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Age of Worms Overload
Age of Worms Overload
Age of Worms Overload
BY ERIK MONA
BY BY JOHN GALLAGHER
BY ROBERT LAZZARETTI
STATISTICS BY JASON BULMAHN • EDITED BY JAMES JACOBS AND JEREMY WALKER
ART DIRECTION BY SEAN GLENN & MIKE SCHLEY
Dungeons & Dragons, D&D, Dragon, Dungeon, Forgotten Realm, Eberron, Greyhawk, and Wizards of the Coast and all associated logos are trademarks of
Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. © 2005.
Hundreds of years later, a powerful red (if not the spirit), and the process virtually culture, and within a few hundred years,
dragon named Dragotha roosted upon the enslaved Dragotha to his will. The great they had faded entirely from history. Drago-
Spire’s lo�y pinnacle, surveying the crum- undead dragon stood at the vanguard of tha never found his phylactery, retreating
bling ruins of Kyuss’ dream. He had learned an army of spawn of Kyuss, which savaged to a life of seclusion in the bitter north. But
of the potent necromantic monolith from the native cliffdwelling folk of the Ri� Can- the dragon did not remain idle. With his
his consort, Tiamat, the supreme Chromatic yon and began the first steps toward a new life essence forever bound to that of the
Dragon who guarded the Gates of Avernus, empire of evil. Scholars everywhere began trapped Kyuss, Dragotha could not abide
first layer of Hell. Tiamat had turned against whispering about an ancient myth regard- his master’s imprisonment. Over the course
Dragotha, as she eventually turns on all of ing an “Age of Worms,” though few knew of of centuries the dracolich stitched together
her lovers, and the brilliant dragon sought Kyuss’ history in the southern jungles. a vast network of agents poised to release
a means by which to protect himself against Not all of the locals fell under Kyuss’ heel. Kyuss once again into the world. As a group
her treachery forever. To this end, Dragotha A cadre of druids, inheritors of their own of unlikely heroes gathers in the mining
pried the basalt monolith from its moorings ancient legacy, conceived a brilliant plan to town of Diamond Lake, Dragotha’s plan is
and carried it far to the north, to his lair in the weaken the undead army. They managed reaching its final stages.
Ri� Canyon. Kyuss, trapped within some pla- somehow to steal Dragotha’s phylactery, The Age of Worms is at hand.
nar nether-realm connected to the monolith, spiriting it far from the Wormcrawl Fis-
whispered words of confidence to Dragotha. sure and hiding it in an unknown location. 1. The Whispering Cairn
“Release me,” he claimed, “and you shall live Dragotha’s sense of self-preservation at Levels 1–2 • Erik Mona
forever.” Dragotha conquered the required last overwhelmed his compulsion to serve This introductory adventure assumes that
rituals, and Kyuss returned to the world. Kyuss, and the dracolich quit the field of all of the PCs begin their adventuring
Shortly therea�er, Tiamat caught up with battle. Bolstered by their victory, the druids careers in the lively mountain village of Dia-
Dragotha and murdered him for some half- pushed Kyuss back to the Wormcrawl Fis- mond Lake, a muddy smudge on the map of
remembered transgression. True to his sure and bound him once more into the the hills east of the fabulous Free City. Most
word, Kyuss restored Dragotha to life as a monolith—this time, they hoped, forever. of Diamond Lake’s inhabitants are miners
powerful dracolich, fusing a part of his own But the cliff dwellers’ victory would soon and laborers, serious folk who spend most
essence into the bones of his rescuer. Kyuss prove phyrric. Too few of their numbers of their lives toiling below ground. When
had followed the letter of their agreement survived Kyuss’ onslaught to sustain their not working, the miners celebrate along the
PCs also learn that the ritual requires the declares all participants in the games to be former champion, and gobbles up Loris Rak-
“blood of a champion.” “champions of the Free City” for the dura- nian with relish. All the while, the controlled
If they need encouragement to continue tion of the festival. During the multiple- skeletons fall in force upon the crowd, with the
their investigation, the PCs soon encounter day competition, the PCs may not leave the massive sacrifice meant to once again draw the
an ally of Eligos, a beautiful woman named vast Arena understructure, where they have attention of Kyuss to the world and entice him
Celeste (a shadowy figure who appeared in encounters with all sorts of eccentric gladi- to return to the flesh. If the PCs do everything
the Shackled City Adventure Path). Celeste ator teams and individual competitors. right, this does not occur.
reveals that she and Eligos are both agents All the while, they might sneak off to a heav- The adventure is thus largely comprised
of a renowned archmage named Manzorian, ily guarded central structure, directly below of the PCs participating in a multi-chal-
and that Allustan knew to send the PCs to the field of play, inhabited by Loris Raknian lenge gladiatorial tournament while simul-
Eligos because the wizard from Diamond and his ulgurstasa ally. This area contains a taneously exploring the Arena’s monster-
Lake had formerly been Manzorian’s appren- multitude of intriguing chambers, but the stocked understructure.
tice. Allustan and Manzorian had parted ways central gallery is inhabited by the ulgurstasa, During the Champion’s Games, the PCs
on bad terms a decade ago, but Allustan’s who has been gorging itself on the fallen receive a message from Eligos, who has more
suggestion to visit Eligos had been a tacit “champions” in an attempt to create an army information to reveal about Kyuss, crypti-
invitation for Manzorian and his associates of skilled skeletons that it will release upon cally mentioning a distant independent
to assist with the investigation. Manzorian the thousands of spectators at the culmina- territory called Redhand that might some-
is indisposed at a distant lair, and Celeste tion of the Champion’s Games. The central how be related. Eligos also mentions that
must soon leave the Free City for business sub-field level crawls with skeletons, and Allustan has sent him an excited message
elsewhere. She urges the PCs to investigate more arrive several times an hour. asking for their return to Diamond Lake.
Loris Raknian and the Free City Arena. The gruesome climax of the adventure, when When the PCs visit Eligos, they find that he
One way or another, the PCs soon discover the ulgurstasa emerges onto the field of battle has been murdered, his library destroyed.
that the only way into the Arena is to enroll to consume the tournament’s ultimate cham- While investigating his estate, the PCs must
as one of dozens of teams of gladiators for pion, might occur as a PC fights the Arena’s defeat his supernatural killer, a creature
the upcoming Champion’s Games. At the current champion, the gladiator Auric (from with ties to the mysterious Dragotha, who
commencement of the games, Loris Raknian “The Whispering Cairn”). If the ulgurstasa fails bumped him off for asking too many ques-
himself (well protected by powerful guards) to devour the current champion, it settles for a tions about Kyuss.
