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Remains of The Empire: by Kolja Raven Liquette An Adventure For 3rd-Level Characters
Remains of The Empire: by Kolja Raven Liquette An Adventure For 3rd-Level Characters
of the
Empire
by Kolja Raven Liquette
An adventure for 3rd-level characters
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Remains of the Empire
Remains of the Empire exposes the characters to injured. Skill challenges allow the party to befriend With that threat dispatched, the characters are
an obscure breed of drake, thought by some to be the docile drake and prevent angry villagers from free to explore the floating tower. They find pickaxes,
extinct. These drakes lead characters to the ruins of a killing the dying one. The clues that surround these shovels, and a counterfeit patent of nobility that links
flying citadel atop a haunted summit. A dragonborn warwing drakes, including the remains of a dragon- Vrak Tiburcaex to Bejik Vuthaner. On the ground,
zealot, seeking to restore the glory of fallen Arkhosia, born rider, all point toward the same direction: the a site is discovered with an entranceway excavated
has turned to Zehir for strength and guidance. top of Morningfall Summit. under the largest mound of sundered masonry.
Remains of the Empire is a 4th Edition D&D® adven- While climbing the one-mile-high peak, the char- The characters explore into the ruins of the once
ture designed to take five 3rd level characters to 4th acters discover a cave occupied by two shadowhunter floating citadel and find an original courtyard, pre-
level. The story offers the chance to tame a drake, bats and a nest of pestilent vermin. served under a precarious ceiling of walls and towers
disperse a mob, parley with undead, and battle within On reaching the summit, the characters behold that collapsed against each other. This is where Bejik
an alpine meadow that defies gravity. Remains of the the remains of Ustraternes for the first time. The ini- Vuthaner studies the ancient texts uncovered in the
Empire can be inserted into any campaign setting. tial impact of the flying city turned an alpine meadow ruins, plots his road to renewed glory, and casts ritu-
into a craterous valley. Pieces of floating debris hover als to bind the warwing drakes. He seeks to eliminate
Adventure in mid-air throughout the vale, along with a floating the current inhabitants of the region and carve out
tower that must have been launched skyward after his own fiefdom devoted to the worship of Zehir. To
Background the crash. this end, he deliberately releases his magically bound
Halfway into the valley, the characters encounter warwing drakes to prey upon the local villagers. In
Long ago, when the Dragonborn Empire of Ark- the original inhabitants of Ustraternes: specters long his quest to restore the airborne cavalry of Arkhosia,
hosia thrived, Ustraternes, one of many airborne dead who guard the remains of their fallen cita- Bejik struck a pact with Zehir that left him horribly
dragonborn citadels, was undone. Tiefling wizards del. A dragonborn shadow named Vrak Tiburcaex deformed. The dragonborn would claim that he has
unraveled the magic that levitated the dragonborn reluctantly serves a living descendant named Bejik been “perfected,” having embraced his new visage as
fortresses high above the clouds and began bringing Vuthaner, a Zehir-touched dragonborn. A skill chal- a viper.
them down. One by one, the floating citadels fell to lenge can convince Vrak to change her allegiance, To gain access to the underground ruins, Bejik
earth. When Ustraternes crashed into an alpine peak, but she requires proof that she is not related to Bejik. deceived the ghost Vrak into believing that he
it cracked open like an egg, scattering the sundered She fights the party and retreats when her undead descended from her noble family. If the original
pieces in all directions. The mountain thereafter brethren are defeated, either to alert Bejik about the patent of nobility is presented to Vrak during the final
became known as Morningfall Summit, its original characters or to brood and say nothing. battle, she will either turn on Bejik and side with the
name erased from history. Approaching the bottom of the valley, the char- characters, or collapse the ruins on top of everybody.
acters encounter either patrolling dragonborn or This result provokes a skill challenge to escape the
Adventure Synopsis a single dragonborn who claims to be trapped on buried courtyard while the final battle takes place
the summit (depending on whether Vrak alerted under falling rubble.
The story begins with the characters passing through these guards). If possible, they lure the party into an Remains of the Empire is a standalone adventure
a peasant region plagued with warwing drakes. Most ambush, attacking from below, above, and on the that can be developed into a longer tale of espionage
of these drakes seem driven by hunger, with two back of a warwing drake. If their trap is revealed and intrigue, maintaining Bejik Vuthaner as a recur-
exceptions; one is inquisitive and playful while the early, the dragonborn attack without surprise. ring villain whose influence grows over time and
other has learned rudimentary speech and is badly attracts yuan-ti followers and snaketongue cultists
with his Zehir-touched appearance.
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Taming the Docile Beast The corpse is sunken face down into a body- “We’re headed out to try to bring them back, but after so
shaped depression in the ground. A DC 10 Heal much blood and terror, we don’t know whether they’ll listen
After the characters finish negotiating with Mavros, a
check determines that the dragonborn body must to reason. They respect you … if you could come along, they
village alarm is sounded.
have fallen from a great height to have pressed into might listen to you.”
