ends). psychic damage, and the target is dazed (save ends). Miss:
Alignment Evil Languages Common, Deep Speech Astral Stride (move; encounter) F Teleportation Half damage, and the target is not dazed.
Str 25 (+16) Dex 22 (+15) Wis 19 (+13) The githyanki pirate teleports 6 squares and gains the Astral Stride (move; encounter) F Teleportation
Con 14 (+11) Int 15 (+11) Cha 14 (+11) insubstantial and phasing qualities until the start of its Risan teleports 6 squares and gains the insubstantial and
Equipment chainmail, light shield, silver longsword, crossbow next turn. phasing qualities until the start of its next turn.
with 10 bolts Alignment Evil Languages Common, Deep Speech Alignment Evil Languages Common, Deep Speech
Str 22 (+15) Dex 25 (+16) Wis 19 (+13) Skills Arcana +17, History +14, Insight +19, Intimidate +21
Con 17 (+12) Int 20 (+14) Cha 14 (+11) Str 19 (+13) Dex 22 (+15) Wis 20 (+14)
Equipment chainmail, silver longsword Con 15 (+11) Int 17 (+12) Cha 25 (+16)
Equipment chainmail

July 20 09 | D u n g e o n 16 8
61
A Tyranny of Souls

Tactics Merciless
Gargantuan vehicle (astral skiff )
The githyanki pirates shout for Captain Risan if an HP 250 Space 2 squares by 6 squares Cost 13,000 gp
adventurer opens a hatch, thus raising the alarm. AC 4; Fortitude 20, Reflex 2
Otherwise, the pirates are oblivious to combat outside Speed fly 12 (hover), overland flight 15
Pilot
the skiff until the start of round 3 when one finally
The pilot must stand at a control wheel, typically at the
comes out from the craft and sees the fight. rear of the astral skiff.
Once alerted, three of the githyanki pirates take Crew
In addition to the pilot, an astral skiff requires a crew of
their stations, while the fourth spends a move action
three, all of whom use a standard action each round to
to move the ship 3 squares and turn it broadside to control the skiff. Reduce the skiffs fly speed by 4 squares
bring the pier into its firing arc. The pirates fire at the for each missing crewmember. At fly speed 0, the Merciless
PCs using their crossbows. sails out of control.
Load
The githyanki mates lead the attack, either using
Ten Medium creatures; one ton of cargo
astral stride to engage the PCs on the pier below or Out of Control
fighting PCs who engage them at the platform. They An out-of-control astral skiff moves forward at half speed
(not including any modifiers for its astral sails).
use psychic assault first followed by merciless cut.
Astral Attunement
Risan fights from the observation deck, using his The astral skiff functions only in the Astral Sea.
double attack to support his mates and psychic spear to Fragile Propulsion
pin down enemy defenders. Risan doesnt engage For every 25 damage the Merciless takes, its speed is
reduced by 2 squares. At fly speed 0, the ship comes to a
the PCs in melee unless he is the only thing between
stop.
them and his ship, at which point he closes the dis-
tance with astral stride and directs his psychic blade The ship provides superior cover to creatures
attacks at controllers and leaders first. inside. Two portals on each side allow occupants to
make attacks against enemies outside the vessel.
Features of the Area Treasure: The characters gain treasure parcel
Observation Deck: The observation deck stands 20, which includes the Merciless. In addition, planar
30 feet above the pier and has an open top. With sub- charts reveal a quick route to Tunarath through a
jective gravity, PCs can fly to the top using the normal nearby color veil.
rules for navigating the Astral Sea (page57). Or, a
character can climb the ladder up to the hatch with a
DC 0 Athletics check.
The Merciless: The vessel is an astral skiff.

July 20 09 | D u n g e o n 16 8
62
A Tyranny of Souls

Secret Way Negotiated Passage Level 19


Skill Challenge XP 2,400
Encounter Level 19 (12,000 XP) The githzerai watches you with suspicion, uncertain of your
motives.
Setup The adventurers must convince Taikus that they aim to help
the Separatists. This skill challenge takes a fewminutes.
Negotiated Passage (Skill Challenge) Complexity
2 angels of Tiamats vengeance 1 (4 successes before 3 failures).
Taikus (T) Primary Skills
Bluff, Diplomacy, Insight.
Other Skills
Along the way to the warehouse, two angels of History, Intimidate.
Tiamats vengeance, who have been watching the Victory
characters, follow them to the site. About 5 minutes Taikus leads the PCs to the extradimensional space, but
before the PCs reach it, the angels of Tiamats vengeance
before the characters arrive, both angelsfrom as
attack.
far away as you liketarget two PCs with sign of Defeat
vengeance. Since this sign is invisible and harmless, Taikus denies the PCs access to the portal. Before the
characters have a chance to react, the angels of Tiamats
the character doesnt notice it. However, a DC 29
vengeance attack, further damning the PCs in the
Arcana check reveals its general presence and nature. githzeraiseyes.
ADC25 Religion check identifies its source. Bluff (DC 22)
The PC gives a false reason for wanting to reach Tunarath.
Afailed check here results in two failures.
When the PCs enter the warehouse, read:
Diplomacy (DC 22)
The characters explain their mission and ask for aid. The first
Wooden crates stand in piles forming three rows extending success makes available the History check.
History (DC 22; Requires a successful Diplomacy check)
to the warehouses far wall. Aside from these goods and dust
A PC recalls some of the worst raids and excesses by the
floating through the air, the place seems empty. githyanki, relating these tales to his or her mission and how the
group intends to stop future attacks.
Taikus has a permanent portal linking Tunarath to Insight (DC 22)
A PC senses the githzerai is nervous and catches him throwing
Citadel Mercane inside an extradimensional space
a glance to an innocuous stack of crates (hes looking at the
hidden at the back of the warehouse. When the entrance to the extradimensional space). This check also reveals When Taikus appears, read:
characters enter the building, Taikus is inside the that Intimidate does not work on Taikus.
extradimensional space. He emerges 2 rounds later. Intimidate (DC 30)
Taikus is not easily moved by threats. Each failed Stepping out from around a stack is a rail-thin githzerai
Characters searching the warehouse can find the
Intimidate check applies a 5 penalty to all future checks wearing a tattered cloak. He looks at you with a raised
extradimensional space with a DC 29 Arcana check
made as part of this skill challenge. eyebrow, Can I help you?
or a DC 27 Perception check. If the characters find
the space while the githzerai is still inside, the PCs
take a 2 penalty to all Diplomacy checks made as
part of the Negotiated Passage skillchallenge.

July 20 09 | D u n g e o n 16 8
63
A Tyranny of Souls

2 Angels of
Tiamats Vengeance
Level 19 Elite Brute Taikus (T) Level 15 Elite Controller Tactics
Medium natural humanoid, githzerai XP 2,400
Large immortal humanoid (angel) XP 4,800 each Initiative +13 Senses Perception +18 The angels teleport into spaces adjacent to the adven-
Initiative +13 Senses Perception +16 HP 282; Bloodied 141 turers whom they targeted with sign of vengeance and
HP 446; Bloodied 223 AC 31; Fortitude 28, Reflex 30, Will 30; see also iron mind then make double attacks each round.
AC 34; Fortitude 33, Reflex 29, Will 33; see also chromatic Saving Throws +2
cloak Taikus uses trace chance at the earliest opportunity
Speed 7
Immune disease, fear; Resist 15 radiant; 15 variable (3/ Action Points 1 and spends his action point on the first round to use
encounter, acid, cold, fire, lightning, or poison only; see m Unarmed Strike (standard; at-will) inner spark. He then uses psychic fists when he can
Resist, Monster Manual, page 282), see also coldfire pillar +20 vs. AC; 2d8 + 6 damage.
catch the greatest number enemies in one shot or
Saving Throws +2 R Inner Spark (standard; at-will) F Lightning, Teleportation
Speed 8, fly 12 (hover); see also sign of vengeance Ranged 5; +18 vs. Reflex; 1d8 + 4 lightning damage, and reorder chaos to better arrange the battlefield. Taikus
Action Points 1 the target teleports 5 squares to an unoccupied space of enters the extradimensional space when bloodiedand
m Longsword (standard; at-will) F Acid, Cold, Fire, Lightning, Taikuss choosing. uses the portal to warn the Separatists in Tunarath.
Poison, Weapon R Reorder Chaos (standard; recharge 5 6) F Teleportation
Reach 2; +25 vs. AC; 1d10 + 9 damage plus 1d8 acid, cold, Ranged sight; up to 4 Medium or smaller targets; +19 vs.
fire, lightning, or poison damage plus 1d8 acid, cold, fire, Fortitude; the targets teleport to swap spaces as Taikus Features of the Area
lightning, or poison damage. chooses. Illumination: Everburning torches set on the
M Double Attack (standard; at-will) R Trace Chance (standard; recharge 5 6)
walls fill the entire warehouse with bright light.
The angel of vengeance makes two longsword attacks. Ranged 5; no attack roll required; the next melee attack
R Sign of Vengeance (minor; encounter) F Teleportation made against the target gains a +5 power bonus to the Ceiling: The ceiling is 30 feet high.
Ranged sight; the angel of vengeance places an invisible attack roll, and, if it hits, it is automatically a critical hit. Crates: Boxes and crates are arranged in four
sign upon the target. Until the end of the encounter, as a C Psychic Fists (standard; encounter) F Psychic rows, each 10 feet tall. An adjacent character can
move action, the angel can teleport adjacent to the target. Close burst 5; targets enemies; +19 vs. Will; 1d8 + 4
C Chromatic Pillar (when first bloodied; encounter) F Acid, make a DC 22 Strength check to knock the stack
psychic damage.
Cold, Fire Lightning, Poison, Polymorph Avenging Wind (immediate interrupt, when targeted by a over. The toppled stack fills all squares in a line up
The angel transforms into a 30-foot-high pillar of draconic ranged attack; encounter) F Teleportation to the next stack. Creatures in the path are entitled
energies. Close burst 2; +23 vs. Reflex; 1d8 + 9 acid, cold, The attack targets another creature within 5 squares to a saving throw to shift into an adjacent square. A
fire, lightning, or poison damage plus 1d8 + 9 acid, cold, of Taikus, and Taikus teleports 10 squares into a square
fire, lightning, or poison damage. The angel of Tiamats adjacent to the attacker. failed saving throw results in the character taking
vengeance is immune to all damage until the start of its Iron Mind (immediate interrupt, when Taikus would be hit by 4d6 damage and being knocked prone and restrained
next turn. an attack; encounter) (save ends both). Until cleared, the toppled stack
Chromatic Cloak (until bloodied) F Acid, Cold, Fire, Lightning, Taikus gains a +2 bonus to all defenses until end of his next
Poison counts as difficult terrain.
turn.
Attacks against the angel of vengeance take a 2 penalty Alignment Unaligned Languages Common, Deep Extradimensional Space: The portal opens onto
until the angel is bloodied. While cloak of vengeance is in Speech a small room with a permanent portal contained by
effect, a creature that makes a successful melee attack Skills Acrobatics +20, Athletics +18, Insight +18 a hermetic circle in the corner. The portal is opaque.
against the angel takes 1d8 acid or cold damage and 1d8 Str 19 (+11) Dex 23 (+13) Wis 23 (+13)
fire, lightning, or poison damage. Con 13 (+8) Int 15 (+9) Cha 14 (+9) Characters entering it appear in Tunarath (page38).
Alignment Evil Languages Supernal
Skills Insight +21, Intimidate +22
Str 27 (+17) Dex 18 (+13) Wis 25 (+16)
Con 23 (+15) Int 19 (+13) Cha 26 (+17)
Equipment plate armor, 2 longswords

July 20 09 | D u n g e o n 16 8
64
A Tyranny of Souls

Kill Squad When the kill squad appears, read: 4 Tiamat-Sworn Reavers (T) Level 18 Skirmisher
Medium natural humanoid, dragonborn XP 2,000 each
Initiative +13 Senses Perception +12
Encounter Level 19 (13,600 XP) You have company. Rounding a corner, flanked by two
HP 176; Bloodied 88; see also dragonborn fury and springing
hulking dragonborn, is a slim githyanki warrior encased in
Setup baroque armor and wielding a silver greatsword. Behind
assault
Regeneration 10 (only while bloodied).
1 githyanki blackweaver (B) you, a hideous githyanki mage missing its lower body AC 33; Fortitude 31, Reflex 27, Will 29
1 githyanki dread knight (K) hovers above the ground, black lightning crackling from its
Speed 5; see also springing assault
m Triple-headed Flail (standard; at-will) F Weapon
4 Tiamat-sworn reavers (T) withered hands. Two more dragonborn stand to the undead +23 vs. AC (+24 while bloodied); 1d10 + 5 damage.
Moving through the portal alerts servants loyal to mages sides. M Rending Strike (standard; requires triple-headed flail; at-will)
F Weapon
Zetchrr, and the emperor dispatches a kill squad to
Githyanki Dread Knight (K) Level 20 Soldier The Tiamat-sworn reaver attacks up to three targets with
deal with the intruders. This encounter can occur in its triple-headed flail. If it hits one target, it can push the
Medium natural humanoid XP 2,800
the alley where the PCs first appear or later if the PCs Initiative +18 Senses Perception +12 next target 1 square on a hit, and if it hits two targets, the
move quickly. Final Authority aura 1; enemies in the aura take a 2 penalty third takes ongoing 5 damage on a hit (save ends).
to attack rolls on attacks that do not include the githyanki Dragonborn Fury (while bloodied)
Githyanki Blackweaver (B) Level 20 Artillery dread knight. The reaver gains a +1 racial bonus to attack rolls.
Medium natural humanoid (undead) XP 2,800 HP 190; Bloodied 95 Skirmish +2d6
Initiative +16 Senses Perception +14; darkvision AC 35; Fortitude 33, Reflex 32, Will 31 If, on its turn, the Tiamat-sworn reaver ends its move at
HP 146; Bloodied 73 Saving Throws +2 against charm effects least 3 squares away from where it began its turn, its
AC 32; Fortitude 31, Reflex 32, Will 34 Speed 5 melee attacks deal 2d6 extra damage until the start of its
Immune disease, poison; Resist 20 necrotic; Vulnerable 10 m Silver Greatsword (standard; at-will) F Psychic, Weapon next turn.
radiant +27 vs. AC; 1d10 + 7 damage plus 1d6 psychic damage, Springing Assault (free, when the reaver hits with a melee
Saving Throws +2 against charm effects and the target is marked until the end of the dread knights attack during its turn; recharges when first bloodied)
Speed fly 4 (hover) next turn. The reaver shifts 3 squares.
m Corrosive Touch (standard; at-will) F Lightning, Necrotic M Severing Strike (immediate interrupt, when an enemy the Alignment Evil Languages Common, Draconic
+25 vs. AC; 2d6 + 5 lightning and necrotic damage, and dread knight has marked shifts or makes an attack that does Skills History +12, Intimidate +13
the target is pushed 1 square. not include the dread knight; at-will) F Psychic, Weapon Str 21 (+14) Dex 14 (+11) Wis 17 (+12)
R Black Lightning (standard; at-will) F Lightning, Necrotic +27 vs. AC; 1d10 + 7 damage plus 3d6 psychic damage, Con 24 (+16) Int 13 (+10) Cha 14 (+11)
Ranged 10; +25 vs. Reflex; 2d6 + 7 lightning damage, and and the target is dazed (save ends). Equipment scale armor, heavy shield, triple-headed flail
ongoing 5 necrotic damage (save ends). R Telekinetic Leap (move; encounter)
C Consuming Shadows (immediate reaction, when an enemy
enters a space adjacent to the blackweaver; encounter) F
Ranged 10; the dread knight or an ally within range can fly
up to 5 squares.
Tactics
Necrotic, Teleportation C Forceful Lure (standard; encounter) The githyanki dread knight leads the attack, spring-
Close burst 1; targets enemies; +23 vs. Fortitude; 1d8 + Close burst 3; targets enemies; +23 vs. Fortitude; the ing into action using telekinetic leap to land in the
7 necrotic damage, and the target is blinded (save ends). target is pulled 2 squares, and the dread knight makes a partys midst. There, he slashes about him using
Effect: The blackweaver teleports 5 squares. melee basic attack against the target.
Lich-Queens Legacy Alignment Evil Languages Common, Deep Speech, his silver greatsword, focusing his attacks on soft
The githyanki blackweavers melee and ranged attacks Draconic enemies. If an enemy he marks tries to slip away, he
deal 2d6 extra necrotic damage to targets suffering Skills History +20, Insight +17 delivers a punishing severing strike. If only one char-
ongoing necrotic damage. Str 25 (+17) Dex 22 (+16) Wis 14 (+12)
acter is near him, he resorts to forceful lure to yank
Alignment Evil Languages Common, Deep Speech Con 22 (+16) Int 17 (+13) Cha 19 (+14)
Skills Arcana +19, History +21 Equipment plate armor, silver greatsword themback.
Str 15 (+12) Dex 23 (+16) Wis 19 (+14)
Con 20 (+15) Int 18 (+14) Cha 24 (+17)
Equipment robes

July 20 09 | D u n g e o n 16 8
65
A Tyranny of Souls

The blackweaver avoids melee combat, blasting Features of the Area


characters with black lightning and targeting them
Illumination: Shadows cast by the buildings
again to benefit from Lich-Queens legacy. If cornered,
reduce the lighting in the alley to dim.
the blackweaver uses consuming shadows to make
Permanent Portal: The PCs emerge into the alley
agetaway.
through this portal. The PCs can move through the
The Tiamat-sworn weavers have no particular
portal freely provided it remains open, which is only
loyalty to the emperor or the githyanki, and they fight
likely if the characters used Taikuss portal, Refer
only as long as they have the upper hand. Each reaver
back to the map on page63 in case the adventurers
targets a different enemy, using rending strike to destroy
retreat here.
their enemies. Once they make their attack, they shift
Rubbish: Boxes, crates, and general filth clutter
and charge, even if it means taking an opportunity
the alley. Squares containing rubbish count as diffi-
attack. These skirmishers maneuver as best as they can
cult terrain.
in the tight confines, but if they find it too restrictive,
Illusory Wall: Spanning the alleys mouth is an
they retreat to the street beyond to conclude the battle.
illusory wall. Characters can see through it out to
the street beyond, but people on the street cant see
Taking Prisoners through it into the alley. Thus, the wall blocks line of
If the characters take any prisoners, they might learn
sight for characters on the street.
useful information. The blackweaver and the dread
Street: The combat might spill out onto the street
knight prove unhelpful and volunteer nothing, but
beyond. People clear the area quickly, not wanting to
the dragonborn can be convinced to talk with a com-
be involved in the fight.
plexity 1 skill challenge (4 successes before 3 failure)
involving DC 22 checks with the Bluff, Diplomacy,
and Intimidate skills. A victory reveals that the
emperor dispatched them. The prisoner knows that
Tiamat watches the emperor closely, and many sus-
pect she might remove him altogether if it wasnt for
the scepter of Ephelomon. Zetchrr, evidently, fears that
the adventurers might connect with the rebels and
form an alliance against him.
If the characters have no failures from the skill
challenge, the prisoner also reveals that the emperor
has many more kill squads out in the city, hunting for
Separatist leaders. They have had some success and
have even captured their leader, some waif who who
has taken Vlaakiths name. Shes pretty important
since the emperor didnt just kill her outright. In fact,
he spirited her away to one of the floating fortresses.

July 20 09 | D u n g e o n 16 8
66
A Tyranny of Souls

Blue Thunder Features of the Area Statue: It takes a DC 22 Athletics check to enter
the statues space. A character in its space gains cover
Bridges: Two bridges span the square. The first
Encounter Level 19 (13,900 XP) against all attacks.
is 15 feet above the squares and the second is 30 feet
above.
Setup Spike: Three corners contain bristling spikes. Any 7 Angels of Tiamat (A) Level 21 Minion
7 angels of Tiamat (A) Medium immortal humanoid (angel) XP 800 each
creature forcibly moved into a space containing a Initiative +14 Senses Perception +12
1 bluespawn godslayer (B)
spike is subject to an attack. HP 1; a missed attack never damages a minion
AC 35; Fortitude 35, Reflex 31, Will 30
The kill squads failure prompts Zetchrr to send c Spike Immune fear; Resist 10 fire, 10 radiant
another band to intercept the adventurers before Melee 0; +23 vs. Reflex; 10 damage, and the target is Speed 6, fly 9 (hover)
immobilized (save ends). Aftereffect: The target takes 5 m Greatsword (standard; at-will) F Fire, Weapon
they meet with the Separatists. They choose a walled
damage. +26 vs. AC; 18 fire damage.
square to make their attack. Alignment Evil Languages Supernal
Str 26 (+18) Dex 18 (+14) Wis 14 (+12)
At some point before the PCs find the Morning- Con 18 (+14) Int 12 (+11) Cha 16 (+13)
Equipment chainmail, greatsword
star Inn, read:
Bluespawn Godslayer Level 22 Elite Brute
The crowds thin until you are alone in a walled square. Huge natural humanoid (reptile) XP 8,300
Two empty bridges crisscross overhead, and an impressive Initiative +15 Senses Perception +17; low-light vision
HP 510; Bloodied 255
statue depicting a githyanki warrior riding a red dragon AC 36; Fortitude 36, Reflex 31, Will 33
dominates the squares center. The eerie stillness is broken Resist 30 lightning, 30 thunder
when a hulking humanoid, some strange cross between Saving Throws +2
Speed 8
giant and blue dragon, enters the square. Joining it are
Action Points 1
several winged angels whose torsos give way to wispy m Greatsword (standard; at-will) F Lightning, Weapon
nothingness. Reach 3; +26 vs. AC; 4d6 + 9 damage plus 2d8 lightning
damage; see also slayer.
Tactics M Awesome Blow (standard; at-will) F Lightning, Weapon
The godslayer makes a greatsword attack. If the attack
The bluespawn godslayer charges into combat, smash- hits, it makes a secondary attack against the same target.
ing a character with its greatsword. It attacks any Secondary Attack: +26 vs. Fortitude; the target is pushed 3
squares and knocked prone.
dragonborn or devas first, targeting defenders next.
M Bite (standard; at-will) F Lightning
On its next turn, it makes another greatsword attack Reach 2; +24 vs. AC; 1d10 + 7 damage plus 2d8 lightning
followed by awesome blow with an action point. The damage; see also slayer.
godslayer tries to push its enemy onto a spike and Slayer
The bluespawn godslayer deals +10 damage against
then focus on that opponent until it dies. dragons, dragonborn, and immortals.
The angels work in teams of three, surrounding Alignment Evil Languages Draconic
their opponents and slashing with their greatswords Str 28 (+20) Dex 19 (+15) Wis 22 (+17)
Con 25 (+18) Int 10 (+11) Cha 16 (+14)
until their enemy falls. The angels fight until
Equipment heavy shield, greatsword
destroyed.

July 20 09 | D u n g e o n 16 8
67
A Tyranny of Souls

Assaulting 7 Ballista Platforms (B) Level 19 Blaster 2 Githyanki Dragonknights (P) Level 17 Soldier
Hazard XP 2,400 Medium natural humanoid XP 1,600 each
theFortress A massive crossbow manned by three crewmen, these plat- Initiative +15
HP 165; Bloodied 82
Senses Perception +16
forms hurl spear-size bolts at foes.
AC 33; Fortitude 31, Reflex 26, Will 28
Encounter Level 20 (15,300 XP) Hazard: Seven ballista platforms arranged around the Saving Throws +2 against charm effects
battlefield fire at enemies. Speed 5
Setup Perception
No check is necessary to notice the ballista platforms.
m Silver Bastard Sword (standard; at-will) F Psychic, Weapon
+24 vs. AC; 1d10 + 7 damage plus 1d6 psychic damage,
7 ballista platforms Trigger plus 3d6 extra psychic damage against an immobilized
26 githwarriors (G) When the PCs move into line of sight to a platform, a target.
2 githyanki dragonknights riding pact dragon platforms crew rolls initiative and attack on their turn. A m Lance (standard; must be mounted; at-will) F Weapon
ballista requires a standard action to reload. Reach 2; +24 vs. AC; 1d8 + 9 damage (2d8 + 9 damage
steeds (P) Initiative when charging).
1 githyanki terrth (T) A ballista platform acts on the initiative of its crew. M Impaling Charge (standard; encounter) F Weapon
Attack Requires lance and mount; the githyanki dragonknight
Standard Action Ranged 30
As the adventurers near the Fortress of Three Sor- makes a charge attack; reach 2; +25 vs. AC; 3d8 + 7
Target: One creature damage, and the target is immobilized (save ends). Effect:
rows, the githyanki within mobilize to meet the Attack: +24 vs. Reflex The githyanki dragonknight cannot make lance attacks
threat. Hit: 4d8 + 7 damage. until the end of the encounter.
Five githwarriors accompany the githyanki terrth Countermeasure R Telekinetic Fist (standard; recharge 6)
F A character can attack a crewmember (a githwarrior). If the Ranged 5; Medium or small target; +22 vs. Fortitude;
(fortress commander), and three githwarriors operate PCs kill two crewmembers, that ballista can fire only every 1d6 + 7 damage, and the target slides 2 squares and is
each of the seven ballista platforms. other round. If the PCs kill all three crewmembers, that immobilized (save ends).
platform is effectively disabled, although they could fire the R Telekinetic Leap (move; encounter)
ballista themselves.
When the PCs see the fortress, read: Ranged 10; the githyanki dragonknight or an ally within
F A character can attack the ballista (AC 5, Fortitude 10, range can fly 5 squares.
Reflex 5; hp 60). Destroying the ballista disables the Alignment Evil Languages Common, Deep Speech
The fortress hovers on the astral horizon, a statues platform. Skills History +11, Insight +16
decapitated head tilted on its side with a squat tower rising Str 25 (+15) Dex 21 (+13) Wis 17 (+11)
26 Githwarriors (G) Level 16 Minion Skirmisher Con 21 (+13) Int 13 (+9) Cha 18 (+12)
up from where its ear should be. Silver chains tether three
Medium natural humanoid, githyanki XP 350 each Equipment plate armor, heavy shield, lance, silver bastard
smaller towers, each floating on tiny islands. Two red Initiative +13 Senses Perception +10 sword
dragons with riders emerge from its maw. HP 1; a missed attack never damages a minion.
AC 30; Fortitude 30, Reflex 28, Will 26
Saving Throws +2 against charm Features of the Area
Speed 6; see also telekinetic stride
Tactics m Greatsword (standard; at-will) F Weapon
Driftmetal Chains: Characters can attack the
chains (AC 15, Fortitude 12, Reflex 4; hp 200).
The first time the githyanki terrth hits an enemy +21 vs. AC; 12 damage.
R Crossbow (standard; at-will) F Weapon Destroying a chain sends the satellite tower adrift.
with his silver longsword, he uses instructive slash. On
Ranged 15/30; +21 vs. AC; 12 damage. The tower moves 4 squares each round, crashing into
subsequent turns, he follows up his longsword attacks Telekinetic Jump (move; encounter)
Tunarath after 10 rounds.
with slaughter the weak. Meanwhile, the pact dragons The githwarrior flies 5 squares.
Alignment Evil Languages Common, Deep Speech Main Tower: The main tower has a crenellated
and their riders attack any lone adventurers, or if
Str 25 (+15) Dex 20 (+13) Wis 15 (+10) wall providing cover to creatures standing behind it.
there arent any, their vehicle.
Con 15 (+10) Int 12 (+9) Cha 14 (+10) A trap door on the center of the roof leads down to
Equipment scale mail, greatsword, crossbow with 10 bolts
room 1.

July 20 09 | D u n g e o n 16 8
68
A Tyranny of Souls

2 Pact Dragons (P) Level 13 Skirmisher Githyanki Terrth (S) Level 16 Soldier (Leader)
Large immortal magical beast (dragon, mount) XP 800 each Medium natural humanoid XP 1,400
Initiative +13 Senses Perception +15; darkvision Initiative +14 Senses Perception +15 M Instructive Slash (standard; encounter) F Psychic, Weapon
HP 134; Bloodied 67; see also bloodied breath Unwavering Discipline aura 3; any ally within the aura gains a Targets a dazed creature; +23 vs. AC; 1d8 + 7 damage plus
AC 27; Fortitude 26, Reflex 25, Will 25 +2 bonus to defenses. 2d8 psychic damage.
Resist 10 fire, 10 psychic HP 154; Bloodied 77 R Heavy Crossbow (standard; recharges when the githyanki
Speed 7, fly 10 (hover), overland flight 14 AC 31; Fortitude 30, Reflex 27, Will 27 spends a minor action to reload the weapon) F Weapon
m Bite (standard; at-will) Saving Throws +2 against charm effects Ranged 15/30; +21 vs. AC; 2d6 + 5 damage.
Reach 2; +18 vs. AC; 2d6 + 7 damage; see also skirmish. Speed 5 R Telekinetic Leap (move; encounter)
M Aggressive Charger (while mounted by a friendly rider of m Silver Longsword (free, after the githyanki terrth hits an Ranged 5; targets the githyanki terrth or one ally; the
13th level or higher; at-will) F Mount enemy with a silver longsword attack; at-will) F Psychic, target can fly up to 5 squares.
When charging, the pact dragon makes a bite attack in Weapon C Telekinetic Command (move; encounter)
addition to the riders charge attack. +23 vs. AC; 2d8 + 4 damage, and the target is dazed until Close burst 5; one ally in the burst slides up to 5 squares.
C Breath Weapon (standard; recharge 5 6) F Fire the end of the githyanki terrths next turn. Alignment Evil Languages Common, Deep Speech
Close blast 5; +15 vs. Reflex; 2d12 + 12 fire damage, and M Slaughter the Weak (standard; at-will) Skills History +12, Insight +15
ongoing 5 fire damage (save ends). One ally adjacent to the githyanki terrth makes a melee Str 24 (+15) Dex 19 (+12) Wis 14 (+10)
C Bloodied Breath (free, when first bloodied; encounter) F basic attack against the same enemy. If the enemy is dazed Con 18 (+12) Int 14 (+10) Cha 16 (+11)
Fire or stunned, the attack deals 2d8 extra psychic damage. Equipment plate armor, heavy shield, silver longsword, heavy
The dragons breath weapon recharges and the dragon uses crossbow, 20 bolt
it immediately.
Astral Jaunt (minor; recharge 6) F Mount, Teleportation
The pact dragon and its rider disappear into the Astral Sea,
teleporting 10 squares.
Pledged Rider (while mounted by a friendly rider of 13th level
or higher; at-will) F Mount
Any damage dealt to the pact dragon can be redirected to
the rider, and vice versa.
Skirmish +2d6
If, on its turn, the pact dragon ends its move at least 4
squares away from its starting point, it deals 2d6 extra
damage on all melee attacks it makes until the start of its
next turn.
Alignment Evil Languages Deep Speech, Draconic,
telepathy 20
Skills Endurance +17, Insight +15
Str 24 (+13) Dex 20 (+11) Wis 18 (+10)
Con 22 (+12) Int 15 (+8) Cha 16 (+9)

July 20 09 | D u n g e o n 16 8
69
A Tyranny of Souls

Desperate Defenders 2 Gishsarath (S) Level 16 Elite Skirmisher Githyanki Kithrak (K) Level 20 Soldier (Leader)
Medium natural humanoid, githyanki XP 2,800 each Medium natural humanoid XP 2,800
Initiative +12 Senses Perception +15 Initiative +18 Senses Perception +18
Encounter Level 20 (14,350 XP)
HP 306; Bloodied 153 HP 190; Bloodied 95
AC 30; Fortitude 27, Reflex 28, Will 29 AC 36; Fortitude 34, Reflex 32, Will 31
Setup Saving Throws +2 (+4 against charm effects) Saving Throws +2 against charm effects
2 gishsarath (S) Speed 5; see also astral stride Speed 5
Action Points 1 m Silver Fullblade (standard; at-will) F Psychic, Weapon
8 githwarriors (G) m Silver Longsword (standard; at-will) F Psychic, Weapon +27 vs. AC; 1d12 + 6 damage plus 1d8 psychic (crit 2d12 +
1 githyanki kithrak (K) +21 vs. AC; 1d8 + 6 plus 1d8 psychic damage. 18 + 8 psychic), and the next time the target takes damage
1 redspawn immolator (R) M Double Attack (standard; at-will) F Psychic, Weapon before the start of the kithraks next turn, it takes 1d8
The gishsarath makes two silver longsword attacks. extra psychic damage.
R Force Bolt (standard; at-will) F Force R Telekinetic Leap (move; encounter)
While the battle rages outside, the githyanki scram- Ranged 10; +19 vs. Reflex; 3d6 + 4 force damage. Ranged 10; the githyanki kithrak or an ally within range
ble to defend the fortress to ensure Vlaakith doesnt R Storm of Stars (standard; encounter) F Fire can fly up to 5 squares.
escape. The kithrak (captain) and support troops are The gishsarath makes four attacks, no more than two of R Telekinetic Snare (standard; encounter)
these against a single target; ranged 5; +21 vs. AC; 2d8 + 5 Ranged 5; +25 vs. Fortitude; the target slides 2 squares and
the first line of defense inside the fortress, with rein-
fire damage. is immobilized (save ends).
forcements coming on the round following. Astral Stride (move; encounter) F Teleportation C Devastating Arc (standard; recharge 6) F Psychic, Weapon
The gishsarath teleports 6 squares and gains the Close burst 1; the githyanki kithrak makes a silver fullblade
insubstantial and phasing qualities until the start of its attack against each enemy in the burst.
When the PCs can see into the central room,
next turn. C Emperors Voice (standard; encounter) F Healing
read: Alignment Evil Languages Common, Deep Speech, Close burst 5; each ally in burst regains 20 hit points.
Draconic Alignment Evil Languages Common, Deep Speech,
A shuddering red-scaled beast crowned with fire growls at Skills Arcana +17, History +14, Insight +15 Draconic
you while a githyanki dressed in black-enameled plate and Str 16 (+11) Dex 14 (+10) Wis 14 (+10) Skills History +14, Insight +18
Con 17 (+11) Int 19 (+12) Cha 17 (+11) Str 26 (+18) Dex 23 (+16) Wis 16 (+13)
wielding a fullblade shouts orders to attack. Two githyanki Equipment chainmail, silver longsword Con 22 (+16) Int 15 (+12) Cha 18 (+14)
underlings in scale armor ready themselves for battle. Equipment plate armor, silver fullblade, keys to all the cells on
The ladder drops from the roof trapdoor and ends at 8 Githwarriors (G) Level 16 Minion Skirmisher this level and the level below
Medium natural humanoid, githyanki XP 350 each
a 30-foot diameter chamber with an iron door set in the
Initiative +13 Senses Perception +10
wall to either side. A spiral staircase burrows deeper into HP 1; a missed attack never damages a minion.
thetower. AC 30; Fortitude 30, Reflex 28, Will 26
Saving Throws +2 against charm
Speed 6; see also telekinetic stride
m Greatsword (standard; at-will) F Weapon
+21 vs. AC; 12 damage.
R Crossbow (standard; at-will) F Weapon
Ranged 15/30; +21 vs. AC; 12 damage.
Telekinetic Jump (move; encounter)
The githwarrior flies 5 squares.
Alignment Evil Languages Common, Deep Speech
Str 25 (+15) Dex 20 (+13) Wis 15 (+10)
Con 15 (+10) Int 12 (+9) Cha 14 (+10)
Equipment scale mail, greatsword, crossbow with 10 bolts

July 20 09 | D u n g e o n 16 8
70
A Tyranny of Souls

Redspawn Immolator (R) Level 20 Brute The kithrak uses telekinetic snare to move an
Large natural beast (reptile) XP 2,800 enemy closer to the redspawn immolator and uses his
Initiative +16 Senses Perception +11; darkvision
silver fullblade to dispatch the character. The kithrak
Inner Flame (Fire) aura 3; any ally within the aura gains resist
10 fire. While the immolator is bloodied, each enemy that reserves devastating arc for when it faces three or more
ends its turn in the aura takes 10 fire damage. enemies at once, and uses emperors voice when the
HP 234; Bloodied 117; see also inner flame and redspawn dragonspawns redspawn fury activates.
frenzy
The gishsarath supports the githwarriors using
AC 32; Fortitude 34, Reflex 32, Will 29
Resist 20 fire force bolt and storm of stars, only reverting to melee
Speed 6 attacks when he exhausts his ranged attacks.
m Bite (standard; at-will) F Fire
Reinforcements in the hall outside the main
Reach 2; +23 vs. AC; 2d6 + 8 damage, and ongoing 5 fire
damage (save ends). chamber arrive at the start of the second round, while
M Claws (standard; at-will) those in the barracks join the fight at the start of the
Reach 2; +23 vs. AC; 2d10 + 6 damage. fourth round.
C Fiery Expulsion (when first bloodied; encounter) F Fire
Close blast 3; +21 vs. Reflex; 1d12 + 7 fire damage, and
ongoing 5 fire damage (save ends). Features of the Area
Redspawn Frenzy (while at 58 or fewer hit points) Ceiling: The ceiling is 30 feet high.
The redspawn immolators melee attacks deal 2d6 extra
Iron Ladder: The ladder descends from the
damage, and the immolator treats allies as enemies for the
purposes of opportunity attacks and makes all opportunity hatch to the bottom of the room. Climbing the ladder
attacks provoked from it. requires a DC 0 Athletics check.
Alignment Evil Languages Draconic Doors: Iron bars can be dropped over the doors
Str 27 (+18) Dex 22 (+16) Wis 12 (+11)
to prevent reinforcements from arriving (DC 27
Con 24 (+17) Int 8 (+9) Cha 17 (+13)
Strength check). The bars themselves count as unat-
Tactics tended objects weighing less than 20 pounds.
Cells: Prison cells make up a third of this floor.
The githyankis tactics depend on whether the adven-
Each door is locked (DC 22 Thievery or DC 27
turers descend into the central room. If they linger at
Strength to open). The cells contain a mix of political
the top, the githwarriors use their crossbows and the
prisoners or nothing (as you decide). None of these
gishsarath uses force bolt. The redspawn immolator
prisoners are useful for this foray (treat as minions; all
climbs the ladder, sped up by the kithrak, who uses
defenses 22), but they might prove helpful later.
telekinetic leap to place the monster near the top.
Barracks: Opposite the cells are the barracks.
The githyanki focus fire on the first character to
This big room features many bunk beds, a few tables
come down the ladder, and then engage in melee
surrounded by chairs, and a kitchen.
combat when more characters join their companion.
Treasure: Characters searching the barracks find
The dragonspawn makes a charge attack against the
treasure parcel 8 amid mundane clothing and per-
closest enemy and then uses its claws, fighting until
sonal effects.
destroyed.

July 20 09 | D u n g e o n 16 8
71
A Tyranny of Souls

Jail Break Aspect of Level 20 Elite Controller (Leader) Angel of Level 19 Elite Brute
Dispater (D) Tiamats Vengeance (A)
Medium immortal humanoid (devil) XP 5,600 Large immortal humanoid (angel) XP 4,800
Encounter Level 21 (16,000 XP)
Initiative +14 Senses Perception +15; darkvision Initiative +13 Senses Perception +16
HP 382; Bloodied 191 HP 446; Bloodied 223
Setup AC 37; Fortitude 33, Reflex 35, Will 34 AC 34; Fortitude 33, Reflex 29, Will 33; see also chromatic
1 angel of Tiamats Vengeance (A) Resist 20 fire cloak
Saving Throws +2 Immune disease, fear; Resist 15 radiant, 15 variable (3/
1 aspect of Dispater (D)
Speed 6, teleport 10 encounter, acid, cold, fire, lightning, or poison only; see
2 barbed devil veterans (B) Action Points 1 Resist, Monster Manual, page 282); see also coldfire pillar
m Smiting Rod (standard; at-will) F Weapon Saving Throws +2
+25 vs. AC; 2d8 + 6 damage, and the target is pushed 2 Speed 8, fly 12 (hover); see also sign of vengeance
The aspect of Dispater interrogates the prisoner while
squares and dazed until the end of the aspect of Dispaters Action Points 1
his attendants watch. next turn. m Longsword (standard; at-will) F Acid, Cold, Fire, Lightning,
M Lesser Blasphemous Reply (immediate reaction, when hit by Poison, Weapon
When the PCs can see Vlaakith, read: a melee attack; recharges when first bloodied) F Thunder Reach 2; +25 vs. AC; 1d10 + 9 damage plus 1d8 acid, cold,
Targets the attacker; +24 vs. Will; 3d8 + 7 thunder fire, lightning, or poison damage plus 1d8 acid, cold, fire,
damage, and the target is pushed 1 square. lightning, or poison damage.
Suspended within a column of fire is a young githyanki R Lesser Inveigle (standard; recharge 5 6) F Charm, Psychic M Double Attack (standard; at-will)
woman. Her body doesnt move, but her eyes flick toward Ranged 10; +24 vs. Will; 2d6 + 7 psychic damage, and the The angel of vengeance makes two longsword attacks.
target slides 2 squares and is dominated until the end of R Sign of Vengeance (minor; encounter) F Teleportation
you. To the side, and turning your direction, is a towering
the aspect of Dispaters next turn. Ranged sight; the angel of vengeance places an invisible
angel whose astral essence crackles with lightning, flares A Lesser Gate of Dis (minor; recharge 5 6) F Conjuration, sign upon the target. Until the end of the encounter, as a
with flames, and drips poison. Opposite the guardian Fire move action, the angel can teleport adjacent to the target.
stands a slim, horned humanoid dressed in scarlet robes Area wall 5 within 20 squares. The aspect of Dispater C Chromatic Pillar (when first bloodied; encounter) F Acid,
conjures a lattice of scalding iron that lasts until the start Cold, Fire Lightning, Poison, Polymorph
and gripping a gnarled staff in his hands. Just inside the
of his next turn. The wall blocks movement and line of The angel transforms into a 30-foot-high pillar of draconic
doorway, two menacing humanoids covered in gleaming effect, but it does not block line of sight. Creatures that energies. Close burst 2; +23 vs. Reflex; 1d8 + 9 acid, cold,
barbs fix you with fieryeyes. end their turn adjacent to the wall or are pulled, pushed, or fire, lightning, or poison damage plus 1d8 + 9 acid, cold,
slid adjacent to the wall take 10 fire damage. The wall is 4 fire, lightning, or poison damage. The angel of Tiamats
squares high and cannot be destroyed. vengeance is immune to all damage until the start of its
Lesser Diabolic Awe (free 1/round, when an enemy within 5 next turn.
squares becomes bloodied or takes a critical hit; at-will) F Chromatic Cloak (until bloodied) F Acid, Cold, Fire, Lightning,
Fear, Healing Poison
The enemy is pushed 3 squares away from the aspect of Attacks against the angel of vengeance take a 2 penalty
Dispater and is dazed until the end of the aspects next until the angel is bloodied. While cloak of vengeance is in
turn. Creatures with the devil keyword within 5 squares of effect, a creature that makes a successful melee attack
the aspect of Dispater regain 10 hit points. against the angel takes 1d8 acid or cold damage and 1d8
Alignment Evil Languages Supernal fire, lightning, or poison damage.
Skills Arcana +23, Bluff +22, History +23, Insight +20, Religion Alignment Evil Languages Supernal
+23 Skills Insight +21, Intimidate +22
Str 18 (+14) Dex 19 (+14) Wis 20 (+15) Str 27 (+17) Dex 18 (+13) Wis 25 (+16)
Con 23 (+16) Int 26 (+18) Cha 25 (+17) Con 23 (+15) Int 19 (+13) Cha 26 (+17)
Equipment scarlet robe, smiting rod Equipment plate armor, 2 longswords

July 20 09 | D u n g e o n 16 8
72
A Tyranny of Souls

2 Barbed Devil Veterans (B) Level 20 Soldier Dispater tries to f lee if reduced to 95 or fewer
Large immortal humanoid (devil) XP 2,800 each hit points, surrendering only if hes the last one in
Initiative +18 Senses Perception +13; darkvision
the room. When the PCs first bloody the aspect, it
Grasping Barbs aura 1; an enemy that enters or leaves the
aura takes 5 damage and is marked until the end of its shouts, Release her and you will bring about the
next turn. doom of all things!
HP 191; Bloodied 95
AC 37; Fortitude 33, Reflex 31, Will 31 Features of the Area
Resist 20 fire
Doors: All doors here are locked. The kithrak
Speed 7, teleport 7
m Claw (standard; at-will) in Desperate Defenders (page 70) has the keys.
+27 vs. AC; 1d8 + 8 damage, and the target is pushed 1 Otherwise, opening a locked door requires a DC 25
square.
Strength or Thievery check.
M Double Attack (standard; at-will)
The barbed devil veteran makes two claw attacks. If both Treasure: A character searching the armory who
attacks hit the same target, the barbed devil veteran tries succeeds on a DC 22 Perception check locates treasure
to impale the target on its barbs as a secondary attack. parcels 2 and 3. A character searching the storerooms
Secondary Attack: +24 vs. Reflex; 5 damage.
R Hurl Flame (standard; recharge 5 6) F Fire
who succeeds on a DC 22 Perception check discovers
Ranged 5; +22 vs. Reflex; 1d10 + 8 fire damage, and the treasure parcel 6 spread across both rooms.
target takes ongoing 5 fire damage and is dazed (save ends Fighting Ring: The fighting ring a roped-off plat-
both).
form standing two feet high. Getting into the fighting
Alignment Evil Languages Supernal
Skills Athletics +23, Intimidate +21 ring costs an extra square of movement unless a DC
Str 27 (+18) Dex 22 (+16) Wis 16 (+13) 14 Acrobatics check is made.
Con 23 (+16) Int 13 (+11) Cha 22 (+16) Training Dummies: Three dummies equipped
with sharp blades stand at the ready to engage would-
Tactics be trainees. The dummy makes an attack against any
The angel uses sign of vengeance and then closes creature that enters a square adjacent to it unless the
on the lead enemy, using double attack each round triggering creature succeeds on a DC 14 Acrobatics
until bloodied, at which point it transforms into a check.
chromaticpillar. C Energy Field Pulse F Fire
m Training Dummy Slash
The aspect uses lesser inveigle to draw a character Melee 1; +26 vs. AC; 10 damage, and the target is pushed 1 Close burst 1; all creatures in burst; +25 vs. Reflex; 2d8 + 7
into the room and then spends an action point to raise square. fire damage, and the target takes ongoing 10 fire damage
(save ends).
his lesser gate of Dis. The aspect focuses on the unlucky
Hermetic Circle: The circle creates a dangerous
character with its smiting rod, while waiting for his
field that extends from floor to ceiling. Creatures
powers to recharge.
inside the field are immune to all damage, and the
The barbed devils back away from the entrance
field blocks line of effect. An adjacent character can
to pull the adventurers into the room. They use hurl
dismantle the field by engaging in a complexity 1 skill
flame on the first round, and then use double attack
challenge (4 successes before 3 failures) involving
against those PCs who enter.
Arcana and Thievery checks against DC 22. A failed
check or touching the field triggers an attack.

July 20 09 | D u n g e o n 16 8
73
A Tyranny of Souls

Into the Maw 2 Githyanki Dragonknights (P) Level 17 Soldier 2 Pact Dragons (P) Level 13 Skirmisher
Medium natural humanoid XP 1,600 each Large immortal magical beast (dragon, mount) XP 800 each
Initiative +15 Senses Perception +16 Initiative +13 Senses Perception +15; darkvision
Encounter Level 18 (10,400 XP)
HP 165; Bloodied 82 HP 134; Bloodied 67; see also bloodied breath
AC 33; Fortitude 31, Reflex 26, Will 28 AC 27; Fortitude 26, Reflex 25, Will 25
Setup Saving Throws +2 against charm effects Resist 10 fire, 10 psychic
2 githyanki dragonknights (D) Speed 5 Speed 7, fly 10 (hover), overland flight 14
m Silver Bastard Sword (standard; at-will) F Psychic, Weapon m Bite (standard; at-will)
2 pack dragons (P)
+24 vs. AC; 1d10 + 7 damage plus 1d6 psychic damage, Reach 2; +18 vs. AC; 2d6 + 7 damage; see also skirmish.
16 githwarriors (G) plus 3d6 extra psychic damage against an immobilized M Aggressive Charger (while mounted by a friendly rider of
target. 13th level or higher; at-will) F Mount
m Lance (standard; must be mounted; at-will) F Weapon When charging, the pact dragon makes a bite attack in
The adventurers automatically gain surprise if they
Reach 2; +24 vs. AC; 1d8 + 9 damage (2d8 + 9 damage addition to the riders charge attack.
catch the githyanki while still in the hangar. when charging). C Breath Weapon (standard; recharge 5 6) F Fire
M Impaling Charge (standard; encounter) F Weapon Close blast 5; +15 vs. Reflex; 2d12 + 12 fire damage, and
When the PCs first approach this area, read: Requires lance and mount; the githyanki dragonknight ongoing 5 fire damage (save ends).
makes a charge attack; reach 2; +25 vs. AC; 3d8 + 7 C Bloodied Breath (free, when first bloodied; encounter) F
damage, and the target is immobilized (save ends). Effect: Fire
The stairs end in a large hangar. Two wide alcoves hold The githyanki dragonknight cannot make lance attacks The dragons breath weapon recharges and the dragon uses
red dragons, and attending them are githyanki warriors in until the end of the encounter. it immediately.
R Telekinetic Fist (standard; recharge 6) Astral Jaunt (minor; recharge 6) F Mount, Teleportation
plate armor. More githyanki work on the astral skiffs or sort
Ranged 5; Medium or small target; +22 vs. Fortitude; The pact dragon and its rider disappear into the Astral Sea,
through supplies. 1d6 + 7 damage, and the target slides 2 squares and is teleporting 10 squares.
immobilized (save ends). Pledged Rider (while mounted by a friendly rider of 13th level
R Telekinetic Leap (move; encounter) or higher; at-will) F Mount
Ranged 10; the githyanki dragonknight or an ally within Any damage dealt to the pact dragon can be redirected to
range can fly 5 squares. the rider, and vice versa.
Alignment Evil Languages Common, Deep Speech Skirmish +2d6
Skills History +11, Insight +16 If, on its turn, the pact dragon ends its move at least 4
Str 25 (+15) Dex 21 (+13) Wis 17 (+11) squares away from its starting point, it deals 2d6 extra
Con 21 (+13) Int 13 (+9) Cha 18 (+12) damage on all melee attacks it makes until the start of its
Equipment plate armor, heavy shield, lance, silver bastard next turn.
sword Alignment Evil Languages Deep Speech, Draconic,
telepathy 20
Skills Endurance +17, Insight +15
Str 24 (+13) Dex 20 (+11) Wis 18 (+10)
Con 22 (+12) Int 15 (+8) Cha 16 (+9)

July 20 09 | D u n g e o n 16 8
74
A Tyranny of Souls

16 Githwarriors (G) Level 16 Minion Skirmisher


Medium natural humanoid, githyanki XP 350 each
Development
Initiative +13 Senses Perception +10 The heroes must stop the fleeing astral interceptor
HP 1; a missed attack never damages a minion. before it escapes and brings reinforcements. This
AC 30; Fortitude 30, Reflex 28, Will 26
could be a thrilling chase over Tunarath or a vicious
Saving Throws +2 against charm
Speed 6; see also telekinetic stride battle in the Astral Sea. If the ship gets away, use
m Greatsword (standard; at-will) F Weapon creatures presented in this adventure to build a level
+21 vs. AC; 12 damage. 22 encounter. These reinforcements arrive 5 minutes
R Crossbow (standard; at-will) F Weapon
Ranged 15/30; +21 vs. AC; 12 damage.
after the ship escapes.
Telekinetic Jump (move; encounter)
The githwarrior flies 5 squares. Features of the Area
Alignment Evil Languages Common, Deep Speech
Astral Interceptor: Two astral vessels stand at
Str 25 (+15) Dex 20 (+13) Wis 15 (+10)
Con 15 (+10) Int 12 (+9) Cha 14 (+10) the ready. They have enclosed hulls, so creatures
Equipment scale mail, greatsword, crossbow with 10 bolts inside cannot be targeted by attacks. See page46 for
statistics.
Tactics Supplies: Squares containing these items count
When the githyanki are no longer surprised, the as difficult terrain, and a creature knocked prone
dragonknights mount their dragons and attack the here takes 5 damage from the jagged bits and pointy
PCs, even though they have little room to maneuver. things.
Using Deep Speech, one dragonknight orders a crew
onto an astral interceptor to get help. Four githwarriors
converge on the vessel to take off and get help, ram-
ming PCs if necessary.

July 20 09 | D u n g e o n 16 8
75
A Tyranny of Souls

A Turning Point Special


If Mayhem is present for the negotiations, he can speak
History (DC 14; 1 success maximum; requires Diplomacy 4 to
unlock)
on the characters behalf, assuming the characters have A character recalls the terms of the ancient pact, remembering
Encounter Level 21 (16,000 XP)
performed and treated him well. At any point during the that Gith demanded the githyanki be free to rule their own
Setup negotiation, the PCs can convert one failed check into a destiny.
successful check. DC 27 (1 success, 2 maximum)
The moment for which the adventures have long If the PCs rescued Vlaakith and freed her without question, Insight (DC 22; 1 success maximum; requires Diplomacy 3 to
fought is at hand. Vlaakith and her lieutenants are the characters gain a +2 bonus to all Diplomacy checks. This unlock)
open to discussion about withdrawing the githyanki bonus increases to +4 if the PCs saved her after dealing with The PCs notice Vlaakith flinches when they mention the pact
the Emperor. has been violated.
from the war and might be convinced to give their aid
Bluff (DC 27) Characters can cooperate to aid a lead character using this
in the ongoing struggle. The PCs make promises or offers they cannot actually follow skill. A success here also opens up Intimidate.
through on or have no intention to uphold. Intimidate (DC 27)
A Turning Point Level 21 Characters can cooperate to aid a lead character using this The PCs paint a pretty bleak picture about what is in store for
Skill Challenge XP 16,000
skill. the githyanki if they dont withdraw from the war, suggesting
The room hums as the gathered assembly awaits your words. Diplomacy 1 (DC 22; 2 successes) that they will be destroyed if they lose or become subservient to
In their cold faces, you see everything from blank stares, to The PCs describe their predicament, what they know of Tiamat if they win.
suspicion, to open hatred. Vlaakith stands and the room quiets. Tiamats intent, and what will result if she is victorious. Characters can cooperate to aid a lead character using this
These visitors have come a long way and have endured many Characters can cooperate to aid a lead character using this skill.
hardships. Let us hear their words to seek an accord between skill. Achieving 2 successes opens up Diplomacy2. Religion 1 (DC 22 (1 success maximum))
our peoples. Diplomacy 2 (DC 22; 2 successes maximum; requires Diplo- A character describes Tiamats notoriety and her long history
Although the githyanki want nothing to do with Tiamats macy 1 to unlock) of betrayals by citing key moments where she has acted in the
war, they are not allies yet. To get the githyanki to withdraw The PCs explain that through their alliance with Tiamat, the world. This bleak portrait calls into question the strength of the
fully from the war, the characters must make a bargain all githyanki have become embroiled in a divine war not of their githyanki alliance with the Dark Lady.
can live with. making and they are taking a hand in the fate of the gods. Success opens up Religion 2.
Complexity Achieving 2 successes opens up Diplomacy 3. Religion 2 (DC 22; 1 success maximum; requires Religion 1 or
5 (12 successes before 3 failures). Diplomacy 3 (DC 27; 2 successes maximum; requires Diplo- Streetwise to unlock)
Primary Skills macy 2 or Streetwise to unlock) A PC reminds the githyanki that no god has ever ruled the
Diplomacy, History, Insight, Intimidate, Religion, Streetwise. The PCs announce that Tiamat has violated the ancient pact githyanki peoples.
Other Skills and thus the githyanki are no longer bound by its terms. One Streetwise (DC 14; 2 successes maximum)
Bluff. githyanki asks that if this is true, where is Gith? A character cites an example of how Tiamat actually controls
Victory Characters can cooperate to aid a lead character using this the city, and also how Zetchrr serves Tiamat directly.
Vlaakith agrees to withdraw the githyanki from the war skill. The first success here opens up Insight. The second The first success also opens up the Religion 2 check. The
provided the characters successfully defeat Zetchrr. success opens up Diplomacy 4. second success opens up Diplomacy 3.
Vlaakith also grants the PCs world a reprieve from githyanki Diplomacy 4 (DC 22; 4 successes maximum; requires Diplo-
attacks for a thousand years (though this applies only to macy 3 to unlock) Failure
those githyanki under Vlaakiths command; she doesnt The PCs ask for an alliance.
A defeat on this skill challenge doesnt mean the
mention this). Finally, if the characters acquire no failures Characters can cooperate to aid a lead character using this
skill. On the first success, Vlaakith says that even if they adventure is over; it results in an even greater chal-
in the course of the skill challenge, Vlaakith agrees to a
short-term alliance between her people and those of the agreed, their alliance would be worthless while Zetchrr is lenge and no guarantees that the githyanki wont
adventurers. Such an alliance proves beneficial to the PCs in still in power. This opens up Diplomacy 5. On a failed check, become a problem at some future point.
a future Scales of War adventure. the characters cannot make this check again until they
Defeat succeed on another check related to the skill challenge.
Vlaakith agrees to withdraw the githyanki from the war but Diplomacy 5
only with the following conditions. The adventurers must The PCs volunteer to destroy Zetchrr and end his reign.
kill Zetchrr, and they must find and destroy the remains of Characters can cooperate to aid a lead character using this
Vlaakith CLVII. skill.

July 20 09 | D u n g e o n 16 8
76
A Tyranny of Souls

Stillness Broken 3 Slaughter Wights Level 18 Brute Tormenting Ghost (T) Level 21 Controller
Medium natural humanoid (undead) XP 2,000 each Medium shadow humanoid (undead) XP 3,200
Initiative +14 Senses Perception +13; darkvision Initiative +19 Senses Perception +17; darkvision
Encounter Level 19 (12,400 XP)
HP 182; Bloodied 91; see also death wail HP 152; Bloodied 76
AC 30; Fortitude 30, Reflex 27, Will 26 AC 32; Fortitude 30, Reflex 34, Will 32
Setup Immune disease, poison; Resist 20 necrotic; Vulnerable 10 Immune disease, poison; Resist insubstantial
3 slaughter wights (S) radiant Speed fly 6 (hover); phasing
Speed 7 m Spirit Touch (standard; at-will) F Necrotic
1 tormenting ghost (T) m Claw (standard; at-will) F Healing, Necrotic +24 vs. Reflex; 2d8 + 9 necrotic damage.
2 wrath spirits (W) +21 vs. AC; 3d6 + 8 necrotic damage, the target loses M Ghostly Possession (standard; recharge 5 6) F Charm
a healing surge and is weakened (save ends), and the Target must be a living humanoid; +24 vs. Will; the
slaughter wight regains 15 hit points. tormenting ghost enters the targets space and is removed
The undead hunger for souls and attack when the
C Death Wail (when reduced to 0 hit points) F Necrotic from play, and the target is dominated (save ends).
characters draw near. Close burst 5; targets enemies; +21 vs. Fortitude; 2d6 + The tormenting ghost can use the power against only
4 necrotic damage. Undead allies in the burst can make a one creature at a time. When the target is no longer
When the PCs are about halfway to the Chro- basic attack as a free action. dominated, or when the tormenting ghost chooses to end
Alignment Chaotic evil Languages Common its ghostly possession (a free action), the ghost reappears in
matic Bastion, read:
Str 26 (+17) Dex 20 (+14) Wis 9 (+8) a square adjacent to the target.
Con 22 (+15) Int 12 (+10) Cha 18 (+13) C Burst of Terror (standard; recharge 5 6) F Fear, Necrotic
The path travels through a damaged area, with a yawning Close burst 5; targets enemies; +24 vs. Will; 1d8 + 9
necrotic damage, the target is pushed 5 squares; and the
fissure to one side and crumbling tombs and rubble to the
target is dazed and immobilized (save ends both).
other. Black fire gutters up in columns on either side of A Ghostly Terrain (standard; at-will) F Zone
theroad. Area burst 1 within 10; the area is suddenly filled with
ghostly lights, wisps of necrotic mist, and the faint
whispers of the dead. The zone is difficult terrain and
lightly obscured. Any creature that enters or ends its turn
in the zone is immobilized (save ends). The zone lasts until
the end of the encounter of for 5 minutes.
Spectral Shift (immediate reaction, when missed by a melee
attack; at-will)
The tormenting ghost shifts 3 squares.
Alignment Evil Languages Common
Skills Stealth +24
Str 11 (+10) Dex 28 (+19) Wis 14 (+12)
Con 20 (+15) Int 12 (+11) Cha 25 (+17)

July 20 09 | D u n g e o n 16 8
77
A Tyranny of Souls

2 Wrath Spirits (W) Level 17 Soldier Features of the Area


Medium shadow humanoid (undead) XP 1,600 each
Initiative +11 Senses Perception +12; darkvision Rubble: Squares containing rubble count as dif-
HP 111; Bloodied 55 ficult terrain.
AC 33; Fortitude 27, Reflex 29, Will 30 Chasms: The small chasm is about 30 feet deep
Immune disease, poison; Resist insubstantial
(dealing 3d10 damage to those who fall in), while
Speed fly 6 (hover); phasing
m Keening Sword (standard; at-will) F Psychic the larger one is about 90 feet deep (9d10 damage).
+24 vs. AC; 2d8 + 7 psychic damage, and the target is Climbing out of a chasm requires DC 14 Athletics
marked until the end of the wrath spirits next turn.
checks.
A Exploding Head (standard; recharge 5 6) F Fear,
Necrotic Sealed Vaults: A vault grants cover and has AC 5,
The wrath spirit materializes a flame semblance of its Fortitude 10, Reflex 5; hp 40.
missing head and hurls it: area burst 2 within 10; +21 Mausoleums: A locked door (DC 27 Thievery or
vs. Fortitude; 3d10 + 7 necrotic damage, and the target
DC 32 Strength) bars access. Each tomb holds a stone
is immobilized and marked (save ends both). Miss: Half
damage, and the target is marked but not immobilized. sarcophagus and he rotting remains within it. The
Burning Challenge (immediate reaction, when an enemy tormenting ghost and wrath spirits use phasing to
marked by the wrath spirit makes an attack that does not
move through the mausoleums walls unimpeded.
include the wrath spirit; at-will) F Psychic
The triggering enemy takes ongoing 10 psychic damage Pillars of Necrotic Flame: Black fire gutters
and is dazed (save ends both). from wounds in the dead god. Necrotic attacks made
Alignment Evil Languages Common from spaces adjacent to either pillar gain a +10 bonus
Str 16 (+11) Dex 17 (+11) Wis 18 (+12)
to damage rolls. Creatures entering or starting their
Con 15 (+10) Int 22 (+14) Cha 24 (+15)
turns in a space containing the necrotic flame take 10
fire and necrotic damage.
Treasure: One shattered mausoleum contains
parcel 1.

Tactics
The slaughter wights shriek to alert their allies in the
tombs, charge, and then make a fighting retreat to the
pillars of necrotic flame to boost their attacks. The
wrath spirits fly around behind the PCs to herd them
forward, while the tormenting ghost finds a melee
striker and attacks using burst of terror.

July 20 09 | D u n g e o n 16 8
78
A Tyranny of Souls

Evils Backbone Spine of Vlaakith (V) Level 20 Solo Artillery R Twin Rays (standard; at-will) F Necrotic
Tiny natural animate (undead) XP 14,000 The spine of Vlaakith makes a shadow ray attack and a
Encounter Level 21 (18,000 XP) Initiative +13 Senses Perception +18; darkvision immobilizing ray attack.
Intruding Terror (Fear) aura 2; enemies within the aura take a C Soul Shriveling Pulse (immediate reaction, when a creature
2 penalty to attack rolls.
Setup HP 600; Bloodied 300; see also consume soul and
fails a saving throw against drain soul; at-will) F Fear,
Necrotic
Spine of Vlaakith (V) indestructible Close burst 5; +25 vs. Fortitude; 3d6 + 5 necrotic damage,
Regeneration 20 (if the spine of Vlaakith takes radiant and the target takes a 2 penalty to saving throws (save
2 sword wraith attendants (S)
damage, regeneration doesnt function until the end of its ends).
next turn) Consume Soul (minor; expends a trapped soul; recharge ) F
When Zetchrr came to power, the githyanki believed AC 32; Fortitude 32, Reflex 28, Will 33 Healing
the Lich-Queen was well and truly dead. However, Immune disease, poison, sleep; Resist 10 necrotic, 10 psychic The spine of Vlaakith regains 200 hit points.
Saving Throws +5 Soul Gems
the new emperor discovered that a piece of her Speed fly 12 (hover) The spine of Vlaakiths six soul gems can each hold the soul
remained: her spine. Through dread magic, Zetchrr Action Points 2 of one if its victims. At the beginning of an encounter, the
bound her spirit to the spine and extracted oaths of r Shadow Ray (standard; at-will) F Necrotic soul gems contain two souls. Crushing a gem after the spine
Ranged 20; +27 vs. AC; 3d6 + 8 necrotic damage. is defeated releases the soul back to the Shadowfell.
service from it, transforming the dead Lich-Queen
r Immobilizing Ray (standard; at-will) F Necrotic Indestructible
into a form of demilich. As long as Zetchrr lives, Ranged 20; +25 vs. Fortitude; 1d6 + 8 necrotic damage, When the spine of Vlaakith is reduced to 0 hit points
Vlaakith would serve. and the target is immobilized (save ends). or fewer, its spine (but not the soul gems) crumbles into
R Drain Soul (standard; at-will) dust, but it is not destroyed. It reappears 1d10 days later
Ranged 5; does not provoke opportunity attacks; +25 within 1 square of its phylactery (in room 15), unless the
When the PCs enter the room, read: vs. Fortitude; the target is dazed and restrained (save phylactery is also found and destroyed.
ends both). First Failed Saving Throw: The target is instead Alignment Chaotic evil Languages Common, Supernal
A blackened spine hovers before an iron door across the stunned and restrained (save ends both). Second Failed Skills Arcana +17, Insight +18, Intimidate +23, Religion +18
Saving Throw: The target dies, and its soul is trapped in one Str 16 (+13) Dex 16 (+13) Wis 17 (+13)
room. Pale blue light from the flickering torches glint off six
of the spines soul gems until the spine is destroyed; see also Con 24 (+17) Int 15 (+12) Cha 27 (+18)
bright amethysts set into each bone ring. The spine casts consume soul and Fate of Drained Souls sidebar.
a queer shadow on the white tile floor, suggesting that of a R Wither (minor; at-will) F Necrotic
tall, thin female humanoid. Ranged 20; +25 vs. Fortitude; the target takes ongoing 10
necrotic damage (save ends).

Perception Check
DC 31 Shadows in the rooms corners seem to move inde-
pendent of the light source, coalescing into vague humanoid
figures.

July 20 09 | D u n g e o n 16 8
79
A Tyranny of Souls

2 Sword Wraith Attendants (S) Level 18 Lurker The sword wraith attendants harry PCs who dont Stained-Glass Windows: The stained glass win-
Medium shadow humanoid (undead) XP 2,000 each close on the spine, using phasing to move through dows are not made of glass at all. They are instead
Initiative +20 Senses Perception +15; darkvision
the floor and come up behind their opponents. They congealed hatred. Any creature that starts its turn in
HP 95; Bloodied 47; see also death strike
Regeneration 10 work together to ensure they get flanking. If they find a square adjacent to the window makes a melee basic
AC 31; Fortitude 30, Reflex 31, Will 33 themselves close to a dazed enemy, they dont pass up attack or a charge attack against the closest creature
Immune disease, poison; Resist 20 necrotic, insubstantial; the chance to strike the afflicted enemy with their and treats allies as enemies for the purpose of oppor-
Vulnerable 10 radiant (if the sword wraith attendant takes
shadow swords in the hopes of spawning a new sword tunity attacks until the start of the creatures next
radiant damage, its regeneration does not function until
the end of the its next turn) wraith. turn. Each window has AC 5 Fortitude 10, Reflex 5;
Speed fly 8 (hover); phasing; see also shadow glide hp 5. A destroyed window loses this effect.
m Shadow Sword (standard; at-will) F Necrotic Features of the Area
+21 vs. Reflex; 2d8 + 7 necrotic damage, and the target is
weakened (save ends). Illumination: Two everburning torches in sconces
M Death Strike (when reduced to 0 hit points) F Necrotic to either side of the door to room 3 fill the room with
The sword wraith shifts 4 squares and makes a melee basic bright light.
attack, dealing 2d8 extra necrotic damage on a hit.
Ceiling: The ceiling is 30 feet high.
Combat Advantage F Necrotic
The sword wraith attendant deals 2d6 extra necrotic Columns: Four columns, each 3 feet wide, sup-
damage against any target granting combat advantage to it. port the ceiling overhead. The columns provide cover.
Shadow Glide (move; encounter)
The sword wraith attendant shifts 6 squares.
Spawn Wraith
Any humanoid killed by a sword wraith rises as a free-
willed sword wraith at the start of its creators next turn,
appearing in the space where it died (or in the nearest Fate of Drained Souls
unoccupied space). Raising the slain creature (using the
Raise Dead ritual) does not destroy the spawned wraith. When a victim of the drain soul attack fails its second
Alignment Chaotic evil Languages Common saving throw, the victims soul is trapped in one of
Skills Stealth +21
Vlaakiths spine gems. The souls former body crum-
Str 14 (+11) Dex 24 (+16) Wis 12 (+10)
Con 18 (+13) Int 11 (+9) Cha 24 (+16) bles into dust at the end of the creatures next turn.
If the spine is destroyed, each creature trapped in a
Tactics gem is targeted by an attack: +25 vs. Will; the soul
Vlaakith would gladly let the PCs pass to destroy the is destroyed. On a miss, the soul remains intact but
emperor, but Zetchrrs magic impels her to attack. is trapped in a gem. If a targets soul remains intact
She waits for the characters to attack first or to move within a gem, then the gem glows with faint inner
past the first pair of columns, at which point she light and reveals an image of a tiny figure inside. This
attacks using twin rays. She then uses her drain soul gem can be used as part of the Raise Dead ritual,
attack by spending action point if the target is within reducing the component cost by half. The Raise
5 squares. She uses this tactics against any opponent Dead ritual can still bring back a target whose soul
who draws too close, using her immobilizing ray to is destroyed.
keep fleeing enemies in place.

July 20 09 | D u n g e o n 16 8
80
A Tyranny of Souls

Red Sentinels 2 Adult Red Dragons (R) Level 17 Solo Soldier After, both dragons maneuver to position them-
Large natural magical beast (dragon) XP 8,000 each selves on opposite sides of the PCs. The first dragon
Initiative +13 Senses Perception +15; darkvision
Encounter Level 19 (12,000 XP) uses frightful presence to send the PCs fleeing while
HP 750; Bloodied 375; see also bloodied breath
AC 33; Fortitude 33, Reflex 30, Will 29 the other dragon bites any character that moves past
Setup Resist 20 fire it. On the round following, they do the same thing,
2 adult red dragons (R) Saving Throws +5 but in reverse.
Speed 6, fly 8 (hover), overland flight 12
The dragons save their second action points for
Action Points 2
The emperor uses these dragons to protect the m Bite (standard; at-will) Fire when they are bloodied, using them to combine bite
deeper chambers. These dragons are descendants of Reach 2; +22 vs. AC; 2d8 + 7 damage plus 3d6 fire attacks with their breath weapons, or, failing that, com-
damage.
Zetchrrs own red dragon steed. bine a bite with double attack.
m Claw (standard; at-will)
Reach 2; +22 vs. AC; 2d8 + 7 damage.
When the PCs enter this room, read: M Double Attack (standard; at-will) Features of the Area
The dragon makes two claw attacks. Illumination: The pools of fire fill this room with
M Tail Strike (immediate reaction, when an enemy moves to a
Heat blasts you from this blazing chamber. Through the bright light.
position where it flanks the red dragon; at-will)
heat mirage created by two fiery pools, you make out the The dragon attacks the enemy with its tail: reach 2; +20 Ceiling: The ceiling in this room is 50 feet high.
hulking forms of two red dragons. vs. Reflex; 2d10 + 7 damage, and the target is pushed 1 Dais: A dais stands on the opposite side of the
square.
room, flanked by the dragons. The steps up are steep
C Breath Weapon (standard; recharge 5 6 ) F Fire
Close blast 5; +20 vs. Reflex; 2d12 + 6 fire damage. Miss: and count as difficult terrain.
Half damage. Iron Doors: The iron doors are not locked, but
C Bloodied Breath (free, when first bloodied; encounter) F they are super-hot. Characters opening them by hand
Fire
take 10 fire damage.
The dragons breath weapon recharges, and the dragon
uses it immediately. Fiery Pools: Two pools of naphtha burn. A creature
C Frightful Presence (standard; encounter) F Fear that enters or starts its turn adjacent to a pool takes 5
Close burst 5; targets enemies; +20 vs. Will; the target is fire damage, while a creature that enters or starts its
stunned until the end of the dragons next turn. Aftereffect:
The target takes a 2 penalty to attack rolls (save ends). turn in a pool takes 10 fire damage and ongoing 10 fire
Alignment Evil Languages Common, Draconic damage (save ends).
Skills Bluff +14, Insight +15, Intimidate +19 The fires are so intense that a creature standing in
Str 25 (+14) Dex 19 (+11) Wis 16 (+10)
or behind them is lightly obscured.
Con 22 (+13) Int 13 (+8) Cha 14 (+9)
Heat: Heat from the burning pools imposes a 2
Tactics penalty to all attack rolls to all creatures that do not
have resist fire of 10 or more.
The two dragons are accustomed to working with
Treasure: The dragons hoard consists of treasure
each other. When the PCs enter, they take to the air,
parcels 14, 18, and 19, all of which sit in a pile on the
flying 20 feet above the floor, and close to deliver
dais.
their breath weapon attacks against the largest group of
characters. They then spend an action point each to
charge a character they hit with their breath weapons.

