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Dungeon Magazine Scales of War Adv Path and Campaign
Dungeon Magazine Scales of War Adv Path and Campaign
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.
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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.
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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?
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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.
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Scales of War Background
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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
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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
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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?
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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
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Scales of War Background
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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.
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
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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
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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-
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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.
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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.
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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.
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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-
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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.
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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)
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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
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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.
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
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5. Spiderweb Landing
Room 7: Ettercaps lurk in this room. Prisoner: The body of
Kartenis is here.
Tactical Encounter: Spiderweb Landing (page 30).
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).
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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.
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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).
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
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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
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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
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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)
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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-
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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
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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.
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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)
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.
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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
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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)
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.
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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
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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
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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.
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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.
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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,
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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
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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.
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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
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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.
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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
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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.
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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,
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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,
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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.
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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
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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.
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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
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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
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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
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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.
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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.
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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
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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
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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
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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.
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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
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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.
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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
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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.
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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.
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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)
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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
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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
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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
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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
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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).
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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)
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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
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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
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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.
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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
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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
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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
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?
of Umbraforge
Ryan Barger, Nicole Cardiff, Saejin Oh,
and Chris Stevens
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
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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
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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
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
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
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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
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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-
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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.
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
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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,
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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?
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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.
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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.
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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.
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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)
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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.
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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
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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.
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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.
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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.
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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
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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.
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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
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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.
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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)
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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.
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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
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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
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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.
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.
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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).
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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.
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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.
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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.
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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.
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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.
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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
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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.
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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,
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The Shadow Rift of Umbraforge
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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
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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.
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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.
of Karak
illustrations by Wayne Reynolds,
Rob Alexander, and Ryan Barger
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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.
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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.
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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
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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.
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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.
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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
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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
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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.
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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.
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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).
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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.
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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.
28. Guardroom
A squad of guards watched over the empty cells in
area 29actually the secret entrance to the mines
below.
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THE BIRDMAN
When the PCs first explore area 29, they find one
of the cells with a prisoner recently captured by a
patrol.
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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
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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.
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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.
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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
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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
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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
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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.
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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
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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.
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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
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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.
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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.
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
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The Lost Mines of Karak
89
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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.
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The Lost Mines of Karak
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.
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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.
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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."
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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.
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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
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Den of the Destroyer
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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
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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.
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Den of the Destroyer
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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
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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
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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.
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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
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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.
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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.
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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
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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
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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
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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
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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.
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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.)
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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
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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.
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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
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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
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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)
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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.
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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
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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
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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
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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.
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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.
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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.
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Den of the Destroyer
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Den of the Destroyer
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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
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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
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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.
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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:
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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.
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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.)
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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).
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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
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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.
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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.
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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.
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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
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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.
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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
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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).
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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.
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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.
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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
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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.
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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.
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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
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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
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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).
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.
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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.
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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.
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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.
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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.
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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.
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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,
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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.
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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.
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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.
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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
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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.
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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.
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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.
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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
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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.
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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
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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)
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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.
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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.
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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,
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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.
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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
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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
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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
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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.
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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.
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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.
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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.
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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.
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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
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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
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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.
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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.
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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.
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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.
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Fist of Mourning
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
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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
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Fist of Mourning
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.
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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.
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
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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).
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Fist of Mourning
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Fist of Mourning
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.
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Fist of Mourning
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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
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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.
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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
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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.
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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.
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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.
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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
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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
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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.
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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
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Fist of Mourning
Januar y 20 09 | D U N G E O N 16 2
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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.
Januar y 20 09 | D U N G E O N 16 2
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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.
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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.
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Beyond the Mottled Tower
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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).
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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.
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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.
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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).
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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.
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Beyond the Mottled Tower
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).
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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
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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)
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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
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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.
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Beyond the Mottled Tower
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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.
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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).
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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)
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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.
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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) &