The PCs eventually discover the immense from Balakarde’s visit takes up about half The bulk of this adventure involves
monolith chamber, but the monolith itself of the adventure, and involves some explo- exploration of this eldritch island and its
is nowhere to be found, having been stolen ration of several mini-dungeons as well as mysterious archive of knowledge regarding
from the site several centuries ago by parties some good old fashioned detective work. the ancient cliff dwellers of the distant Ri�
unknown (at least for now). Skillful negotia- Lashonna is nowhere to be found, but all Canyon. Still-active wards cast with fresh
tion with the spiritual entity might reveal that of the citizens expect her to attend Prince memories of Kyuss’ conquest protect the
the monolith was torn from its moorings and Zeech’s gala celebration. island from the presence of undead, includ-
taken north by a powerful red dragon, and The celebration affords the PCs several ing Dragotha. And including Lashonna, who
that that dragon’s name was Dragotha. opportunities to hobnob with the elite of has reasons of her own to want Dragotha out
Redhand, not all of whom are completely of the picture. Tired of serving as Drago-
8. The Prince of Redhand evil. Several prominent citizens express dis- tha’s lackey, she secretly plans to betray her
Levels 15–16 • Richard Pett taste for Prince Zeech and his close advi- patron and swear fealty to almighty Kyuss in
The PCs briefly return to the Fortress of sors; these potential allies will come into a gambit she hopes will increase her stand-
Unknown Depths to report their findings to play later in the series. ing in the world.
Manzorian and Celeste. A�er the reunion, Finally, the PCs encounter Lashonna, who In order to learn the secret of the phy-
the archmage reveals that Balakarde trav- arrives at the party a�er dark. The PCs may lactery’s location, the PCs must negotiate
eled from the Spire of Long Shadows to discover that the white-haired, charismatic deadly traps le� by the ancient druids. They
an independent kingdom called Redhand, woman is in fact a silver dragon vampire, but also must deal with a canny and competent
to seek the council of a sorceress named evil is all around them, so this is not neces- cleric of Vecna and his debased followers, who
Lashonna, chief magical counselor to the sarily cause for alarm. Lashonna remembers have established a beachhead on the island to
tyrannical Prince Zeech, liege of Redhand. Balakarde as an affable fellow with a burning drain the place of arcane secrets, and who do
In the months leading up to his disappear- curiosity that almost certainly got him killed. not tolerate the presence of strangers on the
ance, Balakarde was completely obsessed She offers to meet with the PCs again in a few island. Finally, the PCs learn the location of a
with Kyuss. If he visited Lashonna, it had nights, when she promises to reveal more. To great cliff dweller fortress where the phylac-
to be because he thought she could help entice the party, Lashonna offers to give them tery is kept. The Library even provides them
him get to the bottom of the mystery. It’s a dozen pages of Balakarde’s journal, which with a mental image of the approach to the
probable that Lashonna remembers meet- he gave to her all those years ago. fortress, allowing for easy teleportation to the
ing Balakarde a decade ago, and might know next adventure.
more about his whereabouts. 9. The Library of Last
Fortunately, Manzorian explains, the Resort 10. Kings of the Rift
canny Prince Zeech is set to celebrate the Level 17 • Author TBD Level 18 • Greg A. Vaughan
twentieth year of his rule at a grand festival At the follow-up meeting, Lashonna hands The PCs teleport to a desolate ridge on the
in a week’s time. Lashonna is sure to attend. over Balakarde’s journal pages, which reveal edge of Ri� Canyon, near the ancient fortress
Manzorian has arranged to have the PCs a great deal about Kyuss and his rise in the where the cliff dwellers hid Dragotha’s phy-
placed on the invitation list for the private Ri� Canyon some 1500 years ago. Balakarde’s lactery so many years ago. The fortress itself is
celebration within Prince Zeech’s fortress notes connect many of the information frag- carved into the cyclopean walls of the canyon,
in Redhand’s capital, the town of Alhaster. ments the PCs may not have pieced together with numerous stone bridges connecting the
The archmage recommends that the party for themselves. The journal also reveals the fortress proper to a series of pinnacles within
teleport to Alhaster immediately, to scout history of the dracolich Dragotha, once a con- a bowshot of the cliff face.
out the city prior to the ball. sort to Tiamat, the Chromatic Dragon. Drago- Sneaking into the base and making off
Despite Prince Zeech’s anniversary, tha, Lashonna suggests, is trying to bring with Dragotha’s phylactery would be easy
Alhaster is far from festive. Everything there Kyuss back from his planar prison, perhaps to save for two facts. First, the place is now
reflects the dour tastes of its lord, a Hexto- gain revenge upon him for tricking him into home to a powerful army of giant and sav-
rian fallen paladin who believes himself a servitude centuries ago. In any event, if Kyuss age humanoid bandits who don’t exactly
just ruler but whose draconian policies and returns it will almost certainly herald the Age appreciate visitors. Second, the entire struc-
brutally efficient police force keep the citi- of Worms, which will bring doom across the ture is currently under attack by a handful
zens in line. It is nonetheless an intriguing continent. In order to prevent Kyuss from of chromatic dragons, who fly between the
place, a crossroads of the civilized world and returning, Lashonna suggests, the PCs must cliffs and pinnacles, picking off bandit kings
wild country where adventurers rub shoul- first deal with the supremely powerful Drago- and PCs at every opportunity. These dragons
ders with bandit kings, haughty hobgoblins, tha. And in order to defeat Dragotha once and serve Dragotha, and somehow became aware
and crooked merchants. The PCs have sev- for all, they must first destroy the dracolich’s of the phylactery’s location when the PCs
eral days to explore the city and get to know phylactery. She doesn’t know where it is, but uncovered it at the Library of Last Resort.
its denizens and dangers. Alhaster presents does know where the lost lore of the ancient Since the entire fortress was shielded from
plenty of opportunities for the PCs to blow druids might be found—on a long-aban- teleportation and similar magic by the
their covers and fall prey to temptation. doned island sanctuary of the last druids ancient druids who built it, the PCs must
Exploring Alhaster and following up clues known as the Library of Last Resort. get in the old fashioned way.
DIAMOND LAKE 14 pearls worth 100 gp each, silver mirror Ariello Klint CR 3
DENIZENS worth 1000 gp (focus for scrying), 225 gp (Scene-Stealing Magician)
To make Diamond Lake truly come alive Spellbook as above plus: 0—all, 1st—alarm, Male Halfling sorcerer 3
for your players, you’ll need more than just comprehend languages, color spray, feather CN Small humanoid
maps and a clever town write-up. You’ll need fall, mage armor, silent image, shocking grasp, Init +3
stat blocks, and lots of them. The following Tenser’s floating disc, true strike; 2nd—fog Senses Spot +1, Listen +3
is an alphabetical listing of 50 important cloud, glitterdust, false life, gust of wind, Languages Common, Halfling, Orc
denizens of Diamond Lake, from lowly card invisibility, knock, mirror image, spider climb; AC 15, touch 14, flat-footed 12
dealers to scheming politicians. 3rd—displacement, explosive runes, gentle hp 12 (3 HD)
repose, haste, stinking cloud, water breathing; Fort +3, Ref +5, Will +3; +2 morale bonus on
Allustan CR 8 4th—remove curse, stone shape, scrying, saves against fear
(The Patient Patron) summon monster IV, wall of fire Spd 20 �.