A young boy runs into the village out of breath. “My father the ground this way. The dragonborn’s armor is
With directions to the marsh or a guide to lead them,
is dead ... and the beast is still there!” destroyed, but tatters of torn cloth are snagged in the
the characters can race ahead and catch up with the
links of mail. Coins are scattered everywhere from
The boy will lead the characters back to a small clus- mob of young villagers just as they come into sight of
a belt pouch that split open (34 copper and 19 silver
ter of cottages 1 mile away. The cottages are boarded the drake. The crowd is mostly teenage boys and girls
pieces).
up but unscathed. ranging from 14 to 17, but some children as young
Searching the body produces a map of the region.
as 8 are with them. All are armed with pitchforks,
A warwing drake, equipped with a saddle and saddle bags, A DC 15 Nature check identifies aerial routes to
shovels, rakes, and clubs. They are agitated and angry
idly paws at a body on the ground. The distraught boy and from a nearby mountain (Morningfall Summit).
and heedless of danger in their fervor to attack the
indicates that the man is his father. Wherever the aerial routes approach inhabited areas,
creature.
they swing wide and avoid stretches where a flyer
A DC 10 Perception check from up to 10 squares (50 The warwing drake languishes in the marsh,
could be spotted easily.
feet) away determines that the man is not dead but scratching ineffectually at its head. With great effort,
A DC 15 Perception check locates a tabard 25
unconscious. The man is stout for a human, equal the creature hoarsely speaks a few words in Draconic.
feet up in a tree. If retrieved, the tabard is found to
in build to a dragonborn. Before the characters can be emblazoned with a symbol of a serpent. A DC 10 “Can’t ... stop ... pain. Not … want … fight.”
attack, the warwing drake becomes distracted by a Religion check reveals this is the symbol of Zehir.
passing butterfly and flits along in its wake, leaving Treasure: 48 gp, 14 sp, 6 cp. A DC 10 Insight check reveals that the drake is deliri-
the injured farmer alone and apparently uncon- ous with pain. If the characters want to communicate
cerned about the PCs. Villagers on the Rampage with the drake, they must first stop the teenage villag-
Skill Challenge: V2: Taming the Docile Beast Returning to the village, the characters encounter ers from attempting to kill it with farm tools.
(page 63) Mavros and several parents marching toward a Skill Challenge: V3: Villagers on the Rampage
nearby marsh. On seeing the characters, Mavros (page 64)
The Higher They Fall approaches the group and speaks on behalf of
Any character who tracks the warwing drake out of everybody:
The Journey Yonder
the forest (Perception DC 10) finds a trail leading Morningfall Summit is visible from anywhere in the
back to the corpse of a chain-armored dragonborn. “The teenagers and older children of the village rallied region. Its base is 6 miles away from Elkridge. If the
The drake’s tracks disappear at this point, as if the while you were gone. They were anxious before you arrived, characters announce that they are going to climb the
creature landed here. Alternatively, the body can but ever since you killed those drakes, they’ve had bloodlust mile-high peak, climbing kits and hempen rope will
be located with a DC 15 passive Perception check in their hearts. Someone reported seeing a wounded drake be supplied at no cost. Traveling to the mountain pro-
to notice carrion birds circling over a section of the in the marsh near here, and they’ve all armed themselves vides another chance for the characters to discover
forest. Traveling to the area below the carrion birds however they could and marched off to kill it before any of the dragonborn body (see The Higher They Fall,
locates the body. their parents realized what was going on. above), if they didn’t find it earlier.
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Morningfall Summit Rumors As the party ascends Morningfall Summit, they You have not even begun to stow your climbing gear
A character knows the following information with encounter a cave mouth at about the midpoint of the after pulling yourself over the final ridge when the name
a successful Streetwise check after talking with the climb. The narrow cave entrance is 6 squares (30 of this mountain suddenly takes on new meaning. The
local peasants and villagers. feet) to the left of their climbing route. At this point, bowl-shaped valley that opens beneath you is littered
DC 5: The mountain is a dangerous place to which the each character must make a DC 15 Nature or Per- with massive pieces of sundered marble and stonework
locals never venture. ception check. If more characters succeed than fail overgrown with bushes, moss, and trees. The debris is
DC 10: Folklore says that no one who was foolish or the number is tied, then the party can enter the not merely scattered across the ground but suspended in
enough to try to climb the mountain has ever returned. cave without any chance of being surprised by the midair throughout the valley, as if frozen in place and
DC 15: Legends speak of ancient spirits who inhabit creatures inside. If more characters fail than succeed, weathered over a millennia. Not even the passage of time
the peak and consume mountaineers. they still notice the cave but stand a chance of being can disguise the catastrophic event that must have taken
DC 20: A village elder (Cyril the One-Eyed) claims surprised by the creatures inside. place here. Pieces of elaborate architecture, both embedded
that his grandfather climbed the mountain in his youth but in the ground and hovering above it, radiate upward and
Half-way into your climb, the dizzying view is already
turned back after spotting dragonborn spirits. outward from the lowest point in the valley. The most
enough to make you feel small. Looking ahead, you notice a
prominent edifice amongst the airborne flotsam is a nearly
dark gash in the mountainside, large enough that even the
The Nocturnal Aerie broadest member of your party could squeeze through.
undamaged tower near the bottom of the valley but well
The alpine peak rises steeply. It can be scaled only above the surface. To see more than that, you will need to
with a climber’s kit (hooks, hammer, and pitons) and Any character with Nature training notices scratches, investigate from a closer distance.
rope, which the villagers will provide. The distance scuff marks, and litter near the entrance that indicate
to be climbed is 1,000 squares. The speed of ascent some sort of habitation. If the characters ignore the Morningfall Summit Lore
equals the slowest character’s climb speed per minute cave, continue to At the Peak. If they pause to investi- A character knows the following information with a
rather than per round. Total climbing times at vari- gate, they trigger the tactical encounter. successful Nature check.
ous speeds are shown on the table. The climb itself is Tactical Encounter: S1: “The Nocturnal Aerie” DC 15: The alpine valley did not form naturally, but
tiring and slow but not especially dangerous. Every- (page 65). resulted from an enormous impact.
one will reach the peak without mishap; the only
variable is how long it takes and whether the climbers
At the Peak Dragonborn Citadel Lore
are ambushed, as noted below. After an exhausting climb, the characters pull them- A character knows the following information with a
selves over the final ridge of Morningfall Summit. successful History check after studying the debris for
Climb Speed Time Needed The alpine valley stretches in a bowl shape that is 10 minutes. If the characters study the debris for the
4 4 hrs, 10 mins about one-half mile (500 squares) in diameter and better part of an hour, a second History check is per-
3.5 4 hrs, 45 mins 600 feet (120 squares) deep. The valley walls are mitted, but the dragonborn in the valley below will
3 5 hrs, 30 mins steep near the rim but rapidly become less severe. The become aware of their presence.
