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100% OFFICIAL CONTENT. ee ee n eT le REALM Se MADNESS IN MOONSHAE TALKING 42? 5) (Ne) 10s) INVADE SASSERINE Eee DUNSEON 20127: ADVENTURE PATH vaeencoiticeu oy 40 ENEMIES OF MY ENEMY.” a Be pa ee Wolfgang Baur ee Secale The time draws near for the * ee reer peice from the depths of th . Pee eee reset Be ADVENTURES g 4 eo THE WIELDED guilds crafted a number of intelligent weapons to aid them flict. The guilds are one, but their weapons war be put to an end? A D&D adventure for sth-level characters. 28 TWISTED NIGHT Stefan Happ ‘The coastal village of Caer Gazrion has depopulates survivor, a A FORGOTTEN REALMS adventure 27 The Portent 96 Downer 6 Editorial 8 Prison Mail 86 Gamer Guide 88 Dungeoncraft 92 The City 94 Wandering Monster Iggwilv the Witch Queen, Mother of k € Graz'st, and Daughter of Baba Yaga graces Duncron’s cover for the second time, courtesy of James Ryman. “Thus it is that in war the victorious strategist only secks battle after the victory has been won, whereas he who is destined to defeat first fights and afterwards looks for victory,” | PLAYE! ARDS ] Take advantage of the RPGA's Player Rewards program by scoring points ‘with the adventures ftom this issue of Doxczox! Each adventure is worth 2 D&D Player Rewards points, and remains active until 9/3e/07. Sun Tu “The Art of War” se Drop by rpga.com for more details, and use the following adventure codes: War ofthe Wielded (149 WWiDN) ‘Twisted Night (4oTN2ON) Enemies OF My Enemy (49EEDN) AUGUST 2007 DUNGEON 5, noMnM-SEQUITUR Warning: this editorial opens a window into a realm of madness. ‘What caused this madness? I think it ‘was ll the stat blocks. Over the last four years, Imust have edited somewhere in the neighborhood of'.500 stat blocks for creatures ranging from kobeld samurai and flumph sorcerers to immortal worm gods and deity-spawning witches. And it all started with Rary. Within a week of my first day of work haere at Paizo, Erik Mona dropped 2 stack of papers off on my desk and said something tothe effect of “Here's Rary's 330 stat block. Make it a 35 stat block. T ‘want to see it, synergy bonuses and non- retroactive Intelligence boosts and all, ‘on my desk by 5:00 pm.” I may be mis- remembering the exact urgency of the request, and him sloughing the task off con the new guy may or may not have had anything to do with the fact that he was ‘way behind ona certain freelance project (cough Crooks “eough"), but that’s how Tremember it. T must have done an okay job with Rary, because in short order I gained 2 new super power. Every time Erik started giving me lip, I idly mused aloud that ‘maybe he would lke to handle that issue's stat blocks, and that usually got him to pipe down, Not that Erik cant build astat block. He built plenty of deity stat blocks for Faiths and Pantheons, afterall es just that one ofthe perks of not being the low rman on the Dexc#on masthead is that youdontt have todo the hard stat blocks. fondly remember being able to inflict stat blocks for dwarf blacktooth dire were- ‘wolverine 13th-level wizards and vampire TTethyrian human fighter 13/blackguard s/mmaster vampire 3 dungeon bosses on. Jeremy Walker, for example, At the same time, part of me really enjoys building stat blocks. Which may mark me as an editorial masochist oF a Tunatic, but whatever. When we were creating outlines for the adventures that comprised “Age of Worms,” I staked zy claim on “Into the Wormeravl Fis sure” early because that meant I got to Duild Dragotha’s stats. And while T was developing Wolfgang Baur’s “Enemies of My Enemy” with all ofits delicious stat blocks for NPCs who've been in the game for decades, the ereepy giggles and chortles of evil DM glee surely had my officemates reaching for their phones and thanking their foresight in putting the loony bin on speed dial ‘The madness has spread beyond ime, too. Jeremy Walker, for example, has developed this strange obsession with the saving throw DCs for trample attacks. So now, whenever Iran across 2 particularly high one, 1 know that shout ing over the tops of cubicle walls “I just dida stat block for a monster with aDC 55 Trample attack’ is pretty much guar anteed to get 2 cheer. (For those keep- ing score at home, I believe the highest ‘Trample DC save we've ever published is the one for the advanced blackstone sgigant in“ Quicksilver Hourglass," which hhad a hearty DC 72 Reflex save to take hhalf damage when she steps on you) And for monsters that swallow whole, we've gota score sheet taped to one wall with the header“Muscular actions since 23/21" and about 1s hash marks, indicating how ‘many times we've done complete stat blocks for monsters that have the strange ‘DAD ability to easily survive having their food hack their way out from inside their bellies. And what about monsters like the greenvise? It’s a plant, Plants aren't supposed to have muscles, but there it is: “muscular action closes the hole” in the middle of its swallow whole entry. 1 suppose in a world like D&D, where a snake ean have the Run feat, or where the offspring of a dwarf and a human is a monstrous humanoid, or where it against the niles to have a Large croco- ile, anything is possible James Jacobs Editor in-Chief Jamesjacobs@paizo.com ee TT eee T ADVERTISEMENT. TAO THE PUBLISHER Readers, Recently, Wizards ofthe Coast decided not to renew Paizo Publishing's license to create and distribute Dracow and Done#oN magazines. Both magazines will ease publication following the release of their September issues, which ship to subscribers and newsstands in August The final issues of the magazines will be DunGEON #hso and Dracon #359. ‘Wizards of the Coast will be moving the kind of content currently found in the magazines to an online model. Both companies remain on good terms and continue to discuss future opportunities for publishing partnerships. As more information becomes available on Wizards of the Coast's pans forthe Dracox and Donon brands, we'll keep you updated inthe remaining issues of the magazines. Paizo will continue to create products compatible with the world’s most popular roleplaying game. In addition to our existing line of GameMastery accessories like Item. Cards and the new Critical Hit Deck, this summer will see the debut of two exciting RPG lines from the same creative ‘minds that have brought you the magazines these last five yeas. In June, Paizo kicks off its new GameMastery Mod- ules line featuring monthly 32-page adventures from top designers like Nicholas Logue, Richard Pett, Wolfgang aur, and Jason Bulmahn! Each lavishly Mustrated fulle color GameMastery Module is designed to be used easily ina wide variety of eampaigns, and will meet or exceed the ‘expectations you've come to expect from Paizo Publishing ‘August sees the debut of Pathfinder, a new monthly 96- page, perfec-bound, OGL-compatible flleolor softcover ‘Adventure Path book printed on high-quality paper. Over the lastseveral months the same editors who bring you Deacon and DoxcEoN have been developing the next evolution in REG campaigns, and we hope you'l take some time to look atwhat we have to offer. Pathfinder wil be soldat hobby retail stores bookstores and online at paize.com, and—though it's a book, not a magazine—welll be offering a subscription service for gamers eager to add a vorpal edge to their cam- paigns. In fat, you can subseribe to Pathfinder right now and receive a fiee bonus Player's Guide tothe first Pathfinder Adventure Path: Rise of the Runelords. Speaking of subscriptions, the discontinuation of Deacon and Duwcrox will leave many of our valued sub- scribers with excess subscription credit. Paizo has set up a special transition web page at paiza.comytransition that offers multiple options to these subscribers A brief sum- ‘ary of these options follows: Pathfinder: Current subscribers ean transfer their exist- ing post-September subscription credit to monthly vol- umes of Pathfinder at 2 generous discount as an easy way to try out the new publication. This is your opportunity to get in on the ground floor of this major new series, and ‘weld certainly love the chance to keep delivering exciting gaming content to you on a monthly basis. ‘Draco and DuncEon Back Issues: Subscribers can choose to receive select back issues on a one-for-one basis based on remaining subscription credit. This is a great ‘way to fill holes in your collection. Paizo.com Store Credit: Paizo.com is the Internet's leading online hobby store, with more than 22,000 gam- ing products from hundreds of publishers. Subscribers can swap their excess subscription credit for store credit on our website ata generous 120% exchange rate. Refuund: If none of the above options appeal to you, Paizo will issue you a refund check for your remaining subscription credit. (Refund checks willbe issued starting October, 007, and may take several weeks to arrive) Subscribers without access to the Intemet should con- tact our Customer Service Department for more informa- tion about the above choices and a form to help you make your selection. Write us at Magazine Transition/Paizo Publishing, LLC/2700 Richards Road, Suite 201/Bellevue, WA 98005, We anticipate a large volume of mail related to ‘the transition, so please be patient with us as we address your needs. Daacon and Duxcsox have been the backbone of Paizo Publishing since we spun off ffom Wizards of ‘the Coasts periodicals department in 2003, and both. magazines have been an integral partof the RPG pub- lishing world for decades. Bringing the magazines to you every month has been a true honor, and we in the Paizo family look forward to the continuing honor of serving your gaming needs for years and years to come. Sincerely, RK Erik Mona Publisher ‘ell us what you think of this issue, ‘white to: Prison ti Palzo Publishing, 700 Richards Road, Suite 20, Bellew, WA gB05- 4200 or send an email Check out the Duezon messageboards t paiz.com/dungeon Dy Ems Before we decided to go with 2 reimagining of the classic cover of the Isle of Dread for Dunceon 239, ‘the initial concept for that cover was a female pirate. 'm glad we waited, because by the time issue #a46 rolled along, we actually had a specific pirate ‘illustrate, courtesy oF Nicolas Logue's “The Bullywug Gambit” Harlss wasn't a major part of the Savage Tide outline at the stat, but shes turned into ene ‘ofthe more important and memorable NPCS in the entire Adventure Path. Issue #246 also featured a return to one of my favorite creations: the vile city that stars in Richard Pet's “Serpents of Scuttlecove.” And this time we didn't have to seal offasection ‘of the magazine to doit! Fan-favoritesTim and Eileen Connors hhadtheiesecond adventure appearinthis issue as well. “Escape From Meenlock Prison actually gives Scutteloove a run for = money 2s far 35 gruesome NPC fates go. Finally. the second partofthe“Spawn fof Sehan” Campaign Arc brought us face to face with the Far Realm. Hope you rake your sanity checks! Back issues of DUNGEON #146 are available at paizo.com, B DUNGEON. AucuST 2007 dungeon@patocom, Mummy Me Up! Ym nearly to the end of the “Sea Wyvern's Wake.’ at Journeys End to be ‘exact. One of my players has decided he wants to take a ship (one of the Scarlet Brotherhood ships they captured earlier) and sailback to civilization inan attempt to have himself turned intoa mummy (a Jong story) 'm wondering if you have any suggestions for skill checks he would need to make to get back anafor the ike- Iihood of storms or monster attacks. don't have Stormwrack, so I can't go off of that, Any ideas you have would be awe- some. Thanks. Allan Cornelius Via Email 1 dict to addres the question of what ‘might fa wait for anyone who backtracks te Sosserie on ther own when dozens of reasons why someone would won to become 4 murmy distract re. One thing to keep jn min, though, i that o large sailing ship requires o crew—ships the sizeof the Sea ‘Wyvern or Purity’ Prow require o minimum crew of seven, s0 one lone PC won' beable to sail ship back to Sosserin on his oun. He ould, 1 suppose, row back in a rowboat, of even sak back, but then issues of food and water and other supplies rise. As forthe perils ofthe trip tself pages 92-95 ofthe Dungeon Master's Guide have some good advice for quot and weother-based encounter to vex PCs whe are brave fais?) enough to decide fo head back to Sasserneon ther own while the res ofthe group als on. Prison ITlail Scaling the Savage Tide First ofall would like to say how much 1 enjoy your magazines (Dzacon and DuNcrOx)—when they arrivein the mail Tan hardly wat to sip them out oftheir ‘wrapping and read everything several times over. Als, props onthe Savage Tide Adventure Path! [am running the Savage ‘Tide and I would just lke to say that it is one of the best pre-made campaigns that have ever comeacross. Keep up the good work! However, do have a minor complaint so far in all ofthe adventure installments there has been a sidebar for scaling the adventure, but its missing in the Serpents of Seutlecove. What are the ‘changes that would need to be made to seale the adventure? Thank you for tak ing the time to read this email, and for saking such a high quality product. ‘Andrew Ervin Moses Lake, WA We wrestled withthe necessity of inde ing Sealing the Adventure sidebars forfour _yeors now, and habitual readers of Prison Mail doubtless remember this tope coming Up once of twice ayer. aa nutshell, though, the Scling the Adventure sidebars often end upgettngevt becouse we getta a point where there’ realy nothing ele that con go away ot the last minute to make an adventure fi. Fortunately, Scaling the Adventures are all prety similar, The easy way to adjust an adventure i to simply add or subtroctchor- acter evel from the monsters by an amount qual tothe difference between the averoge { PRSON Mal i ae Se Ta ‘KILL BARGLE! By JASON BULMAHN Eveyone who learned to play the game with the Red Box knows about Bargle. In this adventure, you get your chance to inflict one of D&D's ‘most infamous villians on your PCs. And never fear. The ist encounter is still 2 TPK machine. A D&D adven- ture for 3r-level characters. (QUOTH THE RAVEN ay Nicouss Locus Sequal to issue #a335"Chimes at Mid- night," this adventure reunites the PCs swith an old enemy who may just hold the only clues to unmask a new killer sho has come to Sham. An EBERRON, adventure for th-level characters. PRINCE OF DEMONS ey GREG A, VAUGHAN The time to bring the fight to Demogorgon is nigh! An army of demons and eladrins stands ready to mount an assault on his Abyssal realm of Gaping Maw, which should give your players the distraction they need to prevent the Prince of Demons from activating the savage tide and driving a world insane. A ‘Savage Tide Adventure Path scenario for suicidal 2oth-level characters. DUNGEON INDEX The last Dunseon index you'll ever reed! All adventures printed from issue 4h to 40, organized by game sys- tem at your fingertips. Also included: indexes of maps of mystery, campaign workbooks, and more. Includes 2 look back st the magazine's top ten villains and top ten adventure locations Pus! A postersiaed Map of Mystery that reveals the leatons of dazens of pre- vious Maps of Mystery on a brand new World of Mystery by Chris West along vith the long awaited fourth pare of his delve Map of Mystery, the fiend sage of Relstra, the conclusion to Downe, fone more yugoloth ules for bar Fights and walls that come to life and 2 special goodbye rom the Dunceow staff 10 DUNGEON. AucUST 2007 porty level and the adventures expected aver- ‘age party level. Alternately, you can add or subtract Mit Dice from advanced monsters to customize them. That 20d, there are certain elements to adventures that simply cannot be addressed by changing siat blocks. A murder mystery has @ rough time functioning ofter the PCs {gain access to speak with dead, for exomple. ‘And the long ovecland journey plot is undone byteleport. In the end the best way to “scale {an adventure” may just well be to run a df= erent adventure, Inany case, since an Adventure Path is more likely than a stand-alone adventure to be used {forthe levels it’s designed for, we often decide that Sealing the Adventure sidebars are less important than an equal amount ofadventure conten. I's not« perfect solution, but t's bet- ter than euting content. One of Many [just found out about the end of Deacon and DuNcgow magazines. I've been a subscriber since +64 for Deacon and have enjoyed reading both these maga zines every month. Tam very saddened by this and really hope you reconsider. ‘These magazines are my primary link to gaming and without them T can assure you my interest in other gaming prod- ‘ucts will wane. I think youall are making avery big mistake. Saul Noccitelli ‘Austin, TX 1 would have foved to continue working on DuNGton forever, but that option is out of my hands, alas. The magatine is owned by Wizards of the Coast, and in the end, they're the ones who get to make the decisions for its future. Yet in alot of ways, the content “you've come to love in this magazine isn't ‘going away—it's just changing locations. | encourage you to check out what WotC does with the coming online incarnation of the magazines’ content, and also suggest that _you check out Pathfinder when it comes out na few months. So, You're all in a Tavern.. In all the flurry of recent news about the end of Duncron magazine, I wanted to make sure that issue 4246 was not overlooked. It was great—com- bining all the elements that have made ‘the magazine such a success under Paizo leadership these past five years, ‘Tim and Eileen Connors’ “Escape from Meenlock Prison" was exception- ally well crafted—both from a literary and dungeon design perspective. The Savage Tide promotes in narrative, layout, and artwork something consis- ‘ently thrilling; I'm sure itwill continue with Paizo's new Pathfinder series and GameMastery Modules. While Wolfgang Baur has exceeded his own incredible standard of useful advice with “The Perfect Pantheon,” itis James Sutter's hilarious editorial that I want to com- ment most upon. 1 played D&D during adolescence and college, and had the pleasure of rediscovering it at the end of medi- cal school. While it might not sur- prise you that I had no difficulty in recruiting players from the somewhat nerdy pool of surgeons and internists, Thaven't had difficulty finding players in the real-world either. My current table consists of lawyers, bankers, and designers, and I met some of them in bars! Lagree with James that geeks are the new cool, and are looking for a ‘compelling story between the twisted traps and marauding monsters. How then canalletterto Duncaow not address the end? 1 will start with the most important thing: I am relieved to hear that this business decision has not adversely affected the staff at Paizo, I have often found Erik and James tobe brave in what they say in Prison Mail—it has the same spirit of peer-reviewed honesty that the best literary and science magazines possess. Openmess to criticism and col- lective contsibutions are things 2 more corporate and businesslike mindset has difficulty grasping Ina similar vein, Tam deeply concerned how Paizo will draw upon fan-submissions after the transi- tion. As an aspiring adventure-writer, there doesn't seem to be much of an opening—or at east not fora while. How will this bode for the Nicolas Logues of the future? A frantic reading of the message boards confirms one of the things 1 learned when training to be a doc- |= PRISON MAIL 2 THIS MONTH IN DRAGON ay StaW K REYNOLDS: Submit o the faith of Saint Cuthbert ofthe Cudge!, od of discipline, ruth, ‘and wisdom, Learn the ways of his stern faith and zealous clergy. The word of the Cudgel isthe law, and the word must be spread so that all may benefit from hie wisdom. (CHECKMATE ay Kevin Baase ano Enc Jnsic Drawn from four of Deacon's best known covers, six new creatures being. the cold strategy ofthe chessboard to life. Face powerful foes like the black kang or take command of an entire chess legion for the ultimate battle of wits. ‘THE MASTER'S FORGE ‘By ROONEY THOMPSON Lear the tricks of experts in the trade and create equipment worthy of the word “masterwork” PUS The Ecology of the Kaorti, Volo's Guide, Dragonmarks, Savage Tidin ace Acts, Comice—indluding Order of the Stick—and more! DUNGEON AUCUST2007 tor about the stages of grieving and loss. Denial gives way to anger, then bargaining. onto acceptance. I was touched by the posi- tive “Thank ¥ you were. The fans of DuNczon and Dracox, it seems, love this hobby as much as the staff at Paizo do. Itsounds like there are real tears for the end, and as Gandalf says, those tears are not an evil. I isthe first sunny day up here in Toronto and I'm filled not only with a sense of loss, but with excite- ment for the future—and I know I'm not alone. Here's to the next five years thread, as I'm sure at Paizo! SA. Borst ‘Toronto, Canada Weve hod an enormous amount of mail, email, ard messageboard posts from read: ers about the end of Deacon and Dunceon magazine, far more than | can pint in these “ree pages of Prison Mall. Thelas! two letters preity much sum things up though. That seid, shants for the kid words about issue 4246. Even though the magazines ore sing away, we here at Paizo have no inten tions af letting them poss quiely. A glance through thisvery issue should prove that, with the incredibe roster of NPCs thet Wolfgang Baur’s throwing around in his adventure, “Enemies of My Enemy” And a quick glance to the sidebar on the previows page should satisfy curious ceaders who ore eager to see lanred for Duniaron’s last Jacobs Sutter Sez... uld like to congratulate James L. ter on his f Tw ss ¢ editorial in issue number #146. It was one of the best I have scen in years I hare been plying DAD since I was 9 back in 1981, and Ike most of the players of my generation, I thought video games would bring about the end of traditional paper and pencil D&D. | am happy to say that Me. Sutter hus changed my mind. Ino the potential for it to be bigger than in the 80'S Keep printing what the kid has to say! Secondly, regarding those *ecandalous” covers, 1 would like to point out that D&D is set ina fictional world, one where devils and demons, sometimes play important roles. Second edition was just not very good— the game suffered hecause people like myself did not come back until the core rules made it fresh and exciting again. ‘Soifyou are so uncomfortable with the artwork, take your dice and go home, for just rip the cover off for the kids ‘When you “simply” ask the magazine to redo covers you are asking them tol ntent. Sometimes as a subscriber I get nothing usefial out of a whole magazine, but it would be selfish of me to in when I know that someone else will wear out their copy. | enjoy Duncx0x about 90% of the time, and that is good enough for me. Lester Sexton Brunswick, Ohio Thanks, Lester! 