July 20 09 | D u n g e o n 16 8
81
A Tyranny of Souls

The Freezer 3 Ice Devils (I) Level 20 Soldier Winterdeath


Dracolich (W)
Level 20 Elite Controller
Large immortal humanoid (devil) XP 2,800 each
Initiative +18 Senses Perception +13; darkvision Huge natural magical beast (dragon, undead) XP 5,600
Encounter Level 20 (14,000 XP) Initiative +16 Senses Perception +19; darkvision
Cold Aura (Cold) aura 5; enemies in the aura take a 2 penalty
to all attack rolls. HP 384; Bloodied 192; see also bloodied breath
Setup HP 195; Bloodied 97 AC 34; Fortitude 33, Reflex 32, Will 30
AC 36; Fortitude 33, Reflex 31, Will 29 Immune disease, fear, poison; Resist 30 cold, 30 necrotic;
3 ice devils (I)
Immune cold; Resist 20 fire Vulnerable 10 radiant
1 winterdeath dracolich (W) Saving Throws +2
Speed 8
m Icy Longspear (standard; at-will) F Cold, Weapon Speed 8, fly 10 (clumsy)
This foul chamber holds dragon carcasses for later Reach 3; +27 vs. AC; 1d12 + 7 cold damage, and the target Action Points 1
is slowed (save ends). m Bite (standard; at-will) F Cold, Necrotic
animation. The dracolich lairing here (a red dragon in
M Claw (standard; at-will) Reach 3; +25 vs. AC; 3d6 + 8 damage. Against an
life) has endured terrible torments from the ice devils, Reach 2; +25 vs. AC; 1d6 + 7 damage. immobilized target, this attack deals 3d6 extra cold and
hence its lesser state. C Chilling Command (minor; recharge 5 6) F Cold necrotic damage.
Close burst 5; +23 vs. Will; the target takes ongoing 5 cold C Bloodied Breath (free, when first bloodied; encounter) F
damage and is immobilized (save ends both). Cold, Necrotic
When the PCs enter this room, read:
C Freezing Breath (standard; recharge 3 4 5 6) F Cold The winterdeath dracolichs breath weapon recharges and
Close blast 5; +23 vs. Fortitude; 2d6 + 7 cold damage, and it uses it immediately.
A blast of cold greets you when you enter this large the target is slowed (save ends). C Breath Weapon (standard; recharge 5 6) F Cold, Necrotic
Alignment Evil Languages Supernal The winterdeath dracolich breathes a blast of icy black
chamber. Several ice-blue insectoid humanoids turn to look
Skills Endurance +23 necrotic energy: close blast 5; +23 vs. Fortitude; 2d8 + 7
at you, their longspears raised in challenge, but the hulking cold and necrotic damage, and the target is immobilized
Str 25 (+17) Dex 22 (+16) Wis 17 (+13)
red dragon skeleton rimed with ice rising from the frozen Con 27 (+18) Int 15 (+12) Cha 19 (+14) until the end of the dracolichs next turn. Miss: Half
floor commands your attention. Red dragon carcasses hang Equipment longspear damage. Effect: The target loses any cold or necrotic
resistance it has (save ends).
by their tails from the ceiling. C Unnerving Presence (standard; encounter) F Fear
Close burst 5; +23 vs. Will; the target moves up to its
speed away from the winterdeath dracolich by the safest
possible route and takes a 2 penalty to all attack rolls
until the end of the dracolichs next turn.
C Winterdeath Corona (standard; recharge 6) F Cold,
Necrotic
Close burst 3; +23 vs. Fortitude; 2d8 + 7 necrotic damage,
and ongoing 10 cold damage (save ends).
Alignment Evil Languages Draconic
Skills Arcana +18, Endurance +22, History +18, Insight +19,
Intimidate +18, Religion +18
Str 25 (+17) Dex 22 (+16) Wis 19 (+14)
Con 24 (+17) Int 16 (+13) Cha 17 (+13)

July 20 09 | D u n g e o n 16 8
82
A Tyranny of Souls

Tactics Features of the Area


The dracolich uses its breath weapon and spends its Illumination: This room is dark.
action point to attack with unnerving presence. It then Ceiling: The ceiling is 30 feet high.
alternates between winterdeath corona and bite attacks Dragon Corpse: Large dead red dragons hang by
while waiting for its breath weapon to recharge. their tails from hooks set in the ceiling. A character
The ice devils position themselves to hit their ene- can climb a corpse with a DC 14 Athletics check. An
mies with freezing breath followed by chilling command, adjacent character can swing the corpse as an attack:
stabbing their enemies with longspears while waiting level + 4 vs. Reflex; the target is pushed 1 square and
for their powers to recharge. knocked prone.
Uttercold: Two areas of the floor are covered with
uttercold (elemental ice). The squares count as difficult
terrain and any creature entering a square containing
uttercold takes 10 cold damage. If a square of utter-
cold is included in a fire burst or blast attack, it erupts
in scalding steam.

C Scalding Steam F Fire, Zone


Burst 1 centered on triggering square; all creatures in
burst; +23 vs. Reflex; 2d6 + 7 fire damage. The burst
creates a zone of steam that lasts until the end of the
triggering attackers next turn. All squares in the zone
count as being lightly obscured. If multiple squares
are affected, overlapping areas count as being heavily
obscured.

Treasure: The dracolich has a modest hoard con-


sisting of treasure parcels 13 and 17.

July 20 09 | D u n g e o n 16 8
83
A Tyranny of Souls

Curiosities Astral Stalker (A) Level 22 Elite Lurker Gibbering Abomination (G) Level 18 Controller
Medium immortal humanoid XP 8,300 Medium aberrant magical beast XP 2,000
Initiative +23 Senses Perception +18; blindsight 10 Initiative +13 Senses Perception +13; all-around vision,
Encounter Level 21 (16,300 XP)
HP 314; Bloodied 157 darkvision
AC 38; Fortitude 32, Reflex 38, Will 32 Unnatural Utterances aura 5; any enemy that starts its turn
Setup Saving Throws +2 within the aura takes a 2 penalty to attack rolls.
1 astral stalker (A) Speed 10, climb 6 HP 168; Bloodied 84
Action Points 1 AC 32; Fortitude 31, Reflex 30, Will 30
1 gibbering abomination (G) m Claw (standard; at-will) Speed 6, fly 4 (hover; maximum altitude 1)
2 marut sentinels (M) +27 vs. AC; 2d6 + 8 damage, and the astral stalker can m Tentacle (standard; at-will) F Psychic
1 breath of Tiamat (B) choose to designate the target as its quarry (see stalkers Reach 2; +22 vs. AC; 2d6 + 5 damage, and ongoing 5
quarry). psychic damage (save ends).
r Throat Dart (standard; at-will) F Poison C Gibbering (free, once on the gibbering abominations turn
To expand his forces, Zetchrr scours the Astral Ranged 5/10; +29 vs. AC; 1d10 + 8 damage, and the target before it takes other actions; at-will) F Psychic
Sea for potential creatures to add to his stables. He takes ongoing 5 poison damage and is slowed (save ends Close burst 5; deafened creatures are immune; +20 vs.
hopes to either replace the draconic servants (if he both). First Failed Saving Throw: The target is immobilized Will; the target is dazed until the end of the gibbering
instead of slowed (save ends). Second Failed Saving Throw: abominations next turn.
ever wriggles out from under Tiamats claw) or use R Eye of Despair (standard; recharge 4 5 6) F Psychic
The target is stunned instead of immobilized (save ends).
them against the rebels that endanger his rule. He M Quick Claws (standard; at-will) Ranged 10; +20 vs. Will; 3d8 + 4 psychic damage, and the
posts two marut sentinels in this room to ensure the Against a slowed or immobilized target, the astral stalker target is immobilized (save ends).
makes two claw attacks. Combat Advantage
captives do not escape. The gibbering abomination
Combat Advantage The gibbering abomination deals 2d6 extra psychic
is clearly visible through the transparent walls of its The astral stalkers melee attacks deal 2d6 extra damage damage on melee and ranged attacks against any target
prison; the astral stalker is invisible, making its prison against any target granting combat advantage to it. granting combat advantage to it.
appear empty. Invisibility (standard; at-will) F Illusion Alignment Unaligned Languages
The astral stalker is invisible until it attacks. Str 20 (+14) Dex 18 (+13) Wis 19 (+13)
Stalkers Quarry (minor; at-will) Con 16 (+12) Int 11 (+9) Cha 12 (+10)
When the PCs enter this room and can see the The astral stalker knows the exact location of a creature
cages, read: it has designated as its quarry. The astral stalker can have Once a character makes an attack, the maruts fight
only one quarry at a time, but the power works across any back, laying into their enemies with double attack,
distance and even crosses planar boundaries.
Two squat humanoids with steel skin and wielding while the trap randomly disgorges acid into the room.
Alignment Evil Languages Supernal
greatswords stand guard in this chamber. Two shimmering Skills Stealth +24 If an enterprising character uses the control panel
cubes stand to either side. Only one cube is occupied, and Str 22 (+17) Dex 26 (+19) Wis 15 (+13) to disable the trap, the force cages vanish, loosing the
Con 19 (+15) Int 8 (+10) Cha 10 (+11) creatures they contain. Neither the gibbering abomi-
inside is a floating mass of flesh, eyes, and tentacles.
nation nor the astral stalker see the maruts as allies,
Perception Check
Tactics but they treat each other as allies for the purpose of
DC 22 You see a control panel on the wall. The marut sentinels do not attack right away, but their powers and opportunity attacks.
they try to block access into the room. They respond The gibbering abomination begins gibbering on its
to attempts at conversation with silence. They know turn and uses eye of despair against ranged attackers.
what will happen if either they or the adventurers While waiting for this power to recharge, it hits foes
make an attack in this room, so they are prepared to in its reach with its tentacles, moving to get combat
get out from the traps blast. advantage with the astral stalker when possible.

July 20 09 | D u n g e o n 16 8
84
A Tyranny of Souls

The astral stalker is invisible until it makes an 2 Marut Sentinels (M) Level 18 Soldier
attack. It moves to where it can get a clear shot at Medium immortal humanoid XP 2,000
Initiative +16 Senses Perception +20; truesight 10
nondefender if possible, using stalkers quarry first HP 175; Bloodied 87
and then throat dart. It then spends an action point to Regeneration 10
charge its quarry. It attacks using quick claws until its AC 35; Fortitude 35, Reflex 29, Will 30
Immune sleep; Resist 10 thunder
quarry succeeds on a saving throw, at which point the
Speed 8, fly 4 (hover), teleport 4
astral stalker uses invisibility to skulk away and set up m Greatsword (standard; at-will) F Thunder, Weapon
its next attack. +24 vs. AC; 1d10 + 8 damage plus 1d6 thunder damage,
the target is pushed 1 square, and the target is marked
Breath of Tiamat Level 18 Blaster until the end of the marut sentinels next turn.
Trap XP 2,000 M Double Attack (standard; recharge 5 6)
Trap: When any creature makes an attack in this room, The marut sentinel makes two greatsword attacks.
random pillars burst up through the floor and spray the Alignment Unaligned Languages Supernal
area with acid. Skills Endurance +20, Intimidate +15
Perception Str 30 (+19) Dex 21 (+14) Wis 23 (+15)
F DC 20: A character notices discolored tiles in the trapped Con 23 (+15) Int 12 (+10) Cha 13 (+10)
squares. Equipment greatsword
Trigger
When a creature makes an attack in this room, the trap Features of the Area
activates and rolls initiative.
Initiative +8 Illumination: Everburning torches fill the room
Floor Burst with bright light.
Free Action Melee 1 Ceiling: The ceiling is 20 feet tall.
Trigger: A creature stands in the traps square when it first
Stairs: The stairs count as difficult terrain while
makes its attack.
Target: The triggering creature ascending them and normal terrain while descending
Effect: The creature is pushed 1 square and is knocked prone. them.
Acid Spray F Acid Force Cages: Two cages are positioned on either
Standard Action Close blast 5
Special: Roll 1d4. The square matching the number side of the room. The cages wall of force do not block
erupts when a steel column mounted with a sprayer bursts line of sight, but they do block line of effect. Each cage
through the floor (see below). The blast originates from has AC 4, Fortitude 12, Reflex 4, hp 200. A dispel
this square.
magic spell automatically destroys a cage. The only
Target: Each creature in blast
Attack: +21 vs. Reflex way to lift the cages is by turning the dial on the con-
Hit: 3d8 + 5 acid damage, and ongoing 15 acid damage trol panel to deactivate the trap. Sound cannot pass
(save ends). through the cages while they are active.
Countermeasures
F Turning a dial in the center of the control panel deactivates
the trap and also negates the cages containing the astral
stalker and the gibbering abomination.

July 20 09 | D u n g e o n 16 8
85
A Tyranny of Souls

Emerald Statue Githyanki Knight (G) Level 21 Elite Controller Kryizoth Fire Mage (K) Level 20 Controller
Medium natural humanoid XP 6,400 Medium natural humanoid (undead), githyanki XP 2,800
Encounter Level 20 (14,000 XP) Initiative +15 Senses Perception +22; darkvision Initiative +15 Senses Perception +19; darkvision
HP 396; Bloodied 198 Black Flame Shroud (Fire, Necrotic) aura 1; any enemy that
AC 35; Fortitude 34, Reflex 31, Will 33 enters or starts its turn within the aura takes 10 fire and
Setup Immune fear; Resist 5 psychic, 5 radiant necrotic damage.
1 githyanki knight (G) Saving Throws +2 (+4 against charm effects) HP 190; Bloodied 95
Speed 5 AC 34; Fortitude 30, Reflex 33, Will 33
1 kryizoth fire mage (K)
Action Points 1 Immune disease, poison; Resist 20 fire, 20 necrotic;
2 tlaikith forlorn (T) m True Silver Sword (standard; at-will) F Psychic, Weapon Vulnerable 10 radiant
+26 vs. AC; 1d12 + 8 damage plus 1d8 psychic damage Speed 6; see also dimension step
Emperor Zetchrr placed his most loyal guards in (crit 3d12 + 20 + 8 psychic). m Blackflame Touch (standard; at-will) F Fire, Necrotic
M Dark Smite (standard; recharges when first bloodied) F +24 vs. Reflex; 1d6 + 7 fire and necrotic damage, and the
this chamber to safeguard the passage to his personal Psychic, Weapon target loses 1 healing surge.
quarters. The githyanki are alerted if combat occurs Targets an immobilized creature; +25 vs. Fortitude; 2d12 r Rotting Missile (standard; at-will) F Necrotic
in any adjacent chamber and ready actions to attack + 8 damage plus 1d12 psychic damage, and the target is Ranged 20; +24 vs. Reflex; 2d8 + 7 necrotic damage, and
pushed 5 squares and knocked prone. the target is slowed and takes a 2 penalty to AC (save
whenever an enemy enters the room. The githyanki
M Double Attack (standard; at-will) F Psychic, Weapon ends both).
knight readies telekinetic fist, the fire mage readies The githyanki knight makes two true silver sword attacks. R Immolation (standard; recharge 5 6) F Fire
immolation, and the forlorn ready their silver swords. R Reactive Grab (immediate reaction, when an enemy enters a Ranged 10; +24 vs. Reflex; 3d6 + 7 fire damage, and
Although this combat begins in this room, it can square adjacent to the githyanki knight; encounter) ongoing 10 fire damage (save ends). Miss: Half damage.
The githyanki knight makes a telekinetic fist attack Each Failed Saving Throw: Each enemy adjacent to the
easily spill back into adjacent rooms as the guardians against the triggering enemy. This attack doesnt provoke target takes 10 fire damage.
work to keep the adventurers away from their master. opportunity attacks. R Telekinetic Leap (move; encounter)
R Telekinetic Fist (standard; at-will) Ranged 10; the kryizoth fire mage or one ally within range
Ranged 5; +25 vs. Fortitude; the target is immobilized (save can fly up to 5 squares.
When the PCs enter this room, read:
ends). Each Failed Saving Throw: The githyanki knight slides Heat Mirage (immediate interrupt, when hit by a melee or
the target 5 squares. ranged attack; encounter) F Illusion
An enormous idol of Tiamat dominates this otherwise bare M Dimensional Exile (free, when the githyanki knight hits with The kryizoth fire mage gains a +2 bonus to all defenses
chamber. Two githyanki stand guard before it. One wears a melee attack; encounter) F Teleportation until the end of its next turn.
The target is sent to a pocket dimension (save ends). The Dimension Step (minor; recharge 4 5 6) F Teleportation
antiquated plate armor and wields a silvery blade. The target is removed from play and cannot take actions. The kryizoth fire mage teleports 5 squares.
other is dressed in scorched robes and is obviously undead. When the target ends the effect, it returns to the space it Alignment Evil Languages Common, Deep Speech
Also in this room are two ghostly githyanki knights, echoes last occupied or the closest unoccupied space. Skills Arcana+22, History +19
Alignment Evil Languages Common, Deep Speech Str 17 (+13) Dex 20 (+15) Wis 19 (+14)
of the living warrior opposite them. They turn as one, ready
Str 27 (+18) Dex 21 (+15) Wis 24 (+17) Con 22 (+16) Int 25 (+17) Cha 14 (+12)
for the attack. Con 22 (+16) Int 16 (+13) Cha 20 (+15) Equipment robes, staff
Equipment plate armor, true silver sword

July 20 09 | D u n g e o n 16 8
86
A Tyranny of Souls

2 Tlaikith Forlorn (T) Level 19 Soldier The forlorn use telekinetic pull to drag soft enemies
Medium natural humanoid (undead), githyanki XP 2,400 each into their reach and then hit them with soul strike.
Initiative +15 Senses Perception +12; darkvision
They then move out of the room and pull their targets
Dimensional Bar aura 1; creatures in the aura cannot teleport,
and creatures cannot teleport into the aura. with them to lure the PCs to the emerald statue.
HP 125; Bloodied 62
AC 33; Fortitude 32, Reflex 29, Will 30 Features of the Area
Immune disease, poison; Resist 20 necrotic; insubstantial;
Illumination: The emerald idol glows with inner
Vulnerable 10 radiant
Speed 5, fly 5 (hover) luminance, filling the room with bright light.
m Silver Sword (standard; at-will) F Psychic, Weapon Ceiling: The ceiling here is 20 feet tall.
+24 vs. Reflex; 1d10 + 7 damage, and the target is marked Emerald Idol: The idol looms over the chamber
until the end of the tlaikith forlorns next turn.
M Soul Strike (standard; encounter) F Weapon and is filled with Tiamats malice. Nongithyanki
+24 vs. Reflex; 2d10 + 7 damage, and the target is stunned starting their turns in spaces adjacent to the idol are
(save ends). subject to an attack.
R Telekinetic Leap (move; encounter)
Ranged 10; the tlaikith forlorn or one ally within range can
m Tiamats Judgment F Poison
fly up to 5 squares.
Melee 1; +25 vs. Fortitude; 10 poison damage, and the target is
R Telekinetic Pull (minor; encounter)
pushed 1 square.
Ranged 5; +24 vs. Fortitude; the target is pulled 5 squares.
C Silver Arc (standard; encounter) F Psychic, Weapon
Close burst 1; +24 vs. Reflex; 2d10 + 7 damage, and the The statue has AC 3, Fortitude 15, Reflex 3, hp
target is dazed (save ends). 200. Characters can enter a statues space by spend-
Alignment Evil Languages Common, Deep Speech,
telepathy 10 ing 3 squares of movement. Searching the statue and
Str 24 (+16) Dex 18 (+13) Wis 16 (+12) succeeding on a DC 25 Perception check reveals the
Con 19 (+13) Int 13 (+10) Cha 21 (+14) entire thing pivots to expose the chamber beyond.
Equipment plate armor, silver sword

Tactics
The githyanki knight uses telekinetic fist to pin down
a defender, and then closes on a ranged attacker for
melee. If the target of its telekinetic fist fails its save to
end the immobilized effect, the knight slides it to an
adjacent space and attacks using dark smite and then
pins the target once more.
The fire mage keeps her distance from the forlorn
so she can use dimension step if needed. She leads with
her immolation power. She helps maneuver her allies
into the best position using telekinetic leap and then
punishes ranged attackers with her rotting missile.

July 20 09 | D u n g e o n 16 8
87
A Tyranny of Souls

Those Who Are 8 Githwarriors (G) Level 16 Minion Skirmisher


Medium natural humanoid, githyanki XP 350 each
About to Die Initiative +13 Senses Perception +10
HP 1; a missed attack never damages a minion.
AC 30; Fortitude 30, Reflex 28, Will 26
Encounter Level 19 (12,800 XP)
Saving Throws +2 against charm
Speed 6; see also telekinetic stride
Setup m Greatsword (standard; at-will) F Weapon
2 chosen gishsarath (S) +21 vs. AC; 12 damage.
R Crossbow (standard; at-will) F Weapon
8 chosen githwarriors (G) Ranged 15/30; +21 vs. AC; 12 damage.
Telekinetic Jump (move; encounter)
No matter the direction from which the adventur- The githwarrior flies 5 squares.
Alignment Evil Languages Common, Deep Speech
ers approach, the githyanki here reactquickly to the
Str 25 (+15) Dex 20 (+13) Wis 15 (+10)
arrival of intruders. Con 15 (+10) Int 12 (+9) Cha 14 (+10)
Equipment scale mail, greatsword, crossbow with 10 bolts
2 Chosen Gishsarath (S) Level 18 Elite Skirmisher
Medium natural humanoid, githyanki
Initiative +13 Senses Perception +16
XP 4,000 each
Tactics
HP 342; Bloodied 171 The githyanki use the cramped quarters to their best
AC 32; Fortitude 29, Reflex 30, Will 31 advantage, and use telekinetic leap to fly over their
Saving Throws +2 (+4 against charm effects)
Speed 5; see also astral stride allies heads and hit the enemies from behind.
Action Points 1
m Silver Longsword (standard; at-will) F Psychic, Weapon Features of the Area
+23 vs. AC; 1d8 + 7 damage, plus 1d8 psychic damage.
Illumination: Everburning torches in iron
M Double Attack (standard; at-will) F Psychic, Weapon
The gishsarath makes two silver longsword attacks. sconces every 15 feet fill the area with bright light.
R Force Bolt (standard; at-will) F Force Ceiling: The ceiling in room 10 is 30 feet tall. The
Ranged 10; +21 vs. Reflex; 3d6 + 5 force damage and the ceiling in the hall and barracks (room 11) beyond is
gishsarath pushes the target 1 square.
R Storm of Stars (standard; encounter) F Fire 50 feet tall. The ceiling in room 13 is just 20 feet tall.
The gishsarath makes four attacks, no more than two of Stairs: The stairs descending from room 10 to the
these against a single target; ranged 5; +23 vs. AC; 2d8 + 6 hall beyond are steep and cost 3 squares of movement
fire damage.
to ascend or descend. The stairs leading up to room
Astral Stride (move; encounter) F Teleportation
The gishsarath teleports 6 squares and gains the 13 are difficult terrain while ascending them and
insubstantial and phasing qualities until the start of its normal terrain while descending them.
next turn.
Alignment Evil Languages Common, Deep Speech,
Draconic
Skills Arcana +19, History +16, Insight +16
Str 17 (+12) Dex 15 (+11) Wis 15 (+11)
Con 19 (+13) Int 21 (+14) Cha 19 (+13)
Equipment chainmail, silver longsword

July 20 09 | D u n g e o n 16 8
88
A Tyranny of Souls

Vicious Storm Caller in Darkness (C) Level 19 Elite Soldier Primal Storm, Blue Dragon (P) Level 20 Artillery
Large shadow animate (undead) XP 4,800 Large natural animate (construct) XP 2,800
Initiative +13 Senses Perception +16; darkvision Initiative +18 Senses Perception +14; tremorsense 5
Encounter Level 21 (17,800 XP)
HP 253; Bloodied 126 HP 146; Bloodied 73
AC 33; Fortitude 33, Reflex 28, Will 33 AC 32; Fortitude 30, Reflex 32, Will 30
Setup Immune disease, poison; Resist insubstantial Immune poison; Resist 30 lightning
1 caller in darkness (C) Saving Throws +2 Speed 10, fly 4
Speed fly 8 (hover); phasing m Slam (standard; at-will) F Lightning
1 primal storm (P)
Action Points 1 Reach 2; +26 vs. AC; 2d8 + 8 lightning damage.
2 storm devils (S) m Spirit Bite (standard; at-will) F Necrotic, Psychic R Storm Bolt (standard; at-will) F Lightning
Reach 2; +23 vs. AC; 1d10 + 7 necrotic damage, and The primal storm targets up to three creatures; the first
ongoing 10 psychic damage (save ends). target must be within 20 squares of the primal storm, the
The devils and the primal storm await their masters
M Double Bite (standard; at-will) F Necrotic, Psychic second must be within 10 squares of the first, and the third
pleasure in this room. When the PCs enter, place The caller in darkness makes two spirit bite attacks. target within 10 squares of the second; +25 vs. Reflex; 2d6
only the primal storm and the storm devils. The M Steal Essence (standard; at-will) F Necrotic, Psychic + 8 lightning damage, and the target is dazed until the end
caller in darkness doesnt join the fight until one of Reach 2; targets a creature marked by the caller in of its next turn. Miss: Half damage, and the target is not
darkness; +22 vs. Fortitude; 1d10 + 9 necrotic damage, and dazed.
three things happen: either storm devils are slain, the C Lightning Step (standard; recharge ) F Lightning,
ongoing 5 psychic damage (save ends). First Failed Saving
primal storm is slain, or a creature falls into the pit. Throw: The target takes ongoing 5 psychic damage and is Teleportation
Neither the primal storm nor the storm devils are weakened (save ends both). Second Failed Saving Throw: The Close burst 2; +21 vs. Reflex; 2d6 + 8 lightning damage,
target takes ongoing 10 psychic damage and is stunned and the target is dazed until the end of its next turn. Miss:
aware of the caller in darkness. The undead creature
instead of weakened (save ends both). Half damage, and the target is not dazed. Effect: The primal
formed from the terrified githyanki executed in this C Advantage of Fear (minor 1/round; at-will) F Fear storm teleports 8 squares after making this attack.
awful room. While powerful, it fears the storm devils Close burst 10; targets one creature; the target is marked Alignment Unaligned Languages
and will not ascend from the pit unless forced. and grants combat advantage to the caller in darkness Str 17 (+13) Dex 26 (+18) Wis 19 (+14)
(save ends both); see also steal essence. Con 20 (+15) Int 7 (+8) Cha 7 (+8)
The cramped quarters make maneuvering in this
C Soulstorm (free, when first bloodied; encounter) F Necrotic,
room difficult, and so the encounter might spill into Psychic
adjoining rooms. Close burst 2; +22 vs. Reflex; 1d10 + 9 psychic damage
plus 1d10 + 9 necrotic damage. In addition, a target that
grants combat advantage to the caller in darkness takes
When the PCs can see in this room, read: ongoing 5 psychic damage and ongoing 5 necrotic damage
(save ends both).
An appalling reek greets you when you enter this Alignment Chaotic evil Languages Common
Str 24 (+16) Dex 18 (+13) Wis 24 (+16)
chambera stench transcending ordinary decay. Two
Con 21 (+14) Int 10 (+9) Cha 25 (+16)
ledges flank a deep pit occupying the rooms center. Statues
depicting rearing blue dragons stand in the corners on
the ledges. Just as you make out two winged humanoids
wielding tridents, a crackling orb of lightning comes to life,
slashing the air with energy.

July 20 09 | D u n g e o n 16 8
89
A Tyranny of Souls

2 Storm Devils (S) Level 23 Artillery While the primal storm dances across the ceiling, Statues: Four statues depicting blue dragons stand
Medium immortal humanoid (devil) XP 5,100 each the storm devils use infernal thunderclap to push the in the rooms four corners. A statue has AC 5, Forti-
Initiative +18 Senses Perception +17; darkvision
characters into the pit. They avoid melee when pos- tude 10, Reflex 5, hp 40.
HP 169; Bloodied 84
AC 37; Fortitude 35, Reflex 34, Will 33 sible, attacking with lightning fork until their infernal
Resist 20 fire, 20 lightning, 20 thunder thunderclap recharges. Each round, they move across
Speed 7, fly 7 (clumsy) their ledges to get the best shot possible.
m Trident (standard; at-will) F Lightning, Weapon
When the caller in darkness joins the combat,
+26 vs. Reflex; 2d6 + 8 damage, and ongoing 10 lightning
damage, and the target is dazed (save ends both). it flies to just above the pit and hovers there. If the
r Lightning Fork (standard; at-will) F Lightning storm devils are present, it treats them as enemies
Requires trident; ranged 20; +28 vs. Reflex; 3d6 + 8
just as it does the PCs. Each round, it starts by using
lightning damage.
A Infernal Thunderclap (standard; recharge 5 6) advantage of fear against an enemy it can see, giving
Lightning, Thunder preference to the adventurers first, specifically divine
Area burst 2 within 20; +26 vs. Fortitude; 2d10 + 6 characters. It moves so it can reach a creature it has
lightning and thunder damage, and the target is pushed 3
marked and attacks using steal essence, and then
squares from the origin square and dazed until the end of
its next turn. spends its action point to use double bite. Thereafter,
Cyclone (free, when first bloodied; encounter) the caller in darkness marks another enemy and uses
The storm devil shifts 3 squares, and any Medium or
steal essence or double bite until destroyed.
smaller enemy adjacent to the storm devil at the start of
the move is knocked prone.
Alignment Evil Languages Supernal Features of the Area
Skills Stealth +23 Illumination: This room is dark.
Str 20 (+16) Dex 25 (+18) Wis 22 (+17)
Ceiling: The ceiling here is 20 feet high, or 10 feet
Con 25 (+18) Int 16 (+14) Cha 17 (+14)
Equipment trident above the ledges.
Ledges: Ledges on either side of the room stand
Tactics 10 feet above the floor. Climbing a ledge requires a
The primal stormliving lightning formed from a DC 14 Athletics check.
blue dragons breathloiters near the ceiling, flying Stairs: The stairs are treated as difficult terrain
about and raging with contempt for the intruders. It while ascending them and normal terrain while
opens with storm bolt, targeting three creatures it can descending them.
see with this deadly attack, and flies 2 squares so it Pit: A 40-foot pit yawns wide in the center of the
can maintain its altitude. The primal storm stays near room. The pit is actually 50 feet deep, but heaps of
the ceiling, blasting the characters each round until a githyanki corpses fill the bottom 10 feet and reduce
creature engages it. If it is confronted by two or more the falling distance. A character that falls into the pit
enemies in melee, it uses lightning step to slip away. activates the caller in darkness in addition to taking
The primal storm pursues enemies that flee from 4d10 damage from the fall. A character can climb out
thisroom. of the pit with a DC 25 Athletics check.

July 20 09 | D u n g e o n 16 8
90
A Tyranny of Souls

The Emperors Characters looking up through the hole in the ceil- When the PCs first see Zetchrr, read:
ing can make out a gargantuan red dragon. When it
Redoubt speaks, fire puffs from its toothy maw. The characters The githyanki before you can only be Zetchrr. He has the
can ascend the stairs as they wish, but call for DC 34 bearing of a veteran warrior and is not slowed by the black
Encounter Level 23 (28,600 XP) Stealth checks. If a character fails, the massive dragon plate armor covering his body. A crude iron crown rests on
thunders, It seems you have other guests. Attend his brow, a ruby-encrusted scepter hangs from his weapon
Setup to them. Your house does not seem to be in order, belt, and a silver sword rests easy in his hand. He glowers
Emperor Zetchrr (Z) and our queen will be displeased. The red dragon at you with his one good eyethe other is gone and in its
4 Handmaidens (H) exarch wings its way out through the roof, right into place is a fat onyx stone.
Vraxanault, the Red Terror (V) the raging battle overhead. If the PCs make it past the You are a troublesome company. I credit you for your
dragon and reach the third floor (such as by using the persistence, but now . . . now, it is time for you to die.
The growing unrest troubles Tiamat, and to ensure teleporter), the exarch growls, deal with them and
Zetchrr is getting his house in order, she has Attending Zetchrr are four handmaidens, fanatical
then flies away as above. The characters dont need to
sent Vraxanault, her red dragon exarch, to gauge githyanki warriors with intricate tattoos covering
fight the exarch now, but if they wish to, use the statis-
Tunaraths troubles. The Separatists choose this time their bodies. They wield long, serpentine daggers.
tics presented on the next page.
to strike, coordinating their efforts with the PCs. So
4 Handmaidens (H) Level 17 Minion Skirmisher
when the adventurers enter this room, the dragon When the PCs reach the second f loor, read:
Medium natural humanoid, githyanki XP 400 each
interrogates the emperor even as astral skiffs battle Initiative +15 Senses Perception +9
knights on pact dragons in the starry sky overhead. An immense red dragon reclines on the floor here. Behind, HP 1; a missed attack never damages a minion.
lying in piles, is its hoard. More stairs lead up to the level AC 31; Fortitude 28, Reflex 29, Will 32
Saving Throws +2 against charm effects
When the PCs enter through the secret door, above. Speed 6
read: m Poisoned Dagger (standard; at-will) F Poison, Weapon
When the PCs can see the third f loor, read: +22 vs. AC; 8 damage plus 5 poison damage.
C Scream of Vengeance (when reduced to 0 hit points)
The door opens onto a lavish chamber. Soft pillows cover Close burst 10; each ally in the burst gains a +2 bonus to
the floor near the stairs that trace the interior wall and lead Banners cover the walls of this wide room. An iron throne attack rolls until the end of its next turn.
up to the level above. A heavy brocade curtain conceals the flanked by burning braziers stands at one side, while Telekinetic Jump (move; encounter)
banners cover the walls all around. Overhead, there The handmaiden flies up to 5 squares.
side of the room opposite from where you enter. A disk inset
Alignment Evil Languages Common, Deep Speech
into the floor shines with blue light. is no ceiling affording a good look at the raging battle Str 11 (+8) Dex 21 (+13) Wis 13 (+9)
From above, you hear voices. Both are likely male, with above. Astral skiffs maneuver, launching volleys at pact Con 18 (+12) Int 10 (+8) Cha 24 (+15)
the first voice, cultured and patient, nearly drowned out by dragons and their riders. The githyanki are tearing Equipment robes, poisoned dagger

the louder booming voice. From what you can make out, the themselvesapart.
two discuss Tunaraths troubles.

July 20 09 | D u n g e o n 16 8
91
A Tyranny of Souls

Emperor Zetchrr (Z) Level 23 Elite Soldier (Leader) Vraxanault, the Red Terror Level 21 Solo Soldier
Elder Red Dragon (V)
Tactics
Medium natural humanoid, githyanki XP 10,200
Initiative +15 Senses Perception +18 Huge natural magical beast (dragon) XP 16,000 The handmaidens rush any adventurers on their floor
Despair (Fear) aura 1; any enemy within the aura takes a 2 Initiative +18 Senses Perception +18; darkvision or use the teleporter to reach characters who fight on
penalty to all defenses and saving throws. HP 808; Bloodied 404; see also bloodied breath
the main floor. Their scream of vengeance power can
HP 428; Bloodied 214 AC 35; Fortitude 36, Reflex 33, Will 30
Resist 25 fire reach allies on other levels.
AC 39; Fortitude 36, Reflex 32, Will 36
Saving Throws +2 Saving Throws +5 Vraxanault is loyal to Zetchrr as long as he pos-
Speed 6 Speed 8, fly 10 (hover), overland flight 15 sesses the scepter of Ephelomon. The dragon uses
Action Points 1 Action Points 2
m Bite (standard; at-will) F Fire
frightful presence and spends an action point to employ
m Silver Sword (standard; at-will) F Psychic, Weapon
+30 vs. AC; 2d6 + 6 damage plus 2d6 psychic damage, and Reach 3; +26 vs. AC; 2d10 + 9 plus 4d6 fire damage. his breath weapon. If the dragon is faced with two or
the target is marked until the end of Zetchrrs next turn. m Claw (standard; at-will) more attackers at once, it resorts to shock wave fol-
Against an immobilized target, this attack deals 4d6 extra Reach 3; +26 vs. AC; 2d10 + 9 damage.
lowed by immolate foe or breath weapon depending on
damage and slides the target 2 squares. M Double Attack (standard; at-will)
The dragon makes two claw attacks. what it has available.
M Double Attack (standard; at-will) F Poison, Psychic, Weapon
Zetchrr makes a silver sword attack against two different R Immolate Foe (standard; recharge 5 6) F Fire Zetchrr engages the closest enemy from the start,
targets. Ranged 20; +26 vs. Reflex; 3d8 + 7 fire damage, and using telekinetic vice to lock an enemy down and then
M Parrying Maneuver (standard; requires silver sword; at-will) ongoing 10 fire damage (save ends).
C Breath Weapon (standard; recharge 5 6) F Fire
strike. He attacks this enemy, closing the distance
F Psychic, Weapon
Zetchrr makes a silver sword attack; on a hit, the target Close blast 5; +24 vs. Reflex; 3d10 + 7 fire damage. Miss: using folded space if necessary, hammering away using
also grants combat advantage to Zetchrr until the end of Half damage. his weapons. Zetchrr makes good use of the terrain
his next turn. C Bloodied Breath (free, when first bloodied; encounter) F
to slide foes off the upper level to fall to the bottom
R Folded Space (move; encounter) F Teleportation Fire
The dragons breath weapon recharges automatically, and floor. He rips through his opponents with his weap-
Ranged 5; no attack roll; Zetchrr and the target swap
spaces. the dragon uses it immediately. ons until all his enemies lay dead or he is destroyed.
R Telekinetic Vise (standard; recharges when first bloodied) C Frightful Presence (standard; encounter) F Fear
Ranged 5; +28 vs. Fortitude; 2d10 + 8 damage, and the Close burst 10; targets enemies; +25 vs. Will; the target is
target is immobilized (save ends). stunned until the end of the dragons next turn. Aftereffect:
C Telekinetic Thrust (standard; recharge 4 5 6) The target takes a 2 penalty to attack rolls (save ends).
Close burst 1; targets enemies; +28 vs. Fortitude; the C Shock Wave (minor; recharge 5 6)
target is pushed 1 square and is immobilized (save ends). Close burst 5; +24 vs. Fortitude; the target is pushed
Miss: The target is pushed 1 square. 5 squares, is knocked prone, and is dazed (save ends).
Combat Advantage Aftereffect: The target is slowed (save ends).
Emperor Zetchrrs melee attacks deal 4d6 extra damage Alignment Evil Languages Common, Draconic
against any target granting combat advantage to him. Skills Bluff +17, Insight +18, Intimidate +22
Alignment Evil Languages Common, Deep Speech, Str 27 (+18) Dex 21 (+15) Wis 16 (+13)
Draconic Con 26 (+18) Int 15 (+12) Cha 15 (+12)
Skills Diplomacy +23, History +18, Insight +18, Intimidate +23
Str 27 (+19) Dex 15 (+13) Wis 14 (+13)
Con 22 (+17) Int 21 (+16) Cha 24 (+18)
Equipment full plate, two silver swords, scepter of Ephelomon
(see sidebar)

July 20 09 | D u n g e o n 16 8
92
A Tyranny of Souls

Features of the Area


Illumination: Everburning torches in iron
sconces along the walls fill the entire tower with
Scepter of Ephelomon
bright light.
This ruby-encrusted golden scepter represents an Ceiling: The ceilings in the first and second floors
ancient pact between the githyanki and the red drag- are 30 feet tall. The third floor has no ceiling, provid-
ons sworn to Tiamat. Ephelomon, Tiamats former ing a view of the shimmering Astral Sea.
red dragon exarch, entrusted it to Gith (savior of the Stairs: Stairs emerge from the wall and wind up
githyanki people) millennia ago. A powerful relic and and around to the top floor. Spaces containing stairs
potent symbol, the scepter of Ephelomon has been part count as difficult terrain.
of the rulers regalia since the days when the first Openings: A fall from the top deals 3d10 damage
Vlaakith ascended the throne. When Zetchrr came if the creature falls to the second floor or 6d10 if the
to power, though, he quickly discovered the scepter creature falls all the way to the bottom. A fall from
had no power. At first he thought he had been given a the second floor deals 3d10 damage.
false item, but rituals revealed the items vast magical Blood Rock: Where indicated on the tactical
strength had vanished. What this signaled was that map, the floor is made from blood rock. A creature
the pact had been broken. Zetchrr has hidden this standing in one of these squares can score a critical
fact since taking power, but he knows if the truth hit on a natural die roll of 19 or 20.
about the pact became known that the dragons Teleporters: Two magical gates connect the first
would leave and his reign would end, with or without floor to the third floor. A creature entering the tele-
Tiamats support. porters space immediately moves adjacent to the
The scepter hangs on Zetchrrs belt. During the other teleporters destination square.
combat, any character that makes a DC 24 Arcana Curtain: A thick curtain on the first floor pro-
check (a free action) recognizes the scepter for what vides Zetchrr with privacy. The curtain blocks line of
it is. A second check against a DC 29 (a standard sight, and moving through the curtain costs an extra
action) reveals it is powerless. A character can steal square of movement.
the scepter from Zetchrrs belt by making a DC 31 Furniture: Cushions, bed, and dresser on the first
Thievery check (with a 10 penalty for the attempt in floor, and Zetchrrs throne on the third all count as
combat). Once in hand, the scepter can be destroyed: difficult terrain.
AC 10, Fortitude 5, Reflex 10, Fortitude 5, hp 15. Treasure: The dragons horde consists of treasure
About the Author
If the characters destroy the scepter in Vraxanaults parcels 11, 12, and 16, while Zetchrr has a small Robert J. Schwalb is a freelance game designer with over one
line of sight, the dragon roars with rage and abandons coffer in his bedchamber. It holds treasure parcel 15. hundred design and development credits to his name. Robert
the emperor to whatever fate the PCs have in store lives in Tennessee with his wife Stacee and his legion of feisty
for him. varmints.
Perkins, this one is for you.

July 20 09 | D u n g e o n 16 8
93
Betrayal
at
Monadhan
By David Noonan
An adventure for 21st-level characters
illustrations by Chad King, Empty Room Studio, Jason
A. Engle, and Mclean Kendree,
cartography by Mike Schley Sean Macdonald
TM & 2009 Wizards of the Coast LLC All rights reserved.

Betrayal is the only truth that sticks.


 Arthur Miller

Betrayal at Monadhan is an adventure for five


21st-level characters. By the end of the adventure,
the PCs should be midway through 22nd level. This
adventure is the sequel to Tyranny of Souls in the
Scales of War adventure path, and it leads directly to
the next adventure: Grasp of the Mantled Citadel.
It also plays well as a standalone and can be adapted
for use in your ongoing campaign.
In Betrayal at Monadhan, the PCs travel to
Monadhan, a domain where those whove betrayed
their family, friends, god, or nation suffer supernatu-
ral imprisonment. While seeking a portal to an even
darker realm, the PCs must contend with a grief-
mad, undead dragon, its cambion and death giant
allies, and the best-known betrayer of all: Kas, whose
sword cut off the hand of his god.

September 20 09 | D u n g e o n 170
4
Betrayal at Monadhan

Background Adventure Synopsis Once in Monadhan, the PCs travel through the
jungle and reach the shantytown where most of
Tiamats black exarch, Mornujhar, has hidden away a The PCs begin the adventure under the Coalitions Monadhans denizensa sorry mix of betrayers from
ritualist of immense knowledge. The ritualist is in a protection in Sayre, where they meet an angel of all realms and timeslive their lives in squalor. The
dark realm, working on a ritual that will bring about secrets who calls herself Rachaela. Rachaela tells PCs speak to a seer named Sarissa, who reveals that
Bahamuts doom. The only way to reach the exarch them the tale of Mornujhar and impresses upon them the current key to Monadhan is the Sword of Kas, the
and the ritualist is to travel to Monadhan, the Domain the importance of finding out what the ritualist is up artifact that cut off the hand of the god Vecna. The
of Betrayal, and pass through a portal there. to and stopping it. Rachaela pays the PCs to travel to PCs inquiries put them into conflict with vampires
Monadhan, use the portal leading to the shadowed skulking around the shantytown. After several bat-
Not only does a dark lord demiplane of Vaerothim, and confront the ritualist tles, the PCs learn that the vampires are working for
Kas himself.
an undead dragon named once and for all.
The PCs trip to Monadhan is complicated by the Kas confronts the PCs and offers them a bargain:
Arantorguard the portal, but difficulty of willingly leaving Monadhan, a super- he will tell the PCs how to defeat the dark lord that
natural prison for traitors and betrayers. To use the guards the portal if the PCs recover the Sword of
the denizens of Monadhan portal, the PCs must find Monadhans key: whatever Kas and turn it over to him. The PCs realize that Kas

cannot leave voluntarily unless object in the realm is the most potent symbol of
betrayal. They must also defeat Arantor, the dark lord
doesnt know that the sword is also the ticket out of the
domain of Monadhan. Kas keeps his part of the bar-
they possess the key. of Monadhanan undead dragon which guards the gain and tells the PCs how Arantors grief and shame
portal itself. over his own horrible crimethe slaughter of a village
The key would allow passage either back to the and the murder of his daughter centuries agotakes
world or to Mornujhars demesne, and it is always the tangible form in the lower cavern of Arantors lair.
object of greatest betrayal in Monadhan. Making Arantors victims come to life will distract and
Right now, the key and object of great betrayal is the The Quests
weaken the dark lord enough that the PCs can win the
Sword of Kas, which is also part of Arantors hoard. Kas The climax of the PCs major quest, Defeating Irfe- day, recover the sword, and use the portal.
himself has come to Monadhan in search of it, gather- lujhar, occurs in the next adventure, Grasp of the After fighting their way through magical caverns
ing around him a crew of ritually enhanced vampires. Mantled Citadel. But a minor quest in this adventure that rearrange themselves, the heroes reach a final
Into this volatile mix step the PCs, who are trying is the first step to completing that one. showdown with Arantor. Theyll need to use their
to keep both Kas and Arantor at bay while they jour- tactical acumen, the power theyve acquired thus
ney through Monadhan and use the Sword of Kas to Minor QuestBetray the Betrayer far, and Kass advice to defeat the dark lord. Then
get to Mornujhar. In more than one way, the price The PCs double-cross Kas the Betrayer, accepting his they must decide whether to betray Kas and keep the
of success may be high. The PCs may be forced into aid but then using the Sword of Kas themselves rather sword for themselves so they can use the portal to
betrayals of their own to escape Monadhan, and such than letting it fall into Kass hands. reach the demiplane of Vaerothim.
betrayals might play into the hands of Vecna himself, Reward: 3,200 XP.
who pulls the puppet strings in very subtle ways.

September 20 09 | D u n g e o n 170
5
Betrayal at Monadhan

The PCs dont know it (yet), but their success


is mitigated by the fact that Rachaela is actually
Treasure
Niuria, an angel of secrets who serves Vecna. The God
of Secrets will be pleased beyond measure if the PCs As with previous installments of the Scales of War campaign, Betrayal at Monadhan makes use of the parcel
can betray Kas, giving him a taste of his own medi- system of treasure rewards as described in the Dungeon Masters Guide. The characters should accumulate thirteen
cine and keeping the sword out of his grasp. treasure parcels by the end of the adventure. You can supply these treasures in whatever way you wish, but the
following list presents the most likely encounters to bear treasure. During your preparation, assign parcels from
those that follow to the encounters in the spaces provided.
Setting Use the players wish lists to come up with magic items for the first six parcels. Consider saving at least one
or two of the highest-level magic items for the end of the adventure, Arantors dragon hoard. If any PC has fallen
Other than an introductory skill challenge, this
behind gear-wise, you can correct that disparity by putting an item or even two items from that wish list in parcels
adventure takes place entirely within the Shad-
A, B, and C.
owrealm of Monadhan, the Domain of Betrayal. Based on the guidelines in the Dungeon Masters Guide,
Arantor, the dark lord of Monadhan, inadvertently Parcel A: _______________, S1 (payment advance from the following parcels can go in the areas above. Consult
created the domain centuries ago when, during a Rachaela ). the wish lists your players gave you for the first eight
war, he slaughtered an entire town of civilians, then Parcel B: _______________, S1 (payment advance from parcels, making the items appear to be of githyanki
murdered his own daughter in an effort to keep Rachaela). manufacture where appropriate.
his crime a secret. Since Arantors first betrayal, Parcel C: _______________, S1 (payment advance from Parcel 1: Magic item, level 25.
Monadhans population has slowly grown as traitors, Rachaela). Parcel 2: Magic item, level 25.
turncoats, and double-crossers of all stripes have Parcel D: _______________, T1 (within the seers hut). Parcel 3: Magic item, level 24.
found themselves surrounded by an inexorable mist, Parcel E: _______________, T4 (in the unearthed coffin). Parcel 4: Magic item, level 23.
then deposited in Monadhan with little chance for Parcel F: _______________, T4 (in the unearthed coffin). Parcel 5: Magic item, level 23.
escape. Parcel G: Two masks of familiar betrayal worth 65,000 Parcel 6: Magic item, level 22.
Monadhan appears as a dismal, twisted ref lection gp each, C5 (hanging next to the rack). Parcel 7: 1,000 pp and four articulated dragon models
of the jungle valley where Arantors original crime Parcel H: _______________, C5 (carried by the huecuva). with sapphire scales (worth 15,000 gp each)
took place. Impenetrable mist surrounds the valley Parcel I: tapestries collectively worth 125,000 gp, C6 Parcel 8: 1,100 pp.
on all sides at a distance of a few miles from the (on the walls). Parcel 9: 700 pp and a pouch with 5,000 gp worth of
valleys edges (impenetrable unless you possess the Parcel J: _______________, C8 (carried by Bahlik Gur). residuum.
key of Monadhan, of course). Near the center of the Parcel K: _______________, C8 (carried by Bahlik Gur). Parcel 10: 500 pp and a potion of recovery.
valley is a small rise with a ruined keep atop it and a Parcel L: _______________, C9 (Arantors lair). Parcel 11: Three golden monkey statuettes (worth
shantytown at its base. Underneath that keep are the Parcel M: _______________, C9 (Arantors lair). 10,000 gp each), one 5,000 gp ruby, and three potions
magical caverns where the PCs will ultimately go Parcel N: _______________, C9 (Arantors lair). of vitality.
caverns that are home to Arantor, the Sword of Kas, Parcel O: _______________, C9 (Arantors lair). Parcel 12: Seven 5,000 gp jacinths.
and the portal to Vaerothim. Parcel 13: Three platinum rings with inset diamonds
(worth 7,500 gp each) and 2,500 gp.

September 20 09 | D u n g e o n 170
6
Betrayal at Monadhan

Preparing The most important thing you can do before each session is
for Adventure to spend a few minutes reviewing each encounter that the
This may be your D&D groups first foray into epic- players are likely to reach during that session.
tier play. For you, the shift from 20th to 21st level
should be a smooth one. Youll find that the monsters
are no more complex than the ones youre accus- What You Need to Play What is an
tomed to. Youll do a little more mental arithmetic This adventure contains everything you need to play, Adventure Path?
simply because the numbers are bigger, but other- including background information, setup, encounters An adventure path is a connected series of adventures
wise, the transition to epic tier doesnt change whats and maps. You might wish to review any appropriate that comprises an entire D&D campaign, from the
going on behind your DM screen very much. Dungeons & Dragons 4th Edition rules before play heroes humble beginnings at 1st level to their epic
While its a small step for you, its more of a leap begins. triumphs at the pinnacle of level 30. These adven-
for your players, who have new powers and a whole The most important thing you can do before each tures cover all three tiers of play: heroic, paragon, and
new epic destiny to deal with. At first, they may need session is to spend a few minutes reviewing each epic. Each tier is covered by roughly six adventures,
help from the arbiter at the table and an expert at encounter that the players are likely to reach during meaning that the entire adventure path consists of
D&D: you. (Yes, if youre running this adventure, you that session. That should re-familiarize you with eighteen adventures. Each adventure covers from
can call yourself a D&D expert. Congratulations!) monster abilities and tactics and a sense of what other one to three levels, but you can also have the PCs
Take a look at the PCs new powers and abilities so rules (typically those related to skills or terrain) will undertake side quests to supplement their XP. This
you can adjudicate them efficiently and quickly at the come into play. Dont try to commit the monsters to assures that the PCs are the correct level to tackle
table. Because you see everything thats going on, you memory in the minutes leading up to the sessions each adventure.
often have a good vantage point to spot those teach- start. Youre just planting the seed in your brain so Betrayal at Monadhan is the first adventure
able moments. that when you see the encounter later, you say to your- in the epic tier, so it starts revealing to the PCs the
You have an ulterior motive for checking out those self, I remember these guys. enormity of Tiamats evil. The heroes will spend
new abilities, of course: All that new complexity this adventure and its sequel, Grasp of the Mantled
the players get at epic tier is eventually going to get Citadel, beyond the Coalitions call. That 30th-level
focused on the monsters and machinations you set climax is looming closer and closer. A classic vil-
up for the rest of Scales of War, and perhaps beyond. lain from D&D history, Kas the Betrayer, makes an
Knowing what the heroes are capable of with their appearance here, and the PCs may very well finish
rituals, magic items, powers, and abilities prepares this adventure with a full-fledged artifact, the Sword
you to keep them challenged and to keep the action of Kas, within their (literal) grasp.
moving. (Challenging the characters is different from
thwarting them, of course.)

September 20 09 | D u n g e o n 170
7
Betrayal at Monadhan

Adapting the Adventure Mask of Familiar Betrayal


Betrayal at Monadhan is designed with five PCs in Exquisitly crafted from nearly paper-thin marble and
mind. You can adapt the adventure for larger groups bound in delicate golden frames, these masks are
by adding additional treasure parcels and monsters minor magic items that have almost no game effect.
using the guidelines presented in the Dungeon Mas- When worn, the wearer can choose an adjacent crea-
ters Guide. When adapting the scenario for larger ture. Until the wearer ends the effect or moves away
groups, bear in mind that the second half of the from the creature, he or she can choose to appear as
adventure takes place in cavernsexpansive caverns, an exact likeness of the target creatures great love or
but caverns nonetheless. Make sure any monsters you a close family member.
add will fit inside the caverns while giving PCs and Because the mask works only when adjacent to the
monsters alike enough room to move around. target and only for that target, the mask of familiar
You dont need to increase the number of mon- betrayal has limited use for espionage and other sub-
sters. You can instead increase the levels of those terfuge. The mask is commonly employed by torturers
creatures using the guidelines on page 174 of the to break the spirit of their victims by making it seem
Dungeon Masters Guide. Because the upper caverns as if someone they love is hurting them, by prostitutes
rearrange themselves anyway, you can certainly offering the simulation of a lost love, or by bored
make the caverns larger without worrying that theyll nobles with money to burn who seek entertainment
encroach on other chambers. in the deception of their fellows.
This adventure is designed for characters starting The masks have little value as magic items for
at 21st level, but a larger group of lower-level charac- an adventurer, but they are also always made of
ters should have no problem with these challenges. incredible and expensive materials. A typical mask
The party can tackle the challenges of Monadhan at (including the masks found in this adventure) is
their own pace. Your only concern should be that the worth 65,000 gp.
heroes are unlikely to want to fight Kas after encoun-
ter T4 (which follows on the heels of at least two and
maybe as many as four tough encounters), and that
the PCs arent running on fumes when they reach the
climax at encounter C9. If youre worried about the
level disparity, Monadhan has plenty of opportunities
for leveling up. The wilderness trek to the shantytown
can have more than two encounters (and who knows
what ancient mysteries are in that jungle, cast into the
Shadowfell by Arantors great betrayal?)

September 20 09 | D u n g e o n 170
8
Betrayal at Monadhan

Part 1: Monadhan
Onward from Sayre Monadhan, once a simple jungle valley whose
location in the world is lost to history, is now the
Part 1 of this adventure is a short skill chal-
name of the Domain of Betrayal within the Shad-
lenge to provide some exposition and set the PCs
owfell. The sigil sequence to travel there with
in motion. It also introduces an NPC that will
Planar Portal is esoteric (Arcana DC 30) to dis-
appear in later installments in the Scales of War
cover through research, but its not secret per se.
adventure path
Its that no one goes there via Planar Portal and
similar rituals because they cant bring you back
Onward from Sayre out again. More information on Monadhan can
Encounters be found in the Domains of Dread: Monadhan
Before the PCs do anything else, make sure
article from Dragon #378.
that theyre rested, theyve done any shopping,
The vast majority of Monadhans residents
and that theyre in a state of general readiness.
didnt use any ritual to get there. They betrayed
Theyll have opportunities to engage in com-
someoneperhaps a spouse, parent, superior
merce, research, and rituals at other points in the
officer, priest, or liege. Some got away with their
adventure, but theres no point in setting up the
betrayals, and some didnt. But afterward (some-
adventure, then having the players respond with,
times days or weeks afterward), the betrayer
OK, but lets go shopping first.
wound up ensnared in fog that seemed to arise
from nowhere. The fog grew thicker and thicker,
S1: On the Side of the
then a warm breeze blew it awayleaving the
Angels
betrayer on the edge of Monadhan with impen-
This encounter starts with a Coalition man-at-
etrable fog behind and a teeming jungle in front.
arms approaching the PCs and inviting them to
a conference chamber at their earliest conve-
The unearthly fog, impenetrable to the eye, suddenly
nience. If pressed, every other word out of the
parts, and you find yourself standing atop a fog-capped
man-at-armss mouth is that hes only the mes-
hill. Similar hills surround a jungle valley that stretches
senger, etc., but that theres a Rachaelasome sort
before you. To the north, a massive waterfall feeds a
of diplomat, I think, and an angelthat wants to
river winding a serpentine path across the valley floor.
speak to them.
In the middle of the valley is a low rise, more a
Skill Challenge: On the Side of the Angels
barren hump than an actual hill. You can just make
(page 18).
out the straight edges of defensive walls near the top.
Tendrils of smoke rise from what must be chimneys or
campfires nearby.

September 20 09 | D u n g e o n 170
9
Betrayal at Monadhan

Closer to you, what looks like a thin, tenuous footpath Monadhans Properties anyone ever escapes Monadhan, academic records on
winds its way along the low ridge, just inside the fog line. With no day or night to speak of, time takes on an the following phenomena are scant (Arcana DC 35
A wider path heads downhill, into the jungle and in the indeterminate quality in Monadhan, and no one to know either, and even then the documentation is
approximate direction of that hump near the center of the seems to age. That doesnt necessarily mean that the fragmentary).
valley. domain somehow suspends the aging process. Few The Sting of Betrayal: Because the domain of
Monadhan residents would grow to a ripe old age in Monadhan is suffused with betrayal, the domain itself
The characters first thought may be to just turn a community where everyone has already betrayed rewards those willing to hurt their friends. If a crea-
around and walk back through the fog to wherever someone and is suffering supernatural punishment ture makes an attack that damages an allya friendly
they came from. Unless they have the Sword of Kas, for it. Occasionally a Monadhan resident will die sud- fire incident, in other wordstwo things immediately
this wont work. Instead, they stumble through the fog denly during exertion or even sleepit was as if his happen.
for several minutes, then emerge at another random own heart betrayed him, the old ladies cluck as they First, the ally takes ongoing 10 damage (save ends)
spot on the rim of the Monadhan foothills, almost rifle through the corpses pockets. in addition to whatever damage the attack itself dealt.
indistinguishable from where they first arrived. Monadhans other properties are better under- Second, the creature who made the attack gets
stood by residents of the domain. Because hardly its choice of either regeneration 5 or a +1 bonus on
attacks. Either effect lasts until the ally makes its
saving throw.
A creature can benefit from the sting of betrayal
only once per round, so an area attack that damages
multiple allies earns the attacker only one regenera-
tion 5 or one +1 bonus on attacks.
For the sting of betrayal to function, the creature
making the attack and the ally must begin the battle
as allies by any reasonable definition, not merely neu-
tral parties who find common cause against a foe or
other allies of convenience.
The Blurted Confession: Monadhans longer-
term residents are traitors who have spent years
scrabbling for their very existence in an environment
full of other desperate traitors. Accordingly, many
have internalized their betrayals and buried them
deep within their psyches. At the moment of death or
great trauma, many blurt out a final confessionoften
admitting the betrayal that consigned them to their
fate in Monadhan.

September 20 09 | D u n g e o n 170
10
Betrayal at Monadhan

When a monster dies during this adventure, have If you have some committed actors at your table, W2: The Death Giants Pet
it deliver a sentence or two of confession referencing encourage them to blurt out a confession of some sort The PCs find a more direct path to the Monadhan
some act of betrayal. Such a confession might be: if theyre knocked unconscious, stunned, or take a lot shantytown, only to meet a death giant and his pet
Military: I left Olaf to die; We burned our of damage from a single attack. The blurted confes- chuul patrolling it.
tunics, then joined the refugees; We told the sion can be a good way for a player to get across a Its possible that the PCs will try to capture the
prisoners wed guard them, but then we got so characters shady past, old regrets, or other aspects of death giant rather than killing him outright. If they
hungry a personal backstory that otherwise wouldnt have the succeed, you have two choices: run an impromptu
Political: I poisoned the Count so I could marry opportunity to surface. skill challenge to cover the interrogation, or have
the Countess; I swore that Morrin was pilfering the death giant betray the PCs and tell them all he
from the treasury alone, but really it was both of The Jungle knows only to switch back to Arantors side when its
us It takes two days of walking through winding jungle most inconvenient for the PCs or dramatic for the
Religious: I swore Id bury him near the chapel, paths to reach Monadhans shantytown and the story.
but they wanted too much recompense; When second part of the adventure. If the PCs want to use From a captured death giant, the PCs can learn
they asked if Id convert, of course I said yes overland flight or other means to short-circuit the that Arantor lives in the lowermost of magic caves
Familial: Jorrek isnt really the father; Uncle journey, let them. Theyre missing out on two basic beneath the ruined keep, and he never leaves his lair.
was going to split the farmland, but then Laria combat encounters and the chance to take their epic Hes served by many death giants along with some
leaned too far over the well powers on a test run, but there arent any major plot cambions and a few rakshasas. The death giant is in
Romantic: Of course I told her I loved her; No implications for doing so. the dark about Arantors history, his weaknesses, or
one knew about the maiden in the tower his ultimate aims. Even among the death giants, this
Innocuous: It was I who took the masters W1: The Eight of Us particular fellow is ill-informed because hes always
monocle; I sometimes caught seven fish, rather Say Welcome out in the jungle with his pet chuul, not in the caves
than the six we were allowed A hydra arises from the shallow pool where its been or the shantytown with the other death giants.
Cryptic: I told her to go first; There were sleeping to menace the PCs. Tactical Encounter: The Death Giants Pet
three torches after all; The fingernails are Tactical Encounter: The Eight of Us Say Wel- (page 21).
underneath the rug come (page 20).

September 20 09 | D u n g e o n 170
11
Betrayal at Monadhan

Part 2: Shantytown fine; its just a matter of knowing the preference of the come through the shantytown (use the giants in
players at your table. encounter C7 if you like), no one is capable of
The PCs reach the shantytown at the center of The simplest way to proceed is for PCs to make DC even scratching the characters armor, much less
Monadhan without too much trouble. Once there, 22 Streetwise checks. The first success reveals the offering an actual challenge in battle.
they must interact with the Shantytown residents in Sarissa clue below, and the second success reveals the No one gets to Monadhan without first
an effort to learn where the portal onward is. Rolain clue below. committing a betrayal so cruel that it garnered
This part of the adventure is intentionally free- If you want to expand the investigation, here are supernatural imprisonment as a response. Most
form. Some D&D groups will relish the opportunity some factors to consider: of the shantytowns residents are damaged
to investigate a community where everyone has a The PCs are epic tier, and the vast majority of goods: insane, depressed, paranoid, or habitually
darkly fascinating, betrayal-laden past. Others will the shantytown residents arent. Other than blaming everyone but themselves for their fate.
want to make a quick Streetwise check or two and Kass crew (described in encounters T1-T3) Some are wracked with guilt while others deny
keep all that conversation abstract. Either approach is and the death giant patrols that occasionally that they did anything to deserve their fate.
Either way, few are pleasant to be around.

Whether you play out a detailed investigation or not,


all this effort should get the PCs two valuable pieces
of information:
Sarissa the seer knows about the portal. She lives
in a hut on the edge of the shantytown.
A mysterious figure named Rolain can
supposedly go into Arantors lair and emerge
alive. (Its actually Kas, not Rolain, that can do
this, but the denizens of the shantytown dont
know that.) Rolain can be found at midnight at
the shantytowns graveyard.

With these two clues in hand, its likely that the PCs
will visit Sarissa first, because they can do so at any
time (Rolain appears at only midnight). While the
PCs are learning all of this, Kass crew of vampires is
learning about them, which leads into the encounters
that follow.

September 20 09 | D u n g e o n 170
12
Betrayal at Monadhan

T1: Seers Hut well.) There they meet more of Kass crew, including Once the PCs agree to Kass offer, or at least
Gwenth, a powerful vampire. engage in sincere negotiation, Kas tells an abbreviated
Compared to most of the shantytowns residents,
Tactical Encounter: T2: Shantytown (page 25). version of Arantors story:
Sarissa is relatively pleasant. She says that shell
answer questions for a hundred gold coins each, an
amount that should be a pittance for the heroes at this
T3: Graveyard Arantor was a silver dragon who fought bravely in the war
The PCs seek out the mysterious Rolain, only to learn between the dragonborn and the tieflings, many centuries
point but is a fortune for her.
(probably as theyre fighting him) that he too works ago. He attacked the town of Monadhan, not realizing it
Sarissa explains that Arantor, the dark lord who
for Kas. was full of civilians. Mad with grief and shame, he tried to
rules Monadhan, hasnt been seen in years. She
Tactical Encounter: Graveyard (page 27). cover up his crime, but his own daughter confronted him.
doesnt know how to reach his lair. She knows that
Arantor murdered his daughter to protect his guilt, and
Arantor guards a dark portal that leads onward from
Monadhan, but she doesnt know where it goes. She
T4: Desecrated Graveyard thus the Domain of Betrayal was born.
When the PCs defeat Rolain, the graveyard itself Now Arantor spends all his time in the lowest depths
volunteers that whether the PCs want to depart
comes alive and attacks. Sometimes the PCs never get of the caves beneath the shantytown. His betrayal was so
Monadhan through the mists or through the portal,
an even break. heinous that parts of his past come to life periodically in the
theyll need the key of Monadhan: whatever object
Tactical Encounter: Desecrated Graveyard (page lairjust to torment Arantor, I think. If you find a way to
within the domain is most representative of betrayal.
29). insinuate yourself into those illusions of the past, Arantors
Those who depart take the key with them, so the
grief and shame will weaken him. Use the word Imrissa
exact nature of the key changes. After staring into her
fire for a moment, Sarissa says that the current key to
Talking to Kas that was the name of Arantors daughter.
Kas himself arrives at the graveyard after encounter But beware! Death giants and undead guardians stand
Monadhan is the Sword of Kas.
T4. He doesnt want to fight; hes looking to make a watch in the upper chambers. Simply becoming lost down
If the PCs have never heard of Kas, Sarissa can
deal. there is a constant danger. The walls themselves can betray
provide some basic exposition: Kas was once a trusted
Kass offer is simple: He will reveal the dragon you
lieutenant of Vecnas, but Kas betrayed Vecna and cut
lords weakness if the adventurers retrieve his sword
off Vecnas hand, then escaped. Both Vecnas dismem-
and return it to him. Kas mightmightbe able to What Kas doesnt know (but the PCs should) is that
bered hand and the Sword of Kas are now artifacts,
beat Arantor, but he cant fight while dealing with the sword itself is the key, making it the only way
and Vecna is still chasing after Kas, eager for revenge.
the magic of the lower cavern (the skill challenge, in anyone can get out of Monadhan. At this point, the
As soon as Sarissa tells the PCs about the key to
other words). The PCs, on the other hand, can do both seed of betrayal has been planted. For the PCs to com-
Monadhan, the vampires attack.
simultaneously. plete their mission, they must break their deal and
Tactical Encounter: Seers Hut (page 23).
The characters are probably in no condition to betray Kas the Betrayer.
T2: Shantytown fight Kas immediately after their encounters with
Rolain and the denizens of the graveyard. If they do,
A figure that flees from the seers hut at the end of
hell happily trade blows with them; his stat block is
that fight draws the characters back into the heart
on page 55. But Kas is not interested in killing them,
of the shantytown. (The callophage vampire is the
at least not yet, and hes still amenable to a deal when
best choice, but a spy minion of Kas will do just as
the PCs realize that a level 26 solo soldier is a tough
nut to crack.

September 20 09 | D u n g e o n 170
13
Betrayal at Monadhan

Part 3: Caverns
Now the PCs have reached the meat of the adventure: a series of
linked caves with the dark lord Arantor at the bottom. Theyll fight
through the death giants, cambions, and other followers of Aran-
tor as they descend further and further. The shifting nature of the
caves makes retreat more difficult, and unlike the vampires in the
shantytown, these monsters have had years to hone their tactics
against intruders.
Eventually, the PCs reach the lowest cavern, where Aran-
tor himself makes his lair. If they can slay the undead dragona
task involving a simultaneous skill challenge and a to-the-death
combatthey can win the sword of Kas for themselves and earn
their ticket out of Monadhan and onward to Vaerothim.

The Shifting Caves


The six chambers that comprise the upper part of the chamber are
near the heart of Arantors domain, and thus they express betrayal
in an unusual way: The winding passages that connect the six
chambers change every few hours. In other words, the map itself
will betray the characters after a few encounters.
At first, the six chambers are arranged in layout A, with wind-
ing, 20-foot-wide tunnels connecting them. The tunnels curve and
descend enough that PCs can never see more than 20 squares in
front or behind them. Each tunnel is about a quarter mile long.
Each X in the layout is a dead enda 10-square by 10-square
chamber devoid of monsters or treasure.
Whenever the PCs take an extended rest or reach a dead end,
the layout of the caves shifts to one of the three alternatives. Either
roll randomly or choose the layout that delivers the best drama.
The PCs dont notice the shift when it happens, but a DC 25 Dun-
geoneering check should tell them that any tunnel theyve recently
walked down is subtly different now. PCs can identify the direc-
tion of the Chamber of Rivers (C1) from any adjacent chamber
with a DC 30 Perception check to hear the running water.

September 20 09 | D u n g e o n 170
14
Betrayal at Monadhan

finding the tunnel that leads to the lower cavern, and


after theyve visited a few rooms, they know which
layout theyre dealing with.

Resting in the Caves


Its likely that PCs will need to take an extended rest
during their exploration of the upper caves, and the
shifting caves may make them reluctant to ascend all
the way to the surface. They can camp in the dead
ends or in a chamber theyve already cleared. If they
do, a death giant patrol (first C7, then C8) arrives 1d4
hours after they start resting.

C1: Cavern of Rivers


This chamberalways the one closest to the surface
is where the PCs think theyre fighting a dark naga
and some cambions. Then they are surprised by a fell
troll that surfaces from underneath the waterfall.
Tactical Encounter: Cavern of Rivers (page 31).

C2: Cavern of Cliffs


Flight is at a premium when PCs contend with flying
The shifting caves also contribute to the likeli- devils in a room with many plateausand lots of sheer
The shifting caves arent intended to be a head-
hood that the PCs will occasionally backtrack. When cliffs to push ones foes from. The devils were caught
scratching puzzle. There are only four possible
they do, spring encounter C7, then C8 on them. You in a double-cross between archdevils and found
configurations after all, and nobody at the table is
can delay those encounters according to your sense themselves in Monadhan for their betrayal. They
having fun if the PCs wander through empty cave
of pacing, but make sure that the PCs have had both believe that their sentence will be over soon and that
after empty cave. You want to use the shifting con-
death giant encounters by the time they reach the theyll somehow be restored back to the Nine Hells.
figuration of the caves for two reasons. First, you want
lower cavern. In the meantime, theyve sold their services to Aran-
it to shake the PCs up a bit and remind them that
The denizens of the caves have to deal with their tor in a feudal arrangementprotection in exchange
in Monadhan, they cant take anything for granted.
shifting nature as well (everyone but Arantor does), for service.
Second, its an opportunity to make sure that PCs
but theyre used to it by nowOf course the walls Tactical Encounter: Cavern of Cliffs (page 34).
experience most if not all of the upper caverns while
still giving them the freedom of choice that they so betray us doesnt everything? they say. As a practi-
cal matter, few of them leave their chambers. The C3: Cavern of Sulfur
cherish. At the point where the shifting caves become
death giants trying to visit Arantor just accept that This encounter features undead that Arantor ritu-
an impediment to gameplay, dispense with the shift-
theyll have to wander around for a while before ally created shortly after awaking in Monadhan.
ing and get the PCs down to the lower cavern.