2.5 6 hrs, 40 mins ground slopes downward everywhere, but once char- DC 5: The designs and artwork etched into the marble
2 8 hrs, 20 mins acters descend 50-60 feet from the lip, the incline is and stonework is dragonborn in origin.
noticeable but managable. DC 10: The debris shares many qualities in common
with ancient dragonborn architecture.
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Poison Mist Level 4 Lurker If the characters set off the poison mist trap, they
Trap XP 175 have ample time to spend healing surges and recover Mindshape Warwing Drake
A weakened section of floor breaks under the weight of a crea- from any damage before proceeding. If Bejik and
ture, smashing a flask of volatile liquid underneath. Like the dragonborn beastmasters of old, you instantly
his servants haven’t already been warned about the
Trap: The unstable liquid reacts quickly when exposed to air tame a warwing drake with a violent burst of psychic
characters, then triggering the trap alerts them that
and billows upward as a gas. energy.
intruders are in the corridor and they use this time to
Perception
✦ DC 10: The character notices that the floor feels soft get into ambush positions.
Level: 5 Duration: Permanent
underfoot. If characters bypass the trap without setting it off,
✦ DC 15: The character notices that a section of floor has been Category: Creation Component Cost: 100 gp
make a mental note of that. The trap will still be live
dug up or disturbed. (see text) Market Price: 250 gp
Initiative +2 when it comes time to evacuate the underground
Time: 1 Hour Key Skill: Arcana or Nature
Trigger chamber. In the chaos that’s likely to occur, someone
When a creature moves across the weakened section of floor. might set it off in their haste to escape.
Attack To perform this ritual, you require a single warwing
A corridor continues beyond the trapped area and
Standard Action Close burst 1 drake bound inside a magic circle drawn to bind a
Target: Creatures in burst emerges through the back of a stone wall into a gutted
natural creature. When you successfully perform this
Attack: +7 vs. Fortitude tower, the upper floor of which is partially choked with
Hit: 1d6 + 4 poison damage. ritual, the warwing drake is tamed as determined by
rubble. Looking through the wide, doorless entrance-
Effect: The triggering creature is immobilized (save ends). Any your Arcana or Nature check result.
creature that enters the cloud or starts their turn there way or either of the paneless windows reveals the
takes 5 poison damage. The mist provides concealment and following.
blocks line of sight for creatures inside it. The cloud persists Check Result Effect on Warwing Drake
until the end of encounter or for 5 minutes. An ancient courtyard opens before you, sheltered under a 7 or lower –4 Int; attacks all other creatures.
Countermeasures roof of sundered marble and the mound of rubble above. 8–13 –2 Int; still wild.
✦ A character can make a DC 15 Acrobatics check to balance
Two now-buried stone towers have toppled against each 14–19 –1 Int; tame and trained.
across the weakened area.
✦ A character can make a DC 5 Athletics check (DC 10 other to create a precarious ceiling. The broken architecture 20–25 Tame and trained.
without a running start) to jump over the weakened area. supports the full weight of the ruins above, keeping an 26 or higher Tame and trained; can speak
✦ An adjacent character who notices the weakened floor can avalanche at bay. Lanterns f licker throughout the area,
make a DC 15 Thievery check to disable the trap without
breaking the flask of poisonous gas. A Thievery check of 12 illuminating broken statues on the ground. The base of the A tame and trained warwing drake is ready to accept
or less triggers the trap. tower opposite the one you occupy is closed off by wooden a rider and riding gear, and it understands com-
✦ Any melee attack against the weakened floor triggers the doors that appear to be newly repaired. mands. It is loyal to the ritual caster or someone the
trap.
ritual caster designates. Such a drake can be trained
Tactical Encounter: S5: “The Ruined Citadel”
to accept other potential riders and masters. If the
(page 73).
ritual grants the drake the ability to speak, the drake
Hazard: “Collapsing Ceiling” (page 75).
speaks in a broken form of a language the ritual
caster selects.
If use of this ritual reduces a warwing drake to 0
Intelligence, the drake dies.
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Conclusion
If Vrak changed her allegiance
to side with the characters and the
party subsequently defeated Bejik and
his servants, the dragonborns’ possessions can
be looted. Bejik’s ritual book (written in Draconic)
includes arcane lock, brew potion, magic circle, lists of
dragonborn artifacts and their selling prices, and
pages of an ancient ritual called mindshape warwing
drake. It’s not immediately clear whether this last
ritual is complete; extensive notes by Bejik are scrib-
bled in the margins.
A character attempting to decipher Bejik’s work
must first spend 8 hours studying his notes. At the
end of that period, a decipher check (Arcana DC 15)
shows that Bejik’s research did complete the ritual.
Another 8 hours of study are required to master the
ritual. See the mindshape warwing drake ritual (page
77). It was on this ritual that Bejik hung his hopes to
create a force of drake-mounted cavalry with which
to carve out a dragonborn fiefdom based on worship
of Zehir.
Regardless of whether the ritual book was found
by the party, surviving the Ruined Citadel encounter
warrants being awarded with Quest XP and receiving
all the associated benefits offered by Elkridge.
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V3: Villagers The warwing drake can be spoken to more candidly for 5
minutes after this skill challenge ends (see Development).
in combat. First success with this skill reveals that the young
villagers are highly agitated, and second success reveals that
Developments any use of the Diplomacy skill earns a failure.
on the Rampage If the characters succeed with 1 failure, they persuade Intimidate
the villagers to back down and the warwing drake DC 15, standard action. A successful check counts as a
Encounter Level 4 (525 XP) communicates in Draconic that it escaped from atop success on the skill challenge.