1'd be lying if {said 1 didn't expect that editorial to provoke @ response—just now | counted nearly 200 -meazageboard posts about it, mony decidedly Jess pleased than yous. To clear up seme of the confusion: | never meant t0 imply that dungeon romps are dead, Far fiom itt ( actually just finished writing one for four Gametactery madule line that | hope achieves that “clasie™ fel, What | meant iz that hack-ond-slash (negotively defined here 4s gaming without story—the old wading through-the-sea-of:skeletons bit) has growo ‘stele, and that these days even your combat heavy romps need same plot tothe the newcomers interested. Maure Cestle is @ perfec! example combat are gre storyline ofthe Moures eed theca patron that keeps me thinkirg ebout it the « but me, that's 120 longer simple “hock-and-slach” that's @ good adventure, period. ‘As for the second half of the editorial inve to wonder if perhaps mc the “gamer stigma” is 0 product of us embracing ond internaliting the negotive Hos Jong would such things everyone who played came out Of the RPG closet? Could it be that we're our own biggest oppressors, ond that generations—the children of WoW and Halo players—will game without ever questioning it? 1 out, end probably sooner than we think James Sutter nk we're poised to find a G@BY MICHAEL KORTES [BY UDON (@ BY ROB LAZZARETT ANY SETTING , LOW: LEVEL (IST-5TH),, URBAN. 14 DUNGEON. AucusT 2007 for centuries, two rival factions of intelligent magic weapons 1 recruited soldiers into a easily manipalat ho would cal them. Can the bloedthed, or =i Bextigencration of stop the endless they War of is a D&D adrenture for sth-level characters, and tales place in the city of Sasserine, detailed Tide Adventure is adventure, you the Wiclded! yourself with the rales ng personality conflicts betwocn intelligent (Dungeon Masters Guide Additional material on the city of Stsserine can be found in the backdrop fn Doxcron 139 and in the free Sanege Tile Player's Guide available online at paico.com, gicites and their wielders ADVENTURE BACKGROUND Generations ago two competing thieves jds vied for control of Sasserine’s Oquon, 2 collective of egalitarian political radicals derworld. The House fumed criminal, fought mercilessly with the Cabanites a matriarchal organisation sssatistied with the city’s government guildhoase in the Sunrise district to the district hideout, As both sides were killed off faster th Cabanites Noble ntheycould recruit new troops, the guilds’ numbers dwindled, causing the leaders of the factions to compose a desperate plan. Both sides created a number of powerful intelligent weapons, items capable of dominating their wielders and forcing them to continue the guilds’ eternal le. The plan worked perfectly, and after the Ikadership of both houses hhad collapsed and been forgotten, the le. Over ‘weapons continued 1 time, howew acquired b ding their nfluence, and few today remember the the houses’ bitter feud. y. however, the executors of he mistake of picking up one of each faction’s weapons, fate made which immediat ly took control and sched their wi icc the others, Now returned to their {all strength, the weapons seek to setile ind letthe canals of Sasserine run red with blood. ADVENTURE SYNOPSIS. While investigating the scene ofa bizarre back-alley murder, the PCs discover a ratiers once and forall AucuST2007 DUNGEON 15 Saeserine (Large City Conventions peters eee pee) Le een rie are eri) orn talking short sword named Sabrehawk ‘Sebrchowh, an Oquoa loyalist, attempts to recruit the PCs to help him rescue a ‘captured bladebrothers. He urges the ‘party to act before his arch-rivals, the Cabanites, can entomb the captured ‘Oquon weapons forever inside a deep ‘pool of mud transmuted to solid rock. ‘The PCs infiltrate a luxurious spa in Sasserinc’s wealthy embassy district and disrupt the Cabanite entombment ‘ceremony. During or after the battle, an intelligent Cabanite rapier and her allies attempt to counter-recruit the PCs and turn them against the Oquons. “The PGs soon learn that neither the _Oquon nor the Gabanite weapens repre- sent any meaningful causs, and thatthe _ onlytrue victims are their wielders. Once "thoroughly embroiled in the conflict, the | PCemeet Lareos Dengrin,a grim holy ib- "the Oquon-Cabanitewar. Once thrall of ‘the weapons himself, Larcos asks the PCs tojoin him in a secret plan to destroy all "ofthe remaining sentient blades. "Todo this,the PCs must fist exptare the | Kogoloxea, an enormous tust monster of Tocal legend that Larcos has located in the ‘Corroded Caves tothe south of Sasserine, at the foot of the mountains containing the Dungcon of Rust and Fire. Once the creatures either subdued or lured inside Larcos’ specially prepared Gzonwood cage, the PCs must haul “the heavy, voracious beast back to the ity. In the meantime, Larcos arranges for 2 conference between the Oquon and Cabanite blades to take place in fan abandoned marshalling dome in Shadowshore, using himself as bait. Each © faction atiends with its wielders in order to Kafe the other side and re-dominate TLareos, a powerful prize for their never- | ending war. Ifthe PCs return with the Kogolexen in time, they seal everyone “ties 16 DUNGEON AucusT 2007 inside the dome and unleash their crazed rust monster, igniting a final chaotic battle and ending the ancient conflict. ADVENTURE HOOKS ‘The adventure begins as the PCs encounter the aftermath ofa duel between the wielders of the Oquon short sword Sabrehaweand the Cabanite rapier Carina Valora. There are several ways to draw the PCs into an investigation. The most obvious is to have the PCs alerted by the screams of civilians ranning across the loser's body. Ifyour group needs a more intricate lead-in, the city’s Gentleman's Duelist Association may hire them on to sohearash of mysterious and ilegal duels to the death, which follow none of the usual rules of civilized engagement and have Sasserine’s government considering acrackdown on duels of any type. RECOVERING SABREHAWK Whether actively investigating the com motion or simply passing nearby, the party runs across the following scene. A low stone well sits at the end of this carthen back alley. Before it ies the body of 8 dead warrior, garbed in 2 thick bodysuit of jet-black chainmail Asmall crowed gris. from the alleys edge, but none have the courage to enter ‘The human corpse is a male Oquon recruit, slain afler his eun-in with a Cabanite rival Ifthe PCs investigate, they ein discover the following information ith the appropriate skill checks. DC x10 Search check: The area around the body is scuffed with signs of a careening, complex duel. Aside armor, clothing, and empty scabbard, the ‘dead man has no possessions whatsoever. (Atone point he hada coin purse, but this, has been stolen by Robsnis, the beggar who firstarrived om the scene) DC x0 Heal check: The corpse has a series of razor-thin wounds, a sharp, skinny blade, but n them appear deep enough to be life- threatening. (Carina Valora, the sword that killed him, used her wounding ability to damage his Constitution ) rom bis 1c of DC 20 Heal check: The corpse has ost a great deal of blood, possibly causing his death, but theres very little blood in the alley. (Cearina Valora used her puncturing ability to finish him off, raining much of hisblood.) ‘The PCs only have s minutes to exam= ine the scene before a watchman at Fortunately, the watchman who does, Ghaultin Valk (NG male, huma Hor 2, Sense Motive +0) is young, inex- petienced, and secretly delighted to let someone dsc investigate Rohanis (N male, human commoner 2, Bluff v2}, beggar who witnessed the ducl’s violent conclusion, still Hingers within the crowd, suspecting that his observations might be worth some coin to someone. He hints at such to the PCs, and if they slip him 3 go or more, or adjust hie attitude from indifferent to friendly, Rohanis describes what he saw: é There were two of them: the dead guyand =) a woman with a skinny, jeweled sword. The dead one had a shorter, silver blade. Their Fhe wat getting ready to jump into the herself, to go afer the sword, I guess, then she noticed the crowd that wa ing to imestigate and ran off heading ‘ext through that alley” __Asuccessfil Sense Motivecheck oppased ‘by Rohanic's Bluff cil reveals that he has "pot been entirely truthfil. MPa PC pursues tf aly admits that be took the17 gp in the dead man's coin purse for himself Ifthe PCs dont think to do so ~ themselves, Valk suggests recovering the dead mans sword from the well. Ifthe PCs do so, the sword reveals his ‘ature asa magietem named Sabrohank jains what has transpired. His _wielder was tracking an “evil Cabanite agent” back to her lair, where Sabrehawie | believed one of his missing comrades "had been taken prisoner. Unfortunately, their quarry figured out that she was “being followed and turned the tables ‘with a sudden ambush. During the "exsuing del, his opponent revealed her intention to entomb the captured sword forever in the bovsels of Featherwhisper’s athhouse, an exotic spa in the Noble district. Worse, she sid the internment ‘would be complete “before the sun Dts: I asked, Sabrchawk explains that his deceased wicldcr, named Taoc Serai, as asldier ina secret war dedicated to rooting out Cabanite infestations Sabrchawk gladly explains his magical and invites any PC who picks en upto wield him in glory. He father that his captured comnde i abo 3 relud Gtbanites have in store for them, he too sale secking new wilder cast speak with dead and question Taoe, he ‘confirms everything Sabrhewk has told them. Ifthe PCs agree to help, Sabrehawk dixects them to. Featherwhisper's ‘athhouse, imploring them to take him there as quickly as possible. FEATHERWHISPER’S BATHHOUSE. ‘Onc of the Cabanites’first acts once they freed their members was to infiltrate Featherwhisper's an opulent spa in Sas serine’s Merchant district (area760on the Savage Tide Players Guide). The fresh mud baths. which pamper the idle rich, make perfect pits for the Cahanites to dump captured Oquon blades Sebrehawlknows thattimeis limited, and docs everything dhe can tomount a rescue right away. GENERAL FEATURES From the outside, eathenwhisper’ could rot ook less ikea hideost:the front double- doors sre inviting and several rooms have large windows with open shutters Inside, the spa is well ty continual flame spells modtrusively outlining the ceiling, A permanent ghost sound plays soft music throughout the complex. All ofthe Featherwhisper's sta have been repeatedly subjected to Czarina aloe’ hyprass spells forthe past several clays Assueh, while the bathhouse appears tobe business. usual, the staffare under the impression that their largest rival, Hainvar’s Buthhouse, has bribed several ties to make trouble, and that temporarily off-limits to everyone but a Ibbor crew conducting renovations. Fi. FRONT FOYER Hanging viees and bronze sculptures of ude figures fil this opulent foyer. An oak counter bars the way tothe hall beyord. If the PCs arrive during the day, front desk is manned by 2 perky attendant named Jasalia (LG female, human commoner 1). Admi sp Sor non-members. Jasalia takes the PCS money and politely disects them to the gender-segregated change rooms 10 sion is 9 cither side of the foyer. Anyone taking the time to chat farther with Jatin is offered a massage and reminded that the madroom i temporarily unzailable ‘while it undergoes renovation F2. CHANGE ROOMS Row: of low, padded benches line the mar ble floor here, and mahogany wardrobes for the private storage of belongings bor er the wall Each of these two chambers contains 2 row of pristinely clean privies: The staf repleniches depots of fresh towels throughout these rooms atall times. F>. STEAM ROOM (EL) Lage, triangular ceramic flagstones cover the floor of this room, each carefully fitted round the lip of a tranquil bathing. pool, Gentle columns of steam rise from four hanging bravies of heated rosksas carefully measured drips of water fall upon them. In addition to raising the room's temperature, the rising steam provides concealment {a 20% miss chanee) Three sttractive female patrons inbathing wear lounge by the side of the pool ‘The three bathers are actually Cabarite operatives, known as Imperativa, with orders to guard the door to the madroom (area F6) where the entombment ceremony will take place. Ifthe PCs are ot dressed to look like regular patrons, the Imperativa feign surprise at the PCS" appearance. in truth, however, they expect a reprisal for their capture of an Oquon weapon. ‘A DC25 Spot check notices that each guard has 2 dagger concealed within easy reach, either under 3 towel oF secured beneath the lip of the pool. Skilled ors, the Imperativa would prefer to simply distract the PCs by playing the role of curious bystanders ‘until the ceremony is complete, but if the PCs attempt to open the doors to the mudroom, the women's Cakanite daggers order them to attack. Creatures: For the three guards, use the statistics for a Cabanite imperativa WAR OF THE WIELDED OnaGgwar 6 feral found in Appendix 2. However, as these Amperativa are not wearing armor and wield unique weapons, indude the following modifications: Cabanite Imperativa, Lamalysa, Selaine and Koasie: bp 25,4C 2, touch, 2, flat footed x0; sce Appendix 2 Dutchessa Thaluna, Fhalu and Asidra Je: sec Appendix2. Tactics: If the PCs do not detect the Impanativals ruse before the Cabanites strike, a succes 11 Bluff check opposed by the PCs’ Sense Motive gives the Cabanites the benefit ofa surprise round. Throughout the fight, both the Dutchessa and the Imperativa urge the Gs to see “the truth”: that the Oquons are dangerous criminals and must be ‘epposed. Spurred on by the Dutchess, the Imperativa fight to the death. F4. THEGYMNASIUM i large chamber is filled with woghts andspongy tumbiers’ mats. An abundance of sporting equipment rests against the Yall, along with bizarre, torturovs-look 18 DUNGEON AUcUST2007 ing metal devices, which appear to be for use in exotic exercise regimens, Unless the PCs make a scene, the dy patrons (LG human aristocrat 1) currently here simply go about theiz mid-day exercise F5, MASSAGE PARLOR s encircle an elaborate untain. The froth-flled sculpture Six massage table low features male and female elven riders atop ‘wo radiant dragonne Ifthe PCs enter this room during the dy they find 146 patrons receiving massages fom an equal numberof Featherwhispers masseuses (NG human expert 1, Bp 3) Multiple continual ames light the fumtain scolplure batts otherwite nonmagial Fe, MUDROOM (EL6) Twin tows of thick marblecolumn: the high ceiling of this lar chamber. Acalored mosaic of ceramic tiles g pools of warm ‘mud. An artificial fall of crystal-clear weter cascades down the east wal, identified by 2 small plaque asa rinsing station forthe mud Creatures: If the PCs arrive before sunset, they interrupt a large and very private Cabanite gathering, The Cabanzes current leader, the intelligent rapier Carina Valor, is here, now hanging from the helt of her loyal halfclven sorcerer Sartanis Rayblade, Valoa is joined by two offher bladesisters, their wielders, andsix ‘additional aristocrat supporters Just as Sabrehawk has told the PCs, Valora is indeed oversecing an entombment ceremony. Despite the Cabanites’ pomp. in reality the entombment is straightforward: once the Oquon weapon is cast into one of the mud baths, Rayblade uses his scroll of transmute mud to ock to seal it inside 2 prison of solid rock, finishing the job’ with a stoneshape scroll to make it look: as though the pools never existed. In the coming days, a real bor crew will ippnstruct three new pools in alternate # pars oftheroom, and the original pool Tocations will cuickly be forgotten, trapping the Oquon forever If the Cabanites in this zoom are warmed by the Imperativa in area Fs ( Rayblade's familiar in area F7, or if the PCs enter with Sabrehawk, enabli Valore to immediately det im with her detect Oquor ability Nalora immediately orders an attack Otherwise, with everyone's attention fn the drama of the entombment ceremony, it 1s possible to slip inside Hide check opposed by the Cabanites’ highest Spot check (Spot « Servants RaveLave r+ Nake haf-elf sorcerer 4 N Medium humanoid Init +2; Senses Listen +0; Spot +0 (+2 in shadowy conditions) geape Cominon, Drscovic. Ehen ACU, touch 11, lt-footed 10 fp 19 HO) Fort s3, Ref 42, Will #3 S430 [Nelee Czar Volow 46 (sd6+3)18-20) Fase Atle 02; Grp +3 Combat Gearserolle of cas grace fal if ny ej cbesiva rd side climb spels Known (CL 4th, +3 ranged touch ess0ge ray of m Rollties Sir 17, Dec 15, Con 14, Int10, Wis 8,Cha 6 $Q summon familiar (ow! nam located in area FT) sad magi ed Lesion, oescney (pie) Sis Balance +2, uf +5, Concentration ~ {47 defensive), Diplomacy 45, Knowledge (arcana) 5, Speer «5 Fossessions combat gear, Ceavina Vlora, srol of transmute rock to mad sore chop jweled eating (225 gp) Gearing Valor: <2 Appe any expended one ofher three daily uton-draiing touch attacks. Tmperativa (2}:hp 2s; one wields Court ‘sso ad the othe: Lady Alanare: se Appendix 2. Switch out Improved Feint for Exotic Weapon Proficiency (dire ail on Dnvicia's wicldex ‘This room ako contains six Cabanite supporters who have not yet eared the privilege of wieliling a magical Cabanite blade. Valora has invited them here so that they can be inspired by her deathblow to the Oquon. Ifa fight breaks out, they cower and trust the Cabanite Macties: Despite his bos mistress Valora, Sartanis is not high enough level to cast ransmute rock to nud with automatic success; he needs to succeed ona DC 10 easter level checle If successful, a single transmute rock fo mud seals all three pools. If he second transmute rock to mud on his scroll 3s a backup. IFth: Decause Sartanis fils both level checks oF Because the PCe disrupt hie casting, the he has a at spell also fils, either Cabanite plan cellapses. While Sartanis casts, Vlora tries to persuade the PCs that the Oquoa are seeking to destroy Sasserine, and that the Cabanit il forever. She uses her hyprose ability are trying to lock amay their or ego score to reinforce her m the opportunity presents itselE Count Invicta and Lady Akanara both attack, making their wielders place themselves between the party and Sartanis, If the entombment ceremony is ruined and the battle turn the Cabanites, the three magical weapons and their wielders fice into the arboretum (area F7, while any remaining supporters attempt to slow the PCs without violence, Once outside. a e& ieee ye Gn eer Pe coe csed 2) Pt (elie giclee every set including: bead CGC pe Svace) Pesce the Cabanites use anearby tree to scale the wall and make a dash for freedom, Hany of the weapons fill, the passive supporters attempt to recover them and fice as well ‘Treasure: If the PCs prevent the entombment, they recorer the Oquon ‘weapon Hoardcutier (see Appendix 1) The Oquongladly agrees to be wielded, uring, the PCs to track down and eliminate any iving Cabanites Additionally, if any (of the Cabanite blades ful to escape, they scream to be picked up. F7. ARBORETUM (EL i) A 10-foot-high shale wall separates Featherwhisper's fram the street. neatly def meanders fiom the gymnasium (area F4) mucdrvon (area F6) Anyone strying ‘fom the path encounters dificult terrain, Dut enjoys concealment from the foliage ‘The door to the gymnasium is open, but the Cahanites have locked the door to the mudroom (DC 25 Open Lock}. Creature: Raybladc’s ow familiar, Lexicon, hides in the trees. IF he spies anything suspicious, he ‘communicates his concern to Rayblade through the empathic link they share Lexicon, owl familias hp»; Hide +5, Move Silently +37, Spot +6; Monster ed path bordered by white stones tol THE DISILLUSIONED SOLDIER Shortly after the PCs complete their bathh hey are contacted by a grizzled old soldier ‘named Larcos Dengrin, 1 years of his life and his paladin to a previous, smaller-scale ‘outbreak of the Oquon-Cabanite war ‘Though he managed to funnel the swords into private collections and halt the war once bef come up with 2 plan to eli the blades in one fell swoop. When word ofthe PCs’ activities reaches his cars, he decides to risk recruiting them. an who lost ate all of Lascos Deca cas Male human explain fly Hiberstor3 CG Medium bumancid Complete Divine 45 Init-3 Senses Listen 4, Spot +2 Aura good, resohe 10 Language Common. Celestial TES, touch 7, t-foted 15 bp 56(8 HO) Fon +8, Ref =I, Wl 46; aura of teslve a Melee mwklongsword +9/+4 1d8/19-20) or tanarmad strike +83 (etal a norketha) Ranged muck bolas +6[0 (ide nonltha) Base Mk +8; Gop <8 Mh Options smite 48 damage Special Actions detec cil emove fatigue Combat Gear pear! of power (, scl! of break eochaatment Holy Liberator Spells Prepared (8) shi her 1st —bess weapon, cae Rites Str 11, Dex 5, Con 15,Cha 15 Feats Exotic Weapon Proficieny(baa) improved UUnaered Strike Irn Wil, Qui Orawe 5, int 12, WS Stille Concentration «2, Diplomacy 49, Heal +5, Keonledge (rligion) +4, Knowledge (architecture and engineering) +4, Ride 42, Sense Motive +9 Possessions combst gear, half-plate masterwork mitheal long swore, masterwork bolas (5). bracers of armar +2, fsck of holy water, hore of fos, {ara of Good (Ex Larcos Denghis aun of ood ce the detect god pels equal to thst of athirdevel clei Remove Fatigue (Sa) Larcos can eliminate igue im any creature he to standard action. He may use this ab five times per d3y ‘Aura of Resolve (Ex) Larcos is immune to all charm and compulsion! his own. and no cther creature can control his thoughts ar actions, including the (Oquens and Cabanites in this adventure. Each ally within 10 fet of morale bonus on saving throws against charm or compulsion effects. This ability functions while Larcos is conscious, but rot ifhe is unconscious or dead Larcos knows thé information in the Adventure Background, and if the PCs speak with him, be can be minds. After that, he w mange their hes them well and moves on for his own safe in private, he explains the fatility of the conflict and begs the PCs to help him putan end to the senseless bloodshed, Answers to likely PC questions aze given belov Who are you? “My name is Larcos Dengrin,and 1am a former pawn of the weapons you wield, I have fought for both the Cabanite and Oquon factions and have lost much. What do you want with us? How did you find us? “I have ng the What do Ws have planned? “Bef Esai, hla spring mi Fre a we 3p? “You Saply the wap Im the mountains to the south of Sas- serine, at the foot of the peaks contain- ang the Dungeon of Rust and Fire, there iS a small set of caverns known as the Corroded Caves. Within one of those ‘caverns is a beast, known to the locals. asthe Kogoloxen, which rusts metal and consumesit. have had al cage built, and 1 need rcizonwood Kogoloxen into that ca How do you know we won't just report allof this tothe Oquons or the Cabanites? 