September 20 09 | D u n g e o n 170
15
Betrayal at Monadhan

The undead are oblivious to the chambers greatest castellan of the exchequer who appropriated his lords the heroes have roused the ire of the death giant boss,
danger: toxic fumes that erupt from geysers in the funds to his lords rivals. Macaebus is a last chance Bahlik Gur, and his retinue. Like the previous death
floor and poison the living. exposition NPC. If the PCs have somehow missed giant encounter, this one isnt tied to any specific
Tactical Encounter: Cavern of Sulfur (page 37). key information (like the basics of Arantors history locationuse it whenever the PCs think theyre going
or the fact that you need an object of great betrayal someplace safe, such as an already-cleared chamber
C4: Cavern of Air to leave Monadhan), Macaebus can provide it. Hes or a dead end.
The rest of Arantors undead minions call this a noncombatant, but that doesnt mean he doesnt Tactical Encounter: Death Giant Boss (page 50).
chamber, full of floating rock platforms, their home. possess useful information. And if your table favors a
Like encounter C2, it rewards PCs who can fly and number of social encounters, you can make the infor- C9: Lower Cavern
punishes those who arent quick enough to get from mation exchange with Macaebus into a full-blown This encounter, the climax of Betrayal at Monad-
platform to platform before they break apart. skill challenge. han, pits the PCs against Arantor himself. Arantor is
Tactical Encounter: Cavern of Air (page 39). Tactical Encounter: Cavern of Truth (page 42). a level 25 solo, but if the PCs can somehow simultane-
ously fight Arantor and perform a skill challenge to
C5: Cavern of Truth C6: Cavern of Statues get the ghosts of Arantors past to haunt him anew,
Rakshasa mercenaries with a history of double-cross- This chamber is the only one of the upper chambers the fight becomes easier. You can deliver a satisfying
ing their employers live in this chamber and torture that Arantor regularly visitsand he comes here only conclusion to the adventure if you apply enough pres-
the informants that the death giants occasionally once every few months. More cambions stand guard sure that the players feel like theyre being stretched
drag down from the shantytown. Arantor pays them here, and the PCs may find some clues of use in the thinnot quite enough characters for the fight and
well, and theyre a little reluctant to double-cross next adventure: Grasp of the Mantled Citadel. not quite enough for the skill challenge.
himyet. Tactical Encounter: Cavern of Statues (page 45). When this encounter is over, the PCs will negoti-
If you need to introduce a new PC to the adventure ate with Kas as described in the Aftermath section
(either because you have a new player or because a C7: Death Giant Reinforcements (page 17), or possibly fight him, if they provoke
PC died and wasnt raised), the jail cells in this cham- This encounter isnt tied to a specific locationits a him enough, before heading through the portal to
ber are a good place to do so. The existing heroes can patrol of the death giants that Arantor trusts to handle Vaerothim.
rescue the new PC, and the new PC should quickly the day-to-day rulership of the shantytown and the Tactical Encounter: Lower Cavern (page 52).
realize that the other PCs are the best way out of jungles of Monadhan. The encounter doesnt depend
Monadhan. Have the new character figure out what on the specific terrain in the chamberthough the Aftermath
betrayal resulted in a one-way trip to Monadhan. If giants know the caverns well enough to use whatever Once Arantor falls and the PCs obtain the Sword of
the player is reluctant to play someone known for advantage they can getso you can spring this on the Kas, its time for them to head through the portal and
betrayal, you can posit some arcane experiment gone PCs whenever you like. on to the next adventure: Grasp of the Mantled Cita-
awry to explain the new PCs presenceor suggest Tactical Encounter: Death Giant Reinforcements del. First, though, theyll betray Kas the Betrayer
an NPC that, when viewed through the players eyes, (page 48). himself.
deserved betrayal.
This cavern also has an NPC, Macaebus, whom C8: Death Giant Boss Confrontation with Kas
the PCs can rescue. Macaebus is just a frightened Once the PCs rest or backtrack again after dealing As mentioned in encounter C9, Kas appears at the
resident of the shantytown now, and he was once a with encounter C7, you can use this encounter. Now entrance to the lower cavern shortly after one of the

September 20 09 | D u n g e o n 170
16
Betrayal at Monadhan

PCs takes the Sword of Kas from Arantors hoard. Make sure that the PCs have ample time to gather of the PCs to Vaerothim to find out whats going on.
Time Kass appearance so that the PCs are closer to Arantors treasure and any fallen comrades. If they The game is still afoot, but the PCs have a new wrin-
the portal than Kas is. Its not entirely fair to put a move toward the portal, thats goodKas certainly kle in that they need a cure for vampirism and a way
level 26 solo between the PCs and safetyespecially makes no move to stop them. Hes focused totally on to break free of Kas in addition to everything else on
after they just fought a level 25 solo. obtaining the sword and doesnt realize that hes prac- their plates.
Kas isnt exactly a creature of subtlety. He wants tically goading the characters to abscond with it. Only The PCs Give Kas the Sword: Its possible that
his sword, he wants it now, and no wet-behind-the- when the first PC disappears through the portal will particularly hidebound PCs will honor a bargain with
ears mortal interlopers are going to keep it from him. Kas realize whats happened. a guy whose sobriquet is the betrayer. Right before
they do so, have Kas lay it on thick: Ah, think of the
We have our bargain, mortals! Kas says. Surrender my No! You cannot leave with my sword! The betrayer cannot wondrous terrors my sword and I will bring into being! If
sword to me now, and I may may let you ascend to the be betrayed! Come back, you fools! they really, truly give Kas the sword, then he either
surface. fights the PCs (if you think the PCs have any fight
If Things Go Off Track left in them) or insults them as he heads through the
In the likely event the PCs dont immediately hand The most likely course of events is that the PCs banter portal.
over the sword, Kas gets angrier. His desire to be a bit with Kas, then head through the portal and on Now Monadhan essentially resets itself. The PCs
reunited with his sword is clouding his judgment, so to the next adventure. But players are delightfully see faint stirrings near Arantors corpse. He returns to
hes being neither diplomatic nor particularly clever unpredictableand thats a good thing. unlife in 24 hours. And theres a new object of great
in his handling of the situation. The PCs Fight Kas: If this looks inevitable, roll betrayal somewhere in Monadhan. The PCs can visit
initiative and get on with it. The PCs have had a short the seer (if alive) or use ritual means to discover what
Fools! You are mere worms; I could take that sword from rest, but a battle with Kas comes on the heels of the it is. Then they must attain it (probably after a short
you, then bathe it in your blood. You cannot betray me! battle with Arantor. Maneuver Kas so that the PCs adventure you create) and then face Arantor once
Thats .. unthinkable folly! can change their minds and flee through the portal more.
if theyre overmatched, but otherwise dont pull
Then Kas jumps down from the ledge and starts punches with Kas. Hes a soldier, so hes durable but
walking toward the PCs, but he does so slowly. All the less likely to deal high spikes of damage.
while, he talks about the dark things he and his sword If the PCs win, they can go through the portal at
will accomplish if reunited. Improvise here, but watch their leisure. If theyre losing, theyll probably retreat
that Kas doesnt slip into Gollumesque my precious through the portal. If theyre being particularly clue-
parody. less (it happens to every table once in a while), you
can have a shadowy figure on the other side of the
Give me my sword, for I have dark designs that extend portal beckon toward them. If things go off the rails
beyond this dreary prison. All that youve seen so far is and the PCs get wiped out by Kas, they deserve what
prologue. Give it to me, and Ill let you live long enough they get which is a new unlife as Kass vampires.
to see my triumph! But even then, the adventure path isnt over. Kas isnt
part of the Bahamut/Tiamat struggle, but he becomes
intensely curious about it and sends vampire versions

September 20 09 | D u n g e o n 170
17
Betrayal at Monadhan

S1: On the Side On the Side of Angels


Skill Challenge
Level 21
XP 3,200
Secondary Skills: Intimidate, Religion.
Intimidate (DC 27, standard action)

of the Angels Complexity: 1 (requires 4 successes before 3 failures).


Primary Skills: Diplomacy, Insight, Religion.
Having a tough demeanor, if skillfully done, can impress
Rachaela. This doesnt earn any successes directly but
Diplomacy (DC 22, standard action) provides a +2 bonus on the next check made by a primary
Encounter Level 21 (16,000 XP) skill.
The character impresses Rachaela with his forthright
demeanor and ability. This earns the heroes one success. Religion (DC 25/30/25, standard action)
Setup Its also a chance for Rachaela to provide additional detail A PC can make a monster knowledge check during the
in her reply. skill challenge. This doesnt earn any successes, but it does
Angel of secrets (A) give the PCs some idea of what theyre dealing with. A
Once you get to Monadhan, you wont be able to simply use a
teleportation ritual to get back here. You must find a portal 25 or higher on the Religion check reveals that Rachaela
This is a negotiation, pure and simple. The PCs will probably guarded by Arantor, the dark lord of the domainand is an angel of secrets, an immortal humanoid with the
use it to move onward toward the black exarch. angel subtype (obviously). A 30 or higher also reveals the
strike a deal with Rachaela and learn more about
Insight (DC 27, standard action) basics of its memory blade, mind lash, roaring revelation, and
what to expect in Monadhan. foresight powers. A 35 or higher reveals it has resist 10
A successful Insight check not only earns the characters a
success, but it suggests that Rachaela is holding something radiant and is immune to disease and fear.
When the PCs enter the chamber, read: back. If pressed, shell say shes hiding who her superiors Success: Rachaela agrees to give the PCs treasure parcels A,
are. B, and C before they leave for Monadhan, and the extra
There is some risk you ll be captured, and I am sending you to rewards mentioned in Grasp of the Mantled Citadel when
You enter the room to find an angel with a stern the Domain of Betrayal, after all. I trust you, but I worry about they return victorious. She will perform the Planar Portal
countenance floating at the far end of a long table. She the supernatural power of betrayal in such a place. Best to be ritual to send the PCs to Monadhan or provide the sigil
circumspect. sequence so the PCs can do so themselves.
wears a white tabard with a red gauntlet design along the
Religion (DC 14, standard action) Failure: Rachaela gives the PCs their choice of treasure parcels
edge. The angel bows and motions for you to sit. Wine A, B, or C (but not all three) and just the normal award at
You can garner only one success with this skill. In addition
goblets appear out of nowhere at each seat. to earning a success, the PC learns that the red gauntlet the end of the next adventure. Shell perform the Planar
I am Rachaela, and I bear news of your wider efforts, motif on Rachaelas tabard resembles iconography used by Portal ritual for the PCs.

she says. Despite your recent successes and the Coalitions priests of Kord several centuries ago. If asked about Kord
directly, Rachaela smiles and says, Suffice it to say that I
victories, Tiamats plotting continues unabated. Even admire Kords strength.
as we speak, one of her exarchs is guarding a ritualist
of unparalleled potency. We do not know exactly what
ritual they are working on, but if Tiamat is placing such
importance on the ritual, we cannot afford to let it come to
fruition. We want you to stop the exarch, Mornujhar, and
capture or kill the ritualist.
But it wont be easy. Youll need to pass through part
of the Shadowfell known as Monadhan, the Domain of
Betrayal, just to reach a portal that connects to Mornujhars
fortress. Will you aid us one more time?

September 20 09 | D u n g e o n 170
18
Betrayal at Monadhan

This angel has a genuine mission for the PCs, and she Angel of Secrets (A) Level 22 Elite Controller
Large immortal humanoid (angel) XP 8,300
truly wants them to succeed. But she also has a few
Initiative +20 Senses Perception +23; darkvision
secrets of her own: her real name is Niuria, and she Angelic Presence Attacks against the angel of secrets take a
serves Vecna. She wont reveal this under any circum- -2 penalty until the angel is bloodied; once bloodied, the
stances and carefully chose her clothing to suggest penalty increases to -4.
HP 408; Bloodied 204
that she serves Kord.
AC 36; Fortitude 34, Reflex 34, Will 36
Begin the skill challenge once Rachaela has laid Immune disease, fear; Resist 10 radiant
out the mission in broad termssomething along the Saving Throws +2
Speed 6, fly 8 (hover)
lines of the readaloud text above.
Action Points 1
This is more than an ordinary skill challenge, m Memory Blade (Standard, at-will) Psychic
because the negotiations with Rachaela serve two Reach 2; +27 vs. AC; 3d6 + 8 psychic damage, and the
purposes. First, they are indeed a challenge for the target cant use encounter powers or daily powers until the
end of the angels next turn.
PCs. Second, its a chance for you to provide key expo- R Mind Lash (Standard, at-will) Psychic
sition that sets up the rest of the adventure, whether Ranged 10; +25 vs. Will; 2d10 + 8 psychic damage, and the
or not the characters overcome this challenge. target is dazed until the end of the angels next turn.
C Roaring Revelation (Standard, encounter and when reduced
to 0 hit points) Psychic, Thunder
Close burst 5; targets enemies; +23 vs. Fortitude; 2d10 +
8 psychic and thunder damage, and the target is stunned
until the end of the angels next turn.
Foresight (Immediate Interrupt, when attacked, recharge 5 6)
Teleportation
The angel of secrets teleports 4 squares and makes a
memory blade attack.
Alignment Unaligned Languages All
Skills Arcana +22, History +22, Stealth +20
Str 22 (+17) Dex 18 (+15) Wis 23 (+17)
Con 20 (+16) Int 23 (+17) Cha 27 (+19)
Equipment memory sword, cloak of angels, chainmail.

September 20 09 | D u n g e o n 170
19
Betrayal at Monadhan

W1: The Eight of Us the rampage attack. When not rampaging, have the that make up much of Monadhans jungle. Climbing a
hydra concentrate its attacks on the defender, because tree requires a DC 15 Athletics check. Ascending 20
Say Welcome doing so gets you a certain +2 attack and +5 damage, feet grants concealment from obscuring leaves. The
plus the possibility of another 10 damage if you hit top of the jungle canopy is 50 feet above ground.
Encounter Level 20 (14,000 XP) with two bite attacks.
Heroslayer Hydra (H) Level 20 Solo Brute
Setup Dont be shy about moving, even if it provokes
Huge natural beast (reptile) XP 14,000
opportunity attacks. The hydra has almost 800 hit Initiative +14 Senses Perception +19; all-around vision
1 heroslayer hydra (H)
points, after all, and damage just makes it grow more HP 776; Bloodied 388
heads. You want as many PCs as possible nearby, both AC 32; Fortitude 34, Reflex 30, Will 30
The PCs first task is to get to the Shantytown, Monad- Saving Throws +5
hans sole settlement. To do so, they have a lot of jungle for the rampage and more importantly for threatening Speed 6
to cross, and along the way, theyll encounter a hydra. reach. Because the hydra is huge, it can move through Action Points 2
PC squares as long as it doesnt end its turn on top of a m Bite (Standard, at-will)
Reach 3; +23 vs. AC; 1d10 + 8 damage.
When the adventurers get within about 10 PC. (PCs can also move through the hydras squares,
M Hydra Fury (Standard, at-will)
squares of the pool, read: provoking opportunity attacks as usual.) The heroslayer hydra makes five bite attacks, plus
an additional attack for each head it has grown (see
Youve been working your way away from the mists and into Features of the Area: regenerating heads). A target hit by more than one bite
the forest, and now youve reached a clearing with a pool of attack in a round takes 10 extra damage.
Illumination: Monadhan never gets brighter than M Rampage (Standard, recharges when a critical hit is scored
murky water in the center of it. Before you even have a chance an overcast day, but its skies never go completely dark, against the heroslayer hydra)
to approach, a five-headed reptile erupts from underwater. It either. The hydra makes one bite attack against each enemy
bellows as, one by one, each head turns to regard you. within reach. On a hit, the target takes ongoing 10 damage
Water: Near the center of the encounter area,
(save ends).
Then it lurches forward, five jaws opening wide. mark a 4 x 4 square as deep water, then surround that Heroslayer
with roughly three squares of shallow water, making While a heroslayer hydra is marked, it gains a +2 bonus
Tactics an asymmetrical pond. The hydra starts submerged to attack rolls and a +5 bonus to damage rolls against the
This is a straightforward battle, a sort of shakedown creature that marked it.
in the deep water. Many-Headed
cruise for players still getting used to their epic-level The squares marked as shallow water are difficult Each time a heroslayer hydra would become dazed or
abilities. The hydra doesnt have any connection to terrain. The deep water is about 10 feet deep. Thats stunned, it instead loses one attack while using hydra fury
the ongoing plot; sometimes a monster is just a mon- during its next turn. The hydra can be dazed or stunned
difficult terrain for the hydra, and large or smaller
multiple times.
ster. Your goal in this battle isnt to play the monster creatures trying to fight in deep water suffer the pen- Regenerating Heads
optimally. Youll have plenty of time for that later. alties and restrictions of aquatic combat (described on When a heroslayer hydra first reaches 582, 388, and 194
Instead, try to give the players a warm-up fight that page 45 of the Dungeon Masters Guide). hit points, a head is destroyed. At the start of the hydras
lets them flex their epic muscles before the more dif- next turn after a head is destroyed, two heads grow in the
Vegetation: The exact location of bushes and trees lost heads place, and the hydra gains an additional bite
ficult encounters ahead. doesnt matter. Just scatter contiguous squares of vege- attack with hydra fury.
From the players perspective, the hydra is a very tation as you see fit. The vegetation is obscuring terrain Threatening Reach
well-behaved beast. Because it wants to take advan- A heroslayer hydra can make opportunity attacks against
that provides concealment and is difficult terrain.
all enemies within its reach (3 squares).
tage of its heroslayer bonus, it almost always accedes to Tree Trunks: In the middle of some vegetation Alignment Chaotic evil Languages
the marked condition and attacks the party defender. squares, leave a square (or even a 2 x 2 space) as Str 23 (+16) Dex 19 (+14) Wis 18 (+14)
Watch for critical hits from the PCsthey recharge blocking terrainthe trunk of the banyanlike trees Con 26 (+18) Int 2 (+6) Cha 9 (+9)

September 20 09 | D u n g e o n 170
20
Betrayal at Monadhan

W2: The Death Chuul Juggernaut (C) Level 23 Elite Soldier


Huge aberrant magical beast (aquatic) XP 10,200
Death Giant Soulcatcher (D)
Large shadow humanoid (giant)
Level 22 Controller
XP 4,150

Giants Pet Initiative +17 Senses Perception +17; darkvision


Psychic Moan (Psychic) aura 1; a chuul juggernaut exudes a
Initiative +16 Senses Perception +19; darkvision
Soulsnatcher aura 10; a creature that dies within the aura
constant hum of psychic energy. Enemies in the aura take a bestows one soul shard to the soulcatcher (see soul shroud).
Encounter Level 21 (14,350 XP) -2 penalty to Will defense and gain vulnerable 5 psychic. HP 209; Bloodied 104
HP 434; Bloodied 217 AC 36; Fortitude 35, Reflex 32, Will 35
Setup AC 39; Fortitude 37, Reflex 31, Will 33 Resist 15 necrotic
Saving Throws +2 Speed 8
1 chuul juggernaut (C) Speed 7, swim 7 m Soul Dagger (standard; at-will) Weapon
1 death giant soulcatcher (D) Action Points 1 Reach 2; + 27 vs. AC; 2d6 + 8 damage and the target is
m Claw (Standard, at-will) immobilized until the end of the soulcatchers next turn.
Reach 3; +30 vs. AC; 2d8 + 8 damage, or 5d8 + 8 damage R Soul Shrive (standard; at-will) Necrotic
Most of the death giants in Arantors employ use
against an immobilized creature. Ranged 10; + 26 vs. Fortitude; the target is stunned and
steel predators as guardians and pets. This giant is M Double Attack (Standard, at-will) Poison loses 1 healing surge at the start of its turn (save ends
experimenting with an alternative. After much trial The chuul juggernaut makes two claw attacks. If both claw both). A target without healing surges takes damage equal
attacks hit a single target, the chuul juggernaut makes a to one quarter its total hit points.Each time the target
and error, hes trained one of the chuuls that inhabit
secondary attack against the same target with its tentacles. loses a healing surge or takes damage from soul shrive, the
Monadhans jungles. The chuul fears the caves, how- Secondary Attack soulcatcher gains a soul shard.
ever, so the death giant is stuck patrolling far from +28 vs. Fortitude; the target is immobilized (save ends). A Soulfury Detonation (standard; must expend 3 soul shards;
base with its pet. R Psychic Lure (Standard, at-will) Psychic at-will) Necrotic
Ranged 10; +29 vs. Will; 2d10 + 3 psychic damage, and the Burst 2 within 10; +26 vs. Fortitude; 2d12 + 6 necrotic
target is pulled 5 squares. damage, and the target is dazed (save ends).
As the characters work their way through the Tentacle Net Poison Consume Soul Shard (minor; at-will) Healing
jungle, read: A creature hit by a chuul juggernauts opportunity attack is The soulcatcher expends one soul shard and regains 20 hit
immobilized until the end of the juggernauts next turn. points.
Alignment Unaligned Languages Deep Speech Soul Shroud
Youre making faster progress now, because youve found Str 27 (+19) Dex 19 (+15) Wis 22 (+17) The soul shroud contains soul shards that swirl around the
a relatively straight path through the jungle. It looks as if Con 25 (+18) Int 4 (+8) Cha 16 (+14) soulcatcher to protect and empower it. At the beginning
someoneor someones, more likelycut their way through of an encounter, the soul shroud contains four soul shards.
The encounter is a meeting engagement; the death While the soul shroud is depleted of soul shards, the
the vegetation with a machete.
soulcatcher takes a 2 penalty to attack rolls.
giant and chuul are using their trail from yesterdays Alignment Evil Languages Giant
Perception Check patrol to start todays patrol, so theyre heading away Skills Intimidate + 18
DC 10: Whatever made this path was dragging from the shantytown just as the PCs are heading Str 28 (+20) Dex 20 (+16) Wis 22 (+17)
Con 25 (+18) Int 12 (+12) Cha 15 (+13)
something massivemaybe its own tail. toward it.
Equipment leather armor, dagger
DC 20: A large creature wearing boots accompanied
the dragging creature.

Nature Check
DC 30: The cut-back vegetation bears the mark of
something with pincers or mandiblesperhaps a chuul or
umber hulk.

September 20 09 | D u n g e o n 170
21
Betrayal at Monadhan

Tactics Death Giant Soulcatcher: The soulcatcher stays Features of the Area:
a square or two behind the chuul and uses soul shrive
This is the first contact the PCs have with someone Illumination: Monadhan never gets brighter than
until its built up four soul shards: enough for a soul-
actually loyal to Arantor; a lone death giant scout that an overcast day, but its skies never go completely dark,
fury detonation with a soul shard left over to avoid the
patrols the jungle. either.
2 attack penalty. Remind players hit by soul shrive
Chuul: The chuul juggernaut makes a double Vegetation: The exact location of the bushes and
that theyve lost their healing surges only temporarily.
attack whenever it can, hoping to also make the trees doesnt matter. Just scatter contiguous squares
Theyll get the healing surges back when they make
immobilizing secondary attack. If it cant reach the of vegetation as you see fit. The vegetation is obscur-
the saving throw.
PCs with a single move, it uses psychic lure to bring a ing terrain that provides concealment and is difficult
The chuul juggernaut fights until slain, but the
PC closer. terrain.
death giant will try to flee if reduced below 30 hit
Remember that because the chuul is huge, it can Tree Trunks: In the middle of some vegetation
points. Such a retreat is unlikely to be successful if the
move through PCs squares as long as it doesnt end its squares, leave a square (or even a 2 x 2 space) as
PCs are still in fighting trim.
movement there (and the PCs can do likewise). blocking terrainthe trunk of the banyanlike trees
that make up much of Monadhans jungle. Climbing a
tree requires a DC 15 Athletics check. Ascending 20
feet grants concealment from obscuring leaves. The
top of the jungle canopy is 50 feet above ground.

September 20 09 | D u n g e o n 170
22
Betrayal at Monadhan

T1: Seers Hut Tactics polymorph into mist form and flee into the heart of
the Monadhan shantytown. Whether the PCs give
Kass crew is out to kill the PCs, but theyre also trying
Encounter Level 22 (17,900 XP) chase right away or after a short rest, they are led into
to learn why the PCs have come to the Shantytown in
encounter T2.
the first place. During the battle, theyll converse with
Setup the PCs and try to get information from them. They
Sarissa: Sarissa is a noncombatant. She doesnt
1 cambion soulthief (S) need to survive this encounter. One of Kass crew can
arent interested in negotiation or parley, however;
1 callophage vampire (C) slay her with a single attack.
theyll fight fiercely throughout any conversation.
3 disfigured vampires (N)
Cambion Soulthief: The soulthief is circling Cambion Soulthief (S) Level 22 Lurker
overhead invisibly at the start of the fight but lands Medium immortal humanoid (devil) XP 4,150
The PCs investigation leads them to Monadhans seer, Initiative +22 Senses Perception +18; darkvision
with a move action during its first turn and makes a
but shes not alone. Kass agents try to capture or kill HP 156; Bloodied 78
longsword attack or a double lunge, dealing the extra AC 36; Fortitude 33, Reflex 35, Will 30
the PCs before they can learn more about the nature
damage from combat advantage. It tries to shift away Resist 15 fire
of the domain theyre in. Speed 10, Fly 8 (clumsy)
and use soul grasp in the following round. Ideally, it
m Longsword (standard, at-will) Weapon
makes a soul grasp attack, then turns invisible and
When the PCs reach a suitably dramatic point +27 vs. AC; 2d6 + 8 damage.
teleports with soul fuel (if the soul grasp hits) or flies r Soul Grasp (standard; recharges when no enemy is affected
in their discussion with the Seer of Monadhan,
to a spot with cover or concealment (if the soul grasp by this power) Necrotic
read: Ranged 10; +27 vs. Will; 1d10 + 8 necrotic damage, and
misses).
the target takes ongoing 5 necrotic damage and is slowed
Disfigured Vampire: The disfigured vampires (save ends both). First Failed Save: The target is immobilized
A woman in tattered robes calls out from the street,
come out of the shanties at the start of their turn and instead of slowed (save ends). Second Failed Save: The
Sarissa! Oh, seer! I trust Im not interrupting anything. target is stunned instead of immobilized (save ends).
engage the nearest PCs in melee. Theyre straightfor-
Ah, I see you have guests.... M Double Lunge (standard; must be invisible; at-will) Weapon
ward combatants, resorting to blood drain only if they
The cambion soulthief makes a longsword attack against
need hit points and are flanking a PC or are within two targets.
Perception Check
range of a PC in the callophages clutches. Dont forget Combat Advantage
DC 25: The woman on the street is standing at the edge of The cambion soulthief deals 1d6 extra damage on melee
to use their gaze attacks twice: when bloodied and
a puddle in the road, but you dont see her reflection in the attacks against any target granting combat advantage to it.
when they die. Invisibility (standard, at-will) Illusion
puddle.
Callophage Vampire: The callophage vampire The cambion soulthief becomes invisible until it attacks.
wades into the middle of the PCs immediately, trying Soul Fuel (minor; a creature must be immobilized or stunned by
The woman is a callophage vampire created by a this soulthiefs soul grasp; at-will)
to hit as many as possible with its alluring visage. Then
ritual known to her master, Kas the Betrayer. Kas is in The cambion soulthief turns invisible until it attacks and
it claws a PC, following with a disfiguring bite. Once teleports 10. The creature affected by soul grasp loses a
Monadhan seeking his sword, so hes told his agents
the callophage has disfigured an enemy, it makes a healing surge and automatically saves against the effect of
here to be on the lookout for powerful visitors. When soul grasp.
stolen beauty attack against a character whos trying to
strangers come to Monadhan, Kass agents are under Alignment Evil Languages Common, Supernal
stay out of the fray, such as a wizard or other ranged Skills Stealth +23
orders to kill or capture them. As long as at least one
controller. Str 23 (+17) Dex 25 (+18) Wis 14 (+13)
newcomer survives, Kas figures he can learn what he Con 18 (+15) Int 13 (+12) Cha 17 (+14)
The soulthiefs and disfigured vampires fight until
needs to know through interrogation. If all the new- Equipment longsword, iron gauntlet
slain, but if the callophage vampire is below 50 hit
comers happen to die, theres always the Speak with
points and it looks as if the monsters are losing, shell
Dead ritual.

September 20 09 | D u n g e o n 170
23
Betrayal at Monadhan

Callophage Vampire (C) Level 22 Controller 3 Disfigured Vampires (N) Level 21 Brute
Medium natural humanoid (undead) XP 4,150 Medium natural humanoid (undead) XP 3,200
Initiative +16 Senses Perception +19; darkvision Initiative +12 Senses Perception +16; darkvision
HP 203; Bloodied 101 HP 245; Bloodied 122
Regeneration 10 (regeneration does not function while the Regeneration 10 (regeneration does not function while the
callophage vampire is exposed to direct sunlight) disfigured vampire is exposed to direct sunlight)
AC 36; Fortitude 33, Reflex 34, Will 35 AC 33; Fortitude 34, Reflex 30, Will 31
Immune disease, poison; Resist 15 necrotic; Vulnerable 10 Immune disease, poison; Resist 15 necrotic; Vulnerable 15
radiant radiant
Speed 6 Speed 6
m Claw (Standard; at-will) Necrotic m Vampiric Claw (Standard, at-will) Necrotic
+28 vs. AC; 2d8 + 6 damage, and the target is grabbed. +24 vs. AC; 2d6 + 6 damage, and 10 ongoing necrotic
M Blood Drain (Standard; must have combat advantage; damage (save ends).
recharges when an adjacent creature becomes bloodied) C Gaze Upon My Hideous Ruin (immediate reaction, when
Healing first bloodied and again when reduced to 0 hit points;
+24 vs. Fortitude; 2d12 + 15 damage, and the target is at-will) Fear, Psychic
weakened (save ends), and the callophage vampire regains Close burst 2; +22 vs. Will; 2d8 + 7 psychic damage, and
50 hit points. the disfigured vampire pushes the target 5 squares.
M Disfiguring Bite (Standard; at-will) Psychic M Blood Drain (Standard; requires combat advantage; recharges
Targets a creature grabbed by the callophage vampire; when an adjacent creature becomes bloodied) Healing
+26 vs.Fortitude; 3d8 + 5 damage, and the target takes +23 vs. Fortitude; 2d12 + 13 damage, and the target is
ongoing 10 psychic damage and is dazed (save ends both). weakened (save ends), and the disfigured vampire regains
R Stolen Beauty (Standard; cannot be used until a disfiguring 61 hit points.
bite hits; recharges after each successful disfiguring bite) Alignment Evil Languages Common
Charm, Psychic Str 23 (+16) Dex 15 (+12) Wis 13 (+11)
Ranged 10; +26 vs. Will; 3d10 + 3 psychic damage, and Con 25 (+17) Int 7 (+8) Cha 17 (+13)
the target cannot use encounter attack powers, daily
attack powers, or utility powers (save ends). Aftereffect:
The target cannot willingly move closer to the callophage
Features of the Area:
vampire (save ends). Illumination: What passes for ambient light in
A Alluring Visage (standard; recharges when bloodied) Monadhan is the sources of light here. The vampires
Charm
regeneration functions normally.
Close burst 10; +26 vs.Will; the target is pulled 3 squares
and immobilized (save ends). Sustain Minor: Each creature Walls: The shanty walls provide cover, but theyre Fence: Jumping or vaulting across the fence at full
that has not yet saved against the effect is pulled 3 squares flimsy. Any attack that hits a wall, even an unarmed speed requires a DC 20 Athletics or Acrobatics check.
and immobilized (save ends). attack from a weak PC, creates a hole roughly 1 foot in
Mist Form (standard; encounter) Polymorph Those who fail the check get over the fence but end their
The callophage vampire becomes insubstantial and gains diameter. Once theres a hole, a creature can attack crea- movement in the square just beyond it. Creatures can also
a fly speed of 12, but cannot make attacks. The callophage tures on the other side of the wall and gain the benefit of put holes in the fences the same as in the shanty walls.
vampire can remain in mist form for up to 1 hour or end superior cover (incoming attacks suffer a 5 penalty). A Sarissas Hut: Among Sarissas scant personal
the effect as a minor action.
second hit in the same section of shanty wall makes the effects is treasure parcel D. If she survives the battle,
Alignment Evil Languages Common
Skills Diplomacy +21, Streetwise +21 hole big enough to function as a doorway. she gives the treasure to the PCs in gratitude (but she
Str 18 (+15) Dex 20 (+16) Wis 17 (+14) Wrecked Shanty: The debris from collapsed keeps the gold they paid her). If Sarissa dies, the PCs
Con 19 (+15) Int 20 (+16) Cha 21 (+16) shanty walls is difficult terrain. find the treasure parcel near her corpse.
Vegetation: The thick bushes and vine-festooned
trees offer concealment and are difficult terrain.

September 20 09 | D u n g e o n 170
24
Betrayal at Monadhan

T2: Shantytown Gwenth, Vampire (G) Level 23 Elite Skirmisher


Medium shadow humanoid (undead) XP 10,200
Callophage Vampire (C)
Medium natural humanoid (undead)
Level 22 Controller
XP 4,150
Initiative + 21 Senses Perception +20; darkvision Initiative +16 Senses Perception +19; darkvision
Encounter Level 22 (17,550 XP) HP 434; Bloodied 217 HP 203; Bloodied 101
Regeneration 15 (regeneration does not function while Regeneration 10 (regeneration does not function while the
Setup Gwenth is exposed to direct sunlight) callophage vampire is exposed to direct sunlight)
AC 37; Fortitude 35, Reflex 36, Will 34 AC 36; Fortitude 33, Reflex 34, Will 35
Gwenth (G)
Immune disease, poison; Resist 15 necrotic; Vulnerable Immune disease, poison; Resist 15 necrotic; Vulnerable 10
1 callophage vampire (C) 10 radiant (if Gwenth is exposed to direct sunlight, her radiant
1 disfigured vampire (N) regeneration does not function on her next turn) Speed 6
Saving Throws +2 m Claw (Standard; at-will) Necrotic
Speed 8, climb 4 (spider climb) +28 vs. AC; 2d8 + 6 damage, and the target is grabbed.
The PCs chase the mysterious figure fleeing from Action Points 1 M Blood Drain (Standard; must have combat advantage;
the battle at the seers hut only to find more of Kass m Bloodletter (standard; at-will) Weapon recharges when an adjacent creature becomes bloodied)
agents ready to ambush them. +28 vs. AC; 2d6 + 3 damage, and ongoing 10 damage (save Healing
ends). +24 vs. Fortitude; 2d12 + 15 damage, and the target is
M Slashing Roll (standard; at-will) Weapon weakened (save ends), and the callophage vampire regains
When the characters approach the pool in the Gwenth shifts 4 squares and makes two bloodletter attacks 50 hit points.
middle of the map, read: at any point in the movement. M Disfiguring Bite (Standard; at-will) Psychic
M Blood Drain (standard; must have combat advantage; Targets a creature grabbed by the callophage vampire; +26
recharge when an adjacent creature becomes bloodied) vs.Fortitude; 3d8 + 5 damage, and the target takes ongoing
You see a pale woman in leather armor glide gracefully Healing 10 psychic damage and is dazed (save ends both).
over the footbridge, drawing two short swords as she does +26 vs. Fortitude; 2d12 + 6 damage, and the target is R Stolen Beauty (Standard; cannot be used until a disfiguring
so. Another vampire in tattered robes stands atop the weakened (save ends), and Gwenth heals 108 hit points. bite hits; recharges after each successful disfiguring bite)
M Eviscerate (standard; recharge 5 6) Weapon Charm, Psychic
wreckage of a shanty to the east.
+28 vs. AC; one or two targets; 5d6 + 8 damage, and the Ranged 10; +26 vs. Will; 3d10 + 3 psychic damage, and the
target is dazed (save ends). target cannot use encounter attack powers, daily attack
Perception Check A Betraying Gaze (standard; encounter) Charm, Gaze powers, or utility powers (save ends). Aftereffect: The target
Area burst 3 within 10; +26 vs. Will; the target makes an cannot willingly move closer to the callophage vampire
DC 22: Something big is rustling on the other side of the
at-will attack against a target of Gwenths choice and is (save ends).
porous shanty walls to the west. immobilized (save ends). A Alluring Visage (standard; recharges when bloodied)
Combat Advantage Charm
Another disfigured vampire is hiding in the shanty Gwenth deals an extra 4d6 damage with her attacks Close burst 10; +26 vs.Will; the target is pulled 3 squares
against any target she has combat advantage against. and immobilized (save ends). Sustain Minor: Each creature
just west of the PCs, plus the callophage to the east
Mist Step (move; encounter) Teleport that has not yet saved against the effect is pulled 3 squares
and Gwenth coming from the north. Gwenth teleports up to 6 squares and becomes and immobilized (save ends).
insubstantial until the end of her next turn. Mist Form (standard; encounter) Polymorph
Tactics Alignment Evil Languages Common The callophage vampire becomes insubstantial and gains
Skills Bluff +22, Insight +20, Stealth +24 a fly speed of 12, but cannot make attacks. The callophage
Kass crew makes its first serious effort to kill or cap- Str 24 (+18) Dex 27 (+19) Wis 18 (+15) vampire can remain in mist form for up to 1 hour or end
ture the PCs at this point. The vampire Gwenth is one Con 25 (+18) Int 16 (+14) Cha 22 (+17) the effect as a minor action.
of Kass most trusted lieutenants, and shes eager to Equipment leather armor, 2 short swords Alignment Evil Languages Common
Skills Diplomacy +21, Streetwise +21
curry favor with Kas (and make Rolain look less effec-
Str 18 (+15) Dex 20 (+16) Wis 17 (+14)
tive by comparison). Con 19 (+15) Int 20 (+16) Cha 21 (+16)

September 20 09 | D u n g e o n 170
25
Betrayal at Monadhan

Disfigured Vampire (N) Level 21 Brute part of the map. With elite hit points, regeneration,
Medium natural humanoid (undead) XP 3,200
and an attack that deals ongoing damage, she can
Initiative +12 Senses Perception +16; darkvision
HP 245; Bloodied 122 afford to be patient. As soon as shes down 100 hit
Regeneration 10 (regeneration does not function while the points, shell use eviscerate, then blood drain to heal
disfigured vampire is exposed to direct sunlight) herself and weaken a PC. Thereafter, shell use eviscer-
AC 33; Fortitude 34, Reflex 30, Will 31
ate whenever its recharged, because she deals more
Immune disease, poison; Resist 15 necrotic; Vulnerable 15
radiant damage when attacking a dazed enemy.
Speed 6 The disfigured and callophage fight until slain, but
m Vampiric Claw (Standard, at-will) Necrotic
Gwenth will flee (probably via mist step) if reduced
+24 vs. AC; 2d6 + 6 damage, and 10 ongoing necrotic
damage (save ends). below 50 hit points. If she escapes, she returns to
C Gaze Upon My Hideous Ruin (immediate reaction, when Kass cave, where she remains until the end of the
first bloodied and again when reduced to 0 hit points; adventure(unless returning her to the fray at some
at-will) Fear, Psychic
point would be suitably dramatic).
Close burst 2; +22 vs. Will; 2d8 + 7 psychic damage, and
the disfigured vampire pushes the target 5 squares.
M Blood Drain (Standard; requires combat advantage; recharges Features of the Area
when an adjacent creature becomes bloodied) Healing
Illumination: The bonfires marked on the map,
+23 vs. Fortitude; 2d12 + 13 damage, and the target is
weakened (save ends), and the disfigured vampire regains plus Monadhans ambient light, are the sources of
61 hit points. light here. Even in the middle of the day, its not
Alignment Evil Languages Common considered direct sunlight that would suppress the
Str 23 (+16) Dex 15 (+12) Wis 13 (+11)
vampires regeneration.
Con 25 (+17) Int 7 (+8) Cha 17 (+13)
Walls: The shanty walls provide cover, but theyre
Disfigured Vampire: The disfigured bursts through flimsy. Any attack that hits a wall, even an unarmed
the shanty wall and attacks whichever PC is standing attack from a weak PC, creates a hole roughly 1 foot
nearest to it at the time. It uses blood drain only when in diameter. Once theres a hole, a creature can attack
Gwenth or the callophage vampire daze a PC (and creatures on the other side of the wall and gain the
thus grant it combat advantage). benefit of superior cover (incoming attacks suffer a 5
Callophage Vampire: The callophage crosses the penalty). A second hit in the same section of shanty just beyond it. Creatures can also put holes in the low
water at the southern footbridge, then uses the same wall makes the hole big enough to function as a walls as if they were shanty walls.
tactics as the callophage in encounter T1: alluring doorway. Shallow Water: The squares marked as shallow
visage, then a claw attack to set up disfiguring bite, then Wrecked Shanty: The debris from collapsed water are difficult terrain.
stolen beauty used against a PC who could be badly shanty walls is difficult terrain. Bonfire: The bonfires, which are used by the shan-
hampered if limited to at-will powers. Low Wall: The low wall provides cover. A DC 20 tytown denizens to stave off a little of the domains
Gwenth: Gwenth uses betraying gaze in the first Athletics or Acrobatics check is needed to jump or pervasive gloom, deal 10 fire damage and 5 ongoing
round if possible. Note that this is likely to result in vault it at full speed. Those who fail the check get fire damage (save ends) to any creature that starts its
a friendly fire incident. Then she uses slashing roll to over the wall but end their movement in the square turn in the same square as the bonfire.
lure the PCs into the maze of shanties in the western

September 20 09 | D u n g e o n 170
26
Betrayal at Monadhan

T3: Graveyard Tactics Rolain, Vampire (R)


Medium shadow humanoid (undead)
Level 23 Elite Soldier
XP 10,200
Rolain and the other vampires fight until the PCs or Initiative + 20 Senses Perception +20; darkvision
Encounter Level 22 (17,550 XP) HP 434; Bloodied 217
the vampires are dead.
Regeneration 15 (regeneration does not function while Rolain
Rolain: Rolain is a tough nut to crack, with elite
Setup soldier defenses, more than 400 hit points, and regen-
is exposed to direct sunlight)
AC 41; Fortitude 38, Reflex 37, Will 36
Rolain (R)
eration. He can afford to be patient. He uses his mark Immune disease, poison; Resist 15 necrotic; Vulnerable
1 callophage vampire (C) 10 radiant (if Rolain is exposed to direct sunlight, his
chiefly to inconvenience enemies (with the attack
1 disfigured vampire (N) regeneration does not function on his next turn)
penalty that accompanies the condition) rather than Saving Throws +2
to trigger lethal guard; he doesnt mind moving the Speed 7, climb 3 (spider climb)
The PCs meet the mysterious Rolain theyve heard Action Points 1
mark from character to character. He uses dominat-
about and learn that Rolain is in league with Kas. m Longsword (standard; at-will) Weapon
ing gaze and irrefutable challenge every chance he gets.
+ 30 vs. AC; 2d8 + 7 damage, and the target is marked
Dominating gaze sets up the possibility of a friendly until the end of Rolains next turn.
When the PCs follow their quarry into the grave- M Lethal Guard (opportunity, when an adjacent creature
fire incident, and even after the dominated PC saves,
yard, read: marked by Rolain makes an attack that does not include
it sets up Rolains blood drain because the aftereffect is
him or shifts; at-will)
dazed. Irrefutable challenge keeps plenty of PCs within Rolain makes a longsword attack against the triggering
Youve been walking along a path that winds through the
stabbing range creature.
graveyard, seeing stone mausoleums interspersed among M Blood Drain (standard, encounter; recharges when an
Disfigured Vampire: The disfigured fights like
headstones and graveyard statuary. A cloaked figure adjacent creature becomes bloodied) Healing
the disfigureds in encounters T1 and T2, except that it
wearing a longsword and shield steps from behind one of Requires combat advantage. +28 vs. Fortitude; 2d12 +
will do everything it can to push one or more enemies 6 damage, and the target is weakened (save ends), and
the tombs ahead of you, arms folded across his chest. I am
into a pit with its gaze attack. Because this maneuver Rolain heals 108 hit points.
Rolain, he says. M Shield Slam (minor; recharge 5 6) Weapon
is a triggered immediate action, some anticipation
+28 vs. Fortitude; the target is stunned until the end of
and planning on your part are needed to pull it off. Rolains next turn.
Perception Check
The payoff, both in drama and tactical effectiveness, R Dominating Gaze (minor; recharge 6) Charm, Gaze
DC 22: Besides Rolain, you glimpse a bulky outline on Ranged 5; + 27 vs. Will; the target is dominated (save ends,
makes the effort worthwhile.
the far side of the mausoleum to the east. with a -2 penalty on the saving throw). Aftereffect: The
Callophage Vampire: The callophages alluring
DC 26: A third, slim figure hides behind a statue in the target is dazed (save ends). Rolain can dominate only one
visage is another good way to pull the PCs into a pit. creature at a time.
second row of graves to the west.
Because its sustained, the callophage can continue C Irrefutable Challenge (standard; recharge 4 5 6) Weapon
to tug at a PC who made the saving throw for hinder- Close burst 4; targets enemies; no attack roll; pull the target
Rolain is under orders to learn all he can about the within the burst 3 squares to a square adjacent to Rolain. A
ing terrain (and thus may be prone at the pits edge). target that cannot end adjacent does not move. Then Rolain
PCs, so hell talk to them and say nearly anything as
This callophage is more cautious than her previous makes a longsword attack against each adjacent enemy.
long as he can keep them talking. When the charac- Mist Step (move; encounter) Teleport
counterparts. Once shes charged up her stolen beauty
ters stop sharing anything useful or the conversation Rolain teleports up to 6 squares and becomes insubstantial
attack, shell retreat a bit and take cover behind a
turns into nothing but threats, Rolains sword comes until the end of his next turn.
headstone before unleashing it. Alignment Evil Languages Common
out. Once Rolain decides that the time for talking has
Skills Insight +20, Intimidate +19
passed, the PCs cannot convince him otherwise. He Str 27 (+19) Dex 24 (+18) Wis 18 (+15)
figures hell get the rest of the story from a captured Con 25 (+18) Int 16 (+14) Cha 22 (+17)
PC or a ritually compelled corpse. Equipment leather armor, longsword, heavy shield

September 20 09 | D u n g e o n 170
27
Betrayal at Monadhan

Callophage Vampire (C) Level 22 Controller Disfigured Vampire (N) Level 21 Brute
Medium natural humanoid (undead) XP 4,150 Medium natural humanoid (undead) XP 3,200
Initiative +16 Senses Perception +19; darkvision Initiative +12 Senses Perception +16; darkvision
HP 203; Bloodied 101 HP 245; Bloodied 122
Regeneration 10 (regeneration does not function while the Regeneration 10 (regeneration does not function while the
callophage vampire is exposed to direct sunlight) disfigured vampire is exposed to direct sunlight)
AC 36; Fortitude 33, Reflex 34, Will 35 AC 33; Fortitude 34, Reflex 30, Will 31
Immune disease, poison; Resist 15 necrotic; Vulnerable 10 Immune disease, poison; Resist 15 necrotic; Vulnerable 15
radiant radiant
Speed 6 Speed 6
m Claw (Standard; at-will) Necrotic m Vampiric Claw (Standard, at-will) Necrotic
+28 vs. AC; 2d8 + 6 damage, and the target is grabbed. +24 vs. AC; 2d6 + 6 damage, and 10 ongoing necrotic
M Blood Drain (Standard; must have combat advantage; damage (save ends).
recharges when an adjacent creature becomes bloodied) C Gaze Upon My Hideous Ruin (immediate reaction, when
Healing first bloodied and again when reduced to 0 hit points;
+24 vs. Fortitude; 2d12 + 15 damage, and the target is at-will) Fear, Psychic
weakened (save ends), and the callophage vampire regains Close burst 2; +22 vs. Will; 2d8 + 7 psychic damage, and
50 hit points. the disfigured vampire pushes the target 5 squares.
M Disfiguring Bite (Standard; at-will) Psychic M Blood Drain (Standard; requires combat advantage; recharges
Targets a creature grabbed by the callophage vampire; when an adjacent creature becomes bloodied) Healing
+26 vs.Fortitude; 3d8 + 5 damage, and the target takes +23 vs. Fortitude; 2d12 + 13 damage, and the target is
ongoing 10 psychic damage and is dazed (save ends both). weakened (save ends), and the disfigured vampire regains
R Stolen Beauty (Standard; cannot be used until a disfiguring 61 hit points.
bite hits; recharges after each successful disfiguring bite) Alignment Evil Languages Common
Charm, Psychic Str 23 (+16) Dex 15 (+12) Wis 13 (+11)
Ranged 10; +26 vs. Will; 3d10 + 3 psychic damage, and Con 25 (+17) Int 7 (+8) Cha 17 (+13)
the target cannot use encounter attack powers, daily
attack powers, or utility powers (save ends). Aftereffect:
The target cannot willingly move closer to the callophage
Features of the Area:
vampire (save ends). Illumination: The ambient light of Monadhans
A Alluring Visage (standard; recharges when bloodied) sky provides somewhat gloomy illumination. The
Charm
vampires regenerate normally.
Close burst 10; +26 vs.Will; the target is pulled 3 squares Statues: Most of these statues resemble elaborate
and immobilized (save ends). Sustain Minor: Each creature Iron Fence: Unlike the fences in encounter T1,
versions of the headstones. They are difficult terrain
that has not yet saved against the effect is pulled 3 squares these wrought iron fences block movement but dont
and immobilized (save ends). and provide cover.
provide cover. A DC 10 Climb check is needed to
Mist Form (standard; encounter) Polymorph Pit: The pits are 15 feet deep, so falling into one
The callophage vampire becomes insubstantial and gains scale the fence, which is 10 feet high.
presents little danger to any of the combatants. The
a fly speed of 12, but cannot make attacks. The callophage Headstones: Creatures in the same square as a
vampire can remain in mist form for up to 1 hour or end walls, however, are mucky, slick, and unstable (DC
headstone gain cover.
the effect as a minor action. 30 Athletics check to climb). They tend to collapse
Stone Tombs: These small mausoleums are
Alignment Evil Languages Common when a climber puts weight on a hand- or foothold,
Skills Diplomacy +21, Streetwise +21 blocking terrain. Most have been broken into and
so that any failure on the Athletics check results in
Str 18 (+15) Dex 20 (+16) Wis 17 (+14) looted. Those few that remain undisturbed have been
Con 19 (+15) Int 20 (+16) Cha 21 (+16) the climber sliding back to the bottom. The mud and
entirely sealed with mortar.
debris at the bottom of each pit is difficult terrain.

September 20 09 | D u n g e o n 170
28
Betrayal at Monadhan

T4: Desecrated Tactics Pit: The pits are 15 feet deep, so falling into one
presents little danger to any of the combatants. The
The desecration fights in straightforward fashion. It
Graveyard prefers to make mouth of darkness attacks, then move
walls, however, are mucky, slick, and unstable (DC
30 Athletics check to climb). They tend to collapse
Encounter Level 23 (25,500 XP) over a pit and drop the grabbed character into one.
when a climber puts weight on a hand- or foothold,
(Because the desecration is gargantuan, it treats
so that any failure on the Athletics check results in
Setup the pits as difficult terrain.) If a PC is marking it, it
the climber sliding back to the bottom. The mud and
1 desecration (D) will preferentially make unholy smite attacks if that
debris at the bottom of each pit is difficult terrain.
PC isnt already taking ongoing necrotic damage.
Newly Discovered Grave: If the heroes defeat
The battle with Rolain attracted the attention of a Remember that because its gargantuan, the des-
the desecration, they notice that the turmoil churned
desecrationthe animate force behind a graveyard ecration can move through squares occupied by the
a particularly old coffin to the surface. Its neither
full of traitors, turncoats, and other betrayers. It characters and they can move through its squares,
locked nor trapped. If the characters search it, they
could not resist being drawn to the violence from the too.
find a moldering skeleton and treasure parcels E, F,
previous encounter. The desecration fights until slain, but it wont leave
and G inside.
the graveyard; if the adventurers choose to flee, it
When the PCs have had a short rest after wont pursue them.
encounter T3, read: When the battle is over, Kas appears and tries to
talk to the PCs (as described in the Shantytown sec-
The ground starts to rumble. And in the gloom in front of tion, page 13).
you, the grave-earth and headstones start to take on an
immenseand movingshape.
Features of the Area:
Illumination: The ambient light of Monadhans
Like the wilderness encounters, this encounter sky provides somewhat gloomy illumination.
doesnt have much impact on the larger story. The Iron Fence: Unlike the fences in encounter T1,
desecration doesnt care about the PCs, Kas, Arantor, these wrought iron fences block movement but dont
or the struggle between Tiamat and Bahamut. It was provide cover. A DC 10 Climb check is needed to
roused by violence and wants only to spread more of scale the fence, which is 10 feet high.
the same. This as an opportunity to demonstrate that Headstones: Creatures in the same square as a
not everything revolves around the campaigns cen- headstone gain cover.
tral plot. Sometimes, bad things just happen. Stone Tombs: These small mausoleums are
blocking terrain. Most have been broken into and
looted. Those few that remain undisturbed have been
entirely sealed with mortar.
Statues: Most of these statues resemble elaborate
versions of the headstones. They are difficult terrain
and provide cover.

September 20 09 | D u n g e o n 170
29
Betrayal at Monadhan

Desecration (D) Level 23 Solo Controller


Gargantuan natural animate (earth, undead) XP 25,500
Initiative +14 Senses Perception +14; darkvision
Aura of Malevolence (Fear) aura 10; any enemy within the
aura that attacks with a radiant power takes a -2 penalty
to the attack roll.
HP 1,075; Bloodied 537
AC 39; Fortitude 38, Reflex 33, Will 37
Immune disease, poison; Resist 10 necrotic; Vulnerable 10
radiant
Saving Throws +5
Speed 8
Action Points 2
m Unholy Smite (Standard, at-will) Necrotic
Reach 4; +28 vs. AC; 3d6 + 15 necrotic damage, and
ongoing 15 necrotic damage (save ends).
M Double Attack (Standard, at-will) Necrotic
The desecration makes two unholy smite attacks; +27 vs.
AC; 3d6 + 8 damage.
M Mouth of Darkness (Standard, at-will) Necrotic
Reach 4; +26 vs. Reflex; 2d12 + 15 necrotic damage, and
the target is grabbed.
C Dark Plague (when first bloodied and again when the
desecration is reduced to 0 hit points) Necrotic
Close burst 20; targets enemies; +24 vs. Fortitude; the
target is weakened (save ends). In addition, the target
loses a healing surge. Miss: Half damage, and the target is
weakened until the end of its next turn. The target does
not lose a healing surge.
Rejuvenation
A desecration rises at full hit points one day after it has
been destroyed. Only a quest destroys the creature
completely, preventing it from using the rejuvenation power.
Second Wind (Standard, encounter) Healing
The desecration spends a healing surge and regains 269
hit points. The desecration gains a +2 bonus to all defenses
until the start of its next turn.
Alignment Chaotic evil Languages
Str 26 (+19) Dex 16 (+14) Wis 16 (+14)
Con 23 (+17) Int 10 (+11) Cha 24 (+18)

September 20 09 | D u n g e o n 170
30
Betrayal at Monadhan

C1: Cavern of Rivers The water flows toward the southern wall, which is Dark Naga (D) Level 21 Elite Controller
Large immortal magical beast (reptile) XP 6,400
carved flat and covered with a black-on-white mosaic.
Initiative +14 Senses Perception +21; darkvision
Encounter Level 22 (16,800 XP) Perhaps its supposed to be veins or tree branchesmany HP 404; Bloodied 202
stones are missing, so its hard to tell. AC 36; Fortitude 34, Reflex 33, Will 36
Setup Some water flows into passages in the southeast and Saving Throws +2
Speed 8
1 fell troll (F) southwest corners of the room. The southwest corner has
Action Points 1
1 dark naga (D) some exposed rock as far as you can see, but the southeast m Tail Sting (Standard, at-will) Poison
2 cambion impalers (I) passage is covered in water. It could be only a foot of water, Reach 2; +24 vs. AC; 2d6 + 8 poison damage (3d6 + 8
damage against a dazed target), and the target is slowed
or it could be quite deep indeed. The water is so murky that
(save ends).
No matter what the configuration of caverns (see the its impossible to judge depth by sight. C Lure (Minor, at-will) Charm
Shifting Caverns section), the Cavern of Rivers always A massive snake with a human womans head stirs from Close burst 5; targets enemies; +25 vs. Will; the target is
lies closest to the surface and the keep. The cavern its coils on a rock outcropping to the southeast. Peering pulled 1 square and dazed (save ends).
C Psychic Miasma (Standard, recharge 5 6) Psychic
is home to a dark naga, some of Arantors cambion around a corner to the southwest is a humanoid head and
Close burst 3; +26 vs. Will; 3d6 + 10 psychic damage, and
guards, and a fell troll that the naga has trained. an arm holding an iron spear. the target is dazed (save ends). First Failed Save: The target
is stunned (save ends).
Alignment Evil Languages Common, Draconic, Supernal
When the PCs reach the northern entrance, Perception Check
Skills History +22, Insight +21, Stealth +19
read: DC 24: The bubbles coming from the waterfall seem to Str 26 (+18) Dex 18 (+14) Wis 22 (+16
be swerving around something in the middle of the water, Con 26 (+18) Int 24 (+17) Cha 30 (+20)
To your left, almost around a corner, is a waterfall just south of the waterfall. Either the water is shallower
cascading into a dark pool that runs through the center of there, or theres some sort of mass just underwater.
the room. The foam from the waterfall is moving rapidly
southwardtheres a fast current running through the That mass under the water is the fell troll, which
water. Smaller rivulets of water run down the sides of the will emerge in the second or third round of the battle.
cavern, splashing across the cavern floor to join the water
in the center. Both the waterfall and the smaller streams of
water pulse at irregular intervals; occasionally the roar of
water falling on stone almost disappears for a second. Tiny
droplets of water cover the smooth rock at your feet, making
it quite slippery.

September 20 09 | D u n g e o n 170
31
Betrayal at Monadhan

2 Cambion Impalers (I)


Medium immortal humanoid (devil)
Level 19 Skirmisher
XP 2,400
Fell Troll (F)
Huge natural humanoid
Level 20 Elite Brute
XP 5,600
Tactics
Initiative +18 Senses Perception +24; darkvision Initiative +10 Senses Perception +16 At first, this seems like a straightforward fight against
HP 179; Bloodied 89 HP 360; Bloodied 180 some guards, but youre setting up the players for an
AC 33; Fortitude 31, Reflex 32, Will 30 Regeneration 15 (if the fell troll takes acid or fire damage,
Aha! moment when the fell troll rises out of the
Resist 10 fire regeneration does not function until the end of its next turn)
Speed 6, fly 10 (clumsy) AC 32; Fortitude 38, Reflex 30, Will 31 water. Let your own sense of timing and dramatic
m Spear (Standard, at-will) Weapon Saving Throws +2 flair determine when the troll springs forth on your
+24 vs. AC; 3d6+8 damage. Speed 10
table. You also want the PCs to struggle a bit with the
M Swooping Charge (Standard, encounter) Weapon Action Points 1
The cambion impaler charges and makes the following m Claw (Standard, at-will) slippery floors and the water, so try to draw the PCs
attack in place of a melee basic attack: +25 vs. AC; 3d6 Reach 3; +23 vs. AC; 2d10 + 7 damage. into the middle of the room, even if that means leav-
+ 8 damage, and either slide the target 3 squares and M Backhand Slam (Standard, at-will) ing a monster or two isolated and vulnerable.
immobilize the target until the end of the impalers next Reach 3; +21 vs. Reflex; 2d6 + 7 damage, and the target is
Dark Naga: Maneuver the naga so its at the heart
turn or deal 10 ongoing damage. The impaler is not pushed 4 squares and knocked prone.
considered a clumsy flyer when making this attack. Blood Frenzy of the battle and close to as many PCs as possible. It
A Soulscorch (Standard, recharge z ) Fire The fell troll gains a +1 bonus to attack rolls and a +2 can slow, daze, and stun nearby PCs, and you want it
Area burst 1 within 10; +20 vs. Reflex; 2d8 + 4 fire bonus to damage rolls against bloodied enemies.
to sow as much frustration as possible. If the PCs are
damage, and ongoing 10 fire damage. Troll Healing Healing
Alignment Evil Languages Common, Supernal If the fell troll is reduced to 0 hit points or fewer by an slowed, dazed, and stunned in the current, so much
Skills Athletics +20, Bluff +19, Diplomacy +19 attack that does not deal acid or fire damage, it rises on its the better. Dont be shy about moving the dark naga
Str 22 (+15) Dex 25 (+16) Wis 20 (+14 next turn (as a move action) with 20 hit points. into the south-central part of the pool and daring the
Con 19 (+13) Int 17 (+12) Cha 21 (+14) Alignment Chaotic evil Languages Giant
PCs to come and get it. The dark naga can take some
Equipment robes, spear Skills Athletics +22, Endurance +23
Str 24 (+17) Dex 10 (+10) Wis 13 (+11 punishment and makes good bait.
Con 27 (+18) Int 5 (+7) Cha 7 (+8) Cambion Impalers: If the impalers can attack
a PC right away by flying in for a melee attack, they
will. If possible, save a swooping charge attack to give
a three-square slide to a PC who is (wisely) refusing
to get near the dark naga. If some or all of the PCs
hang back and avoid melee completely, one or both
of the impalers can counter with a soulscorch attack.
The impalers will use soulscorch even if the fell troll is
in the burst (which, if it hits, will knock out the trolls
regeneration for a round and count as a friendly fire
incident as described under The Sting of Betrayal on
page 10.

September 20 09 | D u n g e o n 170
32
Betrayal at Monadhan

The cambion impalers dont worry much about Deep Water: This water is between 5 and 6 feet
the difficult and challenging terrain, but they arent deep. Its considered difficult terrain, and creatures
completely immune to it because theyre clumsy fliers trying to fight in a deep water square suffer the penal-
while airborne, they must move at least 2 squares ties and restrictions of aquatic combat (described on
per turn or crash (as described on p. 48 of the Dun- p. 45 of the Dungeon Masters Guide). Characters who
geon Masters Guide). Furthermore, they suffer a 4 can keep their heads above water (all but dwarves,
penalty to attacks and damage while flying (except halflings, and similar creatures) can walk on the
for their swooping charge), so they prefer to fly to an bottom of the pool rather than swimming with the
advantageous square and then land before attacking. Athletics skill, if they wish.
Fell Troll: The fell troll is a simple but effective Current: The map squares marked with arrows
monster. Dont forget to regenerate at the start of have a strong current, as described on p. 45 of the
every turn unless it took fire or acid damage last turn. Dungeon Masters Guide. At the start of each players
Use backhand slam if the attack will push the target turn, the current slides the character 2 squares in the
close enough to the dark naga for its psychic miasma direction of the arrow. A creature can choose to fight
and lure attacks to work. the current by spending two squares of movement
(to slide only 1 square) or four squares of movement
Features of the Area: (to negate the slide). A creature need not take a move
Illumination: This cavern has only the illumina- action right away, but when it takes a move action
tion the PCs bring with them. later in its turn, it moves either 2 or 4 squares less. A
Ceiling: The ceiling of the cavern is 20 feet high. creature that wants to travel in the currents direction
Slippery Rock: The squares marked as slippery need do nothing, of coursethe slide 2 at the begin-
are challenging terrain, requiring a DC 14 Acrobatics ning of the turn is essentially free movement.
check to negotiate. Characters who fail the Acrobat-
ics check fall prone and end their move action in the
first slippery square they enter. The dark naga and
the cambion impalers are acrobatic enough that they
automatically succeed on the Acrobatics check, but
the fell troll might slip if its unlucky.
Shallow Water: The squares marked as shallow
water are difficult terrain.

September 20 09 | D u n g e o n 170
33
Betrayal at Monadhan

C2: Cavern of Cliffs Dungeoneering Check War Devil: The ideal position for the war devil
DC 24: The stalactites are incredibly rare locracite is at the edge of a cliff, because then it can send PCs
Encounter Level 21 (15,250 XP) crystal formations, renowned both for their beauty and plummeting off the edge (subject to a saving throw)
their fragility. Their grip on the ceiling is far more tenuous with each trident attack. That leaves the war devil
Setup than a standard stalactite. vulnerable in return to push and slide attacks from
1 war devil (W) the PCs, but thats good drama at the table, and the
1 storm devil (S) When the barbed devils spot the heroes, they war devil can rejoin the fray after a fall without too
3 barbed devils (B) motion to the war devil and storm devil, who creep much trouble.
closer to the edge and prepare for battle. At the start of each war devil turn, consider what
The Cavern of Cliffs is home to devils betrayed into youll do with your minor action: use besiege foe to
long-term servitude to Arantor. They order around Tactics mark a PC (preferably one far away and beset by
the cambions when something needs to be done on Because they can all fly or teleport, the devils have barbed devils) or fiendish tactics if its recharged (to
the surface, but mostly they remain in this chamber the advantage in this terrain. Yet because the war grant extra attacks to other devils). Also, ask yourself
and bemoan the treachery of fate. devil and storm devil are clumsy flyers (thus taking a whether theres a tricky way that the war devil can
4 penalty on attacks and damage while airborne), its use devilish transposition, such as if the PCs have the
When the PCs can see clearly into the chamber, not as big of an advantage as it seems. storm devil or one of the barbed devils surrounded.
read: Storm Devil: The storm devil has little reason to Powers like this give the monsters an action advan-
engage in meleenot when it can use lightning fork tage: they use only one action to accomplish two
This room has a high, vaulted ceiling, and luminous lichen and infernal thunderclap from a safe distance. The things (in this case, moving the war devil into a target-
in the upper reaches illuminate crystalline stalactites, some push from infernal thunderclap can send a PC over a rich environment while rescuing a more vulnerable
more than five feet in diameter, hanging from the ceiling. cliff edge. A character who succeeds at a saving throw monster).
The stalactites seem to catch and hold the light, glowing doesnt go over the cliff and instead is prone at the Dont forget to make recharge rolls. All three mon-
from within. cliff edge. sters have recharging powers, and the war devil has
Before you and to the left is a cliff that rises about 30 Barbed Devils: The barbed devils are a little over- two.
feet along the left wall and 60 feet straight ahead of you, To matched compared to the PCs statistically, but theyre
the right is the lip of a clifftop. From your vantage point at versatile combatants. Make sure theyre doing what
the entrance, you cant see how far down it goes. the PCs dont want them to. In general, they should
be in melee, where they can use their barbed aura and
Perception Check their minor-action shift 3. If the PCs prefer to trade
DC 25: You see the head of a barbed devil peeking over attacks from a distance, the barbed devils can reply
the edge of the center cliff, some 60 feet above you. It darts with hurl f lame (subject to recharge, of course). Dont
back beyond the edge after a moment. forget that the barbed devils can teleport around the
chamber and once per fight deal damage when they
do so.

September 20 09 | D u n g e o n 170
34
Betrayal at Monadhan

Storm Devil (S) Level 23 Artillery 3 Barbed Devils (B) Level 18 Skirmisher War Devil (Malebranche) (W) Level 22 Brute (Leader)
Medium immortal humanoid (devil) XP 5,100 Medium immortal humanoid (devil) XP 2,000 each Large immortal humanoid (devil) XP 4150
Initiative +18 Senses Perception +17; darkvision Initiative +17 Senses Perception +11; darkvision Initiative +17 Senses Perception +15
HP 169; Bloodied 84 Threatening Barbs aura 1; any creature in the aura that makes HP 255; Bloodied 127
AC 37; Fortitude 35, Reflex 34, Will 33 a melee attack or a close attack with the weapon keyword AC 35; Fortitude 34, Reflex 32, Will 30
Resist 20 fire, 20 lightning, 20 thunder against the barbed devil takes 5 damage. Resist 30 fire
Speed 7, fly 7 (clumsy) HP 170; Bloodied 85 Speed 8, fly 8 (clumsy)
m Trident (Standard, at-will) Lightning, Weapon AC 33; Fortitude 31, Reflex 30, Will 29 m Claw (Standard, at-will)
+26 vs. Reflex; 2d6 + 8 damage, and ongoing 10 lightning Resist 20 fire +26 vs. AC; 1d6 + 8 damage.
damage, and the target is dazed (save ends both). Speed 7, teleport 7 M Trident (Standard, recharge 4 5 6) Weapon
R Lightning Fork (Standard, at-will) Lightning m Claw (Standard, at-will) Reach 2; +26 vs. AC; 4d8 + 8 damage and ongoing 5
Requires trident; ranged 20; +28 vs. Reflex; 3d6 + 8 +23 vs. AC; 1d8 + 7 damage. damage (save ends), and the target slides into any square
lightning damage. M Double Attack (Standard, at-will) adjacent to the war devil and is knocked prone.
A Infernal Thunderclap (Standard, recharge 5 6) The barbed devil makes two claw attacks. R Besieged Foe (Minor, at-will)
Lightning R Hurl Flame (Standard, recharge 5 6) Fire Ranged sight; the war devil marks an enemy; allies of the
Area burst 2 within 20; +26 vs. Fortitude; 2d10 + 6 Ranged 5; +21 vs. Reflex; 1d10 + 6 fire damage, and ongoing war devil gain a +2 bonus to attack rolls made against the
lightning and thunder damage, and the target is pushed 3 5 fire damage, and the target is dazed (save ends both). target until the encounter ends or the war devil marks a
squares from the origin square and dazed until the end of C Barbed Teleport (Standard, encounter) Teleportation new target.
its next turn. Close burst 1; +23 vs. AC; 1d8 + 7 damage, and the barbed R Devilish Transposition (Move, at-will) Teleportation
Cyclone (Free, when first bloodied, encounter) devil teleports 7 squares. Ranged 20; the war devil and an allied devil within range
The storm devil shifts 3 squares, and any Medium or Infernal Bound (Minor, at-will) swap positions.
smaller enemy adjacent to the storm devil at the start of The barbed devil shifts 3 squares. R Fiendish Tactics (Minor, recharge 5 6)
the move is knocked prone. Alignment Evil Languages Supernal Ranged 10; affects up to 2 allied devils of the war devils
Alignment Evil Languages Supernal Skills Athletics +21, Intimidate +19 level or lower; each target can take a move action or make
Skills Stealth +23 Str 25 (+16) Dex 23 (+15) Wis 15 (+11) a basic attack.
Str 20 (+16) Dex 25 (+18) Wis 22 (+17) Con 18 (+13) Int 12 (+10) Cha 20 (+14) Alignment Evil Languages Supernal
Con 25 (+18) Int 16 (+14) Cha 17 (+14) Skills Intimidate +20
Equipment trident Str 27 (+19) Dex 23 (+17) Wis 19 (+15)
Con 25 (+18) Int 15 (+13) Cha 18 (+15)
Equipment trident

September 20 09 | D u n g e o n 170
35
Betrayal at Monadhan

Features of the Area: Stalactites: The locracite formations on the ceil-


ing catch and magnify the light, but theyre dangerous
Illumination: If the PCs bring any light source
as well as beautiful. Any attack with the thunder key-
into the room, the entire chamber is brightly lit. The
word that deals at least 10 damage causes some of the
locracite stalactites transmit the light throughout the
stalactites to burst. Everyone in the chamber imme-
chamber and even seem to magnify its intensity.
diately hears the crystalline stalactites shattering like
Ceiling: The ceiling of the cavern is 90 feet above
glass. At the start of the next round, jagged shards
the ledge where the PCs start, which means its 30
rain down on everyone in the chamber, making
feet from the highest elevation in the chamber.
a +28 attack against Reflex that deals 2d10 + 10
Cliffs: It takes a DC 15 Athletics check to ascend
damage. This may count as a friendly fire incident
these cliffs at half speed, granting combat advan-
as described under The Sting of Betrayal on page 10.
tage during the climb, as described on p. 182 of the
Any intentional attack (such as someone aiming an
Players Handbook. Creatures that take damage while
arrow at a stalactite) automatically hits. If the attack
climbing must immediately make a DC 15 Athletics
deals at least 10 damage, then shards rain down at the
check (DC 20 if the damage made the climber blood-
start of the next round. There are enough locracite
ied) or fall. Creatures about to fallusually because
formations on the ceiling to sustain four such attacks.
they failed an Athletics checkcan, as an immedi-
ate action, attempt a DC 20 Athletics check (with
an additional +1 DC per point of damage) to make
a last-ditch grab at the cliff face. Failing this second
Athletics check sends the character tumbling down
the cliff.

September 20 09 | D u n g e o n 170
36
Betrayal at Monadhan

C3: Cavern of Sulfur Dungeoneering Check Abhorrent Reaper: The abhorrent reaper also
DC 29: Concentrations of sulfur are frequently gets extra basic attacks with its bloodthirst power, and
Encounter Level 22 (18,600 XP) poisonous, but the poison dissipates rather quickly in a thus more chances to weaken the PCs and consume
large cavern like this. their healing surges. The reaper is quite mobileits
Setup fast, flies well, and has a decent charge attackbut
1 abhorrent reaper (A) At the start of every turn, the geyser cone in the the best place for it is right between the two betrayer
2 betrayer wights (B) middle of the room spouts scalding water. But the wights. Umbral phantasm is an important (and frus-
Sulfur trap real danger in the roomother than the undead, of trating) part of the reapers damage mitigation, so use
courseare the poison-spewing sulfur cones. it whenever you can and remember to check for its
This chamber is home to some of Arantors loyal (for recharge at the start of every turn.
this place, anyway) undead. They claim this chamber Tactics
as their own because the toxic fumes make it unin- Beyond dealing with the sulfur cones, the PCs must Features of the Area
habitable for anyone not immune to poison. deal with a cohesive trio of monsters that have every Illumination: This cavern has only the illumina-
reason to stick together and focus their efforts. Ide- tion the PCs bring with them.
When the PCs reach the entrance to the cham- ally, this battle resolves into a slugfest right next to one Ceiling: The ceiling of the cavern is 60 feet high
ber, read: of the sulfur cones. If thats the case, the monsters can and covered in cracksvents that allow the sulfur in
exact a grim toll from the PCs for passage through this room to percolate up to the surface, so diffused
Youve been smelling something foul and rotten as you this chamber. that its barely noticeable when it reaches open air.
approached this chamber, and now you have some idea Betrayer Wights: These are simple brutes, but its Geyser Cone: At the start of every turn, the geyser
why. Theres a cone-shaped formationlike a volcano, worth paying close attention to the weakened condi- cone spews steam and scalding droplets of water.
only about 5 feet tallin the center of a pool in this cavern. tion on the claw attackthats where this monster Make an area burst attack (+28 vs. Fortitude) against
Scattered around the periphery are smaller volcano-like gets its oomph. Track which PCs are weakened, and each creature in a 3-square burst from the cone; any
cones, each only 2 or 3 feet high and surrounded by chunks remember to give the betrayer wight 15 more hit creature hit takes 2d10 fire damage. Squares adjacent
of rock. points if the PC decides to get rid of the weakened to the geyser cone are lightly obscured (as described
Along the right wall are two clawed undead, their eyes condition by spending a healing surge. Spending a on p. 61 of the Dungeon Masters Guide) because of the
glowing with hate as they shamble toward you. To the healing surge is an expensive way to purge a con- steam.
left near the back of the cavern is a black-cloaked figure dition that youre likely to reapply the next round Sulfur Cone: Every round, two of the six sulfur
wielding a scythe and floating several feet off the cavern anyway. A party can quickly deplete its resources if cones will erupt, spewing poison within 2 squares
floor. its not willing to spend at least some time weakened (see the trap description below). The abhorrent reaper
during this battle. Dont forget the death wail. It gives and betrayer wights are immune to poison and
Perception Check the other monsters an extra basic attack, which might blithely ignore the sulfur, but theyre smart enough to
DC 29: The room smells strongly of sulfur. impose the weakened condition. lure the PCs close to a sulfur cone if they can.
DC 33: You can make out a light haze near one of the Before each betrayer wight attack, check whether Debris: The debris around each sulfur cone is dif-
nearer cones. the abhorrent reaper is within 5 squares, because if it ficult terrain.
is, the attack deals an extra 1d6 necrotic damage. Shallow Water: The water is difficult terrain.
Its uncomfortably hot but not actually damaging.

September 20 09 | D u n g e o n 170
37
Betrayal at Monadhan

Its also poisonous; a creature that drinks the water 2 Betrayer Wights (B) Level 21 Brute
Medium shadow humanoid (undead) XP 3,200 each
takes 2d10 + 5 poison damage and ongoing 10 poison
Initiative +16 Senses Perception +5; darkvision
damage (save ends, probably when the incautious PC HP 244; Bloodied 122
retches the water back up). AC 33; Fortitude 36, Reflex 33, Will 32
Immune disease, poison; Resist 20 necrotic; Vulnerable 10
Abhorrent Reaper (A) Level 23 Elite Soldier (Leader) radiant
Large shadow humanoid (undead) XP 10,200 Speed 7
Initiative +18 Senses Perception +14; darkvision m Claw (Standard, at-will) Healing, Necrotic
Aura of Ruin aura 5; any ally within the aura deals 1d6 extra +24 vs. AC; 2d8 + 9 necrotic damage, and the target is
necrotic damage with melee attacks. weakened. To end the weakened condition, the target
HP 424; Bloodied 212 must spend a healing surge (a free action). If the target
AC 40; Fortitude 37, Reflex 34, Will 36 does so, the wight regains 15 hit points.
Immune disease, fear, poison; Resist 10 necrotic; Vulnerable C Death Wail (when reduced to 0 hit points) Necrotic
10 radiant Close burst 5; targets enemies; +21 vs. Fortitude; 2d6 +
Saving Throws +2 7 necrotic damage. Undead allies in the burst can make a
Speed 8, fly 12 (hover) basic attack as a free action.
Action Points 1 Alignment Chaotic evil Languages Common
m Abhorrent Sickle (Standard, at-will) Necrotic, Weapon Str 28 (+19) Dex 22 (+16) Wis 6 (+8)
Reach 2; +30 vs. AC; 3d6 + 8 necrotic damage. Con 24 (+17) Int 8 (+9) Cha 20 (+15)
M Hateful Charge (Standard; usable only when charging, at-will)
Necrotic, Weapon Sulfur Spewers Level 18 Blaster
Requires sickle; +30 vs. AC; 3d6 + 8 necrotic damage, and Hazard XP 2,000
the target is knocked prone and is immobilized until the Hazard: This cavern is close to a sulfur vent deep underground,
end of the abhorrent reapers next turn. and the cinder cones marked on the map periodically emit
C Hates Cleave (Standard, at-will) Necrotic, Weapon poisonous clouds of sulfur
Requires sickle; +28 vs. AC; 6d6 + 8 necrotic damage. Perception:
Bloodthirst DC 29: The room smells strongly of sulfur.
When an abhorrent reaper bloodies an enemy, one of the DC 33: A lingering haze near the cinder cones marks where
abhorrent reapers allies can make a melee basic attack the sulfur is strongest.
against the bloodied creature as a free action. Additional Skill: Dungeoneering
Umbral Phantasm (Immediate Interrupt, when the abhorrent DC 29: Concentrations of sulfur are frequently poisonous,
reaper would take damage, recharge 5 6 ) but the poison dissipates rather quickly in a large cavern
The abhorrent reaper becomes insubstantial until it attacks such as this.
or until the end of its next turn. Trigger: At the start of each turn, roll 1d6 twice. The indicated
Alignment Evil Languages Common cinder cones emit a cloud of poisonous sulfur.
Skills Intimidate +23 Attack
Str 27 (+19) Dex 21 (+16) Wis 16 (+14) Standard Action Close burst 2
Con 20 (+16) Int 18 (+15) Cha 24 (+18) Target: All living creatures within the area
Equipment robes, sickle Attack: +21 vs. Fortitude
Hit: 2d10 + 5 poison damage and ongoing 10 poison (save
ends)
Miss: Half damage.