Morningfall Summit and knocked a pursuing dragonborn off You command the villagers to lay down arms, shame them
Setup another warwing drake. The warwing drake can be spoken into protecting their parents, and assert that the party is more
to more candidly for 2 minutes after this skill challenge qualified to deal with the warwing drake.
The young villagers have whipped themselves into ends (see Development). Nature
a fervor to kill the warwing drake. This particular If the characters succeed with 2 failures, the Warwing DC 5, standard action. A success on this check does not
warwing drake has Intelligence 9, is branded with a drake communicates in Draconic that it escaped from atop count as a success on the skill challenge but does grant a
Morningfall Summit, then it immediately experiences a +2 bonus on all further Bluff and Intimidate checks until a
symbol of the evil god Zehir, and wears a metal collar. mental seizure (see Development). character fails a Bluff or Intimidate check.
It is slowed and weakened by mental seizures. The Failure You demonstrate that you and your companions know far more
creature must make one saving throw at the end of The villagers will not be discouraged from their purpose, about warwing drakes than the villagers, and this knowledge
and they attack the warwing drake. The drake fights back sways them to pay greater heed to your arguments.
each turn to resist both conditions until the end of its
until bloodied, then flies off to die. If the characters intend
next turn.
To begin this skill challenge, the characters must
to speak with the drake, they must subdue the young
villagers (unconscious but not dead) to protect them from
Development
place themselves between the drake and the young themselves. The mob of young villagers consists of 15 Speaking is painful for the warwing drake, but the
villagers. The characters can then pacify the young
human rabble (see page 162 of the Monster Manual). creature will answer any question asked in Draconic
Bluff
villagers long enough to interact with the warwing once the villagers back down. Depending on the
DC 15, standard action. The first successful check counts as
drake. a success on the skill challenge; others have no effect. degree of success in the skill challenge, the drake dies
You convince the young villagers that there is more to the from a massive mental seizure 5 minutes, 2 minutes,
warwing drake than meets the eye. The creature could be lulling or immediately after the skill challenge ends (time
Villagers on the Rampage Level 4 them into a false sense of security before striking.
Skill Challenge XP 525 this in real minutes). This time can be stretched by
Diplomacy
The warwing drake struggles to speak while in physical dis- Standard action. The first Diplomacy check fails 5 minutes for every healing surge worth of hit points
tress; a weakness the agitated village teenagers seem all too automatically and reveals that Diplomacy will not be the drake receives, keeping in mind that the one heal-
quick to exploit. effective in this situation.
ing surge the warwing drake possessed was activated
he young villagers have already worked themselves into a froth
Complexity during the skill challenge.
and refuse to be calmed with rationality.
3 (requires 8 successes before 3 failures)
Heal In addition to what was learned during the skill
Primary Skills
DC 10, standard action. A successful check counts as a challenge, the warwing drake confirms that it was
Bluff, Diplomacy, Heal, Intimidate.
success on the skill challenge.
Secondary Skills subjected to brutal training after bring captured by
You approach the warwing drake without any weapons,
Insight, Nature. dragonborn. When the creature overhead that it was
showing the villagers that the warwing drake is not malicious.
Success
The characters persuade the villagers to back down and let
First success with this skill activates a healing surge and grants going to be killed, it escaped from atop Morningfall
the warwing drake enough mental clarity to communicate in
the party approach the creature instead. The warwing drake Summit and knocked a pursuing dragonborn off
Draconic.
is open to communication with any character who speaks another warwing drake after being wounded in the
Insight
Draconic. The creature reveals that it escaped from atop
DC 10, minor action. A successful check counts as a aerial fight.
Morningfall Summit, knocked a pursuing dragonborn off
success on the skill challenge.
another warwing drake, and wasn’t always able to speak.
You sense that the villagers are frightened of the warwing drake
but want to prove their worth, much as the characters did
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Tactics
The shadowhunter bats are clumsy fighters on the
ground and so remain airborne when attacking
(dangling from the cave ceiling when at rest). They
typically begin and end their flyby attacks behind or
near the central stalagmite pillar in the cave to gain
cover or superior cover.
At night, the shadowhunter bats hunt outside
but are never far away. The rats attack first at night,
attracting the bats from outside one round later.
During the day, the rats hide in the adjoining cham-
ber connected by an underwater passage. They delay
until the shadowhunter bats attack first and then
harry the characters on the ground.
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2 Shadowhunter Bats Level 3 Lurker 5 Giant Rats Level 1 Minion 2 Dire Rats Level 1 Brute
Medium shadow beast XP 150 each Small natural beast XP 25 each Medium natural beast XP 100 each
Initiative +9 Senses Perception +7; darkvision Initiative +3 Senses Perception +5; low-light vision Initiative +2 Senses Perception +5; low-light vision
HP 38; Bloodied 19 HP 1; a missed attack never damages a minion. HP 38; Bloodied 19
AC 17; Fortitude 14, Reflex 17, Will 12 AC 15; Fortitude 13, Refl ex 15, Will 12 AC 15; Fortitude 15, Refl ex 13, Will 11
Speed 2 (clumsy), fl y 8; see also flyby attack Speed 6, climb 3 Immune fi lth fever (see below)
m Tail Slash (standard; at-will) m Bite (standard; at-will) Speed 6, climb 3
+8 vs. AC; 1d6 + 4 damage. In dim light or darkness, a +6 vs. AC; 3 damage. m Bite (standard; at-will) ✦ Disease
shadowhunter bat gains a +2 bonus to the attack roll and Alignment Unaligned Languages — +4 vs. AC; 1d6 + 2 damage, and the target contracts fi lth
deals an extra 6 damage. Str 12 (+1) Dex 17 (+3) Wis 10 (+0) fever (see below).