1 don't, but I am gett ‘Wouldn't helping one side win end the war? “True, it would stop the fighting but remember that these swords were originally created by guilds of thieves and culthroats. Left to their own devices, they would no doubt seek to reestablish their houses of old and usher in a new wave of lawlessness. At the moment, only their constant fighting keeps them in check” IFthe PC& agree to help, Larcos provides them with a hooded wagon drawn by four shaggy horses. Inside the wagon is the promised ironwood cage (Hardness 10, hp 60, Break DC28), "The cage is spacious enough to hold Je Large creature. jes the PCs witha single THE CAPTURE OF THE KOGOLOXEN Lar Caves, the PCS can follow the veins of metal twisting cavern walls to the Kogoloxen’ lair. The caverns arelightless, and the sta: terrain throughout. Should the PCs decicle to haul the ironwood cage with Dr. i hen ba too eg Quick anp Easy BE Os SCR eg which figures are flying and where they are above See Se ee ee ronnie MC COR atl CORP Rag moc bands for greater precision. INC ety onderwater depth indicator. Coo AN Se ise) 32) them during their descen the cozkscrew:like beads bi enough to transport the C1. TAINTED POOLS and Fin tainted with dark magical energies, Though unlikely to affect PCs, long- term exposure to the pools has the Kogoloxen the fiendish templat. C2. LAIR OF RUST (EL 7 theoughous t enlargehere 22 puNceoN AucusT 2007 yA eee olsat =) detects any metal the PCs may have brought with them with Init +3: Senses d 4E18,touch 1, Mae Pooted 16 bhp 67 (9 Hb) DR Sjmagic Resist cold 10, fre 10SR 14 Melee sot space 10 Base Atk +6 tack Options s iediately attacks with hunderstones, and a disturbing glass latinous cubedevouring. the PCs areable to lute ar force the Aa Hac Experience Aeciatra apture the Kogoloxen alive, award (QUARANTINE OF STEEL DP in the seedy district of Shadowshore stands an abandoned building known 4 the North Marshalling Dome. In Sascerine's carly days, this served as a place for the local militia and citizens {ornlly and arm themselves inthe eveat @fattack by pirates. Under the rule of the Sea Princes, however, the dome was, decommissioned, and though the city Bas long since thrown aff the Princes’ yoke, Shadowshore’ eximinal reputation has kept the militia from aitempting to restock it with men or armaments. While the PCs are off capturing the Kogoloxen, Larcos breaks into the dome and uses his Noleur's marvelous pigments tog the exits so that he can seal them. all from the inside by pulling a single hidden lever. He then waits forthe PCs to return and prepare themselves before sending mn irresistibleinvitation to both the Oquons and Cabanites, asking them to 2 council to discuss the terms of a treaty between the two factions. ARor 4 lietime of studying his foes, Lareos Knows eich faction will come in force, ‘ager foranother opportunity to slay the other side and recapture him. None of the blades know that Larcor has become aholy iberator with the Aura of Resolve ability, making itimpessible exercise any influence over him, themto ‘THE NORTH MARSHALLING DOME Long abandoned, the dame now collects dust and cobwebs. Torch brackets appear every 10 feet, but are bare save for the inner armory (area Da) where Larcos has lit torches in preparation for his mediation. All ceilings are 4o feet high. Thick Aagstones cover the floors, and the walls are stone masonry (Hardness 8,lip 90, Break DC35). Di ENTRYWAY This antechamber leads through wooden dovbie-doors + the aemccy’s central chamber. The smaller Boorson either side lead tothe marshalling domes cuter ang 2 massive archway to IF Larcos springs his trap, the mechanism slams all four doorways shut and bars them from the outside, A split- second later, an itoa posteullis drops behind the outside of each door. Barred Strong Wooden Doors: thick; Hardness 5; hp 2c; Break DC25. Iron Porteullises:2-in-thick: Hardness 10; hp 60: Break DC 28: Lif DC 35 D2. INNER ARMORY Empty weapon racks line these alls. & wide set of stairs in the center ofthe roorn leads to lower level lined with even more hing. wy feet veal empty nthe fer wall, th ete wp fee oor, an open archway the armory’s upperies which houses the Directly below the archway is 2 long oak table fanked by 2 dome’s alarm gon doren chairs Larcos has arranged for his staged mediation to take place here. When it begins, he sits at the center, with the ‘Oquons on bis left and the Cabanites athis right. Larcos does everything he can to put his guests at ease, waiting for the PCs to usher the Kogoloxen in through one of the doors before springing his trap. Development: § secret panel, created, by Larcos's Notzur's manvelous pigments, is hidden in the wall directly behind Lareos (Search DC 28) From his position, Laceos can reach ‘open, pulling a lever that springs his trap. When triggered, the trap slams all the doors in the building shut, barring them from the outside. An instantTater, an iron porteullis drops behind the outside of each door, further reinforcing .d him and pop the panel AUGUST2007 DUNGEON 23 A/S elie a 82) 8) 26 the quarantine. Outside of breaking through adoor and raising or smashing a portcullis, once Larcos triggers his trap, the only way ovt of the inner armory is toscale the north wall to zeach the open archway (Climb DC 20) leading to the atmory’s outer ring and the alarm gong platform (area D4). ‘Nolzur’s Marvelous Pigments Quarantine Trap: CR 6; mecha (hidden leverin area Da}: trigger seals the caitsin arcas Ds, Da and D4, and reinforces them with portclises, Search DC 28; Disable Device DC 20, satel reset thc D3, WEAPON PIT The stairs descend thiry fect to this open lower level. Dusty wooden shelves honey. ‘comb the walls with empty weapon racks. A pair of thiy-foot-tall ladders on tracks est against the east and west walls. The sliding ladders stil fon if given a solid push they glide around the outer edge of the pit with a speed of 3e. Anyone knocked into the weapon pit from the inner armory abore (area Ds) takes 246 points of damage. jon, and Ds. ALARM GONG PLATFORM The south wall contains an open archway providing.a view of the inner armory thirly foot below On the opposite side, the north iqually huge window with As massive shuiters thrown open wide. A fkeen-foot-diameter gong stretches across the opening, suspended in place by four thick chains With a solid hit from a bludgsoning weapon or suitable tool th lear across Shadowshore. If its struck, anyone within 20 fect must make a DC 15 Fortitude save or be deafened for 246 rounds, Development If arcos springs his trap, the windows’ shutters snap dosed and an iron grate slides over them from the ‘outside Itis still possible to ring the gong, Dut the resulting clamor is only heard within a few blocks outside of the dome. Barred Shutters:1-1/2-in thick; Hard- ‘ess 5; hip 15; Break DC.8. DUNGEON AucUST 2007 BY MICHAEL KORTE: Icon grate: 2-in-thiel; Hardness 203 ip 60; Break DCs, THE FOUR-WAY FIGHT (EL VARIES) As part ofthe terms fis invitation, Larcos insisted that each faction be limited to six elegates Each a fall compliment in order to ensure they are not outmatched, headed by Oquon leader The Solo Hand and Cabanite Czarina Valora (or her second-in-command, Princessa Cathandra, if she's been captured). Any (Oquon and Cabanite weapons listed in the adventure's Appendix thathave not already been destroyed, ost, or seized by the PCS are here, along with their wielders. As with the Dutchessa daggers, fel free to use additional Imperativa and Oquons armed with clones of captured weapons to round ‘out each side's delegation to six. If the PCs succeed in capturing the Kogoloxen and release it in the dome, Larcos springs his trap and chios instantly erupts. Although the Oquons and Cabanites try to kill the rustmonster as quickly as possible to protect their blades, they also seek to slay one another and the meddlesome PCs. After centuries of enduring cach other's treachery, both the Oquons and the Cabanites initially assume their rival is behind the trap and that Larcos and the PCs have joined with. the enemy Ifsomeone in the party wields Sabrchawh or another inteliigent weapon, the affiliated weapons are incensed by the betrayal, and focus primarily on Killing the PCs. This battle continues until three ‘ofthe fourparties—the Oquon, Cabanites PCs and Larcos, and the rast monster— hhave escaped orbeen destroyed. CONCLUDING THE |) ADVENTURE ithe PCs succeed in destroying the Weapons, the Oquon-Cabanite war ends. Free from the weapons’ influence, any ly come to their sauniving wielders gradu: senses and return to their former lives. IF Lareos survives the PCs have gained a fast fiend and loyal ally. He gives them his fea! of power and horn of fig regardless of | whether he promised! them originally. 1f ‘nyPCs express interest, he gladly mentocs them ia the ways of the holy liberator Ifany intelligent weapons survive, the continues, albeit on 3 smaller scale. However, if The Solo Hand or Czarina Val- fra escape, they learn from this setback Each i estigates a way to either recreate thei lost brethren of spawn nce iatel= ligent weapons to take their place, per- haps taking their membership rosters to new levels. If one side is destroyed but the other escapes, the newly purpose- stablishing their Jess weapons begin ancient guild, (akin; Underworld, and the over Sasserinc’s 103 may one day find themselves called to finish the task they sarted here. APPENDIX 1: THE OQUONS Garbed in jet-black cha bead to tor, the typical Oquon operative is svelte, batle-hardened, and ungues- tionably loyal pail from Oquon Ovenarive cr? Male human ranger pare N Medium burancid bit; Senses Lien +; Spot «3 Language Comman NC 16,touch 1, fat oted 15 e222 HO) Fert +7, Ref 3, Wl -2 Ie Melee rk bastard sword Base Ak o3:Grp 45 Atk Options Cleave, Improved Bull Rush, Power Attack favored enemy 2 (Cabrite uding Coborite wieder bites Sir 15, Dex 13, Con 1, tn 10, Wis 4nl2 9-20) ‘SQid ermpathy od Feats Cleave, Improved Bullrush, Power Attack, Track Skills Cimb +2, Jump +2. Side +7. Suna 03 rsctenvork baetard Poceestions dhainmsi sword, daggers coin purse wih 45 gpl ope(100 &) THESOLO HAND +1 cold iron dancing basterd sword: AL LN; Int ay, Wis 17, Cha xe; Speech and telepathy (Auran, Common, Draconic, and Undercommen) 120 ft. darkvision and hearing; Fort +9, Ref+9, Will +49; Ego Wielded by Operative: Two-handed melee 26 (diosafio- Lesser Powers: command (DC 14)3/day longsirder s/day, sprays a single handful of dust of tracelessness3fay. Greater Power: Can detect Cabanite weapons and wielders within 60 feet at will Appearance: Although The Solo Hand appears to be a mandane mnilitary-issue blade, 2 successful DC 29 Knowledge (history oF nobility) identifies 2 small "insignia on its hilt as an ancient Sasser- inian symbol of rank Personality: Impcinted with the per- | sona of the original Oquon commandcr, “TheSolo Hand bearsthe mantle ofleader- aa amongst his fellow bladebrothers. Solo Hand views wielders 2s com- odities,contentedly exchanging one- { ‘to-one casualties with the Cabanites. He I; ai : optimize his dancing abiliy. | Strong transmutation and enchant- ment CL sth: Craft Magic Arms and Atmos. animate cjects Price 7.035 sp. TRIAGE | nt defiding ranseur, ALN; Int 10, Wis 7, (Cha 17, Speech and telepathy (Common), oft darksision and bearing; Fort 49, Ref +49, Will +9; Ego score 13. ~ "Welded by Operative: Melee +6 | (dees) essex Powers: cure light wounds (1d805) on wielder 3/day, deathwatch “contintallyacive, produces a Keaghton’s f “ointment ufoveek, Greater Power: Tiiag’'s bearer istreated sweating priaptof wound dasureaslong 8 Trageis within 5 Fe. ‘Appearance: This brilliant crimson eur carris the Oquon banner, a Dig ica epee cuter Personality: Fearless and ever ‘optimistic. Tage encourages his wiclder i iolaslcx battle rogardlene of the os. He attempts to withhold healing from cowardly wieder Strong evocation; CL 14th; Craft _ Wondrous Item, Craft Magic Arms and ‘Armor eat shel Price 809m. SADREHAWK Epler Spel Sort swort, AL N; int 10, is 4 Cag Speech (Common) x20 tt sion and hearing, Fort +9, Ref +9, Will +9; Ego score 10. Wielded by Operative: Melee +66 lederstg 20) eee version only} 10 ranks in Spot (total | mir) Appear: Sabrehawk always appears _perfectly polished. When attacking, the ee crests eltning sacar: at 26 DUNGEON AucusT 2007 VAN leg a) thin trail that lingers in the air for sew eral seconds. Personality: Much more personable than the other dour Oquons, Sabrchawk values and respects his wielders, as long as they do not come between him and the destruction of Cabanites. Strong transmutation; CL xsth; Craft Magic Arms and Armor, clairvoyance, haste; Price 47590 gp. HOARDCUTTER +1 mighty deaving thundering great sword AL NE; Int 10, Wis 14, Cha 14; Speech (Common). 120 ft. vision and hearing: Fort 49, Ref's9, Will 49: Ego score 9. Wielded by Operative: Melee +6 (2d6ra/ig-zo plus 148 sonic on critical Lesser Powers: enlarge (ay, 0 Tanks 28 intimidate (total modifier #12 Appearance: Hoardcutier isa massive, saw-toothed sword with bladed quillions and a pair of tiger- eye gemstoncs in its hilt Personality: This haughty blade speaks with a thunderous voice. It ives to slay CCabanites,and ifits wielder shows mercy, the blade seethes with rage. Strong transmutation; CL 14th; Craft Magi Arms and Armor, bindnes/deyfices, divine power, enlarge Price 28,320 gp. APPENDIX 2: THE CABANITES The typical lmperstiva i all, proud, and devilishly charming. Ever the bs fashion, she wears a tailored cou! outfit overa slender chain shirt (Cawantre IMPERATIVA 2 Female human swashbuckler l/wartior 2 N Medium humanoid Complete Worine 12 Init +2; Senses Listen -1; Spot) Language Common, Elven E16, touch 12, fat footed 1 hp 25(3 HD) Ft 47, Ref «2, Wil Spd30e (Melee mk rapier +6 (1d5)i8-20) Base Atk +3; Grp +3 [Atk Options Combat Expertise, Improved Disarm, improved Feint Feats Combat Expertise, Improved Ienproved Feint, Weapon Finesse ‘Stille Balance 7, alu +6, Diploma Jump +4, Tumble +5 Possessions chain shir, masterwork 19 courte’ oot, sored jn eee CZARINA VALORA Miia apie of pancurng AL Nex Wis 10, Cha x7: Speech (Common, Drax Elven, and Sylvan}, telepathy, x20 ft. datkvision ane hearing; Fort +8, Ret -+8, Wil +5; Ego score 1, Wielded by Imperativa: Melee +6 (1d63/18-20), Lesser Powers: Hypnotism sfday (DC a4), 10 ranks in Bluff and Diplomacy (total modifier #43) Greater Powers: Can detect Oquons vwithin 60 feet at will. Appearance: This shimmering. rapier sight witha contended moan each imesh drains Constitution fom her opponent. Personality: Valor is atthe top of the abanite matriarchy, where she basks in the adoration ot her followers, Imprinted with the persona of a master bard, the Countessa preaches eloquently against the evil of the Oquon conspiracy. Strong necromaney, Cl. 13th; Graf Magic Armsand Armor, harm, hypaotiss, Price 55520 gp. ‘COUNTESSA INVICTA Rod of failing, AL NE; Tot 14,Wis 10, Cha ag Speech (Common, Draconic and Elven), 120 f. vision and hearing; Fort “+6, Ref +6, Wil 46; Ego score Wielded by Imperativ (08) or +6)46 (1d). Lesser Powers: zone of truth 3fday, 10 zanla in lntimidte otal modifies’) Appearance: fnvita transforms from slender wre rod into amnassive dire tail with twin-heads carved from black iron. Personality: As rod,the Countessais_ collected and thoughtful. her ofl voice scathing In fail form, she is impatient and domincering. eren among her metallic peers. Invicta particularly — enjoys bashing arrogant males. The Cabanites routinely deliver prisoners to the Countessa for interroga which she plays the role of bot and bad cop Melee +3 ’ Strong transmutation; CL oth; Cra DR caf Seg Arms and Armor Bes, Bone of truth; Price 65500 gp. ‘THE DUICHESSAS 9 returing daagers of venom: AL. CE; Int 20, Wis 14, Cha 10; Speech (Common), 420 fi, vision and hearing: Fort 49, Ref +49, Will +6; Fgo score 9. Welded by Imperativa: Melee +6 (Gidgra/19-20} Range +6 (1d4r1/19-20) Lesser Powers: bane 3/day, summon monster I [day Appearance: This coven of jet-black daggers whirls through the air with sack speed that they appear to transform into Bhded discs. When grasped, the blades pulse with a steady heartbeat Personality: The Dutchess: are patient predators that take immeasurable pleasure from Killing. Strong transmutation; CL asth; Craft Magic Arms and Armor, bone, poison, summon monster & Price 283 LADY AKANARA Sword oft AL NE:Int14,Wis 10, cha 1¢ Speech (Common, Elve, tnferna)120 Avision andhearing Fort «6,Ref +6, Wil 4: Ego seoreg Wielded by Tmperstiva: Melee +6 {tdonji9-20) Lesser Powers: Confers the benefit of an dx of sneaking 1/day, and grants the DeflectArtons feat to er wielder, ven if the wilder docs not otherwise quali THE PORTENT Appearance: This short swordhatavein ‘of mithral winding around its clongated It, interspersed with gemstones. Personality: The original Lady Akanara was an assassin from the Scarlet Brotherhood imported by the Cabanites. to deal with a particularly stubborn Oquon commando. After her mission, she insinuated herself pecmanenilyinto the Gabanite matriarchy, becoming one oftheir strongestassets in the war, Soft- spoken yet unyielding, this blade knows np ethical boundaries and quietly urges her wielder to seize every advantage. ‘Strong transmatation; CL. gt; Cra Magic Arms and An Price 65500 gp. PRINCESSA CATHANDRA OF THE UNSEEN EDGE 42 shocking short sword: ALINE; Int g, Wis 20, Cha 14; Speech (Common, Elven, Sy. g: Fort van), 60 ft. darkwision and hear +46, Ref 46, Will +6; Ego score 9 Wielded by Imperativa: Melee 47 (1d61a plus dé electricityi9-20). Lesser Powers: Tasha’ hideous laughter ‘day, ranks in Perform (comic) (otal Special Quality: A permanent invis= ‘bility spell has been cast upon Mar- quesss Cathandra. Appearance: Princessa Cathandra is invisible until she strikes an opponent and soft blue lightning ripples across her thin blade Blessed with wit but ‘cared with a mean spist, the Unseen Edge taunts her opponeats rentlessly. ‘When an opponent is not to be found, her biting charm ss irequently tured upon he: wieldex Strong transmutation: CL oth; Graft Magie Arms and Armor, Tasha's hideous Inughter