September 20 09 | D u n g e o n 170
38
Betrayal at Monadhan

C4: Cavern of Air Perception Check Tormenting Ghost (T)


Medium shadow humanoid (undead)
Level 21 Controller
XP 3,200
DC 23: There are two dark clouds hovering near the
Initiative +19 Senses Perception +17; darkvision
Encounter Level 22 (18,400 XP) ceiling, one over each of the largest islands. HP 152; Bloodied 76
AC 32; Fortitude 30, Reflex 34, Will 32
Setup The dark clouds are callers in darkness. A void Immune disease, poison; Resist insubstantial
Speed fly 6 (hover); phasing
1 void lich (V) lich waits around the corner. It will appear the round m Spirit Touch (Standard, at-will) Necrotic
2 callers in darkness (C) after it hears sounds of battle. +24 vs. Reflex; 2d8 + 9 necrotic damage.
1 tormenting ghost (T) M Ghostly Possession (Standard, recharge 5 6) Charm
Tactics Target must be a living humanoid; +24 vs. Will; the
tormenting ghost enters the targets space and is removed
This chamber is another chance for the PCs to The beckoning on the part of the tormenting ghost is from play, and the target is dominated (save ends).
employ their flying and Athletics skills as they battle just a ruse to draw the PCs onto the floating islands, The tormenting ghost can use this power against only
a quartet of undead on floating platforms of stone. where the terrain is more advantageous to the mon- one creature at a time. When the target is no longer
dominated, or when the tormenting ghost chooses to end
sters (and more interesting for the DM).
its ghostly possession (a free action), the ghost reappears in
When the PCs reach the cavern entrance, read: Tormenting Ghost: Use the burst of terror attack a square adjacent to the target.
to force PCs off the islands and ghostly possession C Burst of Terror (Standard, recharge 5 6) Fear, Necrotic
Close burst 5; targets enemies; +24 vs. Will; 1d8 + 9
Safe passage through this cavern ends almost as soon as against PCs with effective ranged attacks. Use spectral
necrotic damage, the target is pushed 5 squares, and the
you set foot inside, for the passageway opens into a cavern shift whenever an adventurer misses with an attack. target is dazed and immobilized (save ends both).
from high on one of the cavern walls. You can see another Ghostly terrain, while effective, probably distracts from A Ghostly Terrain (Standard, at-will) Necrotic
platform about 50 feet southeast of you on the far wall the fun of this encounter, so use it only when you see a Area burst 1 within 10; the area is suddenly filled with
ghostly lights, wisps of necrotic mist, and the faint
with two passages exiting the cavern. Between you and that truly great opportunity.
whispers of the dead. The area becomes difficult terrain
other platform is empty, dark space. Floating like islands in Callers In Darkness: Use advantage of fear and and lightly obscured. Any creature that enters or ends its
that dark space are rock platforms, each several feet thick. steal essence as often as possible, resorting to spirit turn in the area is immobilized (save ends). The ghostly
As you watch, the islands creep from side to side, bites only when you cant reach the marked charac- terrain remains in place for 5 minutes before fading away.
Spectral Shift (immediate reaction, when missed by a melee
slowly enough that you can jump from one to another but ter. Keep track of which caller has which character attack, at-will)
rapidly enough that in a few minutes, the platforms will be marked, and make sure you apply the conditions for The tormenting ghost shifts 3 squares.
thoroughly shuffled. failed saving throws. Alignment Evil Languages Common
Skills Stealth +24
A ghost in tattered finery hovers directly above one of Void Lich: The void lich arrives in the second
Str 11 (+10) Dex 28 (+19) Wis 14 (+12)
the larger islands, beckoning you closer. round of the fight, alights on an unoccupied island, Con 20 (+15) Int 12 (+11) Cha 25 (+17)
then attacks with void tendrils every round. Eventually
Characters can see at least 100 feet from their this will attract a heros attention. If engaged in melee,
own light source: the void lich uses frightful gaze (especially if its enemy
Automatic: The rocky stone floor is about 100 feet isnt flying and might get pushed off the island) or
below you. hideous laughter. Fade to dusk and phase step should be
sufficient to get the void lich out of harms way.

September 20 09 | D u n g e o n 170
39
Betrayal at Monadhan

Void Lich (V)


Medium aberrant humanoid (undead)
Level 20 Elite Lurker
XP 5,600
2 Callers in Darkness (C)
Large shadow animate (undead)
Level 19 Elite Soldier
XP 4,800 each
Features of the Area:
Initiative +13 Senses Perception +18; darkvision Initiative +13 Senses Perception +16; darkvision Illumination: The chambers upper reaches,
Shroud of Night aura 5; bright light within the aura is reduced HP 253; Bloodied 126 where most of the action takes place, are unlit.
to dim light, and dim light within the aura is reduced to AC 33; Fortitude 33, Reflex 28, Will 33
Phosphorescent lichen near the cavern floor makes
darkness (if the void lich takes radiant damage, the aura is Immune disease, poison; Resist insubstantial
negated until the end of the void lichs next turn). Saving Throws +2 it obvious to the characters that its a long way
HP 296; Bloodied 148 Speed fly 8 (hover); phasing down. Within 5 squares of the void lich, bright light
AC 34; Fortitude 31, Reflex 32, Will 34 Action Points 1
becomes dim light and dim light becomes darkness.
Immune disease, poison, fear; Resist 10 necrotic m Spirit Bite (Standard, at-will) Necrotic, Psychic
Saving Throws +2 Reach 2; +23 vs. AC; 1d10 + 7 necrotic damage, and Ceiling: The ceiling of the cavern is 150 feet high
Speed 4, fly 8 (hover) ongoing 10 psychic damage (save ends). (20 feet higher than the floating islands).
Action Points 1 M Double Bite (Standard, at-will) Necrotic, Psychic Floating Islands: The islands marked on the map
m Life Trap (Standard, at-will) Healing Necrotic The caller in darkness makes two spirit bite attacks.
M Steal Essence (Standard, at-will) Necrotic, Psychic
float laterally at the start of each turn. Roll 1d8 for
+23 vs. Fortitude; 2d6 + 7 necrotic damage, and the void
lich regains 15 hit points. Reach 2; targets a creature marked by the caller in each island; 1 means it drifts 1 square north, 2 means
R Void Tendrils (Standard, at-will) Necrotic darkness; +22 vs. Fortitude; 1d10 + 9 necrotic damage, and 1 square northeast, 3 is east, and so on. The islands
Ranged 10; +23 vs. Will; 2d6 + 7 necrotic damage, and the ongoing 5 psychic damage (save ends). First Failed Saving
dont change altitude.
target is knocked prone and dazed (save ends). Throw: The target takes ongoing 5 psychic damage and is
C Frightful Gaze (Minor, at-will) Fear, Gaze weakened (save ends both). Second Failed Saving Throw: The Besides drifting, the islands are fragile. Sufficient
Close blast 3; +21 vs. Will; the target is pushed 5 squares target takes ongoing 10 psychic damage and is stunned force (a powerful attack or a collision with another
and takes a -2 penalty to attack rolls (save ends). First Failed instead of weakened (save ends both). island) is enough to break them apart. If two islands
Saving Throw: The target is dazed, immobilized, and takes a C Advantage of Fear (Minor 1/round, at-will) Fear
bump together (occupy adjacent squares), a few
-2 penalty to attack rolls (save ends all). Close burst 10; targets one creature; the target is marked
C Hideous Laughter (Minor, recharges when the void lich and grants combat advantage to the caller in darkness pebbles fall ominously to the cavern f loor. If a f loat-
bloodies an enemy) Fear, Psychic (save ends both); see also steal essence. ing island rolls movement that would make any part
Close blast 3; +21 vs. Will; 2d8 + 7 psychic damage, and C Soulstorm (Free, when first bloodied, encounter) Necrotic,
of it overlap with another island, then it breaks into
the target takes a -5 penalty to all defenses until the end of Psychic
the void lichs next turn. Close burst 2; +22 vs. Reflex; 1d10 + 9 psychic damage two pieces. Let your sense of creative verve decide
Fade to Dusk (Minor, recharge 5 6) plus 1d10 + 9 necrotic damage. In addition, a target that where the break happens, either splitting up com-
The void lich becomes insubstantial and invisible until it grants combat advantage to the caller in darkness takes batants or keeping them together as you see fit. Roll
attacks or until the end of its next turn. ongoing 5 psychic damage and ongoing 5 necrotic damage
1d8 a second time for movement for one of the two
Phase Step (Minor, at-will) (save ends both).
The void lich teleports up to 2 squares. Alignment Chaotic evil Languages Common daughter islandsit doesnt matter whichto get
Indestructible Str 24 (+16) Dex 18 (+13) Wis 24 (+16) some separation between the two daughters (con-
When a void lich is reduced to 0 hit points, its body and Con 21 (+14) Int 10 (+9) Cha 25 (+16) tinue rolling until a result causes the second piece
possessions dissipate into wisps of darkness, but it is not
destroyed. It reappears (along with its possessions) in to move away from the first). Likewise, if a close or
1d10 days within 1 square of its phylactery, unless the area attack deals at least 20 damage and covers at
phylactery is also found and destroyed. least half of an island, break the island apart. Judge
Alignment Evil Languages Common, Deep Speech,
telepathy 10
Skills Arcana +22, Intimidate +20
Str 16 (+13) Dex 17 (+13) Wis 26 (+18)
Con 22 (+16) Int 24 (+17) Cha 20 (+15)

September 20 09 | D u n g e o n 170
40
Betrayal at Monadhan

for yourself whether a particular attack is unlikely to


damage the stones: a close attack with thrown dag-
gers, for example, probably could be ignored in this
case. Collisions with the cavern walls usually dont
make the islands break apart, but if nothing has
cracked in half for several turns or youre really itch-
ing to stir things up, then either assign a chance for
a wall collision to damage a platform or just declare
that one breaks.
Cavern Floor: From the floating islands to the
cavern floor is a fall of 130 feet onto a pile of rubble
chunks of rock that abraded off the floating islands
in the past. The floor is difficult terrain throughout.
The only feature of interest down there is the bound
island (described below).
Bound Island: Floating a few feet above the
cavern floor is a 3-square by 3-square island, moored
to the ground with a rope. A creature with no other
way to rejoin the fray can untie the rope, and the
island will rise at the start of the next turn into any
available space at the same altitude as the other
islands.
The players are unlikely to learn this, but over
time, the rubble on the cavern floor coheres into new
floating islands that ascend to take the place of those
that have been ground apart through collisions. Its
a natural (though rare) process in this domain, but
Noorikhan the void lich has been experimenting with
it. The bound island is one of his trials.

September 20 09 | D u n g e o n 170
41
Betrayal at Monadhan

C5: Cavern of Truth Perception Check Rakshasa Noble Huecuva (H) Level 19 Elite Controller
Medium natural humanoid XP 4,800
DC 25: The floor of the room is slightly sloped. The
Initiative +14 Senses Perception +19; low-light vision
Encounter Level 22 (19,200 XP) iron maidens are at the higher end and the fresco on the HP 356; Bloodied 178
south wall is lower. Regeneration 5 (damage from silver weapons negates
Setup DC 30: It looks as if theres someone on the southwest regeneration until the end of the rakshasa noble huecuvas
next turn)
1 rakshasa noble huecava (H) rack. It could be human but its hard to tell at this distance.
AC 33; Fortitude 31, Reflex 33, Will 34
3 rakshasa destroyers (D) There is indeed a human on the rack, a denizen Saving Throws +2
1 gray render (G) of the shantytown named Macaebus. The creature Speed 7Action Points 1
m Unholy Claw (Standard, at-will)
imprisoned in the southeast cage is a gray render
+24 vs. AC; 1d6 + 3 damage, and the target takes ongoing
This cavern exists to punish those whove angered that the rakshasas captured from the surrounding 10 necrotic damage (save ends). When the target takes
Arantor, coerce betrayal from pawns in Arantors jungle and domesticated through pitiless torture. ongoing necrotic damage from this power, all adjacent
schemes, and to provide a measure of cruel amuse- living creatures take 5 necrotic damage.

ment during Arantors long periods of melancholy. Tactics R Mind Twist (Standard, at-will) Psychic
Ranged 20; +23 vs. Will; 3d6 + 7 psychic damage, and the
This battle will be more fun for everyone involved if it target is dazed (save ends).
When the PCs reach the cavern entrance, read: spreads out a bit. That will let the PCs feel the frustra- R Phantom Lure (Standard, at-will) Charm
Ranged 10; +22 vs. Will; the target slides 5 squares.
tion of being marked (for a change) and give the gray
R Frightful Phantom (Standard, recharge 5 6) Fear
The purpose of this cavern is clear: imprisonment, torture, render room to work. Ranged 5; +23 vs. Will; 4d8 + 7 psychic damage, the target
and execution. Along the side walls are prison cages Rakshasa Noble Huecuva: The huecuva hangs is pushed 5 squares, and the target is stunned (save ends).
fashioned from unnaturally smooth stalagmites. Three back and uses its three potent ranged attacks (mind Deceptive Veil (Minor, at-will) Illusion
The rakshasa noble huecuva can disguise itself to appear
are empty, and the fourth one, in the southeastern corner, twist, phantom lure, and frightful phantom) to either
as any Medium humanoid. A successful Insight check
has a grayish giant within it. A guillotine stands in the damage the PCs directly or act as a puppet master, (opposed by the rakshasas Bluff check) pierces the disguise.
center of the room with its blade raised, iron maidens are spreading the PCs out and moving them into dis- Phantom Image (Minor, recharge 5 6) Illusion
immediately to your left and right, and wooden stretching advantageous positions. If confronted in melee, the Until the end of the rakshasa noble huecuvas next turn,
any creature that attacks the rakshasas AC or Reflex
racks are arrayed on the far end of the chamber. Two huecuva uses unholy claw and then phantom image. defense must roll twice and use the lower attack roll result.
passages exit the far end of the room. Unholy claw deals damage to all adjacent living crea- If either result is a critical hit, use that result instead.
A groove has been cut in the floor, connecting the iron tures, possibly including the rakshasa destroyers and Alignment Evil Languages Common
Skills Arcana +20, Athletics +17, Bluff +21, Diplomacy +21,
maidens, the guillotine, and the center of the southern wall, the gray render. The huecuva wont hesitate to use
History +20, Insight +19, Intimidate +21
which bears a fresco of eladrin lords and ladies gazing out unholy claw anyway, which may trigger a friendly fire Str 16 (+12) Dex 20 (+14) Wis 20 (+14)
upon a pastoral lake. incident as described in The Sting of Betrayal (page Con 18 (+13) Int 22 (+15) Cha 24 (+16)
Two bipedal tiger-creatures are fiddling with the 10).
guillotine mechanism. A third such creature stands near the
rack in the southwest part of the room.

September 20 09 | D u n g e o n 170
42
Betrayal at Monadhan

Rakshasa Destroyers: At the start of the fight, 3 Rakshasa Destroyers (D) Level 21 Soldier Gray Render (G) Level 19 Elite Brute
Medium natural humanoid XP 3,200 each Large natural humanoid XP 4,800
one of the destroyers moves to the stalagmite cage
Initiative +16 Senses Perception +20; low-light vision Initiative +10 Senses Perception +15; blindsight 10
holding the gray render, then uses a minor action HP 196; Bloodied 98 HP 452; Bloodied 226
to pull the lever and cause the stalagmites to drop AC 37; Fortitude 37, Reflex 34, Will 35 AC 31; Fortitude 34, Reflex 27, Will 28
into the floor. The destroyers make triple attacks as Speed 6 Saving Throws +2
m Longsword (Standard, at-will) Weapon Speed 8
often as they can (with longsword, that means six
The rakshasa destroyer makes two attack rolls and keeps Action Points 1
attack rolls). They mark different opponents and try the better result; +26 vs. AC; 1d8 + 6 damage, and the m Claw (Standard, at-will)
to draw them apart. Use knights move occasionally to target is marked until the end of the rakshasas next turn. Reach 2; +22 vs. AC; 1d12 + 8 damage, and the target is
m Claw (Standard, at-will) grabbed.
make a marked PC chase the destroyer around the
+26 vs. AC; 1d8 + 6 damage. M Double Attack (Standard, at-will)
battlefield. M Triple Attack (Standard, at-will) Weapon The gray render makes two claw attacks. If both attacks hit
Gray Render: The gray render joins the battle The rakshasa destroyer makes three melee basic attacks. the same target, the target takes ongoing 10 damage (save
the round after one of the rakshasas releases it from If two or more attacks hit the same target, that target is ends).
dazed (save ends). M Body Swap (Immediate Reaction, when the gray render is
its cage. It makes claw attacks, trying to always have
Deceptive Veil (Minor, at-will) Illusion hit by an enemys melee attack while the gray render has
a character grabbed. While it has a PC grabbed, it The rakshasa destroyer can disguise itself to appear as any a creature grabbed; requires a grabbed creature, at-will)
uses body swap whenever possible and dismembering Medium humanoid. A successful Insight check (opposed by Weapon
the rakshasas Bluff check) pierces the disguise. The gray render uses the grabbed creature as a weapon;
bite on its own turn. If the gray render is bloodied and
Knights Move (Move, recharge 5 6) targets the triggering enemy; +20 vs. Reflex; 2d12 + 8
opponents are proving adept at escaping its grab, it The rakshasa destroyer can fly up to 6 squares. It must damage, and the gray render pushes the target 4 squares.
switches tactics to doing double attacks every round, land at the end of this move or else it crashes. The grabbed creature takes half the damage dealt by this
knocking PCs prone and dealing ongoing damage Alignment Evil Languages Common attack.
Skills Athletics +22, Bluff +19, Insight +20, Intimidate +19 M Dismembering Bite (Standard, encounter)
each time.
Str 25 (+17) Dex 19 (+14) Wis 21 (+15) Targets a creature grabbed by the gray render; +20 vs.
Con 20 (+15) Int 15 (+12) Cha 18 (+14) Fortitude; 3d12 + 8 damage, and the target is dazed (save
Equipment heavy shield, longsword, scale armor ends).
Rampage (while bloodied)
The gray renders claw attack also knocks a target prone.
Alignment Chaotic evil Languages
Skills Athletics +23
Str 27 (+17) Dex 13 (+10) Wis 15 (+11)
Con 26 (+17) Int 2 (+5) Cha 10 (+9)

September 20 09 | D u n g e o n 170
43
Betrayal at Monadhan

Features of the Area: Blood Channels: The channels cut into the floor
are designed to keep the floor of this torture chamber
Illumination: Everburning torches in wall
cleanand they do their job almost too well. Each
sconces provide bright illumination throughout this
time a creature on or adjacent to a blood channel
room.
takes damage from an attack that draws blood (most
Ceiling: The ceiling of the cavern is 20 feet high.
weapon attacks, for example), everyone in the cham-
Stalagmite Cages: These cages are formed from
ber will see the blood flow into the channel of its
obviously unnatural stalagmites that rise nearly to
own volition. Once blood is in the channel, it spreads
the ceiling. The gaps between them are small: an inch
along the channel toward the south wall at the rate of
or two near the bottom, approximately a foot near
1 square per turn (at initiative count 1). Use tokens to
the ceiling. Just outside the ring forming the cage is
mark which squares have blood in them. Creatures
a foot-tall stalagmite that functions as a lever. When
adjacent to a token at the start of their turn take 5
someone pulls the lever, the other stalagmites retract
damage but score critical hits on 19-20 (unless their
into the cave floor.
critical chance is already better than that) until the
Three of the stalagmite cages are unoccupied. The
start of their next turn.
southeastern one has a trained gray render in it.
South Wall Mosaic: If blood in the channel
Iron Maidens: These are typical torture
reaches the south wall, the eladrins in the picture
equipment.
transform into tieflings and the landscape in the
Guillotine: The guillotine is in the up position
mosaic transforms into a charred wasteland with a
and held by a thin cord. Of course, it will fall if some-
magma lake. Note that if blood has flowed into the
one moves (or is slid, pulled, or pushed) through the
channel then it will reach the wall before long unless
guillotine opening (+28 vs. Reflex; 8d8 + 20 damage).
characters specifically take action to stop it.
Winching the guillotine blade back into the up posi-
Macaebus: See page 16.
tion takes eight turns, so hit or miss, this trick is likely
to work only once.
Rack: The rack is typical medieval torture fare,
but its notable for two reasons. First, its occupied by
a villager named Macaebus (described on page 16).
Second, two Masks of the Beloved (described in the
treasure section) hang on pegs on the racks frame.

September 20 09 | D u n g e o n 170
44
Betrayal at Monadhan

C6: Cavern of Statues The silver dragon statue depicts Arantor as he Cambion Soul Conflagrant (C)
Medium immortal humanoid (devil)
Level 23 Artillery
XP 5,100
existed in life, and the other statues are figures
Initiative +16 Senses Perception +15; darkvision
Encounter Level 22 (16,300 XP) important to him (some of whom will figure in later HP 166; Bloodied 83
Scales of War adventures). The map tapestries likewise AC 35 (38 against ranged attacks); Fortitude 34, Reflex 34
Setup have information useful in the PCs future endeavors. (38 against ranged attacks), Will 36
Resist 15 fire
1 cambion soul conf lagrant (C)
Speed 6, fly 8 (clumsy)
2 cambion legionnaires (L) Tactics m Staff (Standard, at-will) Weapon
2 nothic mindblights (N) Unlike battles that spread the PCs out (such as C4 +28 vs. AC; 2d8 + 6 damage.
R Hellfire Ray (Standard, at-will) Fire
and C5), this encounter should develop into a big,
Ranged 20; +28 vs. Reflex; 3d6 + 8 fire damage, and the
One of only two upper chambers that Arantor regu- confusing scrum because of the short ranges and target is knocked prone.
larly visits (the Cavern of Truth is the other), the dominated PCs. This is also the battle most likely to R Purge the Soul (Standard, recharges when any enemy within
Cavern of Statues is a gallery containing certain have friendly fire incidents which trigger Monadhans sight is reduced to 0 hit points or fewer) Necrotic
Ranged 20; +28 vs. Reflex; 4d6 + 8 necrotic damage, and
antiquities that remind Arantor of life before coming blessing.
the target is weakened (save ends).
to Monadhan. Although most of Arantors hoard lies Cambion Soul Conf lagrant: The leader of the A Soulscorch (Standard, recharge 5 6) Fire
in the lower cavern, some of the items here are bulky cambions that serve Arantor, the soul congflagrant Area burst 1 within 10; +28 vs. Reflex; 2d6 + 8 fire
damage, and ongoing 10 fire damage.
but valuable indeed. wants nothing to do with melee. Instead, it hangs
Soul Mantle
back as far as it can. Each round it uses one of its A mantle of soul energy protects the cambion soul
When the PCs reach the cavern entrance, read: three ranged attacks, in order of priority: purge the conflagrant, giving it a +4 bonus to AC and Reflex defense
soul, soulscorch, hellfire ray. Soulscorch might hurt the against ranged attacks (already included in its statistics).
Alignment Evil Languages Common, Supernal
This room is home to seven large statues, all larger than other cambions (who have resist fire 15); if it does,
Skills Arcana +22, Bluff +24, Diplomacy +24
life. Between them hang tattered tapestries that show maps the soul conflagrant gains the benefits of a friendly Str 14 (+13) Dex 20 (+16) Wis 19 (+15)
in sable, snow-cotton, and golden wool. A brazier near the fire incident, as described in The Sting of Betrayal Con 22 (+17) Int 22 (+17) Cha 27 (+19)
center statuethat of a dragon in a rampant posecasts on page 10. Like most cambions, the soul conflagrant Equipment robes, quarterstaff

everything in a reddish light. is a clumsy flyer and would rather land each turn
Standing near the dragon statue are three cambions, than suffer the 4 penalty to attacks and damage for
one with an iron-shod quarterstaff and two with short attacking while airborne.
swords and shields.
Two passages exit the room at the northeast corner.

Perception Check
DC 29: You hear flapping footstepsnot boots, but skin
on stonecoming from one of the northern passageways.

September 20 09 | D u n g e o n 170
45
Betrayal at Monadhan

Cambion Legionnaire: The two legionnaires stay 2 Cambion Legionnaires (L) Level 21 Soldier 2 Nothic Mindblights (N) Level 19 Controller
Medium immortal humanoid (devil) XP 3,200 each Medium aberrant humanoid XP 2,400 each
close to each other (to benefit from the legions mantle
Initiative +18 Senses Perception +20; darkvision Initiative +14 Senses Perception +11; darkvision,
power) and try to establish a front line that keeps HP 198; Bloodied 99 truesight 10
enemy melee combatants away from the cambion AC 37; Fortitude 34, Reflex 31, Will 31 (35 if another HP 180; Bloodied 90
soul conflagrant. They prefer to make gladius attacks; cambion is within 3 squares) AC 32; Fortitude 32, Reflex 32, Will 29
Resist 15 fire Speed 6
keep track of how many hit, because those hits charge m Claw (Standard, at-will) Necrotic
Speed 6, fly 8 (clumsy)
up the push function of the shield rush. The legion- m Gladius (standard; at-will) Weapon +24 vs. AC; 2d6 + 3 damage, and ongoing 5 necrotic
naires save their immolate attacks for moments when +28 vs. AC; 3d6 + 8 damage. Effect: The target is marked damage (save ends).
until the end of the legionnaires next turn. R Eye of Insanity (Standard, recharges when no creature is
they can get at least two and preferably three figures
M Shield Bash (minor; at-will) Weapon dominated by the nothic mindblight) Fear
within the area. Cambions have only resist 15 to fire, +28 vs. AC; the cambion legionnaire pushes the target 1 Ranged 5; +23 vs. Will; the target is dominated (save ends).
so its possible that the legionnaires will damage each square and can shift into the square the target vacates. Aftereffect: The target is dazed until the end of its next turn.
other with their immolate attacks. That constitutes a C Immolate (standard; recharge z ) Fire C Necrotic Eye (Standard, at-will) Necrotic
Close burst 2; +28 vs. Reflex; 2d8 + 5 fire damage, and Close blast 5; +23 vs. Fortitude; the target takes ongoing
friendly fire incident, as described in The Sting of
ongoing 10 fire damage. 10 necrotic damage (save ends).
Betrayal section on page 10. Legions Mantle A Mesmerizing Visage (Standard, recharge 5 6) Charm,
Nothic Mindblights: The nothics hop into the While the legionnaire is within 3 squares of another Psychic
cambion, it gains a +4 bonus to Will defense (already Area burst 2 within 10; targets enemies; +23 vs. Will; 2d8
fray, appearing at one of the northern passages at the
included in its statistics) and a +2 bonus on saving throws. + 6 psychic damage, and the target takes a -1 penalty to
start of round 2. They use their eye of insanity attacks Alignment Evil Languages Common, Supernal saving throws (save ends). First Failed Saving Throw: The
until they have a PC dominated, then use necrotic Skills Arcana +22, Bluff +24, Diplomacy +24 target takes a -3 penalty to saving throws instead of -1
eye or mesmerizing visage until the character shakes Str 14 (+13) Dex 20 (+16) Wis 19 (+15) (save ends).
Con 22 (+17) Int 22 (+17) Cha 27 (+19) Alignment Unaligned Languages Deep Speech
off the domination. That recharges the eye of insan-
Equipment short sword, light shield Skills Stealth +19
ity, so the nothic starts the sequence all over again. Str 21 (+14) Dex 20 (+14) Wis 15 (+11)
Because its a save-ends effect that includes a saving Con 20 (+14) Int 10 (+9) Cha 12 (+10)
throw penalty, youll need to keep close track of how
each character is responding to mesmerizing visage.
Like the other monsters in this encounter, the mind-
blights have an attack (necrotic eye) that might cause a
friendly fire incident.

September 20 09 | D u n g e o n 170
46
Betrayal at Monadhan

Features of the Area: West Statue: This statue depicts a female angel
of secretsone that bears a striking resemblance to
Illumination: The brazier provides bright, red-
the angel the heroes met in Encounter S1. The word
dish light throughout the chamber.
Niuria is carved into the base (not Rachaela, which
Ceiling: The ceiling of the cavern is 20 feet high.
is the name she gave previously).
Center Statue: This statue depicts Arantor as he
North Tapestry: This tapestry is a map of an
once was: a proud silver dragon, ferocious in battle.
ancient empire, with roads connecting cities, major
Treasure parcels G and H are at the base of the statue.
coastlines, mountain ranges, etc. A DC 24 History
Northeast Statue: This statue depicts a skeleton
check reveals that the map, while more artistic
wearing finely embroidered robes and gaudy jewelry.
and less cartographically accurate, is of the ancient
The word Irfelujhar is carved into the base.
empire of Arkhosia shortly before its war with Bael
Southeast Statue: This statue depicts a dragon-
Turath. The tapestries collectively constitute treasure
born wearing heavy armor and wielding a falchion.
parcel I. Even rolled up, each tapestry is a very bulky
The word Mornujhar is carved into the base.
100 pounds.
South Statue: This is a statue of a sleek black
Northeast Tapestry: This tapestry map requires a
dragon. The word Mornujhar is also carved into the
DC 29 History check; its an artistic representation of
base. This is likely to be confusing to the PCs, or make
the ancient eladrin Realm of the Twin Queens.
them think that when they finally meet Mornujhar
Eastern Tapestries: This tapestry seems to be
(in Grasp of the Mantled Citadel), that he will be a
an illustrative depiction of a strange and disturb-
black dragon in disguise. This statue is merely meant
ing forest. According to the caption woven into the
to give him honor as Tiamats black exarch.
bottom of the tapestry, it is the Forest of Twisted
Southwest Statue: This statue of an old woman
Souls.
has crumbled into several pieces and is lying in a
South Tapestry: Another tapestry map; a DC 24
heap atop the pedestal. The word Sarissa is carved
History check reveals that it represents Bael Turath.
into the base. PCs who make even a token effort to
Western Tapestry: This tapestry map requires a
put the pieces back together realize that this statue is
DC 24 History check; its an artistic representation of
a perfect likeness of the seer Sarissa, whom they met
the ancient human empire of Nerath.
in Encounter T1, Seers Hut.

September 20 09 | D u n g e o n 170
47
Betrayal at Monadhan

C7: Death Giant Tactics The soulcatchers have two ways to earn soul
shards, but they tend to spend them fast. Remind
Three of the five monsters in this fight are able to
Reinforcements mark the PCs. This is a prime opportunity to split the
players hit with soul shrive that theyve lost their heal-
ing surges only temporarilytheyll get the healing
Encounter Level 23 (22,200 XP) adventurers into several small groups that have a hard
surges back when they make the saving throw.
time supporting one another. Strive to create at least
Steel Predator: Like the dreadguards, the steel
Setup one mismatch in the monsters advantage so that a
predator can mark PCs. As a fast elite, it can make a
2 death giant dreadguards few of the characters need rescuing while under fire
vicious pounce to the enemys back ranks, then make
2 death giant soulcatchers before disaster falls.
a bite attack in the next round to mark a PC whos
1 steel predator Death Giant Dreadguard: The dreadguards
ill-suited for melee (such as a wizard or invoker),
stay close to each other and mark different PCs. Use
even if that means taking some opportunity attacks
This is the first encounter to use when the PCs back- positioning to lure the marked PCs into attacking
on the way. Thereafter, use resonating roar if its avail-
track through a chamber theyve already cleared or the wrong dreadguard (and thus triggering death
able and can hit at least three targets. Otherwise,
when they camp for an extended rest. Accordingly, its guardian); the death giants reach 2 should help. They
make a bite attack if only one PC is adjacent or snap
not tied to a specific location. You can run this battle use soul shield whenever it can make the difference
jaw if there are two. When making a snap jaw attack,
using the map for any of encounters C1C6 or at the between an attack hitting or missing.
decide which PC to mark for next turn and attack
empty chambers at each dead end in the ever-shifting Keep careful track of each dreadguards supply of
that character first. This makes it more likely that the
upper caverns. soul shards. Add a soul shard whenever a creature
character will be right in front of the steel predator
(including another death giant) dies within 5 squares,
again next round, ready to be bitten.
When the PCs see the death giants, read: and subtract a shard whenever the dreadguard uses
If the steel predator focuses on PCs who are averse
its soul shield power or heals 20 hit points. Dont spend
to melee, its likely that theyll try to shift away during
Four dark-skinned giants are running toward you, their the last soul shard until the dreadguard is likely to die
their turn. Remember that the steel predator can
armor jingling and rattling as they unsheathe their in the next round anyway, because a dreadguard with
use shifting steel to keep them running around the
weapons. Two of them have plate armor, mace, and shield, no soul shards suffers a 2 attack penalty.
battlefield.
while two others are in leathers and wielding massive Death Giant Soulcatchers: The soulcatchers stay
quarterstaffs. Behind them lopes a metallic creature shaped behind the dreadguards and use soul shrive as often
like a leopard but bigger than a horse. as they can. Each soulcatchers aim is to accumulate
seven soul shards, which will let it use soulfury detona-
Perception Check tion twice in a row and still have one soul shard left
DC 26: Four flickering, crystalline shards orbit each of over (to avoid the 2 attack penalty). Soulcatchers
the giants at a distance of a few feet. preferentially target lightly armored PCs in the belief
that they tend to have lower Fortitude defenses. Soul-
fury detonation is likely to damage any dreadguards
caught in its area, which constitutes a friendly fire
incident as described in The Sting of Betrayal on page
10.

September 20 09 | D u n g e o n 170
48
Betrayal at Monadhan

2 Death Giant Dreadguards (D) Level 22 Soldier 2 Death Giant Soulcatchers (S) Level 22 Controller Steel Predator (P) Level 20 Elite Soldier
Large shadow humanoid (giant) XP 4,150 each Large shadow humanoid (giant) XP 4,150 each Large immortal animate (living construct) XP 5,600
Initiative +18 Senses Perception +19; darkvision Initiative +16 Senses Perception +19; darkvision Initiative +18 Senses Perception +16; darkvision
Soulcatcher aura 5; a creature that dies within the aura Soulsnatcher aura 10; a creature that dies within the aura HP 388; Bloodied 194
bestows one soul shard to the dreadguard (see soul shroud). bestows one soul shard to the soulcatcher (see soul shroud). AC 36; Fortitude 34, Reflex 32, Will 30
HP 209; Bloodied 104 HP 209; Bloodied 104 Saving Throws +2 (+4 against ongoing damage)
AC 38; Fortitude 37, Reflex 33, Will 31 AC 36; Fortitude 35, Reflex 32, Will 35 Speed 8
Resist 15 necrotic Resist 15 necrotic Action Points 1
Speed 7 Speed 8 m Bite (Standard, at-will)
m Mace (standard; at-will) Weapon m Soul Dagger (standard; at-will) Weapon Reach 2; +27 vs. AC; 4d6 + 4 damage, and the target is
Reach 2; +29 vs. AC; 2d8 + 6 damage and the target is Reach 2; + 27 vs. AC; 2d6 + 8 damage and the target is marked until the end of the steel predators next turn.
marked until the end of the dreadguards next turn. immobilized until the end of the soulcatchers next turn. M Snap Jaw (Standard, at-will)
Death Guardian (immediate interrupt, when an enemy marked R Soul Shrive (standard; at-will) Necrotic The steel predator makes a bite attack. On a hit, the target
by the dreadguard makes an attack that does not include Ranged 10; + 26 vs. Fortitude; the target is stunned and is also knocked prone, and the predator makes another
the dreadguard; at-will) loses 1 healing surge at the start of its turn (save ends bite attack against a different target.
The dreadguard makes a mace attack against the triggering both). A target without healing surges takes damage equal M Vicious Pounce (Standard, at-will)
enemy. to one quarter its total hit points.Each time the target The steel predator charges and makes the following attack
Soul Shield (free, when an ally within 5 squares is hit by an loses a healing surge or takes damage from soul shrive, the in place of a bite attack; +25 vs. Fortitude; 2d12 + 5 damage,
attack; at-will) soulcatcher gains a soul shard. and the target is pushed 1 square and knocked prone. The
The dreadguard expends one soul shard and the ally gains A Soulfury Detonation (standard; must expend 3 soul shards; predator moves into the space vacated by the target.
a +4 bonus to defenses against the attack. at-will) Necrotic C Resonating Roar (Standard, recharge 5 6 or when the steel
Consume Soul Shard (minor; at-will) Healing Burst 2 within 10; +26 vs. Fortitude; 2d12 + 6 necrotic predator takes thunder or lightning damage) Thunder
The dreadguard expends one soul shard and regains 20 hit damage, and the target is dazed (save ends). Close burst 3; +25 vs. Fortitude; 4d8 + 7 thunder damage,
points. Consume Soul Shard (minor; at-will) Healing and the target is deafened and dazed (save ends both).
Soul Shroud The soulcatcher expends one soul shard and regains 20 hit Shifting Steel (immediate reaction, when a creature adjacent to
The soul shroud contains soul shards that swirl around the points. the steel predator shifts, at-will)
dreadguard to protect and empower it. At the beginning Soul Shroud The predator shifts into the space vacated by the triggering
of an encounter, the soul shroud contains four soul shards. The soul shroud contains soul shards that swirl around the creature.
While the soul shroud is depleted of soul shards, the soulcatcher to protect and empower it. At the beginning Alignment Evil Languages Supernal
dreadguard takes a 2 penalty to attack rolls. of an encounter, the soul shroud contains four soul shards. Skills Acrobatics +21, Athletics +21, Endurance +23, Stealth +21
Alignment Evil Languages Giant While the soul shroud is depleted of soul shards, the Str 22 (+16) Dex 23 (+16) Wis 23 (+16)
Skills Intimidate + 18 soulcatcher takes a 2 penalty to attack rolls. Con 26 (+18) Int 15 (+12) Cha 12 (+11)
Str 28 (+20) Dex 20 (+16) Wis 16 (+14) Alignment Evil Languages Giant
Con 25 (+18) Int 12 (+12) Cha 15 (+13) Skills Intimidate + 18
Equipment plate armor, heavy shield, mace Str 28 (+20) Dex 20 (+16) Wis 22 (+17)
Con 25 (+18) Int 12 (+12 Cha 15 (+13)
Equipment leather armor, dagger

September 20 09 | D u n g e o n 170
49
Betrayal at Monadhan

C8: Death Giant Boss Tactics Bahlik Gur (B)


Large shadow humanoid (giant)
Level 23 Elite Soldier
XP 10,200
These monsters use similar tactics to the death giants Initiative +18 Senses Perception +19; darkvision
Encounter Level 23 (24,100 XP) Soulcatcher aura 5; a creature that dies within the aura
in C7: mark different PCs and lure the party into sep-
bestows one soul shard to bahlik gur (see soul shroud).
arating its force. All four of the monsters can mark:
Setup use that to their advantage. The death giant dread-
HP 434; Bloodied 217
AC 42; Fortitude 39, Reflex 33, Will 33
Bahlik Gur
guards and the steel predator behave as they did in Resist 20 necrotic
2 death giant dreadguards Saving Throws + 2
encounter C7. Bahlik Gur makes double attacks as
1 steel predator Speed 7
often as he can (which doubles his chances of mark- Action Points 1
ing a PC) and will use press the attack rather than m Mace (standard; at-will) Weapon
This is the second encounter that can occur in a Reach 2; +29 vs. AC; 2d8 + 6 damage, and the target is
moving himself. He would much rather spend his
previously cleared room or as a wandering monster marked.
four shards on soul shield than consume a shard for 20 M Double Attack (standard; at-will) Weapon
encounter at a dead end or in any corridor. This
hit points, which is less than 5 percent of his total. Bahlik Gur makes two mace attacks. If he hits two targets
encounter features Bahlik Gur, Arantors second-
Bahlik Gur is more aware of Monadhans bless- with them, he gains a +2 bonus to his next attack roll.
in-command. Bahlik Gur handles the day-to-day C Press the Attack (move; at-will)
ing than most monsters. If either of the dreadguards
affairs of the upper caverns and assists with Arantors Close burst 10; targets 1 ally; the target can take a move
are almost dead, Bahlik Gur tries to deliver the action as a free action.
limited interactions with the rest of the Monadhan
killing blow himself. If he succeeds in killing the Battle Fervor
domain. Run it only after encounter C7. Bahlik Gur scores critical hits on attack rolls of 19 or 20.
dreadguard, he gains a soul shard and the blessing of
Death Guardian (immediate interrupt, when an enemy marked
Monadhan from a friendly fire incident.
When the PCs see the death giants, read: by Bahlik Gur makes an attack that does not include Bahlik
Gur)
Bahlik Gur makes a mace attack against the enemy.
Death to the interlopers! shouts the lead giant as three of Soul Shield (free, when an ally within 5 squares is targeted by
the dark-skinned brutes lumber toward you. Next to them an attack)
is another of the metallic panther creatures you faced when Bahlik Gur expends one soul shard and the ally gains a +4
bonus to all defenses against the attack.
you last fought these giants. Consume Soul Shard (minor; at-will) Healing
Bahlik Gur expends one soul shard and regains 20 hit
Perception Check points.
Soul Shroud
DC 26: Four flickering, crystalline shards orbit each of
The soul shroud contains soul shards that swirl around
the giants at a distance of a few feet. Bahlik Gur to protect and empower it. At the beginning of
an encounter, the soul shroud contains four soul shards.
While the soul shroud is depleted of soul shards, Bahlik
Gur takes a 2 penalty to attack rolls.
Alignment Evil Languages Giant
Skills Intimidate + 18
Str 28 (+20) Dex 20 (+16) Wis 16 (+14)
Con 25 (+18) Int 12 (+12) Cha 15 (+13)
Equipment plate armor, heavy shield, mace, treasure parcels
J and K

September 20 09 | D u n g e o n 170
50
Betrayal at Monadhan

2 Death Giant Dreadguards (D) Level 22 Soldier Steel Predator (P) Level 20 Elite Soldier
Large shadow humanoid (giant) XP 4,150 each Large immortal animate (living construct) XP 5,600
Initiative +18 Senses Perception +19; darkvision Initiative +18 Senses Perception +16; darkvision
Soulcatcher aura 5; a creature that dies within the aura HP 388; Bloodied 194
bestows one soul shard to the dreadguard (see soul shroud). AC 36; Fortitude 34, Reflex 32, Will 30
HP 209; Bloodied 104 Saving Throws +2 (+4 against ongoing damage)
AC 38; Fortitude 37, Reflex 33, Will 31 Speed 8
Resist 15 necrotic Action Points 1
Speed 7 m Bite (Standard, at-will)
m Mace (standard; at-will) Weapon Reach 2; +27 vs. AC; 4d6 + 4 damage, and the target is
Reach 2; +29 vs. AC; 2d8 + 6 damage and the target is marked until the end of the steel predators next turn.
marked until the end of the dreadguards next turn. M Snap Jaw (Standard, at-will)
Death Guardian (immediate interrupt, when an enemy marked The steel predator makes a bite attack. On a hit, the target
by the dreadguard makes an attack that does not include is also knocked prone, and the predator makes another
the dreadguard; at-will) bite attack against a different target.
The dreadguard makes a mace attack against the triggering M Vicious Pounce (Standard, at-will)
enemy. The steel predator charges and makes the following attack
Soul Shield (free, when an ally within 5 squares is hit by an in place of a bite attack; +25 vs. Fortitude; 2d12 + 5 damage,
attack; at-will) and the target is pushed 1 square and knocked prone. The
The dreadguard expends one soul shard and the ally gains predator moves into the space vacated by the target.
a +4 bonus to defenses against the attack. C Resonating Roar (Standard, recharge 5 6 or when the steel
Consume Soul Shard (minor; at-will) Healing predator takes thunder or lightning damage) Thunder
The dreadguard expends one soul shard and regains 20 hit Close burst 3; +25 vs. Fortitude; 4d8 + 7 thunder damage,
points. and the target is deafened and dazed (save ends both).
Soul Shroud Shifting Steel (immediate reaction, when a creature adjacent to
The soul shroud contains soul shards that swirl around the the steel predator shifts, at-will)
dreadguard to protect and empower it. At the beginning The predator shifts into the space vacated by the triggering
of an encounter, the soul shroud contains four soul shards. creature.
While the soul shroud is depleted of soul shards, the Alignment Evil Languages Supernal
dreadguard takes a 2 penalty to attack rolls. Skills Acrobatics +21, Athletics +21, Endurance +23, Stealth +21
Alignment Evil Languages Giant Str 22 (+16) Dex 23 (+16) Wis 23 (+16)
Skills Intimidate + 18 Con 26 (+18) Int 15 (+12) Cha 12 (+11)
Str 28 (+20) Dex 20 (+16) Wis 16 (+14)
Con 25 (+18) Int 12 (+12) Cha 15 (+13)
Equipment plate armor, heavy shield, mace

September 20 09 | D u n g e o n 170
51
Betrayal at Monadhan

C9: Lower Cavern Tactics doing well at the skill challenge is another way to
counter successful skill checks.
This encounter works best when some players are
Encounter Level 25 (35,000 XP) As dragons go, Arantor is more capable making
working on the skill challenge while others are fight-
melee attacks than fighting from a distance. He gets
ing Arantor directly. A dual-acting, 25th-level solo
Setup dragon helps to enforce that split. Be ruthless if the
to use his breath weapon only twice: once before
Arantor (A) being bloodied and once at the moment hes blood-
PCs all rush headlong into battle and equally ruth-
ied. Make those attacks count. Watch Arantors hit
less if they spread out and head into the mist. After a
This encounter is the climax of the adventure. The point total once it drops below 500. He needs to be in
few rounds, the battle will settle into a rhythm, and
PCs must simultaneously manage a skill challenge perfect position when he becomes bloodied. You will
the players will be constantly assessing whether their
and a fight with a dual-acting solo dragon, all while know when thats about to happen, but the players
characters are more useful in the actual battle or in
Kas waits in the wings. wont.
the skill challenge.
Imrissas choices are straightforward but no less
Two simple things will help to give the skill chal-
When the PCs reach the precipice that affords a potent. Influential whispers might be the best attack
lenge its moment in the sun. First, whenever the
view of the lower cavern, read: Arantor/Imrissa has, because dominated is the
characters achieve a success, be explicit about the
second-best condition a monster can impose on a PC
exact penalty that Arantor is suffering because of
Below you paces a huge skeletal dragon, shaking its head (second only to the dead condition). Keep the domi-
that success. Such details make the player feel good
from side to side and muttering Oh, nooh, no The nated figure near one of its allies so the domination
about the decision to forego combat for a skill check
dragon is within a chamber more than a hundred feet long, can jump to another charaacter with the aftereffect.
and emphasize the importance of the skill challenge.
with alcoves and crevices along the periphery. Stalagmites Use betraying breath when it can hit three or more
Second, the success or failure of each skill check is
and stone pillars dot the landscape, and gray mist coheres figures; it doesnt do much damage, but it eats up the
a chance for both you and your players to ham it up
in low spots on the cavern floor. characters actions twice: first through the dazed
a bit and really act like victims/perpetrators of the
Along the western wall is a circular portal limned with condition, and then with an attack thats (probably)
ancient massacre at Monadhan. Arantor will react
lightning. You can see shimmering movement within the aimed at another PC and not at Arantor. The dragon
with histrionics whenever confronted with evidence
dark circle, but from this vantage point, you cant make out is a powerful tool in robbing players of actions, which
of his crime. Watch the interest level around the rest
what lies beyond. are the fundamental currency of the game. Always
of the table, of course, and dont engage in long solilo-
consider whether more PC actions will be lost with
quies. Give each skill challenge a bit of dialogue and a
Arcana or Religion Check influential whispers or with betraying breath. And dont
dollop of drama, then proceed with the action.
DC 26: The areas of strange mist scattered around forget to teleporttheres nothing wrong with free
In general, Arantor will fight those PCs who fight
the cavern are laden with memories tied to the dark lord, movement.
him. If a specific PC succeeds twice in a row on the
Arantor. Perhaps what is contained within them could
skill challenge, consider sending Arantor after that
prove useful in vanquishing him.
PC specifically. On an instinctive level, Arantor
knows how crippling multiple successes can be, espe-
Dungeoneering Check
cially if theyre easy for the character to accomplish.
DC 23: The hero notices that the subterranean stream
Sending an adventurer whos been dominated with
has weakened the rock in the marked squares to the point
inf luential whispers after one of his or her allies whos
where a sudden blow might shatter it.

September 20 09 | D u n g e o n 170
52
Betrayal at Monadhan

Features of the Area single target. The stone has AC and Fortitude defense from the circumference. This is the portal to the
of 20, with other defenses at 15. An attack that deals lichs stronghold and Grasp of the Mantled Citadel.
Illumination: The cavern is dimly illuminated by
more than 15 damage destroys the stone square(s) Creatures within 5 squares of the portal can see a
phosphorescent fungus, glimmering insects, and the
it targeted. Anyone standing entirely on destroyed shimmering image of the Forest of Twisted Souls in
flickering balefire emanating from Arantor.
squares of flooring drops into the stream automati- Vaerothim (PCs who saw the tapestry in the Cavern
Stalagmites and Pillars: The large stalagmites
cally. Anyone standing partially on destroyed squares of Statues can make a DC 25 Perception check to
and pillars are blocking terrain, while the areas of
of flooring is allowed a saving throw to avoid falling make the connection ), but the portal doesnt work
smaller stalagmites are difficult terrain and provide
into the stream. without the key of betrayal, which is the Sword of Kas.
cover to those behind them.
Mists: Anyone standing in the mist-filled squares Southern Alcove: This disused alcove appears
Shadowed Crevices: The crevices marked (C)
can access the skill challenge. See SC1 below. to hold no more than rocky debris, but when Imrissa
seem to extend farther than they should and rapidly
Ceiling: The ceiling of the cavern is 50 feet above dies, an illusion fades away and Arantors hoard is
fill with strange mist and shadows. A character that
the floor. revealed. Treasure parcels L, M, N, and O are here,
enters one of these crevices must spend one entire
Western Wall: Along the western wall is a ver- along with the Sword of Kas (described below). When
turn navigating the oddly shadowed passage before
tical circle with short forks of lightning emerging the illusion drops, Kas appears near the cavern
emerging, at the start of their second turn after enter-
ing, from a different, randomly determined crevice. A
DC 26 Arcana or Dungeoneering check made during
the turn spent in transit allows the player to randomly
select two crevices as possible emergence points and
then choose the one they prefer.
Subterranean River: An underground stream
runs just beneath the surface of the cavern in the
indicated squares. It flows to the southeast at a rate
of 4 squares per turn; move anything in the water 4
squares in the direction of the flow at the start of its
turn. A series of stalactites plunge into the river as it
exits the cavern; any character not actively attempt-
ing to dive below them is automatically stopped from
continuing downstream. Crawling out of the stream
and onto an adjacent square of rock counts as moving
through difficult terrain but is otherwise unimpeded.
Thin Stone: The stone over the subterranean
stream is quite thin, barely capable of sustaining the
weight of creatures standing upon it. Any melee or
ranged attack can target a square of the thin stone
instead of a creature. Bursts and blasts automatically
target all the squares in their area, treating them as a

September 20 09 | D u n g e o n 170
53
Betrayal at Monadhan

entrance. The characters are closer to the sword and The Weight of Remorse Level 23 The PC spins stories about the lives of Arantors victims, playing up
closer to the portal, but Kas certainly has words for Skill Challenge XP 0* their innocence and the tragedy of their undeserved slaughter.
Arantors past is a bloody one, full of carnage and slaughtered Diplomacy (DC 22 standard action)
his erstwhile partners. Give the players a moment to The PC begs and pleads with Arantor for mercy while playing the
innocents. Taking the faces of his victims and calling on his
check out the treasure, then describe Kass arrival remorse, you seek to distract, disable, or even turn his rage role of the victim he or she resembles or attempts to call upon
and deal with the adventures final resolution in the against himself. Arantors decency and honor.
History (DC 27 standard action)
Aftermath section on page 17. The PCs hope to call upon Arantors conscience and sense of The PC recites a litany of the places and peoples ravaged by
remorse to help them defeat the dark lord and the Imrissa. Arantor in his time, allowing his or her allies to better tailor
Complexity their stories.
3 (requires 8 successes before 3 failures). A successful History check also grants a +2 bonus to the next
Primary Skills Bluff or Diplomacy check.
Bluff, Diplomacy, History, Insight. Insight (DC 22 standard action)
Bluff (DC 22 standard action) The PC appeals to Arantors conscience and feelings of remorse,
slowly homing in on the correct path to take.
Arantor (A) Level 25 Solo Brute
A successful check also reveals that a failed Intimidate check
Huge natural magical beast (dragon, undead) XP 35,000
enrages Arantor. A check result of 27 or higher grants a +2
Initiative +19; see also two souls Senses Perception R Influential Whispers (standard; must be Imrissas turn;
bonus to the next check in the skill challenge.
+19; darkvision at-will) F Charm, Psychic Secondary Skills
HP 819; Bloodied 409; see also bloodied breath and shattered Ranged 10; +28 vs. Will; 2d10 + 4 psychic damage, and Arcana or Religion, Intimidate.
prison the target is dominated (save ends). Aftereffect: The nearest Arcana or Religion (DC 14 0 successes, minor action)
AC 38; Fortitude 39, Reflex 36, Will 36 ally within 3 squares of the target is dominated (save The PC uses their extensive knowledge of the flow of magic or the
Immune disease, poison; Resist 25 cold, 15 necrotic; ends). This attack does not provoke opportunity attacks. undead to discern the effects each check has had and steer their
Vulnerable 15 radiant Dead Dragons Stride (move; must be Imrissas turn; at-will) F allies accordingly.
Saving Throws +5 Teleportation Using these skills doesnt count as a success or failure for
Speed 8, fly 8 (hover) Arantor teleports 10 squares. the challenge. Instead, the result grants a +2 bonus or 2
Action Points 2 Two Souls penalty to the next characters check.
m Bite (standard; at-will) F Necrotic Arantor acts twice each round, once on initiative result 30 Intimidate (DC 22 1 success, standard action)
Reach 2; +30 vs. AC; 2d8 + 6 damage plus 2d8 necrotic and once on initiative result 20. The first is Arantors turn, The PC uses their assumed faces to threaten Arantor with divine
damage. and the second is Imrissas turn, which determines which judgment or to demand to know why they were attacked.
m Claw (standard; at-will) powers Arantor can use on each turn. On Imrissas turn, A failed check enrages Arantor, providing him with a +2 bonus
Reach 2; +30 vs. AC; 2d8 + 8 damage. Arantor can only move by using dead dragons stride. to attack rolls and a +6 bonus to damage rolls until the end
M Furious Onslaught (standard; must be Arantors turn; at-will) Shattered Prison (when Arantor drops to 0 or fewer hit points) of the PCs next turn.
Arantor makes a claw attack against each enemy in reach, Arantors corpse cracks open and releases Imrissa, who Special
and one bite attack. continues to fight. She is large instead of huge, has 234 A character who has discovered Imrissas name and uses it
C Remnant Breath (standard; must be Arantors turn; hit points, does not benefit from two souls, can move during this skill challenge gains a +2 bonus to all checks. If
encounter) F Cold, Necrotic normally, and only uses powers that can be used on Imrissas spirit is present, all PCs gain a +5 bonus to their
Close blast 5; +28 vs. Reflex; 3d10 + 5 necrotic damage, and Imrissas turn. checks. These bonuses do not stack.
the target takes 15 ongoing cold damage (save ends). Alignment Chaotic evil Languages Common, Draconic Success
C Bloodied Breath (when Arantor first becomes bloodied; Skills Athletics +27, Insight +19 Arantor guards himself against the influence of the Imrissa and
encounter) F Cold, Necrotic Str 31 (+22) Dex 25 (+19) Wis 14 (+14) does not act on Imrissas turn until he uses shattered prison.
Arantor recharges remnant breath and uses it immediately. Con 26 (+20) Int 14 (+14) Cha 23 (+18) Each success has additional consequences as follows:
C Betraying Breath (standard action; must be Imrissas turn;
1st Success: The character deals 4d10 psychic damage to
recharge y z ) F Charm, Psychic
Arantor.
Close blast 5; targets enemies; +28 vs. Will; 2d10 + 4
2nd: Arantor takes a 1 penalty to attack rolls and all
psychic damage and the target is dazed until it damages
defenses until the end of the encounter.
one of its allies.

September 20 09 | D u n g e o n 170
54
Betrayal at Monadhan

3rd: The character deals 4d10 psychic damage to Arantor. Kas of Monadhan Level 26 Solo Soldier
4th: Arantor takes a 1 penalty to attack rolls and all Medium natural humanoid (undead) XP 45,000
defenses until the end of the encounter, and betraying Initiative +20 Senses Perception +22; darkvision R Kass Challenge (Minor 1/round; at-will) Necrotic
breath recharges only on a 6 until Arantor uses shattered HP 952; Bloodied 476 Close burst 5; targets one enemy; no attack roll; the target
prison. Regeneration 20 (regeneration doesnt function while Kas is is marked until the end of Kass next turn. If the target
5th: The character deals 4d10 psychic damage to Arantor. exposed to direct sunlight) makes an attack that doesnt include Kas as a target while
6th: Arantor takes a 1 penalty to attack rolls and all AC 40; Fortitude 41, Reflex 39, Will 41 marked by this power, it takes ongoing 10 necrotic damage
defenses until the end of the encounter. Immune disease, poison; Resist 15 fire, 15 necrotic; (save ends).
7th: The character deals 4d10 psychic damage to Arantor. Vulnerable 10 radiant Kass Recovery (when Kas becomes bloodied)
8th: Arantor takes a 1 penalty to attack rolls and all Saving Throws +5 All adverse effects affecting Kas end, then Kas takes a
defenses until the end of the encounter, and Arantor does Speed 7, climb 3 (spider climb) standard action after the triggering action is resolved.
not act on Imrissas turn until he uses shattered prison. Action Points 2 Mist Form (standard; encounter) Polymorph
Failure m Bastard Sword (Standard, at-will) Weapon Kas becomes insubstantial and gains fly (hover) 12 until
Imrissa retains some of its hold on Arantor despite the appeals +31 vs. AC; 2d10 + 10 damage. the end of his next turn. Kas cannot attack while in this
to his conscience. The effects already accrued remain, but M Blood Drain (standard; requires combat advantage against form and can sustain this form for up to 1 hour.
the skill challenge can no longer be accessed during this the target; encounter) Healing Misty Assault (immediate reaction, when hit by an attack;
encounter. +29 vs. Fortitude; 2d12 + 14 damage, and the target is at-will) Necrotic
*Note that PCs receive no experience for completing the skill weakened (save ends), and Kas regains 59 hit points. Kas flies 6 squares and is insubstantial while he flies. He
challenge; they receive the relevant experience by defeating M Betrayers Whirlwind (standard; at-will) Weapon can make a bastard sword attack before or after he flies.
Arantor (which is now easier). Targets up to three creatures; +31 vs. AC; 2d10 + 10 Alignment Evil Languages Common
damage, and Kas slides the target 3 squares. Skills Arcana +25, Insight +22, Intimidate +27, Religion +25,
Sword of Kas* Epic Level R Dominating Gaze (minor, recharge 4 5 6) Charm, Gaze Stealth +21
Ranged 5; +29 vs. Will; the target is dominated (save ends). Str 26 (+21) Dex 20 (+18) Wis 19 (+17)
The Sword of Kas was created by Vecna for his lieutenant. Kas
Aftereffect: The target is dazed (save ends). Con 22 (+19) Int 24 (+20) Cha 28 (+22)
rewarded his former master by using it to cut off Vecnas
hand and gouge out his eye. The Sword offers great power Equipment plate armor, bastard sword
to any who grasp it, but wielders end up betraying what
they love most.
Property: The Sword of Kas is initially invisible to everyone About the Author
but the creature possessing it. You gain combat advantage David Noonan has an extensive list of RPG credits, including
The Sword of Kas is a +5 vicious short sword with the following
against melee targets when using it until you successfully Martial Power, Scepter Tower of Spellgard, and contributions
properties and powers.
hit, at which point the weapon becomes visible to to the 4th Edition core rules. He lives in Washington state
Weapon: short sword
everyone. The Sword of Kas turns invisible again after being with his wife and two children.
Enhancement: +5 attack rolls and damage rolls
sheathed for a short rest (or for 5 minutes).
Critical: +5d12 damage.
Power (Encounter): Free Action. When you would pull or push
Property: The Sword of Kas deals 2d10 extra damage against
a target, you slide the target the same distance instead.
allies and former allies.
Power (Daily Poison, Radiant): Free Action. When you hit
Property: Whenever an attack with the Sword of Kas reduces
with the Sword of Kas, the target takes ongoing 15 poison
a target to 0 hit points or fewer, you gain concealment until
damage (save ends). If the attack is made against an un-
the end of your next turn.
dead creature, it instead takes ongoing 15 radiant damage
Property: If you attack Vecna, a servant of Vecna, a cultist
(save ends). Saving throws made to end this effect take a -2
of Vecna, or any other creature working directly to serve
penalty.
Vecnas ends, you deal 5 extra damage on a hit.
*The Sword of Kas is fully described in Open Grave, page 44.
Property: When you take the total defense action or use your
second wind, you gain a +5 item bonus to all defenses until
the start of your next turn.

September 20 09 | D u n g e o n 170
55
Betrayal at Monadhan

New Monsters

Cambion Impaler Level 19 Skirmisher


Medium immortal humanoid (devil) XP 2,400
Initiative +18 Senses Perception +24; darkvision
HP 179; Bloodied 89
AC 33; Fortitude 31, Reflex 32, Will 30
Resist 10 fire
Speed 6, fly 10 (clumsy)
m Spear (Standard, at-will) Weapon
+24 vs. AC; 3d6+8 damage.
M Swooping Charge (Standard, encounter) Weapon
The cambion impaler charges and makes the following
attack in place of a melee basic attack: +25 vs. AC; 3d6
+ 8 damage, and either slide the target 3 squares and
immobilize the target until the end of the impalers next
turn or deal 10 ongoing damage. The impaler is not
considered a clumsy flyer when making this attack.
A Soulscorch (Standard, recharge z ) Fire
Area burst 1 within 10; +20 vs. Reflex; 2d8 + 4 fire
damage, and ongoing 10 fire damage.
Alignment Evil Languages Common, Supernal
Skills Athletics +20, Bluff +19, Diplomacy +19
Str 22 (+15) Dex 25 (+16) Wis 20 (+14
Con 19 (+13) Int 17 (+12) Cha 21 (+14)
Equipment robes, spear

Cambion Legionnaire Level 21 Soldier


Medium immortal humanoid (devil) XP 3,200
Initiative +18 Senses Perception +20; darkvision C Immolate (standard; recharge z ) Fire
HP 198; Bloodied 99 Close burst 2; +28 vs. Reflex; 2d8 + 5 fire damage, and
AC 37; Fortitude 34, Reflex 31, Will 31 (35 if another ongoing 10 fire damage.
cambion is within 3 squares) Legions Mantle
Resist 15 fire While the legionnaire is within 3 squares of another
Speed 6, fly 8 (clumsy) cambion, it gains a +4 bonus to Will defense (already
m Gladius (standard; at-will) Weapon included in its statistics) and a +2 bonus on saving throws.
+28 vs. AC; 3d6 + 8 damage. Effect: The target is marked Alignment Evil Languages Common, Supernal
until the end of the legionnaires next turn. Skills Arcana +22, Bluff +24, Diplomacy +24
M Shield Bash (minor; at-will) Weapon Str 14 (+13) Dex 20 (+16) Wis 19 (+15)
+28 vs. AC; the cambion legionnaire pushes the target 1 Con 22 (+17) Int 22 (+17) Cha 27 (+19)
square and can shift into the square the target vacates. Equipment short sword, light shield

September 20 09 | D u n g e o n 170
56
Betrayal at Monadhan

Cambion Soulthief Level 22 Lurker Disfigured Vampire Level 21 Brute Callophage Vampire Level 22 Controller
Medium immortal humanoid (devil) XP 4,150 Medium natural humanoid (undead) XP 3,200 Medium natural humanoid (undead) XP 4,150
Initiative +22 Senses Perception +18; darkvision Initiative +12 Senses Perception +16; darkvision Initiative +16 Senses Perception +19; darkvision
HP 156; Bloodied 78 HP 245; Bloodied 122 HP 203; Bloodied 101
AC 36; Fortitude 33, Reflex 35, Will 30 Regeneration 10 (regeneration does not function while the Regeneration 10 (regeneration does not function while the
Resist 15 fire disfigured vampire is exposed to direct sunlight) callophage vampire is exposed to direct sunlight)
Speed 10, Fly 8 (clumsy) AC 33; Fortitude 34, Reflex 30, Will 31 AC 36; Fortitude 33, Reflex 34, Will 35
m Longsword (standard, at-will) Weapon Immune disease, poison; Resist 15 necrotic; Vulnerable 15 Immune disease, poison; Resist 15 necrotic; Vulnerable 10
+27 vs. AC; 2d6 + 8 damage. radiant radiant
r Soul Grasp (standard; recharges when no enemy is affected Speed 6 Speed 6
by this power) Necrotic m Vampiric Claw (Standard, at-will) Necrotic m Claw (Standard; at-will) Necrotic
Ranged 10; +27 vs. Will; 1d10 + 8 necrotic damage, and +24 vs. AC; 2d6 + 6 damage, and 10 ongoing necrotic +28 vs. AC; 2d8 + 6 damage, and the target is grabbed.
the target takes ongoing 5 necrotic damage and is slowed damage (save ends). M Blood Drain (Standard; must have combat advantage;
(save ends both). First Failed Save: The target is immobilized C Gaze Upon My Hideous Ruin (immediate reaction, when recharges when an adjacent creature becomes bloodied)
instead of slowed (save ends). Second Failed Save: The first bloodied and again when reduced to 0 hit points; Healing
target is stunned instead of immobilized (save ends). at-will) Fear, Psychic +24 vs. Fortitude; 2d12 + 15 damage, and the target is
M Double Lunge (standard; must be invisible; at-will) Weapon Close burst 2; +22 vs. Will; 2d8 + 7 psychic damage, and weakened (save ends), and the callophage vampire regains
The cambion soulthief makes a longsword attack against the disfigured vampire pushes the target 5 squares. 50 hit points.
two targets. M Blood Drain (Standard; requires combat advantage; recharges M Disfiguring Bite (Standard; at-will) Psychic
Combat Advantage when an adjacent creature becomes bloodied) Healing Targets a creature grabbed by the callophage vampire;
The cambion soulthief deals 1d6 extra damage on melee +23 vs. Fortitude; 2d12 + 13 damage, and the target is +26 vs.Fortitude; 3d8 + 5 damage, and the target takes
attacks against any target granting combat advantage to it. weakened (save ends), and the disfigured vampire regains ongoing 10 psychic damage and is dazed (save ends both).
Invisibility (standard, at-will) Illusion 61 hit points. R Stolen Beauty (Standard; cannot be used until a disfiguring
The cambion soulthief becomes invisible until it attacks. Alignment Evil Languages Common bite hits; recharges after each successful disfiguring bite)
Soul Fuel (minor; a creature must be immobilized or stunned by Str 23 (+16) Dex 15 (+12) Wis 13 (+11) Charm, Psychic
this soulthiefs soul grasp; at-will) Con 25 (+17) Int 7 (+8) Cha 17 (+13) Ranged 10; +26 vs. Will; 3d10 + 3 psychic damage, and
The cambion soulthief turns invisible until it attacks and the target cannot use encounter attack powers, daily
teleports 10. The creature affected by soul grasp loses a attack powers, or utility powers (save ends). Aftereffect:
healing surge and automatically saves against the effect of The target cannot willingly move closer to the callophage
soul grasp. vampire (save ends).
Alignment Evil Languages Common, Supernal A Alluring Visage (standard; recharges when bloodied)
Skills Stealth +23 Charm
Str 23 (+17) Dex 25 (+18) Wis 14 (+13) Close burst 10; +26 vs.Will; the target is pulled 3 squares
Con 18 (+15) Int 13 (+12) Cha 17 (+14) and immobilized (save ends). Sustain Minor: Each creature
Equipment longsword, iron gauntlet that has not yet saved against the effect is pulled 3 squares
and immobilized (save ends).
Mist Form (standard; encounter) Polymorph
The callophage vampire becomes insubstantial and gains
a fly speed of 12, but cannot make attacks. The callophage
vampire can remain in mist form for up to 1 hour or end
the effect as a minor action.
Alignment Evil Languages Common
Skills Diplomacy +21, Streetwise +21
Str 18 (+15) Dex 20 (+16) Wis 17 (+14)
Con 19 (+15) Int 20 (+16) Cha 21 (+16)

September 20 09 | D u n g e o n 170
57
Legacy
of Io
By Daniel Marthaler
An adventure for 24th-level characters
illustrations by William OConnor
cartography by Mike Schley
TM & 2009 Wizards of the Coast LLC All rights reserved.

And thus it was that the proud god Io, forefather


of dragons, went forth alone to meet that
formidable primordial known as the King of
Terror. The confrontation raged fierce between
the divine and the base for long days as grievous
wounds were wrought by both upon the form of
the other. It continued in such ferocity unabated
until the vile King of Terror took up his crude
axe and dealt to noble Io a fearsome blow that
shattered his divine form, hewing the valiant
god in twain. The vicious primordials triumph
was not to be, for no sooner had Ios sundered re-
mains fallen to earth than they rose up to assail
the beast as the twin gods Tiamat and Bahamut.
Their sudden assault saw the King of Terror torn
asunder in a righteous fury, yet in their triumph,
the victorious deities fell upon each other. Two im-
perfect forms for a single essence, the pair are ever
drawn together, locked in eternal hatred as that
which they are seeks unachievable consolidation.

No vember 20 09 | D u n g e o n 17 2
4
Legacy of Io

Legacy of Io is an adventure for five 24th-level fragment-turned-artifact retains the furor of the The PCs have several options. The fourth and
characters. By the end of the adventure, the PCs Dawn War that raged during its creation and is a final seal is inaccessible until the first three are
should be midway through 25th level. This adventure potent weapon against both the divine and primor- destroyed, but the first three can be tackled in any
follows Grasp of the Mantled Citadel in the Scales dial. Infused with the colossal energies released at the order. Regardless of the sequence, the characters
of War adventure path but can be adapted for use in destruction of Io and birth of his successor gods, the need to open all four to gain access to the Arrow. Once
any campaign. relic is capable of exerting influence over the forces of they destroy the first, they come to the attention of
In Legacy of Io, the characters seek out and life and death. the Bright Guard, a company of exalted responsible
recover an ominous artifact they hope will assist This immensely powerful object was eventually for policing Hestavar. The Bright Guard combs the
them in their struggle against the forces of the dark sequestered by servants of Pelor, Erathis, and Ioun, streets for the characters, forcing them to move care-
goddess Tiamat. Unlikely alliances are forged and the for the trio of gods had plans for the artifact. As part fully or attract unwanted attention.
heroes find themselves in violent conflict with the of an unusual bargain with Asmodeus, the deities To open the seal dedicated to Pelor, the heroes
good-aligned forces of the heavenly city of Hestavar undertook a great ritual to lock away the artifact with must fight their way through the angelic guardians
as they storm through the peaceful planar metropolis four great seals. of the Dawnbell Bastion to sunder the bell in which
in search of what might be the only way to thwart the the seal has been bound and that gives the small
seemingly unstoppable machinations of the Dragon Adventure Synopsis fortification its name. The self less defenders are
Queen. unaware of the nature of the bell (and would not be
Amyria, driven by the visions that began shortly after moved even if they knew), and they resist violently
Background Bahamuts destruction, approaches the PCs and begs any attempts to trespass or tamper with the rightful
their assistance in recovering the artifact. At her property of their master.
In the previous installment of the adventure path urging, they travel to the astral city of Hestavar to When the PCs make their way onto Methion, the
(Grasp of the Mantled Citadel), Tiamats sinister seek out whatever knowledge of the artifacts location mercantile district where Erathiss seal is located,
and far-reaching plans bore dark fruit as she sum- they can discover. Upon arriving in the domain, how- they are ambushed by a band of celestial dragonkin,
moned Bahamut in mortal form and destroyed him. ever, the characters come under attack by draconic this time augmented by forces from the Nine Hells.
He may have fallen, but Bahamut has one last gambit forces seemingly loyal to Bahamut. After dealing with the seemingly random attack, the
in play: the deva paladin Amyria has begun experi- After fending off the assault, the heroes make characters head to the spacious market square where
encing visions that depict the Arrow of Fate, an ancient their way to the great libraries of the Swan Tower, the goddess placed her seal. Before destroying it, the
and powerful artifact that dates from the Dawn War home to the goddess of knowledge, Ioun. At possibly heroes must overcome Erathiss faithful who patrol
at creations beginning that could be the undoing of the greatest collection of divine lore and scholarship the square and the guardians summoned by the dis-
Tiamats schemes. that exists, they search for information on the bizarre turbance of the seal itself.
When the primordial known as the King of visions tormenting Amyria. They discover that the Before the PCs can neutralize the seal dedicated to
Terror cut down the original dragon-god Io, the artifact they seek is known as the Arrow of Fate and Ioun, they are forced to scour the city for the entrance
fallen gods sundered remains rose up as the dei- that it is hidden within Hestavar. Four mystical seals to its hidden resting place. Once they gain entry to the
ties Tiamat and Bahamut. A shard of Ios form had conceal the artifact; each is guarded in turn by forces Sealed Library, they must fight their way through the
been torn off during the titanic battle and remained loyal to the gods and dedicated to preventing anyone scholarly defenders and undo the seal.
separate from the newly birthed gods, becoming and anything from tampering with their ward.
what is now known as the Arrow of Fate. The divine

No vember 20 09 | D u n g e o n 17 2
5
Legacy of Io

The Quests
To open the final seal and claim the Arrow of Fate, What You Need to Play
the characters must head into the eye of the storm
Everything you need to run the adventure, including
In Legacy of Io, the characters must identify and that rages over the rough and tumble island district
background information, setup, tactical encounters,
recover the Arrow of Fate. As the adventure pro- know as the Salts. There they face not another servant
and maps, is contained within these pages. More
gresses, they have the following chances to earn of the gods but a powerful titan. With its destruction,
detailed information on how to use the tactical
quest XP. the final seal is undone and the Arrow is revealed.
encounter format can be found in previous Scales of
Minor QuestIdentify the Artifact Unfortunately for the heroes, the titans passing also
War adventures, such as A Tyranny of Souls, while
The vast libraries and knowledgeable sages of the removes the force holding the churning sea at bay and
Manual of the Planes and Hestavar: the Bright City
Swan Tower offer the best chance of uncovering the it comes crashing back to fill the void. When the PCs
from Dragon #371 can provide such information on
identity of the mysterious artifact and its history. This are washed ashore, they find themselves betrayed by
the domain and city of Hestavar.
information is crucial to determining the PCs course an ally and forced into a desperate battle to retain
of action and understanding the task at hand. possession of the prize on which so much depends. Treasure Preparation
Reward: 5,000 XP. Legacy of Io employs the treasure parcel system as
Preparing for Adventure described in the Dungeon Masters Guide. A total of
Minor QuestSunder the Dawnbell
Legacy of Io gives the characters an opportunity
Pelor bound one of the four seals into the form of a fifteen treasure parcels are available to the heroes
to gain a powerful artifact that might be able to hold
bell wrought from silver and gold. Destroying it opens over the course of the adventure. The following side-
back the seemingly unstoppable advances of Tiamat
the seal and must be done if the characters hope to bar lists the most likely encounters to have parcels
and perhaps even strike back at her. The heroes make
reclaim the Arrow. and what each parcel might contain. The magic items
their way to the domain that epitomizes civilization
Reward: 6,000 XP. should be taken from your players wish lists. The
and justice only to find themselves in conflict with
parcels can be awarded in whatever order you see fit,
Minor QuestDestroy the Seal of Methion the heavenly denizens and working with devils. The
but the higher level items are best used later in the
Erathis worked her seal into the great market square will of three gods must be overthrown if the PCs hope
adventure.
of Methion. Without its destruction, the Arrow will to thwart that of another.
remain hidden. The adventure can begin as soon as the characters
Reward: 6,000 XP. complete their previous adventure. Go to Trouble
Minor QuestOpen Iouns Seal Sleeping (page 7) when you are ready to begin.
Ioun hid her seal where few could find it. The heroes
must uncover its location and open the seal.
Reward: 6,000 XP.
Major QuestSecure the Arrow
Overcoming the enraged titan that guards the final
seal reveals the Arrow of Fate, but the PCs must still
survive Guionnes betrayal and escape the city with
the Arrow if it is to be of any use against Tiamat.
Reward: 35,000 XP.