M Flyby Attack (standard; at-will) Con 12 (+1) Int 2 (–4) Cha 6 (–2) Alignment Unaligned Languages —
The shadowhunter bat fl ies up to 8 squares and makes Skills Stealth +7
one melee basic attack at any point during that movement. Str 14 (+2) Dex 15 (+2) Wis 10 (+0)
The bat doesn’t provoke opportunity attacks when moving Con 18 (+4) Int 3 (–4) Cha 6 (–2)
away from the target of the attack.
Alignment Unaligned Languages —
Skills Stealth +10 Filth Fever Level 3 Disease Endurance improve DC 16, maintain DC 11, worsen DC 10 or lower
Str 13 (+2) Dex 18 (+5) Wis 13 (+2)
Con 14 (+3) Int 2 (–3) Cha 11 (+1)
The target ! Initial Effect: The target !" The target takes a – 2 penalty to AC, " Final State: The target takes a – 2
is cured. loses a healing surge Fortitude defense, and Reflex defense. penalty to AC, Fortitude defense,
and Reflex defense. The target loses
all healing surges and cannot regain
hit points.
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S2: Restless by blood. Vrak is forthcoming about how much she “Vrak Tiburcaex,”
Phantom Dragonborn (V)
Level 4 Soldier
regrets her obligation to Bejik but will not allow the
Guardians characters to approach the line of statues without a
Medium shadow humanoid (undead)
Initiative +5 Senses Perception +7; darkvision
XP 175
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The patrolling dragonborn brigand on the ground and threw him from the saddle. To his knowledge, the brigand atop the floating tower mounts the warwing
benefits from the Perception skill of the dragonborn only place the undead do not go is the floating tower. drake and swoops down against the characters using
sniper positioned on a Medium piece of floating He adds that if they choose to follow him, he will the creature’s flyby attack and his own flail attack.
debris. The dragonborn brigand, warwing drake, and gladly show them how to reach the tower safely, but If the dragonborn were warned about the char-
dragonborn sniper positioned in the tower are well he will not wait for the undead to return. acters, then their weapons are already coated with
hidden and more than 10 squares away (Perception Once the characters are within close range of the bloodstinger poison. They must otherwise use a
DC 27). As such, they benefit from superior conceal- dragonborn snipers, the dragonborn brigand yells standard action to coat their weapons with blood-
ment and superior cover once revealed. “Attack!” and triggers the readied attacks of his allies. stinger poison.
If the characters fail to see through the Bluff The patrolling dragonborn brigand will charge,
attempt, then the dragonborn brigand on the ground while the dragonborn sniper in the tower uses disrup- Warwing Drake (D) Level 4 Skirmisher
claims to be an airborne courier named Gix who tive shot from cover to grant him combat advantage. Large natural beast (mount, reptile) XP 175
Initiative +6 Senses Perception +9
delivers messages between cities. He explains that his The second dragonborn sniper will likewise attack
HP 56; Bloodied 28
mount began flying unpredictably over the summit with distruptive shot, then move to different pieces of AC 18; Fortitude 17, Reflex 15, Will 15
floating debris in search of cover, eventually retreat- Immune fear (while flying only)
ing all the way to the floating tower. The dragonborn Speed 8, fly 8, overland flight 12; see also flyby attack
2 Dragonborn Snipers (S) Level 4 Artillery m Bite (standard; at-will)
Medium natural humanoid XP 175 each +9 vs. AC; 1d10 + 4 damage.
Initiative +6 Senses Perception +10 2 Dragonborn Brigands (B) Level 4 Brute m Claw (standard; at-will)
HP 44; Bloodied 22; see also dragonborn fury Medium natural humanoid XP 175 each
+7 vs. AC; 1d6 + 4 damage
AC 18; Fortitude 14, Reflex 17, Will 15 Initiative +4 Senses Perception +3
M Flyby Attack (standard; at-will)
Speed 6 HP 66; Bloodied 33; see also dragonborn fury
The warwing drake flies up to 8 squares and makes two
m Longsword (standard; at-will) ✦ Weapon AC 18; Fortitude 17, Reflex 14, Will 15
claw attacks at any point during that movement. The drake
+8 vs. AC (+9 while bloodied); 1d8 + 3 damage. Speed 5
doesn’t provoke opportunity attacks when moving away
r Longbow (standard; at-will) ✦ Weapon m Heavy Flail (standard; at-will) ✦ Weapon
from a target of either attack.
Range 20/40; +10 vs. AC (+11 while bloodied); 1d10 + 4 +7 vs. AC (+8 while bloodied); 2d6 + 4 damage.
Fearless Rider (while flying and mounted by a friendly rider of
damage. Bloodstinger Poison: If this is the weapon’s first hit; Bloodstinger Poison: If this is the weapon’s first hit; +6 vs.
4th level or higher; no action) ✦ Mount
+6 vs. Fortitude; ongoing 5 poison damage (save ends). Fortitude; ongoing 5 poison damage (save ends).
The warwing drake grants its rider immunity to fear.
R Disruptive Shot (standard; at-will) ✦ Weapon Dragonborn Fury (only while bloodied)
Alignment Unaligned Languages —
Requires longbow; range 20/40; +8 vs. AC (+9 while A dragonborn gains a +1 racial bonus to attack rolls.
Skills Athletics +11, Insight +9
bloodied); 1d10+ 4 damage, and the dragonborn sniper C Dragon Breath (minor; encounter) ✦ Poison
Str 18 (+6) Dex 15 (+4) Wis 14 (+4)
grants allies adjacent to target combat advantage until the Close blast 3; +6 vs. Reflex (+7 while bloodied); 1d6 + 4
Con 16 (+5) Int 6 (+0) Cha 14 (+4)
end of their next turn. poison damage.
Dragonborn Fury (only while bloodied) Erratic Maneuver (move; encounter)
A dragonborn gains a +1 racial bonus to attack rolls. Make a Bluff check to gain combat advantage.