Prive 35,950 gp. Michael Kortes (with the assistance of the legal department) writes: “War of the Widlded” is a work of fiction. Any resem- blance between an NPC found in this adventure and one of the knives in your purely coincidental by Peter Bergting AUGIST2007 DUNGEON 27 G@BY STEFAN HAPP, G BY ANDREW HOU @® BY ROB LAZZARETTI 28 DUNGEON. AucusT 200 Po MB ee ee ee ee ANY SETTING, MID-LEVEL (6TH-I2TH)_, TEMPERATE WILDERNESS he village of Caer Garrion is deserted. Empty houses beckon behind shuttered windows. Aeross tasks remain half-finished, meals eaten. Even the mals are nowhere tobefound. What caused the residents of this quiet community top avay? And what drove its one remain: ing citizen completely insane? As datk- ness fills, the answers to these questions 1 up and walk apparent, but by then - is a Foxcorren nar aoth-level faracters although itis easy to adapt i toa remote archipelago in any campaig Setting. A character with the Track fea is Irelpfil in playing this adventure, as is a Ichancter with good social skills. ADVENTURE BACKGROUND Corsiban Island is a small pine-covered file in the Korinn Archipel: the Moonshae islands. The archi 20, north of agois famous (or its pirate activity, but despite its fertility Corriban Island remains sd and unexplored. Explorers who sien the pirates to salvage These days, everyone avoids Corriban, and the residents of the nearby islands tell tales of the monsters andl fell beasts that lurk there. The truth is simple, but no lessterrifying, Only one monster lives here: a night twist named Bes Itonly took Besa a few short weeks to depops late thei barren and empty A few months ago an unscrupulous centaur sorcerer named Cyralane came to Corsiban Island with asruall ship and crew: Cyrilane fled from his kin on the mainland alter they banished him for sicze control of the tribe researched legends and rum from stories told by Kor correctly deduced that a night twist grew ‘onthe smallishind and sought to capture esidents, he depopulated bility. Unfortun: Jane's infor- incomplete. He incorrectly affect ther, and shorily afler he arrived ‘on the island bis entire crew fel victim, to the despair sor island, bat able lure, Cyralane co new allies were stuck on the island for several months until a Luskanian warship made landfall. Commanded by Sven Condiarson (an ambitious Luskan minor noble) the ship and crew we following up a scrics of divination spells y the Host ‘Tower of the Arcane spells revealed that Corriba Island had rich silver deposits and could support itself agriculturally. ‘AUGUST2007 DUNGEON 23 Sven took on 2 commission to se the island and exploit its wealth under the flag of Luskan, in return for a place in the Luskan nobility. When Sven arrived, Cjralane convinced the Luskan warrior that he and his night twist ally could help Sven obtain what he needed most for his exploitation of Corriban Island slave labor. Cyralane told Sven that Besra could be used to enshive entire remote villages with its powerfal cspair song. Once the villagers had succumbed to the night twist, Syren could take away the healthier residents as slaves, along with any wealth they carried. Cyralane would then beallowed to loot the depopulated settlements and feed those villagers unsuitable for labor to the night twist. Aer Sven secured enough slaves, he agreed to give Besta and Cyralane passage to the mainland. Condunon's first tanget wasthe remote Fiolk village of Cacr Garrion, for he knew it was not on any regular patrol route. But now their plan is in trouble, to Cyralane’s second critical error—not reilizing that the night twist's despair 30 DUNGEON AUcUST2007 song effect does not end when victims are taker beyond its initial range. ADVENTURESYNOPSIS ‘he party arrives at the depopulated Moonshae village of Caer Garrion, 20 miles north of Thoméyke on the Moonshae island of Guynneth. Theyfind 2 survivor, a prisoner in the constable'= office, driven to madness by his inability toreach the night twist. While gathering clues, the party encounters Cyralane and a raiding party of deaf verbeegs. Tracks of many villagers lead to the night twist’ nearby hilltop lar. Around the lair, clues indicate that most of the villagers were carsied away towaud the northeast. Shortly after nightfll the night twist beginsits song of despa party members if they are in range To the northeast, the tracks lead to cove where the party encounters Seca Condurson's warship and his crew. The Laskan filled his hold with slaves the previous night and ssiled off towards Cortiban Island, but foxind that the despair the slaves felt upon hearing the night twist’s song did not wear off 18 Cyralane had promised. Some of the slaves dicd, unable to tolerate the unbearable painand longing. Soon after the PCs arrive the ship and crew return, looking forthe night twist and Gyralane. ‘The slavers want to kill them both for misleading them about the effects of the night twist's song, and may be potential allies against the creature. The fate of the villagers is in the PCs hands—only they can save them, or condemn them. to death and slavery. ADVENTURE HOOKS ‘The adventure begins when the PCs arrive in the remote island town of Caer Garrion to find it deserted. Below are two ways to get them there: © Queen Alicia has learned (thanks to spyiin the Luskan court) that 2 Luskan noble is leading an expe- dition to the area, but she doesnit know the purpose or goal of the expedition. Concerned about the possibility of a new Luskan threat, she commissions the PCs toimestigate the report. She tells themto start their search in Caer Garrion, as her information sug- gests that the Luskans are head ing forthe Korinn Archipelago. + Pelcan Trosk, 2 young dwarven merchant, hires the PCs to search for his father, a famous adven- turer that disappeared in the Korinn Archipelago years ago. A DG x0 Gather Information cheek garners plenty of legends about the mysterious Corriban Island, and that hints Caer Garrion isthe place to go to find out more CHAPTER ONE: THE VILLAGE OF DESPAIR (Caer Garrion was named after a long- rained fortress that once overlooked © the strats of Aaron. The narrow tower fortress was rized and covered by earth magic during Gymzych Hugh's first svar against Kazgoroth Its now buried beneath the spire mound about 350 feet ‘west ofthe hamlet (See map)aind ceferned to locally as “The Old Watchtowex” The village i a typical Ffolk agricultural center, home to fishermen, shepherds, and vintners. The townsfolk range about the region on large, docile | draft horses, tending the land within a mile and 2 half of the crude rock pile walls of their tom. (Gace Garrion (hamlet): Conventional (qayor} AL. LG; 100 gp limit; Assets 1250 gp; Population 130; isolated (97% hhuman, 1% half-elf, 96 others). CAER GARRION MAP KLY The adventure assumes the pasty arrives in the Tate afternoon, about an hour before sunset. When the PCs first sight the town, read or paraphrase the following: 7 The small setlement is abrormally silent foc the end of 2 workday. A thin plume ‘offsmoke rises from beyond the low rock wall that surrounds the settlement. Two dezen buildings, mestly thatch-roofed, fan be seen beyond the wall. The gate appears unmanned. The seene is disquiet ingamong the idl low hills covered with fields of crops, vineyards, and rock-walled pastures that surround the settlement. A short line of trees to the west separates the rectangular hamlet from a bread beach where a donen fihing boats are docked or pulled up on the sand. The soft crashing. of waves is amplified by the absence of the sounds of normal human activi You should keepearefil track of ime in this adventure, as the nighttwist's despair song sounds 15-20 minutes after sunset. [As the party explores the area, impress upon them the eerie stillness of the empty village. The night twist’s song of despair comes from the Old Watchtower hill (cee Chapter Two fora description of the effects} Except for a prisoner in the constable's office and 2 boy hiding under one of the fishing boats, the hamlet is completely deserted, THERANCH. “The doors of the large ranch house are ‘wideopen, The ranch house isabandoned, and an unfinished meal sits on the dinner table. ADCs Profession cook) or Survival check reveals that the faod ie at a stage of spoilage that indicates it was served almost 48 hours ago. WALLED PASTURE Surrounded by 2 4-foot-high wall of piled rocks, this livestock enclosure is ‘empty. A DC 45 Search check reveals ‘clumps of bloody wool scraped on the rock wall near the gate, caused by a stampede of sheep affected by several ungry verbeegs. TISHERMEN’S BEACIEDOCKS, Most of the fishermen live in the village. One lives ina but on the beach, bat itis empty. Terib (LN human male commoner 2), a 14-year-old boy who spent the night on a nearby island setting up crab traps, came back early in the morning to find his family gone and the town abandoned. He panicked and now hides in his father's fishing boat. If found, he flees, telling his story if consinced of the party's good intentions through a successful Diplomacy or Intimidate check. GATE ‘The hamlets only watchtower, a rick- ey, 5foot-tall wooden construction, is abandoned. It overlooks 3 10-foot-wide, o-foot-deep open pit designed to slow intruders. Small and Medium creatures can walk around the edges ofthe pit one at atime. A i3-fool-long, §foot-wide bridge can be pulled over the pit when wagon trafic comes into town, but for now lies Just beyond the pit. When in use the oe- ‘pound bridge is usually palled into place by two townsmen. At the bottom of the Bit ithe coxpse of an elderly woman. A DC 1 Heal check reveals she broke her neck about 2days ago. The tracks of many human-sized feet, some barefoot, lead ‘fom the gate area tothe north and then the west towards the hill alled “The Old Watchtower” by the locals. There are so many tracksit only takes a DC 10 Survival ‘heck to follow them, and thus the Track featis not required. TOWN SQUARE (EL 1) Boxes, bags, crates, and barrels filed with . 04, tools, sllverware, and other supplies ate pled in the middle ofthe square, clearly looted from the surrounding buildings. Creatures: Not all half-ogres are mind less brutes—a rare few retain the quick minds of their human parent. These Ihalf-ogres are known in some regions as “human behemoths” but are usually called by the mame they Rave chosen for themselves: verbeeg. Despite their rela- ‘Svely thin builds among giant-kind, they tend to be more ambitious than ogres and id AUGUST2007 DUNGEON 31 hill giants and often manage to become leaders of tribes of these folk Verbexgsare ‘often deformed in minor ways—club fect, misshapen faces, or additional fingers or toes are common traits. These particular verbeegs are deaf (Player's Hondlook 307; and have been since birth Verbeegs have the same statisties and racial tats as halCogees, save that they are Medium sized and have the following ability modifiers: +4 Strength, 2 Dexter- ity, and +2 Constitution. For additional details on half-ogres see pages 96-08 of Races of Destiny (Cyralancand hissupportcrewofsixdeat verbeegs are busy looting the unguarded town, Cyralane did not expect to see any one in town, and panicsat the sight ofthe PGs, He uses a fly spel to retreat to the (Old Watchtower and prepare an ambush for the PGs, leaving his verbeeg assistants Dbchind. Gyralane should be considered separate EL 10 encounter. His stat block ‘can be found in Chapter Two. Verseecs(6) Male and female half NE Medium giant Init 4; Senses darbvision 60; Usten automatically fs, Spot +0 Language Tribal Sign-Language ‘AC 20, touch 10, flat-footed 20 bhp 47 (5 HD) Fort 07, Rof +1, Wil ers Fighter ‘Speed 20 8. Melee“ +1 glove +10 (1610+19)x3) Ranged mk composite longbow +6 (1484553) Base Ath +5: Grp +10 Ak Options Power i *2-point Power Attack Mbiliies Str 20, Dex 10, Con 16, int 13, Wis 10,Chas Feats Deflect Arrows, Improved Unarmed Stike, Power Attack, Weapon Focus (ghive). Weapon Specialization (glaive) ‘hile Chimb «13, trtimidate «7, Jump +12 Possessions +I ivestplats + glave, longbow (5 Su masterwork compos! ‘with 20 arrows, 20 gp ‘Tactics: The verbeegs fire their long- ows at the party and set up defensive positions around the general store, the building on the northwestern comer of the square. Cyralane is inside the general 32 DUNGEON AUcUST 2007 store at the start of the encounter, but ‘asts iy on himself to escape back to the ‘Old Watchtower hill as soon as possible. ‘Treasure: The bags, boxes, and crates in the middle ofthe square are filled with, assorted loot such 28 minor art objects, fancy clothing, blankets, wall decors tions, and tapestrics, It is obvious these items have been looted from the town, and their total value is 250 gp. CONSTABLES OFTICE Soft whimpering can be heard from lightly fortified eciares it to be the constables office. The door to the building is open, even though the windows are secured with iron bars. As soon as the prisoner inside hears the PCs, he moans pitifully and screams incoherently. Gerd (CN human male com- moner hp 9 (currently »), the middle- aged town drunk, was unable to escape his ail cell when he was overcome by the night twist’s despair song. Injured and disheveled, his ears and cheeks are ciked blood as he has punctured his own. xr drums to escape the despair he feels. Ithealed, he does not escape the effect of the despair song, bat speaks & bit more early about “darkness bringing on the songs of sadness beyond reason.” CHAPTER TWO: THE OLD WATCHTOWER The “Old Watchtower” refers to the bro- ken remains of old Caer Garrion,2 tower fortress that was buried by Kzzgoroth’s forces. Remains of the old fortification ill protrude through the surface of the hill in some locations Bhs wil, narrow hi the path leading up the hill isthe, ‘25; may to dimb to the top. The hills very Seepandstrewn with rubble and climbing inabruising slide of 10-40 et that cause of non lethal damage per 10 fect fallen. PCs that fly can reach the top of the hill easily, although it is overgrown with trees, moss-covered, and fall of bramubles anéthorny branches IfCyralane retreated here and spots intruders, he casts his defensive spells and then tres to ambush the pany HELD OF CAPLURE the PCsfollow the tracks ofthe villagers, they lead tothe bise of the hilland then fagment.Ittakes a DC 15 Survival check ‘made by someone with the Track feat to nile some of the tracks path toward the fummit, many mote seem to be made by another group that met up with the lagers here. The majority of the tracks 16 avay from the hill to the northeast oward Horseja DC 10 Search check of this area reveals sles away). A set of manacles, 2 key broken off in ¢ Kephole, left behind by the slave shea they captured the villagers here ers tried 10 cover the footprints weighted blanket behind as dark and The path it dered difficu 2:10G TRAP (EL) Trap: Cyzalane set this trap in order to weiken attackers, Unless the PCs are hiding their presence, Cyrslane is aware of them and has watched their movements om his vantage point atop hill Trapt CR 7; mechanical r; repair reset; DC 20 Reflex save avoids; crushing filling logs roll down the path (S46, mul down the trail: Search DC 25: Disable Device DC x7. 5. THE CENTAUR'S CAMP (EL) yralane's camp is hidden in this grove of n trees. Since this is his first targ forlooting and the party ikely his larceny in Ch treasure other than what is list stat block. The party finds some blankets and the remnants of meals with a DC10 Search check, Creature: Cyralane awaits the party here, but can meve to any part ofthe hill ta defend the approach to the iF the party takes an altern CrnaLane LE centaur sorcerer 10 Large monstrous humanoid Monster Maru 32 Init 12; Senses darkvison 60 f, Spot +2 Language Commen, Sylvan, EM AE 20,touch 13, fht-footed 18 Dodge, Mobility bhp 102(217 with ¢ HO) Fort. 010 Ref 1 SpaS0°, Melee + 136+ 10/19-20)3} Ranged wk Space 10 Bace Atk 9: Grp +19 ‘Ak Options Power A Combst Gear Reach 5 8 4th (6/83y)—dimersion dor, Otuke's restient (7 /4ay)—biink, disp magic fy 1(8iday, 7 remaining)—bindnes/defiess (OC17) fle ifs reset energy st nvisity mage armor ay of enfeeement, hi, we strke CET) your game ‘Stackable magnetic markers 10 depict came information ‘+Use with wet or dry erase markers *Use our peeFand-stick metal base to convert your miniatures 12 New Colors - 18 in All! Rod Citcally Wounded Orange Nodorstel, Viounded Yellow Wildly Wounded 2 White -NPC Marker 1-10, Name ee) Light Gray- Sneskng, iting Invisiilty = Dark Gray- Prone, Fat osted Dark Blae-Fyng 20 Feet High Dark Gren - Diseased, Cursed Light Green Acid | © Medium Green Poisoned "Light Brown -Asl/Damage Moder __ Medium Brown - Armor Cass Mosier Dark Brown -Shape Charged ey eee TOOLS 0 6fdny)—avid plas, orcane mark dancing gh, daze (OCS), dsmupr undead, detest magic prestiigation, ay of fos, read magic “already cast bilities St 22, Dex 1#, Con 18, Int 10, Wis 10, ha 20 SQsurnmon famitar(hawk named latch) hen Flufcharp is within ‘arm's reach), Dodge, Mobility, Power Attack, Practiced Spellcaster (increases sorcerer CL by}, Spring Attack Skils Concentration +14, Cra (rapmaking) +6, Listen +2, Knowledge ercena) 45, Knowledge (naturs) +3, Spelleraf +7, Spot £2 (45 in brighs light Posseasions combat gear, +1 heen langspear, sloak of Chavisma 4, rng of protection +2, ring of resistance +2(as clock of resistance Feats Alertne: Cyralane 12), masterwork trapmaking kit siver and turquoise necklace worth 275 gp ‘Tactics: Cyralane casts mage armor and false ifeon himself before he enters towa. The centaur observes the party's combat with the veerbegs and attempts to compensate for their tacties with the appropristespells. Unless the party uses stealth in their approach, Cyralane sees them coming and casts shield, fy, and sist eneigy (choosing an energy type hie observes the party ase, or fire ifthey didn’t use any). He uses his scrolls of Inear's endurance and bull's strength, and casts Hinde and teue strike ionmediately before he attacks During combat, he takes advantage of his speed and Spring Attack to keep. out of reach of the party. He attempts to use Ouke’ resilient sphere to neutralize powerful melee fighters so he can focus ‘on the spelleasters, One of his favorite tacties isto reireat fora couple of rounds to cenew false life and true strike, before returning to Power Attack for hisfiall bse attack bonus (as trae strike gives hina an almost guaranteed hid, A he takes more than 20 points of ddamage,he flees using dimension doo} only tozeappearlater when the party is fighting the night twist. IPthe night twist is sein, leaves the region. Every evening, Cyralanc casts doxfnessom himselftoresist ‘he night twis's despair song dismissing the effect waen the creaturestopssinging Ifthe PCs fight him while he is deaf; he has a 20% chance to miscast any of bis spells that have verbal components. 