No vember 20 09 | D u n g e o n 17 2
6
Legacy of Io

I understand that this is somewhat out of the ordinary,


but I have need to speak to you without the others in the
Treasure
Coalition overhearing.
Parcel A: ____________, H1. A Warm Welcome Parcel 5: Magic item, level 25
I .. have not been well. The others believe that my
Parcel B: ___________, D3. For Whom the Bell Tolls Parcel 6: 1,000 pp, one potion of recovery, 5 ad
grief over Bahamuts passing and the progress of the war
Parcel C: ___________, D3. For Whom the Bell Tolls Parcel 7: six clear diamonds that glow with inner light
are responsible. I have done nothing to dissuade them
Parcel D: ___________, D3. For Whom the Bell Tolls (15,000 gp each)
of their ideas, but they are incorrect. Since the fall of the
Parcel E: ____________, M1. Back Alley Ambush Parcel 8: 750 pp, mithral and celestial gold statuette
Platinum Dragon, my dreams have been wracked by
Parcel F: ____________, M3. Last Ditch Defense of Pelor inlaid with condensed astral fire (100,000 gp)
increasingly vivid visions. Each night I see myself pierced
Parcel G: ____________, M3. Last Ditch Defense Parcel 9: 20 ad, one potion of recovery, 5 tempest whet-
through with an arrow of bone wrapped with sinew and
Parcel H: ____________, L1. Angry Librarians stones (level 20, Adventurers Vault, page 190)
flesh and adorned with burning runes. Silver-chased
Parcel I: ____________, L1. Angry Librarians Parcel 10: 120 pp, one potion of recovery, 2 potions of
blood spreads from my wounds and runs from the head of
Parcel J: ____________, L2. Headmasters Charge resistance (level 24, Adventurers Vault, page 188)
the arrow. The power of these visions is frightening and
Parcel K: ____________, L2. Headmasters Charge Parcel 11: celestial oak and baatorian hardwood
ancient beyond explanation, but I cannot describe them
Parcel L: Parcel 15, S1. Raging Storm puzzle box inlaid with mithral (50,000 gp) contain-
as evil or malicious.
Parcel M: ____________, S2. Guionnes Betrayal ing 200,000 gp worth of residuum, gold and black
With every fiber of my being I know these visions to be
Parcel N: ____________, S2. Guionnes Betrayal enameled astrolabe adorned with points of elemental
a gift, a last gift from Bahamut to his beleaguered children.
Parcel O: ____________, S2. Guionnes Betrayal lightning, fire, and ice (50,000 gp)
The artifact from the visions is the key; it must somehow be
Parcel 12: 460 pp, ritual scroll of Planar Portal and
Based on the guidelines in the Dungeon Masters Guide, able to foil Tiamats foul schemes. I have asked much of you
Plane Shift
the following parcels can go in spaces above. Magic before, but I cannot approach the Coalition with this. I beg
Parcel 13: devil skin pouch holding 20 ad
items should be selected from your players wish lists. of you to search out the identity of and recover this fateful
Parcel 14: 250 pp, a pair of mithral and black glass
artifact, without which I fear we will all be lost.
Parcel 1: Magic item, level 28 bracelets chased with shifting fire (50,000 gp each),
Parcel 2: Magic item, level 27 platinum ring set with astral diamonds and frozen If the heroes press her with questions, she explains
Parcel 3: Magic item, level 27 lightning (50,000 gp), one potion of life that this is all she knows, but she is certain of what
Parcel 4: Magic item, level 26 Parcel 15: The Arrow of Fate (see page 26) she has revealed. Amyria is visibly relieved if the PCs
agree to the search and enjoins them, for reasons she
cannot quite articulate, to begin their search in the
fabled libraries of the Swan Tower within the astral
domain of Hestavar. She offers to arrange transport
Trouble Sleeping to the domain if the characters wish, explaining that
Once the PCs have had a chance to recuperate from white markings seem faded, almost clouded over. she knows an astral skiff captain by the name Jinhar
their last adventure, Amyria approaches them. It is She avoids answering questions about her health or who would be willing to make a short detour and dis-
obvious that something is bothering the deva a great reason for seeking the characters out until they are in cretely drop off the heroes at the edge of the domain
deal: her gray skin is drawn and has taken on a sickly private, at which point she holds up her hands to fore- as repayment for a past favor.
cast, her eyes are feverish, and her normally distinct stall further questions.

No vember 20 09 | D u n g e o n 17 2
7
Legacy of Io

PCs trained in Arcana or Religion know that the The Sand Bar Hestavar
astral domain and metropolis of Hestavar is the home The sun-warmed sand winds toward the city ahead, the The remainder of the sojourn in the city is unevent-
to Erathis, Ioun, and Pelor and is widely considered to way sprinkled with rocky outcroppings and small pools. ful. White sand gives way to sculpted marble and
be the ideal of just civilization. A DC 25 check with Tiny waves lap at the edges of the bar, contributing to the manicured cobblestone as the characters make their
either skill reveals that the Swan Tower is the seat peaceful, calming ambiance. way into the city proper. The vast majority of the city
of Ioun and perhaps the most prestigious center of After encounter H1, the PCs are left with trou- lies above them on the many earthmotes that rise to
learning that exists. bling questions but no answers. The attacking forces the heavens. Even at ground level, the bustle of an
Should the characters attempt to use rituals to were clearly the servants of a draconic deity but active, thriving metropolis envelops the characters.
ferret out information regarding the mysterious seem to have been from the celestial hosts of the late The open, airy streets, lined with beautiful homes
artifact, their efforts yield only silence. It seems that Bahamut. Equally as disturbing and inexplicable is and businesses of all descriptions, are thronged with
something powerful is obscuring the artifact and the fact that the attackers seemed to know where the exalted going about their business and troops of
blocking divination attempts. If the heroes mention characters would be. Whatever the answers to these angels going about their gods business. Despite all
this to Amyria, she is unperturbed and utterly certain riddles, the ambushers left few traces and fewer clues. the activity, there remains a sense of peace and con-
that the answers will reveal themselves when the If the heroes tarry overlong, a flight of twelve Angels tentment that no mortal city could duplicate.
time is right. of Light led by an Angel of Command (see encounter Getting anywhere in a massive, bustling city built
D1) arrive to investigate. Unless the PCs do some- on hundreds of independent and sometimes mobile
Part One: The Bright City thing rash, such as attacking the angels, they find floating chunks of rock is a daunting task for outsiders.
Whether the PCs accept Amyrias offer of transport little evidence and offer to escort the newcomers the Fortunately for the heroes, the natives of Hestavar take
or arrange to reach Hestavar on their own, this adven- remainder of the way to the city. great pride in their ability to navigate the confusing
ture assumes they arrive with little trouble and less Tactical Encounter: H1. A Warm Welcome three-dimensional maze and are more than willing
excitement. If the characters havent quite reached (page 14). to give aid to lost travelers. The complex nature of the
24th level, the journey through the astral sea could be
fraught with however much danger is necessary to get
them caught up.
At the end of the trip, the heroes are deposited
upon a pristine white sand bank that winds its way
through a peaceful lagoon sparkling in the sunlight.
Beyond the beach are open, airy buildings carved
from white marble and roofed with gold. Elegant
ships ply the lagoon and glide through the sky, dart-
ing about within the cloud of earthmotes that rises
ever higher. Manicured cobblestone streets and
breathtaking buildings of every imaginable archi-
tectural style crown these floating neighborhoods.
Hestavar, the Bright City, lies before them.

No vember 20 09 | D u n g e o n 17 2
8
Legacy of Io

city plus the fact that the natives derive much good- knowledge contained within the library is freely
natured entertainment from the bewilderment of available to all who seek it, but those that abuse this
mortal bumpkins means that their directions, while hospitality quickly find themselves expelled and
Hestavar always accurate and precise, will seem insanely con- barred from reentry by the hosts of Ioun.
Hestavar, the Bright City, is the pinnacle of civiliza- voluted to foreigners. For those disinclined to navigate During their research (i.e., once they have started
tion: art, innovation, trade, and justice flourish among on foot, astral skiffs offer ferry services to the more the skill challenge), the characters are approached by
the many floating earthmotes upon which the ideal popular destinations within the city for the reasonable an elderly gentleman. He would be indistinguishable
city is built. Erathis, Ioun, and Pelor reside within the price of a few platinum pieces a head. from the host of other scholars frequenting the library
city, along with hosts of angels and exalted souls. A The PCs can find almost any service or item they were it not for the two small horns jutting from his
scattering of beings from every mortal race inhabit or might be looking for within the city, and it is easy to forehead, red irises, and hoofed feet that proclaim
are passing through the city at any time and might rub lose sight of their mission amid all the bounty the his devilish origins. With a flourish and bow, he
shoulders with the angelic servants of other deities, Bright City has to offer. If they get too far off track, introduces himself as the humble planar historian
eladrin lords, or even the odd devil that comes to the have their path pass close by the Swan Tower or even and scholar Guionne and explains that he believes
city to conduct business. move up and repurpose encounter M1 by ambush- he and the heroes are searching for the same artifact.
The domain consists of a great number of ing them while shoppingthat should get them going He, of course, has a purely academic interest in the
earthmotes that climb above the sparkling lagoon again. Regardless of whether they head straight to it artifact and would be most willing to lend the PCs
occupying the lower third of the domain. Hestavar or detour, the Swan Tower is a landmark of Hestavar. his expertise in uncovering it for the chance to prove
sports normal gravity, but soft drops, areas that allow Reaching it should be simple. that it does indeed exist and that his theories about
a character to float gently downward, connect many it are correct. He warns them, though, that this vein
of the earthmotes to those higher or lower. Kerith-Ald, the Swan Tower of research earns no good will from the guardians of
Radiance Affinity: Creatures gain a +1 bonus Kerith-Ald occupies the entirety of its own earthmote. the library, and that he has had to step carefully and
to attack rolls using radiant powers. Creatures deal The majority of the many structures on the earthmote move circuitously in order to avoid being expelled.
only half damage with attacks using necrotic damage are given over to the magic academy, university, and Guionne seems friendly and sincere in his offer. He
(though ongoing necrotic damage is unaffected). vast library that make the tiny island of rock perhaps will leave the characters to their own devices should
Current Developments: Spurred by the recent the greatest center of knowledge that exists. The Swan they wish it, although he does occasionally stop by to
death of Bahamut, many of the good and unaligned Tower for which the complex is named rises above all add a helpful book to their pile, recommend a work by
gods have come together to discuss Tiamats actions the others and is the private resting place and retreat a particular author, or see if they have reconsidered
and what they might do in response. Erathis, Ioun, of the goddess Ioun. his offer. Should they accept his help at any point,
and Pelor have withdrawn from Hestavar to attend The fabulous library of the Swan Tower is far too Guionne is delighted and bends all his expertise
this council, leaving the operation of the city in the large to be contained within any single structure on to assisting them in their search, tasking a pair of
hands of its angelic bureaucracy. the earthmote; it is spread among several adjoining cherub-looking creatures to fetch critical tomes as he
buildings. The storied halls are overflowing with confers with the heroes. He is especially keen to point
every manner of tome, scroll, and loose paper imag- out potential targets for the PCs to spy upon, sheep-
inable, all meticulously cataloged and filed on one ishly blaming old habits if this is brought up.
of the countless shelves or in some other receptacle Skill Challenge: H2. Researching the Visions
by a veritable army of scribes and librarians. The (page 15).

No vember 20 09 | D u n g e o n 17 2
9
Legacy of Io

The Next Move D1. Meditation Garden Hestavar Alerted


With the information gained in the previous skill The angels that inhabit the bastion use this room and The characters attacks stir the Bright Guard and
challenge in hand, the characters have some choices its sand garden to aid in their meditation. The doors allied angelic forces into action. Bands of exalted take
to make. They can attempt each of the first three seals are left open to enable those who have become lost to to the streets as flights of angels search from the air,
in any order, but once they make their first move, the ask for assistance. forcing the heroes to tread carefully or attract the
forces of Hestavar will be alerted. That makes making Tactical Encounter: D1. Pointed Meditation attention of the authorities.
moving about the city a challenge. Before beginning, Skill Challenge: H3. Dodging the Law
the heroes have time to finish business in the city and D2. Golden Bridge
to take an extended rest if desired. When the PCs are This fantastic bridge appears to be crafted from Part Three:
ready to move on a seal, proceed to the appropriate impossibly thin sheets and arches of gold and is pains- The Seal of Erathis
section (Part Two, Three, or Four). takingly detailed with scenes of angels battling and The earthmote and mercantile district known as
emerging victorious over the forces of darkness. Methion is one of the most diverse and cosmopolitan
Part Two: Tactical Encounter: D2. Defending the Bastion markets to be found anywhere. Only the bazaar in the
The Dawnbell Bastion City of Brass comes close, and while artisans of Hes-
The Dawnbell Bastion is a light fortification and gar- D3. Practice Hall tavar might grudgingly concede that the arms traded
rison built and maintained by angels of Pelor upon The larger of the two circular buildings is used by the in the bazaar are more destructive, they are quick to
three small, neighboring earthmotes. The elegant defenders to practice and hone their martial skills in point out that the markets of Methion are unequaled
tower that rises several times the height of its sister mock combat against each other. The angels within for weapons more sophisticated than a sharpened
buildings is open at the top, revealing the bastions keep a sharp eye out for threats to the bastion. metal stick.
primary function as home to the Dawnbell. The bell Tactical Encounter: D3. Defending the Bastion The earthmote is also home to the majority of the
that lends the complex its name tolls but once a day, exalted houses dedicated to Erathis and involved in
announcing the beginning of each day in a city that D4. Tower Base the Game of Making. It is here that the goddess chose
knows no darkness. The first of three balconies that ring the tower has to bind her seal, working it into the very ground of the
The bastion can be reached by a soft fall that gold-flecked marble walls that are pierced with main market square. Thousands of merchants and
deposits travelers onto the largest of the earthmotes arches that provide access to the tower proper. A low customers make their way across the seal each day,
and can be left by a similar manner to reach motes wall runs around the outer edge of the balcony. unaware of what lies beneath their feet.
below. The guardians are accustomed to their bas-
tion being used in this manner and pay little heed D5. The Dawnbell Methion Side Streets
to those arriving or leaving so long as they stray no The uppermost balcony of the tower is open to the The back alleys and side streets in Hestavar may be
further than the entrance to D1. The angelic defend- air to allow the tolling of the Dawnbell to be heard cleaner and better lit than in any mortal city, but
ers are not aware that the Dawnbell is one of the throughout the city. The archangel tasked with the danger lurks even in the heart of the Bright City.
ancient seals, but they will brook no interference defense of the bell can be found within this area at Once again the celestial hosts of Bahamut seem to
with their masters rightful property. They have been all times. have it in for the PCs, but this time they are accompa-
tasked with the defense of the bastion and will not Tactical Encounter: D5. For Whom the Bell Tolls nied by disturbing new allies.
be swayed. Tactical Encounter: M1. Back Alley Ambush

No vember 20 09 | D u n g e o n 17 2
10
Legacy of Io

Market Square The open and well lit interior seems at odds with Hestavar Alerted
The central market square of Methion teems with its cloistered nature, but the structure of the place is The heroes attacks stir the Bright Guard and allied
activity, barely slackening in the slightest even during designed to promote contemplation while fostering angelic forces into action. Bands of exalted take to the
the hours normally reserved for resting. Whether research and advancement. The vast shelves could streets as flights of angels search from the air, forcing
just passing through or browsing among the tempo- never contain the sheer quantity of lore required by the PCs to tread carefully or attract the attention of
rary stalls and carts that spring up across the square, the scholars ensconced within the library. They are the authorities.
thousands tread each day upon the massive symbol tied through ancient ritual to every library that wel- Skill Challenge: H3. Dodging the Law
of Erathis that is emblazoned upon the flagstones. comes Iouns presence. Books slip from the world and
A small force of exalted soldiery moves through the beyond to stock the shelves of the library before shift- Part Five: Storms Fury
crowd at all hours, keeping the peace and ensuring ing back when no one is watching. With each seal opened, the storm that rages perpetu-
that thievery is all but unknown. Searching the Streets ally over the district known as the Salts grows more
Tactical Encounter: M2. Market Day intense. The breaking of the third seal is heralded by
Entrances to the Sealed Library are hidden through-
shrieking winds and roaring thunder. The uninhab-
Erathiss Faithful out the city, allowing the scholars to move about and
ited islands near to the center of the gale are raked
When the characters attempt to disrupt the seal, gather whatever they might need for their work. Dead
with lightning as the storms rage reaches heights
the following tactical encounter is triggered as the ends to back alleys behind alchemists shops and
never before seen and the waters of the lagoon begin
seal summons the faithful to defend their mistresss spare rooms in rare book sellers stores are the places
to flow inward toward the eye of the storm.
property. the characters must search, all without arousing
It is in the eye, where no immortal dares to tread,
Tactical Encounter: M3. Last Ditch Defense unwanted suspicion.
that the final seal was placed, bound into an all but
Skill Challenge: L0. Unearthing the library
forgotten terror from the war at creations beginning:
Hestavar Alerted
The heroes attacks stir the Bright Guard and allied
L1. The Library Nakheten, the raging storm, a powerful storm titan
Travelers to the library arrive in this room after step- lieutenant of the primordial Heur-Ket. Eons of captiv-
angelic forces into action. Bands of exalted take to the
ping through one of the many doorways in Hestavar ity have not been kind to the storm titan, but while he
streets as flights of angels search from the air, forcing
to emerge from the portal that ties them all together. is only a shadow of his former self, he remains a ter-
the PCs to tread carefully or attract the attention of
The scholars who work within the library use this rible force of insane rage and hatred.
the authorities.
Skill Challenge: H3. Dodging the Law room to conduct their research, meditate on obscure
arcanisms, and verbally spar with one another.
Eye of the Storm
Part Four: Tactical Encounter: L1. Angry Librarians Within a cage formed of deific magic, Nakheten rages
The Sealed Library upon the scoured lagoon bed. The storm above roars
Rather than defend her seal with angelic steel as Pelor
L2. Headmasters Office and thunders in echo of his fury as he drives the
chose to do or with the weight of civilization as Erathis This well-furnished office is used by the scholar waters of the lagoon into a frothing wall of destruction
did, Ioun hid hers away within the Sealed Library, appointed by Ioun to oversee the running of the in a bid to free himself and resume his masters work.
a marvelous construction which is itself hidden in library. In addition to such duties, the headmaster Tactical Encounter: S1. Raging Storm
the fabric of the domain. Within its confines, trusted also uses to the office to conduct private research and
scholars have long worked on sensitive projects for entertain guests who have been granted access to the
their lady while standing vigil over the seal. library by the goddess.
Tactical Encounter: L2. Headmasters Charge

No vember 20 09 | D u n g e o n 17 2
11
Legacy of Io

Washed Up The Arrow of Fate Goals of the Arrow of Fate


This nameless, uninhabited island lies near the heart F Destroy the primordials and their servants
Arrow of Fate Epic Level
of the storm. Its location and unique, bladelike rock F Protect the world for which Io fought and was
An ancient shard of the fallen dragon god Ios physical form,
formations ensure that a steady stream of waterlogged the Arrow of Fate is a powerful weapon against the primordi-
destroyed
flotsam washes up with each tide. After the death of als and their servants. As a fragment of a greater god, the F Prevent the twin halves of Io, the gods Tiamat and
Nakheten sees the lagoon crashing back to reclaim artifact is equally effective against the divine, for what better Bahamut, from resolving their eternal conflict by
to harm a god with than a piece of another? The Arrow, cre-
the battlefield, the characters become just such permanently destroying their opposite
ated from the essence of the one that gave rise to them, also
refuse. Guionne and his devilish entourage are aware holds great power over the children of Io.
of the islands peculiar nature and have come to see
Concordance
The Arrow of Fate can function as a rod, staff, or wand, as Starting score 5
what the tide drags in. any weapon of the spear group, or as ammunition for a
crossbow, longbow, or shortbow (in which case it overrides Owner gains a level +1d10
Tactical Encounter: S2. Guionnes Betrayal
any enchantment the bow or crossbow may carry). Owner slays a primordial +2
Whatever its form, it is a +6 weapon of that type. Owner kills a servant +1
Concluding the Adventure Enhancement: Attack rolls and damage rolls of a primordial (max 1/day)
Guionnes defeat sees the heroes free to flee the city Critical: +6d8 damage, or +6d12 damage against dragons and Owner completes a quest to restore +1
unopposed, a wise course of action considering the creatures with the elemental or immortal origin
balance between Tiamat and Bahamut
Property: Attacks using the Arrow of Fate ignore the first 5
forces of Hestavar are only expanding the hunt. With points of resistance a dragon or creature with the elemental Owner flees from combat with a 1
the Arrow of Fate in hand, the PCs have succeeded or immortal origin has, if any, to the damage. primordial or servants of one
in their quest and undoubtedly secured a powerful Power (At-will): Minor Action: The Arrow of Fate transforms Owner knowingly aids a 1
from its current form into one of the other implements, primordial or its servants
artifact for the war against Tiamat, but the cost of this
weapons, or ammunitions listed above.
triumph is high and the repercussions of their actions
are sure to be far reaching.
Power (Daily F Fire, Radiant): Standard Action. You breathe
forth a blast of fire charged with the energy of the astral
Pleased (16-20)
sea: Close blast 3; Constitution + 6 vs. Reflex; 4d12 + 8 fire The essence of the sundered god and I are as one.
Roleplaying the and radiant damage. Miss: Half damage. The Arrow of Fate has found a worthy bearer to
Arrow of Fate entrust with its power.
The Arrow of Fate does not communicate directly Property: Attacks using the Arrow of Fate ignore the first 15
with its bearer, although latent emotions imprinted points of resistance a dragon or creature with the elemental
or immortal origin has against the damage.
upon the Arrow do occasionally spill over. Normally Property: Once per day, the Arrow of Fate can be used to
these are confined to inf luencing preexisting feel- perform the Raise Dead ritual without the need for
ings, nudging the bearer along rather than leading components or its bearer having the ritual caster feat.
Power (Encounter F Fire, Radiant): Standard Action. You
her. The only encounters that prompt the Arrow to
breathe forth a blast of fire charged with the energy of
directly inf luence its bearer are those with the ser- the astral sea: Close blast 5; Constitution + 6 vs. Reflex;
vants of the primordial known as the King of Terror 4d12 + 8 fire and radiant damage. Miss: Half damage. This
(toward which the bearer feels and unreasoning supersedes the normal close blast attack granted by the
artifact.
hatred); plots to resurrect that primordial; or stum-
bling across some long-forgotten method of reuniting
Ios sundered halves.

No vember 20 09 | D u n g e o n 17 2
12
Legacy of Io

Satisfied (12-15) Unsatisfied (1-4) Moving On


I have routed the enemies of creation. With the Arrows Flight is unbefitting when the world is at stake. The Arrow has given me what aid it can. It is time to stand
help, I will drive them before me. The Arrow begins to find its bearer lacking and to on my own.
The Arrow of Fate senses great promise in its withdraw its blessings. The Arrow of Fate believes it has accomplished what
bearer, granting increased powers to enable the Special: You take a 2 penalty to attack rolls and damage
it can with its current bearer and that its goals would
bearer to achieve it. rolls against creatures other than servants of a primordial be better served elsewhere.
Property: Attacks using the Arrow of Fate ignore the first 10
or those with the elemental origin. This penalty applies When the bearer next gains a level, the Arrow
whether you are using or merely carrying the Arrow.
points of resistance a dragon or creature with the elemental of Fate disappears, continuing its eternal struggle
or immortal origin has against the damage. elsewhere. If its concordance was at least 5, it leaves
Power (Daily F Fire, Radiant): Standard Action. You breathe Displeased (0 or Lower) behind a +6 elementalbane version of its current or
forth a blast of fire charged with the energy of the astral Cowardice in the face of or allying with the forces that seek
sea: Close blast 5; Constitution + 6 vs. Reflex; 4d12 + 8 fire most used form. If this form is an implement, the
and radiant damage. Miss: Half damage. This supersedes the
to undo creation is unforgivable. daily power deals 2d10 rather than 2[W] damage
normal close blast attack granted by the artifact. The Arrow is disgusted with its bearer. Only a and uses the owners primary casting stat in place of
Power (Daily F Fear): Standard Action. An aura of majestic sudden or dramatic turn of events will prevent it from Strength.
terror washes over your enemies: Close burst 10; targets
abandoning the failed bearer in short order. Until it moves on, the Arrow of Fate retains all the
enemies; Constitution +6 or Charisma +6 vs. Will; the
target is stunned until the end of your next turn. Aftereffect: Special: You take a 5 penalty to attack rolls and damage powers and properties appropriate for its current
The target takes a 2 penalty to attack rolls (save ends). rolls against creatures other than servants of a primordial concordance.
or those with the elemental origin. This penalty applies
Normal (5-11) whether you are using or merely carrying the Arrow.
Special: Whenever you move away from an enemy without
The threats to creation are endless. Another warrior is ending closer to another or making an attack that round,
always welcomed. the Arrow makes the following attack against you as an
Anyone willing to safeguard the world or oppose immediate interrupt: Constitution +6 vs. Will; the target is
slowed until the start of its next turn.
the primordials earns at least a passing chance from
the Arrow of Fate.

No vember 20 09 | D u n g e o n 17 2
13
Legacy of Io

H1. A Warm Welcome Tactics to take down a single target rather than randomly
charging into the fray.
The dragons brashly rush into combat and lead off
Encounter Level 25 (39,500 XP) The angels fight to the end, but a dragon pulls back
with their most powerful attacks. They use breath
to the edges of the combat to launch breath weapon
weapon whenever it recharges, laying about them-
Setup selves with tail smash or errants fury when their more
attacks when seriously injured. Should both dragons
2 silver dragons errant (D) be in danger of dying, they flee, leaving the angels to
impressive abilities are unavailable. The angels are
12 angels of light (Off top and right edges of map) their fate.
more methodical, setting up flanks and ganging up
A strike force, seemingly from the celestial hosts
2 Silver Dragons Errant (D) Level 24 Elite Brute
Features of the Area
of Bahamut, lies in wait for the characters to begin Huge natural magical beast (dragon) XP 12,100 each Illumination: Bright light.
crossing the open sandbar. Once their prey is Initiative +19 Senses Perception +19; darkvision Rock Outcroppings: These rocky outcroppings
exposed, the dragons lead their angelic minions in a HP 564; Bloodied 282; see also bloodied breath
AC 36; Fortitude 38, Reflex 35, Will 34 are 10 feet tall. They can be climbed with a DC 24
glorious charge. Resist 30 cold Athletics check. The central outcropping is pierced by
When the dragons begin their attack, read: Saving Throws +2 an arch large enough for medium creatures to operate
Speed 10, fly 10 (hover), overland flight 15
in freely. Creatures under the arch gain cover from
A shining pair of silver dragons plummets toward you Action Points 1
m Bite (standard; at-will) attacks originating above them.
with a thunderous roar, their eagerness obviously getting
Reach 2; +27 vs. AC; 4d6 + 8 damage. Water: Both the small pool and the lagoon are rel-
the better of their tactical sense. A dozen brilliant angelic m Claw (standard; at-will)
atively shallow and can be moved through but count
figures follow silently and purposefully behind, their Reach 2; +27 vs. AC; 2d8 + 8 damage.
C Tail Smash (standard; at-will) as difficult terrain.
burning glaives held at the ready.
Close blast 3; one, two, or three enemies in blast; +25 vs.
12 Angels of Light Level 23 Minion Skirmisher AC; 4d6 + 8 damage, and the target is dazed (save ends).
Medium immortal humanoid (angel) XP 1,275 each M Errants Fury (standard; at-will)
Initiative +19 Senses Perception +19 The silver dragon errant makes two claw attacks and one
HP 1; a missed attack never damages a minion; see also death bite attack.
burst. C Breath Weapon (standard; recharge ) F Cold
AC 37; Fortitude 34, Reflex 34, Will 36 Close blast 5; +23 vs. Reflex; 3d8 + 8 cold damage, and the
Immune fear; Resist 15 radiant target gains vulnerable 10 to all damage (save ends). Miss:
Speed 8, fly 12 (hover) Half damage.
m Angelic Glaive (standard; at-will) F Weapon C Bloodied Breath (free, when first bloodied; encounter) F
Reach 2; +28 vs. AC; 15 damage. Cold
C Death Burst (when the angel of light drops to 0 hit points) Breath weapon recharges, and the silver dragon errant
FRadiant uses it.
The angel of light explodes in a burst of radiant light: close C Frightful Presence (standard; encounter) F Fear
burst 10; targets enemies; +26 vs. Fortitude; the target is Close burst 10; targets enemies; +23 vs. Will; the target
blinded until the end of its next turn. Effect: Angels in the is stunned until the end of the silver dragon errants next
burst gain 10 temporary hit points. turn. Aftereffect: The target takes a -2 penalty to attack
Alignment Unaligned Languages Supernal rolls (save ends).
Str 18 (+15) Dex 23 (+17) Wis 27 (+19) Unstoppable
Con 23 (+17) Int 15 (+13) Cha 23 (+17) A silver dragon errant makes saving throws against
Equipment glaive. ongoing damage at the start of its turn as well as at the end
of its turn.
Alignment Unaligned Languages Common, Draconic
Skills Athletics +27, Insight +19
Str 31 (+21) Dex 24 (+19) Wis 14 (+14)
Con 26 (+20) Int 14 (+14) Cha 22 (+18) No vember 20 09 | D u n g e o n 17 2
14
Legacy of Io

H2. Researching Bluff (DC 29, 1 success, no maximum)


Posing as a visiting devotee of ancient divine lore or promising
Streetwise (DC 29, 0 successes)
A success on this check does not count as a success for
to credit a scholar in the groundbreaking paper the PC is this
the Visions close to finishing, the character gleans useful information from
the challenge but does grant a +2 bonus to the next skill
check. Likewise, failure does not count as a failure for the
the inhabitants of the Swan Tower. challenge but instead imposes a 2 penalty to the next skill
Encounter Level 24 (30,250 XP) Diplomacy (DC 29 or 33, 0 successes) check.
A success on this check does not count as a success for Even in the cloistered libraries of the Kerith-Ald there are things
Setup the challenge but does grant a +2 bonus to the next skill people are willing to trade favors for. Credit, time with rare
check. Likewise, failure does not count as a failure for the tomes, access to a rivals notes; the character facilitates these
The Swan Tower is home to quite possibly the finest challenge but instead imposes a 2 penalty to the next skill things, turning favors earned to the advantage of the party.
university, magic academy, and library to be found check. Alternatively, a character can use this skill to remove
among the planes. If the information the heroes seek one failure caused by the use of Intimidate, with success on Once the heroes begin the skill challenge, Guionne
a DC 33 check. Success removes the failure but grants no (who keeps a close eye on the goings-on at the library)
on Amyrias strange visions and the artifact depicted other bonus, while failure still imposes a 2 penalty to the
within can be uncovered anywhere, the prestigious next skill check.
approaches them and offers his services. Should they
halls of the Swan Tower will hold the answers. The character smoothes the way with their considerate accept his offer of assistance, his insights provide a +2
approach, removing problems before they occur and ensuring bonus to all checks made from that point on. Even if
everyone remains happy.
Researching the Visions Level 24 the characters refuse his first offer of help, he leaves
History (DC 29, 1 success, no maximum)
Skill Challenge XP 30,250 them with a tip that proves accurate and provides a
The hero finds links to other historical events. By working
The halls of Kerith-Ald are steeped in lore long forgotten backward from those, she uncovers information the party seeks. +2 bonus to the next check made (alternatively, the
elsewhere. Somewhere within the Swan Tower, an ancient Insight (DC 29, 0 successes) DM may reveal an approach to this skill challenge
tome or equally ancient scholar must hold the answers. A success on this check does not count as a success for
Complexity that the players havent thought of, such as the use
the challenge but does grant a +2 bonus to the next skill
5 (requires 12 successes before 3 failures). check. Likewise, failure does not count as a failure for the of Streetwise). Guionne approaches a second time
Primary Skills challenge but instead imposes a 2 penalty to the next skill after that check, hoping his beneficial aid changed
Arcana, Bluff, History, Religion, Stealth check.
the characters minds. He can approach the group as
Secondary Skills The PC scouts out scholars that seem to have the knowledge
Diplomacy, Insight, Streetwise necessary, setting them up for other characters, or uses their a whole or single out one or two characters whom he
Victory skills to keep the rest of the party motivated and focused. deems the most likely to welcome his help.
The PCs manage to uncover the information contained Intimidate
within the sidebar on page 16.
Defeat
Attempts to use Intimidate result in an automatic failure.
The inhabitants of the Swan Tower are either immovable
Development
The characters not only fail to uncover the information they extensions of divine will or break down and babble incoherently Success in the challenge reveals the enormity of the
need, but their antics and the fact that they were delving when confronted, yielding no useful information either way. task ahead of the heroes, what might be at stake, and
into sensitive areas get them barred from returning to the Such strongarm tactics do, however, draw the attention of the
the far-reaching repercussions of removing the Arrow
library for a year and a day. towers angelic guardians.
Arcana (DC 29, 1 success, no maximum) Religion (DC 29, 1 success, no maximum) of Fate from Hestavar. If the PCs accepted Guionnes
The hero delves through the countless works of obscure arcana Sifting through the archives on the ancient history of the divine, help during their research, he hovers nearby while
searching for anything relevant or draws out useful information guided by the characters knowledge of the players involved, or the characters discuss their options and next move.
by engaging in discourse with another scholar versed in the engaging in theological debate earns the hero a vital bit of lore.
subject. If not, than he eavesdrops on the discussion anyway.
Stealth (DC 29, 1 success, no maximum)
The PC manages to slip quietly into a portion of the library At an appropriate time, he interjects himself into
where he or she wouldnt normally be allowed and overhears a the conversation, claiming to feel solidarity with the
juicy bit of information regarding the artifact. heroes and offering his assistance once more. He
is quite sure the servants of the three gods that call

No vember 20 09 | D u n g e o n 17 2
15
Legacy of Io

Hestavar home will not be understanding of the PCs


quest and will react badly to any attempts to open
the seals. Guionne cannot aid in the coming battles
The Arrow of Fate that he sees as inevitable, both because he has no
During their research into the strange visions plagu- environs, and the souls of its inhabitants as strictly off- skill for such things and because of the pact between
ing Amyria, the characters uncover the following limits for their usual deviltry. Asmodeus agreed, and Asmodeus and Hestavar. He can offer the characters
information. to cement this bargain, the Arrow of Fate was locked the use of two houses in the city. Guionne is certain
The flesh-wrapped bone arrow described by away in Hestavar on condition that the pact would that no one could trace them to back to him, and
Amyria appears to be the artifact known as the Arrow stand for as long as the Arrow remained within the they could be invaluable to the characters as safe
of Fate, a relic from the terrible Dawn War, when gods city. Sealing away the Arrow was Asmodeuss sugges- havens. Whether or not the heroes accept his offer of
fought primordials for control of the world. The origi- tion, but it suited the interests of all parties. sanctuary, Guionne gives them the addresses before
nal dragon god Io was cut down during that struggle To safeguard the Arrow and ensure that the accord departing quietly to avoid attracting undue attention.
by the primordial known as the King of Terror. When would last, Erathis, Ioun, and Pelor wove a great ritual Failure leaves the heroes in a difficult position.
the sundered halves of the deity fell to the ground, in four parts, one for each of the deities and a fourth Not only are they still in the dark about the nature
they sprang up as the twin gods Tiamat and Bahamut. representing their collaboration. Each of the gods of the Arrow of Fate, but they are barred from fur-
A single fragment of Ios physical form remained sepa- warded their seal in their own way. Pelor forged his ther research in the library. Fortunately for them,
rated from the newly birthed gods, and it was this tiny into the form of a great bell that would announce the Guionne is not considered part of their cabal and is
shard of divinity that became the Arrow. coming of dawn and set a garrison of angels to watch not expelled from the library. He offers to share his
The Arrow of Fate is a potent weapon against both over the bastion constructed to hold it. Erathis bound research with the characters, claiming that with their
the primordial and the divine, forged as it was during her seal into the very flagstones of the largest market insights, hell be able to uncover the truth in just a few
the upheaval of the Dawn War. As time wore on, square upon the mercantile earthmote and neighbor- days. Should they agree, he returns with the infor-
claims arose that it was capable of exerting a powerful hood of Methion. Ioun secreted hers away within the mation in two days, at which point he suggests the
influence over the forces of life and death. Eventually Sealed Library, a cloistered haven hidden within the heroes make use of his two safe houses, as above. If
the artifact became an issue of contention between fabric of the domain, where a trusted few researched the PCs adamantly refuse to have anything to do with
the archdevil Asmodeus and the trio of gods Erathis, sensitive projects for their lady. The fourth seal, pro- Guionne and fail the challenge, they return to where
Ioun, and Pelor. Asmodeus sought access to Hestavars tected by the first three, rests under the constant they are staying to find a courier has dropped off an
knowledge for his devils and followers. In a show of storm that marks the Salts district. It is accessible anonymous packet of concise information regarding
cooperation characteristic of an earlier age, the three only should each of the others be undone. Even so, the the seals, complete with warnings about the authori-
gods granted this, but only with guarantees that gods set a terrible foe from the Dawn War to guard ties reactions and the locations of two safe houses.
Asmodeus and his adherents would treat Hestavar, its the Arrow from any who would disturb it. This, of course, came from Guionne.

No vember 20 09 | D u n g e o n 17 2
16
Legacy of Io

H3. Dodging the Law Intimidate (DC 29, 0 successes)


A success on this check does not count as a success for
the challenge but does grant a +2 bonus to the next skill
Encounter Level 24 (12,100 XP) check. Likewise, failure does not count as a failure for the
challenge but instead imposes a 2 penalty to the next skill
Setup check.
The hero pressures those that have seen the party to remain
After the characters launch an attack upon or open quiet or suffer unpleasant consequences. The risk, of course, is
one of the first three seals, the peacekeeping forces of that they will run to the authorities all the faster once the PC
Hestavar scramble to apprehend the violent crimi- moves on.
Perception (DC 29, 0 successes)
nals. Once alerted, exalted patrols begin sweeping
A success on this check does not count as a success for
the streets as flights of angels search from the skies. the challenge but does grant a +2 bonus to the next skill
This makes moving about the city a difficult prospect check. Likewise, failure does not count as a failure for the
if the heroes wish to avoid confrontation with the challenge but instead imposes a 2 penalty to the next skill
check.
authorities.
The characters notice a sheltered back alley or unorthodox path
These patrols continue for the duration of this across the earthmotes that seems lightly traveled and might
adventure, meaning that the PCs will engage in this therefore be lightly patrolled.
Stealth (DC 28, 1 success, no maximum)
skill challenge three times, once after breaking each
Attempts to use this skill suffer a 2 penalty for each party
seal. member that is not trained in Stealth.
The character coaches the rest of the party on the art of stealth,
Dodging the Law Level 24 attempting to slip the group past the patrols unnoticed.
Skill Challenge XP 12,100 Streetwise (DC 29, 1 success, no maximum)
Exalted and angelic patrols are out in force, combing the streets The maze of streets and alleys is a second home to the PC, her
for the characters. The party must tread lightly or draw keen understanding of the urban jungle enabling her to guide
unwanted attention. the party down paths the law would never think to check.
Complexity
2 (requires 6 successes before 3 failures).
Primary Skills
Development
Insight, Stealth, Streetwise Success lets the characters avoid the patrols search-
Secondary Skills ing for them as they move about the city. Failure
Intimidate, Perception means the heroes are spotted by a patrol that consists
Victory
The heroes manage to evade the forces of justice. of either one Angel of Command and five Angels of
Defeat Light (see D1 for stats) or one Exalted Captain and
The PCs are discovered and set upon by a patrol; see four Exalted Patrollers (see M2 for their stats). After
Development.
fleeing the scene or dealing with the patrol, the PCs
Insight (DC 29, 1 success, no maximum)
After observing the patterns of the patrols, the characters are able to make it to their destination.
recognize a safe time to leave the area.

No vember 20 09 | D u n g e o n 17 2
17
Legacy of Io

D1. Pointed If this is the first seal the characters attempt to The angels of authority hang back, preferably on
open, the nearest angel turns from its meditation the second level, to blast at the party. They fly for-
Meditation when the heroes enter the room and addresses them: ward to unleash majestic rally when it is available. The
angels of light swarm the foe, setting up flanks for
Encounter Level 25 (35,050 XP) Welcome to the Dawnbell Bastion, citizens. There is no
themselves and the angels of command and focus-
shame in seeking guidance in the Bright City, for none
ing their attacks on critical targets. A few might hang
Setup are truly lost who seek the path. Where is it that you
back to prevent loose PCs from moving up the stairs
2 angels of command (C) desire to go?
to attack the angels of authority.
2 angels of authority (A) Should the PCs name a destination, the angel pro- The angels fight intelligently and methodically to
10 angels of light (L) vides detailed and precise directions. If the characters the end.
Gleaming doors seemingly crafted from solid gold attempt to move past the angel or respond that they
2 Angels Level 22 Controller (Leader)
and covered with bas-reliefs of angels triumphing wish to proceed farther into the bastion, angels move of Authority (A)
over the forces of darkness are thrown open, reveal- to block off the stairs and the original angel states: Large immortal humanoid (angel) XP 4,150 each
Initiative +17 Senses Perception +18
ing a scene of intense serenity. An immaculately None may trespass within the bastion by the will of the HP 203; Bloodied 101
manicured sand garden lies surrounded by reflect- lord Pelor. It is time for you to leave. AC 36; Fortitude 32, Reflex 34, Will 35
ing pools in the center of a circular room. A number Immune fear; Resist 15 radiant
of angelic figures in deep contemplation are spread The angels will not make the first move, but it is Speed 8, fly 12 (hover)
m Quarterstaff (standard; at-will) F Radiant, Weapon
about the area or perched on the balcony that runs obvious that they will not be swayed in their duty.
Reach 2; +27 vs. AC; 1d10 + 8 damage plus 1d10 radiant
the circumference of the room. Violence or attempts to forcibly push past an angel to damage.
gain the stairs, along with any other means of moving R Lightning Bolt (standard; at-will) F Lightning
10 Angels Level 23 Minion Skirmisher further into the bastion, cause the angels to attack. Ranged 10; +26 vs. Fortitude; 2d10 + 8 lightning damage,
of Light (L) and the target is dazed until the end of the angel of
Medium immortal humanoid (angel) XP 1,275 each If this is not the first seal the heroes have visited,
authoritys next turn.
Initiative +19 Senses Perception +19 the angels recognize them and attack once the char- C Majestic Rally (standard; recharge ) F Radiant,
HP 1; a missed attack never damages a minion; see also death acters are in the room. Thunder
burst. Close burst 5; targets enemies; +26 vs. Will; 1d10 + 8
AC 37; Fortitude 34, Reflex 34, Will 36
Immune fear; Resist 15 radiant
Tactics radiant damage plus 1d10 thunder damage, and the target
is weakened (save ends). Miss: Half damage. Effect: Any
Speed 8, fly 12 (hover) The angels of command lead the charge, one attempt- angel within the burst gains a +2 bonus to attack rolls until
m Angelic Glaive (standard; at-will) F Weapon ing to catch as many PCs as possible with its edict of the end of the angel of authoritys next turn.
Reach 2; +28 vs. AC; 15 damage. Angelic Presence (while not bloodied)
C Death Burst (when the angel of light drops to 0 hit points) honor while the other uses honor strike to immobilize
Any attack against the angel of authority takes a 2 penalty
F Radiant the most dangerous-looking foe. They attempt to to the attack roll.
The angel of light explodes in a burst of radiant light: close keep as many characters as possible marked in order Alignment Unaligned Languages Supernal
burst 10; targets enemies; +26 vs. Fortitude; the target is Skills Insight +23, Religion +23
to gain the benefits of lead the faithful and to protect
blinded until the end of its next turn. Effect: Angels in the Str 20(+16) Dex 22(+17) Wis 25 (+18)
burst gain 10 temporary hit points. their allies, employing from one, many at the first Con 19(+15) Int 24(+18) Cha 27(+19)
Alignment Unaligned Languages Supernal opportunity. Equipment plate armor, quarterstaff
Str 18 (+15) Dex 23 (+17) Wis 27 (+19)
Con 23 (+17) Int 15 (+13) Cha 23 (+17)
Equipment glaive

No vember 20 09 | D u n g e o n 17 2
18
Legacy of Io

2 Angels Level 25 Soldier (Leader) Features of the Area


of Command (C)
Large immortal humanoid (angel) XP 7,000 each Illumination: Bright light streams through the
Initiative +19 Senses Perception +18 many arrow slits in the second story.
HP 234; Bloodied 117 Ref lecting Pools: The pools are knee deep and
AC 41; Fortitude 39, Reflex 37, Will 36
Immune fear; Resist 15 radiant
are difficult terrain.
Speed 8, fly 12 (hover) Sand Garden: The sand garden can be moved
m Longsword (standard; at-will) F Weapon through freely, although this destroys the carefully
Reach 2; +32 vs. AC; 3d8 + 9 damage, and the target is
tended designs. Clambering onto one of the large
marked until the end of the angel of commands next turn.
M Honor Strike (standard; recharge ) F Radiant, Weapon rocks takes an extra square of movement.
Reach 2; +32 vs. AC; 3d8 + 9 damage and the target Stairs: Squares containing stairs are difficult
is marked, immobilized, and takes ongoing 15 radiant terrain.
damage (save ends all).
C Edict of Honor (standard; recharges when first bloodied) F Second Story: The second story is open over the
Thunder center of the room and has no railing. Characters
Close burst 3; +28 vs. Will; 3d8 + 9 thunder damage, that fall from the
and the target is marked until the end of the angel of
second story take
commands next turn, and the angel of command pulls the
target 2 squares. 2d10 damage.
Lead the Faithful
Allies deal 5 extra radiant damage when they hit a creature
marked by an angel of command.
From One, Many (immediate reaction when an angel minion
ally within 5 squares is reduced to 0 or fewer hit points;
encounter)
Four angel minions of the same type rise from the remains
of the triggering angelic minion. These minions appear
in the square in which the triggering minion fell, or the
nearest unoccupied square. The new minions act on the
same initiative count as the triggering minion.
Angelic Presence (while not bloodied)
Any attack against the angel of command takes a 2
penalty to the attack roll.
Alignment Unaligned Languages Supernal
Skills Athletics +27, Insight +19
Str 29 (+21) Dex 21 (+17) Wis 22 (+18)
Con 26 (+20) Int 25 (+19) Cha 22 (+18)
Equipment full plate, heavy shield, longsword

No vember 20 09 | D u n g e o n 17 2
19
Legacy of Io

D3. Defending the Angel of Supremacy (S) Level 24 Soldier If the PCs move onto the bridge (area D2), an
Large immortal humanoid (angel) XP 6,050 angel of thunder spots them immediately. The angels
Bastion Initiative +19
HP 226; Bloodied 113
Senses Perception +18 of light fly out to engage the characters as they cross
AC 40; Fortitude 38, Reflex 36, Will 35 the bridge while the two angels of thunder blast away
Encounter Level 24 (34,075 XP) at the party. The angel of command and the angel of
Immune fear; Resist 15 radiant
Speed 8, fly 12 (hover) supremacy move out the following round and position
Setup m Spear (standard; at-will) F Thunder, Weapon
themselves to prevent the heroes from crossing the
1 angel of command (C) Reach 3; +31 vs. AC; 1d10 + 9 damage plus 1d10 thunder
damage. bridge. If the PCs withdraw to maximum range or if
1 angel of supremacy (S) R Light of Justice (standard; encounter) F Radiant the combat drags on for more than five rounds, then
2 angels of thunder (T) Ranged 10; +29 vs. Fortitude; 2d10 + 9 radiant damage. the angels of thunder abandon their defensive posi-
7 angels of light (L) Effect: The target is marked until the end of the encounter.
Summons to Justice (minor 1/round; at-will)
tions and attempt to hurl the characters off the bridge
Ranged sight; targets creatures marked by the angel of with their thunder wing power.
Where this encounter occurs depends on the charac- supremacy; no attack roll; the angel of supremacy pulls the The angels fight to the death.
ters. If they attack into area D3, they catch the angels target 1 square.
unawares. The characters earn a surprise round, and Astral Brilliance (standard; encounter) F Radiant, Zone
Close burst 3; +29 vs. Reflex; 2d10 + 9 radiant damage.
2 Angels of Thunder (T) Level 24 Artillery
the encounter begins with the angels in the positions Effect The burst creates a zone of radiance that lasts until
Large immortal humanoid (angel) XP 6,050 each
marked. If the heroes strike out across the bridge Initiative +18 Senses Perception +20
the end of the encounter. The angel of supremacys spear
HP 173; Bloodied 86
(area D2) that leads to area D4 of the tower, the angels attack deals 1d10 extra radiant damage while the angel is
AC 36; Fortitude 34, Reflex 36, Will 37
within the zone.
of thunder automatically see them as they move onto Immune fear; Resist 15 radiant
Angelic Presence (while not bloodied)
the bridge and the encounter will be fought primarily Speed 10, fly 12 (hover)
Any attack against the angel of supremacy takes a 2
m Quarterstaff (standard; at-will) F Thunder, Weapon
on the bridge and in area D4 of the tower. penalty to the attack roll.
Reach 2; +31 vs. AC; 1d6 + 8 damage plus 1d10 thunder
Threatening Reach
damage.
7 Angels Level 23 Minion Skirmisher An angel of supremacy can make opportunity attacks
R Thunder Crack (standard; at-will) F Thunder
of Light (L) against all enemies in reach.
Medium immortal humanoid (angel) XP 1,275 each Ranged 20; +29 vs. Fortitude; 2d12 + 8 thunder damage,
Alignment Unaligned Languages Supernal
Initiative +19 Senses Perception +19 and the target is knocked prone.
Skills Intimidate +21
HP 1; a missed attack never damages a minion; see also death C Thunder Wing (standard; at-will) F Thunder
Str 29 (+21) Dex 21 (+17) Wis 22 (+18)
burst. Close burst 3; targets enemies; +29 vs. Fortitude; 2d6
Con 26(+20) Int 25 (+19) Cha 19(+16)
AC 37; Fortitude 34, Reflex 34, Will 36 + 8 thunder damage, and the angel of thunder pushes
Equipment plate armor, heavy shield, spear
Immune fear; Resist 15 radiant the target 2 squares. Effect: The angel of thunder shifts 2
squares.
Speed 8, fly 12 (hover)
m Angelic Glaive (standard; at-will) F Weapon
Tactics R Dancing Lightning (standard; recharge ) F Lightning
Reach 2; +28 vs. AC; 15 damage. If the encounter takes place in area D3, the angels Ranged 20; targets one, two, or three enemies in range;
C Death Burst (when the angel of light drops to 0 hit points) +29 vs. Reflex; 3d12 + 8 lightning damage.
are surprised by the heroes. The angel of command
F Radiant Angelic Presence (while not bloodied)
and angel of supremacy, who were sparring, fly up Any attack against the angel of authority takes a 2 penalty
The angel of light explodes in a burst of radiant light: close
burst 10; targets enemies; +26 vs. Fortitude; the target is to engage the PCs and keep them from reaching the to the attack roll.
blinded until the end of its next turn. Effect: Angels in the angels of thunder. The angels of light swarm forward, Alignment Unaligned Languages Supernal
burst gain 10 temporary hit points. Skills Insight +23, Religion +23
ganging up on characters to bring them down. The Str 20(+16) Dex 22(+17) Wis 25 (+18)
Alignment Unaligned Languages Supernal
Str 18 (+16) Dex 23 (+18) Wis 27 (+20)
two angels of thunder hang back and fire into the Con 19(+15) Int 24(+18) Cha 27(+19)
Con 23 (+18) Int 15 (+14) Cha 23 (+18) heroes from the safest spot they can find, using thun- Equipment quarterstaff
Equipment glaive der wing to escape melee.
No vember 20 09 | D u n g e o n 17 2
20
Legacy of Io

Angel Level 25 Soldier (Leader) Features of the Area Combat Matting: The ground floor of area D3 is
of Command (C) covered with thick mats to prevent injuries occurring
Large immortal humanoid (angel) XP 7,000 Illumination: Bright light illuminates all the pos-
while the angels spar. Falling from the second story
Initiative +19 Senses Perception +18 sible combat arenas.
HP 234; Bloodied 117 incurs no damage as the padding absorbs the force,
Stairs: Squares containing stairs are difficult
AC 41; Fortitude 39, Reflex 37, Will 36 but does still knock one prone.
Immune fear; Resist 15 radiant
terrain.
Arrow Slits: The arrow slits on the second story of
Speed 8, fly 12 (hover) Doors: The golden doors to area D3 and D4 are
m Longsword (standard; at-will) F Weapon D3 give the occupants cover but do not restrict their
not barred and can be opened easily.
Reach 2; +32 vs. AC; 3d8 + 9 damage, and the target is ability to attack out.
Golden Bridge: The bridge (area D2), despite the
marked until the end of the angel of commands next turn. Tower Balcony: The balcony of area D4 is
M Honor Strike (standard; recharge ) F Radiant, Weapon airy feeling of its construction, is stable and movement
enclosed behind a low wall which grants cover to
Reach 2; +32 vs. AC; 3d8 + 9 damage and the target across the bridge incurs no penalties. The bridge is
is marked, immobilized, and takes ongoing 15 radiant medium-sized creatures behind it. A series of arches
open to the air, and any creature forced off faces a long
damage (save ends all). provide access to the towers interior. Large creatures
C Edict of Honor (standard; recharges when first bloodied) F drop to the nearest earthmote below. The low rail-
must squeeze to fit onto the balcony but can pass
Thunder ing allows a creature a saving throw to avoid the fall,
Close burst 3; +28 vs. Will; 3d8 + 9 thunder damage,
through the arches unhindered.
with those successful
and the target is marked until the end of the angel of
falling prone in the
commands next turn, and the angel of command pulls the
target 2 squares. nearest square on the
Lead the Faithful bridge. Those that
Allies deal 5 extra radiant damage when they hit a creature fail fall 100 feet, take
marked by an angel of command.
From One, Many (immediate reaction when an angel minion
10d10 falling damage,
ally within 5 squares is reduced to zero or fewer hit points; and are going to have
encounter) a hard time return-
Four angel minions of the same type rise from the remains
ing to the fight before
of the triggering angelic minion. These minions appear
in the square in which the triggering minion fell, or the its over. Creatures
nearest unoccupied square. The new minions act on the capable of flying fall
same initiative count as the triggering minion. eight squares before
Angelic Presence (while not bloodied)
Any attack against the angel of command takes a 2
managing to halt
penalty to the attack roll. themselves, take no
Alignment Unaligned Languages Supernal falling damage, and
Skills Athletics +27, Insight +19
are free to fly back
Str 29 (+21) Dex 21 (+17) Wis 22 (+18)
Con 26 (+20) Int 25 (+19) Cha 22 (+18) into the combat on
Equipment full plate, heavy shield, longsword their turn.
Second Story: The
second story of area
D3 is open over the
center of the room
and has no railing.

No vember 20 09 | D u n g e o n 17 2
21
Legacy of Io

D5. For Whom the The charge to defend the Dawnbell was laid upon me
by the lord Pelor, master of the Radiant Host, the Dawn
Bell Tolls Bringer. You shall not stand against his will.

Encounter Level 26 (50,200 XP) Memar, Level 27 Elite Soldier


Archangel of Protection (M)
Setup Large immortal humanoid (angel)
Initiative +20 Senses Perception +21
XP 22,000

Memar (M) Blazing Radiance aura 5; enemies treat the area within the
Dawnbell aura as difficult terrain and take a 2 penalty to attack rolls
as long as Memar is not bloodied.
8 angels of light (L)
HP 560; Bloodied 280
AC 45; Fortitude 42, Reflex 39, Will 44
Memar stands where indicated. The angels of light
Immune fear; Resist 15 Radiant
are not present at the beginning of the encounter. Saving Throws +2
Speed 8, fly 12 (hover)
When the heroes enter the area, read:
Action Points 1
A massive figure radiating a palpable aura of righteousness m Greatsword (standard; at-will) F Weapon
Reach 2; +32 vs. AC; 3d8 + 9 damage.
and power awaits you at the top of the tower. Its armor, M Warding Strike (standard; at-will) F Radiant, Weapon
crafted from gold and mithral, bears impossibly detailed Reach 2; +32 vs. AC; 3d8 + 9 damage, and the first time
scenes of angelic forces waging war against all manner the target makes an attack before the end of its next turn
it takes 3d8 + 9 radiant damage.
of dire foes, as does the titanic greatsword it holds before
C Overwhelming Presence (standard; encounter) F Radiant
itself. Turning its featureless face to you, a voice like echoing Close burst 5; targets enemies; +31 vs. Will; 1d8 + 9
thunder intones: radiant damage, and the target is stunned until the end of
Memars next turn.
8 Angels of Light Level 23 Minion Skirmisher Dawnbell Warden
Medium immortal humanoid (angel) XP 1,275 each When Memar is within 5 squares of the Dawnbell, the
Initiative +19 Senses Perception +19 Dawnbell takes only half damage from melee and ranged
HP 1; a missed attack never damages a minion; see also death attacks; Memar takes the rest. While Memar is adjacent
burst. to the Dawnbell, the Dawnbell gains a +2 bonus to its
AC 37; Fortitude 34, Reflex 34, Will 36 defenses.
Immune fear; Resist 15 radiant Retribution (while not bloodied) F Radiant
Speed 8, fly 12 (hover) A creature that makes a successful melee attack against
m Angelic Glaive (standard; at-will) F Weapon Memar takes 3d8 radiant damage.
Reach 2; +28 vs. AC; 15 damage. Alignment Unaligned Languages Supernal
C Death Burst (when the angel of light drops to 0 hit points) Skills Athletics +27, Insight +19
F Radiant Str 29 (+22) Dex 21 (+18) Wis 25 (+21)
The angel of light explodes in a burst of radiant light: close Con 28 (+22) Int 20 (+18) Cha 22 (+19)
burst 10; targets enemies; +26 vs. Fortitude; the target is Equipment full plate, greatsword
blinded until the end of its next turn. Effect: Angels in the
burst gain 10 temporary hit points.
Alignment Unaligned Languages Supernal
Str 18 (+15) Dex 23 (+17) Wis 27 (+19)
Con 23 (+17) Int 15 (+13) Cha 23 (+17)
Equipment glaive

No vember 20 09 | D u n g e o n 17 2
22
Legacy of Io

Dawnbell Level 26 Elite Blaster Tactics Open Balcony: This level is open to the heavens,
Trap XP 18,000 and any creature forced off faces a long drop to the
Memar waits for the PCs to make the first move, pre-
The great silver bell before you begins to toll with a terrible earthmote below. A low wall running around the
power, crushing the resolve and bodies of those who would
paring a warding strike against the first character to
exterior allows a creature a saving throw to avoid the
trespass against Pelor. move within range if it wins initiative. Memar attempts
fall, with those successful falling prone in the near-
Trap: When a creature attacks an angel of Pelor within 5 to remain adjacent to the Dawnbell if possible, but
est square of the tower. Those that fail fall 50 feet to
squares of the bell or the bell itself, it begins to toll. will move if doing so is advantageous. The archangel
Perception the second balcony, where they make a second saving
is confident in dawnbell wardens ability to protect the
No check is required to see the Dawnbell. throw. If the second save succeeds, the character
Additional Skills: Arcana or Religion Dawnbell and leaves the bells inherent properties to
catches the second balcony and stops there but takes
DC 36: The character recognizes the power contained protect it from direct attack. If the bell takes more than
within the bell. 5d10 damage from the fall. If the second save fails,
100 damage, Memar moves to prevent further attacks.
Initiative +13 the character falls another 50 feet to hit the earth-
The first four angels of light appear during the
Trigger mote at the level of the first balcony and take 10d10
When a creature attacks an angel of Pelor within 5 squares third round of combat, flying in on their initiative
damage. Returning to the combat requires a great
or the bell itself, the trap activates and rolls for initiative. count, while the rest show up the round after Memar
Attack deal of stair climbing: 10 squares of difficult terrain
is bloodied. They move to set up flanking positions
When the Dawnbell attacks, roll a d4 to determine which if they landed on the second balcony, or 20 squares of
attack it uses. and focus attacks on ranged or supporting heroes not
difficult terrain if they fell to the ground. Creatures
Standard Action Close burst 5 engaged in melee.
Target: All creatures in burst (angels are immune) capable of flying fall eight squares before managing to
The angels fight to the end.
1 Attack: +28 vs. Fortitude halt themselves, take no falling damage, and are free
Hit: 4d10 + 9 thunder and force damage and the target is
pushed 3 squares and deafened (save ends).
The Seal to fly back into the combat on their turn.

2 Attack: +28 vs. Will Destroying the Dawnbell breaks the seal. If Memar
Hit: 4d10 + 9 thunder and radiant damage and the target and all of the angels of light are killed, the Dawnbell
is weakened (save ends).
3 Attack: +28 vs. Fortitude continues to toll for that round before tearing apart
Hit: 4d10 + 9 thunder and necrotic damage and ongoing the first time it is attacked the next round.
15 necrotic (save ends).
4 Attack: +28 vs. Will
Hit: 4d10 + 9 thunder and psychic damage, and the target
Features of the Area
is knocked prone and takes a 2 penalty to attack rolls and Illumination: Bright light.
all defenses (save ends) and provokes an opportunity attack Dawnbell: The Dawnbell fills the squares it occu-
from adjacent angels. pies, preventing movement through them.
Countermeasures
An adjacent character can prevent the trap from attacking Pillars: The white marble pillars are wound about
for a round with a DC 36 Thievery check. Failure causes the with silver and gold. They do not hinder movement
Dawnbell to attack as an immediate reaction. but provide cover against melee attacks as normal.
A character can attack the Dawnbell itself (AC 39, other
Stairs: Squares containing stairs are difficult
defenses 36; hp 180), but doing so causes it to attack as
an immediate reaction. Destroying the Dawnbell disables terrain.
the trap.

No vember 20 09 | D u n g e o n 17 2
23
Legacy of Io

M1. Back Alley 2 Mithral Dragonkin (M) Level 25 Skirmisher War Devil Level 25 Brute (Leader)
Medium natural humanoid XP 7,000 each Lieutenant (W)
Ambush Initiative +19
dragonborn fury
Senses Perception +18; see also Large immortal humanoid (devil)
Initiative +19
XP 6,050
Senses Perception +17; darkvision
HP 234; Bloodied 117 HP 286; Bloodied 143
Encounter Level 25 (41,100 XP) AC 38; Fortitude 37, Reflex 35, Will 33
AC 39; Fortitude 39, Reflex 37, Will 36
Resist 20 radiant Resist 30 fire
Setup Speed 8, fly 12 (hover), teleport 10 Speed 8, fly 8 (clumsy)
m Longspear (standard; at-will) F Radiant, Weapon m Claw (standard; at-will)
2 mithral dragonkin (M)
Reach 2; +30 vs. AC; 2d8 + 9 damage and ongoing 10 +29 vs. AC; 3d6 + 8 damage.
1 war devil lieutenant (W) radiant damage (save ends). m Trident (standard; recharge ) F Weapon
2 assassin devils (A) M Dimensional Strike (standard; at-will) F Teleportation Reach 2; +29 vs. AC; 4d4 + 9 damage and ongoing 5
10 legion devil legionnaires (L) The mithral dragonkin teleports 5 squares, makes a damage (save ends), and the target slides into any square
longspear attack, teleports 5 squares, and makes a adjacent to the war devil lieutenant and is knocked prone.
longspear attack against a different target. R Besieged Foe (minor action; at-will)
The bizarre attacks by the celestial hosts of Bahamut C Dragon Breath (standard; encounter) F Radiant Ranged sight; automatic hit; the target is marked, and
continue, but this time the Platinum Dragons ser- Close blast 3; +28 vs. Reflex; 3d8 + 9 radiant damage, allies of the war devil lieutenant gain a +2 bonus to attack
and the target is blinded (save ends). rolls made against the target until the encounter ends or
vants have joined forces with devils from the Nine
Prescient Defense (immediate interrupt, when the mithral the war devil lieutenant marks a new target.
Hells. The uncommon allies wait to ambush the PCs dragonkin is hit by an attack; recharge ) R Devilish Transposition (move; at-will) F Teleportation
as they pass through the crowded streets of Methion. The mithral dragonkin gains a +4 bonus to all defenses Ranged 20; the war devil lieutenant and an allied devil
The characters are set up in the small square in against the triggering attack. If the attack misses, the within range swap positions.
mithral dragonkin teleports 5 squares. R Fiendish Tactics (minor; recharge )
the center of the map. Ranged 10; affects up to 2 allied devils of the war devil
Dragonborn Fury (while bloodied)
When the heroes enter the area, read: The mithral dragonkin gains a +1 racial bonus to lieutenants level or lower; each target can take a move
attack rolls. action or make a basic attack.
A modicum of silence descends as you enter a rare pocket of Alignment Unaligned Languages Common, Draconic Alignment Evil Languages Supernal
calm amidst the constant commotion of Methion. Skills Athletics +27, Insight +19 Skills Intimidate +20
Str 29 (+21) Dex 21 (+17) Wis 22 (+18) Str 28 (+21) Dex 24 (+19) Wis 20 (+17)
Streetwise Check Con 26 (+20) Int 25 (+19) Cha 22 (+18) Con 26 (+20) Int 15 (+14) Cha 19 (+16)
Equipment full plate, longspear Equipment trident
DC 36: The Bright City never sleeps, especially the district
of Methion, which hums with activity even during the latest
10 Legion Devil Level 21 Minion
hour. Something about this sudden calm doesnt sit right. Legionnaires (L)
Perception Check Medium immortal humanoid (devil) XP 800 each
Initiative +11 Senses Perception +11; darkvision
DC 36: A glint of silver catches your eye as something
HP 1; a missed attack never damages a minion.
crouches low to avoid being seen on a nearby rooftop, and AC 37; Fortitude 33, Reflex 32, Will 32; see also squad defense
the faint rasping of steel being drawn echoes from an alley. Resist 15 fire
Ambush! Speed 7, teleport 3
m Longsword (standard; at-will) F Weapon
+26 vs. AC; 8 damage.
Squad Defense
The legion devil legionnaire gains a +2 bonus to its
defenses when adjacent to at least one other legion devil.
Alignment Evil Languages Supernal
Str 14 (+12) Dex 12 (+11) Wis 12 (+11)
Con 14 (+12) Int 10 (+10) Cha 12 (+11)
Equipment plate armor, heavy shield, longsword 24
No vember 20 09 | D u n g e o n 17 2
Legacy of Io

2 Assassin Devils (A) Level 24 Lurker encounter attacking targets they have combat advan-
Medium immortal humanoid (devil) XP 6,050 each tage against, throwing their shadow net and retreating
Initiative +25 Senses Perception +23; darkvision while invisible to wait for a good opening.
HP 167; Bloodied 83
AC 38; Fortitude 34, Reflex 38, Will 36 The mithral dragonkin tear into the characters,
Resist 25 fire using their teleportation powers and taking advantage
Speed 12 of the differing heights of the buildings to stay clear of
m Shadow Sword (standard; at-will) F Necrotic, Weapon
reprisals. The war devil lieutenant directs the combat,
+27 vs. Fortitude; 3d6 + 5 necrotic damage, and ongoing 5
damage (save ends). marking priority targets with besieged foe, moving
R Shadow Net (standard; recharges when the assassin devil itself or allies into tactically advantageous positions
uses shadow cloak) F Necrotic with devilish transposition, and pressing the attack with
Area burst 2 within 10; +26 vs. Reflex; the target is
restrained, is weakened, and takes ongoing 10 necrotic
fiendish tactics. It is especially fond of lining up flanks
damage (save ends all). While a target is affected by or using its trident to knock foes prone and slide them
shadow net, the assassin devil cannot use its shadow cloak into the perfect position before using fiendish tactics to
power.
give the assassin devils extra attacks that benefit from
Dangerous Shadows
An assassin devils shadow sword attack deals 4d6 extra their dangerous shadows ability.
necrotic damage against any target granting combat
advantage to it. Features of the Area
Shadow Cloak (standard; recharges when no creatures are
affected by shadow net) F Illusion
Illumination: Bright light.
The assassin devil is invisible until it hits or misses with an Barrels and Crates: The larger piles of stacked
attack. barrels and crates are difficult terrain and provide
Traitors Pact
cover to those hiding behind them.
The assassin devils necrotic damage is unaffected by
Hestavars radiant affinity. Buildings: The buildings are of varying heights,
Alignment Evil Languages Common, Supernal as indicated on the map, and can be scaled with DC
Skills Stealth +27 30 Athletics checks. Falling from one of the buildings
Str 21 (+17) Dex 28 (+21) Wis 25 (+19)
Con 17 (+15) Int 17 (+15) Cha 13 (+13)
deals normal damage (1d10 for every 10 feet). The
Equipment leather armor, sword entrances are all locked or barred, and it takes a DC
36 Thievery check to open one.
Tactics Wagon: The wagon provides cover to those that
If any of the PCs move to alert their party members, clamber into it by spending an additional square of
the ambush is sprung. A character that succeeded on movement. Squeezing under it provides superior
either the Streetwise or Perception check can act in cover against attacks originating from above. The
the surprise round; others are caught off guard. wagon is heavy but can be moved at half a heros
The assassin devils use the surprise round to use speed with a DC 28 Strength check.
shadow net on a group of the heroes. If one manages to
hit a significant number of them, the second instead
attacks a vulnerable-looking PC. The two spend the

No vember 20 09 | D u n g e o n 17 2
25
Legacy of Io

M2. Market Day to let the heroes deface the symbol of their goddess 2 Exalted Watchmen (W) Level 24 Controller
in the heart of her domain, no matter what the PCs Medium immortal humanoid (exalted), human XP 4,150 each
Encounter Level 24 (34,230 XP) might say. If the argument drags on and the charac- Initiative +18 Senses Perception +19
HP 226; Bloodied 113
ters hesitate in acting, the two exalted watchmen take AC 38; Fortitude 37, Reflex 34, Will 37
Setup down two heroes by surprise, triggering the encounter. Resist 10 fire, 10 radiant
1 exalted captain (C) If the PCs have attacked or attempted to open any Speed 6
m Truncheon (standard; at-will) F Weapon
2 exalted watchmen (W) of the other seals, the soldiers shout an alarm and
+29 vs. AC; 2d10 + 8 damage.
10 exalted patrollers (P) move to intercept as soon as they spot the characters M Head Crack (standard; at-will) F Weapon
entering the square. +28 vs. Fortitude; 2d10 + 8 damage, and the target is
The vast market square teems with activity. Dozens dazed until the end of the exalted watchmans next turn.
of stalls and carts cater to the tide of citizens brows- Exalted Captain (C) Level 25 Soldier (Leader) M Take Down (standard; at-will) F Weapon
ing or just passing through. A force of Erathiss Medium immortal humanoid (exalted), human XP 7,000 +28 vs. Reflex; 2d10 + 8 damage, and the target is
Initiative +19 Senses Perception +17 knocked prone, and is grabbed and restrained (until
exalted soldiery patrols the square at all hours, escape). Attempts to escape the grab take a 5 penalty.
HP 174; Bloodied 87
keeping the peace and ensuring thievery remains AC 41; Fortitude 39, Reflex 37, Will 36 Symbol of Peace
remarkably uncommon. Resist 10 fire, 10 radiant Ranged 10; +28 vs. Will; The target cannot make attacks
Speed 6 (save ends).
The captain, watchmen, and five of the patrollers
m Longsword (standard; at-will) F Weapon Alignment Unaligned Languages Common, Supernal
are currently keeping an eye on things in the square. +32 vs. AC; 3d8 + 9 damage, and the target is marked until Skills Insight +23, Religion +23
The other five patrollers are in the vicinity, but they the end of the exalted captains next turn. Str 20(+17) Dex 22(+18) Wis 25 (+19)
enter the combat at a later time and should not be M Bolstering Sword (standard; at-will) F Weapon Con 26(+20) Int 19(+16) Cha 27(+20)
+32 vs. AC; 3d8 + 9 damage, and the target is marked until Equipment leather armor, truncheon
placed on the map.
the end of the exalted captains next turn and the exalted
There are around three dozen civilians in the captain or one ally within 10 squares gains 15 temporary 10 Exalted Level 24 Minion Soldier
square as well, but it is not necessary to mark their hit points. Patrollers (P)
C Edifying Shout (minor; recharge ) Medium immortal humanoid (exalted), human XP 1,513 each
exact location; once fighting breaks out, they flee as
Close burst 5; +28 vs. Will; 1d8 + 6 damage, and the target Initiative +18 Senses Perception +19
fast as possible. If the PCs are prepared to recklessly is marked until the end of the exalted captains next turn. HP 1; a missed attack never damages a minion
open the fight with area attacks or wish to make the Effect: Allies in the burst gain 10 temporary hit points. AC 40; Fortitude 35, Reflex 35, Will 37
opportunity attacks provoked by fleeing civilians, Battlefield Command Resist 10 fire, 10 radiant
Allies gain a +2 bonus to attack rolls against creatures Speed 6
then place as many as you see fit. Treat the civilians as m Longsword (standard; at-will) F Weapon
marked by the exalted captain.
minions with 22 for all their defenses. Divine Light (minor, only while bloodied; encounter) F Healing +29 vs. AC; 15 damage.
If this is the first seal the characters attack or The exalted captain regains 60 hit points, and the exalted Riot Control
captain and all allies within 5 squares gain a +2 bonus to If an exalted patroller hits a target that is adjacent to at
attempt to open, the exalted soldiers pay them little
all defenses until the end of the exalted captains next turn. least one other exalted patroller, the target is knocked
heed. The heroes are free to engage in conversation Alignment Unaligned Languages Common, Supernal prone.
and the exalted are friendly enough as long as the seal Skills Athletics +27, Insight +17 Alignment Unaligned Languages Common, Supernal
is not mentioned. Once the PCs reveal their purpose Str 29 (+21) Dex 21 (+17) Wis 20 (+17) Str 20 (+17) Dex 23 (+18) Wis 25 (+19)
Con 26 (+20) Int 25 (+19) Cha 22 (+18) Con 23 (+18) Int 15 (+14) Cha 18 (+16)
or attempt to break the seal, the exalted soldiers move Equipment plate armor, heavy shield, longsword
Equipment full plate, heavy shield, longsword
to block them, but they try to talk the characters down
before resorting to violence. The soldiers are not going

No vember 20 09 | D u n g e o n 17 2
26
Legacy of Io

Tactics
The exalted captain leads from the front, bolstering
allies with his various abilities that grant temporary
hit points or other bonuses. He uses edifying shout to
enhance the survivability of the minions if there are
several in range, even if he might not be able to affect
many heroes. The watchmen move around the edges
of the fight, neutralizing dangerous PCs with symbol
of peace or employing take down on mobile characters.
They are fond of using head crack on enemies they
have grabbed, forcing the enemy to choose between
attacking and attempting to escape. The patrollers
gang up on heroes to take advantage of riot control and
to set up flanks.
The exalted are dedicated warriors and fight to the
end, confident in their ability to be reborn, to protect
their goddesss property, and to stop the murderous
PCs.