C Versatile Breath (minor; encounter) ✦ Poison Vicious Strike ✦ Weapon
Area burst 2 within 10 squares or close blast 3; +8 vs. Reflex Requires flail and combat advantage; the dragonborn
(+9 while bloodied); 1d6 + 4 poison damage. brigand deals an extra 1d6 damage on melee attacks.
Alignment Evil Languages Common, Draconic Alignment Evil Languages Common, Draconic
Skills History +5, Intimidate +4, Stealth +10 Skills Bluff +9, History +4, Intimidate +6, Stealth +8
Str 14 (+4) Dex 18 (+6) Wis 16 (+5) Str 18 (+6) Dex 14 (+4) Wis 12 (+3)
Con 14 (+4) Int 12 (+3) Cha 10 (+2) Con 16 (+5) Int 10 (+2) Cha 14 (+4)
Equipment hide armor, longsword, longbow with 30 arrows, Equipment chain armor, heavy flail, bloodstinger poison,
bloodstinger poison, Zehir tabard Zehir tabard
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S5: The Ruined Doors: The two doors leading into the north tower
are made from wood and can be broken (DC 16).
Citadel Rubble: Heavy rubble is impassible and chokes
doorways, passages, and rooms. Light rubble appears
Encounter Level 6 (1,250 XP) in certain places across the floor and counts as diffi-
cult terrain.
Setup Second Floors: The second floor of the north and
Bejik Vuthaner, dragonborn venom zealot (B) south towers can be accessed but are largely choked
1 dragonborn brigand (R) with rubble. The windows can be accessed at this
1 dragonborn sniper (S) level, but only the center window has line of sight to
1 warwing drake (D) the courtyard below.
Vrak Tiburcaex, phantom dragonborn (V) Statues and Pedestals: The broken pieces of
1 pseudodragon (P) statues and their original pedestals provide cover. The
Bejik Vuthaner and his servants occupy the exca- intact northwest statue and pedastal provides supe-
vated section of the citadel that has been preserved rior cover. It costs 2 squares of movement to climb
underground for a millennia. If the characters have over a piece of statue or pedestal or maneuver around
infiltrated the ruined citadel without Vrak or a drag- the intact statue.
onborn servant alerting Bejik of their presence and Walls: These 1-foot walls are made from ancient
have either circumvented or disabled the poison quarried stone. They can be climbed (Athletics DC
mist trap, they can possibly surprise the dragonborn 20) but not broken.
venom zealot and his servants moments after they Window: Open windows provide superior cover.
complete the mindshape warwing drake ritual (see page Climbing through an open window costs 2 squares of
77) in the far north tower. movement.
Treasure: Bejik Vuthaner wields a black poisoned
Features of the Area greatspear +1 (page 75 of Adventure’s Vault), wears a
Illumination: Bright light or darkness. pair of wildrunner boots (page 131 of Adventure’s Vault),
Arcane Symbols: The warwing drake in the and carries a potion of healing.
far north tower is surrounded by a circle of magical The dragonborn brigand wears an amulet of health
runes etched into the ground. An identify ritual check +1, and the dragonborn sniper wears a suit of adder-
on the runes identifies the magic circle ritual and natu- grease leather armor +1 (page 39 of Adventure’s Vault).
ral category (Arcana DC 22).
Ceiling: The ceilings in the north and south
towers are 15 feet high. The ceilings on the second
floors of these towers are 10 feet high.
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Tactics The phantom dragonborn (Vrak Tiburcaex) is Bejik Vuthaner, Level 5 Elite Controller (Leader)
Dragonborn Venom Zealot
hiding on the second floor of the south tower in a
If Vrak or a dragonborn servant was able to warn Medium natural humanoid XP 500
pocket of rubble. The pseudodragon is invisible,
Bejik, or the characters set off the poison mist trap, he Initiative +4 Senses Perception +3, darkvision
waiting to strike at the characters with surprise. Make Piercing Eyes of Zehir aura sight; allies in aura gain darkvision
speaks out loud as they enter the ruined citadel, now
a Stealth check for it (+10) to determine whether HP 126; Bloodied 63; see also dragonborn fury
prepared for their attack with an ambush of his own. AC 21; Fortitude 18, Reflex 17, Will 20
characters notice it with passive Perception (or an
Saving Throws +2
“Welcome lost children. You chose the perfect time to visit active Perception check if they actively search). Speed 5
my domain. Spirits of this ruin lend their ghostly might to The dragonborn brigand will harry a party Action Points 1
my cause. Of course, you can no more see them than you defender on the ground while Vrak targets a party m Spear of the Forked Tongue (standard; at-will) ✦ Weapon
can me. Indeed, my servants have already surrounded your Requires greatspear; reach 2; +11 vs. AC (+12 while
striker. The pseudodragon makes flyby attacks
bloodied); 1d10 + 4 damage (crit 1d6 + 14 damage), and
position. But don’t fret. The darkness of Zehir will fall upon against a party controller and the dragonborn sniper the dragonborn venom zealot makes a viper’s bite attack
you soon enough.” uses disruptive shot from a distance to grant the against an adjacent target.
m Viper’s Bite (standard; at-will) ✦ Poison
Combat begins when Bejik uses smothering cloak of dragonborn brigand combat advantage. The warwing
+8 vs. AC (+9 while bloodied); 1d6 + 3 damage, and ongoing
Zehir to extinguish all sources of illumination in the drake remains within the magic circle of the north 5 poison damage (save ends).
ruined citadel while granting darkvision to any allies tower until Bejik releases the creature. Dragonborn Fury (only while bloodied)
Bejik will approach to within range of his enlarged A dragonborn gains a +1 racial bonus to attack rolls.
within sight using piercing eyes of Zehir. All his servants
C Enlarged Dragon Breath (minor; encounter) ✦ Poison
have delayed, waiting for this moment to strike with dragon breath and exhale poison on the characters,
Close blast 3/5; +8 vs. Reflex (+9 while bloodied); 1d6 + 3
combat advantage and concealment. They act after making no effort to exclude Vrak (who is immune to poison damage.
the highest possible initiative that Bejik can roll (24), poison) or the dragonborn brigand (wearing an amulet R Hidden Fangs (immediate reaction, when an ally hits with a
of health). Bejik will then join the melee with his great- melee attack; recharge ⚃ ⚄ ⚅) ✦ Poison
having delayed if necessary for this place in the combat.