4 HORROR'S GROVE This peaceful hilltop grove has been enveloped with a scene of unimaginable horror. Dozens of bodies are scattered among the troes. The faces of the corpses arefrazen in masts of absolute terior while the bodies have been herrialy mutilnted Discarded limbs and heads, some with the spines stil atached, arethrown haphazardly about, many stuck in the branches of nesrby tees. ‘Those villagers not suitable for hard labor were not taken as slaves and lefl for the night twist here, Besra feasted on ‘heir terrorand despair. The nightowist, so long deprived of such a rich haul of victims, toyed with its prey for hours, ‘There are 30 corpses here. If the party lingers too Tong. in this rex ar starts casting sperk with dead or similar spells, Besra attacks (see area 5h 5. TWISTED NIGHT (EL 6) This eerie grave of dead and dying t «fall of shadows, rotted moss, and far ue growing on branches. & foul-senell ing stagnant pool at the hed with hundreds of dead fas, pigeons, and other small animals. The small, fury bodies cover the ground, forming.a squishy, fuzzy carpet of gore. The nter of the carcszes of cheep, cows, and goats g from the branches of trees, The animals in this grove were _ affected by the despair song and cameto “the night twist, which made shert wrk “ ofthem. The ground near the pool is ficult terrain, duc to the number of Greatures: A verbeeg named Tork 4s on the ground on the east side of thestagnant pool building.a smoker oven ‘tosmoke the meat from the carcasses he Fras skinned and hungin the treestobleed "al drain, Torak knows the night twist is "nearby and throws his spears to distract attackers to help the night twist with its inal attack. -Besea THe Nigrr Tse cen NE Large Plant Monster Morwa! I! 110 Init-2; Senses low-light vision, Listen 417, Spot+12 NCI, tosch 17, flooted 27 hp202 (15 HD} DR 10)sashing Fort +25 Refv8 Will +14 Immune ala is Weakness fre valrerbiity Spa10e Male 2 saree «24 (248426) Spoce 10°. Reach 208 Base Atk +11; Grp 629 “Aik Options Blind: fight, improved Sunder, Power Atack "Specs Ate, deep song (OC 22), wind bla (0c 22) Spall Abies (CL. 108) $¥dy—Bight (OC 20), dexper dorines, ‘etangle,for(OC 19), phantasmhiler Oc) —_ Bites te 39, Dex Con 9, it 1. Wis 14,Chs 21 5 dasth curs, unholy grace Fas lind. Fight, Oest6, Endurance, "improved Sunde, ron Wil, Power Altac Sls Hide ~6 (10 in wooded or swampy areas. Keowdedge (nature) +10, Listen <7, Mave Steoty +8, Spot 612 [Desth Cars Ss) Te person who las | right wat mast make 2 OC 22 Will ve orbe cured similit to the nightmare | spall. The vii has hortble nightraes, “ge mo restful sleep, and tkes 1410 points of damage, becoming Stigued and unable to ready arcane spl for 24 hours The nightmares ang dimage recut ‘everynight until the curse ts removed for the vitim dies. The curse an only be removed by lintel wish or more power magic eat while the victim sin the theoes ofthe nightmare fa iti slain by this curse fs buried, 3 new night twist springs forth from the ground where the victim was buried one month later, appearing = 3 nocmal non-inteigent sapling until maturity Despair Song (Su) Every evening the night ‘twist emits a sorrowful sound thatafeets vietims with an inteligence of Gor higher within 50 fet. Those who fail 3 DC 22 Will save are affected 25 ifbya crushing despair spell (CL 1th) and must seck out the night twist tothe neglect of ail other tasks, induding meals and sleep. physally restrained or unable to reach the night twist, the victim tales 1610 points of damage everynight until the enchantment removed, which Fequites.a limited wish or more powerful magi The effect also ends the round afer the night twist makes slam attack inst the ereatuee. Removing the victim from the area of effect does not fd this enchantment although 2 12th- level bord using the song of freedom cles feature can provide svt w saving throw. The night twist’ death ends the enchantment Unholy Grace (Su night bist adits Charisma bonus ots toils saving throws and 3¢ 3 defection bonus tots armor css ‘Wind Blast (5a) This ability sire toa ust of wind spel that emanates from the tein al directions out to 120 feet, usable at wil a afree action. Ths ability cat be resisted with 3 DC72 Fortitude save, and the right tit uses ito ‘extinguish ary res in the area Verboeg (1 hp 47, See page 32. ‘Vactis: Ie night twist uses its despair song 15-20 minutes after dusk. If the partyavoids the effects ofthe song. either by being out of range oF with successfil saving throws, the creature cannot sing again until the following night. In combat, the night twist avoids attacking ereatures under the effects of the despair song until all active foes have been dealt with another CHAPTER THRE EMANCIPATIO’ DESTINATION ‘Sven Condurtson and his sister Inge assisted by their marines, captured over hundred villagers when the townsfolk were caught in the throes of the song of despair. They bound them and force-marched them to their ships at Horsejaw Beach, sailing for Corriban Island the following morning (On the morning after the PCs arrive, ‘Seen returns to Horsejaw beach. Many ‘of the villagers Sven took as slaves died from the despair and Sven realized that all of the slaves would be dead by the time he arrived at Corsiban Island. He wants to punish Cyralane for the perceived deception. Ifthe party does not reach Horsejaw Beach by noon on the day following the start of the adventure, Sven and his party move toward Caer Garrion to find Cyralane and kill the night twist. Since most of the saves are ery weak from the effects of the despair song, Sven only leaves four marines behind to guard ther. If the might twist has already been slain, the lingering damage from the effects and the fact that the villagers now realize they are enslaved makes Inge and Sven unaware of the lifting of the curse, since the villagers are still feeling despair. ‘The poorly concealed tracks from the Field of Capture area) in Chapter‘Tw0 ‘may lead the party to Horsejaw Beach, 2 of the Old Watchtower. “The journey leads through pasture and fields. This chapter's encounters are set up for the party coming to Horsejaw Beach to find the missing villagers. However, if they delay, they encounter the entire Luskan raiding party, minus four marines left behind to guard the slaves. This raises the difficulty of the ‘encounter significantly. Unless attacked, Sven and his troops’ altitude is untriendly. If their attitude ‘can be changed to friendly or better, Svea is receptive toa suggested alliance | to get rid of the night twist. Inge determined that killing the might twist would free the surviving slaves from the ravages of despair,and if done quickly miles northe: £< Pp that allows descent without sealing enough, might still yield Seen enough slaves to start clearing his land After defeating Uhe night twist, the temporary alliance quickly dissolves, Seen wants to cut his losses and leave the area with his slaves as quickly as he ean. Ifthe party questions Sven on the location of the villagers, his reaction immediately changes to unfriendly and whe may attack if he senses weakness. ‘Ad-Hoc Experience Award: Ifthe party successfully enlists Sven and his group in analliance todestroy the night twist award the party experience points foraCR THE CLINIS (EL Short cfs overlook a scenic beach «i ndy dunes Waves gent peninsula. A narrow double-rrasted galley-syle warship is anchored in thewaters off thebeach, tow asier descent to ‘Thiety-foot-high eiffs lead down to the dunes and beach. The cliffs have a the sheer drop {which requires a DC 35 Climb check} Sven Condursson is an astute tactician and made prepa to give him time to evacuate if a lange force of Queen Alicia's soldiers surprised hima on he beach, Creatures: Cress, 2 satyr is a hopeless alcoholic and emotionally dcpendent on Inge. who supplies him amingestnstsaith chine women. fa turn ‘heaatyrand the four war dogs acts guards and scouts for the Conurssoms ‘War Dogs 4): np 1 each; Monster Man: wal 2p Gress the Satyr: hp Mansier Manual 20 ‘Tactics: The creatures hide in the pass lead Listen and Spot cheeks are reduced ith drink and with pipes, to the beach. The satyr’s 36 oUNcEON aLcUST 2007 to +13 due to his state of inebriation. If he spots the party, he releases the hounds, which immediately baying loudly and running toward the thips to raise the alarm. The satyr tries to use his pipes to slow down the party, but runs if confronted, He blows a series of notes on bis pipes at alert Sven Condurrson to the number of intruder less than twenty, Sven does not make prepa enemy on the beach. “Treasure: The satyr has 83 5p, 14 pc two bottles of “iirebelly liquor"(Deacon tesa. page 58) worth so gp per bottle. “Firebelly Liquor” isan alchernical brew Ifthe number is tions to flec, but confronts t that grants 44 on Fortitude saves versus non-lethal cold damage for onchour per shot. Fach bottle has 25 shots bodies ofceversl dozen humans arestacked xt 10 alargemound of sandy dirt, The ocean waves break on the beach about forty feet to the east of the camp. A e. The villagers died from the effects hat inflicted damage con them the night before. The Luskan sea reavers prefer sleeping in a tent on of the despair song 1ebeach than ona cramped raker filled and constantly cryi slaves. :o they've pitched theie tents here. with stinkin c pit has been dug in the loose sandy soil, but the bodies have not been itched into the grave yet. Sve CONDURSSON Male human ranger 4foarbarian 6 NE Medium humanoid cr nit .2;Sences Listen <7, Spal Language Common x a uncanny dodge tp20(10H0) Fort +l Ref +8 Will +6 Sd dott Melee +2 trident +16/+11 (16866) oF 09 (tdB6) and nk handaxe #33 (8642/33) Ranged ck composte longbow +13/+8 68-4) Base Atk +10; Grp +15 Atk Options Combat Reflses, Power tack Special Atks frvored enemy +2(humancid human). rage 2iday Combat Gear pati Ranger Spells Prepared (CL. stress eneray Biles St 18, Dex 18, Con 14, Int LI, Wi 12, Chas, SQ trap sense +2, wild empathy +3 Feats Blind-fght. Combat Reflexes, Diehard ". ‘Skills Cie «7, Escape Artis 96, Handle Animal +6, Hide =8, Jump +9, Listen +6, Move Silently +6, Profession (Sailr) +8, Ride 4S, Search +3, Spot +8, Survival 48, Swim 12 Posceasions combat ge trident, masterwork composite longbow gout worth 150 gp, 187 sp Rage (Ex) While raging, Sven's statistics change as follows: sexe, sof ogee power, siver dak disp bp Fort 015. Wall +3 Melee +2 mw handaxe +35 (id6+3)3) Abilities Str Con a8 Skills limb +9,Jump 41, Swim 14 Luskan Manone (6) ces ACIS toaeh W, hp 33(6 HD) Fort +6 Rof 3 Will Spa x ue.g ma Melee muck scimitar +9} (Ld6+2/18-20) Ranged mt light crossbow +8/+3 (1d8/19— Base Atk +6; Grp +8 ‘Atk Options improved Unarmed Strike Combat Gear potion of cure light wounds AUCUST 2007 DUNGEON 37 ‘Abliies Sir13, Dex 12, Con 13, tT, Wis 9,chas Feats Weapon Facus (scimita), Skill Focus Profession [Sailor Improved Unarmed Strike, Rapid Reload (light roesbow) ‘Stile Balance-2, Climb 3, Profession ‘Sllor) +6, Swim +4, Use Rope +4, Spot-+3 Possessions combat gear, breastplate, heavy ste! shield, masterwork scimitar, masterwork ight crossbow with $ +1 Foaming bolts ard 20 standard bots. Tactics: If alerte his dogs, Sven and his ma by the satyr and ines hide np, waiting for out 50 feet from the the PCs to begin investig open fire on perceived spe first and target one until it drops If the parly moves into melee, Sven and thy 1g. They jeasters 1c marines engage while the others ready actions to fire bolts at enemies casting spells. freasure: The tents sleep four com fortably, and are insulated with strips of whale skin to make them water resistant and warm, Fach tent weighs 25 Ibs and is ‘worth 180 gp. Mundane supplies such as foodstuifs shovels,and bedrolls are worth atotl of #Sogp. THE SHIPS CEL w) The sound of low moaning and exying dri from these two vessel The PCs may use the rowboats to approach the vessels, or they may have alternative ways to reach them. Inge is oblivious to their approach. as she is busy tendingtothe injured vilageri ofthe raker. If Sven and his men retreat hey lee to Gorniban Island, cutting the old cog loose to increase speed, here, THEOLD COG This 60-foot-long, 20-foot-wide single sasted sailing chip has a lower deck. Ite best years are obviously behind it, as itis beaten and patched, its lower hull coated ‘with bamacles, Sven intended to use this ship to carry excess slaves and treasure, towing it behind the Peregrine’s Prow sts the this ship to facilitate his rapid If Sven manages to escape, he ropes depart be able to use it to follow the leregrine’s re and lets it drift away. PCs may 38 CUNGEON AUGUST 2007 Prow even though the cog is in no con- dition to catch the raker. Ifthe; ship, the best the PCs can hope for is to use this arrive at Corriban Island a day behind the Lusk. PEREGRINE'S PROW (11.1) Ten feet wide and 75 feet long Peregrine’ Prow is a classic Luskan raker. Built for pure speed. the warship is not very sea- worthy and tends to stick to coasth Dut its ramming power and exceptional a feared predator of the agility makes costal trade routes. Creatures: Inge’s shield guardian prowls the top deck and attacks all intruders o the slaves in the lowe hold, where two marines assist in guarding the prisoncrs. Two ballistas ar bowand one on the small poop deck in on the top deck, one in the the aft of the ship. Access to the lower deck is via the removable deck planks in the middle of the ship, which sit Toosely on su sporting edges and are air weather. The deck planks in the middle are removed ‘when the PCs cometo the ship, opening, the top deck to the loser deck. Over a hundred inhabitants of Ca Garrion are crammed into the lower deck, chained to the oars and rowing. often removed duri benches. I the night twist is still alive on the following night, more ofthe slaves die from the continued effects of the despair song, Even if the night twist is dead, the villagers remain chained up, most of them severely injured from the despair song, and despondent over their fite. Six hcary chains run the length of the lower attached to the chains with leg chain loops, Breaking deck. The townsfolk 3 chains frees the prisoners, but the chains around their ankles remain and must be removed | chains halve the slaves Bursting the chain bonds takes a DC 26 Strength check and the chains have hardness 1c and s hit points. Moving on thelower level requires a DC 10 Balance Ail check to move as if through difficult tcrnain) through the packed bodies of the ‘illagers, Failure means no morement 45 possible that round. The villagers are considered helpless, allowing a character to end her moxement in a square occupied by one of them. A Caer Garrion resident occupies every square ‘on the lower level. Inet Conpusson Female human deve 9(Umbedee) NE Medium humanoid Init 7: Senses Listen 63, Spot 3 Languager Corernon lshan ACT? tous 13, fat foted 4 tpas9 no) Fort 46 Ret 46 Will 19 Spd 308 7 Melee nk dagger +8/+3(1444219-20) Ranged +4 drt +13/+8 (14445 plus poison) Race Ak 6: Grp «7 th Options Quick Draw Special tks cbse undead 4a (o, 246+10) Conbst Gear wont of sud bart (13 charges) ‘lve Spells Prepared (CL. th [CL 10th for ‘ilspel) +8 ranged touch) shy ing (OC 8, wl fie? “th—summoe moniter V giant vemni oly igh(OC ») y6—binénessdeofes (OC) (4) mage cise aginst good? and-—are moderate wounds (3), calm nations decane ast—core ight wound (9, protection ‘fiom good? eure ner wounds a) © Domain Spel, Domains Ev, Ocean ‘already ast Mbltes Sr 12, Dex 16, Con 1, 16,cu2 ‘SQspontanaour casting if! spell. water teething 9 minfday Fests Improved Initiative, Spel Penetration, Quick Draw, Stl Focus (Concentaton, Skil Foeus (intimidate) cre Sie Bluff <7, Concentration +15, Hide «3, Iotimidate «10, Listen +3, Move Sienty +3, Sense Motive +3, Spot «3 Possessions combat gent, sued leather armor, masterwork dager, 3 +4 dais conte with purple worm potsom (Dungeon Mate’ Guide 297), 14 9p Water Breathing (Su) The ccean domain ves Inge the =bilty to breathe sedervater fr up to 10 rounds por deste level per dy. Shield Guardian: hp 112, Monster Man ual 23. Luskanian Marines (2: bp 33 cach; see age 37 Tactics: The shield guardian and marines altack the party to cover Inge’s spellcasting, She uses the intimidated villagers 28 cover while she uses her spells to attack the party from the lower deck. Inge prepared four blindness deafness spells to cast on her brother and three marines while they searched for the night twist but she docs nothesitate Louse them in defense ofthe ship. The shield guardian's qUh-level spell is cure criial wounds, which it easts on Inge if she commands or is knocked below 10 bp. Uther shielé guardian and marines g0 down, she threatens to kill villagers svith her wand. Ieaptured, she reveals that the night twist holds the key to the villagers’ survival and must be killed. Treasure: A locked (Open Lock DC 19) chest in Sten Condurssoris cabin helds 2.000 P. ABANDONED FARM Sven Condurssonand his men searched this ruined farm and windmill when they arrived, but found nothing. How- ever, the top of the decrepit windmill hides the Caer Garrion town deri (Cadder Belton (NG male human cleric 3) Ifthe PCe defeat the Condurssons, Cadder emerges from his hiding spot and. approaches the PCs, identifying himself and explaining that he was not affected by the despair song and ‘was hiding nearby until he could get a chance to “do something” He helps the party resoue any remaining sil lagers, calms them down, and helps get them off the ship and back to (Caer Gartion, CONCLUDING THE ADVENTURE If the night twist is killed on the first night of the PCs arrival, 85 villagers out of 130 survive the ordeal. IF it is not killed until the second night, only 60 survive. If the third night brings no relief, the remaining villagers perish from the despair song, On the morning, following the third night, large patrol of Queen Alicia's soldiers arrives at the village, alerted by a survivor of the first despair song attack. The company com- ‘ander, Tellryn Riese, pays the party a reward of 500 gp. bands them 2 letter, and tells them to report to Caer Cal- Tidycr, where the kingedom treasurer pars them another 1,co0 gp. At this point the adventurers may leave or the Queer's seneschal may offer them a commission to investigate Corriban fsland and clear the area of Luskan influence. ‘Siefam Happ expresses great appreciation to the loveliest playtesters west of the Pecos— Jennifer Kilmer, Carol Sherman, Monica Heraandez, Tina White, and Bruce Campbel, whose loveliness fluctuates greatly depending on his scotch consumption ‘AucusT2007 OUNGEON 39 ema —— ge lle Enemies of My Enemy ggvile, Orcus. Malcanthet. Obox-Ob. Charon. “These names are among the most notorious in the multiverse, appellations belonging to some of the most dangerous and powerfal creatures on the lower planes. Heroes from countless worlds have raised their arms against these immortal foes and, in ‘most cases, these heroes have perished to their soul-blasting, life-ending might. Their lars are as notorious as they are: the River Styx, beantifil but deadly Shendilavri, the Gray Wastes of Hades, frozen Thanatos, and mind-numbing Zionyn, Simply entering one of these scions ‘fev is akin to suicide, ‘ei nowyas the Prince of Demons begins the final rituals to bring thesavage tidevo the Material Plane, heroes must apprcach these immortal villains not as enemies, but as allies. “Enemies of My Fnemy"isthe nth chapter in the Savage Tide Adventure Path, a complete campaign consisting of 12 adventures appearing in Duxcrox magazine. For additional aid in running thiscampaign,check out Daacow magazines monthly Savage Tidings” articles, 2 series that helps players and DMs prepare for and expand on the campaign. Issue 458 of Draco magazine features 2 map of the River Styx and advice for those who would use this notorious river 2s 2 route in exploring the lower planes. ‘The PCs should be 19th level when they begin “Enemies of My Enemy” and by the end of the adventure should be 2oth level . (@BY WOLFGANG BAUR, [@ By BEN WOOTTEN AND WARREN MAHY, }@ BY ROBERT LAZZARETTI ADVENTURE PATH ,, HIGH-LEVEL (13TH-20TH),, PLANAR, PLAyTESTED BY EDWARD ALOERT, MATT E, CULVER, JAMES LARRIGON, GREG A. VAUGHAN AUGUST2007 DUNGEON I “Adventure Background Demogoron is the Prince of Demons, yethe docs notcommand theunwavering, loyalty of the Abyssal host. Indeed, his foes far outnumber his allies, but the intrinsic chaos and hatred that runs ‘0 rife in the Abyss keeps his enemies fiom forming an alliance against him. ‘Demogorgon faced no real opposition as he drew his plans to unleash the savage tide upon the Material Plane, with the ultimate secret goal of reconciling his own divided nature. If successful, he'll lose his dual mind, but the power he'll gain in return will be more than enough to give him the advantage he needs to ascend from Prince of Demons to king. Many of Demogorgon's enemies saspect that he's up to something, and one of them (Maleanthet) knows about the savage tide, yet none of them suspect that the results of non-intervention could be quite so devastating for the Abyssal power structure. Yet even if they did learn this, their chaotie natures alone would kcep them from allying te oppose Demogorgon. They need someone to broker such an alliance, and while they might curse and writhe and rail against such a notion. they are ready to join forces. Their fear and hatred of Demogorgon is enough to-convince them to unite, for however short a time, against this common enemy. 