Special
Make a note of whether the characters kill any civil-
ians, because it affects encounter M3.

Features of the Area Symbol of Erathis: The symbol is worked into


the flagstones of the square. The soldiers prevent the
Illumination: Bright light.
heroes from doing more than casually inspecting
Carts and Stalls: The carts and stalls found
it, so they have no chance to cause much harm to it
throughout the square count as difficult terrain and
before the encounter starts.
provide cover to those standing behind them.
Buildings: The buildings surrounding the square
are locked and barred from the inside once violence
breaks out.

No vember 20 09 | D u n g e o n 17 2
27
Legacy of Io

M3. Last Ditch 12+ Methion Citizens Level 24 Minion


Medium immortal humanoid (exalted), human XP 1,513 each
Tactics
Goran fights intelligently but ruthlessly, stacking
Defense Initiative +18 Senses Perception +19
HP 1; a missed attack never damages a minion conditions to cripple priority targets and kicking PCs
AC 38; Fortitude 36, Reflex 36, Will 38
Encounter Level 26 (52,256 XP) while theyre down. The Methion guildmasters and
Resist 10 fire, 10 radiant
Speed 6 citizens fight as an unorganized mob, ganging up on
Setup m Improvised Weapon (standard; at-will) F Weapon targets of opportunity. When within Gorans aura,
+29 vs. AC; 15 damage. however, they act cooperatively, setting up flanks and
Goran Steelgate (G) For Methion! (when reduced to 0 hp)
2 Methion guildmasters The Methion citizen makes an improvised weapon attack
shifting to reach advantageous positions.
12+ Methion citizens as a free action. Goran fights to the bitter end. The civilians only
Alignment Unaligned Languages Common, Supernal break and run if Goran is slain and the quake caused
When the PCs attempt to destroy the seal, whether Str 20 (+17) Dex 23 (+18) Wis 25 (+19)
by breaking the seal occurs (see below).
Con 23 (+18) Int 15 (+14) Cha 18 (+16)
or not they take a short rest after M2, the encounter
Equipment improvised weapon
begins. Only Goran is placed on the map to begin with.
When the characters attempt to open or damage The Seal
the seal, read: Until the cost has been paid in full, the seal remains
The massive symbol of Erathis pulses with a brilliant inviolate. Once Goran Steelgate and 20 Methion
blue light. When it recedes, an elderly dwarf wearing citizens (Methion guildmasters count as four
finely-manufactured plate armor and carrying an equally citizens for this purpose) have been slain,
well-crafted hammer can be seen. His eyes pass over the the seal destroys itself, causing a minor
carnage wrought by the previous battle, growing heavy as earthquake that can be felt across the
they take in the destruction. He turns to you with a grim earthmote.
expression: I hope its worth the cost, lads. Nows the time
to see it through.

On the second round of the combat, one of the guild-


masters and six of the citizens enter from the edges
of the map. Two rounds later, the second guildmaster
and six more citizens enter the fray. Every second
round thereafter, 1d6 Methion citizens move in from
off the map.

Special
If the heroes killed any of the civilians in encounter
M2, then Goran, the guildmasters, and all of the citi-
zens are enraged and gain a +2 bonus to attack rolls.

No vember 20 09 | D u n g e o n 17 2
28
Legacy of Io

Goran Level 27 Elite Soldier (Leader) 2 Methion Guildmasters Level 24 Controller M Rune of Weakness (minor; recharges when no targets are
Steelgate (G) Medium immortal humanoid (exalted), human XP 4,150 each suffering the effects)
Medium immortal humanoid (exalted), dwarf XP 22,000 Initiative +18 Senses Perception +19 +28 vs. Fortitude; the target is weakened (save ends). Only
Initiative +21 Senses Perception +21 HP 226; Bloodied 113 one rune power may be attempted a turn.
Cooperative Tactics aura 5; allies within the aura deal 10 AC 38; Fortitude 37, Reflex 34, Will 37 Rune of Reinforcement (minor; at-will)
extra damage when attacking a target they are flanking Resist 10 fire, 10 radiant The Methion guildmaster or an adjacent ally gains a +2
and gain a +2 bonus to all defenses when adjacent to Speed 6 bonus to AC and Fortitude defenses for the remainder
another ally. m Forge Hammer (standard; at-will) F Fire, Weapon of the encounter or until the Methion guildmaster uses the
HP 572; Bloodied 236 +29 vs. AC; 2d10 + 8 damage, and the target takes ongoing power again. Only one rune power may be attempted a
AC 45; Fortitude 45, Reflex 39, Will 43 10 fire damage (save ends). turn.
Resist 10 fire, 10 radiant M Rune of Brittleness (minor; recharges when no targets are Alignment Unaligned Languages Common, Supernal
Saving Throws +2 suffering the effects) Skills Insight +23, Religion +23
Speed 6 +28 vs. Reflex; the target takes a 5 penalty to AC, attack Str 20(+17) Dex 22(+18) Wis 25 (+19)
Action Points 1 rolls, and damage rolls (save ends all). Only one rune power Con 26(+20) Int 19(+16) Cha 27(+20)
m Warhammer (standard; at-will) F Weapon may be attempted a turn. Equipment plate armor, forge hammer.
+34 vs. AC; 3d8 + 9 damage, and the target is marked
until the end of Gorans next turn.
M Shield Bash (standard; at-will) F Weapon
Features of the Area
+32 vs. Fortitude; 2d6 +9 damage, and the target is Illumination: Bright light.
knocked prone and dazed (save ends). Carts and Stalls: The carts and stalls found
M Hammer and Anvil (standard; at-will) F Weapon
throughout the
Goran makes a warhammer attack and a shield bash attack.
M Crucible of Forging (standard; recharge ) F Fire, square count as dif-
Weapon ficult terrain and
+32 vs. Reflex; 4d10 +9 fire damage, and the target takes provide cover to those
ongoing 15 fire damage and takes a 5 penalty to AC (save
ends both).
standing behind
C Judgment of Thunder (standard; recharges when first them.
bloodied) F Fear, Thunder Buildings: The
Close burst 5; targets enemies; +32 vs. Fortitude; 4d10
buildings surround-
+ 9 thunder damage, and the target takes a -2 penalty to
attack rolls (save ends). ing the square are
Second Wind (minor; encounter) F Healing locked and barred
Goran regains 118 hit points and gains a +2 bonus to all from the inside.
defenses until the end of his next turn.
Symbol of
Alignment Good Languages Common, Supernal
Skills Athletics +27, Insight +17 Erathis: The symbol
Str 27 (+21) Dex 22 (+19) Wis 26 (+21) is worked into the
Con 31 (+23) Int 23 (+19) Cha 21 (+18)
flagstones of the
Equipment full plate, heavy shield, warhammer
square and has no
impact on the tactical
encounter.

No vember 20 09 | D u n g e o n 17 2
29
Legacy of Io

L0. Unearthing Defeat


The secrecy of the Sealed Library defeats the PCs; they fail
Development
Success allows the characters to uncover one of the
the Library to find a way in. They can try again.
Arcana (DC 29, 1 success, no maximum) hidden doorways leading to the Sealed Library.
By working out what manner of rare, arcane materials the
Encounter Level 24 (12,100 XP) scholars of the library would need and where they might find
Should they fail, their attempts attract the notice
them, the character narrows the search. of the authorities, and a double strength patrol of
Setup Bluff (DC 29, 1 success, no maximum) exalted soldiery moves in on the heroes. To evade the
Through a combination of innocent-seeming questions,
Ioun secreted her seal away within the Sealed patrol, the PCs engage in skill challenge H3 (page
enquiring about special orders of rare ritualistic ingredients,
Library, a structure itself hidden within the fabric and posing as one of the cloistered scholars, the hero deduces 17), but they need to achieve 12 successes before
of the domain. Trusted scholars and devotees of the areas that the scholars might frequent. 3 failures. This skill challenge is worth 30,250 XP.
Insight (DC 29, 0 successes) If the characters fail skill challenge H3, the patrol
goddess that are tasked with conducting sensitive A success on this check does not count as a success for
research on their ladys behalf are granted access the challenge but does grant a +2 bonus to the next skill
brings the heroes to battle. The patrol consists of one
to the sanctum to pursue their work. A number of check. Likewise, failure does not count as a failure for the exalted captain, two exalted watchmen, and eight
doorways lead to and from the library, enabling the challenge but instead imposes a 2 penalty to the next skill exalted patrollers (see encounter M2 on page 26 for
check. A success reveals that successful Intimidate checks
scholars within to move about the city and collect statistics).
also generate a failure.
whatever materials they might need. Occasionally, By sounding out people encountered in the city, the PC is able
creatures devoted to the pursuit of knowledge are to guide his fellows along the most productive paths.
Intimidate (DC 29, 1 success, 1 failure, no maximum)
shown these secret ways, but only those that have
Requires a successful Arcana, Bluff, or Streetwise check
earned the full confidence of Ioun and can be trusted to unlock. A success on this check counts toward the skill
not to reveal what they know. challenge but also generates a failure. A failure on the
check generates only a single failure.
It is one of these hidden doorways that the charac-
Leaning on those that might have had contact with the scholars
ters must seek out if they are to breach the library and might yield significant clues, but such strongarm tactics earn no
open the seal within. friends.
Perception (DC 29, 1 success, no maximum)
Unearthing the Library Level 24 The character searches likely areas, looking for tracks that lead
Skill Challenge XP 30,250 to or from dead ends, rooms with no outlets, and other places
Unearthing one of the hidden paths that leads to the Sealed that might indicate the presence of a portal.
Library is no easy task when it could be anywhere in the mas- Stealth (DC 29, 1 success, no maximum)
sive, bustling, planar metropolis. Slipping into backrooms of book sellers or watching possible
locations from the shadows, the hero eliminates some
Complexity possibilities while finding supporting evidence for others.
5 (requires 12 successes before 3 failures). Streetwise (DC 29, 1 success, no maximum)
Primary Skills A few cheap ales and a bit of discrete eavesdropping net the PC
Arcana, Bluff, Intimidate, Perception, Stealth, Streetwise some interesting stories about secretive mages showing up from
Secondary Skills nowhere. A few might even be true.
Insight
Victory
The heroes manage to discover one of the secret ways into
the Sealed Library.

No vember 20 09 | D u n g e o n 17 2
30
Legacy of Io

L2. Angry Librarians 3 Library Researchers (R) Level 25 Artillery their litany of sustaining aura, teleporting to gain favor-
Medium immortal humanoid (exalted), human X P 7,000 each able positioning or to avoid dangerous situations. The
Encounter Level 25 (52,256 XP) Initiative +15 Senses Perception +20
HP 175; Bloodied 87 academics and researchers are aware of each others
AC 37; Fortitude 33, Reflex 39, Will 37 abilities and plan accordingly, so the academics will
Setup Resist 10 fire, 10 radiant attempt to position themselves out of the blast of prism
3 library researchers (R) Speed 6
bomb and slide targets into a cinder cloud or group
m Knock Back (standard; at-will) F Implement
2 library academics (A) them up for area attacks.
+30 vs. Fortitude; 2d8 + 10 damage, and the library
The scholars working within the Sealed Library
researcher pushes the target 3 squares. Secure in the knowledge that they will be revived
R Force Barrage (standard; at-will) F Force, Implement within Kerith-Ald, the exalted fight to the death.
dont expect anyone to barge through their hidden Ranged 20; three attacks, each targeting the same or
doorways, least of all a band of heavily armed adven- different creatures; +28 vs. Reflex; 2d6 +9 force damage.
2 Library Academics (A) Level 25 Controller
turers. Two of the researchers, the ones adjacent to If a target is hit by two or more of the attacks, the target is Medium immortal humanoid (exalted), eladrin XP 7,000 each
knocked prone. Initiative +18 Senses Perception +19
the ladders, are high on the sliding ladders searching A Prism Bomb (standard; recharge ) F Fear, Implement,
Litany of Sustaining aura 5; enemies within the aura take a 2
the shelves for materials. The researcher nearest to Lightning, Poison penalty to saves to end ongoing damage or conditions.
the portal is six squares off the ground, the farther Area burst 2 within 20; each target in the burst is subject HP 233; Bloodied 116
to the following attacks:
one is eight. AC 39; Fortitude 37, Reflex 38, Will 38
+28 vs. Fortitude; 2d10 + 9 poison damage. Resist 10 fire, 10 radiant
The intellectuals who inhabit the library are some +28 vs. Reflex; 2d10 + 9 lightning damage. Speed 6
of the brightest minds to be found anywhere. While +28 vs. Will; The target is stunned (save ends). m Soporific Touch (standard; at-will) F Implement, Psychic
they might be surprised to find the PCs in their sanc- A Cinder Cloud (standard; encounter) F Fire, Implement,
+29 vs. Will; 2d10 + 8 psychic damage, and the target is
Zone stunned until the end of the library academics next turn.
tum, they have worked out what it is the characters Area burst 1 within 10; the library researcher conjures a R Word of Stumbling (standard; at-will) F Implement
seek and do not hesitate in using force to stop them, zone of burning hot cinders. Any creature within the zone +29 vs. Reflex; 3d8 + 9 damage, and the library academic
especially now that they are so close. when it is conjured, which starts its turn within the zone, slides the target 3 squares.
or moves into the zone is subject to the following attack: R Word of Flaying (standard; recharge 6) F Implement
When the heroes enter the library, read: +28 vs. Reflex; 3d10 +9 fire damage, and the target takes +29 vs. Fortitude; 4d10 + 9 damage, and ongoing 15
ongoing 10 fire damage (save ends). Sustain Minor: The damage and the target takes a 2 penalty to attack rolls
With a flash of light, you find yourself in what appears to zone persists. and all defenses (save ends all).
be a well lit and appointed library. Solid tables and plush Alignment Unaligned Languages Common, Supernal Fey Step Mastery (minor; at-will) F Teleportation
chairs are scattered about the room, which is dominated Skills Arcana +25 The library academic teleports 3 squares.
Str 14 (+14) Dex 16 (+15) Wis 26 (+20)
by a mirror-still reflecting pool and massive shelves that Alignment Unaligned Languages Common, Elven,
Con 19 (+16) Int 30 (+22) Cha 21 (+17) Supernal
sweep around the entirety of the room and reach to the Equipment robes, wand Skills Insight +23, Religion +23
ceiling some 40 feet up. Five scholarly-looking individuals, Str 14(+14) Dex 22(+18) Wis 25 (+19)
two high in the air upon ladders, look up in surprise as you Tactics Con 24(+19) Int 30(+22) Cha 19(+16)
enter. As the shock wears off, a look of recognition passes Equipment robes, rod
The library researchers blast away at the PCs while
over them and they grab for implements kept near at hand. avoiding melee. They make use of the sliding ladders
Perception Check to keep out of reach of slow-moving combat characters
DC 28: The ladders seem to be attached to a track near while raining long-range spells upon their foes. The
the ceiling. library academics move about to keep heroes suffer-
ing from ongoing damage or other conditions within

No vember 20 09 | D u n g e o n 17 2
31
Legacy of Io

Features of the Area the rest of the distance desired and forcing the occu-
pants of both ladders to make Acrobatics or Athletics
Illumination: Bright light.
checks to avoid falling. The occupants of the library,
Tables: The heavy wooden tables can be leapt
having extensive experience, are treated as having a
upon by sacrificing a square of movement. Overturn-
+32 modifier for checks relating to the ladder system.
ing a table requires a DC 28 Strength check, and it
then provides cover against attacks originating from
the other side.
Plush Chairs: The chairs are large and sturdy,
capable of providing cover to creatures sharing their
square.
Ref lecting Pool: This decorative pool appears to
be about 6 feet deep, but that is a trick of perspective.
In fact, it is just 6 inches deep and has no effect on
movement or combat.
Shelves: The shelves that wrap around the room
and reach to the ceiling are crammed with books
of all descriptions. Climbing around on the shelves
requires a DC 28 Athletics check and allows the
climber to move at half speed.
Sliding Ladders: Three ladders are set into a
series of enchanted tracks that run along the entire
outer edge of the library. Climbing up a ladder is
treated as difficult terrain, but moving up or down
a stationary ladder requires no check. A creature
on a ladder can move it up to 8 squares to the left or
right with a move action. Clinging to a moving ladder
requires a DC 32 Acrobatics or Athletics check to
avoid falling from the speeding contraption. Attack-
ing, being attacked, moving vertically on the ladder,
or anything else more involved than simply holding
on imposes a 5 penalty to such checks until the end
of the distracted creatures next turn. The ladders
safely slow and stop moving before impacting with
one another unless the moving ladder has moved at
least 4 squares and the controlling party wishes it,
then the two forcibly slam into each other, moving

No vember 20 09 | D u n g e o n 17 2
32
Legacy of Io

L3. Headmasters Behind the supremely thick doors of his study, Head- Headmaster
Burage (B)
Level 27 Elite Controller
master Burage is in conversation with the sphinx Medium immortal humanoid (exalted), human XP 22,000
Charge Granosos. The spell shards are not on the map at the Initiative +16 Senses Perception +21
beginning of the encounter. HP 518; Bloodied 259
Encounter Level 27 (56,104 XP) AC 44; Fortitude 39, Reflex 42, Will 42
When the PCs open the doors, read: Resist 10 fire, 10 radiant
Setup A distinguished-looking, elderly man is conversing with
Saving Throws +2
Speed 6, teleport 5
Headmaster Burage (B)
a large, feline creature sporting the wings of an eagle. Action Points 1
Granosos (G) m Caning (standard; at-will) F Implement
The bizarre but somehow unmistakably female creature
8 spell shards +32 vs. AC; 2d8 + 9 damage, and the target is dazed and
turns to face you with timeless eyes that shimmer with takes a 2 to attack rolls (saves ends both).
the depth of ages. It regards you with a sad but accepting r Chastisement (standard; at-will) F Fear, Implement
expression. The elderly exalteds expression reflects more Ranged 10; +31 vs. Will; 3d8 + 9 damage, and the target is
immobilized (save ends).
rage than acceptance.
Headmasters Wrath (standard; at-will)
On the far wall, flanked by two statues depicting hooded Headmaster Burage makes two basic attacks.
women, is the seal. C Telekinetic Hurl (standard; recharges when Headmaster
Burage hits with a basic attack)
Every second round, two spell shards appear in Close burst 5; targets one creature in burst; +31 vs. Reflex;
advantageous positions within the library. 2d10 + 9 damage, and Headmaster Burage slides the
target 5 squares and the target is knocked prone.
Perception Check (Before Opening the Doors) R Leaping Polymorph (standard; recharge ) F
Polymorph
DC 28 The massive wooden doors prevent any noise from Ranged 10; +31 vs. Fortitude; the target becomes a Tiny
crossing the threshold. animal (save ends). While in this form, the target cannot
use powers or make attacks. Aftereffect: One of the
Seal targets allies within 10 squares suffers the following
attack: +31 vs. Fortitude; the target becomes a Tiny
The seal remains unharmed by attempts to damage animal (save ends). While in this form the target cannot
it until Headmaster Burage has been slain and use powers or make attacks.
Granosos has either also been killed or has quit the Startling Displacement (immediate interrupt, when
Headmaster Burage is hit with an attack; recharges when
battlefield, at which point the seal splits down the first bloodied) F Teleportation
center with a thunderous crack. Headmaster Burage swaps places with one creature within
5 squares. The triggering attack hits this creature instead.
Alignment Unaligned Languages Common, Supernal
Skills Arcana +25
Str 15 (+15) Dex 16 (+16) Wis 27 (+21)
Con 25 (+20) Int 32 (+24) Cha 21 (+18)
Equipment robes, rod

No vember 20 09 | D u n g e o n 17 2
33
Legacy of Io

Granosos (G) Level 27 Elite Brute Spell Shard Level 24 Minion Artillery moving isnt to her advantage. Granosos unleashes her
Large immortal magical beast, sphinx XP 22,000 Medium immortal animate XP 1,513 each great roar when several enemies are in its blast.
Initiative +21 Senses Perception +29; low-light vision Initiative +18 Senses Perception +20 The spell shards hurl their origin spell at the heroes,
HP 672; Bloodied 336 HP 1; a missed attack never damages a minion; see also
AC 40; Fortitude 39, Reflex 40, Will 42 energy release. targeting whichever spell they know to the maximum
Saving Throws +2 AC 36; Fortitude 35, Reflex 35, Will 37 effect. Given the choice between not casting and risk-
Speed 6, fly 6 (hover) Speed 2, fly 12 (hover) ing destruction, they choose to continue casting; their
Action Points 1 r/a Origin Spell (standard; at-will) F Fire, Force, Lightning,
energy release guarantees something gets off even if
m Ancient Claws (standard; at-will) or Thunder
+30 vs. AC; 4d10 + 8 damage. When created, the spell shard knows one of the following they fall.
m Bite of Ages (standard; at-will) attacks, determined randomly: The battle may spill into area L1; Burage is likely to
+30 vs. AC; 2d10 + 8 damage, and the target is knocked 1Ranged 10; +29 vs. Reflex: ongoing 10 fire damage teleport between the areas at least a few times during
prone and immobilized (save ends). (save ends).
Fury of Ages (standard; at-will) 2Ranged 10; +29 vs. Reflex; 15 force damage.
the fight to gain a better position for his attacks, and
Granosos makes an ancient claws and a bite of ages 3Two attacks; ranged 10; +29 vs. Reflex; 10 lightning Granosos fights wherever she gains the best advan-
attack. If both hit the same target, the target is weakened damage. tage. She slowly works her way toward the portal in
(save ends). 4Area burst 1 within 10; +29 vs. Reflex; 10 thunder
L1 if the battle begins turning against her. Neither
r Primordial Riddle (minor; at-will) F Psychic damage.
Ranged 10; Granosos compels the target to contemplate a Energy Release (when the spell shard drops to 0 hit points) combatant is inclined to use the sliding ladders, but
riddle. The target is dazed until the end of the encounter The spell shard makes an origin spell attack as a free action. Burage might if he sees an advantage. The PCs could
or until it answers the riddle. To determine the answer, Alignment Unaligned Languages Supernal always decide to have fun with them. Refer back to
a creature must spend a minor action and succeed at Str 12 (+13) Dex 23 (+18) Wis 27 (+20)
a DC 28 History check. A target that does not attempt Con 23 (+18) Int 12 (+13) Cha 23 (+18)
the features of area L1 if it comes up.
to answer the riddle during its turn takes 3d8 psychic Headmaster Burage and the spell shards all fight
damage at the end of its turn. An ally can provide the
answer and end the effect. If an ally ends the effect, the
Tactics to the death. Granosos is less vested in the struggle
Headmaster Burage teleports around the battle- and will cede the battlefield and retreat if Burage is
target takes 3d8 psychic damage.
Sands of Time (immediate interrupt, when Granosos is hit with field, alternating between smashing characters into slain and she is bloodied.
an attack; recharges when a creature takes damage from
each other with telekinetic hurl and lashing out with
primordial riddle)
Granosos gains a +4 bonus to all defenses against the headmasters fury. He is inordinately fond of leaping
triggering attack. If the triggering attack still hits, Granosos polymorph and normally uses it against the heroes
takes only half damage. with the highest damage output. He saves startling dis-
C Great Roar (standard; recharge ) F Thunder
Close blast 5; +26 vs. Fortitude; 5d10 + 10 thunder
placement for dangerous-looking attacks or those that
damage, and the target is pushed 5 squares and is attach debilitating conditions.
knocked prone. Granosos fights very calmly and methodically,
Alignment Unaligned Languages Common, Dwarven,
shifting about the battle to bring her fury of ages to
Elven, Primordial, Supernal
Skills Insight +30 bear where it will do the most good. She normally
Str 29 (+22) Dex 27 (+21) Wis 32 (+24) focuses both attacks on a single PC, but will split them
Con 28 (+22) Int 31 (+23) Cha 32 (+24) if it is advantageous or avoids reprisals. She uses pri-
mordial riddle against as many characters as possible,
both to hinder her enemies and to recharge sands of
time. She will swap move actions for primordial riddle if

No vember 20 09 | D u n g e o n 17 2
34
Legacy of Io

Features of the Area


Illumination: Bright light.
Table: The heavy wooden table can be leapt upon
by sacrificing a square of movement. Overturning it
requires a DC 28 Strength check, and it then provides
cover against attacks originating from the other side.
Plush Chairs: The chairs are large and sturdy,
capable of providing cover to creatures sharing their
square.
Shelves: The shelves that wrap around the room
and reach to the ceiling are crammed with books
of all descriptions. Climbing around on the shelves
requires a DC 28 Athletics check and allows the
climber to move at half speed.
Headmasters Desk: This solid desk can be
mounted at the cost of a square of movement. It pro-
vides cover to those sheltering behind it.
Statues: The two statues flanking the seal depict
Ioun. They are normal statues.
Seal: The stone seal carved into the wall has no
effect on the tactical encounter. Attempts to attack it
directly fail to cause any damage until the proper con-
ditions are met (see above).

No vember 20 09 | D u n g e o n 17 2
35
Legacy of Io

S1. Raging Storm Nakheten, Level 28 Solo Brute Tactics


the Raging Storm (N)
Huge elemental humanoid (aquatic, giant) XP 65,000 Nakheten is not a subtle combatant. Its rage at its
Encounter Level 28 (65,000 XP)
Initiative +21 Senses Perception +29; low-light vision eons-long confinement is boundless, and it seizes the
Tempest Fury (Lightning, Thunder) aura 10; any creature that chance to vent its fury upon the characters. Nakheten
Setup enters or begins its turn in the aura takes 15 lightning and
charges headlong into combat, smashing about itself
Nakheten (N) thunder damage; creatures other than Nakheten treat the
area within the aura as difficult terrain and cannot fly. with titanic fury. The titan does not normally reserve
Place Nakheten where indicated. The characters HP 1,310; Bloodied 655 powers, preferring to unleash its limited or recharge-
AC 41; Fortitude 44, Reflex 39, Will 40
should be scattered about the opposite side of the able abilities as soon as possible. Nakhetens rage is
Resist 30 lightning, 30 thunder
encounter area, near the swirling wall of water. Saving Throws +5 endless; the titan fights to the death.
Regardless of whether the heroes flew through the Speed 8, fly 10 (hover), swim 8
storm or travelled on the water, they are tossed by
Action Points 2 Seal
m Slam (standard; at-will)
the violent conditions into the heaving lagoon before Reach 2; +31 vs. AC; 2d12 + 11 damage.
When Nakheten falls, the seal embedded in its chest
being spat out into the encounter. If the PCs manage C Call Lightning (standard; at-will) crumbles into dark ash before being blown away on
to arrive in some other fashion, adjust the following Close burst 10; one target in burst; +29 vs. Reflex; 3d12 + the faltering winds of the dying storm. As it does so,
11 lightning damage.
accordingly: the Arrow of Fate, long hidden within, becomes visible.
Titanic Fury (standard; at-will)
Nakheten makes a slam attack against each enemy within An almost tangible release of power pulses from the
When the characters arrive, read:
reach. It also makes one call lightning attack. collapsing seal as the ancient rituals bound to it begin
The churning water of the lagoon roars as waves rise into a C Lightning Storm (standard; recharges when first bloodied) to unravel, washing over the heroes, refreshing and
wall of crushing, swirling water, hurling you like rag dolls F Lightning
Close burst 10; + 27 vs. Reflex; 5d10 + 11 lightning
empowering them just as a short rest would. The PCs
into an area of the lagoon bed somehow devoid of water. damage. If the attack hits only a single target, that target have just enough time to grab the Arrow before the
The thundering wall of water rotates around the dry bed takes an additional 5d10 lightning damage and is dazed whirling water of the lagoon crashes down to reclaim
with crushing force as the insane rage of the storm plays out (save ends).
its bed.
M Storm Blood (immediate interrupt, when an enemy hits
above. A titanic creature roars in concert with the storm, its
Nakheten with a melee attack; at-will) F Lightning,
rumbling bellows drowning out even the thunder. Its form Thunder
seems roughly hewn from shale; brilliant, crackling blue- Reach 3; targets the triggering enemy; +29 vs. Reflex; 2d12
white lights shine forth from cracks and joints in its body + 11 lightning and thunder damage.
C Howling Winds (standard; recharge ) F Thunder
and a billowing cloud of steam and lightning streams from Close burst 5; +27 vs. Fortitude; 5d10 + 11 thunder
its crown. As it turns to regard you, unending, ageless rage damage, and the target is pushed 5 squares and is knocked
burns deeply in eye-like voids and a thundering howl of prone.
Alignment Unaligned Languages Common, Dwarven,
fury bursts from blazing, blue-white furnace of its mouth.
Elven, Primordial, Supernal
The final seal, a flat disk of dull metal inscribed with the Skills Insight +30
combined symbols of Erathis, Ioun, and Pelor, is sunk deep Str 34 (+26) Dex 23 (+21) Wis 20 (+19)
into the rocky flesh of its chest. Con 30 (+24) Int 15 (+16) Cha 23 (+20)

Acrobatics Check
Each hero; DC 32: PCs that succeed are placed on the
map normally. Those that fail begin the battle prone.

No vember 20 09 | D u n g e o n 17 2
36
Legacy of Io

Features of the Area


Illumination: While the dense, black clouds of
the raging storm block out the sunlight that blankets
Hestavar, the near constant flashes of lightning pro-
vide a harsh, flickering equivalent to Bright light.
Wall of Water: The roaring wall of water churns
about Nekhetens prison, driven by the titans fury.
Nekheten, contained by the power of the seal, cannot
pass or be forced to pass the standing stones and enter
the water. Characters that enter the churning wall
for any reason take 3d10 damage, are slid 6 squares
clockwise around the edge of the wall, and are
knocked prone in a square adjacent to the wall.
Standing Stones: Each of these riblike spurs of
stone bears an engraved symbol of Erathis, Ioun, or
Pelor upon its surface.
Seal: The dull metal seal embedded in Nekhetens
chest is impervious to damage while the titan lives
(see above).

No vember 20 09 | D u n g e o n 17 2
37
Legacy of Io

S2. Guionnes When the characters enter the area, read: Guionne is perfectly willing to let the heroes go if
The crashing surf deposits you like so much flotsam on they give him the Arrow. He allows the PCs to pick
Betrayal the shore of a small island, your path narrowly avoiding themselves up and brush off the sand, but if the char-
the razor-sharp spurs of rock that dot the lagoon nearby. acters make a threatening move or delay too long, he
Encounter Level 26 (51,150 XP) orders the devils to attack.
The familiar, cheerful voice of Guionne calls out: Ah,
Setup my friends! I am so delighted that you were as good as Perception Check
Guionne (G) your word and managed to retrieve the arrow. Guionne DC 37: A faint rustling, the sound of something moving
2 cherubium (C) breathes deeply, savoring the feel. Cant you feel it in the stealthily, catches your attention, seeming to originate from
1 war devil lieutenant (W) air? The city is already feeling so much more hospitable, the empty air. Perhaps the air isnt as empty as you thought.
1 assassin devil (A) and we have you to thank for it. Now I need the artifact.
2 shocktroop devil line breakers (S)
10 legion devil legionnaires (L) Guionne (G) Level 26 Elite Controller The wall is 3 squares high, can be climbed with a DC 29
Medium immortal humanoid (devil) XP 18,000 Athletics check (creatures climbing or standing on the wall
Initiative +19 Senses Perception +18 take 10 damage and 10 fire damage for touching it), and
Guionne and the devils are in the positions indicated.
HP 502; Bloodied 251 cannot be destroyed. Sustain Minor: The wall persists.
The assassin devil is invisible and concealing itself AC 43; Fortitude 38, Reflex 41, Will 41 R Iron Spike (standard; recharge ) F Fire, Implement
with Stealth; do not place it on the map until the Resist 25 fire Range 5; Target must be within 2 squares of the wall
heroes notice it or it attacks. Saving Throws +2 conjured with wall of burning iron; +31 vs. AC; 4d10 + 9
Speed 6, teleport 6 damage, and ongoing 15 fire damage and the target is
The PCs are set up along the shore.
Action Points 1 immobilized (save ends both).
m Backhand (standard; at-will) F Weapon Cherubium Conduit
10 Legion Devil Level 21 Minion +31 vs. AC; 2d8 + 9 damage, and the target is pushed 2 Guionne can channel any of his powers with the
Legionnaires (L) squares and dazed (saves ends). implement keyword through one of his cherubium that is
Medium immortal humanoid (devil) XP 800 each R Acid Bolt (standard; at-will) F Acid, Implement within 20 squares, treating the cherubiums square as his
Initiative +11 Senses Perception +11; darkvision Ranged 10; +30 vs. Reflex; 3d8 + 9 acid damage, and the own for purposes of the ability (line of sight, line of effect,
HP 1; a missed attack never damages a minion. target takes a 2 penalty to attack rolls until the end of range, origin squares, and so on). Guionne does not need
AC 37; Fortitude 33, Reflex 32, Will 32; see also squad defense Guionnes next turn. line of sight or line of effect to the cherubium.
Resist 15 fire C Molten Wave (standard; recharge ) F Fire, Spawn Cherubium (minor, at-will)
Speed 7, teleport 3 Implement Guionne takes 15 damage and creates a cherubium in
m Longsword (standard; at-will) F Weapon Close blast 5; +28 vs. Reflex; 3d8 + 9 fire damage, and an adjacent square. The cherubium enters the initiative
+26 vs. AC; 8 damage. ongoing 15 fire damage (save ends). count immediately after Guionne and can act normally the
Squad Defense A Wall of Burning Iron (standard; recharges when first turn it is created. Guionne cannot control more than two
The legion devil legionnaire gains a +2 bonus to its bloodied) F Conjuration, Fire, Implement cherubium at a time; creating a new cherubium while he
defenses when adjacent to at least one other legion devil. Area wall 10 within 10 squares. Guionne conjures a wall has two active destroys one of the preexisting cherubium.
Alignment Evil Languages Supernal of red-hot iron covered in wicked barbs. The wall blocks Alignment Evil Languages Common, Supernal
Str 14 (+12) Dex 12 (+11) Wis 12 (+11) movement, line of sight, and line of effect. Creatures that Skills Arcana +25
Con 14 (+12) Int 10 (+10) Cha 12 (+11) end their turn adjacent to the wall take 10 fire damage. Str 21 (+18) Dex 22 (+19) Wis 21 (+18)
Equipment plate armor, heavy shield, longsword Creatures that touch the wall or are pulled, pushed, or Con 25 (+20) Int 28 (+22) Cha 27 (+21)
slid into the wall take 10 damage and 10 fire damage. Equipment rod

No vember 20 09 | D u n g e o n 17 2
38
Legacy of Io

Tactics opening of the encounter. The assassin devil moves War Devil Level 25 Brute (Leader)
about the rear of the engagement, targeting back rank Lieutenant (W)
The devils fight a coordinated battle, led by Guionne Large immortal humanoid (devil) XP 7,000
characters and avoiding defenders.
and the war devil lieutenant. Guionne uses wall of Initiative +19 Senses Perception +17; darkvision
The devils have no way of fleeing Hestavar and HP 286; Bloodied 143
burning iron to order the field in favor of the devils,
fight ferociously if the fight turns against them. Gui- AC 38; Fortitude 37, Reflex 35, Will 33
isolating or redirecting melee heroes while trap- Resist 30 fire
onne, on the other hand, can quit the city and will
ping ranged or support characters in unfavorable Speed 8, fly 8 (clumsy)
run if the majority of the devils are down and he is m Claw (standard; at-will)
melees. He attacks through his cherubium, prefer-
severely injured. +29 vs. AC; 3d6 + 8 damage.
ring to remain well clear of any possible danger to
m Trident (standard; recharge ) F Weapon
his person. The war devil lieutenant guides the flow Reach 2; +29 vs. AC; 4d4 + 9 damage and ongoing 5
Assassin Devil (A) Level 24 Lurker
of the combat with his abilities, focusing his fiendish Medium immortal humanoid (devil) XP 6,050 damage (save ends), and the target slides into any square
tactics on shocktrooper devil line breakers, if they Initiative +25 Senses Perception +23; darkvision adjacent to the war devil lieutenant and is knocked prone.
R Besieged Foe (minor action; at-will)
are at full hit points and have multiple targets for HP 167; Bloodied 83
AC 38; Fortitude 34, Reflex 38, Will 36 Ranged sight; automatic hit; the target is marked, and
their shocktroop attack, and the assassin devil, if it has allies of the war devil lieutenant gain a +2 bonus to attack
Resist 25 fire
combat advantage against a target. The shocktrooper Speed 12 rolls made against the target until the encounter ends or
the war devil lieutenant marks a new target.
devil line breakers and legion devil legionnaires m Shadow Sword (standard; at-will) F Necrotic, Weapon
R Devilish Transposition (move; at-will) F Teleportation
charge forward to prevent the PCs from targeting +27 vs. Fortitude; 3d6 + 5 necrotic damage, and ongoing 5
damage (save ends). Ranged 20; the war devil lieutenant and an allied devil
their less-well-defended allies and from assisting R Shadow Net (standard; recharges when the assassin devil within range swap positions.
other characters. The shocktrooper devil line break- R Fiendish Tactics (minor; recharge )
uses shadow cloak) F Necrotic
Area burst 2 within 10; +26 vs. Reflex; the target is Ranged 10; affects up to 2 allied devils of the war devil
ers actively seek to engage multiple targets at the lieutenants level or lower; each target can take a move
restrained, is weakened, and takes ongoing 10 necrotic
damage (save ends all). While a target is affected by action or make a basic attack.
2 Cherubium (C) Level 26 Minion shadow net, the assassin devil cannot use its shadow Alignment Evil Languages Supernal
Medium immortal animate (devil) XP 2,250 each cloak power. Skills Intimidate +20
Initiative +19 Senses Perception +19 Dangerous Shadows Str 28 (+21) Dex 24 (+19) Wis 20 (+17)
HP 1; a missed attack never damages a minion; see also death An assassin devils shadow sword attack deals 4d6 extra Con 26 (+20) Int 15 (+14) Cha 19 (+16)
burst. necrotic damage against any target granting combat Equipment trident
AC 39; Fortitude 34, Reflex 36, Will 36 advantage to it.
Resist 25 fire Shadow Cloak (standard; recharges when no creatures are
Speed 2, fly 12 (hover) affected by shadow net) F Illusion
m Needling Teeth (standard; at-will) The assassin devil is invisible until it hits or misses with an
+30 vs. AC; 15 damage. attack.
R Sweet Disposition (immediate interrupt, when a creature Traitors Pact
targets the cherubium with an attack; at-will) The assassin devils necrotic damage is unaffected by
Range sight; targets the triggering creature; +28 vs. Will; Hestavars radiant affinity.
the target cannot attack the cherubium until the start Alignment Evil Languages Common, Supernal
of its next turn. The target is free to target a different Skills Stealth +27
creature with the attack. This power does not provoke Str 21 (+17) Dex 28 (+21) Wis 25 (+19)
opportunity attacks. Con 17 (+15) Int 17 (+15) Cha 13 (+13)
Alignment Evil Languages Common, Supernal Equipment leather armor, sword
Str 8 (+12) Dex 26 (+21) Wis 21 (+18)
Con 22 (+19) Int 15 (+15) Cha 27 (+21)

No vember 20 09 | D u n g e o n 17 2
39
Legacy of Io

2 Shocktroop Devil Level 24 Soldier Features of the Area


Line Breakers (S)
Large immortal humanoid (devil) XP 6,050 each Illumination: Bright light.
Initiative +15 Senses Perception +9; darkvision Rocky Cliffs: The majority of the small
HP 219; Bloodied 109 island consists of a jagged stone outcrop-
AC 41; Fortitude 35, Reflex 34, Will 34; see also Asmodeuss
shield
ping that juts from the sea and surrounds
Resist 15 fire the small area of open sand. Climbing
Speed 6, fly 8 around on the sharp rocks requires a DC
m Sword and Shield (standard; at-will) F Weapon
36 Athletics check and is done at one-quar-
Reach 2; +31 vs. AC; 3d6 + 8 damage, and the shocktroop
devil line breaker makes a secondary attack. Secondary ter normal speed.
Attack: Reach 2; +28 vs. Fortitude; the target is pushed 2 Water: The lagoon water is relatively
squares and dazed until the end of the shocktroop devil shallow here but does count as difficult
line breakers next turn.
M Shocktroop Attack (standard; recharges when the terrain.
shocktroop devil line breaker has full hit points) Razor-Edged Rocks: The rock pillars
The devil makes three sword and shield attacks, each sticking out of the lagoon are dangerously
against a different target.
sharp. A creature pulled, pushed, or slid
Asmodeuss Shield
While a shocktroop devil line breaker is not bloodied, into or through a rock pillar square takes
it gains a +2 bonus to all defenses against divine attack 15 damage. Such squares are difficult ter-
powers. While bloodied, it takes a 2 penalty to all rain and provide cover as normal pillars.
defenses against divine attack powers.
Alignment Evil Languages Common, Supernal
Storm Surge: Powerful waves, driven
Str 24 (+20) Dex 24 (+19) Wis 17 (+15) by the faltering storm, regularly crash
Con 23 (+18) lnt 14 (+14) Cha 24 (+19) into the small island. At the start of each
Equipment plate armor, heavy shield, longsword
turn, roll a d6; on a 5 or 6, a particularly
energetic wave hits. Creatures within d6
squares of the lagoons edge are subject to
the following attack: + 26 vs. Reflex; the
target is knocked prone and slides 1d6
squares straight into the lagoon.

No vember 20 09 | D u n g e o n 17 2
40
Those Once
Loyal
By Robert J. Schwalb
An adventure for 25th-level characters

illustrations by William OConnor


cartography by Mike Schley
TM & 2009 Wizards of the Coast LLC All rights reserved.

All that happens now has happened before and shall


happen again unless we choose otherwise. Since the
hated struggle against the elemental host in that sto-
ried event recalled as the Dawn War, we have seen the
divided god wage endless war as it seeks to reconcile
its sundered existence. Over the eons, the platinum
wrestles with the chromatic, using and discarding us
as they will to slake their thirst for vengeance. Our
late patron defeated the enemy, and the enemy has
defeated our patron. Time and again they fight, but
to what end? One triumphs only to fall as the other
gains ascendancy. I have peered through times mists,
apprehended the distant future, and can see no end
to this struggle. My despair at the eternal war impels
me to beseech your esteemed council, to urge you to let
the Platinum Dragons death be the last and to help
me put an end to this age-old cycle for all time. Fellow
dragons, the time to decide is now.

December 20 09 | D u n g e o n 17 3
29
Those Once Loyal

Those Once Loyal is an adventure for five 25th-level when he received a vision of Bahamuts rebirth, Backed by a legion of devils, Dakranad and Dis-
characters. By the end, the characters should be mid- because he knew that if his master returned, the pater slipped into Celestia, moved to the Shining
way through 27th level. This adventure builds on the wars would continue forever. The only solution was to Bastion, Bahamuts palace, and seized the stronghold
events described in the Scales of War adventure path, claim Bahamuts mantle and assume his place. by force. The gold dragons would not kneel before
but you can adapt it for use in your own campaign or For all his intellect and foresight, Dakranad failed them, even when faced by a devil and his army. The
as a one-shot adventure for epic level adventurers. to recognize his hubris when he approached the seven gold dragons fought; Dakranad and his allies won;
gold dragons who advised their master. Dakranad Bahamuts palace was theirs.
Background gave an impassioned speech, explaining the histories It wasnt until the last gold dragon lay dying on the
Bahamut is mostly dead . . . but not entirely so. A rem- and their consequences and the dangers yet to come f loor that Dakranad realized his crimes enormity.
nant lives on, hidden away and kept safe by a servant should Bahamut be permitted to continue his struggle. His intent was never power but to save lives. The
created for just this purpose. In Bahamuts unfathom- He beseeched the dragons to elevate him so he could dead dragons glassy eyes ref lected his corruption,
able wisdom, he anticipated the end Tiamat intended take the Platinum Dragons place and bring the costly but instead of retreating from his wickedness, he
for him, extracted a portion of his divine essence, and war to an end. His audience was both delighted that resolved to see his plan to its conclusion and right his
bequeathed it to an unwitting vessel. That vessel is Bahamut would return and horrified by the dragons wrongs. He would lead Celestia into a bright future,
Amyria. Should the unthinkable happen (as it has), offer. They were so offended that they tossed the free from conf lict and strife, and free from Ios legacy
the essence would guide Amyria to her ultimate mithral dragon out from Celestia and unknowingly for all time.
purpose. placed him in the clutches of an insidious enemy who
At least, thats the plan. wanted vengeance for himself. Adventure Synopsis
Keeping the plan a secret was central to Bahamuts Enter Dispater. Bahamut and Tiamat caused the The arrow of fate recovered in Legacy of Io points to
agenda. Although Amyria is capable, as are her archdevil endless trouble with their squabbling. Dis- Celestia as the place to restore Bahamut to life. The
companions, Tiamat would destroy her in a moment pater lost his prized prisoner (Gith), had his aspect visions assailing Amyria are beginning to weaken
if she knew what the deva carried within her. No murdered, and saw any chance at claiming the gith her, however, and if not stopped, may very well kill
plan is safe when there are those who can peer into yanki dashed for the foreseeable future. The only way her. Using her spelljammer, the adventurers travel to
the future and trace fates threads to their possible for Dispater to salvage his situation was to claim the Empyron to seek clues about how they might resur-
outcomes. gods essence for himself and either keep it tucked rect the fallen god and also to cure the deva. Once
One such being to identify Bahamuts intent was away in his iron citadel or use it to remove Asmodeus there, Dakranads agents strike the city of healing.
the mithral dragon Dakranad, a historian and phi- and elevate himself to master of the Nine Hells. While battling the dragons and angels, infernal assas-
losopher who dwelled in Bahamuts palace. Any who Dakranad was skeptical about an alliance with sins slip behind the characters to kidnap Amyria and
are close to the Platinum Dragon are aware that the the archdevil, knowing enough to realize the peril in bring her back to their master.
struggle between Bahamut and Tiamat is no new dealing with such a fiend. Yet Dakranads desperation Whether or not the devils succeed, the charac-
thing. It has raged for countless millennia, all the way undid his reservations and allowed him to be swayed ters learn Amyria is in fact the vessel and key to
back to the Dawn War when Bahamut and Tiamat by the archdevils honeyed words. Dispater assured Bahamuts recovery. An old ally, Kalad, whose soul
were born from Ios sundered form. Dakranad knew the dragon that they would attain a bloodless victory, was spared and transformed into an exalted, points
that Bahamuts death, while tragic, would bring an and with his support they could seize Amyria when to Torzak-Belgirn to find answers to their questions.
end to the war and spare the lives of generations to she entered Celestia and prevent her from becoming If the devils did succeed, the dragon attack points
come. This fact comforted Dakranad. He was shaken Bahamut with little trouble at all. to Dakranad, and the characters can easily discover

December 20 09 | D u n g e o n 17 3
30
Those Once Loyal

was captured, she most likely waits for them; or they


The Quests can push on to Moradins Forge via Torzak-Belgirn.
In Those Once Loyal, the characters must escort Minor QuestDefeat the Mithral Dragon Whichever path they choose, they will need to go
Amyria to her destiny to claim the birthright bestowed The greatest obstacle to Bahamuts rebirth is not back and deal with the other.
upon her by Bahamut. As the adventure unfolds, the Tiamat but rather one of his own children, the mithral At Bahamuts Palace, the characters find the
characters have chances to earn quest XP. dragon named Dakranad. The dragon will stop at stronghold empty and the Halls of Reflection overrun
nothing to ensure Bahamut remains dead and claim by devils. Battling through the defenders, the charac-
Minor QuestDiscover Amyrias Destiny his place. The characters must defeat the dragon in ters learn more of Dakranads plot, Dispaters agenda,
Empyron, city of healing, is the best chance to dis- order to complete their quest. and how Bahamut planned for his death all along. If
cover what force works against Amyria. The healers Reward: 11,000 XP. Amyria is kidnapped, the characters dont find her
there reveal the truth about her condition, explaining here, but they do learn the mithral dragon carried her
she carries within her a gods essence. This informa- Minor QuestRecover the Creation Spark to Moradins Forge to acquire the creation spark for
tion establishes her as one critical part in restoring Amyria is not enough to see Bahamut restored: the himself, the catalyst necessary to restore the god.
Bahamut to life. adventurers must secure a creation spark from Mora- Turning to Moradins Forge, the heroes find only
Reward: 7,000 XP. dins Forge. Placing the spark in Amyrias hands allows enemies. With the gods forces arrayed against them,
Bahamuts essence to fully awaken and return to the the adventurers must push their way through the
Minor QuestSave Amyria from Dakranad world as he was. defenders to reach the godforge, where they hope to
The mithral dragon covets Amyrias power and seeks Reward: 11,000 XP. find Amyria, secure a creation spark, or both. The
to use it so he can assume Bahamuts place. His agents aspect of Moradin awaits them there, and the charac-
attempt a kidnapping at Empyron. If the characters Major QuestRestore Bahamut to Life ters learn the divine avatar was turned against them
would resurrect Bahamut, they must thwart the kid- To complete the rebirth, the adventurers usher by their enemy. The characters must defeat the aspect
napping attempt or later rescue her. Amyria across the Bridge of al-Sihal. To do that, they or convince him of their righteous purpose. In either
Reward: 9,000 XP. must convince the archangel guardian of their causes event, victorious characters may secure the creation
worthiness. Once Amyria crosses into the light at spark, but if Amyria is missing, they learn the mithral
Minor QuestThwart Dispater the end, the transformation begins and Bahamut is dragon is a step ahead of them again and racing to the
Angered over losing Gith from his iron fortress in the reborn. Bridge of al-Sihal to complete his own apotheosis.
Nine Hells, Dispater hopes to claim Bahamuts essence Reward: 110,000 XP. The adventure concludes with a race across Celes-
for himself, which he sees as an even greater prize tia, the heroes working to cut off the dragon before
than the githyanki matriarch. By defeating Dispater, he can cross into the golden radiance at the bridges
the adventurers clear another obstruction to restoring end and claim Bahamuts power for himself. The final
the Platinum Dragon. scene sees the adventures embroiled in a three-way
Reward: 9,000 XP. fight against Dakranad and the archangel guardian
who protects the holy bridge. Should the characters
succeed, Amyria, who has known the truth all along,
that the mithral dragon has decreed himself heir to The characters have two choices. They can go finds the courage to carry the creation spark into the
Bahamuts throne and most likely lairs there. to the Platinum Dragons redoubt where, if Amyria light and assume the mantle thrust upon her.

December 20 09 | D u n g e o n 17 3
31
Those Once Loyal

Preparing for Adventure


Those Once Loyal gives the player characters a Treasure Parcels
chance to undue Tiamats plotting and deliver a ter- Parcel A: ____________, D. Covered Retreat Parcel 6: Magic item, level 27
rible blow to the goddess, a setback that could unravel Parcel B: ____________, D. Covered Retreat Parcel 7: Magic item, level 26
all her plans and mark the final turning point in Parcel C: ____________, G. Bahamuts Throne Parcel 8: ritual scroll of Imprisonment (Arcane Power,
the war. The characters travel to a plane of light and Parcel D: ____________, G. Bahamuts Throne page 156) and Voice of Fate, 3 potions of recovery
unsullied goodness only to find its sanctity compro- Parcel E: ____________, G. Bahamuts Throne Parcel 9: pouch with 70 pp and 20 diamonds (5,000
mised by misguided intent and fathomless greed. The Parcel F: ____________, I. Accidental Prisoners gp each), ritual scroll containing Ease Spirit (Divine
adventurers must face off against powerful foes, stir a Parcel G: ____________, I. Accidental Prisoners Power, page 157) and True Portal, phial containing
gods heart, and send a friend to certain death in the Parcel H: ____________, I. Accidental Prisoners 50,000 gp of residuum
hope of saving all creation from Tiamats tyranny. Parcel I: ____________, L. A Thousand Teeth Parcel 10: 100 platinum ingots (worth 5,000 gp each),
The adventure should begin just after the charac- Parcel J: ____________, N. Forgeworks gold statue depicting Moradin at the forge (60,000 gp)
ters retrieve the arrow of fate as described in Legacy Parcel K: ____________, N. Forgeworks Parcel 11: 1,250 pp, 2 caustic whetstones (level 30,
of Io. When you are ready to begin, go to Grim Parcel L: ____________, N. Forgeworks Adventurers Vault, page 190)
Reunion on page 33. Parcel M: ____________, P. Moradins Forge Parcel 12: 1,750 pp, 50,000 gp of residuum contained
Parcel N: ____________, P. Moradins Forge in a Celestian steel box (worth 50,000 gp), miscella-
What You Need to Play Parcel O: ____________, P. Moradins Forge neous godforged components (worth 100,000 gp total)
Youll find everything you need to run the adventure Parcel P: ____________, P. Moradins Forge Parcel 13: 300 pp, platinum tiara set with sapphires
contained in the following pages, including the back- Parcel Q: ____________, Q. War for Heaven (50,000 gp), gown woven from inert astral fire and
ground information presented above, setup, and tactical Parcel R: ____________, Q. War for Heaven studded with fire rubies (100,000 gp), mithral scepter
encounters that include statistics blocks and maps for studded with astral diamonds (100,000 gp), 2 potions
each combat encounter. If you need more information Based on the guidelines in the Dungeon Masters of resistance (level 24, Adventurers Vault, page 188)
on how to use the tactical encounter format, see a previ- Guide, the following parcels can go in spaces above. Parcel 14: 25 ad, 1 potion of recovery
ous Scales of War adventure, such as Garaithas Anvil. Pick items from your players wish list to populate Parcel 15: 200 pp, 9 gold dragon statuettes (20,000
Also, Manual of the Planes and Plane Above provide addi- magic items. gp each)
tional information on Celestia, while Draconomicon 2 Parcel 16: 9 ad, 50 pp, a mithral statuette depicting
gives added insight into mithral dragons. Parcel 1: Magic item, level 30 Bahamut (50,000 gp), augmenting whetstone (level 26,
Parcel 2: Magic item, level 30 Adventurers Vault, page 190)
Treasure Preparation Parcel 3: Magic item, level 29 Parcel 17: 1 potion of life
Those Once Loyal uses the treasure parcel system Parcel 4: Magic item, level 28 Parcel 18: 6 diamonds (5,000 gp each)
described in the Dungeon Masters Guide. The characters Parcel 5: Magic item, level 28
should gain a total of eighteen treasure parcels. The
Treasure Parcels sidebar lists the most likely places to
find parcels. You can fill in the blanks with the parcel
numbers noted. Magic items ought to come from the
players wish lists, with most of the higher-level items
appearing in parcels found later in the adventure.

December 20 09 | D u n g e o n 17 3
32
Those Once Loyal

Vital Information Starting the Adventure Amyria still lives, but she doesnt respond to efforts to
help her. Any character trained in Heal sees shes in a
This adventure reveals the methods required to The amount of time between this adventure and the
coma and her condition worsens. Characters seeking
restore Bahamut to life. While running the adven- last is up to you. During the characters efforts to
more concrete answers have a few options.
ture, be sure to keep the following points in mind and recover the arrow of fate, Amyria was looking into the
Characters trained in Arcana or Religion know
make sure the players understand them by the adven- intense visions troubling her since Bahamuts death.
Celestia is an astral dominion and is home to Kord,
tures conclusion. Should the adventurers need time to create or pur-
Moradin, and Bahamut when he lived. It is a holy
Long ago, Bahamut enshrined his essence in a chase magic items, follow up on other leads, or need
place where virtue and courage are celebrated and
simple platinum sword and hid the relic in the an extra encounter or two to bring them to 25th level,
where great heroes may become exalted and lend
natural world as insurance against the time when stall this adventures start.
their power to the dominions defense. A DC 26 Reli-
Tiamat would resume their age-old struggle.
Not long after Tiamat sparked the war, Bahamut A Grim Reunion gion check recalls Celestia is also home to Empyron,
the City of Healing, where ailments have no hold.
awoke the platinum sword. The weapon assumed Amyria finds the adventurers. During her travels, she
Alternatively, the adventurers might use rituals to
the form of a deva who took the name Amyria. To acquired a spelljammer named Mercys Blessing and
ferret out the answers to their questions.
protect Bahamuts essence, the deva knew nothing searched the planes for answers to her visions as well
Consult Oracle: Characters using this ritual
of who she was or what role she would play in the as information on how to use the arrow of fate. Amyria
receive one-word answers to their questions. Use Vital
event of Bahamuts death. is exhausted by her efforts, and the visions have only
Information on this page to guide your answers.
Once Bahamut was slain, the essence stirred grown worse. When she rejoins the adventurers, its
Consult Mystic Sages: Information gained from
within the vessel, impelling her to restore the clear shes sick. Its clear that if something is not done
this ritual also draws from Vital Information pre-
god to his true form. The Platinum Dragon never soon, this unknown plague might kill her.
sented on this page.
intended the vessel to acquire a personality, and Amyria changes the subject should the characters
Divine Sight (Forgotten Realms Players Guide): A
thus the divine nature, as it fights to become free, ask after her, turning their attention to the item they
character benefiting from this ritual recognizes that
is inadvertently killing her. recovered. When the characters produce the item,
the arrow of fate serves Bahamut and also identifies
Amyria is nothing more than a means to an end. it swivels in their hand and points toward the deva.
Bahamuts essence roiling inside Amyria.
Her annihilation is regrettable, but there is no No matter where the character moves, the arrow
History Revealed (Arcane Power): Any character
other way to restore Bahamut. shifts its position so it maintains it direction. When
who performs this ritual witnesses key scenes from
Amyria is not enough. She must carry a creation offered, Amyria takes the arrow of fate, and her eyes
the campaign involving Amyria, but the most impor-
spark into the golden radiance at the end of the open wide, her mouth falls open, and she collapses. A
tant scene is the recovery of the platinum sword in
Bridge of al-Sihal. By entering the light, Amyria moment later she recovers.
Rescue at Rivenroar (Dungeon 156).
can merge with the creation spark and begin her
Loremasters Bargain: This ritual provides the
transformation into Bahamut. Amyria blinks and gasps and shudders. She pulls herself to
surest information the adventurers need to gather
A powerful angel guards the way into the Bastion of her feet and looks at you. A moment passes before she says,
information described under Vital Information. The
Souls and permits no creature to cross the Bridge The visions are correct. Bahamut lives. Celestia. We . . .
entity called forth protects Bahamuts secret, however,
without divine decree. The arrow of fate is the arrow must . . . answers there. She collapses once again.
and so urges the characters to transport Amyria to
that slew Bahamut once long ago and remains a
Celestia, where she will be at least one step closer to
mighty weapon. Using it against the archangel will
realizing her purpose.
permit Amyria to pass without harm.

December 20 09 | D u n g e o n 17 3
33
Those Once Loyal

Reaching Celestia The trouble with the Plane Shift ritual is that it
requires the characters to name a specific loca- Celestia
Traveling to an astral dominion is simple work for
epic level characters, but Amyrias spelljammer can tion they have visited once before or name a plane. Celestia, the Radiant Throne, is a wholesome and
bridge the distance provided they have the Plane Completing the ritual deposits the characters some virtuous plane, a realm of seven magnificent moun-
Shift ritual (Manual of the Planes, page 150). Amyria distance away from the named destination or at a tains whose peaks shine with inner light. This plane is
knows the ritual, but shes in no condition to perform random location on the plane. Assuming the charac- home to Bahamut, Kord, and Moradin, and the three
it herself. If the characters themselves lack the ritual, ters have never visited Empyron before and perform deities combine their power to combat evil. Moradin
they might find a ritual scroll (be sure to deduct the rituals, the adventurers appear in the air floating is the first of equals and both Bahamut and Kord
17,000 gp from a monetary treasure parcel) in Amyr- above Bahamuts Palace (proceed to Part Three). If accede to his wishes.
ias quarters. Alternatively, acquiring the ritual might the characters have been to Empyron before and get The plane consists of a range of seven peaks, about
prove an interesting side-trek if the characters arent a 30 or higher on their Arcana check, theyre close 120 miles long and wide. Each mount climbs some 10
quite to 25th level. enough to Empyron to close the distance in short miles up to blue skies above. The plane exerts normal
order (proceed to Part One). Failing this, the charac- gravity, and the deities can control their environs.
Mercys Blessing ters wind up at the Palace as above. Radiance Affinity: Creatures gain a +1 bonus
Gargantuan vehicle On the off chance that no character has the Ritual to attack rolls using radiant powers. Creatures deal
HP 500 Space 4 squares by 8 squares
AC 3; Fortitude 20, Reflex 2 Caster feat, they will need to find someone to per- only half damage with attacks using necrotic damage
Speed fly 12 (hover), overland flight 15 form the ritual on their behalf. Use any suitable NPC (though ongoing necrotic damage is unaffected).
Pilot to whom the characters have grown close to do the Current Developments: Bahamuts death drew
The pilot must sit at the spelljammer helm, at the vessels
job, but the characters will still need to supply the Kord and Moradin from their respective realms
rear.
Crew residuum. to respond to Tiamats machinations. Both gods
In addition to the pilot, the vehicle requires a crew of five, In the end, allow the characters to reach Celestia left their dominion and council with other gods
all of whom use a standard action each round to help with little effort. to determine how they should respond to deicide.
control the vessel. Reduce the vehicles fly speed by 4
squares for each missing crewmember. At fly speed 0, the Kords halls are beyond this adventures scope, but
vehicle is unable to travel and flies out of control. Moradin left an aspect to oversee his forge behind
Load Rainf athers Beard.
Thirty Medium creatures; forty tons of cargo.
Out of Control
When out-of-control, the vehicle moves forward at half
speed (not including any modifiers for its sails). Each round,
it has a 75% chance of descending. It descends 5 squares
for the first 10 rounds its out of control. After 10 rounds,
it descends 10 squares per round. If the vehicle hits the
ground while out-of-control after descending more than 20
squares, it is destroyed.
Sails
The vehicle takes a penalty or bonus to its fly speed from 4
to +4 depending on the strength and direction of the wind.
Spelljammer Helm (Navigation Focus)
This vehicle is equipped with a spelljamming helm which is
the navigation focus for the Plane Shift ritual.

December 20 09 | D u n g e o n 17 3
34
Those Once Loyal

Part One: white robes and a silver mask, concealing gender and
features. As one, they turn to the deva and converge to
The City of Healing attend to her hurts.

The gentlest peak of the Seven Mounting Heavens is The attendants are exalted, chosen by the gods
Jusor. Travelers can ascend to its high vales by way to give comfort to the suffering. Their sole purpose
of the wide slopes, whose pitches are intended not to is to heal the sick and, despite their strange, silent
tax the traveler too greatly but rather to invite them behavior, they mean Amyria no harm. They try to
onward to Empyron far above. Not long after a trav- take Amyria and bring her inside the tower, where
eler makes the ascent, the City of Healings alabaster they can assess whatever assails her. If any character
towers come into view, graceful spires with f luted moves against the attendants or stops them from
columns and wide, arcing bridges spanning the dis- taking Amyria, they as one retreat to the doors, cock-
tance between them. The white walls bounding the ing their heads in confusion, watching and waiting
city bear the merciful visages and snapping gold ban- to see what the characters do next. A character who
ners declaring the citys devotion to life and living. attacks an attendant causes all six to disappear and
Through the open gates one finds broad avenues shutters to them every door and every window in
sheltered by the spreading boughs of massive oaks Empyron, barring all access to any chambers, thus
to dampen the suns brilliance. From any point in denying their aid for as long as you deem sufficient.
the city, one can just make out the still black waters
on whose shores the city stands. No ripple mars its
glassy surface and unseen stars ref lect their light off
its still waters.
The City of Healing welcomes all, offering succor
to those in need. Within its walls, curses melt, injuries
heal, and diseases flee. Characters suffering any inju-
ries, curses, diseases, or other persistent ailments find
them lifted upon entering the city, yet Amyria does
not stir from her sleep.
Whether the characters entered the city on foot or
landed the spelljammer in a clearing, the citys healers
find them:

A nearby towers massive doors swing on silent hinges to


reveal a brightly lit and airy hall. Six attendants emerge,
carrying crystalline goblets, cool cloths, and platters
bearing succulent fruit. Each attendant wears diaphanous

December 20 09 | D u n g e o n 17 3
35
Those Once Loyal

An Old Friend Couldnt some essence of Bahamut have survived? Event 1: Sanctity Violated
Hmm. If Bahamuts essence lingers still, he is in grave If the attendants carried Amyria into the great hall
Whether or not the characters allow the attendants
danger, for Dakranad will not permit his return. and the characters followed them inside, they find
to spirit Amyria away, a short, stocky attendant joins
Who is Darkranad? Bahamuts heir-apparent, an comfortable beds lining both sides for as far as they
the rest. Like the others, he wears white robes, but
arrogant mithral dragon who claims to have visions can see, suggesting the place is far larger inside than
he lacks a mask. Characters who knew Kalad in life
or some such nonsense. Hes the one causing all the out. Whitewood arched doors lead off on all sides
recognize him immediately.
trouble. while glowing motes fill the room with cheery light.
When Kalad perished in Throne of the Stone-
What sort of trouble? There has been trouble at There are no other patients here. If they ask Kalad
Skinned King (Dungeon 166), Moradin took pity on
Bahamuts palace. It seems the dragon has made foul about this, the dwarf explains that there are others,
this dedicated servant and called his spirit from the
alliances and driven out the proper custodians. Devils but they are elsewhere in the city. The gods built the
Shadowfell to serve in the afterlife as he did in life.
in Bahamuts hall, can you imagine? City of Healing during the Dawn War to attend to
Kalad lends his aid to Empyron, learning the ancient
If we can restore Bahamut, hell certainly toss him out, their soldiers. Such was the wars scope that at one
healing arts passed down for millennia. He remem-
wont he? Most likely, but only if you succeed. Have you time, no bed lacked an injured hero and no hall stood
bers little from his life, but he recalls familiar faces.
located his essence? (If yes) Amyria? Never guessed empty.
His face splits into a grin as he welcomes the heroes
that one, though she was always a bit funny, I suppose. While the attendants inspect Amyria, Dakranads
to the City of Healing.
Well, its just a matter of extracting the essence then. servants strike the city.
After a few friendly exchanges, the characters
This isnt something healers can do here. Youd do Tactical Encounter: A. Dragon Strike (see page
can question the dwarf as they like. Typical answers
best to sort this out with Moradin himself. If anyone 45).
follow typical questions below.
would know how to put a god back together again, itd
What are you doing here? I thought you were dead!
Indeed I was, friend, but Moradin still had need for
be him. (If no) Well, once we see whats wrong with Event 2: Kidnapping
Amyria, we can patch her up and maybe shell have While the dragons and angels strike from overhead,
this old dwarf. Ive come to learn the healing arts and
answers for us. Dispaters servants enter the hall from one of the side
lend my aid in what feeble ways I can.
Where would we find Moradin? Thats a question passages and abduct Amyria. Run this encounter only
Who are these others in the city? Ah. They are exalted
for sure. From what I hear, hes already left Celestia if one or more characters refuse to leave the devas
like myself. They intend no harm; their purpose is to
with Kord to convene with the other gods about fight- side while the battle rages.
help and nothing more.
ing Tiamat. Moradin would never leave his forge Tactical Encounter: B. Fiery Abduction (see
Can we trust them with Amyria? Of course, you came
unguarded. I imagine he left behind his aspect to page 48).
here didnt you? All are safe in the City of Healing.
continue his work. I would check at Torzak-Belgirn to Adapting the Encounter: Its likely the player
Have you heard about Bahamuts death? Who hasnt?
find him. characters will be busy fighting the silver dragons
Things have been difficult since he died. Celestia
readies for war. and thus unable to stop or confront the devils in this
What do you mean, difficult? Bahamuts passing is encounter. You can repurpose this encounter at any
grievous to be sure, but not all share this sentiment. point later in the adventure. The devils might cause
Vultures have emerged to claim his mantle. trouble for the characters in the Halls of Reflection
But Bahamut still lives! Does he now? Thats or the characters might face them while snooping
interesting . . . Where is he? Is this some sort of plot around at Torzak-Belgirn.
against Tiamat?

December 20 09 | D u n g e o n 17 3
36
Those Once Loyal

Where is the
Event 5: What Next?
Diagnosis and Revelations With the information learned from the healers, the
Mithral Dragon?
Empyron attendants learned key information about characters have a few options. They might press
The mithral dragons prescience allows it to stay Amyria, but the characters can learn this only if at ahead to Moradins Forge (see Part Three) and seek an
ahead of the characters until the end. If the devils least one attendant survived tactical encounter B or if audience with the god, or they might head for Baham-
kidnap Amyria, they deliver her to the dragon at the characters thwarted the kidnapping attempt and uts Palace to rescue Amyria, figure out how the devils
the palace. Dakranad then moves to Torzak-Belgirn have other attendants inspect her. The characters can are involved, and perhaps defeat the mithral dragon
where he deceives the aspect of Moradin and con- learn the following information from the attendants. (see Part Two). The characters have time to take an
vinces him that he plans to restore Bahamut and that Amyria does not have long to live. extended rest before heading off in either direction.
the characters aim to stop him and save Amyrias life. A powerful presence is using Amyrias body as
Characters going first to Bahamuts Palace just fuel to sustain itself. If left alone, the spark will
miss the dragon as he teleports to Moradins Forge. destroy itself and Amyria.
Should the characters explore the Forge first, assume The healers could extract the essence, but doing
that Dakranad has already turned the aspect and so would destroy it. If the essence is Bahamut,
gained the creation spark but lingers at the Palace to then doing so would prevent the gods return.
argue with Dispater for a bit before pushing on to the If the characters piece this information together
Bridge. with the information gained from Kalad and
suggest to the healers that the essence is in fact
Bahamut, the healers declare that they cannot
trigger the transformation. Only Moradin pos-
Event 3: Hot on the Heels sesses the knowledge and means to reconstitute a
This event occurs only if the characters give chase dead god and he has withdrawn to Torzak-Belgirn,
to the kidnappers or head into the Healing Hall to the forge city, where he musters his armies for war
see where the would-be abductors came from. Deep against Tiamat.
within the Healing Hall are more fiends waiting to
cover their allies retreat.
Skill Challenge: C. Tracking the Devils (see
page 49).

Event 4: Devil in the Details


The kidnappers left a surprise for the adventurers. A
pit fiend and a small force await the characters when
they track the fleeing devils to the portal.
Tactical Encounter: D. Covered Retreat (see page
51).