Range 5; one ally within range gains a secondary
The dragonborn venom zealot maintains complete spear and help as needed, targeting a party striker. attack equal to primary attack –2 vs. Fortitude; ongoing
cover in the far tower with a newly created warwing If the characters succeeded at the skill challenge 5 poison damage.
drake, as per the mindshape warwing drake ritual (page S3: Ghost of a Chance and use a move action to pres- Smothering Cloak of Zehir (minor; recharge ⚄ ⚅)
Range sight; all forms of illumination are extinguished until
77). Bejik watches the characters through the wooden ent Vrak with the authentic patent of nobility, she
the end of encounter. New sources of illumination may be
doors of the far north tower as they emerge from the spends a standard action examining the document, ignited after this ability is activated.
30-foot tunnel into the gutted south tower. then immediately switches sides. Present the statistics Alignment Evil Languages Common, Draconic
for Vrak Tiburcaex to the party to use in this combat Skills Arcana +10, History +12, Intimidate +13
The dragonborn sniper is hidden on the second
Str 17 (+5) Dex 14 (+4) Wis 12 (+3)
floor of the north tower with superior concealment as they deem fit, keeping in mind that she is now Con 15 (+4) Int 16 (+5) Cha 19 (+6)
and superior cover once revealed (Perception DC furious with Bejik. Equipment scale armor, poisoned +1 greatspear,
25). The dragonborn brigand will attempt to sneak wildrunner boots, potion of healing, ritual book
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If the characters failed at the Ghost of a Chance (or prevents Bejik from escaping). If they are winning Dragonborn Sniper (S) Level 4 Artillery
skill challenge but now use a move action to present this battle but failed at the skill challenge, the drake Medium natural humanoid XP 175
Vrak with the authentic patent of nobility, she spends swoops into the ruined chamber and either attacks Initiative +6 Senses Perception +10
HP 44; Bloodied 22; see also dragonborn fury
a standard action examining the document, then the characters or otherwise aids the dragonborn. AC 18; Fortitude 14, Reflex 17, Will 15
immediately experiences a crisis of loyalty. Vrak flies Speed 6
away, phases into the ceiling, and removes a vital Collapsing Ceiling Level 2 Lurker m Longsword (standard; at-will) ✦ Weapon
Hazard XP 125 +8 vs. AC (+9 while bloodied); 1d8 + 3 damage.
piece of masonry that holds up the overhead rubble.
A foreboding crack echoes through the chamber that quickly r Longbow (standard; at-will) ✦ Weapon
This activates the Collapsing Ceiling hazard. grows to a thunderous rumble. Range 20/40; +10 vs. AC (+11 while bloodied); 1d10 + 4
If Bejik notices the patent of nobility before the Hazard: The mound of rubble above the chamber collapses,
damage. Bloodstinger Poison: If this is the weapon’s first hit;
characters present it to Vrak, he will try to seize or +6 vs. Fortitude; ongoing 5 poison damage (save ends).
filling the Ruined Citadel area with tumbling, crushing slabs
R Disruptive Shot (standard; at-will) ✦ Weapon
destroy it. If the psuedodragon is still alive, Bejik com- of masonry and debris.
Requires longbow; range 20/40; +8 vs. AC (+9 while
Perception
mands the creature to snatch the patent of nobility bloodied); 1d10 + 4 damage, and the dragonborn sniper
DC 5: The character realizes that the ceiling is collapsing
from the characters. Grabbing it is a Dex vs. Reflex grants allies adjacent to target combat advantage until the
before the first chunks hit the floor and gains a +2 Reflex
end of their next turn.
attack. While it is stuffed in a character’s pocket or bonus until the start of the character’s next turn.
Dragonborn Fury (only while bloodied)
bag, the patent’s Reflex defense equals the character’s DC 15: As a free action, the character can shout directions
A dragonborn gains a +1 racial bonus to attack rolls.
to an ally within 5 and give that ally a +2 Reflex bonus until
AC. If a character is holding it, the patent has the the start of this character’s next turn.
C Versatile Breath (minor; encounter) ✦ Poison
character’s Reflex defense. Area burst 2 within 10 squares or close blast 3; +8 vs. Reflex
Trigger
(+9 while bloodied); 1d6 + 4 poison damage.
Once Bejik has lost two of his dragonborn servants, The hazard is triggered when Vrak Tiburcaex loosens the
Alignment Evil Languages Common, Draconic
stones holding the ceiling together. At that time, allow
he falls back to the north tower, releases the warwing Skills History +5, Intimidate +4, Stealth +10
the characters to make Perception checks, then roll the
drake from the magic circle, and climbs onto the Str 14 (+4) Dex 18 (+6) Wis 16 (+5)
hazard’s initiative and place it in the turn order.