42 DUNGEON AucusT 2007 Adventure Synopsis After releasing one of Demogorzon's ex-lovers, Shami-Amourae, from her prison on the Wells of Darkness, the PGs endured a brutal counterattack by the Prince of Demon's forces that included a catastrophic redirection of ‘the River Styx. Enraged at this affront. Charon himself arrive: not long thereafter to investigate and grants the PCs passage on the River Styx if they promise to punish Demogorgon for his audacity. Using the River Styx, the PCs travel seross the Abyss, Hades, and Arborea, recruiting powerfal agents in the battle to come against the Prince of Demons. As their allies mount, though, Demogorgon grows concerned, and as the PCs near the completion of their task, he sends a force from his armies to deal with the them. Assuming they survive, the PCs are now prepared to Jnunch their assault on Gaping Maw. Adreature Hooks This adventure begins where “Wells of Darkness” ended, with Charon approaching the PCs. If you're not running “Enemies of My Enemy” as part of the Savage Tide Adventure Path, you can use this adventure in a couple of interesting ways. First, you could run this adventure in place of any “army-gathering” stage in an ongoing campaign. The actual threat posed doesn't matter, be it the savage tide or an invading pantheon or the return of a long-lost deity like ‘Tharizdun—al that matters is that the PCs need to gather a powerful host of allies to their cause. Second, youcan useany of the chapters of this adventure asa campaign sced of its own, Full statistis for a number of villains are provided, any one of which «can serve as an excellent antagonist for 2 campaign of his or her own. PART ONE: THE WITCH QUEEN At the end of “Wells of Darkness” the PCs learned from Shami-Amourac that ‘Demogorgon intends to merge his two personalities by siphoning off the col- lected savagery of a world gone mad. If he achieves his gosl, Demogorgon will become dangerously powerful and dozens of cities from the PCs! home world will be destroyed. Shami-Amou- ae wamed the PCs against opposing Demogorgon on their own, and even went so far 2s to suggest that they gather anarmy with which to assault his realm. ‘She hadno interest in taking part in such an assault, but gave the PCs the name ‘of one who pethaps knows more about the Abyss and the polities of its squab- bling rulers than any other ereature—the witch queen Iggwily Shami-Amourac plane shifted away, leaving the PCs on the slowly expand- {ng shores of a new lake on the Wells of Darkness—a lake fed by the River Styx. Before the PCs have a chance to retreat elewhere, though, a sinister shape approaches from the fog and spray, a ‘guunt humanoid figure dressed in dark robes, potinga gothic skffalong the sur- face of the Styx. As 2 DC 25 Knowledge (the planes) can confirm, this figure is the caretaker and ferryman of the River Styx—Charon. Hail Charon! (EL, 22) [As the dark waters of the River Styx ‘plunge from the hole that Demogorgons ‘magic tore in the sky, Charon takes note Never before have the waters of the Sty been redirected in such an invasive ‘manner, and it takes Charon only a few ‘moments to pinpoint the source of the deviation in the Wells of Darkness. He arcives on his skiffafterShami-Amourae leaves the party but before they leave the arca themselves. If the PCs manage to leave the scene before his arrival, Charon uses a wish to determine where they gone and approaches them to question them on their involement. ‘AssoonasCharon reaches the shore of the new lake, about 3o feet from the PCs, he whispers to them, “What have you done to my river?” His voice is clearly audible over the gurgling water. Charon knows that mortals lack the power to redirect the Styx, and gives the PCs 2 ‘moment to explain themselves, ‘When be finds out the PCs are work ing against Demogorgon, Charon asks fortheir apologies forthe small part they played in diverting the Styx—after ll, had they never altempted to fice Shami- Amourae, none of this would have hap- pened. Any character who refuses to apol- ‘ogize angers the boatman enough that he attacks them (see the sidebar Assuming the PCsdo apologize (Charon graciously accepts even surly or gradging. apologies) he nods, then invites them to Join him in his skiff'so he may take them away from this plac he tus to face the rift in the sky abore the flow of As soon as they do, and, with a save of his staf stygian waters reverses. Very quickly, be, the PCs, and his skifFare swept up and rift, which closes behind ‘themas they return to point somewhere hrough thy in the depths ofthe lower planes. As long as the PCs are in Charon's ski they need nol fearthe effects of the notorious river. (laron languid poles the boat along the midnight waters, passing by empty cities, ruined hellscapes, and other dark avenues of the soul Eventually, he speaks. know. 've taken enough of those fools to heir rewards over the span of the morta stain.” He pauses as he shifts his b hook from one hand to the other—as he does, the shores shit and waver asthe Styx passes from one lower realm to the next “You need distractionsand allies. | krow of some of his enemies—the Dark Prince, the Lord of Undeath the Prince of Vermin, the Court of Stars, Yet | know not which ones would make good a might secu Fighting Charon fhe pary deidesto attack Chavon Geaute he's obsicusly ev or for some other rescen) let them Aight Gharon’s » dangerous fe, but not completa beyond the PCH! power {6 defeat. Vet even f they Go defeat tim, Charon deesnct Ge. He erly ‘foes again athe Sts source and “thin 2g hours he seeks ut the Pos 2gain to astaut them. He continues 1s daiy stacks on them, reciting larger and Larger numbers of jgo- loth allies until the PCs finally apolo- geeorare shin. ifthe partyisslsinby Charon. they fad theit souls joining him in his slaffas he prepares to fery them to the afterlife. this poet, the PCs ‘an do nothing but listen 6 the ferryrmanas spirits, they hve no sayto atch, oppose; or reaisthim. “With his captive audience, Charon silently repairs the rf in the Styx fad then takes the PCs away Tom the Wells of Darkness iotereogiting them abeut ther role in the event 5 they gle slenely trough deao ties ane-darkhellscapes, ‘Wren Charon leams thatthe PCs ‘oppose Demogorgon, he grows ‘thoughtful for a moment, then offers to reurn them allt life they agree to one condition—they must each ve him a magic item or object ‘worth 20,000 ¢p 35 penance for resisting him, or must pledge thee ‘nuke to him once they die agin. PCS sho pledge ther soul to Charon con eve again be raised fom the dead once he cetores ther to Hf. your own to forge. Will you accom me?" The cloaked figure stands fect stil, awaiting an answer. Ifthe party sccepis his invitation, he simply nods, The skiff moves quickly al the Styx, passing The River Styx The River Styx winds through the lower alanes along a route that leads through Hades, Carceri, Gehanna, Pardenonium, Hell, and the Abyss. The waters of this legendary river are dark and languid, rippling with a ‘int greasy sheen. Any creature who touches the water must make 2 OC 27 Fortitude save or be struck with total amnesia —trest such a chan ter a5 he had been ebleminded. Even those vio inake this saving throwlose ther memories ofthe past 8 hours. Prepared spel remnain in memory, athough the victim might ot realize theyte prepared. Evi Out- Siders with the aquatic subtype are inmaune to the memony-draining ects ofthe River Siyeand creatures ‘that do not have Intelligence scores ike most constructs) are not affected, 45 they have no tive miemonesto be ‘erased, butall othe Ihing Gestures sreafected, even hey are normally immuneto mind-affecing eects AOC 38 Krowledge (the planes) check reveals that the er Seyc can beused to trnel between thevarious ower planes, but that such travel is regulated by dangerous yogoloths Known a5 marraenoloths, and that ‘the master of these evil bostmen is the ferryman of the deed himself Charon. OF course, once the PCS recieve Charon’s permission and Blessing to usethe Sea ijverm on the River Sty they need not worry about the dangers oF unexpected encoun- ‘ers while thes rermain on their ship. 15a DC 25 Profession (sailor check to reach any pointon the Styx. and die to the cher’s unsable, sifting ature, it alvays takes vdro hours to reach a destination. through a dozen landscapes of death, despair, and ruin, each more depressing. than the last, In ad20 hours, the skiff reaches a ull and depressing place: the realm of Niflheim on the Gray Wastes of Hades. Ragged tars and cliffs line one bank of the River Styx, while the other stretches ffinto an endless swampy mc 4 twist, obscur the entire realm see PCs Aeeper into Niflheim, vision through the devoid of color. As Charon poles thy G4 DUNGEON AUGUST 2007 {fog drops to amaximumofice feet. Soon, a dark shape looms before them, and as the skiff grows closer, the shape resolves into a welcome but unexpected sight: the Sea Wyvern, As they approach, the PCs can even see Jac shipis confised c ddeck—they are unharmed but baffled and growing increasingly nervous about the strange environs. The Sea Wywern itsel is docked atagray wooden pierthat protrudes from a rocky share, beyond which a ledge w milling about on spinto theunsecn mists above along the PCs arrived at the that he has brow tion, bu the Sea Wyncrn to them for them to use. He grants their ship permission to ply the River Stys as ongas they oppose Demogorgon,and as he draws near, the PCs can see that the wyern figurebead now bears Charon’s mark upon its face pair of gold coin are affixed to the wyver's eyes. A as these coins remain, the PCs can safe sail upon the Scys Charon brings his skiff-up alongside the Sea Wyvern, and as the PCs debark, he points to the ledge leading up the cliff face manor awaits at the top of this ledge. Ten they won't be happ, when the to, and it would not be wel stay long here. And take care on your approach—the witch queen does no realize where they've come leave her grounds unguarded. 1 must take my leave of you for now, but when you have gathered your army and are prepared for the assault, whisperin your ship's figurehead’s ear and | shall return toaid you one last time.” that, Charon pushes off the Sex [Wjpent hull with his pole and in the span ‘of only a few seconds fides into the mist. ‘Consult pages 161-162 of the Dungeon Master's Guide for the planar traits of the Gray Waste of Hades; in particular, note ‘the rules on the plane's entrapping trait om page x62. The PCs would do well to ee in Hades short. Iggwilv’s Lancing (EL 18) Beloved and hated of Graz'et, Matriarch of Diabolists, Mother of Iuz, Daughter of Raha Yaga, Apprentice of Zagig, the ch-Queen of Pecrenland, and author ‘of the Demonomicon, Iggwilv currently dwells with her apprentices in the Grey Wastes of Hades, Iggwilt is an archmage, he: apprentices arcanaloths, and her guard dogs Linnorms, so her privacy i impressive Give the PCs time to reunite with their ere, bu as soon as they turn thee attentions toward the ledge leading up into the mists, have them make Spot checks. ‘The PC who rolls the highest aotices a wolttheaded humanoid figure spproaching the pier from the ledge, ‘easing them away-A moment liter, the ‘eaters along the shore churn and froth 25 two immense monsters, snakelike dragons with gray scales and long {hin snouts, surge up onto the shores to roar angrily, although i's unclear if the dragons have taken offense at the intrusion of the PCs or the wolf: headed man Creatures: ‘The wolftheaded man swears fine robes and has ears adorned with expensive rings This is Sembra. a particulary vile and weaselly aresnalosh Like Iggwil's other arcanaloth appren- tices, Sembra doestt appreciate the idea of competition for Her time, and as the first to n arrival is simply lookingforan excuseto show the party off the grounds."The two dragons ate stygian linnorms—mon- stus guardians enthralled by Iggwily goushorlly. but not quite as loyal to her apprentices. Sembra eyes the linnorms warily, then calls ou to the Sea Wyvern. “You aren't expected by Her Excellence Ifyou value life, you would debark from here now, before her pets grow braver. You are not wanted here!” He doesn't wait foran answer, instead signaling to the linnorms that they are to attack with a flip ofa hand before he teleports back to Iggwilvs manor above. Stygiam Linnorms (2 hp 243 each see the appendix Tactics: Before the linnorms emerge from the Styx, cach casts fly om itself When combat begins they slither hor- ribly into the air to cirele the Sea Wyvern, opening battle with quickened cremations and a breath weapon attack, although they take care not to harm or attack anyone in contact with the Sea Wyvern itself, for fear of angering Charon. Ifthe Cs realize they'e safe as long as they ‘remain in contact with the ship and use ranged attacks against the linnorms,the ‘dragons roar in frustration and return to the waters to wait for the infuriating intruders to leave the safety of the pro- tected ship. Alinnorm retreats to its lair if brought below 8o hit points. ‘Treasure: The linnorms keep their siz- able treasure heaped in a nearby under- My wnerpected quests —F regret that S have been unable to meet withyouto discuss matters of ritual interest, or that ry pets may have caused you undue harm. My researches require ny fill attention for enother hour: please follow my cat and await me in the Demonhanters Room. J will join SGV water cavern, The waters of the Styx are go feet deep inthis caveyand dark enough to limit vision to 10 feet, Retrieving the treasure likely requires exposure to the dangerous river waters. ‘The treasure includes 27976 gp, two star rubies worth 1,000 gp each, two huge moonbars worth 4.000 gp each, two pieces of jade worth 160 gp each. pair of flawed yellow diamonds worth Soo gp cach, a carved masterwork Iharp of chestnut with ivory inlay and Diack sapphire gems worth 500 gp, an amulet of natural armor +4 shaped like 2 twisted trident impaling a dolphin, and a darkwood helm of tdepathy carved to resemble a nest of snakes with softly glowing emerald cycs. Iggwitv’s Manor The ledge winds up the side of thecliffto a hcight of 180 feet abore the Styx below. Here looms Iggwilv’s Manor. sprawling mansion of gothic eaves, spiked crenel- lations, and iron and darkwood wain- scoling. Demonic gargoyles leer from the comers of the roof, and a cold iron fence encloses the immense structure, ‘The gates in this fence hang open in absent invitation. Within, a few dead, Teafless trees decorate the courtyard. & short path, made of faces chiseled of Eee | dozens of Iggwilv’s enemies who were turned to stone by her magic, leads up toa 10-foot-tal front door. As the PC: approach, Iggwilt’s three arcanaloth apprentices take action From the depths of the manor, one uses telekinesis to cause an envelope sealed with wax bearing Iggwill’s seal to float up to the first PC to enter the manor. Within is a short note written in delicate script (see Handout 2). AAs the PGs finish reading the note, another arcanaloth casts polymorph to assume the form of a black cat and teleports into the parlor. He affectionately rubs against the leg of the PChelding the note, then quickly moves down a hall to the left toward the drawing room. Ifthe PCs see through the deception and attack the arcanaloth, oriftheydecide to explore the manor on their own, the apprentices are forced to improvise and spring their ambush immediately. The other two arcinaloths teleport in to aid the first and attack the party as detailed in the next section, ‘The Drawing Room Ambush (R The Demonhunter’s Room is 2 well appointed drawing room. ts walislined with Sheles of books, a small niche containing a statue of 2 cowering wock demon, 2 smal domed ceiling covered in gol leaf forty feet above, and four beautiful stuffed leather chairs. One of thee chars flats thres fect inthe a Creatures: The three arcanaloth apprentices wait here, invisible, for the PCs to make themselves comfortable. If the PGs notice them, they begin their attack immediately. Otherwise, one ereates a major image of a black= haired woman wearing a rich purple leather corset over a black robe in the floating chair. The woman squint for a moment, then waves her hand at the chairs below her and says, She brushes back her hair. “Why are you here? I try very hard not to have visitors. If you have something to deliver, hand it over and then please leave. You interrupted a major summoning, so snake it quick.” 4G DUNGEON AucLsT 2007 ’ While one arcanaloth uses this illusion to try to convince the party to leave immediately, threatening, sneering, and mocking the PCs with gleeful bandon, the other two move into positions around the room x0 they're surrounding the PGs. If the party discovers the ruse, or if they refuse to leave after 4 rounds of conversation, the arcanaloths attack ‘The presented for arcanaloths below are revised from their appearance in the Monster Manual Il; they're not only been updated to the 3.5 rule set, but have been developed to be more powerful to more accarately represent these nds they monsters as the dangerous fi have traditionally been. DP ots ie F SemeRA, SovASH, AND RIDDER CRIT Arcanaloth yugaleths Always NE Medium outsider (evil, ‘extraplanar, yugoloth) Init 14; Senses darhvsion 60, Listen #33, Spot-+33 Languages Abyssal, Draconic, Infeeral telepathy 100 ft. AC 35, touch 20, fl (10 Dex, “415 natural) bhp 243 (18 HD; DR 15fgood snd siber lenmine acid, mind affecting, poison Resist cold 10, electricity 10, fre 10; 5R 26 Fost 420, Ref +21, Wal +15 Spd 30, fy SDR. (good) Melee 2 ws +28 (146-5 plus 146 Strength drain) and bite 433 (24642) ‘Base Atk +18; Grp +23 Mk Options Arcan ihe, Flyby Attack Special Actions sunrean yugoloth Sorcerer Spells Known (CL 12th; +238 sed (8/42y) magic, displacement, fecball(OC 2), lightning bolt (OC2 and (day) flaming sphere (OC 22) locate objet, scorching ray, shatter (DC ss (day) —burnieg bands (OC 20), omprehend languages, mage @ id, shocking grasp 0 (6fday)—ocid splash Spell-Like Abilities (CL.17%h telekinesis, worp weod (OC 19) ‘Ailities Str 20, Dex 30, Con 28, nt 23, Wi 18,Cha 24 improved Initiative, Spell Foc (evocation), Weapon Fin Skills Bluth + Decipher Script +27, Diplomacy +30, , Gather Information +28, Intimidate +30, Knowledge (arcana) 421, Knowledge (the planes) +27 Knowledge (any one other) .27, Listen +33, Spelleraft +29, Spat +22, Use Magic Device +28 ‘Arcane Strike Activating tis feat a free action that does not provoke an attack of opportunity. When an arcanloth for round equal tot level of the I sacrificed, 25 well as extra damage equal to 144 pointe x the level of the spell sacrificed. This feat originally appeared in Complete Warrior Flight (Su) An arcan be dispelle Spells An arcanaloth cast spells 252 12th Strength Orain (Su) cresture 2 C28 Fortitude save or take 146 points of Strength drain. On 2 successful sa te creature takes only point of Strength rain. The eave DC is Constitution bared. ‘Sammon Yugoloth (Sp) Once por day, 30 arcaraloth can automatically summon another arcanaloth. A summoned arcanaloth remains for hour. This ability is the equialent of 2 9th-level spell Swift Evoker (Es) particule dept 2t quickly ccting «pel 4 the school of evocation. Once every rounds, an arcanaloth ray any evocation spell t knows 353 free it were a quickened spell {an acanaleth may east evocation spells inthis manner even if spontaneously. Mary arcanaloths are ford AUGUST 2007 DUNGEON 47 | | — NG BAUR of casting burning hands in this manner 3s they atack wth thei dass. ‘Sills Arcanaloths gain a +8 racial bonus on Listen and Spot checks Tactics: ‘The invisibly arcanaloths flost ncar the ceiling of the room, coordinating their ambush telepathically casting two chain lightning spells each. They prefer to avoid melee entirely. bat if forced into it take advantage of Arcane Strike to increase their damage dramatically. Once reduced to less than ge hit points, an arcanaloth teleporis away to hide and nurse his wounds, but Iggwilv chances are good that the battle doesn’t, last that long, Landerbold Only id rounds aller combat with the apprentices begins, Iggwilt’s fourth apprentice (an arcanaloth named L derbold) realizes what the other three have been up to. He uses polymorph to disguise himself as Iggwily and then teleports into the Demonhunters Room Any surviving arcanaloths panic at the appearance of what could be Fggwile and immediately drop to their knees and beg for mercy. Landerbold glares at \dthen appearsto think beter of punishing them. He com- mands the apprent and they do, teleporting away to nurse their wounds and bruised egos Landerbold then moves to take ase {n the floating chair and regards the PCs, bidding them to takea seat. r apologize for e—theyare fools ndchildien in many ways. ‘me to apologize them, raises an arm, my Mistress." The beautiful woman's form wavers, and an later nstant ting in the “My name is Landerbold, and | am Her lovey logis forthe jealousy and: you've been exposed to, and h This is, of course, yet another attempt togetthe party to kave. I'the PC orask for an audience with Iggwils, be Tisten to them. ADC go Diplomacy check convinces him that Iggwilv actually does need to hear what they have to say. Ifthe PCs mention that Ch: tht them hhere, grant them a 410 bonus on the Diplomacy check. Alternatively, Lander- Dold accepts bribes of any magical item worth at least 10,000 gp to arrange a meeting with his Mistress, Once the PCs convince him, he sighs in defeat before ing again, A ig well, | assure you my mistress can et with you. She'll understand abou! the bloodshed, It wat those fools needed a lesson in humility. Gathe atthe top of the manor stars in your lade overdue finery in an hour. If you lack any fine gar- ments, work 0 seeing your death: Ad Hoe Experience Award: Once the PCs finally secure an audience with Igy award them a CR 18 experience award. Andience With Iggwilv (EL 30) Once the PCs are ready, Landerbold ‘meets them as promised at the top ofthe ‘manor stairs in the main hall. He leads them through a doorway carved with ‘runes on top of runes, The room beyond ling and three swindows that look out on three different has a domed golden ¢ Landscapes:one isa view ofthe River Styx, ‘one sa view ofa gray and wind.swept city ‘of demons, and the third is lush tropical island—pethaps the Ile of Dread. Sitting at the center of the room in another floating leather chair, and surrounded by floating books and disembodied whispers is a woman with Vlack hair and bright eyes. A leering quasit perches protectively atop the ctaait’s high back just over the woman's deal Landerbols bows cleeply,then steps into the shadows along the room’ walls. Fora minute, lggwilv ignores the PCs ‘completely, then she pushes one of the floating books aside and mutters an incantation in something that sounds a Dit like Abyssal, or perhaps something older (obyrith-inflected Ancient Abyssal}. She wares the PCs closer, and her chair descends until it's floating ‘only an inch off the ground. As the PCs ‘gather around her, ggwilv speaks. “You seek my aid. What isit that vexes you s0 that you would risk death in securing, ry assistance?” Iiggwil’s initial attitude is unftiendly. Whoever responds to her question must make a Diplomacy cheek after stating his case. He gains a +2 bonus on this check if he addresses lagwily in Abyssal. By displaying his knowledge of both sagic and the planes by making a DC35 Knowledge (arcana) and Knowledge (the phines)checksacharacer can gainanother 444bonuson