Male human wizard 8 Hook “My word, what an excellent question!” Melee dagger +1 (1d3–1/19–20)
N Medium humanoid Ranged mwk sling +7 (1d3–1)
Init +6 Amariss CR 6 Base Atk +1; Grp –4
Senses Spot +6, Listen +6 (High Priestess of Wee Jas) Combat Gear potion of invisibility
Languages Common, Elven, Dwarven Female human cleric 6 (Wee Jas) Spells Prepared (CL 3rd, +5 ranged touch):
AC 17, touch 13, flat-footed 15; Dodge LN Medium humanoid 1st (6/day)—animate rope (DC 13), hypnotism
hp 29 (8 HD) Init –1 (DC 13), silent image (DC 14)
Fort +5, Ref +6, Will +10 Senses Spot +3, Listen +3 0 (6/day)—detect magic, ghost sound, mage
Spd 30 �. Languages Common hand, prestidigitation, read magic
Melee mwk dagger +4 (1d4–1/19–20) AC 19, touch 9, flat-footed 19 Abilities Str 8, Dex 16, Con 13, Int 12, Wis 8,
Ranged dagger +7 (1d4–1/19–20) hp 42 (6 HD) Cha 15
Base Atk +4; Grp +3 Fort +7, Ref +1, Will +10 SQ summon familiar (snake)
Combat Gear potion of cure moderate wounds, Spd 20 �. Feats Eschew Materials, Spell Focus (illusion)
scroll of dimension door, scroll of dispel magic, Melee mwk sickle +6 (1d6+1) Skills Bluff +7, Concentration +6, Sleight of
scroll of teleport, wand of dispel magic (CL 5th, Ranged mwk light crossbow +4 (1d8/19–20) Hand +5, Spellcra� +5
7 charges), wand of magic missiles (CL 5th, 20 Base Atk +4; Grp +5 Possessions combat gear plus small dagger,
charges) Special Atk death touch 1/day (6d6), command masterwork small sling with 20 bullets,
Spells Prepared (CL 8th): undead 8/day (+1, 2d6+8, 7th), spontaneous bracers of armor +1, hand of the mage, 15-�.
4th—dimension door, empowered scorching ray casting (inflict spells) hemp rope (2), 22 gp
(2 rays, +6 ranged touch), stoneskin Combat Gear robe of bones (full), scroll of cure Hook “Let me show you a trick.”
3rd—deep slumber (DC 18), dispel magic, moderate wounds (4)
fireball (DC 18), fly Spells Prepared (CL 6th +5 melee touch): Auric CR 5
2nd—resist energy, scorching ray (2 rays, +6 3rd—animate deadD, bestow curse (DC 16), (Champion of the Free City Arena)
ranged touch), see invisibility, web (DC 17) dispel magic, prayer Male human fighter 5
1st—charm person (DC 16), identify, magic 2nd—hold person (DC 15), identifyD, silence, N Medium humanoid
missile, magic weapon, shield sound burst (DC 15), spiritual weapon (+7 Init +5
0—detect magic, mage hand, mending, read magic melee attack, 1d8+2/19–20) Senses Spot –1, Listen –1
Abilities Str 8, Dex 14, Con 12, Int 20, Wis 14, 1st—cause featD (DC 14), cure light wounds (2), Languages Common
Cha 10 divine favor, magic weapon AC 16, touch 11, flat-footed 15, Dodge
SQ summon familiar (none) 0—cure minor wounds, detect magic, detect hp 42 (5 HD)
Feats Brew Potion, Combat Casting, Dodge, poison, guidance, resistance Fort +7, Ref +3, Will +1
Empower Spell, Improved Initiative, Scribe D: Domain spell. Domains: Death, Magic Spd 30 �.
Scroll Abilities Str 13, Dex 8, Con 14, Int 10, Wis 16, Melee mwk greatsword +10 (2d6+4)
Skills Concentration +12 (+16 when casting Cha 12 Base Atk +5; Grp +8
defensively), Knowledge (arcana) +16, SQ use spell completion and trigger items as Atk Options Power Attack, Spring Attack
Knowledge (history) +13, Knowledge (local) 3rd level wizard Combat Gear potion of cure moderate wounds (2),
+11, Knowledge (planes) +13, Listen +6, Feats Combat Casting, Extra Turning, Improved potion of rage
Spellcra� +18, Spot +6 Turning, Iron Will Abilities Str 16, Dex 13, Con 14, Int 10, Wis 8,
Possessions combat gear plus masterwork Skills Concentration +8, Knowledge (religion) Cha 12
dagger, amulet of natural armor +1, bracers +6, Spellcra� +6 Feats Dodge, Improved Initiative, Mobility,
of armor +3, ring of protection +1, headband Possessions combat gear plus masterwork Power AttackB, Spring AttackB, Weapon Focus
of intellect +2, cloak of resistance +2, pearl of sickle, masterwork light crossbow with 20 (greatsword)
power (1st), 500 gp worth of diamond dust, bolts, +1 splint mail, +1 heavy steel shield, 80 gp Skills Climb +11, Intimidate +9, Jump +11
Hook “Listen to the virtues of the Green Lady.”
Sleight of Hand +10, Tumble +10, Use Rope Dannath CR 1 Dietrik Cicaeda CR 3
+8 (+10 when binding) (Lazare’s Daughter and Hostess) (Master Cartographer)
Possessions masterwork dagger (2), bracers Female human aristocrat 2 Male human expert 4
of armor +1, elixir of love (3), masterwork NG Medium humanoid NG Medium humanoid
manacles, courtier’s outfit, 25 gp Init –1 Init –1
Hook “What’s your pleasure?” Senses Spot +2, Listen +7 Senses Spot +1, Listen +1
Languages Common, Dwarven, Elven, Gnome, Languages Common, Dwarven, Elven
Cubbin CR 5 Goblin, Halfling, Orc AC 11, touch 9, flat-footed 11
(Corrupt Sheriff) AC 10, touch 9, flat-footed 10 hp 16 (4 HD)
Male human fighter 5 hp 12 (2 HD) Fort +1, Ref +0, Will +5
NE Medium humanoid Fort +0, Ref –1, Will +5 Spd 30 �.