December 20 09 | D u n g e o n 17 3
37
Those Once Loyal

Part Two: The Halls of Reflection Features of the Halls


The Platinum Dragons palace stands on a spur not Dispaters devils and a few angels loyal to the mithral
The Platinum far below Mertions peak. The stronghold is far larger dragon guard the Halls. Their master plumbs Baham-
Dragons Fastness than the area the characters will explore. The section uts most private chambers in search of treasure. Most
concerning the adventurers is Bahamuts Halls of areas share common features.
The characters have several reasons to explore Reflection where, in life, the Platinum Dragon could Illumination: Bright light. Angelic radiance fills
Bahamuts Palace. The characters may venture here meditate, monitor his mortal servants, and plan ways each chamber with soft white light.
to rescue Amyria, they might come to the palace to to counter Tiamats plotting. Bahamut stored his most Doors: Unless otherwise mentioned, doors are
learn more about Bahamuts plans, or they might visit precious treasures in a vault hidden deep within the unlocked.
the stronghold to defeat the mithral dragon and its complex. Outcropping: The Halls spread across several
allies. The characters can explore this location at any stone plinths above the castle itself. A fall from this
point during the adventure, but it should be before If the characters approach Bahamuts Palace by area deposits a character in a courtyard 110 feet
chasing down the dragon as described in Part Four. any means other than the portal, read: below and deals 11d10 damage.
Characters can reach the site easily. The portal in Stairs: Squares containing stairs are difficult
Part One takes the characters to area 1 at the palace. A mighty fortress rises from an outcropping jutting out terrain.
Otherwise, the characters can learn the castles loca- from the snowy mountain. Its gleaming walls catch Walls: Most walls are made from smooth ala-
tion from anyone at Empyron. It stands on a high and reflect the suns brilliance. Wide towers thrust up, baster, but beneath the glossy veneer, one can see
spur on the mountain called Mertion. The characters competing with the mountain itself for height, while draconic forms captured in the stone. Climbing the
can then use Amyrias spelljammer to reach the castle, dizzying ramparts festooned with draconic imagery walls requires a DC 31 Athletics check.
a ritual (assume someone in Empyron has the sigil promise no easy entry to would-be assailants. Your eye
address for the castles teleportation circle), or make is drawn to a shimmering red light glowing from a small
an overland journey (the slowest and least likely, cluster of buildings above the fortress proper. The light
given the characters levels). Characters walking and seems out of place or wrong somehow.
climbing to the stronghold must devote at least a week
for travel and likely face additional encounters, at The light the characters spot is the open portal to
your discretion. the Healing Hall of Part One. Characters are free to
Aside from confronting the corrupted mithral explore the rest of the palace as they like, and they
dragon, the Halls of Reflection above the castle hold find courtyards and halls, cavernous passages, and
the secret to Bahamuts reconstitution and also the endless rooms, all scaled for gargantuan dragons. No
revelation that this struggle has happened before. one stirs in the castle proper and nothing has dis-
Regardless of when the characters tackle the site, turbed the furnishings or doors. The only exception
neither the mithral dragon nor the council of seven is the Chamber of the Seven Dragons, a massive audi-
gold dragons who once advised Bahamut are here. torium where seven gold dragons convened to advise
Instead, the characters find devils aplenty waiting Bahamut. In this sumptuous and wondrous room, the
for them. The mithral dragon made a bargain with a adventurers find seven dragon carcasses, butchered
devil to gain support to claim Bahamuts place. by devils.

December 20 09 | D u n g e o n 17 3
38
Those Once Loyal

Keyed Locations
The following locations correspond with those on the
Halls of Reflection map.

1. Portal Landing
Adventurers traveling by portal emerge here. Parties
arriving by other means automatically see the por-
tals light. This area grants a breathtaking view of the
mountains to all sides, but its openness leaves arrivals
exposed.
Tactical Encounter: E. Hells Fury (see page 54).

2. Air Bridge
A wide bridge formed from force leads from the
portal landing to the Hall of Reflection. The bridge
is transparent, allowing those crossing it to see the
courtyard over one hundred below their feet.
Tactical Encounter: E. Hells Fury (see page 54).

3. Canary Courtyard
Bahamut and his attendants welcomed visitors
through the doors or from overtop to this modest
open-aired courtyard. A balcony rings the area and
the upper doors lead to the Aerie, where Bahamuts
guards await their masters next command.
Tactical Encounter: F. Devoted Guardians (see
page 65). 5. Audience Chamber doors open onto an empty hall with two more doors
When Bahamut spent time in the Halls of Reflection, to either side. These doors allow passage into empty
4. Angelic Aerie he would meet petitioners in this massive domed turrets.
Angels need never sleep, but they do spend time in chamber. Platinum seals block further passage into the
meditation to clear their minds of personality and Tactical Encounter: G. Bahamuts Throne (see complex unless the characters already defeated the
individual will. Bahamuts angels use the privacy page 57). godforged colossus in tactical encounter G, in which
afforded by this chamber for just this purpose. case the seals are open. If the characters have not yet
Tactical Encounter: F. Devoted Guardians (see 6. Rear Gate defeated the colossus, the seal attacks as described on
page 65). Double doors behind the domed tower allow access page 57.
to the interior and bypass the Canary Courtyard. The

December 20 09 | D u n g e o n 17 3
39
Those Once Loyal

7. Sky Walk 11. Bahamuts Vault


A wide bridge connects the Halls of Reflection to Bahamut stored many treasures here, including
the mountain on which it stands. The bridge is 70 magic items, relics, and other miscellaneous items of
feet long and ends at a dark cavern, where a spiral value only to the deity. Dakranad plundered much of
staircase leads down to the fortress below. Characters the vault, but he left a few things here, including items
needing to take an extended rest may do so here. that lured Dispater into his present predicament.
Tactical Encounter: I. Accidental Prisoners (see
8. Hall of Champions page 60).
To reach his vault, Bahamut moved through this
hall as a reminder of all the greatest mortal cham- What Next?
pions to sacrifice their lives in his name. The statues If the characters explored the Halls of Reflection
depict humans, dragonborn, elves, and other races. first, it should be clear the dragon is headed for Mora-
The statues change form, cycling through countless dins Forge to acquire the creation spark, so a trip
mortals who died in Bahamuts service. Anyone who to Torzak-Belgirn is likely their next stop (see Part
spends time examining the statues can witness their Three). If the characters have already acquired the
transformation. creation spark, then they should learn from Dispater
If any player characters were lost during the Scales that the dragon flies to the Bridge of al-Sihal to com-
of War campaign, consider adding their likenesses to plete his own apotheosis (see Part Four).
the statues here.

9. Sighing Passage
Upon entering this hallway, the characters hear
moaning and sighing echoing throughout the hall.
Following the noise to their origin reveals different
sized holes drilled into the far wall.
Tactical Encounter: H. No Sanctuary (see page
59).

10. Chamber of the Seal


A deadly trap guards Bahamuts Retreat. Should
any intruder draw too close, the trap unleashes
destruction.
Tactical Encounter: H. No Sanctuary (see page
59).

December 20 09 | D u n g e o n 17 3
40
Those Once Loyal

Part Three: The city atop the mountain is interesting enough the god for ten thousand years. The storm titan dwells
to lure adventurers just to see its creations, but the in the pool and emerges to deny access to the Soul-
Rainfather player characters likely have other reasons to search forge to anyone it deems unworthy.
out Rainfather. Based on information acquired thus Tactical Encounter: K. The Rainfathers Thrall
Solania may not be the tallest mountain in Celestia, far, the characters likely come to the mountain to (see page 65).
but it is a forebidding peak all the same. The mountain seek out the creation spark to serve as a catalyst for
reveals its severe character where the rocky slopes break Amyrias transformation. The Soulforge
from the evergreen forest blanketing its lower slopes. The Soulforge is one of several sites in Celestia that
Sheer cliffs, jagged spurs, and treacherous ravines Torzak-Belgirn connect to the Crucible of Light, an ancient fount
promise a difficult time to climbers, and the ascent is The characters should have no trouble finding from which all things are possible. Here Moradin
made worse by the unexpected plumes venting from the Rainfather or the metallic city at its peak. Amyrias fashions new creations, drawing energy from the
mountains interior. Steam clouds lift to join the ever- spelljammer can descend from Mertion, where they roiling fires at his forge and imbuing them into the
present mists concealing the mountains zenith, yet no found Empyron, or Solania, where they braved constructs he and his devoted servants create. The
matter how dense, light flashes through the murky haze, Bahamuts Halls of Reflection, and reach the lower aspect of Moradin continues the gods work.
hinting at the wonders created at Moradins forge. mountain in short order. Characters traveling with-
Solania, called Rainfather for the storms the dense out the vessel should still have means to reach the 1. Entrance
clouds produce as well as the waterfalls spilling into city, but have Kalad or Empyron attendants supply The Rainfathers Beard conceals the entrance to the
rich mountain vales from the mountains dizzying stumped characters with the sigil address for a tele- Soulforge.
heights, houses the god Moradin and his servants. Cor- portation circle in the city if needed.
ridors and chambers riddle the mountains interior, The characters arent in Torzak-Belgirn long When the characters move through the water-
some little more than crude caverns and others sump- enough to make an extensive exploration of the city, fall, read:
tuous halls built in the dwarven fashion. One could but they can purchase supplies of their character level A wide cavern extends into the mountain, then curves
spend ten lifetimes exploring these chambers and or less, rest if they havent done so already, and deter- slightly to open into a much larger chamber. The fiery glow
never see them all, but what astonishing discoveries mine how they might get an audience with Moradin from red veins worming through the stone offers faint light.
one might find in these endless passages pale com- or his representative. Such information is not easily
pared to the innovation displayed in Torzak-Belgirn. acquired, and thus the characters must engage in a Perception Check
Torzak-Belgirn is a city built near Rainfathers skill challenge if they would find Moradins proxy. DC 29: An enormous shadow moves across the wall.
peak. Spread across metal platforms by the score, the Skill Challenge: J. Finding the Soulforge (see
greatest artisans the planes have ever seen labor over page 62). 2. Dank Caverns
hot forges to produce fine arms and armor, wondrous These caverns house Morgol the Undying, a vicious
machines, innovative vehicles, and constructs from Rainfathers Beard hyrdra raised by Moradin to dissuade accidental
tiny insects to giant-sized centurions. The work per- A mighty waterfall named Rainfathers Beard con- guests from disturbing his work.
formed here is not required and its workers are not ceals the entrance to the Soulforge. The rushing Tactical Encounter: L. A Thousand Teeth (see
slaves. Those who toil here do so for the love of their water, however, is not the only guardian. During the page 67).
labor and also to honor the god who gave to them the Dawn War, Moradin defeated but spared a mighty
intellect and desire to create. storm titan. In exchange for its life, it agreed to serve

December 20 09 | D u n g e o n 17 3
41
Those Once Loyal

3. Hall of Grudges with monstrous visages, dragons and giants, demons and 5. Forgeworks
This chamber recalls every creature and every power devils. It is a strange image parade with no apparent end. Moradins servants use this chamber to melt down
to have ever wronged Moradin. damaged components. Although not intended as
Should the party need to take an extended rest, they a weapon, the forgeworks can prove a dangerous
When the characters enter this chamber, read: can do so here. obstacle.
Four grim statues carved to resemble dwarven warriors rest Tactical Encounter: N. Forgeworks (see page 70).
stony hands on axe handles, their weapons head down in
4. Hall of the Godforged
front of their feet. Helmets cover their faces and long beards Three sets of steel double doors block access to this 6. Pit of Forgotten Creations
cover their chests. The walls between them move and writhe chamber. It is here where Moradin keeps his prized Moradin discards those components he cannot use into
as faces and images swim up from swirling mists to stare creations. this deep pit. A bridge spans the gap, connecting to the
with menace only to fade once more. Beatific faces compete Tactical Encounter: M. Godsworn Warriors (see forge beyond. Angels sworn to the god have gathered to
page 68). protect the aspect from the player characters.
Tactical Encounter: O. Angelic Defenders (see
page 71).

7. Moradins Forge
Moradin uses this chamber as a forge and entrusts the
room to his aspect to protect. Under normal circum-
stances, the aspect of Moradin might be amenable to
conversation, but the mithral dragon poisoned him
against the characters so that he now believes that the
adventures intend to stop Bahamuts rebirth.
Tactical Encounter: P. Moradins Forge (see page
72).

What Next?
If the characters came to Moradins Forge first, clues
should point them to the Halls of Reflection above
Bahamuts Palace (see Part Two), where they might
catch the mithral dragon before he moves on to the
Bridge of al-Sihal. If the characters have already dealt
with Dispater at the Halls of Reflection, the charac-
ters know that the mithral dragon is making for the
Bridge and their only hope of stopping him is to catch
him before he can cross it.

December 20 09 | D u n g e o n 17 3
42
Those Once Loyal

Part Four: Amyria is Present


Amyria awakens from her coma when the characters
The Bridge draw near the bridge. After a few moments, she says,
of al-Sihal You have shouldered my burden for so long, but I
must ask you to bear it further still. She points to the
By now, the adventurers know whos behind the plot, bridge. There is my destiny. Do you have it? Shes
what they must do to restore Bahamut, and where talking about the creation spark. Assuming the char-
the final showdown will take place. The Bridge can acters do, she asks for it now, but this time in a deep,
be reached only by following the blinding path start- sonorous voice, the voice of Bahamut. You have done
ing at the mithral gate in Asiryet, the Heavenly City, very well. Help me to the bridge. There I believe this
situated atop Chronias, the highest and mightiest vessel will carry me across.
mountain in the dominion. Dispater or the aspect of If the characters dont have the spark, Bahamut
Moradin points the way for the characters, depend- says, There can be no return without Moradins aid.
ing on the order in which the characters tackled the Seek the creation spark from his forge behind Rain-
adventure sites. fathers Beard. With that, Amyria lapses back into
Assuming the characters still have the spelljammer, unconsciousness once more.
they can make the final journey without trouble. Oth- Tactical Encounter: Q. War for Heaven (see
erwise, the characters must use rituals or physically page 76).
climb the mountains. Whatever means the characters
use, let them reach the shining city before its too late. The Dragon Has Amyria
Just as the characters close on the bridge, they see
When the characters reach Asiryet, read: Dakranad making his way across, racing for the
A simple path winds around the magnificent mountain, golden curtain at the far side.
climbing ever higher to the shining city surrounding its Tactical Encounter: Q. War for Heaven (see
summit. A golden halo wreathes the city, underscoring page 76).
its purity and holiness. A shining ornate gate forged from
mithral grants access to a white stone bridge that extends
from the mountains peak into a shimmering curtain of
golden light.

What happens next depends on the adventurers


circumstances.

December 20 09 | D u n g e o n 17 3
43
Those Once Loyal

Concluding Amyria Dies


If Amyria dies during the fight on the bridge, Baham-
the Adventure uts essence escapes her body and hovers in the air
The adventure ends with Dakranads defeat and for a few minutes before dispersing. If the characters
Amyrias passage through the golden curtain. How would see Bahamut restored, someone must shepherd
this comes about depends on the final encounters the essence through the golden curtain with the cre-
outcome. ation spark. A character can do so by moving into the
essences space and breathing in the vapors. The char-
Dakranad Wins acter then feels compelled to enter the light. Stepping
If the mithral dragon carries Amyria and the creation through destroys the valiant hero. Such a sacrifice is
spark through the golden curtain, he inadvertently worthy of epics, and you should reward such a selfless
achieves what the characters have been after all act by granting the players next character an extra
along: Bahamuts rebirth. Bahamuts essence uses 30th level magic item or a boon from Bahamut (see
Dakranads body for fuel and does not need to destroy Dungeon Masters Guide 2 for ideas).
Amyria in the process. Moments after Dakranad
disappears into the curtain, Amyria returns to the
Bahamuts Return?
bridge, but she has little recollection of who she is or Regardless of who steps through, provided the condi-
what she is doing there. It is as if she were reincar- tions are met, Bahamut will return as described in
nated. Amyria doesnt figure into future adventures in the next installment of the Scales of War adventure
the Scales of War campaign, but you can incorporate path.
her if you wish or simply let her go her own way.

Amyria Steps Through Alone


The deva struggles to her feet, groaning in pain, her
body twisting and popping as Bahamuts essence
struggles to break free. She takes the creation spark
from the characters and turns toward the golden
curtain. She pauses for a moment, looking back to the
characters, tears spilling from her eyes. My friends,
there is nothing I can say or do to thank you for what
you have done for Him. This is not the end. I shall
return as I have many times before. Farewell for now
and thank you. With that Amyria steps through the
golden curtain.

December 20 09 | D u n g e o n 17 3
44
Those Once Loyal

A. Dragon Strike
Encounter Level 27 (55,000 XP)

Setup
2 silver dragon scourgers (S)
4 angels of radiance (A)
6 Empyron attendants (T)
Kalad (K)

Dakranad dispatched two loyal silver dragons and


four angels sworn to him in his capacity as Bahamuts
steward to strike what he declared were imposters
and threats to Celestia. The dragons roar and screech,
hoping to lure the adventurers outside.

When the characters look outside, read:


Two mighty dragons descend from the blue skies, their silver
scales glittering in the brilliant sun. They roar with rage as
their long, sinuous tails sweep the air behind them.

Perception Check
DC 30: Perched atop a domed roof across the tree-lined
road are four wispy warriors, each wielding a mighty
greatsword. Featureless faces pick you out and the angelic
warriors spring into the air.
Tactics roof terrain power. Triggering the power lets the
dragon look inside the building and blast the charac-
The dragons work together and time their attacks
ters with its breath weapon or descend to maul them
for greatest effect. One dragon leads with frightful
with its melee attacks.
presence and the second hits the stunned targets with
The angels are more reluctant to enter combat, but
its breath weapon. On the following round, one uses
if the characters emerge from Amyrias building, they
smashing tail while the other strikes with scourgers
engage the closest character.
fury.
Hiding in the building isnt much help. A dragon
hunts fleeing adventurers, flying up to the roofs and
smashing through them by triggering the collapsing

December 20 09 | D u n g e o n 17 3
45
Those Once Loyal

Features of the Area Statues and Pillars: Squares containing statues 2 Silver Dragon Scourgers (S) Level 27 Elite Brute
Huge natural magical beast (dragon) XP 22,000 each
or pillars count as difficult terrain but grant cover to
Illumination: Bright light. Initiative +20 Senses Perception +20; darkvision
any creature in their spaces. HP 612; Bloodied 306; see also bloodied breath
Massive Trees: The trees grant cover to any
Amyria: The deva is unconscious where indicated AC 39; Fortitude 41, Reflex 38, Will 37
creature standing in spaces adjacent to their trunks.
on the map. Resist 30 cold
Creatures standing under their canopies gain con- Saving Throws +2
Temple Attendants: Six attendants other than
cealment from attacks originating overhead. Speed 10, fly 10 (hover), overland flight 15
Kalad position themselves around Amyria to protect Action Points 1
Other Buildings: The other buildings are empty,
her from harm. The attendants do not make attacks, m Bite (standard; at-will)
with no beds or patients inside. Doors to these build- Reach 2; +30 vs. AC; 4d8 + 9 damage.
but they give their lives to protect the deva.
ings are unlocked unless the characters offended m Claw (standard; at-will)
the attendants (see page 35), in which case they are Reach 2; +30 vs. AC; 2d8 + 9 damage.
C Smashing Tail (standard; at-will)
sealed and require a DC 31 Strength check to open.
Close blast 3; one, two, or three enemies in blast; +28 vs.
See the tactical map for building heights. AC; 4d10 + 5 damage, and the target is dazed (save ends).
Amyrias Building: This building looks like a M Scourgers Fury (standard; at-will)
The silver dragon scourger makes two claw attacks and
tower, but the interior extends for many hundreds of
one bite attack.
feet. Beds line both walls and squares containing beds C Breath Weapon (standard; recharge 4 5 6 ) Cold
count as difficult terrain. If the characters hide inside Close blast 5; +26 vs. Reflex; 4d10 + 9 cold damage, and
this building, the dragons rip chunks out of the roof, the target gains vulnerable 10 to all damage (save ends).
Miss: Half damage.
triggering the collapsing roof terrain power. C Bloodied Breath (free, when first bloodied; encounter) Cold
Breath weapon recharges, and the silver dragon scourger
Collapsing Roof Single Use Terrain uses it.
Damage to the roof causes stones and timbers to fall inside C Frightful Presence (standard; encounter) Fear
and smash the interior where they land. Close burst 10; targets enemies; +26 vs. Will; the target is
Single Use Zone stunned until the end of the silver dragon scourgers next
Standard Action Area burst 3 turn. Aftereffect: The target takes a 2 penalty to attack
Check: Athletics check, DC 31 rolls (save ends).
Effect: A burst 3 section of the ceiling falls and lands on the Unstoppable
floor below the triggering creature. A silver dragon scourger makes saving throws against
Target: Each creature in the burst ongoing damage at the start of its turn as well as at the end
Attack: +30 vs. Reflex of its turn.
Hit: 2d10 + 9 damage, the target is knocked prone, and immo- Alignment Unaligned Languages Common, Draconic
bilized and cant stand (save ends). Creatures immobilized Skills Athletics +28, Insight +20
by this attack gain superior cover until they save. Str 31 (+23) Dex 25 (+20) Wis 14 (+15)
Miss: Half damage, and slide the target to the closest square Con 26 (+21) Int 14 (+15) Cha 23 (+19)
outside the bursts edge.
Effect: The burst creates a zone of difficult terrain that lasts
until cleared.

December 20 09 | D u n g e o n 17 3
46
Those Once Loyal

4 Angels of Radiance (A) Level 27 Minion Skirmisher Kalad: Kalad joins the adventurers in fighting the
Medium immortal humanoid (angel) XP 2,750 each
dragons.
Initiative +22 Senses Perception +23
HP 1; a missed attack never damages a minion; see also
Kalad Level 24 Soldier
radiant martyr
Medium natural humanoid, dwarf XP
AC 41; Fortitude 39, Reflex 39, Will 39
Initiative +13 Senses Perception +14; low-light vision
Immune fear; Resist 20 radiant
HP 168; Bloodied 84; Healing Surges 11
Speed 8, fly 12 (hover)
AC 41; Fortitude 39, Reflex 35, Will 37
m Greatsword (standard; at-will) Weapon
Immune fear
+32 vs. AC; 14 damage.
Saving Throws +5 against poison
C Radiant Martyr (when the angel of radiance drops to 0 hit
Speed 5
points) Radiant
m Warhammer (standard; at-will) Weapon
The angel of radiance explodes in a burst of brilliant
+30 vs. AC; 2d10 + 10 damage, and the target is marked
light; close burst 10; targets enemies; +28 vs. Fortitude;
until the end of Kalads next turn.
the target is blinded until the end of its next turn. Effect:
M Valiant Strike (standard; at-will) Divine, Weapon
Angels in the burst gain 10 temporary hit points.
+30 vs. AC, +1 per enemy adjacent to Kalad; 2d10 + 10
Alignment Unaligned Languages Supernal
damage.
Str 20 (+18) Dex 25 (+20) Wis 30 (+23)
M Martyrs Smite (standard; encounter) Divine, Weapon
Con 25 (+20) Int 15 (+15) Cha 25 (+20)
+30 vs. AC; 4d10 + 15 damage. Until the end of Kalads
Equipment plate armor, greatsword
next turn, any time the target deals damage, Kalad can
choose to take that damage. The targets intended victim
6 Empyron Attendants Level 27 Minion (Leader) takes no damage but is subject to any effects of the attack.
Medium immortal humanoid XP 2,750 each R Angelic Rescue (standard; daily) Divine, Teleportation
Initiative +21 Senses Perception +21
Ranged 20; targets one willing ally; the target teleports
Healing Presence (Healing) aura 1; allies in the aura regain 9
from any square Kalad can see to a square within 5
extra hit points whenever they regain hit points.
squares of Kalad that is nearer to Kalad than the targets
HP 1; a missed attack never damages a minion.
original square.
AC 41; Fortitude 39, Reflex 39, Will 39
Stand Your Ground
Immune radiant
When an effect forces Kalad to movethrough a pull, a
Speed 6
push, or a slideKalad moves 1 square less than the effect
C Martyrs Shield (when reduced to 0 hit points)
specifies. When an attack would knock Kalad prone, he
Close burst 3; allies in the burst gain a +2 bonus to all
can roll a saving throw to avoid falling prone.
defenses until the end of their next turns.
Alignment Lawful good Languages Common, Dwarven,
Alignment Lawful good Languages Supernal
Supernal
Skills Heal +26
Skills Athletics +20, Dungeoneering +16, Endurance +16,
Str 11 (+13) Dex 26 (+21) Wis 27 (+21)
Religion +17
Con 26 (+21) Int 10 (+13) Cha 11 (+13)
Str 16 (+15) Dex 13 (+13) Wis 14 (+14)
Equipment robes, mask
Con 15 (+14) Int 10 (+12) Cha 13 (+13)
Equipment robes, warhammer

December 20 09 | D u n g e o n 17 3
47
Those Once Loyal

B. Fiery Abduction Conclusion 4 Brazen Devil Guards


Large immortal humanoid (devil)
Level 27 Soldier
XP 11,000 each
If the devils capture Amyria, they flee down the pas- Initiative +19 Senses Perception +25; darkvision
Encounter Level 28 (66,000 XP) Cloying Hellfire (Fire) aura 2; a creature that starts its turn
sage through which they entered to reach the open
in the aura takes 10 fire damage. A creature without the
portal, which takes them to Bahamuts Palace (see
Setup Part Two). The devils automatically escape if the char-
devil keyword cannot use powers with the teleportation
keyword while in the aura.
2 assassin devil abductors
acters take a short rest after tactical encounter A or B. HP 249; Bloodied 124
4 brazen devil guards AC 43; Fortitude 40, Reflex 37, Will 38
2 Assassin Devil Abductors Level 27 Lurker Resist 30 fire
Medium immortal humanoid (devil) XP 11,000 each Speed 7, fly 7 (clumsy)
Dispaters servants come to steal Amyria away start-
Initiative +27 Senses Perception +26; darkvision m Trident (standard; at-will) Weapon
ing on round 4 of tactical encounter A. Reach 2; +34 vs. AC; 2d12 + 8 damage, and the target
HP 186; Bloodied 93
AC 41; Fortitude 37, Reflex 41, Will 39 slides 1 square.
If any characters have line of sight to Amyria Resist 25 fire C Disgorge Hellfire (standard; recharges when first bloodied)
Speed 12 Fire
when the devils appear, read:
m Shadow Sword (standard; at-will) Necrotic, Weapon Close blast 5; +32 vs. Reflex; 2d10 + 10 fire damage, and
The lights gutter out inside the healing hall and sounds of +30 vs. Fortitude; 2d8 + 6 necrotic damage, and ongoing 5 the target loses all resistances until the end of the brazen
splintering wood and cracking stone echo from the darkness damage (save ends). guards next turn.
A Shadow Net (standard; recharges when the assassin devil M Furious Assault (standard; encounter) Teleportation,
within.
uses shadow cloak) Necrotic Weapon
Reach 2; +32 vs. Fortitude; 2d12 + 8 damage, the target is
Tactics Area burst 2 within 10; +29 vs. Reflex; the target is
restrained, is weakened, and takes ongoing 10 necrotic pushed 3 squares, and the brazen devil guard teleports to
The brazen devils attack the temple attendants and damage (save ends all). While a target is affected by a space adjacent to the target at the end of the push.
shadow net, the assassin devil cannot use its shadow cloak M Fiendish Opportunist (immediate reaction, when an enemy is
any characters who remain inside, while the assassin
power. pushed, pulled, or slid into a square adjacent to the brazen
devils uses shadow net to ensnare and snatch Amyria. R Spirit Away (standard; encounter) Teleportation devil; at-will) Weapon
The assassin devils flee with Amyria while the brazen Ranged 10; one target restrained by shadow cloak; +29 vs. +32 vs. Fortitude; 2d12 + 5 damage, and the target is
devils guard their retreat. Will; the target teleports 10 squares. knocked prone.
Dangerous Shadows Infernal Assault (move; encounter) Teleportation
The brazen devil guard teleports 20 squares and gains a
Features of the Area An assassin devils shadow sword attack deals 4d6 extra
necrotic damage against any target granting combat +2 bonus to attack rolls until the start of its next turn. The
Illumination: The halls interior is now dark. If advantage to it. brazen devil guard can teleport into occupied squares,
Shadow Cloak (standard; recharges when no creatures are sliding any creatures occupying those squares into the
the dragons damaged the roof, bright light shines
affected by shadow net) Illusion nearest unoccupied squares.
through any holes. The assassin devil abductor is invisible until it hits or Alignment Evil Languages Supernal
Ceiling: The ceiling rises 50 feet above the floor. misses with an attack. Skills Intimidate +24
Beds: Squares with beds count as difficult terrain. Alignment Evil Languages Common, Supernal Str 28 (+22) Dex 18 (+17) Wis 25 (+20)
Skills Stealth +28 Con 25 (+20) Int 23 (+19) Cha 22 (+19)
Fountain: Characters in squares adjacent to the Equipment hellforged plate armor (destroyed if brazen devil is
Str 22 (+19) Dex 30 (+23) Wis 27 (+21)
fountain gain resist 3 to all damage. Any character Con 18 (+17) Int 18 (+17) Cha 14 (+15) reduced to 0 hit points), trident
drinking from the fountain regains the use of second Equipment leather armor, longsword
wind. A character can benefit from the fountain in
this way just once per day.

December 20 09 | D u n g e o n 17 3
48
Those Once Loyal

C. Tracking Entire Challenge Stage 2: Chamber of Doors


These skills can be used at any point during the Beyond the passages, the adventurers come to a
the Devils challenge. massive chamber with one hundred doors scattered
Encounter Level 16 (7,000 XP) Secondary Skills: Insight, Perception, special. across the walls, floor, and ceiling. Inspecting any
Insight (DC 31): A character can make an Insight door reveals each door is locked.
What seems like a simple tower from the outside is in check at any point during the skill challenge to Primary Skills: Arcana, Thievery
fact a much larger, sprawling maze of rooms, stairs, remove 1 failure. This skill provides no successes. Arcana (DC 22): The character discerns Arcane
and passages. Without a guide, one can become lost Perception (DC 31): During each stage, a character Lock wards in the middle of the room, on the floor, or
among the hospital beds and sterile rooms as there can make a Perception check to locate signs left by on each door except the one the characters enter. This
are few landmarks or signposts to orient an explorer. the fleeing devils. A success grants a +2 bonus to skill skill can earn a maximum of 1 success.
The fleeing devils left signs to help navigate their way checks made during that stage. This skill provides no
back to the portal through which they emerged from successes.
the Platinum Dragons stronghold. Alert and careful Special: If an Empyron attendant survived and
adventurers can reach the portal before the devils accompanies the adventurers, the player characters
escape and gain an edge against the infernal trap gain a +2 bonus to all checks related to this skill
waiting for them. challenge.
Level: 25 (XP 7,000)
Complexity: 1 (requires 4 successes before 3
Stage 1: Passages
failures). Twisting and turning passages create a challenging
Primary Skills: This is a staged skill challenge. maze.
Each stage sees the characters moving through dif- Primary Skill: Dungeoneering
ferent parts of the Healing Hall and using different Dungeoneering (DC 26): The first successful check
primary skills to move on to the next part. earns the characters 1 success as the adventurers
navigate the passages and pick up the devils trail.
A failed check counts as a failure as the characters
become lost. A second Dungeoneering or Perception
check earns no additional success or failure but is
necessary to allow the characters to proceed to Stage
2. This skill can provide a maximum of 1 success.

December 20 09 | D u n g e o n 17 3
49
Those Once Loyal

Thievery (DC 31): The character picks the lock on a Stage 4: Shadowy Passage
door. A successful or failed Thievery checks counts as The stairs open onto a shadowy passage, corrupted by
a failure for the challenge. Eventually, the characters the devils presence. A pit fiend and its cronies pre-
will locate the open door. pare an ambush for the characters, but the characters
can sneak up on them and ruin the ambush.
Stage 3: Mounting Stairs Primary Skills: Stealth
Beyond the unlocked door is a steep, winding stair- Stealth (DC 33): The party must make a group
case. If the characters would catch the devils, they Stealth check. If the party gets three of more success-
must rush up the stairs. ful checks, they earn one success and foil the devils
Primary Skills: Athletics ambush. If the party doesnt get at least three suc-
Athletics (DC 17): The party must make a group cesses, the may still foil the devils ambush, but they
Athletics check. If the party gets three or more suc- may also face stiffer opposition. This skill can earn a
cessful checks, they earn one success and reach the maximum of 1 success.
top of the stairs. If the party doesnt get at least three
successes, the out of shape adventurers slow the Ending the Challenge
party down, but the group still reaches the top of the Success: The characters find the portal and
stairs. This skill can earn a maximum of 1 success. are not surprised by the ambush. If the characters
received no failures during the skill challenge, they
gain surprise against the enemies in tactical encoun-
ter D.
Failure: Each time the characters get a failure on
a skill check, add two more legion devil militants to
tactical encounter D. If the characters fail the skill
challenge overall, they still find the portal but they
are surprised by the devils in tactical encounter D
and the devils have reinforcements as noted above.

December 20 09 | D u n g e o n 17 3
50
Those Once Loyal

D. Covered Retreat reinforcements based on how the characters acquit- If the characters did not take a short rest after
ted themselves during the Tracking the Devils skill encounters A or B, read:
Encounter Level 26 (46,100 XP) challenge. A bronze-armored devil carries Amyria down the stairs into
the shining depression, as one shadowy fiend casts a smile
Setup When the characters enter the room, read: and a look your way before they both vanish into the light.
1 pit fiend (P) A veritable infernal army defends the strange platform
1 war devil mauler (W) commanding the chambers far side. Sinister red light wells Tactics
2 cambion hell thralls (C) up from a pit in the center illuminating a devil with scaly The devils aim is to prevent the characters from
4 legion devil militants (L) hide and a pair of cambions. Before the platform stands moving through the portal.
a hulking horned devil and armored, human-like devils Pit Fiend: The pit fiend begins by using infernal
If the characters won a victory in tactical encounter armed with longswords. White tiles cover the floor, walls, summons to add reinforcements to the legion devils,
C, the devils do not have surprise. Be sure to add and ceiling throughout the chamber. and spends its remaining actions using point of terror
and irresistible command. The pit fiend orchestrates
the battle, staying back and blowing up his minions

Pit Fiend (P) Level 26 Elite Soldier (Leader) R Irresistible Command (minor 1/round; at-will) Charm, Fire
Large immortal humanoid (devil) XP 18,000 Ranged 10; targets one devil of a lower level than the pit
Initiative +22 Senses Perception +23; darkvision fiend; the target slides 5 squares and explodes, dealing
Aura of Fear (Fear) aura 5; enemies in the aura take a 2 2d10 + 5 fire damage to all creatures in a close burst 2. The
penalty to attack rolls. exploding devil is destroyed.
Aura of Fire (Fire) aura 5; enemies that enter or start their Infernal Summons (standard; encounter)
turns in the aura take 15 fire damage. The pit fiend summons a group of devil allies. Summoned
HP 486; Bloodied 243 devils roll initiative to determine when they act in the
AC 44; Fortitude 42, Reflex 38, Will 40 initiative order and gain a +4 bonus to attack rolls as long as
Resist 30 fire, 15 poison the pit fiend is alive. They remain until killed, dismissed by
Saving Throws +2 the pit fiend (free action), or the encounter ends. Characters
Speed 12, fly 12 (clumsy), teleport 10 do not earn experience points for killing these summoned
Action Points 1 creatures. The pit fiend chooses to summon one of the
m Flametouched Mace (standard; at-will) Fire, Weapon following groups of devils:
Reach 2; +33 vs. AC; 2d10 + 11 fire damage, and ongoing 5 8 legion devil legionnaires (level 21), or
fire damage (save ends). 2 war devils (level 22), or
M Tail Sting (standard; at-will) Poison 1 war devil (level 22) and 4 legion devil legionnaires
Reach 2; +33 vs. AC; 1d6 + 11 damage, and the pit fiend (level 21)
makes a secondary attack against the same target. Secondary Tactical Teleport (standard; recharge 4 5 6) Teleportation
Attack: +29 vs. Fortitude; the target takes ongoing 15 poison The pit fiend can teleport up to 2 allies within 10 squares
damage and is weakened (save ends both). of it. The targets appear in any unoccupied squares within
M Pit Fiend Frenzy (standard; at-will) 10 squares of the pit fiend.
The pit fiend makes a flametouched mace attack and a tail Alignment Evil Languages Supernal
sting attack. Skills Bluff +27, Insight +23, Intimidate +27, Religion +24
R Point of Terror (minor; at-will) Fear Str 32 (+24) Dex 24 (+20) Wis 20 (+18)
Ranged 5; +30 vs. Will; the target takes a 5 penalty to all Con 27 (+21) Int 22 (+19) Cha 28 (+22)
defenses until the end of the pit fiends next turn. Equipment flametouched mace, noble signet ring

December 20 09 | D u n g e o n 17 3
51
Those Once Loyal

to wipe out the adventurers, teleporting allies where War Devil Mauler (W) Level 25 Soldier 2 Cambion Hell Thralls (C) Level 24 Controller
Large immortal humanoid (devil) XP 7,000 Medium immortal humanoid (devil) XP 6,050
they can be of the most use, and shredding the char-
Initiative +21 Senses Perception +17; darkvision Initiative +18 Senses Perception +17; darkvision
acters defenses until hes engaged, at which point he HP 235; Bloodied 117 HP 220; Bloodied 110; see also plague of hellfire
responds with melee attacks. AC 42; Fortitude 39, Reflex 37, Will 35 AC 38; Fortitude 34, Reflex 36, Will 38
War Devil Mauler: The war devil uses fiendish Resist fire 30 Resist 20 fire
Speed 8, fly 8 (clumsy) Speed 6, fly 8 (clumsy)
pursuit to land in the characters midst and keep them m Claw (standard; at-will) m Hellfire Blade (standard; at-will) Fire, Weapon
tied down while the legion devils move into position, Reach 2; +30 vs. Reflex; 3d8 + 9 damage, and the target is +26 vs. AC; 4d6 + 3 damage, and the target gains
using claw and hurl to scatter defenders and crackling grabbed. vulnerability 5 fire until the end of the cambions next turn.
m Crackling Trident (standard; at-will) Weapon R Soulburn (standard; at-will) Fire, Psychic
trident to destroy strikers.
Reach 2; +32 vs. AC; 4d6 + 4 damage plus ongoing 5 Ranged 20; +28 vs. Reflex; 1d6 + 9 fire and psychic
Cambion Hell Thralls: The cambions avoid lightning damage. damage, and ongoing 10 fire and psychic damage (save
melee and remain on the platform as long as pos- R Hurl (minor; at-will) ends).
sible. One leads with plague of hellfire while the other The war devil mauler throws a Medium or smaller target R Tortured Soul (immediate reaction, when a target fails a
it is grabbing: the grab ends and the war devil mauler saving throw to end the ongoing damage from soulburn;
uses soulburn. Once the characters have saved against
slides the target 8 squares. The war devil makes an attack at-will) Psychic
plague of hellfire, the other cambion repeats the attack. against the slid target and one creature adjacent to the Ranged 20; +28 vs. Will; the target is dazed until the end of
Legion Devil Militants: These devils work in target at the end of the slide: +30 vs. Reflex; 1d8 + 9 the cambions next turn. Effect: The target slides 3 squares.
damage, and the target is knocked prone. A Plague of Hellfire (standard; recharges when the cambion is
teams to keep their defenses high, while worrying
Fiendish Pursuit (move; recharges when the war devil mauler first bloodied) Fire, Psychic
anyone they can reach with their attacks. uses hurl) Area burst 1 within 10; targets enemies; +28 vs. Reflex;
The war devil mauler flies 8 squares and lands at the end 4d8 + 8 fire and psychic damage, the target takes ongoing
Features of the Area of this movement. All creatures adjacent to the war devil 10 fire damage and the target is held immobilized 6
mauler are marked until the end of its next turn. squares (30 feet) above the battlefield (save ends both).
Illumination: The portal sheds dim light in an 8
Alignment Evil Languages Supernal Aftereffect: The target falls and takes normal falling
square radius. Skills Intimidate +22 damage.
Ceiling: The ceiling here is 30 feet high. Str 29 (+21) Dex 25 (+19) Wis 21 (+17) Alignment Evil Languages Common, Supernal
Platform: A 15-foot tall platform commands the Con 27 (+20) Int 17 (+15) Cha 20 (+17) Skills Arcana +24, Bluff +26
Equipment trident Str 17 (+15) Dex 22 (+18) Wis 21 (+17)
far side of the room. The floor sinks to a depression at Con 20 (+17) Int 24 (+19) Cha 29 (+21)
the platforms center, first to a landing 15 feet below Equipment robes, dagger
the top of the platform, which makes it even with the
rest of the floor, and then to another landing 15 feet
below the last. A character can climb the platform
with a DC 17 Athletics check.
Stairs: All squares containing stairs are difficult
terrain.
Portal: A shimmering red portal, this gateway
connects to area 1 in Bahamuts Palace (see page 39).
Treasure: The pit fiend has treasure parcels A
and B.

December 20 09 | D u n g e o n 17 3
52
Those Once Loyal

4 Legion Devil Militants (L) Level 26 Minion Soldier Summoned War Devil Level 22 Brute (Leader)
Medium immortal humanoid (devil) XP 2,250 Large immortal humanoid (devil) XP
Initiative +16 Senses Perception +14; darkvision Initiative +17 Senses Perception +15; darkvision
HP 1; a missed attack never damages a minion. HP 255; Bloodied 127
AC 42; Fortitude 38, Reflex 37, Will 37 AC 35; Fortitude 34, Reflex 32, Will 30
Resist 20 fire Resist 30 fire
Speed 7, teleport 3 Speed 8, fly 8 (clumsy)
m Longsword (standard; at-will) Weapon m Claw (standard; at-will)
+34 vs. AC; 14 damage. +30 vs. AC (+26 vs. AC if pit fiend is killed); 1d6 + 8
Squad Defense damage.
The legion devil militant gains a +2 bonus to all defenses m Trident (standard; at-will) Weapon
when adjacent to at least one other legion devil. Reach 2; +30 vs. AC (+26 vs. AC if pit fiend is killed); 4d4
Alignment Evil Languages Supernal + 8 damage, ongoing 5 damage (save ends), and the target
Str 14 (+15) Dex 12 (+14) Wis 12 (+14) slides into any square adjacent to the war devil and is
Con 14 (+15) Int 10 (+13) Cha 12 (+14) knocked prone.
Equipment plate armor, heavy shield, longsword R Besieged Foe (minor; at-will)
Ranged sight; automatic hit; the target is marked, and
Summoned Legion Devil Level 21 Minion allies of the war devil gain a +2 bonus to attack rolls made
Legionnaire against the target until the encounter ends or the war devil
Medium immortal humanoid (devil) XP marks a new target.
Initiative +11 Senses Perception +11; darkvision R Devilish Transposition (move; at-will) Teleportation
HP 1; a missed attack never damages a minion. Ranged 20; the war devil and an allied devil within range
AC 37; Fortitude 33, Reflex 32, Will 32; see also squad defense swap positions.
Resist 15 fire R Fiendish Tactics (minor; recharge 5 6)
Speed 7, teleport 3 Ranged 10; affects up to 2 allied devils of the war devils
m Longsword (standard; at-will) Weapon level or lower; each target can take a move action or make
+30 vs. AC (+26 vs. AC if pit fiend is killed); 8 damage. a basic attack.
Squad Defense Alignment Evil Languages Supernal
The legion devil legionnaire gains a +2 bonus to its Skills Intimidate +20
defenses when adjacent to at least one other legion devil. Str 27 (+19) Dex 23 (+17) Wis 19 (+15)
Alignment Evil Languages Supernal Con 25 (+18) Int 15 (+13) Cha 18 (+15)
Str 14 (+12) Dex 12 (+11) Wis 12 (+11) Equipment trident
Con 14 (+12) Int 10 (+10) Cha 12 (+11)
Equipment plate armor, heavy shield, longsword

December 20 09 | D u n g e o n 17 3
53
Those Once Loyal

E. Hells Fury may be charged with watching the shining gate, but they Gusting Wind: Brutal winds scream and shriek
also recognize the danger posed by an approaching spell- as they blow across the outcropping. Each round, roll
Encounter Level 25 (35,000 XP) jammer. The howling winds cover any sounds of combat. 1d6. On a 6, a gust of wind makes an attack.

Setup When the characters step through the portal, read:


A Gusting Wind
The moaning winds gather strength as they howl around you.
5 Hells furies (H) The portal deposits you on a platform suspended in the sky.
Standard Action Area burst battlefield
Behind you, tall buildings constructed from white stone
Target: Each creature in the burst
Dispater set his consorts with an important task. These glitter in the bright light. Double doors some thirty feet away Attack: +28 vs. Fortitude, +2 against flying creatures
beautiful and terrible devils are to watch over the portal across an empty gulf grant access to the larger building. Hit: The target is pushed 1d6 squares toward area 3.
to ensure no unwelcome visitors arrive to disturb Dispa-
5 Hells Furies Level 25 Artillery
ters searching. The furies have watched the portal since When the characters see a fury, read: Medium immortal humanoid (devil) XP 7,000 each
the kidnappers arrived and now perch on the roofs, moni- Black-feathered angelic wings hold a pale, beautiful woman Initiative +21 Senses Perception +20; darkvision
toring as commanded. The furies do not like one another in the air. The wind whips her long black hair about her HP 176; Bloodied 88
AC 39 (41 while flying); Fortitude 37, Reflex 39 (41 while
and hurl vicious insults at each other to pass the time. face, but even through the unruly strands you can see her flying), Will 36; see also deft flier
The tactical map assumes the characters enter gleaming red eyes and curling smile. She raises a longbow Resist 20 fire
through the portal. If the characters arrive by some and nocks an arrow, causing it to ignite with unruly fire. Speed 6, fly 8 (hover); see also feathery escape
m Longsword (standard; at-will) Weapon
other means, expand the map as necessary. The furies
+20 vs. AC; 3d8 + 7 damage.
Perception Check r Longbow (standard; at-will) Fire, Weapon
DC 31: Light bends around a 15-foot wide area extending Ranged 20/40; +32 vs. AC; 2d10 + 9 damage, and ongoing
out from the platform on which you stand. 10 fire damage (save ends). If this attack hits a creature
already suffering from ongoing fire damage, this attack
instead deals 1d10 extra fire damage.
R Strafing Shot (standard; recharges when the Hells fury
Tactics misses with a longbow attack) Fire, Weapon
The Hells fury flies its fly speed and makes two longbow
The Hells furies avoid melee, staying back far enough
attacks against two different targets at any point during
that they can pepper the characters with longbow this movement.
attacks. During the first round, each fury targets a dif- R Iron Thorn (standard; encounter)
ferent character with iron thorn. Once they pin down Ranged 5; +30 vs. Reflex; 3d10 + 9 damage, and an iron thorn
appears in an unoccupied space adjacent to the target. The
their enemies, they use strafing shot to keep moving target cannot move more than 3 squares from the iron thorn
and out of their enemies reach. and grants combat advantage to all attackers (save ends).
C Feathery Escape (immediate reaction, when bloodied by an
Features of the Area attack; encounter) Fire, Teleportation
The Hells fury disappears in a cloud of fiery feathers: close
Force Bridge: An invisible bridge (area 2) made from burst 1; +28 vs. Reflex; 4d10+8 fire damage. Effect: The
force spans the gap. The bridge is impervious to damage. Hells fury teleports 10 squares.
Portal: The portal connects to the Hall of Healing Alignment Evil Languages Supernal
Str 25 (+19) Dex 28 (+21) Wis 17 (+15)
described in Part One (page 35). The portal provides
Con 20 (+17) Int 14 (+14) Cha 22 (+18)
concealment against ranged attacks. Equipment leather armor, longsword, longbow, quiver of 30 arrows

December 20 09 | D u n g e o n 17 3
54
Those Once Loyal

F. Devoted Guardians and paranoid; he despises Tiamat as much as ever, Quoriel hammers the characters with lightning bolt
but now sees Tiamats servants in anyone who comes and majestic rally when the angels of warding join the
Encounter Level 26 (46,500 XP) to call, including the player characters. The angels of fight.
warding, sequestered in their meditation chambers, Guardian Wyverns: The wyverns take to the air
Setup follow Quoriels lead. as well, flying to get above the adventurers and then
Quoriel (Q) blast them with purifying breath. While waiting for
2 guardian wyverns (W) When the characters enter the Canary Court- their attack to recharge, they use flyby attack unless
4 angels of warding (A) yard, read: bothered by a mobile character, at which point the
An open courtyard stretches before you. A twelve-foot-tall wyvern descends to nail the troublesome enemy with
Quoriel is charged with guarding the entrance to angelic being stands before the door, gripping a blackened a virulent sting.
the Halls of Reflection and has served the Platinum quarterstaff in his hands. White sand covers the floor, and Angels of Warding: When the angels of warding
Dragon for a thousand years. During this time, the unsettling images appear drawn in the dust: pentagrams, show up, they burst through the double doors above
angels loyalty was without question. Bahamuts death queer beasts, and worse. A promenade encircles the and leap down from the balcony (making Acrobatics
shook Quoriels resolve and made it possible for Dis- courtyard above, held aloft by wooden pillars with canaries checks) to take the fight to the characters. Each angel
pater to twist him to his service. Quoriel is confused carved in their surfaces. The angels ghostly features darken squares off against a different enemy, using hewing
as its white eyes blaze and it challenges the intruders: slash if it is blinded, but otherwise relying on fullblades
Despoilers, you dare enter Bahamuts sacred halls? to get the job done.

When the characters see the guardian wyverns, Features of the Area
read: Balcony: The balcony is 20 feet above the floor.
A winged, dragonlike creature drops from the balcony. Its No stairs or ladder grants access, though a character
long tail, equipped with a stinger, slashes the air around it. could climb a supporting pillar (DC 17 Athletics
check). The balcony blocks line of sight for characters
Perception Check underneath it.
DC 19: You hear a creaking noise coming from the Doors: The doors at the maps top along with
balcony above. the doors to the bottom are made from iron and are
accessed from the floor. They bear Bahamuts likeness
Tactics carved in bas-relief on their surfaces. The carvings
The angel is not up for conversation and attacks clutch the rings to open the doors in their hands. The
immediately. When Quoriel attacks, the guardian double doors on the left side can be accessed only by
wyverns above join in during the first round, followed the balcony. They are made from ash wood and bear
by the angels of warding at the start of round three. carvings similar to those on the iron doors below.
Quoriel: The archangel leads with overwhelming Draconic Carving: In area 4, a carving captures
presence and then spends an action point to use light- Bahamuts likeness in the wood. Evil and chaotic evil
ning bolt against one enemy he stunned. Quoriel then creatures take 15 radiant damage upon entering the
flies up 5 squares and hovers. Each round thereafter, carvings squares.

December 20 09 | D u n g e o n 17 3
55
Those Once Loyal

Quoriel Level 24 Elite Controller (Leader) 2 Guardian Wyverns (W) Level 25 Skirmisher 4 Angels of Warding (A) Level 23 Soldier
Large immortal humanoid (angel) XP 12,100 Large immortal beast (reptile) XP 7,000 each Medium immortal humanoid (angel) XP 5,100 each
Initiative +18 Senses Perception +19 Initiative +21 Senses Perception +22; low-light vision Initiative +18 Senses Perception +17
HP 438; Bloodied 219 HP 234; Bloodied 117 HP 210; Bloodied 105
AC 40 (38 when bloodied); Fortitude 34, Reflex 36, Will 38 AC 39; Fortitude 39, Reflex 37, Will 35 AC 38; Fortitude 35, Reflex 34, Will 35
Immune fear; Resist 15 radiant Resist 15 radiant Immune fear; Resist 15 radiant
Saving Throws +2 Speed 8, fly 12 (hover); see also flyby attack Speed 6
Speed 8, fly 12 (hover) m Bite (standard; at-will) m Fullblade (standard; at-will) Radiant, Weapon
Action Point 1 Reach 2; +30 vs. AC; 2d12 + 7 damage. +30 vs. AC; 2d12 + 7 damage (crit 6d12 + 31), and the
m Quarterstaff (standard; at-will) Radiant, Weapon m Claws (standard; at-will) target is marked until the end of the angel of wardings
Reach 2; +29 vs. AC; 2d8 + 11 damage. The guardian wyvern can attack with its claws only while next turn.
R Lightning Bolt (standard; at-will) Lightning flying; +30 vs. AC; 2d10 + 9 damage, and the target is M Holy Ban (minor; recharges when the angel of warding hits
Ranged 10; +28 vs. Fortitude; 2d10 + 9 lightning damage, knocked prone. with a fullblade attack)
and the target is dazed until the end of Quoriels next turn. M Virulent Sting (standard; at-will) Poison, Psychic Targets a creature the angel of warding has marked; the
M Avenging Strike (when an ally within 5 squares of Quoriel is Reach 2; +30 vs. AC; 2d10 + 9 damage, and the guardian target can only spend move actions to move, and not shift,
reduced to 0 hit points; at-will) wyvern makes a secondary attack against the same away from the angel of warding (save ends).
Quoriel shifts 2 squares and makes a melee basic attack as target. Secondary Attack: +28 vs. Fortitude; the target is C Hewing Slash (standard; requires fullblade; at-will)
a free action. immobilized and weakened (save ends both). Weapon
C Majestic Rally (standard; recharge 5 6 ) Radiant, M Flyby Attack (standard; at-will) Close burst 1; one creature; +30 vs. AC; 2d12 + 7 damage,
Thunder The guardian wyvern flies up to 12 squares and makes one and the angel of warding can repeat the attack against
Close burst 5; targets enemies; +28 vs. Will; 2d10 + 8 melee basic attack at any point during that movement. another creature in the burst.
radiant damage plus 2d10 thunder damage, and the target The guardian wyvern doesnt provoke opportunity attacks M Righteous Retaliation (immediate reaction, when an enemy
is weakened (save ends). Miss: Half damage. Effect: Any when moving away from the target of the attack. the angel of warding has marked ends its turn in a square
angel within the burst gains a +2 bonus to attack rolls until C Purifying Breath (standard; recharge 5 6 ) Fire, Radiant not adjacent to an angel of warding; recharges when first
the end of Quoriels next turn. Close blast 5; +27 vs. Reflex; 2d8 + 9 fire and radiant bloodied) Teleportation, Weapon
C Overwhelming Presence (standard; encounter) Radiant damage, and the target is blinded and takes ongoing 10 The angel of warding teleports to a square adjacent to the
Close burst 5; targets enemies; +28 vs. Will; 5d8 + 8 fire damage (save ends both). triggering enemy, makes a basic attack, and teleports to
radiant damage, and the target is stunned until the end of Alignment Unaligned Languages the square it vacated.
Quoriels next turn. Str 28 (+21) Dex 25 (+19) Wis 20 (+17) Angelic Presence (while not bloodied)
Alignment Evil Languages Supernal Con 26 (+20) Int 2 (+8) Cha 8 (+11) Any attack against an angel of warding takes a 2 penalty
Skills Insight +24, Religion +24 to the attack roll.
Str 21 (+17) Dex 22 (+18) Wis 25 (+19) Alignment Unaligned Languages Supernal
Con 19 (+16) Int 25 (+19) Cha 28 (+21) Skills Acrobatics +21, Insight +22, Intimidate +19
Equipment plate armor, quarterstaff Str 23 (+17) Dex 20 (+16) Wis 22 (+17)
Con 18 (+15) Int 11 (+11) Cha 16 (+14)
Equipment plate armor, fullblade

December 20 09 | D u n g e o n 17 3
56
Those Once Loyal

G. Bahamuts Throne Godforged Colossus (G)


Huge immortal animate (construct)
Level 29 Elite Brute
XP 30,000
Initiative +19 Senses Perception +26
Encounter Level 26 (45,000 XP) Reverberating Presence (Psychic) aura 5; an enemy that
starts its turn in the aura takes 20 psychic damage.
Setup HP 662; Bloodied 331
AC 43; Fortitude 48, Reflex 40, Will 45
1 godforged colossus (G)
Immune disease, fear, poison, sleep; Resist 30 force, 30
1 platinum seal (P) psychic
4 angels of great valor (A) Saving Throws +2
Speed 10
Action Points 1
A powerful guardian blocks further passage into the m Force Weapon (standard; at-will) Force, Psychic, Weapon
Halls of Reflection. Reach 3; +32 vs. AC; 4d12 + 5 force damage, and the
colossus makes a secondary attack against the same
target. Secondary Attack: +25 vs. Will; 3d6 psychic damage,
When the characters enter this room, read:
and the target is stunned until the end of the godforged
A massive throne on the side opposite the entrance holds a colossuss next turn.
twenty-foot-tall alabaster statue of a powerful dragonborn M Defensive Strike (immediate reaction, when an enemy
moves adjacent to the godforged colossus; recharge 5 6)
warrior. Its stony hand rests on the sword lying across
Psychic
its lap. At the thrones base, between the statues legs, is +32 vs. AC; 4d12 + 15 damage plus 3d6 psychic damage,
a platinum disk engraved with a dragons likeness. Light Tactics and the colossus makes a secondary attack against the
shining through windows piercing the dome illuminates same target. Secondary Attack: +30 vs. Fortitude; the target
The angels distract the characters and sweep down is pushed 5 squares, knocked prone, and dazed (save
four flying angels. from above to attack with greatswords. The colossus ends).
uses voice of the demiurge and then force missiles against R Force Missile (standard; at-will) Force
The construct remains inert until the characters characters reluctant to close. It uses force weapon
Ranged 20; +30 vs. Reflex; 3d10 + 3 force damage, and the
attack any angel or they come within 5 squares of the target is pushed 5 squares.
against those who do close. C Voice of the Demiurge (standard; encounter) Psychic
platinum seal. When the characters meet either con- Close burst 10; targets enemies; +26 vs. Will; 3d8 + 11
dition, the construct animates and attacks. Features of the Area psychic damage, and the target is stunned until the end of
the godforged colossuss next turn.
Ceiling: The ceiling is 30 feet high. Alignment Unaligned Languages
Treasure: Piled on the thrones arms are parcels Str 40 (+29) Dex 21 (+19) Wis 34 (+26)
C, D, and E. Con 31 (+24) Int 4 (+11) Cha 17 (+17)

December 20 09 | D u n g e o n 17 3
57
Those Once Loyal

Platinum Seal (P) Level 25 Warder 4 Angels of Great Valor (A) Level 25 Minion Skirmisher
Trap XP 7,000 Medium immortal humanoid (angel) XP 1,750 each
A shining platinum disk, ten feet in diameter, stands in the Initiative +18 Senses Perception +14
center of a marble surface. HP 1; a missed attack never damages a minion
AC 39; Fortitude 39, Reflex 34, Will 33
Trap: A massive platinum disk bars passage through the portal Immune fear; Resist 15 fire, 15 radiant
in the mighty thrones base. Speed 6, fly 9 (hover)
Perception m Greatsword (standard; at-will) Fire, Weapon
No check is necessary to notice the platinum seal. +30 vs. AC; 14 fire damage.
Additional Skill: Arcana, Religion Alignment Unaligned Languages Supernal
DC 26: The character identifies the platinum seals Str 28 (+21) Dex 18 (+16) Wis 14 (+14)
dangers. Con 18 (+16) Int 12 (+13) Cha 16 (+15)
DC 31: The character gains a +2 bonus to checks made to Equipment chainmail, greatsword
disable the trap.
Trigger
When a creature enters or starts its turn in a square
within 5 squares of the platinum seal, the trap attacks.
Attack Psychic, Radiant
Opportunity Action Close burst 5
Target: The triggering creature
Attack: +28 vs. Fortitude
Hit: 2d6 + 9 psychic and radiant damage, and the target
teleports to a space adjacent to the godforged colossus.
Miss: Half damage.
Countermeasures
Destroying the godforged colossus also disables the trap.
A character adjacent to the platinum seal can engage in a
skill challenge to disable the trap and unlock the door. DC
26 Arcana or Religion, or DC 31 Thievery. Complexity 1
(4 successes before 3 failures). Success disables the trap.
Failure cause the platinum seal to make an attack against
each creature in a close burst 5: +28 vs. Fortitude; 4d8 +
9 psychic and radiant damage, and the target is stunned
until the end of its next turn.

December 20 09 | D u n g e o n 17 3
58
Those Once Loyal

H. No Sanctuary devil militants (one of whom is missing a hand) to Eye of Bahamut (E)
Trap
Level 26 Solo Blaster
XP 45,000
clear the passage.
A strange, many-faceted gem in the center of the chamber sud-
Encounter Level 26 (45,000 XP)
Features of the Area denly emits blasts of blinding light.

Setup Ceiling: The ceiling in area 10 is 40 feet high,


Trap: A glittering diamond set in a Huge stone statue flashes
with light. When a creature draws too close, the light
Eye of Bahamut (E) while the ceilings in areas 6, 8, and 9 are 30 feet intensifies to scorch the infidel.
high. Perception
DC 26: The character notices the shining jewel.
Bahamuts most private sanctum stands below a Hidden Entrance: Once the trap moves off the
Additional Skill: Arcana
dangerous trap. An enormous statue made from solid pedestal, it reveals a yawning black hole that drops 50 DC 31: The character recognizes the eye of Bahamut for
platinum comes to life when anyone other than an feet to area 11. Luring the trap off its base also trig- what it is.
individual permitted by Bahamut comes too close. gers tactical encounter I (following page). Initiative +13
Trigger
Dispater used his servants to lure the statue into the When a creature enters a square within 5 squares of
hall and once past, he and his cronies slipped behind the Huge statue, the statue animates, rolls initiative,
it to enter Bahamuts sanctum. After the statue and makes an attack on its turn to include the triggering
creature in the blast. For a move action, the statue shifts 2
dispatched Dispaters servants, it moved back to its
squares.
normal position, thus trapping the archdevil and his Attack Radiant
servants inside the now impregnable vault. Standard Action Close blast 5
Effect: The trap makes an attack to catch the most creatures it
can in the blast.
When the characters can see into room 10, read: Target: Each creature in blast
A platinum dragon, or at least a statue, stands on a Attack: +29 vs. Fortitude
pedestal in a cramped rooms center. It stands nearly Hit: 4d10 + 5 radiant damage, and ongoing 5 radiant damage
and the target is stunned (save ends both).
twenty-five feet tall, wings outstretched and eyes glittering
Aftereffect: The target is dazed (save ends).
in the soft white light. Countermeasures
An adjacent character can climb onto the statue by
Perception Check succeeding on a DC 26 Athletics check. A character on
the statue moves with the statue when it moves. Such a
DC 26: A burned and severed hand lies on the floor near character can engage in a skill challenge to detach the eye
the statues base. of Bahamut from the statue and thus disable the trap. DC
31 Thievery. Complexity 1 (4 successes before 3 failures).
Tactics Success detaches the gem (see treasure, below) and
disables the trap. Failure causes the eye of Bahamut to
The trap is mindless and responds as it was designed. explode: close burst 8; targets all creatures in burst; 4d10
Once triggered, the trap blasts the characters but + 5 radiant damage, and ongoing 30 radiant damage (save
doesnt move from its position unless there are no ends).
A character can attack the gem (AC 38; Fortitude 38,
creatures it can hit with the blast. Should this happen, Reflex 38; hp 540 hit points). When reduced to 0 hit
the trap advances on the characters, thus freeing points, the eye of Bahamut explodes as described above.
Dispater and his allies from area 11. Dispater doesnt
emerge right away, but instead sends up his legion

December 20 09 | D u n g e o n 17 3
59
Those Once Loyal

I. Accidental Questions and Answers Tactics


The Lord of Dis sells out Dakranad with little Dispater fights to destroy the characters, fleeing only
Prisoners remorse. The archdevil wants Amyria for himself, but if reduced to 300 hit points or less.
Encounter Level 29 (76,250 XP) the dragon has given him precious few opportunities Dispater: Dispater uses gates of Dis to arrange the
to claim her. Dispater fears his chance at divinity may battlefield to his liking. He uses the walls to keep the
Setup have passed and worries that Dakranad may succeed characters from engaging him. Once so protected,
Dispater (D) where he has failed. Thus, Dispater gives the charac- he uses inveigle to dominate strikers and turn their
1 infernal ironguard (I) ters what they need to know without a fight. attacks against their allies. While waiting for inveigle
2 legion devil militants (L) to recharge, he strikes using scathing rod.
Provided the characters give Dispater a chance, Infernal Ironguard: The ironguard moves back
Dispater and his allies found themselves trapped he says: to take a position next to Dispater, where he uses stab
inside the vault when the Eye of Bahamut returned to Ah, we meet again. It appears you have me at a and smash against any enemy that comes too close.
its seat on the pedestal (encounter H). Dispater would disadvantage, but dont let my discourtesy hamper our Legion Devil Militants: The legion devils rush
eventually blast his way free or use a ritual to escape, reunion. I imagine you are looking for the vessel. Amyria the characters, putting themselves between their ene-
but the items in the room have captured his attention. was her name, correct? Im afraid we are all too late. The mies and their master. If a character slips past them,
When the characters trigger the trap in the room dragon has her, and he plans to take Bahamuts mantle for they teleport to maintain their blocking positions.
above, he seizes the chance to escape. himself.
Features of the Area
When the characters can see into room 11, read: If the characters have not already traveled to Ceiling: The ceiling is 50 feet above the daises
The hole in the floor opens onto a dais some thirty feet Torzak-Belgirn, read: and 60 feet above the floor elsewhere.
below. There, steps lead down into a large gallery with more Where did he go? A place called the Soulforge. Hes chasing Dais: Wards protect the daises.
daises throughout the room, each containing oddities and after a creation spark, the essence of divinity. Where is
treasures alike. Creatures in this room include a hulking this place? I cant tell you, because I simply dont know. It
warrior clad in plate armor and smaller, nervous-looking sounds dwarven, so the Rainfather might be the natural
devils. The figure capturing your attention is a tall, slender place to look. Now, if you dont mind, I have pressing
man with a smooth head. He might pass for human if not business of my own, and I must be on my way.
for his cloven hooves, tail, and horns jutting from his brow.
If the characters have already traveled to Torzak-
Dispater is powerful, but hes not willing to risk his Belgirn, read:
life in a needless fight against the characters. Dispater Im sure Dakranad has the creation spark by now. But dont
is amenable to discussion if it means his escape. How- worry, my friends. The Platinum Dragon will return, even
ever, he can see through most ruses and if it seems if not in the form you hoped for. Where is he headed? The
the characters intend to destroy him, he fights his way Bridge of al-Sihal, Id imagine. Now, if you dont mind, I
free. have pressing business of my own, and I must be on my
way.

December 20 09 | D u n g e o n 17 3
60
Those Once Loyal

m Warded Dais Dispater Level 28 Solo Controller (Leader) Infernal Ironguard Level 25 Soldier
Medium immortal humanoid (devil) XP 65,000 Large immortal humanoid (devil) XP 7,000
Violet lightning crackles around the dais, throwing you back-
Initiative +20 Senses Perception +21; darkvision Initiative +21 Senses Perception +21; darkvision
ward with agonizing force.
HP 1,295; Bloodied 647 Guarding Presence aura 1; allies with the devil keyword that
At-Will Force, Lightning AC 45; Fortitude 41, Reflex 43, Will 42 are in the aura gain a +2 bonus to AC and Reflex defense.
Opportunity Action Melee Resist 30 fire HP 234; Bloodied 117; see also Dis shield
Trigger: A non-dragon creature enters a dais square. Saving Throws +5 AC 41; Fortitude 39, Reflex 37, Will 37
Target: The triggering creature Speed 6, teleport 10 Speed 6, fly 8
Attack: +32 vs. Fortitude Action Points 2 m Stab and Smash (standard; at-will) Weapon
Hit: 3d8 + 10 force and lightning damage, and the target is m Smiting Rod (standard; at-will) Weapon Reach 2; +32 vs. AC; 2d12 + 9 damage, and the target is
pushed 2 squares. Requires rod of Dispater; +34 vs. AC; 2d8 + 10 damage pushed 5 squares and is knocked prone.
Miss: Half damage, and the target is pushed 2 squares. (crit 8d8 + 10), and the target is pushed 2 squares and M Protect at any Cost (immediate interrupt, when an adjacent
dazed (save ends). ally is the target of an attack that does not include the
Treasure: Dispater managed to destroy one ward. M Blasphemous Reply (immediate reaction, when hit by a infernal ironguard; at-will)
The safe dais holds treasure parcels F, G, and H. melee attack; at-will) Thunder +30 vs. Reflex; 1d4 + 9 damage, and the target is pushed 5
Targets the attacker; +32 vs. Will; 3d8 + 10 thunder squares, and is knocked prone.
Characters who defeat Dispater also gain the rod of
damage, and the target is pushed 1 square. Dis Shield
Dispater. R Scathing Rod (standard; at-will) Acid, Implement While not bloodied, an infernal ironguard gains a +2
Requires rod of Dispater; ranged 20; +32 vs. Reflex; 2d8 + bonus to all defenses against divine attack powers. While
Rod of Dispater Level 28 10 acid damage, and the target takes a 2 penalty to attack bloodied, it takes a 2 penalty to all defenses against divine
rolls until the end of Dispaters next turn. attack powers.
A symbol of Dispaters authority, this adamantine rod is
R Inveigle (standard; recharge 4 5 6) Charm, Psychic Alignment Evil Languages Supernal
shaped like two serpents entwined together. It grants the power
Ranged 20; +32 vs. Will; 2d8 + 10 psychic damage, and Str 28 (+21) Dex 24 (+19) Wis 19 (+16)
to scour foes with acid.
the target slides 3 squares and is dominated (save ends). Con 26 (+20) Int 10 (+12) Cha 24 (+19)
Implement (Rod) 2,125,000 gp Aftereffect: The target is dazed until the end of its next turn. Equipment plate armor, heavy shield, bastard sword
Enhancement: Attack rolls and damage rolls A Gates of Dis (minor; at-will) Conjuration, Fire
Critical: +6d8 per plus Area wall 10 within 20 squares. Dispater conjures a lattice 2 Legion Devil Militants (L) Level 26 Minion Soldier
Property: The rod functions as a +6 mace as well as an of scalding iron that lasts until the start of his next turn. Medium immortal humanoid (devil) XP 2,250
implement. The wall blocks movement and line of effect, but it does Initiative +16 Senses Perception +14; darkvision
Power (At-Will): Free Action. Trigger: You hit with a melee not block line of sight. Creatures that end their turns HP 1; a missed attack never damages a minion.
attack using the rod. Effect: The target is pushed 2 squares adjacent to the wall take 10 fire damage. Creatures pulled, AC 42; Fortitude 38, Reflex 37, Will 37
and dazed (save ends). pushed, or slid adjacent to the wall take 20 fire damage. Resist 20 fire
Power (At-Will Acid, Implement): Standard Action. Effect: The wall is 4 squares high and cannot be destroyed. Speed 7, teleport 3
Make a ranged 20 attack; Intelligence vs. Reflex; 2d8 + Diabolic Awe (free 1/round, when an enemy within 10 squares m Longsword (standard; at-will) Weapon
Intelligence modifier acid damage, and the target takes a 2 becomes bloodied or takes a critical hit; at-will) Fear, +34 vs. AC; 14 damage.
penalty to attack rolls until the end of your next turn. Healing Squad Defense
The enemy is pushed 3 squares away from Dispater and is The legion devil militant gains a +2 bonus to all defenses
dazed until the end of Dispaters next turn. Creatures with when adjacent to at least one other legion devil.
the devil keyword within 10 squares of Dispater regain 20 Alignment Evil Languages Supernal
hit points. Str 14 (+15) Dex 12 (+14) Wis 12 (+14)
Alignment Evil Languages Supernal Con 14 (+15) Int 10 (+13) Cha 12 (+14)
Skills Arcana +29, Bluff +28, History +29, Insight +26, Equipment plate armor, heavy shield, longsword
Religion +29
Str 22 (+20) Dex 23 (+20) Wis 24 (+21)
Con 27 (+22) Int 30 (+24) Cha 29 (+23)
Equipment scarlet robe, rod of Dispater

December 20 09 | D u n g e o n 17 3
61
Those Once Loyal

J. Finding Finding the Soulforge Stage One:


The answers you seek are here, somewhere, and persistence Exploring Torzak-Belgirn
the Soulforge and courage will show the way. Somewhere in this city, you will find the Soulforge or at
Encounter Level 25 (35,000 XP) This skill challenge unfolds in three stages. The first least the way to it.
stage sees the characters exploring Torzak-Belgirn, Primary Skills: Diplomacy, Perception,
Setup looking for someone who might know the Soulforges Streetwise
Having done some initial information gathering from location. The second stage begins when the charac- Secondary Skills: Bluff, Religion
either Kalad or from the exalted working in Torzak- ters win an audience with Ghoren, a mighty smith Bluff (DC 31): This check provides no successes. If
Belgirn, the characters discover that Moradins proxy and ancient champion who rules the city in Moradins the characters fail a Stealth check, one character may
works in a hidden place called the Soulforge. So name. The characters must persuade the mayor to make a Bluff check to cancel the failure. Up to two
sacred is this site that its location remains a secret reveal the Soulforges secret location. The final stage characters can aid on this check.
even from Moradins most trusted colleagues. Many sees the characters descending the mountainside to Diplomacy (DC 26): The characters persuade the
smiths and workers, however, know rumors and leg- reach the Rainfathers Beard, the legendary entrance functionaries who restrict access to the lord that
ends that might point the way. to the mythical forge. they have legitimate business and to let them past. A
Level: 25 (XP 35,000) successful check earns 2 successes. A failed check,
When the characters first arrive at Torzak- Complexity: 5 (requires 12 success before 3 fail- in addition to counting as a failure, increases future
Belgirn, read: ures) Once the characters accumulate four successes, Diplomacy DCs by 2 for the duration of the skill chal-
A fabulous city crowns the mountain. Smoke and steam they move to the next stage. lenge. Up to four characters can aid on this check.
rise from forges and workshops scattered across dozens This skill can yield up to 4 successes (from two skill
of metal platforms. Staircases and bridges connect the checks).
different areas, granting access to the many factories as Perception (DC 17): The character spots a massive
well as the homes, inns, and shops crowding this strange forge situated higher than all others. Strange con-
community. If Moradin is to be found, surely these people structs patrol its perimeter. In addition to counting
would know where. as a success, a successful check opens up the Stealth
skill. This skill can provide a maximum of 1 success.
Religion Check Religion (DC 17): The character recalls Torzak-
DC 24: Torzak-Belgirn is also known as Moradins Forge, Belgirn is where those chosen by Moradin are invited
and it is where his most devoted followers honor the god to spend their time in the afterlife. A success by 5 or
through the ingenious works they create. Moradin has a more reveals that Moradin can sometimes be found
forge here, though there are rumors of another hidden here, but he is often away at a hidden forge some-
somewhere in the mountain. where in the mountain. A success by 10 or more
reveals that Moradins personal forge is known simply
as the Soulforge. A success by 15 or more reveals
Lord Ghoren to be the proxy ruler here; if anyone
would know where the Soulforge might be found, it

December 20 09 | D u n g e o n 17 3
62
Those Once Loyal

would be him. This skill can provide a maximum of 1 Stage Two: Perception (DC 17): The character notices that Lord
success. Audience with Lord Ghoren Ghoren wears exceptionally fine armor. This skill
Stealth (DC 26): The characters must make success- An angry dwarf with a long gray beard that gathers in earns no successes.
ful Perception and Streetwise checks before they can a pile beneath his feet leans forward on his throne, his Religion (DC 17): The character recalls Moradins
attempt this skill. With this check, the characters try exquisite armor creaking. character and exploits, citing examples about Mora-
to infiltrate Lord Ghorens keep. This is a group check Primary Skills: Bluff, Diplomacy, Insight dins virtue to help show that the characters have
requiring each participating character to make a Secondary Skills: Intimidate, Perception, Reli- common cause with the god. The characters must
Stealth check. If half or more succeed, the characters gion, special have earned at least 1 success with Diplomacy before
earn 2 successes toward the challenge. A second suc- Special: Characters who are worshippers of Mora- using Religion will count as a success. This skill can
cessful attempt earns the characters 1 more success din gain a +2 bonus on skill checks made during this earn a maximum of 1 success.
as they sneak past the guards and into Lord Ghorens stage. Characters who complement Lord Ghoren on
chambers. This check can earn a maximum of 3 suc- his fine armor gain a +2 bonus on Diplomacy checks
cesses. Failure on either attempt earns 3 failures for made during this stage.
the group, but these can be removed with immediate Bluff (DC 26): The character tries to conceal the
Bluff checks (see above). If an immediate Bluff check partys true purpose for seeking out the Soulforge. Up
fails, the skill challenge fails. to four characters can aid on this check. This skill can
Streetwise (DC 17): The characters ask around provide a maximum of 4 successes. Once a character
about the Soulforge. A successful check turns up uses Bluff, all characters have a 2 on Diplomacy
nothing definitive, but the characters do learn that checks.
Lord Ghoren would know the answer and where this Diplomacy (DC 26): The characters ask for aid
lord might be found. A character who succeeds by 5 in their mission, using honesty and their missions
or more learns the name of an unhappy functionary seriousness to sway the lord to their side. Up to four
who lets anyone meet the lord as a petty vengeance characters can aid on this check. This skill can earn
for some past slight, thereby granting the characters a maximum of 4 successes. Once a character uses
1 extra success. A success by 10 or more also reveals Diplomacy, all characters have a 2 on Bluff checks.
that those who complement Lord Ghoren on his Insight (DC 26): You see into the lords heart and
craftsmanship can go far with him. Up to four char- realize that the dwarf wants only to serve Moradin to
acters can aid on this check. This skill can earn a the best of his ability. The first success with this skill
maximum of 2 successes. reveals that Ghoren takes pride in his armor, while
the second success reveals Intimidates futility. This
skill can earn a maximum of 2 successes.
Intimidate: Lord Ghorens duty outweighs any
threats that the characters can put against him. Each
Intimidate check counts as 1 failure.