this check Shameless flattery tempered with knowledge of Igawilv’s accomplishments, fa DC 35 Knowiedze [history] check} gran's another 44 honus A siflof'a magicitem grants a1 bonus per 000 gp valucof the itemoffered. Finally, if the PCs present her witha copy of the Demonomicon such as the one they might have recovered in “Wells of Darkness), they gaina +20 bonus on the check. In order to secure Iggwill’s aid, the PCs must adjust her atitude to at least feiendly with a DC 25 Diplomacy check. I they fil to do'so, Kgewily impatiently sends them away—their opportunity to ‘draw upon her lore and aid has vanished. Barring extremely miraculous develop ments (such as a PC successfallyaffest- ing egw with a harm person spl). the PCs must continue to build their army without her assistance, dificult task indeed, Intimidatc is useless against Iggwily, if only because her mind bank renders her immune to fear. Once made friendly, Iggwilv smiles, an expression at once both seductive and terriffing She bide the PCs ait in nearby chairs, then asks them to recount, in derail, the events chat led them to this point, Once they're done, Iggwilv nods, then speaks. Tou are either very brave orvery och. a ithe cate, sense the capaci for renin in cach of you. Had we met in a diferent time or under ferent rcumstances, would tke action against you, crush you te paste and destroy all you hold dear before you could approach 2 point where you might be ableto somedayhurt me That day ay yt come, | suppose Yet itis nottoday {wil help you, but know that opposing the Prince of Demons is not an idle choice Its choice tht changes your life, your very existence, for what comes after. Things will never be the same fer you. For me as well, | suspect And 2, while I wil ad you, cach of you owes me- | sll collect upon this debt at some point in the future, 93 ‘manoer of my choosing, and if you refuse to honor our bargain rest zsured enjoy exacting myprice rom your dying souls” ‘She smiles sweetly, waver a hand, and tall ltrs of fine wine appear in your hands. Now, let us begin” With another wave of her hand, Iggwily conjures up a low table, chessboard of bone and obsidian inlaid in tssurface."The white pieces are carved in the likenesses of each of the PCs and their current allies, sach as Lavinia and Hrliss. The black pieces represent not just foes, but possible allies among the planes. Astute PCs may quickly note that none of the pieces are representations of tggwily if they comment on this, she just smiles and says, “Come now... I'm ‘no pawn to be played with!” One by one, Iggwilepicks up eachofthe black chess pieces and speaks tothe PCS Charon: “I sce that you've already begun. Charon holds fresh rage for Demogorgon, and his position in the alliance is already secure. Well done.” She places Charon’ figure back on the ‘chessboard on a white square, and as she does the piece turns white as well. Graz'zt “Abhh, dear old Graz‘2t. My Dark Prince, Only one in the Abyss detests Demogorgon as much as he, but unfortunately, Graz‘ is... embroiled, 1 suppose isthe word... elewhere, with a certain Queen of Spiders. Not that he'd ‘be able to set aside his paranoia and ego Jong enough to join in any alliance he hasn't spearheaded. I'm afraid you'l find ro aid here” She drops Graz‘t’s piece own onto her lap with asmile. Orcas: “Here, however, you'll find a Kindred spirit. Orcus has had his share of troubles of late, and I dare say he may be ‘open to the possibility of an alliance. Be ‘warned, though, He does enjoy violence.” AUGUST 2007 DUNGEON 49 She sets his piece down on a white square and it tums white as well GwynharwyE: “This one you'll have no problems gaining aid from, but you might find it difficult reaching her. And even then, her lover Morwel keeps herona short leash in matters relating to Demogorgon. ‘There was, shall we say, an incident several centuries ago. But do a few favors and she'll be all yours.’ She sets Guynharwyf down on white square. Malcanthet:“You may not realize it,but this vie sluts been in the game for quite some time alrcady. Longer than any of the others apart from Demogorgon. in fact. Longcr than you. in any event. But shel play hard to get. She might not be willing todonate an army, but I'm cera shell be willing to part with some of her charms if you ask really nicely” She seis Malcanthet down on a white square. 50 DUNGEON aucuST2007 Obox-ob: “I mentioned before that only onecan match Graz't in his hatred ‘of Demogorgon. This would be the one. Obox-ob ruled here once, long 2g0. Before even Iwas a sparkle in the eye of the cosmos. Ie wants to rule here again, and while none of us particularly ‘want that, he has his uses, He cant be reasoned with, but he can be trusted to act upon his hatred. You'll just need to determine a way to gethim to wherehell do the most damage.” She sets Obox-ab down on a white square Bagromar: “This one may not recognize, but he serves close to Demogorgon. One of the twin generals, of his armies. in fact. I don't expect youd be able to defeat him, but I've heard some most delicious rumors that he’s a bit dissatisfied w of late—a spot of jealousy about his, twin brother Tetradarian, 1 suspect. And where there's dissatisfaction, there can be distent. I'm not sure how you can use that to your advantage, but you. securcd this audience with me, which tells me that you're smooth talkers and. resourceful, if nothing else.” She sets Bagromar down on a white square. Demogorgon: At the end of her speech, Demegorgon remains the only Black piece on the board. Iggwile picks hhim up, tumnsthe piece over in her hand as she studies it, then sets it back down, on a black square surrounded by the white figures. An eyebrow arches, and 1 his lot Iecwny Female human wizard 26/archmage 4 CE Medium humanoid Init +8; Senses arcane sight, darkvsion 60 se inst, Listen 1, Spot «1 R30 bhp 344 (359 with false ie, 30 HD}. DR 15) 00d and cold iron Iremune electricity, mind- affecting effects, vcment-impeding effects poison Resist acid 10, old 10, fre 10;5R 36 For 925, Ret 424, Wil 425;6135100 SpdG0A, Hy aOR wersgs ‘Meloe stff of power +20)15/s10 (14645) Ranged arcane fire +21 touch (406 +146 per level of spell scrifces) Base Atk +15; Grp +15 Combat Gear staff of power (32 charges greeter rod of quicken metomogic Spells Prepared (CL 32nd, +21 ranged touch) ple—contingent resurrection (aiteady ast), epic mage armor (alteady Because of the thin air, all breathing ‘creatures must also make DC 18 Forti- tude saves each hour or become fatigued Fatigued characters must make the same save every hour or become exhausted. Characters who become exhausted on “Thanatosimmediately begin to suffocate (Dungeon Masters Guide yo4). Creatures fon board the Sea Wywern need not fear the negative energy damage or the thin air, as Charon’s blessing protec's therm as Tong as they remain on the Stys. Very few plants grow on Thanatos. Mortals wishing to eat are limited to 1a few indigenous meases, molds, and fungi, and even these grow only in rela- tively temperate locales such as Lachey= ‘mosa or Orcusgate. Good-aligned visitors stand little chance of survival on Thanatos without the assistance of the Dustmen,membess ofa shattered faction who eke out a grim existence here afler having been exiled from the city of Sigil. They live in the otherwise abandoned city of Vadrian, but have outposts in all the cities of Thanates. The Dustmen offer their services as guides for the right price (about 4,000 gp per person—and Iaggling drives itup).The native undead ‘usually ignore anyone accompanied by Dustman. Net so the mortal Skull Lords and the immortal fiends, who often seek ‘out parties Ied by Dustmen guides lest anyone get the impression that it is easy to survive in the Abyss. (Outside the cities, hordes of undead— thousands of them—rove acrossthe land in search of flesh. The strong and ambi tious among Orcas’: thralls dominate and command these armies, leading them on invasions of the Material Plane and the layers of rival Demon Princes such as Grazzt and Demogorgon. Eurther details on Thanatos can be found on pages 127-132 of the Fiendish Codex 1 Everlost (EL 22) Beyond the Final Hills sprawls desert of bone meal called Oblivion’s End. Howiing windstorms scream withthe cries of lost incorporeal undead, forever bound to this desolate wasteland. At the center stands the matsive fortress city of Everlost, a towering structure bail fiom countless bones retrieved from the Demion Prince's Material Plane conquests Everlost sand has ever been the seat of ‘Orcus's power on Thanatos, although the hideous demon lord ean manifest him- self from place to place throughout the layer at wil. Here Orcus issues decrees to his cult and enemies, pronouncing death sentences that soon reach the ears ofhis debased followersall over the mul- tiverse. The Prince of Undeath is uncom- cerned with details, preferring to let his “underlings worry about how to enact his sgrand designs. “The party can teleport through mach ‘ofthe city. though its unlikely they know their destinations well before their first visit. I they gather information o¢ just walkin rather thanteleporting fiom Lach- rymoss, they quickly meet some of the fortress residents. Mest ofthe inhabitants arc intelligent undead, with afew demons and bodaks for variety. The majority ignore the FCs, but the vampires are 2 notable exception, as they often promise ‘valuable goods such as“ protective amu lets forthe living” and“maps ofthe palace ofthe Risen Grave" In return, theyexpec to be maid in 144 points of Constitution (called “pints? drained from the buyer’: neck Of course, the amulets and mapsare ‘worthless they are just a way of shaking down any breathing visitor in town who resists their charms, Creatures: Just geiting into the Halls of Everlost’s throne room is difficult for most living creatures: demons and undead are allowed in, grudgingly, but others must show good cause to the two balors who guard the rusted iron doors leading inside, The courtyard in ‘which they stand guard smells strangely of vinegar. ‘The balors wear black adamantine armbands that grant them ‘immunity to negative energy and death effects. Around their knees clamor dozen veiled bodak minions who keep a line of vampires, death giants, and demons in order. The servants check rames in a large book with thick wet pages made of human skin. As the PCs arrive. one of the bodaks finds something in the book that causes it to cry out in a bone-rattling shrick. It points at one of the vampires, and a biast of sunlight arches down from one of the tower spizes above. An instant later, the line is one position shocter. With Iggwilt’s Tetter, the PCs can approach the balors and arelet through to speak to Lord Orcus. If not, the Dalors stare at the PCs with amused expressions and say “Is there going to bbe a problem? We've been here almost a week without a problem. Come back ‘when you'te ghosts” Attacking the bbslors causes panies the ereaturesin line ‘ce, while the bodaks lifttheir veilsand Join the fight. Ifthe balors and bodaks are defeated, the PCs have 1d10 minates, to enter the hall and plead their ease to Oreus before the lord’s army of liches, vampires, and demons arrives to put them down. Balors (2): hp 290 each; Monster Manual 40. Bodaks (12 hp s8 eack; Monster Man- al 28. Halls of the Risen Grave (EL 20 er 22) ‘Assuming the PCs present Iggwily’s letter, the two halors tugatthe iron gates, which ‘screech and groan 2s they open. On the ‘other side is a short tunnel that leads to the center of the pace; the dome inside is the interior of atruly gargantuan skull, hheld up by curving pillars of bone that look like ribs At the center looms 2 pile ‘of skulls, and atop that rests a throne of Black stone inlaid with mithral. Sitting fon the throne is the enormous demon prince, his eyes buming with a mix of cariosity and contemptas they watch the PCs approach. Around him flatter var- rangoins and vampires clutching various papers, alfa dozen specters whispering in his twitching ears, and three gaunt ghoul lords attempting to demonstrate some form of necromantic device for his amusement. The Prince of Undeath waves a skull-tipped wand. and the undead courtiers retreat as if pushed violently away, Strange black tendrils writhe from the black throne, all of them hissing and pointing at the PCS ‘Orcus waves for them to come closer and coughs like thunder. “Approaching the throne is very diffi- cat for living creatures. The throne is negative energy conduit, so in addi- tion to the normal negative energy of the plane of Thanatos, the throne forces every creature other than Oreus) within 60 feet of it to make a DC 26 Fortitude save or take 1d6 Strength damage. Italso Ins a divinatory power: leaping shadows and tendrils of pure negative energy whip around the throne, pointing out living creatures as if they were flowers seeking the rays of the sun. The closer a living creature comes to the throne, the more it feels pressed ‘down by an unseen weight, pushing it to fis knees. This is bearable until about 60 feet fron the skulls at which point stand- ing requires a DC 15 Strenath check each round. Failure means the character is pushed to his knees and may only advance for retreat by crawling. Oreus would love to assault ‘Demogorgon, but he fears this might just bean elaborate trap. Once the PCs make their pitch to him, have them attempt 2 DC 50 Diplomacy check, with a +10 Bonusif they hada leter of introduction feom Iggwily. If they succeed, Oreus shakes his ramlike head and taps his black wand against the throne’s leaping black fire. “You are not impressing me. How ean you expect to do the same to AUGUST 2007 DUNGEON 53 that blighted ape Demogorgon? Your chances are stim. Can you fight as well as you claim? Do you have any other allies? Why should I risk my perfected legions? No, I nced alitile proof One of your champions against one of mine.” He waves his skull-topped wand, and the air in his throne seems to grow even colder. Suddenly, a black-skinned giant, bboth bald and surrounded bya vorter of howling ghosts, stands beside Orcus's throne. “This is my champion, Who is yours? Choose quickly?” If the party fails the Diplomacy check, things go much, much worse for them, as they can gain Oreus’ attention only ina much tougher arena combat. In that case, Orcus shakes his ramlike head as he Iaugghs,and maggots tumble from his, far onto the floor all around him. He points his skall-topped wand at the PCs and says, “You think you are clever, but talk cannot stop Demogorgon's armies. If you want my endless legions, you rust defeat two of my personal guards and one of my favorite executioners with one of your own. He waves his wand, and suddenly two death giants and a crawling head manifest nearby. Creatures: Allow the PCs 2 few minutes to decide which of them will face battle for Oreus’s amusement Before the battle begins, the PCs may outfit their chesen champion with any ‘gear they have, nd mayeast any number of preparatory spells upon him, but concetthe batle is underway, they cannot intervene without angering Orcus and drawing him into the hattle as well ‘When the PCs have chosen, Orcus sizes up their champion and chortles in glee, He waves his wand again, and the occupants of his throne room are transported to his arena. Orcus takes his seat at one end, inviting the non champion PCS to st t his feet while the battle begins If the PCs made their check, champion faces one fiendish death giant If they failed the cheek, the champion faces two fiendish death giants and a crawling head. Death giants are towering blck-skinned menaces with pointed ears, fangs and a aimbus of howling ghosts Crawling heads are created from the 54 DUNGEON aucusT 2007 severed heads of giants and feed upon the heads of smaller prey. Lesraa ano Onaewer Female fiendish death giant CE Huge piant ‘Monster Monoal Wl 4, Monster Manual 107 Init +8; Senses darluision 60. low-light vision: Listen +10, Spat #19 ‘aura steal soul LerpngesCamon, Gin ouch 10, fat footed 37 fe 218 23 HO) DR Lojmagic Immune energy drain, Fear Resist cold 10, ire 10 $R 25 Fort +25, Ref 15, Will +19 ‘Spd 35 8 (508. base apeed) Melee +3 unholy restore ~33/+26/+21/+16 (446224/19-20)%3) 29d cre bite +23(20606) Ranged rock s8/+13/+8/63 248612) Space 15 8: Reach 158 Base Atk 17; Gop 037 ‘tk Options Foiat Blank Shot, Precise Shot, smite good Ifa (+20 damage) Spec Aone fighfulkeeing, rock towing ‘Spell-Like Abilities (CL 16th, +27 melee touch) 3day—greater dispel magic inflict critical wounds (DC 23), unholy bight (OC >) 2/ay—flame strike (OC 22) ‘Bites Si 34, DerI3, Con 2, Ine, Wis 20, Chas 5Q guards souls, rock etching, sold soul soul hesling Feats Demonic Skin, improved Crtical (grestan), Point Blank Shot, Precice Shot, Precogsitie Visions, Pimordial Scion, ‘Quick Crow, Vesiga! Wings Still Concentration 419, Escape Artist, Intimidate 615, Jump +26, Knowledge (arcana) +14, Knowledge (history) «12, Krowledge (ecligion) +19, Listen +10, ‘Speiicraf +16, Spot +10, Survnal +6, Swim +10 Possessions +4 banded mal, +3 uholy geotne Frightful Keening (Su)Asa standard action, death giant can command the guardian souls that waft around ts boy to wail : In frighfl angu'sh, Living creatures within 100 feet that hear this keening ‘must make a DC30Will save. Suecess ‘means the ereatureis shaken unlit can no longer hear the keening oe moves of range. Failure means the creature ‘panicked while hears the keening, and is within range, ard is shaken for 24 hours thereaer. Ending the keening, isa astandard ation. This isa sonic, smind-afecting fear ability, The save DC is Chariera-baced. ‘Guardian Souls (Su) Each death glant ‘s surround by a smcling cloud of intangible spirits. These spiits provide warnings and protection, granting the creature a onus on initistive rll, saves, Listen checks, and Spot checks equal toits Charisma medifier-A successful turning attempt can quel these spins for atime. Ifthe turing attempt would turn or rebuke an undead with HD equal tothe giant's, the guardian souls vanish | fr 1610 rounds and the giants loses | their benefit as wel as these Fight ful | eening, soul heating, and steal soul | _ abilities untit they return Jet citing (2) Once per ound death giant that would be hit bya rock or mile projectile can make 3 Reflee save teccateh it 363 free action, The OCis 1S fer a Small rock, 20for Medien, and 25, fee aLargeone. Rock Throwing (Ex) Death giants ae skied rock throwers and gain 2 +1 racial bonus ‘on attack rolls with theown rocks (ange increment 120 fet), ‘Sold Soul (Su) A death giant cannot be ised, resurrected, oF reincarnated. ‘Soul Healing (Su) When 3 death giant is protected by its guardian souls hit point damage duc to negative energy (such 28 from an ifictpellhese rather than harms the giant. They arc healed by positive energy (ure spells) normally. ‘Steal Soul (Su) Any ving creature with 10 oF fewer bp within 15 fert of a death giant must make 3 OC 30 Fortitude save exch sound or die instantly, This isa death effect, and the save DC is Charisma: based. Any creature that dies within LS feet fora death giant has its spirit sucked 1p into the swiing guardian souls that protec it, Such creatures eonnot be ‘ought back te if as long as the death lant Ives. fa ving death giant is within 15 feet ofa death giant that des, the souls are not released and are instead \wansferred to the neaeby death pant Under extraordinary decamstances, death giant may deliberately clesse 9 soul thas captured. Feats Four ofthe feats possessed by these death giants are known 2s Abyssa) heritor feats manifestations of dormant demonic heritage. These fests are from Fiendish Codex, Demonic Skin improves the glant’s natural armor bonus by 4, but imparts 22 penalty on Escape Artist checks Precogritive Visions grants the siant 21 insight borus to ts Armor Class and attack ells, but ako causes distracting ‘mental hallucinations that impart a2 ‘penalty on Spotcheeks. Primonal Scion {infuses the gant’s natural weapons and any weapons wields with chaos—these weapons aretreated 2s chacic-aligned {or the purposes of overcoming damage seduction, sad dea! an additions! 266 points of damage to nwa creatures struck, but the chaotic whispers the giant’ head incur a-2 peralty on Liston checks. Vestigal Wings grant the siant 412 bonus on Jump checks and canbe used to control 3 flleo that it lands without taking damage, bu they complicate swiinering and impart a-2 penalty on Swirn checks. Leervex Trumpet Male cemuieg head Ce Huge undead Fiend Folio 35 Init +6; Senses dariasion 60 true seeing: Listen 44, Spot +35 ‘kara cacophony (60 f., DC 24) Languages Common, Giant HEAD, touch &, lat footed 1 bhp 182 (28 HO}; OR 20/magic and piercing Immune electricity, sone, undead vats R20 R31 Fort +9, Ref <7, Wil 520 ‘Weakness weiter wulnerbity 5pd20, dmb 207. Melee bite +23 (2d6r10/19-20) and «tentacles #27(24845) ‘Space 15 fi; Reach 108. Base Atk +14:Grp 432 ‘tc Options Cleave, Combat Expt, Grest ‘Cleave, Improved Disarm, Improved Tip, Powe itack, constret Ldbe5, improved ‘gab (enlace), vorpal bite Special Actions absorb head Spell-Like Abilities (CL 20) ‘wil—onimate deo, control undead (OC 19) death kel (OC 9), for(OC 2}, ger repose, efi serous wounds (OC 20) sil, spk with end {day rete greater undead, create deo, Sige of death (OC 24) wa of the banshee (OC 26) ‘iibes St 38, Dex, Con — 170, Ws 19,0025 Feats Clave, Combat Expertse, Great Cleave, Improred Citic bit, improved Disarm, Impreved Initiate, Improved Trp, Power Attack, Spl Penetration, Weapon Focus (ote) Sls Cie 9, Concentation +38, Knowedge(areara) +36, Knowledge (eigion) +36, Search +36, Spellea +38, Spot +35, Use Magic Device #38 ‘isorb Head Su) As free adion. 