Init +1 Spd 30 �. Melee mwk light mace +3 (1d6–1)
Senses Spot +3, Listen +3 Melee mwk quarterstaff +1 (1d6–1) Ranged mwk light crossbow +3 (1d8/19–20)
Languages Common Base Atk +1; Grp +0 Base Atk +3; Grp +2
AC 20, touch 11, flat-footed 19 Combat Gear potion of delay poison, smokestick (2) Abilities Str 8, Dex 9, Con 11, Int 14, Wis 12,
hp 36 (5 HD) Abilities Str 9, Dex 8, Con 10, Int 13, Wis 10, Cha 10
Fort +6, Ref +2, Will +2 Cha 11 Feats Skill Focus (Cra� cartography), Skill Focus
Spd 20 �. Feats Alertness, Iron Will (Knowledge geography), Toughness
Melee +1 longsword +10 (1d8+6/19–20) Skills Diplomacy +7, Gather Information +7, Skills Appraise +9, Climb +3, Cra� (cartography)
Ranged heavy crossbow +6 (1d10/19–20) Knowledge (local) +6, Listen +7, Sense Motive +12, Decipher Script +9, Forgery +9,
Base Atk +5; Grp +8 +5, Speak Language 5 Knowledge (geography) +12, Knowledge
Atk Options Cleave, Improved Sunder, Power Possessions combat gear plus masterwork (history) +9, Knowledge (local) +9, Ride +4,
Attack quarterstaff, bracers of armor +1, tindertwig Survival +6
Combat Gear potion of cure moderate wounds, (10), 43 gp Possessions masterwork light mace, masterwork
potion of bull’s strength Hook “Take a seat. Care for a game of light crossbow with 20 bolts, leather armor,
Abilities Str 16, Dex 12, Con 14, Int 10, Wis 13, dragonchess?” paper (20), quill and ink, scroll case (4),
Cha 8 spyglass, light horse, riding saddle, 18 gp
Feats Cleave, Improved Sunder, Power Attack, Dealer CR 2 Hook “I have maps of this area and beyond.”
Quick Draw, Weapon Focus (longsword), (Master of Many Games)
Weapon Specialization (longsword) Female human commoner 3 Dobrun Trent CR 6
Skills Intimidate +7, Listen +3, Ride +9, Spot +3 NG Medium humanoid (Militia Lieutenant)
Possessions combat gear plus +1 longsword, Init +1 Male half-elf fighter 6
heavy crossbow with 20 bolts, +1 banded mail, Senses Spot +6, Listen +6 LN Medium humanoid (elf )
large steel shield, 8 gp Languages Common Init +2
Hook “You’ll do it because I told you to!” AC 11, touch 11, flat-footed 10; Dodge Senses low-light vision; Spot +1, Listen +1
hp 6 (3 HD) Languages Common, Elven
Dancer CR 2 Fort +0, Ref +2, Will +1 AC 21, touch 12, flat-footed 19, Dodge, Mobility
(Nimble Entertainer) Spd 30 �. hp 43 (6 HD)
Female human commoner 3 Melee mwk dagger +1 (1d4–1) Immune sleep
NE Medium humanoid Ranged mwk dagger +3 (1d4–1) Fort +6, Ref +4, Will +2; +4 against
Init +1 Base Atk +1; Grp +0 enchantment
Senses Spot –1, Listen –1 Abilities Str 8, Dex 12, Con 9, Int 10, Wis 11, Spd 20 �.
Languages Common Cha 13 Melee +1 scimitar +11/+6 (1d6+6/18–20)
AC 11, touch 11, flat-footed 10; Dodge Feats Alertness, Dodge, Skill Focus (Sleight of Ranged mwk composite shortbow +9/+4 (1d6+3/x3)
hp 9 (3 HD) Hand) Base Atk +6; Grp +9/+4
Fort +1, Ref +2, Will +0 Skills Bluff +2, Listen +6, Sense Motive +2, Special Atk Combat Expertise, Spring Attack,
Spd 30 �. Sleight of Hand +7, Spot +6 Whirlwind Attack
Melee dagger +0 (1d4–1/19–20) Possessions masterwork dagger, entertainer’s Combat Gear potion of bull’s strength, potion of
Ranged dagger +2 (1d4–1/19–20) outfit, deck of cards (2), deck of marked cards cure moderate wounds
Base Atk +1; Grp +0 (2), 105 gp Abilities Str 16, Dex 14, Con 12, Int 13, Wis 10,
Abilities Str 8, Dex 13, Con 11, Int 10, Wis 9, Hook “One more game couldn’t hurt.” Cha 8
Cha 12 Feats Combat Expertise, Dodge, Mobility,
Feats Dodge, Endurance, Quick Draw Spring Attack, Weapon Focus (scimitar),
Skills Bluff +4, Climb +7, Perform (dance) +4 Weapon Specialization (scimitar), Whirlwind
Possessions dagger (2), entertainer’s outfit, 8 gp Attack
Hook “One day, I’ll leave this place.”
Fort +5, Ref +2, Will +2 Abilities Str 12, Dex 10, Con 14, Int 8, Wis 16, disguise self, grease, hold portal, hypnotism,
Spd 20 �. Cha 13 magic weapon, obscuring mist, unseen servant,
Melee mwk longsword +7 (1d8+2/19–20) Feats Combat Casting, Cra� Arms and Armor, ventriloquism; 2nd—arcane lock, blindness/
Ranged mwk heavy crossbow +5 (1d10/19–20) Exotic Weapon Proficiency (whip), Skill Focus deafness, levitate, protection from arrows,
Base Atk +3; Grp +5 (Knowledge religion) shatter, summon swarm; 3rd—daylight, tongues
Atk Options Cleave, Improved Sunder, Power Skills Concentration +12 (+16 when casting Hook “You’ll stay out of my way if you know
Attack defensively), Knowledge (religion) +12 what’s good for you.”
Combat Gear potion of cure moderate wounds, Possessions combat gear plus +1 heavy mace,
alchemists fire (2) masterwork whip, +1 half plate of light Kurlag CR 5
Abilities Str 15, Dex 13, Con 14, Int 8, Wis 12, fortification, +1 heavy steel shield, cloak of (Bouncer)
Cha 10 resistance +1, silver holy symbol, 59 gp Male half-ogre fighter 4
Feats Cleave, Improved Initiative, Improved Hook “Enlightenment can penetrate even a N Large giant
Sunder, Power Attack, Weapon Focus helm of iron.” Init +0
(longsword) Senses darkvision 60 �., Spot +0, Listen +0
Skills Intimidate +6, Ride +7 Khellek CR 5 Languages Common, Giant
Possessions combat gear plus masterwork (Seeker of Lost Lore) AC 18, touch 9, flat-footed 18
longsword, masterwork heavy crossbow with Male human wizard 5 hp 38 (4 HD)
20 bolts, +1 banded mail, heavy steel shield, NE Medium humanoid Fort +7, Ref +1, Will +1
28 gp Init +6 Spd 20 �.
Hook “Now what do we have here? Don’t worry, Senses Spot +2, Listen +2 Melee +1 Large greataxe +11 (3d6+12/x3)
I don’t really care.” Languages Common, Draconic, Elven Space 10 �.; Reach 10 �.