December 20 09 | D u n g e o n 17 3
63
Those Once Loyal

Stage Three: can aid on this check. Streetwise skill can be used
To Rainfathers Beard only after a successful Religion skill check. This skill
The entrance to the Soulforge lies beyond Rainfathers can earn a maximum of 2 successes.
Beard, a waterfall near the mountains base. Success: The adventurers reach the Rainfathers
Options: Characters can reach the Rainfathers Beard, where they must face the elemental guardian
Beard by one of two ways. They can use the spelljam- charged with protecting the entrance.
mer if they have it and simply fly down, or they might Failure: What happens when the characters fail at
just climb down the mountain. the skill challenge depends on where they acquire the
Primary Skills: Arcana, Athletics, Religion, last failure.
Streetwise, special Stage One: The characters get an audience with
Secondary Skills: Acrobatics, Endurance Ghoren. Remove all failed checks and move forward
Acrobatics: A character can substitute an Acrobatics to the next stage. Ghoren learns of the characters
check for an Arcana check when flying down to Rain- efforts to locate the Soulforge and warns the aspect.
fathers Beard. Add two slaughterstone hammerers to tactical
Arcana (DC 26): Characters flying to Rainfathers encounter N, The Forgeworks (page 70).
Beard must succeed on two Arcana checks to pilot Stage Two: The characters fail to impress Ghoren
the spelljammer through dangerous terrain. A failed and earn his enmity. Five slaughterstone hammerers
Arcana check deals 50 damage to the spelljammer in attack the characters in his throne room. If the charac-
addition to counting as a failure. One character can ters defeat the constructs, Ghoren grudgingly reveals
aid on this check. This skill can earn a maximum of 2 the location of the Soulforge. Proceed with stage three.
successes. Stage Three: The characters reveal themselves
Athletics (DC 31): Parties climbing down the moun- during their descent. Add two storm gorgons to tacti-
tain must make a group Athletics check. In order to cal encounter K (The Rainfathers Thrall, next page)
count as a success, at least half the party must suc- and the characters are automatically surprised.
ceed. Failure of the group check earns 1 failure on
the challenge and also results in everyone losing 1
healing surge. This skill can earn a maximum of 2
successes.
Religion (DC 31): The character recalls a legend
about the Rainfathers Beard being near Moradins
Hands. A success here opens up use of the Streetwise
skill. This skill can earn a maximum of 1 success.
Streetwise (DC 26): Asking after Moradins Hands
and Rainfathers Beard reveals a probable location. A
success by 10 or more grants a much more accurate
location and an extra success. Up to four characters

December 20 09 | D u n g e o n 17 3
64
Those Once Loyal

K. The Rainfathers Features of the Area


Cupped Hands: An enormous carving depicts
Thrall cupped hands that catch the waterfall as it continues
Encounter Level 27 (58,000 XP) down the mountainside. Squares on the hands are
slippery and count as difficult terrain. The water
Setup inside the cupped hands is 30 feet deep near the
1 storm titan (T) center.
4 storm gorgons (G) Runoff: Water spills from the cupped hands and
flows toward the cliff. Runoff squares count as dif-
The storm titan lairs in the pool formed by the ficult terrain, and any creature that starts its turn in a
cupped hands while storm gorgons crop at the nearby runoff square must make a DC 17 Athletics check as
grass. When the characters arrive at this site, the a free action or slide 2 squares toward the cliff.
storm titan rises from its watery lair. Cliff: The cliff overlooks another waterfall that
crashes 120 feet to another pool. A creature that falls
When the characters arrive at this area, read: takes 12d10 damage on landing.
Rainfathers Beard tumbles down the cliffs face into a Waterfall: Snowmelt and rain supply the water of
frothing pool formed by two enormous, stone hands. Four this thundering fall. Squares adjacent to the waterfall
gray bulls crackling with lightning stand on the nearby are lightly obscured.
green. A titanic humanoid rises from the center of the pool,
m Thundering Waterfall
sending waves to spill over the hands. It has midnight blue
Frothing water tumbles down from misty heights to crash
skin and long green hair. It draws a massive blade from the amid the cupped hands.
pool as it roars in anger. At-Will
Opportunity Action Melee
Tactics Trigger: A character enters or starts its turn in a square
containing the waterfall.
The storm titan hovers above the pool, using howling
Target: The triggering creature
winds and hurl thunderbolt to knock the characters Attack: +30 vs. Fortitude
from the cliff. It uses roaring greatsword against any Hit: The target is knocked prone and slides into the closest
unoccupied square in cupped hands.
character who comes within reach. The storm gor-
Miss: The target gains concealment and cover while in this
gons fly outside the storm fury aura to trample and square.
gore the adventurers. All creatures here fight until
destroyed.

December 20 09 | D u n g e o n 17 3
65
Those Once Loyal

Storm Titan (T) Level 27 Elite Controller 4 Storm Gorgons (G) Level 26 Skirmisher
Huge elemental humanoid (aquatic, giant) XP 22,000 Large elemental beast XP 9,000 each
Initiative +19 Senses Perception +22 Initiative +21 Senses Perception +19; truesight 6
Storm Fury (Lightning, Thunder) aura 4; any creature that Tempests Fury (Lightning) aura 5; any creature that enters or
enters or begins its turn in the aura takes 10 lightning starts its turn in the aura takes 20 lightning damage.
and thunder damage; creatures other than storm giants HP 248; Bloodied 124
and storm titans treat the area within the aura as difficult AC 42; Fortitude 40, Reflex 35, Will 35
terrain and cannot fly. Immune knocked prone, pull/push/slide; Resist 20 lightning,
HP 506; Bloodied 253 20 thunder
AC 43; Fortitude 43, Reflex 38, Will 38 Speed 8, fly 10 (hover); see also mobile melee attack
Resist 30 lightning, 30 thunder m Gore (standard; at-will) Thunder
Saving Throws +2 +31 vs. AC; 1d10 + 12 damage plus 2d8 thunder damage,
Speed 8, fly 10 (hover), swim 8 and the target is pushed 2 squares and knocked prone.
Action Points 1 M Mobile Melee Attack (standard; at-will)
m Roaring Greatsword (standard; at-will) Lightning, The storm gorgon can move up to half its speed and make
Thunder one melee basic attack at any point during that movement.
Reach 3; +32 vs. AC; 2d6 + 11 damage plus 2d8 lightning The storm gorgon doesnt provoke opportunity attacks
and thunder damage. when moving away from the target of its attack.
M Double Attack (standard; at-will) Lightning, Thunder, M Trample (standard; at-will)
Weapon The storm gorgon can move up to its speed and enter
The storm titan makes two roaring greatsword attacks. enemies spaces. This movement provokes opportunity
R Hurl Thunderbolt (standard; at-will) Lightning, Thunder attacks, and the gorgon must end its move in an
Ranged 10; +30 vs. Reflex; 3d6 + 6 lightning and thunder unoccupied space. When it enters an enemys space, the
damage, and the target is pushed 3 squares and dazed gorgon makes a trample attack: +29 vs. Reflex; 1d10 + 10
(save ends). damage, and the target is knocked prone.
C Howling Winds (standard; recharge 4 5 6) Thunder C Storming Breath (standard; recharge 6) Lightning,
Close burst 4; +30 vs. Fortitude; 2d12 + 6 thunder Thunder
damage, and the target is pushed 4 squares and knocked Close blast 5; +29 vs. Fortitude; 2d10 + 20 lightning and
prone. Miss: Half damage, and the target is pushed 1 thunder damage.
square. Alignment Unaligned Languages
Alignment Evil Languages Giant, Primordial Str 30 (+23) Dex 22 (+19) Wis 23 (+19)
Skills Diplomacy +24, Intimidate +24 Con 32 (+24) Int 2 (+9) Cha 8 (+12)
Str 33 (+24) Dex 22 (+19) Wis 19 (+17)
Con 29 (+22) Int 14 (+15) Cha 22 (+19)
Equipment greatsword

December 20 09 | D u n g e o n 17 3
66
Those Once Loyal

L. A Thousand Teeth characters hang back and pepper it with ranged Morgol the Undying Level 26 Solo Brute
Gargantuan immortal beast (reptile), hydra XP 45,000
attacks, it squeezes into the adjacent chamber where
Initiative +19 Senses Perception +23; all-around vision
Encounter Level 26 (45,000 XP) it can best catch the characters with its hydra fury HP 980; Bloodied 490; see also regenerating heads
attack. Morgol the Undying fights to the death. AC 38; Fortitude 40, Reflex 36, Will 36
Setup Saving Throws +5

Morgol the Undying (M) Features of the Area Speed 6


Action Points 2
Illumination: Dim light. Fiery veins in the walls m Bite (standard; at-will) Radiant
An ancient hydra lairs here and protects the Soul- shed dim illumination throughout these caverns. Reach 4; + 31 vs. AC; 2d8 + 10 damage plus 1d8 radiant
damage.
forge from unwanted visitors. Ceiling: The ceilings throughout these caves are
M Hydra Fury (standard; at-will)
50 feet high. Morgol makes five bite attacks, plus an additional attack
When the characters can see the hydra, read: Steps: Granite shelves serve as steps that descend for each head it has grown (see regenerating heads). A
A great serpent with five heads roars in outrage and or ascend to other caves. Squares containing steps target hit by more than one bite attack in a round takes 10
extra damage.
lumbers forward, jaws snapping, red eyes gleaming. count as difficult terrain. M Rampage (standard; recharges when a critical hit is scored
Stalactites: Sharp stalactites hang throughout against Morgol)
Perception these caves, though no stalagmites emerge from the Morgol makes one bite attack against each enemy within
its reach. On a hit, the target also takes ongoing 10
DC 17: There are no stalagmites on the floor, but floor (the hydra cleared these). Each ceiling square
damage (save ends).
stalactites hang from the ceiling by the score. in a natural cavern contains one stalactite. A creature Heroslayer
can break off a stalactite by using the following ter- While Morgol is marked, it gains a +2 bonus to attack rolls
Tactics rain power. and a +10 bonus to damage rolls against the creature that
marked it.
Morgol the Undying is too to big maneuver through
r Falling Stalactite Single Use Terrain Many-Headed
these tunnels easily, so the hydra holds its position, Each time Morgol would become dazed or stunned, it
The stalactite ends at a sharp point. With the right pressure,
relying on its reach to bite the characters. Should you might break it free to send it down and impale any crea-
instead loses one attack while using hydra fury during its
next turn. Morgol can be dazed or stunned multiple times.
ture below it.
Regenerating Heads
Single-Use (per square) When Morgol first reaches 735, 490, and 245 hit points, a
Standard Action Ranged head is destroyed. At the start of Morgols next turn after a
Check: Strength check, DC 31 head is destroyed, two heads grow in the lost heads place,
Effect: The stalactite falls and makes an attack. and Morgol gains an additional bite attack with hydra fury.
Target: One creature below the stalactite Threatening Reach
Attack: +29 vs. Reflex Morgol can make opportunity attacks against all enemies
Hit: 1d8 + 9 damage, and the target is immobilized. within its reach (4 squares).
Miss: The square is filled with rubble and counts as difficult Alignment Unaligned Languages
terrain until cleared. Str 26 (+21) Dex 22 (+19) Wis 21 (+18)
Con 29 (+22) Int 2 (+9) Cha 10 (+13)

Treasure: In one side chamber, the characters


find the hydras hoard, which consists of parcel I.

December 20 09 | D u n g e o n 17 3
67
Those Once Loyal

M. Godsworn Iron Golem Juggernaut (J)


Huge natural animate (construct)
Level 26 Elite Soldier
XP 18,000

Warriors Initiative +19 Senses Perception +15; darkvision


Noxious Fumes aura 3; while the iron golem juggernaut is
bloodied, any creature that enters or starts its turn in the
Encounter Level 27 (57,000 XP) aura takes 10 poison damage.
HP 488; Bloodied 244; see also toxic death
Setup AC 42; Fortitude 43, Reflex 38, Will 36
Immune disease, poison, sleep
1 iron golem juggernaut (J) Saving Throws +2
1 godforged bolter (B) Speed 6 (cannot shift)
2 godforged slashers (S) Action Points 1
m Iron Blade (standard; at-will)
Reach 3; +33 vs. AC; 3d10 + 5 damage, and the target is
Moradin depleted his barracks when he left to meet marked (save ends).
with the other gods. The servants he left behind M Cleave (standard; at-will)
The iron golem juggernaut makes two iron blade attacks,
represent but a token force, but they savagely attack
each against a different target.
anyone who intrudes. M Dazing Fist (immediate interrupt, when a creature marked
Godforged Bolter: This construct remains on by the iron golem juggernaut and within its reach moves or
When the characters open any door to this room, the ledge, using impaling bolt to pin down characters shifts; at-will)
Reach 3; targets the triggering creature; +31 vs. Fortitude;
read: in the iron golems reach. It reloads and repeats this
the target is dazed (save ends).
A large room, easily sixty feet across with a tall ceiling, attack each round. Should any characters close on it, C Breath Weapon (standard; recharge 5 6) Poison
holds a looming iron statue armed with a cruel blade it uses missile defense and then slams the enemy off the Close blast 5; +31 vs. Fortitude; 4d8 + 9 damage, and
and two humanoid constructs bristling with blades and platform. The godforged bolter remains where it is ongoing 5 poison damage (save ends).
C Toxic Death (when first bloodied and again when the iron
saws. Three platforms fill three corners. Atop two are unless the characters flee, at which point it descends
golem juggernaut drops to 0 hit points) Poison
stone statues depicting dwarves. The third holds a stumpy to give chase. Close burst 5; +31 vs. Fortitude; 3d10 + 6 poison damage,
construct whose upper body is an overlarge crossbow. A Godforged Slashers: The slashers work with the and ongoing 10 poison damage (save ends).
iron golem, taking positions opposite the golem if Alignment Unaligned Languages
roaring fire fills the rooms center.
Str 30 (+23) Dex 18 (+17) Wis 14 (+15)
possible. The slashers use f lensing blades only when Con 28 (+22) Int 3 (+9) Cha 3 (+9)
Tactics presented with two or more targets. Otherwise they Equipment longsword
The constructs are under orders to attack unauthor- use their slashing blades. Note that these constructs
ized intruders. Upon opening any door, the creatures spawn shattered progeny when damaged. These
animate and attack. constructs stay close to their creators so they can be
Iron Golem Juggernaut: The construct opens reincorporated into the godforged slasher if need be.
with its breath weapon to catch as many characters at it Like the others, the slashers and their progeny pursue
can. It then closes on any leading intruders, spending fleeing characters.
an action point to cleave. The iron golem must squeeze
to leave this room, but it risks it to pursue the charac-
ters into adjoining chambers.

December 20 09 | D u n g e o n 17 3
68
Those Once Loyal

2 Godforged Slashers (S) Level 29 Brute Godforged Bolter (B) Level 26 Artillery m Warding Statues
Large immortal animate (construct) XP 15,000 each Medium immortal animate (construct) XP 9,000
The statue comes to life to shove you from the platform.
Initiative +22 Senses Perception +21; darkvision Initiative +23 Senses Perception +18; darkvision
Spinning Blades aura 1; each creature that starts its turn in HP 185; Bloodied 92 Opportunity Action
the aura takes 20 damage. AC 41; Fortitude 38, Reflex 41, Will 36 Trigger: A creature starts its turn or enters a square adjacent to
HP 328; Bloodied 164 Immune disease, poison, sleep the statue
AC 41; Fortitude 43, Reflex 41, Will 40 Speed 4 (cannot shift) Target: The triggering creature
Immune disease, poison, sleep m Slam (standard; at-will) Attack: +30 vs. Fortitude
Speed 6 (cannot shift) +31 vs. AC; 2d8 + 7 damage, and the target is pushed 2 Hit: 2d8 + 9 damage, and the target is pushed 2 squares.
m Slashing Blades (standard; at-will) squares.
Reach 2; +32 vs. AC; 4d8 + 10 damage. R Impaling Bolt (standard; at-will) Weapon Fire Pit: Roiling flames burn in a stone basin at
C Flensing Blades (standard; recharges when first bloodied) Ranged 10; +31 vs. Reflex; 2d6 + 10 damage, the target the rooms center. Living creatures adjacent to the fire
Close burst 2; targets enemies; +32 vs. AC; 2d8 + 6 is immobilized (save ends), and the godforged bolter
pit take a 2 penalty to attack rolls.
damage, and ongoing 15 damage (save ends). pushes the target 1 square. Aftereffect: The target takes 10
M Hasty Repair (minor; at-will) Healing damage.
C Missile Defense (immediate reaction, when hit by a melee m Fire Pit
Reach 2; targets one shattered progeny; the shattered
progeny is destroyed and the godforged slasher regains 40 attack; recharges when first bloodied) Heat from the raging fires leaches your strength and resolve.
hit points. Close burst 10; +28 vs. Reflex; 4d10 + 8 damage. Opportunity Action
Shattered Progeny (free, when reduced to 246, 164, 82, and 0 Alignment Unaligned Languages Trigger: A creature starts its turn or enters a fire pit square.
hit points) Str 25 (+20) Dex 30 (+23) Wis 20 (+18) Target: The triggering creature
Place a shattered progeny token in an unoccupied space Con 23 (+19) Int 2 (+9) Cha 8 (+12) Attack: +30 vs. Fortitude
adjacent to the godforged smasher, and reduce the Hit: 2d6 + 9 fire damage, and ongoing 10 fire damage (save
godforge slashers spinning blades damage by 5.
Alignment Unaligned Languages
Features of the Area end). If the creature already has ongoing fire damage, it
instead takes an extra 4d6 fire damage.
Str 30 (+24) Dex 27 (+22) Wis 24 (+21) Illumination: Bright light. A fiery pool in the Miss: Half damage.
Con 28 (+23) Int 2 (+10) Cha 8 (+13) chambers center illuminates the room.
Doors: The steel doors are closed but not locked. Ceiling Hooks: Row upon row of hooks line the
Shattered Progeny Level 29 Minion Brute
Small immortal animate (construct) XP
They feel warm to the touch. ceiling. Dormant constructs once hung from the
Initiative as creator Senses Perception +21; darkvision Ceiling: The ceiling is 70 feet overhead. hooks like toys. Now all the hooks are empty.
HP 1; a missed attack never damages a minion Platforms: Three platforms rise 30 feet above the
AC 41; Fortitude 43, Reflex 41, Will 40
floor in three corners. Rungs set in their faces grant
Immune disease, poison, sleep
Speed 4 access to their surfaces. A fall from a platform deals
m Spinning Blades (standard; at-will) 3d10 damage.
+32 vs. AC; 18 damage. Statues: Two statues atop platforms resemble
C Exploding Construct (when reduced to 0 hit points) Fire,
Radiant
towering dwarven warriors armed with greataxes and
Close burst 1; +30 vs. Reflex; 18 fire and radiant damage. clad in plate armor. A statue has AC/Reflex 5, Forti-
Alignment Unaligned Languages tude 10, and 40 hit points.
Str 30 (+24) Dex 27 (+22) Wis 24 (+21)
Con 28 (+23) Int 2 (+10) Cha 8 (+13)

December 20 09 | D u n g e o n 17 3
69
Those Once Loyal

N. Forgeworks Tactics
The slaughterstone hammerers try to prevent charac-
Encounter Level 26 (49,000 XP)
ters from escaping the room. They give preference to
characters on the conveyor belt.
Setup
Forgeworks (N for Nozzles, C for Claw) Features of the Area
5 slaughterstone hammerers (H)
Illumination: Dim light. Fiery veins and the cru-
cible offer scant illumination.
This chamber contains a wicked trap designed to take
Ceiling: The ceiling is 40 feet high.
raw ore and turn it into liquid metal. The slaughter-
Conveyor Belt: A 5-foot-wide conveyor belt runs
stone hammerers ensure unwilling objects make it
through the room. Squares containing the conveyor
into the crucible. Perception Check
belt count as difficult terrain.
DC 26: A control panel stands against the far wall near
Treasure: Leavings from melted-down items litters
When the characters enter this room, read: the rooms exit.
the floor. Sifting through it reveals parcels J, K, and L.
A raised pathway with a moving surface fills the room
with noise. Hulking humanoid constructs equipped with Forgeworks Level 25 Elite Blaster Attack: +28 vs. Reflex
hammer arms turn as one to note your presence. Trap XP 14,000 Hit: 2d8 + 9 damage, and the target slides to the closest square
The room is alive with industry, with bright sparks, streams of containing the conveyor belt.
liquid fire, and choking clouds of smoke. Miss: Half damage
5 Slaughterstone Hammerers (H) Level 25 Soldier Attack (Initiative 25) Fire
Large natural animate (construct) XP 7,000 Trap: The trap consists of several components linked by the Standard Action Close blast 2
Initiative +14 Senses Perception +12; darkvision conveyor belt running through the room. A clawed hand Target: Each creature in the blast for each nozzle
Thunder Step aura 2; each creature that starts its turn within snatches creatures and places them on the conveyor belt. Attack: +26 vs. Reflex
the aura is slowed until the start of its next turn. Where indicated on the map, nozzles fire jets of superheated Hit: 2d8 + 9 fire damage, and the target is dazed and
HP 233; Bloodied 116 steam, and the conveyor belt deposits anything on it into the immobilized until the end of its next turn.
AC 41; Fortitude 40, Reflex 35, Will 35 crucible at its end. Attack Fire
Immune disease, poison, sleep Perception Opportunity Action Melee
Speed 6 DC 31: A character spots the control panel on the opposite Trigger: A creature enters or starts its turn in the crucible
m Slam (standard; at-will) side of the room. Target: The triggering creature
Reach 2; +32 vs. AC; 2d8 + 10 damage, and the target is Additional Skill: Dungeoneering Effect: The creature takes 4d10 fire damage, and ongoing 10 fire
knocked prone. DC 28: The character identifies the nozzle locations. damage (save ends). A creature cannot make saving throws
M Hammerstrike (standard; at-will) Trigger to end the ongoing damage until it exits the crucible (DC 26
Reach 2; +28 vs. Fortitude; 2d8 + 10 damage, and the The trap makes the following attacks on the indicated turns. Athletics check).
target is dazed (save ends). Attack (Initiative 20, 10, 0) Countermeasures
Tunnel Fighting No Action Melee A character adjacent to the control panel can shut off the
A slaughterstone hammerer takes no penalty to attack Target: Each creature on the conveyor belt device and disable the trap by engaging in a skill challenge.
rolls while squeezing and does not grant combat Effect: The creature slides 2 squares in the direction indicated on DC 31 Thievery. Complexity 2 (6 successes before 3 failures).
advantage while squeezing. the map. Success shuts off the conveyor belt and the forgeworks can
Alignment Unaligned Languages Attack (Initiative 15, 5) only make the opportunity action attack. Failure causes the
Str 28 (+21) Dex 11 (+12) Wis 10 (+12) Minor Action Melee control panel to explode: close blast 7; +28 vs. Reflex; 3d12
Con 25 (+19) Int 1 (+7) Cha 3 (+8) Target: One random non-construct creature not on a conveyor + 9 damage, and the target is knocked prone and dazed
belt square (save ends). The trap is disabled if the control panel explodes.

December 20 09 | D u n g e o n 17 3
70
Those Once Loyal

O. Angelic Defenders 4 Angels of Supremacy


Large immortal humanoid (angel)
Level 24 Soldier
XP 6,050 each
Initiative +19 Senses Perception +18
Encounter Level 25 (35,400 XP) HP 226; Bloodied 113
AC 40; Fortitude 38, Reflex 36, Will 35
Setup Immune fear; Resist 15 radiant
Speed 8, fly 12 (hover)
4 angels of supremacy (S) m Spear (standard; at-will) Thunder, Weapon
14 angel of valor legionnaires (V) Reach 3; +31 vs. AC; 1d10 + 9 damage plus 1d10 thunder
damage.
R Light of Justice (standard; encounter) Radiant
The angels position themselves between the charac-
Ranged 10; +29 vs. Fortitude; 2d10 + 9 radiant damage.
ters and Moradins aspect in the room beyond. The Effect: The target is marked until the end of the encounter.
angels do not attack unless the characters try to cross R Summons to Justice (minor 1/round; at-will)
the bridge. Ranged sight; targets creatures marked by the angel of
supremacy; no attack roll; the angel of supremacy pulls the
target 1 square.
When the characters enter this room, read: C Astral Brilliance (standard; encounter) Radiant, Zone
Shimmering humanoid figures hang like stars in the sky, Close burst 3; +29 vs. Reflex; 2d10 + 9 radiant damage.
Effect: The burst creates a zone of radiance that lasts until
each a glowing light hovering over a yawning darkness. A
the end of the encounter. The angel of supremacys spear
white stone bridge crosses the chasm, but the angels seem attack deals 1d10 extra radiant damage while the angel is Features of the Area
ready to block any progress. within the zone. Illumination: Dim light. The angels glow com-
Angelic Presence (while not bloodied)
bined with the ever-present light shining from the
Tactics Any attack against the angel of supremacy takes a 2
penalty to the attack roll. fiery veins in the walls illuminate this chamber.
The angels are here to protect Moradins aspect by Threatening Reach Ceiling: The ceiling rises 100 feet overhead.
denying passage to the chamber beyond. An angel of supremacy can make opportunity attacks Bridge: The bridge is made from stone. Struts
Angels of Supremacy: These angels hover 5 feet against all enemies in reach.
Alignment Unaligned Languages Supernal beneath anchor it to the walls.
above their positions. When a character engages Skills Intimidate +21 Chasm: A deep chasm yawns below the bridge,
an angel, it uses astral brilliance and makes its stand Str 29 (+21) Dex 21 (+17) Wis 22 (+18) dropping 200 feet to a mound of shattered metal,
Con 26 (+20) Int 25 (+19) Cha 19 (+16)
springs, cogs, and other detritus. A character who
14 Angel of Valor Legionnaires Level 21 Minion Equipment plate armor, heavy shield, spear
Medium immortal humanoid (angel) XP 800 each falls can make a saving throw to catch him- or herself
Initiative +14 Senses Perception +12 inside the zone it creates. These angels use summons on the struts below the bridge. From the struts, it
HP 1; a missed attack never damages a minion. to justice to pull fleeing enemies back into their zones requires a move action and a DC 17 Athletics check
AC 35; Fortitude 35, Reflex 31, Will 30
or light of justice to destroy any characters who slip to return to the bridge. Otherwise, the character
Immune fear; Resist 10 fire, 10 radiant
Speed 6, fly 9 (hover) past. The angels of supremacy fight to the death, but takes 20d10 damage upon landing at the chasms
m Greatsword (standard; at-will) Fire, Weapon pursue only if characters move into room 7. bottom. The struts make it easy to climb out of the
+26 vs. AC; 9 fire damage. Angels of Valor: These angels support their larger chasm (DC 17 Athletics).
Alignment Unaligned Languages Supernal
Str 26 (+18) Dex 18 (+14) Wis 14 (+12)
kin, swooping down to make attacks using their great-
Con 18 (+14) Int 12 (+11) Cha 16 (+13) swords. They bolster any allies engaged in combat.
Equipment chainmail, greatsword

December 20 09 | D u n g e o n 17 3
71
Those Once Loyal

P. Moradins Forge They ignore your presence as their hammers rise and fall in Common Cause
perfect unison. The aspect grieves for your troubles, but his own loyalty to
Encounter Level 28 (65,000 XP) Bahamut blinds him to your true purpose.
If the characters dont attack right away, read: Level: 28 (XP 26,000)
Setup The dwarf speaks, his voice the sound of mountains shifting Complexity: 1 (requires 4 successes before 3
Aspect of Moradin (A) on their foundations. Your purpose is noble but selfish. failures).
1 forgespirit (F) Friendship demands loyalty, yet there are times when you Primary Skills: Bluff, Diplomacy, Religion,
2 godforged blade bearers (G) must set aside your misgivings for the good of the world. special
8+ forgesworn dwarves (D) Although you have violated my sanctum, I am willing to Secondary Skill: Insight
forgive your trespass if you return whence you came and Special: If the characters defeated Dispater and
The adventurers are again too late. By anticipating give up this foolish mission. show his head or his rod as proof of the dragons
their movements, Dakranad arrived at the forge corruption, the characters automatically earn 2 suc-
ahead of the heroes. There, with the aid of dark The aspect answers questions as long as the char- cesses. (2 successes, maximum 2 successes)
magic, he persuaded the aspect of Moradin to give acters make no aggressive moves. What follows are Arcana (DC 31): The character tries to unravel
him a creation spark by explaining that Amyria answers to likely questions. the enchantment beguiling the aspect. This skill
housed Bahamuts essence and that he needed the What are you talking about? You have come to cannot be used unless a successful Insight check has
spark to release the essence and thus restore the Plati- save the devas life, but you will not find her here. ben made (see below). Up to four characters can aid
num Dragon to life. Thinking that this is exactly what Dakranad has taken her to find her destiny. on this check. This skill can earn a maximum of 2
Moradin would want (and encouraged by Dakranads Her destiny? She houses Bahamuts essence. The successes.
sorcery), the aspect gave the creation spark to the mithral dragon intends to unleash this essence so the Bluff (DC 30): The character fabricates evidence
dragon. Before Dakranad left, he warned the aspect Platinum Dragon can be reborn. against Dakranad. In addition to counting as two fail-
that the characters would be following soon after and Give us the creation spark! I have it no longer. I gave ures, a failed check counts as two failures, closes off
suggested that they want to prevent Bahamuts rebirth it to Dakranad. Even if I wanted to, I could not give it future Bluff checks, and each new attempt results in
because they want to save Amyrias life. Thus, when to you. The Crucible bestows this blessing but once 1 more automatic failure. This skill can earn a maxi-
the characters find the aspect, they see he is both each century. mum of 4 successes.
sympathetic but resolved to stop them at any cost. Where is Dakranad now? I cannot tell you, lest you Diplomacy (DC 26): The character cites truthful
interfere in his mission. evidence about Dakranads corruption or recounts
When the characters enter this room, read: To gain more information about where Dakranad the partys past alliance with the Platinum Dragon.
Brilliant flames roil and flare at the rooms far end. Before is heading, the characters must engage in a skill This skill can earn a maximum of 4 successes.
them stands a mighty anvil on which you see hammers, challenge to persuade the aspect that they too want Insight (DC 31): The character identifies that
tongs, and other tools. A muscled, idealized dwarf dressed to see Bahamut restored. If the characters threaten the aspect of Moradin has been ensorcelled by the
in full plate armor and gripping an enormous hammer in the aspect or make any aggressive move, the aspect mithral dragon. A successful check counts as 0 suc-
his fist turns from the anvil. The dwarf smoothes his singed attacks. The characters can still try to persuade the cesses but opens up use of the Arcana skill.
beard and regards you with sad eyes while two hulking aspect of their intentions during the combat, but the Religion (DC 17): The character recalls Moradins
constructs step forward, brandishing spinning saw blades. DCs are 2 higher than those listed below. character and shows how the aspects actions are
Eight more dwarves stand before smaller anvils and forges.

December 20 09 | D u n g e o n 17 3
72
Those Once Loyal

at odds with the gods nature. This skill can earn a


maximum of 1 success.
Success: The characters break the enchantment
and the aspect of Moradin realizes that the mithral
dragon tricked him. Enraged by this, he urges the
characters to venture to Bahamuts Palace (if the
characters havent yet been there) or to the Bridge
of al-Sihal (if the characters have already been to
Bahamuts Palace). Alternatively, if Amyria is still
with the characters, the aspect gives them the cre-
ation spark and advises them to seek the Bridge of
al-Sihal to witness Bahamuts imminent return.
Failure: The aspect of Moradin believes the
characters are trying to trick him. He commands his
servants to attack.

Tactics
Aspect of Moradin: The aspect uses mountain-
fall charge first, hoping to drive the characters back Forgesworn Dwarf: The minions avoid combat Statues: Two statues atop platforms resemble
onto the bridge and into the chasm beyond. The until at least one godforged blade bearer is reduced towering dwarven warriors armed with greataxes and
aspect then uses rippling earth to keep driving back to 0 hit points. The minions then attack en masse clad in plate armor. A statue has AC/Reflex 5, Forti-
the adventurers. After, the aspect presses the attack and gang up on one enemy at a time using their tude 10, and 40 hit points.
using whirling hammer. He fights until destroyed and warhammers.
gives no quarter; he will even pause to dispatch dying
characters. Such an affront as a fight in this sacred Features of the Area
chamber allows for no mercy. Illumination: Bright light. The Crucible of Light
Forgespirit: Starting on the second round, the fills the room with bright light.
forgespirit, the very essence of creation, emerges from Ceiling: The ceiling is 100 feet overhead.
the Crucible of Light to aid the aspect. It moves to God Anvil: The mighty anvil stands at the end of
where forge burst can be most effective and then uses the room. Immortal creatures within 5 squares of the
that power. While sustaining it, it uses unearthly bel- anvil gain a +1 bonus to attack rolls and deal 5 extra
lows to send enemies through the flames it created. radiant damage on all melee attacks.
Godforged Blade Bearers: These constructs hit Ledge: A ledge stands 10 feet above the floor.
prone enemies with their swift blade attacks. They move Stairs: A staircase grants access to the ledge.
constantly, striking at every creature in their reach. Squares containing stairs count as difficult terrain.

December 20 09 | D u n g e o n 17 3
73
Those Once Loyal

Aspect of Moradin (A) Level 26 Elite Soldier (Leader) C Rippling Earth (standard; recharge y z ) Weapon
gives these treasures to a party that succeeds on the
Medium immortal humanoid XP 18,000 Close burst 5; +31 vs. Fortitude; 2d10 + 10 damage, the skill challenge, but characters who defeat the aspect
Initiative +20 Senses Perception +20; low-light vision, target is pushed to the edge of the burst and knocked may take them anyway.
truesight 10 prone.
Victorious Song aura 5; allies in the aura that can hear the If the characters have Amyria in their possession
C Whirling Hammer (standard; at-will) Weapon
aspect of Moradin gain a +2 power bonus to attack rolls. Close burst 1; one or two targets; +31 vs. AC; 2d10 + 10 and successfully negotiated with the aspect, they also
HP 482; Bloodied 241 damage, and the target is dazed until the end of its next receive the creation spark. A golden locket contains its
AC 42; Fortitude 41, Reflex 36, Will 38 turn. Effect: If one or both attacks miss, the aspect of power. Aside from the hammer embossed on one side
Immune poison Moradin makes a secondary attack that does not provoke
Saving Throws +2 and an anvil on the other, the item seems mundane.
opportunity attacks: Ranged 10; targets one enemy not
Speed 5; teleport 5 targeted by whirling hammer; +35 vs. AC; 2d10 + 10 Opening the locket releases blinding light: +32 vs.
Action Points 1 damage, and the target is pushed 5 squares and knocked Fortitude; the target is blinded (save ends).
m Crushing Hammer (standard; at-will) Weapon prone.
+33 vs. AC; 2d10 + 10 damage, and the target is dazed until
the end of its next turn.
Rooted in Stone
The aspect of Moradin can only be forcibly movedby
Conclusion
M Grudge Strike (immediate reaction, when an enemy hits the a push, a pull, or a slideif he chooses to be, and then If the characters end this encounter without destroy-
aspect of Moradin with a melee attack; at-will) Weapon may choose the distance he is forcibly moved up to the ing the aspect of Moradin, award them experience
The aspect of Moradin makes a crushing hammer attack maximum the effect specifies. The aspect of Moradin
against the triggering enemy. points as if they had.
cannot be knocked prone.
M Bonecrusher Strike (immediate interrupt, when an adjacent Alignment Lawful good Languages Common, Dwarven,
enemy uses the stand up action; at-will) Weapon Supernal
+31 vs. Fortitude; 2d10 + 10 damage, the target is knocked Skills Athletics +28, Diplomacy +23, Dungeoneering +27,
prone, and cannot stand (save ends). Endurance +27, History +20, Insight +25, Intimidate +23
M Mountainfall Charge (standard; recharges when first Str 30 (+23) Dex 20 (+18) Wis 25 (+20)
bloodied) Thunder, Weapon Con 25 (+20) Int 15 (+15) Cha 20 (+18)
The aspect of Moradin shifts 5 squares ignoring difficult Equipment plate armor, heavy shield, warhammer
terrain and makes an attack at the end of this movement:
+34 vs. AC; 2d10 + 10 damage, the target is stunned
(save ends), and all enemies adjacent to the target take 10
thunder damage and are pushed 5 squares.

m Warding Statues evolve into new gods, dominions, or even worlds. Non-
The statue comes to life to shove you from the platform. immortal creatures entering or starting their turns
Opportunity Action in a space adjacent to the crucible take 20 fire and
Trigger: A creature starts its turn or enters a square adjacent to radiant damage. Any character attempting to enter
the statue
the Crucible of Light is automatically pushed 1d10
Target: The triggering creature
Attack: +30 vs. Fortitude squares and knocked prone.
Hit: 2d8 + 9 damage, and the target is pushed 2 squares. Forges and Anvils: Opposite the ledge is a row
of forges and anvils. Creatures entering or starting
Crucible of Light: Beyond the God Anvil is the their turns in a square containing a forge take 10 fire
Crucible of Light. Once every century, Moradin can damage.
extract a creation spark from its fires. These sparks Treasure: Positioned atop the God Anvil are trea-
are pure possibility. Left on their own, they might sure parcels M, N, O, and P. The aspect of Moradin

December 20 09 | D u n g e o n 17 3
74
Those Once Loyal

Forgespirit (F) Level 25 Controller 2 Godforged Blade Bearers (G) Level 27 Skirmisher 8 Forgesworn Dwarf (D) Level 26 Minion Brute
Large immortal magical beast (air, earth, fire) XP 7,000 Large immortal animate (construct) XP 11,000 each Medium immortal humanoid, dwarf XP 2,250 each
Initiative +19 Senses Perception +17 Initiative +24 Senses Perception +26; truesight 10 Initiative +18 Senses Perception +19; low-light vision
HP 236; Bloodied 118 HP 245; Bloodied 122 HP 1; a minion never takes damage from a miss.
AC 39; Fortitude 39, Reflex 37, Will 35 AC 42; Fortitude 37, Reflex 40, Will 39 AC 36; Fortitude 40, Reflex 36, Will 37
Immune disease, petrification, poison; Resist 20 fire Immune disease, poison sleep Speed 5
Speed 6 Speed 8; see also swift blade m Warhammer (standard; at-will) Weapon
m Fiery Touch (standard; at-will) Fire m Swift Blade (minor; at-will) +29 vs. AC; 17 damage.
Reach 2; +29 vs. Reflex; 1d6 + 8 fire damage, and ongoing Reach 2; +32 vs. AC; 3d8 + 9 damage, and the godforged Stand Your Ground
10 fire damage (save ends). If this attack hits a target blade bearer shifts 1 square. When an effect forces a dwarf to movethrough a pull, a
already suffering from ongoing fire damage, the attack C Sparking Damage (when reduced to 183, 122, 61, and 0 hit push, or a slidethe dwarf moves 1 square less than the
instead deals 10 extra fire damage. points) Lightning, Radiant effect specifies. When an attack would knock a dwarf
M Hammer on Anvil (standard; at-will) Close burst 1; +30 vs. Reflex; 5d10 lightning and radiant prone, the dwarf can roll a saving throw to avoid falling
Reach 2; +29 vs. Fortitude; 3d8 + 8 damage, and the target damage. prone.
is pushed 3 squares and knocked prone. Murderous Intent (while marked by an enemy) Eternal Returns
C Forge Burst (standard; sustain: minor; encounter) Fire, Zone The godforged blade bearers swift blade attacks deals 2d8 If a forgesworn dwarf is reduced to 0 hit points while in
Close burst 3; +29 vs. Reflex; 3d6 + 9 fire damage. Effect: extra damage to targets that mark it. the aspect of Moradins victorious song aura, two more
The squares along the edge of the burst become a zone of Alignment Unaligned Languages forgesworn dwarves appear in unoccupied spaces adjacent
raging fire that lasts until the end of the forgespirits next Str 23 (+19) Dex 29 (+22) Wis 26 (+21) to the aspect of Moradin at the end of his next turn.
turn (sustain minor). Any creature that starts its turn inside Con 21 (+18) Int 4 (+10) Cha 8 (+12) Alignment Unaligned Languages Common, Dwarven
or enters the zone takes 20 fire damage. Str 26 (+21) Dex 20 (+18) Wis 23 (+19)
C Unearthly Bellows (standard; encounter) Con 28 (+22) Int 10 (+13) Cha 10 (+13)
Close blast 5; +29 vs. Fortitude; 3d10 + 6 damage, and the Equipment chainmail, heavy shield, warhammer
target is pushed 3 squares, and slowed (save ends).
Alignment Unaligned Languages Primordial
Str 26 (+20) Dex 25 (+19) Wis 21 (+17)
Con 28 (+21) Int 6 (+10) Cha 15 (+14)

December 20 09 | D u n g e o n 17 3
75
Those Once Loyal

Q. War for Heaven Dakranad, Mithral Dragon Level 29 Solo Skirmisher C Breath Weapon (standard; recharge 5 6 ) Radiant
Huge immortal magical beast (dragon) XP 65,000 Close blast 5; +32 vs. Reflex; 4d10 + 6 radiant damage, and
Initiative +27 Senses Perception +27; darkvision
Encounter Level 32 (140,000 XP) the target is blinded (save ends). Miss: Half damage.
HP 1,052; Bloodied 526; see also bloodied breath C Bloodied Breath (free, when first bloodied; encounter)
AC 44; Fortitude 41, Reflex 43, Will 41
Setup Resist 25 radiant
Breath weapon recharges, and the dragon uses it.
C Dimensional Flurry (standard; encounter) Radiant
Dakranad (D) Saving Throws +5 Close burst 10; targets up to four enemies; +32 vs. Reflex;
Speed 10, fly 12 (hover), overland flight 15, teleport 10 4d6 + 5 damage, and the target takes ongoing 15 radiant
Zachariel (Z)
Action Points 2 damage and is dazed (save ends both). Effect: The dragon
m Bite (standard; at-will) Radiant teleports to a space in the burst.
The characters chase the mithral dragon to the city, Reach 3; +34 vs. AC; 2d8 + 11 damage, and ongoing radiant C Frightful Presence (standard; encounter) Fear
follow the path up the highest peak (Chronias, the 15 radiant damage (save ends). Close burst 10; targets enemies; +32 vs. Will; the target is
m Claw (standard; at-will) stunned until the end of the dragons next turn. Aftereffect:
Radiant Throne), and find the Bridge of al-Sihal. Reach 3; +34 vs. AC; 3d8 + 8 damage. The target takes a X2 penalty to attack rolls (save ends).
How the characters find the bridge depends on their M Dimension Strike (minor; at-will) Teleportation Prophetic Defense (immediate interrupt, when the dragon is hit
circumstances. If Amyria is with the characters, The dragon teleports 5 squares, makes a claw attack, by an attack; at-will) Teleportation
teleports 5 squares, and makes a claw attack against a The dragon gains a +4 bonus to all defenses against the
Dakranad attacks before she can confront Zachariel.
different target. triggering attack. If the attack misses, the dragon teleports
If the dragon has Amyria, it battles the archangel to M Wing Buffet (minor; recharge y z ) 6 squares.
win its way past. Reach 3; +32 vs. Fortitude; 4d10 + 8 damage, and the Alignment Evil Languages Common, Draconic, Supernal
target is pushed 3 squares. Skills Diplomacy +26, History +26, Insight +27, Intimidate +26,
R Mithral Prescience (minor; at-will) Religion +26
If Amyria is with the characters, read: Ranged 10; the target takes a 2 penalty to all defenses Str 27 (+22) Dex 32 (+25) Wis 27 (+22)
The bridge stretches ahead, vanishing into a curtain of against the dragons attacks until the dragon uses this Con 23 (+20) Int 25 (+21) Cha 25 (+21)
golden light. A magnificent figure stands before itan power against another target.
angel. Its obscured features reveal little of its intent, but the
flaming sword it wields suggests only worthy souls can pass. Tactics using his breath weapon and dimensional fury to
Just as you get your bearings, a dark shadow crosses you, a destroy the meddling adventurers.
The dragon means to get through the golden curtain
shadow cast by a fearsome mithral dragon. If reduced to 200 hit points or less, Dakranad
and the archangel isnt having it. If the dragon has
grows desperate. If he still has Amyria, he abandons
Amyria, shes at grave risk, because Zachariel cares
If Amyria is with the dragon, read: the characters and renews his efforts against Zacha-
nothing for her. If shes not saved, she could very well
The bridge stretches ahead, vanishing into a curtain of riel, striking at the characters only if they attack him
die in the fight. Of course, interfering characters put
golden light. Before the light, a fearsome mithral dragon or try to snatch Amyria.
themselves in the dragons path.
battles a powerful angel. Claw crashes against fiery sword Zachariel: The angels sole purpose is to prevent
Dakranad: The dragon restricts its attacks to
as the two clash. Around the dragons neck hangs a golden unlawful passage beyond the Bridge of al-Sihal. The
claw attacks against Zachariel, knowing its radiant
locket and in its claw, you see Amyrias unconscious body, angel attacks only characters entering its reach, but
attacks are useless. Should two or more characters
blood running from her open mouth. specifically focuses on the dragon. Zachariel cares
close, the dragon uses frightful presence and spends
nothing for the characters unless they attack it. In
an action point to use dimension strike against
Arcana Check this case, the angel uses excommunication to remove
stunned targets. The dragon withdraws from Zacha-
DC 18: The golden locket shines with power and it appears troublesome enemies and holy word to keep dangerous
riel to concentrate his attacks against the party,
to contain the creation spark you seek. opponents at bay. The angel is not above using blazing

December 20 09 | D u n g e o n 17 3
76
Those Once Loyal

Zachariel Level 28 Solo Soldier C Blazing Arc (standard; at-will) Fire, Radiant, Weapon
Large immortal humanoid (angel) XP 65,000 Close burst 2; +35 vs. AC; 2d6 + 10 damage plus 2d6 fire
Initiative +22 Senses Perception +27 and radiant damage, and the target is slowed and marked
Dimensional Ward aura 3; creatures cannot use teleportation until the end of Zachariels next turn.
powers or effects to enter or exit squares inside the aura. C Holy Word (minor; recharge 5 6 ) Thunder
HP 1,036; Bloodied 518 Close blast 3; +31 vs. Fortitude; 4d8 + 13 thunder damage,
AC 44; Fortitude 42, Reflex 38, Will 40 and the target is stunned until the end of Zachariels next
Immune fear; Resist 20 fire, 30 radiant; Vulnerable see arrow of fate turn. Aftereffect: The target is dazed (save ends).
Saving Throws +5 C Menacing Presence (minor 1/round; at-will) Fear
Speed 8, fly 16 (hover) Close burst 3; targets creatures marked by Zachariel; +33
Action Points 2 vs. Will; the target is pushed 3 squares and takes a 2
m Blazing Sword (standard; at-will) Fire, Radiant, Weapon penalty to all attack rolls until the end of its next turn.
Reach 2; +35 vs. AC; 2d6 + 10 damage plus 2d6 fire and Angelic Presence (while not bloodied)
radiant damage, and the target is slowed and marked until Any attack against Zachariel takes a 2 penalty to the
the end of Zachariels next turn. attack roll.
M Brilliant Rebuke (immediate reaction, when an adjacent Threatening Reach
enemy moves or shifts; at-will) Fire, Weapon Zachariel can make opportunity attacks against all enemies
Zachariel makes a blazing sword attack against the in his reach.
triggering enemy. Arrow of Fate
R Excommunication (standard; recharges when an enemy hits Zachariel is particularly vulnerable to the arrow of fate. If
Zachariel with a melee attack) Acid, Teleportation fired from a longbow or shortbow or used as an improvised
Ranged sight; +31 vs. Will; the target disappears into Carceri weapon, when hit Zachariel takes 250 points of damage
and is removed from play (save ends). The target is marooned and is stunned (save ends).
on a bleak island lashed with acid rain, taking 20 acid Alignment Unaligned Languages Supernal
damage each time it fails a saving throw to end the effect. Skills Arcana +24, Diplomacy +26, History +24, Insight +27,
Aftereffect: The target reappears in a square on the edge of Religion +24
the Zachariels dimensional ward aura and is immobilized Str 31 (+24) Dex 23 (+20) Wis 26 (+22)
and knocked prone until the end of its next turn. Con 27 (+22) Int 21 (+19) Cha 24 (+21)
C Astral Fury (free, when first bloodied; encounter) Radiant, Equipment plate armor, greatsword
Zone
Close burst 5; +31 vs. Fortitude; 3d6 + 9 radiant damage,
arc and menacing presence to push characters from the and the target is blinded (save ends). Effect: The burst
bridge. creates a zone of brilliant light that lasts until the end of the
encounter. Zachariels blazing sword attacks deal 2d6 extra
Retrieving Amyria and the Creation Spark: radiant damage while he is within the zone.
The characters have several options for retrieving
Amyria. A character adjacent to the dragon can use Getting Amyria Through the Curtain: Once Features of the Area
the escape action against the dragons Fortitude or Amyria gets the Creation Spark, her consciousness
Illumination: Bright light. The golden curtain
Reflex to wrench her free. Alternatively, if the charac- returns. She wants to slip through the curtain, but she
and the radiant sun fill the area with bright light.
ters manage to stun or bloody him, Dakranad drops cant while Zachariel blocks the way. The characters
Bridge: The bridge is impervious to all damage. A
Amyria at his feet. Once the dragon loses her, he can deal with the archangel by stunning or otherwise
fall from the bridge sees the creature descend some
works to snatch her again by using the grab action. incapacitating it or they might use the arrow of fate.
200 feet to land amid the lower mountain slopes.
Stealing the Creation Spark requires a DC 37 (DC
Such a fall deals 20d10 damage upon landing.
27 if the dragon is stunned) Thievery check.

December 20 09 | D u n g e o n 17 3
77
Those Once Loyal

Golden Radiance: The golden light shining from Level: 28 (XP 26,000) Success: The characters convince the archangel
the gateway loosens the souls ties to the body. Mortal Complexity: 2 (requires 6 successes before 3 to let Amyria pass. See Concluding the Adventure on
creatures lingering too close are subject to an attack. failures) page 44.
A character recognizes the danger the radiance poses Primary Skills: Diplomacy, Heal, History, Reli- Failure: Zachariel is unmoved by the partys
with a successful DC 28 Religion check. gion, special entreaties and denies passage into the light. If Amyria
Secondary Skills: Arcana would pass, the heroes must defeat the angel. D
A Golden Radiance
Special: If the characters brandish the arrow of fate
The light bathes you, and you feel your soul struggling to be About the Author
and Zachariel can see it, they earn 2 successes. This
free. Robert J. Schwalb works as a freelance designer for
can earn a maximum of 2 successes. Wizards of the Coast. His recent credits include Martial
Opportunity Action Divine
Trigger: A mortal creature starts its turn in a square containing Arcana (DC 33): A character studying the arrow Power, Draconomicon: Chromatic Dragons, and the Forgot-
golden radiance of fate discerns that it is particularly dangerous to ten Realms Players Guide. Robert lives in Tennessee with his
Target: The triggering creature incredibly patient wife, Stacee, and his pride of fiendish were-
Bahamuts enemies. This check opens up the Special
Attack: +32 vs. Will cats, but is happiest when chained to his desk, toiling for his
option. Up to four characters can aid on this check. dark masters in Seattle.
Hit: The target is dazed (save ends).
First Failed Saving Throw: The target is stunned (save This skill earns no successes.
ends) instead. Diplomacy (DC 33): The character reminds
Second Failed Saving Throw: The character is pulled into
Zachariel whats at stake if Tiamat wins and argues
the light unless stopped by the angel and moves onto a
higher plane of existence (the character dies). that Bahamut is the only way to halt the Chromatic
Dragons agenda. Up to four characters can aid on this
Treasure: Upon defeating the dragon, the adven- check. This skill can earn a maximum of 4 successes.
turers discover that it carries parcels Q and R. Heal (DC 28): A successful Heal check reveals
Amyria will not live much longer. Sharing this with
Conclusion the angel reveals her personal sacrifice to restore
With the dragon dead, the creation seed in hand, Bahamut to life. This check can earn a maximum of 1
and Amyria still alive, the dying deva approaches the success.
archangel, but Zachariel denies her access. The angel History (DC 28): The character recalls horrors per-
refuses her because it believes she intends to subvert formed in Tiamats name, hoping to drive home the
the proper order and consign the universe to play out import of the characters mission. A failed check also
the drama between gods that has happened before closes off future History checks during this skill chal-
and shall happen again. The characters must con- lenge. This skill can earn a maximum of 2 successes.
vince the archangel that permitting Amyria to cross is Religion (DC 33): The character reinforces Baham-
the only way to avoid plunging the cosmos into a war uts place in the cosmos, the good he has worked, and
that would rip the planes apart. how the world will benefit by his return. This skill
can earn a maximum of 4 successes.
An Argument for Intimidate: The angel will not be intimidated. Each
Resurrection attempt results in a failure.
I deny thee passage across the Bridge of al-Sihal.

December 20 09 | D u n g e o n 17 3
78
Test
of
Fire
By Scott Fitzgerald Gray
illustration by William OConnor
cartography by Mike Schley
TM & 2010 Wizards of the Coast LLC All rights reserved.

You call yourselves heroes? You


claim greatness? Prove it to those who
survived the Dawn Wars of gods and
primordials. Prove it before the lords
of fire and chaos. Prove in this Cru-
cible Court of the City of Brass that
you are worthy of the allegiance of the
efreets!

J a n u a r y 2 010 | D u n g e o n 174
16
Test of Fire

In Test of Fire, the heroes are tasked by the reborn In a last-ditch effort to win its campaign against Tiamats army attempts to enter the Elemental Chaos
Bahamut with infiltrating Tiamats last stronghold the forces of good, half of Tiamats remaining army in order to attack Bahamuts force. Bahamuts magic
in the planesthe legendary City of Brass. There, the has been sent to hold her final redoubt in the planes has sealed off the City of Brass, but it cannot do so
heroes must engage a formidable efreet noble in a risky the legendary City of Brass. By virtue of foul rituals for long. Against this dark deadline, it is up to the
alliance, then square off against the Lord of the Efreets and dark pacts undertaken with Bashumgarda, the characters to infiltrate the besieged city and negoti-
and the blue exarch of Tiamat in a city under siege. Lord of the Efreets, the Dragon Queen has bolstered ate an alliance with the efreet noble Estumishu. The
Test of Fire is an adventure for five characters her draconic servants with elemental power that may heroes must then make their way across a city prepar-
midway through 27th level. By the end of the adven- yet turn the tide of war in her favor. ing for all-out war to find and kill Bashumgarda in
ture, the characters should have attained 29th level. Bahamuts forces have already surrounded the order to win the allegiance of the efreets. Unknown
This adventure is the penultimate chapter of the city, but the combined defenses of Tiamat and the to the characters is the fact that Tiamats blue exarch
Scales of War adventure path, following the events of efreets will not be easily broken. The Platinum Namissi, not Bashumgarda, is the true power in the
Those Once Loyal. This assault on the City of Brass Dragons servants, however, have made contact with besieged City of Brass. The adventurers mission in
can be adapted for use in other epic tier campaigns efreet factions within the city that might be turned the fabled city will push them to their limits.
with a bit of effort. against Bashumgarda. Even now, the other half of

Background The Quests


For untold centuries, the Dragon Queen Tiamat has In Test of Fire, the heroes must infiltrate the Major QuestOpen the Gates to Bahamuts Forces
labored on a deadly missionthe permanent destruc- besieged City of Brass by way of the deadly warren After treating with Estumishu, the party must chart
tion of her soul-sibling and nemesis Bahamut, the of ruins known as the Keening Delve. Once inside a dangerous path through the City of Brass to where
Platinum Dragon. Tiamats plans came to light in the the city, their mission from Bahamut is to negotiate Bashumgarda, Lord of Efreets, holds court. Only after
mortal realm by virtue of her alliances with the githy- an alliance with the capricious efreet noble Estumi- Bashumgarda is put down can the characters seize
anki. In the end, even the greatest of the heroes who shu. In order to obtain Estumishus favor and open control of the magical wards protecting the city as a
turned the tide of the githyanki invasion of the world the City of Brass to Bahamuts forces, the characters prelude to Bahamuts assault.
were unable to prevent Tiamats foul plots from claim- must slay Bashumgarda, the renegade Lord of Efreets. Reward: 65,000 XP.
ing the Platinum Dragons life. The real power in the city, however, is Tiamats blue
Major QuestSee Tiamats Armies Routed
All was not lost, however, for Bahamut is wise and exarch Namissi, who emerges for a final showdown as
As Bahamuts forces crash against Tiamats defenders
farseeing. To prevent Tiamats ultimate revenge, he Bahamuts forces attack.
in the City of Brass, the heroes must do battle against
installed a fragment of his own essence into the deva
Major QuestInfiltrate the City of Brass the Dragon Queens blue exarch. Only when their
Amyria. Through this fragment and the bravery of
The City of Brass is sealed behind powerful magical leader is destroyed can Tiamats forces be broken and
the heroes, Bahamut has been reborn at the Bridge of
wards laid down by Tiamats ritualists. Bahamuts their threat ended.
al-Sihal on Celestia. Tiamats forces, emboldened by
forces cannot attack until the seals are opened to them. Reward: 65,000 XP.
the Platinum Dragons apparent demise, are reeling
The adventurers must follow thedeadly paths of the
from this sudden reversal of fortune. Tiamats plans
Keening Delve in order to gain secret access to the city.
for cosmic dominion have been shattered, but the
Reward: 55,000 XP.
Dragon Queen is far from helpless.

J a n u a r y 2 010 | D u n g e o n 174
22
Test of Fire

Adventure Synopsis After slaying Bashumgarda, the adventurers must


drop the magical wards which protect the city and
Test of Fire begins in the aftermath of the events of prevent Bahamuts forces from attacking. At the Eter- Adapting the Adventure
Those Once Loyal. Bahamut has been restored to nal Flame Pavilion, the heroes face off against the Test of Fire is designed for five adventurers but can
life by the sacrifice of Amyria, and Tiamats plans to protectors of the shrine of the Fire Lord Imix, which be easily adapted for larger or smaller groups. Simply
break the power of the fallen god have been dealt a has been corrupted by Tiamats foul rituals so as to add or subtract treasure parcels and monsters using
crippling blow. grant power to the Dragon Queens servants. the guidelines presented in the Dungeon Masters
As the adventure opens, the characters have Then the unthinkable happens. The reborn Guide. The Keening Delve is a chaotic warren haunted
returned to Sayre to rest, recuperate, and mourn Bahamut, fighting Tiamats blue exarch Namissi, is by ancient magic and foul creatures, and any type of
Amyrias sacrifice. From there, they are summoned to struck down in a titanic battle that shatters the great elemental-themed monster or hazard can be placed
Bahamuts side in the Crystal Tear, an astral domin- Charcoal Palace. Only the heroes can stand against there. The City of Brass is a thriving metropolis within
ion from which Bahamut directs his reenergized the blue exarch in the end. the Elemental Chaos. The adventure is already set up
forces. The Platinum Dragon lays out the scope of with encounter groups that play a part in the charac-
Tiamats failure and her dark hope to turn this near- ters attempts to move within the city (see Encounter
defeat into victory. What is an B2, page 43). These can be used to add additional
The City of Brass is Tiamats last stronghold in Adventure Path? creatures to existing encounters.
the planes. It is held by arrangement with Bashum- This adventure is designed for characters partway
An adventure path is a connected series of adven-
garda, Lord of Efreets. Bahamuts force has the city through 27th level. Be wary of sending lower-level
tures that comprises an entire D&D campaign,
surrounded but cannot break in. Tiamats remaining parties against the challenges of the Keening Delve
from the heroes humble beginnings at 1st level
legions are attempting to return to the Elemental and the City of Brass. The Keening Delve contains
to their epic triumphs at the pinnacle of level 30.
Chaos to attack Bahamuts force. The full brunt of Tia- plenty of space for expansion, and you are encour-
These adventures cover all three tiers of play: heroic,
mats armies, energized with elemental power, will be aged to add encounters to the delve if you need to
paragon, and epic. Each tier is covered by roughly six
too much for Bahamuts army to withstand. bring a lower-level group up to speed. The heroes
adventures, meaning that the entire adventure path
Bahamut enlists the characters to infiltrate the should be 28th level (or close to it) when they meet
consists of eighteen adventures. Each adventure
City of Brass by way of a secret portal hidden deep in with Estumishu in Encounter B1.
covers between one and three levels, but the adven-
the Keening Delve. This legendary and deadly warren
turers can undertake side quests to supplement their
of caverns and ruined chambers is set within the
XP. This assures that the heroes are the correct level
basalt plate on which the City of Brass is built. After
entering the city, the heroes meet with Estumishu, an
to tackle each adventure. Preparing
Test of Fire is the penultimate adventure in the
efreet noble who represents factions seeking to over-
Scales of War. It brings the characters into Bahamuts for Adventure
throw Bashumgarda because of his foul alliance with
confidence and sets up the climactic confrontation
the Dragon Queen. Estumishu offers his allegiance This adventure begins in the downtime immediately
between the heroes and Tiamat which will conclude
only if the characters find and kill Bashumgardaa after the characters previous adventure, Those Once
the final chapter.
deadly quest that requires the heroes to undertake a Loyal. Go to Part One: The Summons of Bahamut
dangerous pilgrimage across a city under siege. (page 15) when you are ready to begin.

J a n u a r y 2 010 | D u n g e o n 174
23
Test of Fire

What You Need to Play


Treasure
This adventure contains everything you need to play,
As with previous installments of the Scales of War Parcel H: _______________, B4
including background information, setup, encounters,
campaign, Test of Fire makes use of the parcel system (carried by the redspawn magmastomper).
and maps. You might wish to review any appropriate
of treasure rewards as described in the Dungeon Mas- Parcel I: ___________________, B5
Dungeons & Dragons 4th Edition rules before play
ters Guide. The characters should accumulate fifteen (carried by the pyremasters).
begins.
treasure parcels by the end of the adventure. You can Parcel J: _______________, B5
You need only read the opening sections of the
supply these treasures in whatever way you wish, but (carried by Bashumgarda; see the tactical encounter).
adventurethe introduction and the encounters in
the accompanying list presents the most likely encoun- Parcel K: _______________, B5 (as above)
the Keening Delveto begin play. The encounters
ters to bear treasure. Parcel L: _______________, after F2
within the delve make up a good single sessions play,
During your preparation, assign parcels from those (reward from Estumishu).
or they can be expanded into a larger adventure. You
that follow to the encounters in the spaces provided. Parcel M: _______________, after F2 (as above).
can then read up on the City of Brass and prepare for
Use the players wish lists to come up with magic items Parcel N: _______________, after F2
the two complex skill challenges that are the center-
for the first six parcels. Consider saving at least one or (reward from Bahamut).
piece of the heroes mission. Background information
two of the highest-level magic items for the end of the Parcel O: _______________, after F2 (as above).
about the City of Brass from Manual of the Planes may
adventure, representing gear the adventurers can claim
be useful but is not required to run this adventure. Based on the guidelines in the Dungeon Masters Guide,
from their victories over Bashumgarda and Namissi or a
the following parcels can be placed in the areas above.
reward granted by Estumishu or Bahamut for the heroes
Off the Adventure Path service to the City of Brass and the cause of good. Parcel 1: Magic item, level 30
Even if you are not running Test of Fire as part of
Parcel 2: Magic item, level 30
the Scales of War adventure path, a stealthy infiltra- Treasure Parcels
Parcel 3: Magic item, level 30
tion and assault on a besieged City of Brass is about Parcel A: _______________, K1 Parcel 4: Magic item, level 30
as epic as adventures get. If you dont favor a draconic (carried by the black slaad overlord). Parcel 5: Magic item, level 30
connection, the dark forces that Bashumgarda has Parcel B: _______________, K3 Parcel 6: Magic item, level 29
allied with can be any other long-term villain or evil (scattered within the rubble). Parcel 7: 75 ad + two potions of recovery
organization in your campaign. In such a scenario, Parcel C: _______________, B1 (a gift from Estumi- Parcel 8: 50 ad + 500 pp
Bashumgarda and Namissi could be reworked as shu as a sign of trust if the heroes succeed at the skill Parcel 9: 50 ad + three ceremonial holy symbols
creatures of other typesperhaps a pair of powerful challenge; if the adventurers fail the challenge, add to of Tiamat (15,000 gp each) + 500 pp
demon lords that have claimed the City of Brass as parcels LO). Parcel 10: two potions of life + eight elemental
their domain. Parcel D: _______________, B1 (as above). onyx rings (50,000 gp each)
Use one of the following hooks to bring the heroes Parcel E: _______________, B2 (carried by the leader Parcel 11: 100 ad
into such an adventure. of a patrol encountered in the course of the skill chal- Parcel 12: 70 ad + 200 pp
lenge; if none, add to parcels LO). Parcel 13: 60 ad + one potion of life + 200 pp
Parcel F: _______________, B2 (as above). Parcel 14: six astral diamond signets
Parcel G: __________________, B3 (50,000 gp each) + two potions of recovery + 100 pp
(carried by the greenspawn defender). Parcel 15: 25 ad

J a n u a r y 2 010 | D u n g e o n 174
24
Test of Fire

A Friend in Need At the same time, word is received that Bahamuts He will not apologize if asked to by the characters; the
A powerful patron or ally of the characters has strong forces have rallied around the deitys return and that exarch has no patience for such trivial concerns. Only
business or family connections to the City of Brass. the armies of Tiamat have lost the advantage they his mission is important.
He comes to the heroes in a panic, having heard that gained from the Platinum Dragons death. When you are ready to depart, Xerefri orders you to stand
the great planar metropolis has been besieged. He The adventurers have ample time to attend to close by. The dragon creates a Planar Portal that rises from
knows of the secret portal in the Keening Delve and personal business in Sayre and to be briefed on any the ground to swirl around you. A blast of arcane power
offers the adventurers a powerful incentive to restore information they might have failed to glean in pre- shatters the last of Lord Limbics statuary as you and the
the city to normalcy. vious adventures. This adventure begins with the exarch disappear.
arrival of an emissary from Bahamut.
The Curse of Namissi The Crystal Tear
The heroes are on their way to the City of Brass by
An Unexpected Envoy The reborn Bahamut has temporarily abandoned his
planar dromond or some other form of planar travel The characters awake to the clamor of warning bells castle domain in Celestia as he focuses on leading his
when their journey is abruptly halted. The city is sounding out across Sayre. forces against Tiamat. The Platinum Dragons new
sealed behind magical wards unleashed by a cursed Throngs of city folk are running in panic through the command center is a specially created astral realm
artifact, its leaders and people driven to madness. An streets even as militia guards and coalition warriors known as the Crystal Tear.
impromptu skill challenge allows the characters to race in the opposite direction toward the March. A din of The familiar vista of Sayre melts and vanishes to be replaced
gain information regarding the portal in the Keening voices shouts about some disaster striking at that shabby with a field of shimmering, silver light. You find yourselves
Delve. The heroes infiltration of the city allows them monument site, but details are lost in the panic. As you race soaring like disembodied spirits in a bright nonspace
to parley with its efreet leaders whove been driven along the rapidly emptying streets, the source of the chaos surrounding a crystal teardrop that grows in size as you
underground to save their lives. The adventurers must becomes obvious. In the middle of the March, a gargantuan plunge toward it. With a shudder, you pass within. Suddenly
then fight their way across the city in order to face the silver dragon paces within a field of shattered arches and you are standing on a white dais in a great translucent
efreet sorcerer whose mind the artifact has claimed statuary. Its claws rend the ground as it idly scratches, and chamber. Crystal walls reflect the dozen great dragons
and the monstrous guardian that protects it. even as you push through the field of uncertain guards surrounding you. Xerefri murmurs a greeting as he takes his
surrounding it at a safe distance, the dragons head swings place among them. My lord, the heroes are here.
Part One: The slowly toward you. Youve come, it growls. Prepare for thy
Bahamut awaited the arrival of the adventurers with
journey. My lord Bahamut desires to speak with thee.
Summons of Bahamut The great silver dragon Xerefri is an exarch of
his exarch war council comprised of a dozen metallic
dragons of great size and age.
In the immediate aftermath of the events of Those Bahamut. It is the master of powerful planar magic
and is charged with bringing the heroes to the Plati- Silver and gold, copper and iron, and all the other hues of
Once Loyal, Bahamuts thoughts flash through the the metallic dragon races are here, but there is no mistaking
characters minds, bidding them return to Sayre; then num Dragon at his temporary command center in
the Astral Sea. If characters ask, witnesses describe the monumental figure that all give fealty to. Bahamut
the Platinum Dragon vanishes without another word. towers before you once more, proud and mighty. But then
As the adventure begins, the heroes have returned how the creature appeared suddenly within the open
ground of the March in a blast of white light and the great Platinum Dragon dips his head, slightly but
to Sayre to rest. Bahamuts return and the sacrifice significantly. One by one, the other dragons follow, lowering
of Amyria are events of world-shaking importance. storm-force winds, with panic quickly following.
Xerefri poses no threat but the dragon is entirely their heads nearly to the level of yours in a majestic salute.
Word of the Platinum Dragons rebirth spreads Friends, Bahamut rumbles. Champions. Welcome.
quickly through the lands and people of the Coalition. indifferent to the destruction his arrival has caused.

J a n u a r y 2 010 | D u n g e o n 174
25
Test of Fire

Fortunes of War What happened to Amyria? Is she truly gone? What is Tiamat doing in the City of Brass?
The heroes are made welcome to the Crystal Tear, a Amyria was possessed of a splinter of my consciousness The Dragon Queen has entered into dark bargains
bounded astral dominion of sweeping crystal cham- and life force, not unlike that which manifested to aid you with the Lord of the Efreets, the powerful and power-
bers set with pillars of platinum and other precious in the Karak Lode. The creation of that fragment was a hungry Bashumgarda. He believes that this alliance will
metals. This is the war room and council chamber gamble against fate which would have failed countless times grant him control of the Elemental Chaos, but Tiamats
from which Bahamut and his exarchs direct the if not for Amyrias bravery, and yours. Though I have not treachery runs deep. Her ritualists have used the great
battle against the armies of Tiamat. yet regained my full strength, by her sacrifice I live again. knowledge of the efreets to channel the raw energy of the
After a drawn-out process of introduction between As to her ultimate fate, that is no more known to me than is elements. She intends to claim the efreets power as her
the characters and the council, Bahamut directs the the fate of any of us. own and to infuse her armies with elemental might that
characters to private chambers, saying he will meet could tip the tide of battle.
What is this place?
them shortly for further conversation. The adventur-
The Crystal Tear is an astral dominion forged by my How long will the siege continue?
ers quarters are in an opulent wing of marble halls
whose shape and contents are divinely mutable will and the power of my exarchs. It is home and council We might break the magical wards that protect the city
according to the characters own will. chamber, a site whose edges touch all other planes and from and Tiamats army within a week if we had that much
Bahamut comes to the characters a few hours later, which we can observe the war against Tiamat as it rages time. We do not. Just as the arcane wards of efreet and
but the characters might be shocked to see the form across those planes. dragon hold us at bay, our ritualists have sealed the basalt
he has takena venerable human male with a fringe plain of the city and the Sea of Fire against Tiamats
How goes the war? Havent Tiamats plans been
of white hair and a snow-white beard. Though his remaining armies which are amassing to break our siege.
broken by your return?
platinum robes are a far cry from the peasants garb Using the power of the Well of Worlds, dragon ritualists
he once wore, the same seven yellow canaries perch The war has turned under the pressure of a tide that the have effectively blocked the Elemental Chaos to planar
on Bahamuts shoulders as when the heroes met him Dragon Queen could never have predicted, but it is not won. travel by Tiamats forces, but we cannot maintain those
in the lost mines of Karak (Dungeon #159). The forces of good and law hold their own, but Tiamats wards for long. Within a day, Tiamats forces will batter
The adventurers no doubt have countless ques- power is carved out by treachery. With each failure, the through our barrier and we will be caught between two
tions, and Bahamut is happy to provide answers as he Dragon Queen need simply seek the next betrayal that will armies. We must take the city, and quickly.
explains the purpose of his summons. fuel her ambition.
The word of my return shattered the resolve of Tiamats What do you need us to do?
Was the bird man in the Karak Lode really you? forces and gave our own armies a much-needed chance to The City of Brass is sealed against physical incursion,
Yes and no. That was not I in the way you see me nowthe regroup. In the weeks since my return, we have taken the the power of teleportation, and all forms of planar
whole of my physical presence and consciousness. Rather, fight to them, and we are near the endgame now. travel. Bashumgarda holds the city in an iron grip, and
think of that figure as an avatar of sorts, unaware of me his allegiance to Tiamat will not waver. Our spies have
What is that endgame? What are Tiamats plans?
as I was unaware of it, but roaming the mortal realm as a determined, however, that there are cracks in both of
fragment of my mind and will. Even then, it seems that the The Dragon Queen has sent nearly half her remaining these defenses.
fates already knew our paths were intertwined. force to her last redoubt in the planesthe City of Brass Although Bashumgarda promised his people power,
in the Elemental Chaos. Already, our forces lay siege Tiamats forces have taken over in all but name. Many of
against her blue exarch who stands in command there, but the efreet nobles now chafe under Bashumgardas reign.
his power is formidable. He is an ancient wyrm named One of those, the lord Estumishu, has sway over the nobility
Namissi whose thirst for blood is unequalled. We must
break his defense, and time is short.
J a n u a r y 2 010 | D u n g e o n 174

You might also like