Con 14 (+4) Int 12 (+3) Cha 10 (+2)
creature’s back. Bejik then emerges from the north Initiative +5
Equipment hide armor, longsword, longbow with 30 arrows,
tower through the double doors and rides across the Attack
bloodstinger poison, Zehir tabard
Standard Action Close burst 8 (fills entire area
courtyard toward the south tower, into the 30-foot pas- between North and South Towers)
sageway, and up the roughly hewn shaft. The warwing Targets: Creatures in burst Development
drake will make fly-by attacks against the characters Attack: +4 vs. Reflex
Hit: 2d6+2 damage
If Vrak caused the ceiling of the ruined citadel to
to avoid opportunity attacks, allowing the mounted collapse, Bejik and his servants become invested in
Miss: Half damage
Bejik to enjoy the same protection. The warwing The burst area becomes difficult terrain at the moment saving their own necks. They will use every chance to
drake will resist being ridden by anybody except Bejik, initiative is rolled for the hazard. The collapse continues for
slow down the player characters and escape first. If
who attacks with his greatspear while mounted. 5 rounds. At the end of 5 rounds, the burst area becomes
impassable. both sides manage to escape and Bejik remains alive,
Special: This encounter is when the warwing Countermeasures the battle spills above ground.
drake from V2: Taming the Docile Beast may return at As a minor action, a character in the burst area can make
either an opportune or inopportune time, depending a DC 10 Acrobatics or Athletics check to dodge nimbly
between falling rubble. With a successful check, a character
on whether the characters succeeded or failed at that
takes half damage (no damage on a miss) from rubble until
skill challenge. If the characters succeeded at the skill the start of the character’s next turn.
challenge and need help during this battle, the drake
swoops into the chamber and attacks the dragonborn
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“Vrak Tiburcaex,” Level 4 Soldier (V) Dragonborn Brigand (R) Level 4 Brute Warwing Drake (D) Level 4 Skirmisher
Phantom Dragonborn Medium natural humanoid XP 175 Large natural beast (mount, reptile) XP 175
Medium shadow humanoid (undead) XP 175 Initiative +4 Senses Perception +3 Initiative +6 Senses Perception +9
Initiative +5 Senses Perception +7; darkvision HP 66; Bloodied 33; see also dragonborn fury HP 56; Bloodied 28
HP 40; Bloodied 20 AC 18; Fortitude 17, Reflex 14, Will 15 AC 18; Fortitude 17, Reflex 15, Will 15
AC 18; Fortitude 16, Reflex 15, Will 16 Speed 5 Immune fear (while flying only)
Immune disease, poison; Resist insubstantial m Heavy Flail (standard; at-will) ✦ Weapon Speed 8, fly 8, overland flight 12; see also flyby attack
Speed fly 6 (hover); phasing +7 vs. AC (+8 while bloodied); 2d6 + 4 damage. m Bite (standard; at-will)
m Phantom Sword (standard; at-will) ✦ Necrotic Bloodstinger Poison: If this is the weapon’s first hit; +6 vs. +9 vs. AC; 1d10 + 4 damage.
+9 vs. Reflex; 1d8 + 2 necrotic damage, and the target Fortitude; ongoing 5 poison damage (save ends). m Claw (standard; at-will)
is marked until the end of the phantom dragonborn’s Dragonborn Fury (only while bloodied) +7 vs. AC; 1d6 + 4 damage
next turn. A dragonborn gains a +1 racial bonus to attack rolls. M Flyby Attack (standard; at-will)
C Howling Breath (minor; recharge when bloodied) ✦ Fear, C Dragon Breath (minor; encounter) ✦ Poison The warwing drake flies up to 8 squares and makes two
Psychic Close blast 3; +6 vs. Reflex (+7 while bloodied); 1d6 + 4 claw attacks at any point during that movement. The drake
Close blast 3; targets enemies; +7 vs. Will; 2d6 + 2 psychic poison damage. doesn’t provoke opportunity attacks when moving away
damage, and the target is dazed until the end of the Erratic Maneuver (move; encounter) from a target of either attack.
phantom dragonborn’s next turn. Make a Bluff check to gain combat advantage. Fearless Rider (while flying and mounted by a friendly rider of
Alignment Unaligned Languages Common, Draconic Vicious Strike✦ Weapon 4th level or higher; no action) ✦ Mount
Skills Insight +7, Stealth +8 Requires flail and combat advantage; the dragonborn The warwing drake grants its rider immunity to fear.
Str 14 (+4) Dex 12 (+3) Wis 11 (+2) brigand deals an extra 1d6 damage on melee attacks. Alignment Unaligned Languages —
Con 12 (+3) Int 10 (+2) Cha 14 (+4) Alignment Evil Languages Common, Draconic Skills Athletics +11, Insight +9
Skills Bluff +9, History +4, Intimidate +6, Stealth +8 Str 18 (+6) Dex 15 (+4) Wis 14 (+4)
Pseudodragon Level 3 Lurker Str 18 (+6) Dex 14 (+4) Wis 12 (+3) Con 16 (+5) Int 6 (+0) Cha 14 (+4)
Small natural beast (reptile) XP 150 Con 16 (+5) Int 10 (+2) Cha 14 (+4)
Initiative +9 Senses Perception +8 Equipment chain armor, heavy flail, bloodstinger poison,
HP 40; Bloodied 20 Zehir tabard
AC 17; Fortitude 14, Refl ex 15, Will 14
Speed 4, fl y 8 (hover); see also flyby attack
m Bite (standard; at-will)
+8 vs. AC; 1d8 + 4 damage.
m Sting (standard; recharge ⚃ ⚄ ⚅ ) ✦ Poison
+8 vs. AC; 1d8 + 4 damage, and ongoing 5 poison damage
(save ends).
M Flyby Attack (standard; at-will)
The pseudodragon flies up to 8 squares and makes one
melee basic attack at any point during that movement. The
pseudodragon doesn’t provoke opportunity attacks when
moving away from the target of the attack.
Invisibility (standard; recharges when the pseudodragon is
damaged) ✦ Illusion
As long as the pseudodragon doesn’t move, it is invisible.
Alignment Unaligned Languages —
Skills Insight +8, Stealth +10
Str 13 (+2) Dex 18 (+5) Wis 15 (+3)
Con 16 (+4) Int 6 (–1) Cha 17 (+4)
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