AC 13, touch 13, flat-footed 11 Base Atk +4; Grp +14
Jierian Wierus CR 7 hp 19 (5 HD) Atk Options Cleave, Power Attack
(High Priest of St. Cuthbert) Fort +5, Ref +4, Will +5 Special Atk Improved Overrun
Male human cleric 7 Spd 30 �. Combat Gear potion of rage
LG Medium humanoid Melee dagger +1 (1d4–1/19–20) Abilities Str 22, Dex 11, Con 16, Int 6, Wis 10,
Init +0 Ranged dagger +4 (1d4–1/19–20) Cha 10
Senses Spot +3, Listen +3 Base Atk +2; Grp +1 SQ giant blood
Languages Common Combat Gear potion of cure moderate wounds, Feats Cleave, Improved Overrun, Power
AC 21, touch 10, flat-footed 21; light scroll of darkvision, scroll of see invisibility, Attack, Weapon Focus (greataxe), Weapon
fortification scroll of spider climb, wand of color spray (15 Specialization (greataxe)
hp 49 (7 HD) charges), wand of glitterdust (34 charges) Skills Intimidate +7
Fort +8, Ref +3, Will +9 Spells Prepared (CL 5th +4 ranged touch): Possessions combat gear plus +1 Large
Spd 20 �. 3rd—haste, suggestion (DC 17) greataxe, Large breastplate, 4 gp
Melee +1 heavy mace +7 (1d8+2) or 2nd—false life, invisibility, scorching ray Hook “Boss says you gotta go. Don’t make me
mwk whip +7 (1d3+1 nonlethal) 1st—mage armor, charm person (DC 15), get out da cleava.”
Base Atk +5; Grp +6 expeditious retreat, ray of enfeeblement
Atk Options smite 1/day (+4 attack, +7 damage), 0—detect magic (2), dancing lights, Lanod Neff CR 6
feat of strength 1/day (+7 Str) prestigitation (Governor-Mayor)
Special Atk spontaneous casting (cure spells), Abilities Str 8, Dex 14, Con 13, Int 16, Wis 10, Male human fighter 6
turn undead 4/day (+3, 2d6+8, 7th) Cha 12 NE Medium humanoid
Combat Gear holy water (3), scroll of cure critical SQ summon familiar (rat) Init +7
wounds (2), scroll of freedom of movement, Feats Alertness (as long as familiar is within Senses Spot +2, Listen –1
wand of sound burst (33 charges, DC 13) arm’s reach), Cra� WandB, Improved Languages Common, Dwarven, Gnome
Spells Prepared (CL 7th, +5 ranged touch): Initiative, Scribe ScrollB, Skill Focus AC 19, touch 13, flat-footed 16
4th—divine power, spell immunityD (concentration), Spell Focus (enchantment) hp 37 (6 HD)
3rd—dispel magic, magic vestmentD, prayer, Skills Concentration +12, Knowledge (arcana) Fort +6, Ref +5, Will +2
searing light +9, Knowledge (history) +7, Knowledge (the Spd 30 �.
2nd—augury, bull’s strengthD, hold person (DC planes) +7, Knowledge (religion) +7, Listen Melee +1 rapier +11/+6 (1d6+4/18–20)
15), silence, spiritual weapon (+8 atk, 1d8+2) +2, Profession (gambler) +7, Spellcra� +13, Ranged mwk light crossbow +10 (1d8/19–20)
1st—bless, cause fear (DC 14), command (DC 14), Spot +2 Base Atk +6; Grp +7
divine favor, enlarge personD, shield of faith Possessions combat gear plus dagger, brooch Atk Options Blind Fight, Combat Expertise,
0—create water, detect magic (2), guidance, read of shielding (63 charges), ring of protection +1, Improved Disarm
magic, resistance cloak of resistance +1, 75 gp Combat Gear potion of cat’s grace, potion of cure
D: Domain spell. Domains: Destruction, Spellbook as above plus: 0—all, 1st— light wounds (2), ring of command (see below)
Strength comprehend languages, detect secret doors,
1st—bless, cause fear (DC 13), enlarge personD, Immune sleep heavy warhorse, masterwork manacles (2),
shield of faith Fort +3, Ref +10, Will +4, +6 against signal whistle, 142 gp
0—detect magic, guidance (2), resistance enchantment; evasion Hook “As commander of the militia, I order you
D: Domain spell. Domains: Destruction, Spd 30 �. to stop!”
Strength Melee mwk dagger +8 (1d4–1/19–20) Tom Shingle CR 7
Abilities Str 12, Dex 10, Con 14, Int 8, Wis 15, Ranged mwk dagger +8 (1d4–1/1–20) or (Emporium Contortionist)
Cha 13 mwk shortbow +8 ranged (1d6–/x3) Male boggle rogue 4
Feats Combat Casting, Skill Focus (Knowledge Base Atk +3; Grp +2 CN Small monstrous humanoid
[religion]) Atk Options Point Blank Shot, sneak attack Monster Manual II 33
Skills Concentration +7 (+11 when casting (3d6) Init +10
defensively), Knowledge (religion) +7 Combat Gear potion of cure moderate wounds (2), Senses darkvision 60 �., Spot –2, Listen –2
Possessions combat gear plus masterwork potion of invisibility Languages Common
heavy mace, masterwork breastplate, heavy Abilities Str 8, Dex 18, Con 10, Int 110, Wis 13, AC 22, touch 17, flat-footed 16; Dodge,
steel shield, silver holy symbol, 11 gp Cha 14 Mobility, uncanny dodge
Hook “There is only one true god. Come to the SQ trapfinding, trap sense +1 hp 40 (8 HD); DR 5/magic
just side of St. Cuthbert.” Feats Point Blank Shot, Weapon Finesse Resist fire 5
Skills Bluff +7, Diplomacy +7, Disable Device Fort +2, Ref +14, Will +3; evasion
Tidwoad CR 4 +8, Escape Artist +8, Gather Information +8, Spd 40 �. , climb 30 �.
(Gem Monger) Listen +9, Open Lock +12, Search +8, Spot +9, Melee 2 claws +10 (1d4+2) and
Male gnome expert 5 Tumble +12, Use Magic Device +10 bite +5 (1d4+2) or
LE Small humanoid Possessions combat gear plus masterwork mwk dagger +11/+6 (1d3+2/19–20)
Init +1 dagger, masterwork shortbow plus 40 arrows, Ranged mwk dagger +15/+10 (1d3+2/19–20)
Senses low-light vision, Spot +8, Listen +4 +1 leather armor, cloak of resistance +1, Space 5 �.; Reach 15 �.
Languages Common, Dwarven, Gnome Hook “You know, between the dog fights and Base Atk +7; Grp +5
AC 15, touch 12, flat-footed 14; +4 dodge bonus the knife fights, this town ain’t so bad.” Atk Options improved grab, rend (2d4), sneak
against giants attack (2d6)
hp 25 (5 HD) Tolliver Trask CR 9 Special Atk grease
Fort +2, Ref +2, Will +6; +8 vs illusion (Militia Commander) Combat Gear rope of entanglement
Spd 20 �. Male human warrior 10 Spell-Like Abilities (CL 7th):
Melee masterwork dagger +3 (1d3–2/19–20) LN Medium humanoid 6/day—dimension door
Ranged masterwork dagger +6 (1d3–2/19–20) Init +5 Abilities Str 14, Dex 23, Con 13, Int 9, Wis 7,
Base Atk +3; Grp –3 Senses Spot +0, Listen +0 Cha 6
Combat Gear potion of cure moderate wounds, Languages Common SQ scent, trapfinding, trap sense +1
potion of invisibility AC 22, touch 11, flat-footed 21 Feats Dodge, Improved Initiative, Mobility
Spell-Like Abilities (CL 5th): hp 58 (10 HD) Skills Climb +14, Escape Artist +23, Hide +11,
1/day—speak with animals Fort +9, Ref +5, Will +4 Move Silently +11, Sleight of Hand +13,
Abilities Str 7, Dex 12, Con 12, Int 14, Wis 11, Spd 20 �. Tumble +13
Cha 8 Melee +1 frost longsword +14/+9 (1d8+3/17–20 Possessions combat gear plus masterwork
Feats Diligent, Iron Will plus 1d6 cold) or dagger (4), +1 leather armor, 50 �. silk rope,
Skills Appraise +10, Bluff +7, Cra� (gemcutting) sap +12/+7 melee (1d6+2 nonlethal) masterwork manacles (4), 8gp
+10, Gather Information +7, Listen +4, Sense Ranged mwk heavy crossbow +12 (1d10/19–20) Hook “Tom in a twist, both legs, both fists.”
Motive +8, Sleight of Hand +11, Spot +8 Base Atk +10; Grp +12 Grease (Sp): At will, Tom can secrete an oily
Possessions combat gear plus Small masterwork Atk Options Cleave, Power Attack nonflammable substance from his skin that
dagger (3), +1 leather armor, gemcutting tools, Combat Gear potion of cure serious wounds (2), acts like a grease spell except it has a range
gems worth 1,200 gp, 87 gp potion of bull’s strength, tanglefoot bag (2) of touch and lasts 8 rounds. A DC 12 Reflex
Hook “I’m sure we can come to some sort of deal.” Abilities Str 14, Dex 12, Con 12, Int 9, Wis 10, save avoids this effect. Tom is immune to the
Cha 8 effects of this substance.
Tirra CR 5 Feats Cleave, Improved Critical (longsword),
(Free City Adventurer) Improved Initiative, Power Attack, Weapon Trovost Skunt CR 5
Female elf rogue 5 Focus (longsword) (Militia Lieutenant)
N Medium humanoid Skills Climb +1, Intimidate +7, Ride +9, Swim +7 Male human fighter 5
Init +4 (–5 while armored) LN Medium humanoid
Senses low-light vision, Spot +9, Listen +9 Possessions combat gear plus +1 frost Init +1
Languages Common, Elven longsword, sap, masterwork heavy crossbow Senses Spot +1, Listen +1
AC 17, touch 14, flat-footed 13; uncanny dodge with 20 bolts, +2 banded mail, +1 heavy steel Languages Common
hp 20 (5 HD) shield, cloak of resistance +1, badge of office, AC 21, touch 10, flat-footed 21
Base Atk +3; Grp +4 Hook “Death comes to us all, and I look forward meant to perfect the body and spirit. The
Atk Options Point Blank Shot, Precise Shot to the great beyond.” secretive monks hold dusk as the holiest of
Combat Gear potion of cat’s grace, sleep arrows (3) hours, and sonorous chants emit from the
Abilities Str 13, Dex 15, Con 10, Int 14, Wis 8, Zalamandra CR 7 Twilight Monastery’s central courtyard when
Cha 12 (Queen of the Veiled Corridor) the night sky appears in the heavens.
SQ wild empathy +4 Female human rogue 7 Foremost among the monks is Izenfen
Feats Endurance, Improved Initiative, Point CN Medium humanoid the Occluded (LN female human monk 7),
Blank Shot, Precise Shot, Rapid Fire, Track Init +7 a peerless masked combatant thought to be
Skills Cra� (bowmaking) +8,Hide +8, Listen +5, Senses Spot +5, Listen +5 one of the wisest figures in the hills. Trav-
Move Silently +8, Survival +5 Languages Common, Elven elers frequently seek her council, but most
Possessions combat gear plus short sword, AC 18, touch 14, flat-footed 15; Dodge, leave Diamond Lake without ever having
masterwork composite longbow (+1) with Mobility, uncanny dodge gained access to the Twilight Monastery, for
25 +1 arrows, masterwork studded leather hp 34 (7 HD) Izenfen deigns to speak with only a handful
armor, 60 gp Fort +3, Ref +8, Will +2; evasion of pilgrims foretold to her via the agency
Hook “Pleased to meet you. If you need a bow, Spd 30 �. of the night sky and an immense mirrored
I’m your lady.” Melee +1 short sword +9 (1d6/19–20) lens called the Censer of Symmetry. The Cen-
Ranged mwk dagger +9 (1d4–1/19–20) ser, which dominates the monastery’s cen-
Wee Jas Fanatic CR 3 Base Atk +5; Grp +4 tral courtyard, grants any who gaze upon it a
Male or female human cleric 3 (Wee Jas) Atk Options sneak attack (4d6) +10 bonus on Profession (astrologer) checks
LN or LE Medium humanoid Combat Gear potion of the cat’s grace, potion of made during a clear night. Junior monks
Init –1 cure moderate wounds, potion of invisibility polish its smooth surface throughout the
Senses Spot +2, Listen +2 Abilities Str 8, Dex 16, Con 13, Int 12, Wis 10, day, and the whole of the order is prepared
Languages Common Cha 14 to defend it with their lives.
AC 16, touch 9, flat-footed 16 SQ trapfinding, trap sense +2 When word of the Censer’s predictive
hp 20 (3 HD) Feats Dodge, Improved Initiative, Mobility, prowess spread to the miners of Diamond
Fort +4, Ref +0, Will +5 Weapon Finesse Lake 20 years ago, a desperate contingent
Spd 20 �. Skills Bluff +12, Climb +9, Diplomacy +16, petitioned Izenfen to predict the location
Melee mwk dagger +4 (1d4+1/19–20) Escape Artist +13, Hide +13, Jump +11, Listen of the richest unclaimed local ore deposits,
Ranged dagger +2 (1d4+1/19–20) +5, Move Silently +13, Sense Motive +10, appealing to her compassion with tales of
Base Atk +2; Grp +3 Spot +5, Tumble +15 starving children and dangerously unpaid
Special Atk death touch 1/day (3d6), Possessions combat gear plus +1 short sword, debts. The masked mistress of the Twilight
spontaneous casting (inflict spells), command masterwork dagger (3), +1 studded leather Monastery rebuffed their pleas, triggering
undead 5/day (+4, 2d6+6, 4th) armor, ring of protection +1, 87 gp the miners’ contingency plan—an ill-fated
Combat Gear potion of bull’s strength, scroll of Hook “I am confident we can meet your needs.” invasion of the monks’ compound that le�
cure moderate wounds, scroll of magic missile (2) seven miners dead. Only a single member
Spells Prepared (CL 3rd): DIAMOND LAKE’S of the order perished—Imonoth, Izenfen’s
2nd—aid, identifyD, sound burst (DC 14) HINTERLANDS beloved daughter.
1st—cause fearD (DC 13), cure light wounds (2), Beyond the streets of Diamond Lake is a Immediately therea�er, Izenfen gathered
shield of faith jagged expanse of wilderness. Wandering a cadre of stealth assassins from the ranks
0—cure minor wounds, detect magic, guidance, bands of militia patrol the region, keeping of her best warriors, and silently set them
read magic it mostly safe for the merchants, pilgrims, upon the surviving invaders who still milked
D: Domain spell. Domains: Death, Magic and travelers heading to and from the Free wounds in the petty shacks along Diamond
Abilities Str 12, Dex 8, Con 13, Int 10, Wis 15, City. The following locations, while techni- Lake’s waterfront. At an annual celebration
Cha 14 cally outside the town limits, play important called Darkstar’s Kiss, the monks of the
SQ use spell completion and trigger items as roles in local affairs. Twilight Monastery recite from memory
1st level wizard the names of all fi�een miners murdered
Feats Combat Casting, Improved Turning, Skill The Twilight Monastery on that night, reminding themselves to
Focus (Knowledge religion) About two hours north of Diamond Lake, always remain vigilant to the encroachment
Skills Concentration +7 (+11 when casting a towering crag called the Griffon’s Roost of outsiders. Rumors suggest that Izenfen’s
defensively), Knowledge (religion) +9, casts a dark shadow over the muddy road masked silent killers remain active to this
Spellcra� +6 to Elmshire. From a perch hundreds of feet day, citing the disappearance or mysterious
Possessions combat gear plus masterwork above looms the cat-infested Twilight Mon- deaths of nearly a dozen political enemies
dagger, dagger (2), breastplate, heavy steel astery, a three-towered monument to an within the town.
shield, phylactery of faithfulness, silver holy obscure philosophy of the Distant West. Two Although the monks of the Twilight
symbol, 61 gp score monks dwell within the monastery, Monastery keep mostly to themselves and
dedicating themselves to a litany of exercises desire only to lead lives of undisturbed con-
of Eberron. Those who know the secrets of and the dragons rose up to fight the fiends known planes in search of power. And ulti-
the Draconic Prophecy have heard of the that covered the land, they sought allies in mately, they created the Rod of Seven Parts,
Age of Worms: a time of terror, a reign of all corners of the world, and ultimately even forged in dragonfire and cooled in purest
death, when dragon and human alike will the outer planes. On Lamannia, the couatl elemental air. Unfortunately, it was only
be corrupted and enslaved by the ancient emissary found a nation of mighty genies, used once before it was lost—but Miska the
evils. The seers of Argonnessen know that and many were sympathetic to Eberron’s Wolf-Spider has never been seen again.
this darkness will one day overtake Eberron; plight. These were the Wind Dukes. Deadly It is believed that all of the Wind Dukes were
they believe that it is inevitable. The only warriors and powerful wizards, these ele- destroyed in the war against the rakshasa, but
question is when. Over the course of this mental lords fought alongside the greatest their tombs and relics still remain.
Adventure Path, a sinister force will set the of the dragons, and wind and fire scattered
wheels of the age in motion: it will fall to the the armies of Khyber. Even today, the names The Seeker Lodge
heroes to serve as the agents of destiny, to of the Wind Dukes are still spoken in whis- The Seekers can be incorporated into
find a way to stop the Age of Worms. pers in the ruined halls of Ashtakala. Eberron as is, as a new secret society. How-
But as powerful and valiant as the allies ever, they could be an unscrupulous arm of
The Whispering Cairn were, it was a battle that could not be won. Morgrave University, or an agency aligned
“The Whispering Cairn” introduces the idea The mightiest children of Khyber could with members of the Aurum who possess a
of the Wind Dukes of Aaqa and the armies not be destroyed: their spirits would sim- particular love for antiquities. Alternatively,
of Chaos, two ancient powers that fought at ply reform. The couatl’s retired into Sarlona, the organization could be replaced with the
the dawn of time. In Eberron, the Queen of seeking to find a way to bind the demon Wayfinder Foundation—although Wayfind-
Chaos and Miska the Wolf-Spider were two lords. Meanwhile, the dragons and the Wind ers are less likely to resort to subterfuge.
of the mightiest children of Khyber. In the Dukes took a different approach—creating a
first age of Eberron, these beings and oth- weapon that could banish a fiend’s essence Filge
ers of their ilk commanded vast armies of from the Eberron itself. The Wandering In Encounter 5, a male elf corpse tells Filge
rakshasa and other fiends. When the couatl Dukes traveled across Eberron and all of the “the Guild of Wizardry was wrong to turn
Garrison Militia
Kalashtar: A kalashtar seer has had pre- god. In time, the overlords were bound by ness to become the herald of the Shadow. A
cognitive visions of a terrible disaster, but dragons and the Silver Flame. But many of character would have to make a successful
she cannot narrow the focus to determine the lesser spirits—the rakshasa—escaped skill check in one of the following to have
its exact nature. A kalashtar may have been this fate, and for tens of thousands of years heard these tales: Knowledge (arcana) (DC
sent to the town to watch for any signs of they have schemed to release their mas- 25), Knowledge (religion) (DC 20), bardic
this rising evil. ters. Thousands of years ago, the overlord knowledge (DC 25).
Shi�ers: There should be a number of Katashka merged with the human wizard
shifters at the Bronzewood Lodge, but Kyuss, but this newly-forged demigod was The Tieflings
shi�er rangers and scouts could also be bound anew before he could unleash his The tieflings guarding the mines are not the
attached to the garrison; the question is full power. The Prophecy speaks of the result of contact with the outer planes. Their
whether the character is a child of the wilds, Age of Worms, when Kyuss shall be freed ancestors ventured deep into the underdark,
or a member of Brelish society. to stretch his hand across the world. The only to be corrupted by the dark power of
Warforged: The warforged are tireless Lords of Dust who serve Katashka have been the rakshasa overlords imprisoned in Khy-
workers with no need for food, and as such preparing for this day for millennia, and ber. Tieflings bridge the gap between the
they would be welcome in the mines. How- the Ebon Triad is just one of the tools they Cults of the Dragon Below and the Lords of
ever, established miners might see a new have shaped to serve their purpose. This is a Dust: they are loyal servants of the ancient
wave of warforged as a threat to job security. perfect example of the machinations of the powers, and a Lord of Dust may be able to
A former warforged soldier might continue Lords of Dust—a scheme that takes cen- call on the tieflings touched by his over-
to serve at the garrison. Or perhaps a war- turies to unfold, using human agents who lord to serve in his schemes. The tieflings in
forged adventurer has become fascinated have no idea of the true role they are play- this adventure are servants of Katashka, and
with the ruins: as a member of a race with ing. In time, the heroes will come face to their tattoos display serpentine patterns and
no history, he is intrigued by the remnants face with the servants of Kyuss-Katashka; skeletal figures.
of fallen nations. for now, they must fight the Ebon Triad. Khyber tieflings are native outsiders; in
The grimlocks in this adventure come from all other respects they are identical to stan-
The Three Faces of Evil a grimlock culture that has turned from the dard tieflings.
In “The Three Faces of Evil”, the heroes worship of the daelkyr to revere the Keeper.
battle the Ebon Triad—a cult that seeks to They mine Khyber shards in the depths and The Aspect of the Overgod
create a vessel for the power of three gods. cra� Keeper’s fang weapons, helping to spread At the end of the adventure, the heroes may
But the Ebon Triad is actually the tool of an the grasp of the Keeper across the world of have to battle an aspect of the Overgod, a
ancient evil that created the cult as a tool to the living. However, the dreams that led Gral- creation of the faith of the Ebon Triad. Its
usher in the Age of Worms. lak Kur to this place did not come from the appearance should be altered to reflect the
Keeper; these were sent by the Lords of Dust. gods it represents. As such, it has the body of
The Ebon Triad For purposes of the adventure, replace a flayed giant, its raw muscle glistening with
The cult of the Ebon Triad reveres three Hextor with the Mockery, Vecna with the blood. Its head is that of a skeletal dragon,
of the gods of the Dark Six: the Mockery, Shadow, and Erythnul with the Keeper. though fleshy eyes peer out of its bony sock-
the Keeper, and the Shadow. The cultists ets. The entire creature is surrounded by
believe that ritual and sacrifice can bring Vecna halo of dark mist—the cloak of the Shadow.
their lords to Eberron, combined into the According to the adventure, the labyrinth It still has six arms tipped with vicious talons.
singular force they call the Overgod. was one of Vecna’s lairs during his mortal Two belong to the flayed giant. Two are the
Unfortunately for the cult, this is a days. But the Shadow was never mortal. bony forelimbs of a skeletal dragon; the le�
doomed quest. The gods of Eberron are dis- To bridge this inconsistency, the DM may is missing its forelimb and paw. And two are
tant and enigmatic, if they even exist; they choose to say that this was the lair of one limbs of pure shadow; these are insubstantial
are not about to descend to the world as of the greatest acolytes of the Shadow and and cannot actually harm anything solid.
one or three. Power can be drawn from the the Keeper—a wizard whose research into The statistics of the aspect remain the
heavens, and it is this force that empowers dark magic allowed him to break the bor- same. The Standard of Hextor instead sum-
the aspect of the Overgod. The cult can cre- ders of life and death to become the first mons the weapons of the Mockery, a pair of
ate monsters like the aspect, but they will human lich. This Vecna did not become kamas. However, the damage remains the
never bring true gods to the world. a god, but he was one of the mightiest same; one kama strikes at +13, the other at
The founders of the cult knew this from human wizards of history. His final fate is +8, and each inflicts 1d8+8 damage.
the very beginning. The cult of the Ebon a mystery; he spread terror for a century
Triad was founded by immortal rakshasas— a�er his death, then vanished. Some believe FORGOTTEN REALMS
members of the cabal known as the Lords of that he was killed by warriors of the Silver CONVERSION
Dust (described in detail in Dragon #337). Flame. Other tales say that Vecna’s own dark APPENDIX
In the first age of Eberron, the world was magicks consumed him. But some say that By Eric L. Boyd
ruled by the rakshasa and their fiendish he lives still—that he is the lord of the Lair The Age of Worms adventure path can be
overlords, spirits with the power to rival any of the Keeper, or that he stepped into dark- incorporated into the Forgotten Realms
Wizards of the Coast website. Waterdeep, lies east of Daggerford along the northern peaks of the Forlorn Hills (Cairn Hills), south
City of Splendors (the Free City), lies 120 bank of the River Delimibyr, south of the of the Delimbiyr Route. It takes a full day (8
miles by highway through plains terrain to Forlorn Hills and the trail that connects hours) to make the hike from Daggerford to
the west-northwest. Criam Hold (Blackwall Secomber with the Trade Way.) Mount Ille- the abandoned mine office.
Keep) lies 15 miles west by river (down- farn (Greysmere) is the most prominent of In the Realms, the Wind Dukes of Calim
stream) or by trackless plains, on the edge of the mountains and perhaps the only one to (Aaqa) were djinni (vaati) generals of the
the Lizard Marsh. Julkoun (Blackstone) and merit the name, while Grossetgrottel lies Calim Empire in what is now far-off Calim-
Secomber (Elmshire) lie 90 and 165 miles within a lesser known peak to the west. shan. Their ancient foes were the armies
east, respectively, by river (upstream) or by Finally, note that half-orcs are the legacy of Memnonnar (Chaos army) led by the
road/trail through hills. The Bronzewood of numerous invasions from the Spine of great efreet general Memnon (Miska the
Lodge lies across the river and 90 miles to the World (the “orc nation”), while human Wolf-Spider) in service to Kossuth (Queen
the east by trackless plains, near the north- barbarians are likely descendants of the of Chaos), the elemental Lord of Fire. The
ern edge of the Misty Forest. Daggerford’s Uthgardt tribes that wander the north or Era of Skyfire (Battle of Pesh) ended thou-
iron and silver mines lie 5 to 20 miles to the clans that live on the High Moor to the sands of years ago in the destruction of both
the east of town by mountain trail, on the south and east. genie-led empires and the creation of the
same side of the river, in the small range Calim Desert (Pesh). The Scepter of Calim
of mountains that rise up at the southern The Whispering Cairn (Rod of Law) was symbol of the djinn’s sov-
end of the Forlorn Hills (Cairn Hills). (This As discussed in the Realms sidebar for the ereignty in the lands south of what is now
range is small enough that it does not show Diamond Lake Backdrop, the adventure the River Agis until it was shattered by the
up on the general map of the Realms found begins in Daggerford (Diamond Lake) on the elven High Mages of Keltormir. It is now
in the Forgotten Realms Campaign Setting northern shore of the River Delimibyr, south known as the Shattered Scepter of Calim (Rod
but does appear in the map accompanying of Waterdeep (the Free City). The Whispering of Seven Parts). The djinni buried their dead
the City of Splendors: Waterdeep web enhance- Cairn and the Stirgenest Cairn lie upriver in the cold, unclaimed lands of northern
ment. The southern end of the Forlorn Hills from Daggerford, among the southernmost Faerûn, far beyond the grasp of Memnon’s