3 caeling head con suallow the head of Large or sevalercresture that ites bchcaded with is bite stack. On the following road, ‘this head becomes one ofthe several heads stored inthe creature's body. A crawling head can store up to 20 heads {thie ishow many LerycTrumbel has when Bist encountered) I can absorb cone ofthese heads one: per round asa free ation to quicken one of ts spelike ables to hea isl of 150 ht points, or tograntitseif 2 +6 enhancement bonus for 1 howe to ene ofits ability sores. cacophony (Ss) Wien 3 crling head {ads the heads store ia body ‘erate a hornite acophony of sear 103 radius of 60 feet. fa crating head has at east 10 heads stored, the sound stkes feat nearby creatures. who must mske a DC 24Wil ave each round to aeid cowering i fear. This is a osc, ‘mindeafecing,fearefect AUGUST 2007 DUNGEON 55 Vorpal Bite (Ex) On 2 successful erie hit With is bite atte, a erzuling head sexers ‘he victim's head from its body. Sore creatures, such as golems and undead other than vampies, are not affected by the loss of their heads, but most creatures die when their heads are cut of. ‘Water Vulnerability (Ex) Water affects 2 ranting head in the same mance that 26 fects most crestures Water deale dé points of damage tothe head per round of exposure except in the cane of toa immersion, which deats 1066 damage per round, An attack with water, such 25 from a hurled val, counts a5 1 round of exposure. Death on the March IF the party's champion survives, Orcus remains cautious but is nonetheless impressed with the group's audacity and power. He chortles, then addresses the PCs: “Your siength fs great ‘chance, My armies will march against Gap- ing Maw, legionsuponlegions, sweeping the pretender’ armies before them. | promise that. hope that you do rot find Demogor- pon before | and my generals do; | wil tear him in half and animate his divided corpse sothat his two heads can grovel tthe fact ‘of roy tome until they crumble to duct! “You have slaughtered some of my favorite minions, but | forgive you. Hom ‘ever, my armies wil require weeks to mabi- lize and travel to Gaping Maw. Gather your ‘other allies. f your plan fils know that my followers will ind your bones and bring them tome. If this is treachery. you willnct survive it. Leave my kingdom now, before 1 change my mind, When you make your move against Demogorgon, | will be there towin your battle for you! Oncus,Panceor Unocas — CRIZ CE Large outsider (¢hactic,,tanar') Fienish Coden (73 Int +12; Senses éatkvsion 60 ft, rue seeing; Listen +46, Spot +46 ‘Aura undead command (120 3, unholy eure (speilike ability akways active) Languages Abyssal, Commons telepathy 300 8. 56 DUNGEON AucUST 2007 a NOLFGANG BAUR C55, jouch 17, Pat footed Ase, ‘Dex. 3 natural 45 deflection) bhp 728 36 HO} BR 20}cold ‘and good tenmune ability dein, col, crite hit, death effects, clestrety, energy arn. rind: afeting fects, negative nergy, parlsis poison, sneak atadss Resist cid 10. fre 10:58 45 Fort 0, Ref 32, Wal 631 Spd 308.8 408. (erage) Melee” Wand of Orcs o42}o37f032/027 (26¥36/19-20 plus 246 unoly ps 235 chaotic plus death) and caw 433 (ad6v2a) and ore +33 (14822) 0d ‘sting +33 (1d6+22 plus poison) Space 10 &; Resch 10. Bese Atk 36; Grp 155 ‘Ak Options Cleave, Power Attack Special Actions ast wor, summon tena’, summon undead Spels Prepared (CL 20th, +43 ranged touch) ‘oth (6/day)—implosion(OC 26), ‘nprizanent (DC 2) te stop {8h dy) —trete grater und, demand {(0C.29 hae witing (C29) 7 fa) —dstnetion OC 264, ast se7ous wounds (OC 24), project image Gh Gfday)—entlfe sel, create ndead, permanent imege(OC 23) ‘th Gldsy)~dieminval (DC 23), spel good, ley ving OC 24, wal of force ah Gy) bestow exse(OC 39, Fedoan of movement, preserve, fit tical wounds (OC 3) yd (8/day)—displocerent, hese, inf ‘serious wounds (DC 22), vompirie touch ‘2nd (8/day)—blindness/deafness (OC 22). death knell (OC 1), ghoul touch (OC 23) inflict moderate wound (DC 23) spectrol bond 15 (Biday)—deathuntch, fight wounds (OC 20), magic missile, ray of enfecblement, shidd 0(6/day}—acid splosh, arcane mort, detect smog ghort sound (OC x7) fi iar sounds {OC 29) mage hard, mending, pretigition, ry of fost Spelt Abies (C2543 ranged touch) At will—ostral projection, blasphemy (DC 25), desecrate, detect good, detect law, enero, rete dispel magic rete slept, plore sit (D 24), shopecange, linet (DC 2), we of baie emusic toad 1d points of sonic damage per spel level to anyspll with the sonic descriptor. Feats Captivating Nelody (Complete Mage 40) lows Celeste to atempta Perform check (DC 15+ spell level when she cate spell to inernse the save DC ofthe spellby 2,25 longa the spel bang east a bard spell of te schoo! of enchantment or iluson. Eta Music (Complete Adventurer 109) lows Celeste tose her bardie music four extra simes per diy. Melodie Casting (Complete ‘Maye 62) ls Celeste subi + Perform check for Concentration checks when required to cast a spelloruse a spallike ability. She can ls cst spells and activate magie tems by command words or spell eamplatian while using 2 bardic music abil, Practiced Magic (Shocled City 338) increases Celeste's Carter level for he gel-like aiities by “4, Sani Martial Stree (Book of Exalted Deeds 46 lows Celeste to deal anexia point of damageto evil creatures she 62 DUNGEON AUCUST2007 eNews strikes with her greatsword,oran extra 14 points to el outsiders and esl undead, In addition, her ereatword is considered gooe of overcoming damage reduction. Sweet “ker (Complete Seoundea st) grants Celeste two addtional interacton ski tricks at no sill point cost, and increases her limit en skill tecks known by one. ‘Skil Ticks Skill tricks are mrinar benefits igned forthe purporee prined by spending 2akil points once the corte skill prerequisites are me ‘Sail Tcks are detailed on pages 82-90, of Complete Scoundrel, Celeste knows the following skill ticks: Ascume Quirk When impersonating 3 porticularindvidusl, Celeste eliminates the norma Spot bonus granted toa viewer friar with that ncivigual fer ‘upto. hour per day. Back on Your Fat If Celeste falls prone, she can tard up san imvedateaction without provoking tacks of epportuniy. CConseel Splleastng: Celeste ean reake 9 Skight of Hand check opposed by the ‘Spot check of ary onleokers to hie the Fact that shes casting a spell. Extreme Leap: IFCeleste makes a horizontal jump of t least 10 fet during her turn, she can spend a ewitt action fo move an additional x0 feet on thattum, Second lnpresson: IF an observer sees through Celestes disguise with a Spot check, shecan attempt a Bluff checkto comince bins that he's mistaken (he (C of this BlafFeheek that observers Spot check). She mustbe aware of the ‘server’ discovery in order tose thistriek, and even then can only use i once per day. Social Recavege if Celeste’ Diplarnacy chede lo influence an NPC's attitude Fila abe war apend anther fll ove talking to the NPC, then makea Blut cede with a a0 penalty Use the result f this checkin place ofthe Diplomacy check result, except that i can't improve the NPC's attitude by more thar one step. This rice may only be attempted against a single target once a day. Spot the Weak Point Asa standard action, Celeste can attempt a Spot cheek [DC target’ AC)to ind a wenkness in her foes defenses. success, her ned attack apsinst that opponent (Guhich mast be made ne later than her ose ten i treated 25 a touch attack Twisted Charge: hen Celeste charges, she can make ore turn of up to 90 degrees during her movemert. she mast til have line of sight to her target atthe start of her ture, Spell Several of Celeste spelleare fram the Spell Compendiso. you dant use thie book in your game, replace awaten sia vith soring ight, close wounds wth hold perso, inspirational boost with grease, erb of sound with confision, resurgence with entopic shied, in deve’ forune with lagend lore, hing hace with shatter, and sounding whispers with sow. In the Court of Stars Although this adventure assumes the PGs are escorted to Queen Morwel's presence by Celeste, i's possible they need to make their way there on their ‘own. In this ease, they are received with an unfriendly atitude, but are stil given a chanee to make their case. Asthe PCs emerge from the forest and cresta hill it may seem almost as if they are cimbinginto theheavensthemselves. "The hill is taller than it rst appears and very quickly he PCS are above the teeline and even the clouds, with snow crunching underfoot. Yet the air seems only pleas: antly crisp, not cold stall The night stars sparkle around ther, and the erystal pak ace beforethem seems dose, butittakes While for the seale to sink in. Its walls are built of glowing crystal, and when they finally reach the outer gates, the PCs see ‘the thousands of separate magical lights glittering within—some are hinterns, but others areliving exeatares,some tiny, oth: xs soveial Get ative. They float ist and out ofthe palace like soap bubbles. Atthe gate, two eladrins with opales- cent eyes greet the PCs, bowing deeply and greeting Celeste ifshe is with them before stepping aside. Within, the pak ace seemsbrighter and brighter, unl last Celeste leads the PCs into adazzling central dome. Hundreds of eladrins in elven and glowing light forms watch silently ftom the tiers rising fiom the roam’ edges. A DC 25 Spot cheek notices Sir Andros in the crowd, glum and surly as he watches the PCs enter his queen's presence. [At the center of the room rest three gold thrones. Sitting regally on the ‘central and largest throne is 2 tall, red= haired, and shockingly beautiful elven, ‘woman wearing diaphanous gown that seems made up of thousands of flicker- ing pinpoints of lights. She does not speak, but a silver-haired and decply- tanned clven woman sitting on the throne to her right does: “Welcome, mortals. What brings you to the Court of Stars?” The throne to the let is cur- rently empty. ‘The red-haired woman is Queen Morwel, ruler of the cladrin race, and the silver-haired woman is one of ber consortsand bodyguards, Gwynharwyf, the Whitling Fury. Morwels othercon- sort, Faerinall, is away on other busi- ress at this time. Allow the party to ake its pitch about taking the fight against Demogorgon into Gaping ‘Maw, and prompt them to deseribe the threat ofthe shadow pearls,"The eladrin, paragons listen attentively,and a DG20 Sense Motive check reveals that Gnryn- harwyf seems especially interested in. the discussion, At cach mention of Demogorgon's name, her fists clench and her eyes sparkle dangerously. ‘When they finish, Morwel speaks. “Your tack is worthy and the stufof heroes. And heroce such a yourselves mustbe sup- ported and honored. You have my pledge of aid in thisbatte. Although | cannotleave the court you shall have the support of my ear fiend ander armies when the timeto strike comes. Guynhanwythas had dealings with Demogorgon before, and she haz been waiting for a chance to return his farors. “Yet while my trust in you might be enough to satisfy the concerns of my thildren, it would be foolish of me to not offer proof of your heroic nature to them. As much 35 it pains me to azk, I need a favor from you before | can allow Gwynharwyf to prepare for battle “tthe base of the World Ash graws a 4ragon,a particularly foul tempered dread linnorn named Redfang. He has vexed my children for ages, but his distance and power haveensuredhislongevity. Yet of ate, he as gore too fr. He has razed elad holdings and fatted upon my children, and now lies in torpor Yegdrasi’s roots It is time for him to die. “Go you, then, and bring me Recfang’s heads... no, wait. His heads ae too large. Instead, gut the beast and release one oF the stars from his belly, When you return, CGerynharwyf shal take you tothe Fountain of Beauty to seal our since” A murmur of approval rises from the court. his lair among Morwelis happy to answer anyother ‘questions the PCs might have. Her knowledge is vast; she has always been, and in the span of that incalculable time she has learned much. You can use Morwel to answer any concerns the PCs might have, buttake care to keep a few secrets. A DC 30 Knowledge (arcana) check is, enough to reveal old tales ofthe dread lin- orm Redfing, whois said tobe the child ofthe Niddhogg itself: Redfang has esten, docens of eladrin stars, lantern archons, and other celestial creatureshe seems tomakea habit oft. Queen Morwel cares bout them because over the centuries she and her court have sheltered many such creatures and turned a few of them to the eause of Chaos Yegdrasil Yopdrasil. the World Ash. is truly one of the great wonders of the multiverse. Almost its own plane, this 23-miletall ash tree exists as abridge between many different realms on the Great Wheel. Portals along its branches and roots allow access to these worlds, yet the tree scifi its own world, one inhabited by giant ravens, intelligent squirrels called ralatosks, and of course, the Tinnorms. ‘Yagarasilis milly chaos-aligned (wf ‘creatures take 2-2 penalty on Charisma- based checks here} and spells or spell- like abilities that have the plant descrip tor are maximized, while spells that use chaos are extended. Morwel informs the PCs that while she can send them to Redfang’s lair, they mast secure their owa return to the Court of Stars. any of the PCs ean cast spells or Use Magic Device, she grants them a scroll of gate to effect their return—otherwise, they'l need to climb the World Ash itself to reach one of the portals in its upper branches to return. More details on Yagdrasil ean be ‘ound on pages 38-qo of Expedition 1 the Demomveb Pits. ‘When the PCs are ready, Morwel assumes the form of a 4-foot-diameter sphere of multicolored light. She ean projecta violet beam up to four times per round, stiking one character per beam and transporting him toa point near the entrance to Redfang’ lait. Among the Warld Roots (EL 22) What frst appears to be the ground is, in fact, an immense moss-covered root— cdoser inspection reveals that this place has ‘no proper ground, only a tangling, descent ‘of additional ots that form of hilleand valleys. Above, 2 ‘of wood rises into the sky beyond sight, and the skyis 2 vast endless canopy of branches ‘and leaves. The horizon is 3 foggy expanse, and a cold, misty wind drifts along in thea. Ahead, a cavern descends between a V shape formed by two gigantic roots, ‘each of them ninety Feet high. The space between them is about forty feet wide and Titered with stones, enormous dea leaves, and two tunnel entrances, both thirty feet across. The cold, misty wind seems to be ssuing from there. ‘Creature: Redfang the dread linnorm, Known in more ancient times as ‘Stiemespise, is an ancient creature that feasts on travelers of Yagdrasil, the World Tree. devouring dwarves. demons, and devas alike. He has no interest in ‘outside polities, though he does posses atrumcndous greed and cunning. Redfang’s lair is protected by mirage arcana, which hides the true entrances and makes a solid section of incredibly dense root look like entrances to caverns. AE the party simply approaches without precautions they're walking into a well- prepared death trap. The dread linnorm thas covered the pits with illusory dirt and leaves using his mirage arcana spell. Stepping on any of them elicits 2 DG 235 Reflex save to avoid a fll into 2 60- AUGUST 2007 DUNGEON 63 INR \ \ foot-deep pit. Redfang himself wards ‘he approach te his lair with silent alarm spells as well, and if they axe triggered he prepares for battle by casting grearer heroiom, fire shield, displacement, mirror image, ventriloguism, and_ invisibility then tries to lure PCs into pits using ventriloquism to taunt them, Redfing is an enormous wingless duzgon with two legs. His eyes are lit like inside, flickering with reddish light, and has sales are as bright as new iron, Note that Redling’s CR has been revised from its original entry in the Monster Manuel I to more accurately reflect his power level im ags game. ‘heads and no hind REOFANG, GNAWER IN DARKNESS Male elite dread linnorm CEColoseal dagen Monster Manuel 1141 Init +0; Senses blindsense 120, darlvision 80 keen senses; Listen 430, Spot +30 Languages Abyss AC39, touch 5, flat-footed 36 bhp 450 (20 HD); BR 15/magic cra Draconic 64 DUNGEON AucuST2007 Innmune enchantment spell mind afecing ef, deep, parasis Fort <2, Ref +13, Wi19 Spd 50, Ny GOA. (good) swim 30 Melee 2bies +32 (648+20/13-20 plus energy drain) and 2 dave 39 (6d6t0) ard tal sup-3e (630) space 30; Reach 201. Base Atk +20; Grp 156 ‘tk Options Fy Atal, ower ata Snitch Special tions crush, sil sweep Combat Gear breath weapon Spelle Prepared (CL1Mh +15 ranged toue) th dsy)—wish Bh (ay)—greter planar bing (DC 28) mind bank (akeady cast) ‘rh gfde4)—gteater lego, pare si {OC 27), prismetic spray (DC 27) Sh (fy) —Asinterate (OC 26) srecter dle meg rete bersian sth @fday)—oud, ero gif, erage exons, woof force ath (3y)—dimension door, eneaton, fire shel, hallucinatory terrain +314 (6/day)—Aspacement, hase, slow (DC 23) water breathing and (gy) vor imag, tit ecg, spider climb 4 (ay}—abr, pods eet, mege or (each, enlaqm 0 (64da}}—acd spo, dancing fle, detec! mage, ghost cound (DC 20), age fond, mending, mesage, oenlce, preston Like abies (CL. 1h) lf, teins (DC 29 fday—move cath 3i4a7—power word sin 2iday—aniptly (OC 29). smpethy (OC 9) Bblties Str 50, Dec 18, Con 43, Int 12, Wis 24, cha 30 feats Fiyby Pack, linproved Cra {tite Improved Natura tick ia), Improved Toughness 1 hp/H0), Mulia, Snatch Skis Blu +33, Climb 443, Concentration 129, Knowledge area) 124, Listen 120, Spcrafl +24, Spot, Swi +28 reat Weapon (Su) As astandardacion a — ‘read linnorm ean breathe ether wth re eae orwith both. When ahead breathes, itcan choose deal re or ead dam gliterdust (OC 23), nse, Sp and can do 30 in # 10-00! cone ora 140 footline, Each heac mustwst Ids rounds before it breathes again, Bath breath ‘weapons deal 1246 points of damage, wih DC 36 Reflex avehahing thedamage. “The save OC « Conttitution-baced Crush (EX) A flying orjumping dread Tinnorra can land on epponents the rior size categories smaller than itself 35 standard action. A ctush attack fects se many creatures that can fit under the linnorm's snsce. Creatures inthis aren en attempt s DC 36 Rell ete avoid being pinned and taking 48430 points cf damage. the linnorra chooses to maintain the pin eat itas a normal grapple atack. Pinned opponents take ‘camage from the crush each rourd iF they don't escape. Energy Drain (Su) creature bitten bya read linnotm gains one negative level For each negatwe evel bestowed, the read linnorm heals 5 points of damage, taining excess hit points as temporary hitpoints Its » DC 39 Forktude save to remove these negative levels. The save DC is Charisma-based! Keon Senses (Ex) dread linnorm sees four times 35 well as @ human in love light conditions and twice as well in normal light Tal Sweep (Ex)A dread innorm can swoor ith is til a standard action. This affects all Medium or smaller ereatuces within a 20-foot-radius hal-crele adjacent to the linnorm. Each affected restore takes 268430 points of éamape, or half on @ DC 36 Reflex save, Demonic Gifts Redfang has used extract {gif to gant himself permanent +4 ‘enhancement bonus tohis Strength Deaterty, Constitution, and Charisma scores. Extract gif i detsled on page 93 ‘of Fendsh Codex these enhancement bonuses can be eisplled (CL. 18). Experience Pints Redfang has 20,00 ‘experience points to use casing spells like wish Inhorent Bonuses Redfang hos 912 inherent bons to his Strength, Dexterity, and Wisdom, anéa +3 inherent onus to his Constitution ané Charisma Tactics: Once combat begins, Red- fang initially avoids melee, using spells Tike prismatic sray and disintegrate or his breath weapons to soften up the PCs. He ‘uses wall of force and power word stun to divide the PCs,and ithe can corner one ‘ortwo lone,engages in melee. Hes fond of using wish to heal himself when he drops below too hit yointsortotake care ‘of unexpectedly efficient PC tactics. Red~ fang has existed for hundreds of centue ries, and cannot conceive of being siain by mortals—he fights to the death, per hhapswitha final exclamation of shock at PCs killing blow. ‘Treasure: Redfing like most innorms, Jas amassed a sizable Ucasure in his ‘cave. This hoard consists of 170,400 sp, 32350 gp, 6,061 pp, a cdaak of protection 3, ' headband ofintellect+4,a pair of boots of levitation, a ring of improved jumping ring of thee wishes, and the legendary Bearded Anvil ofthe Midgard divarves. This 300- ‘pound steel anvil is inlaid with mitinral toshow a thicksilvery beard on one side. "The Bearded Anvil is a minor artifact that ‘granis a+4 divine bonus an any Craft ot Profession check involving metalwork ‘Any slashing weapon that is worked on this anv for x minute (ceguiring aC 25, raft [weaponsmith] check) gains the ken ‘magical property (and a-+1 enhancenmet bonus if the weapon is not otherwise magical) for 24 hours Development: Releasing one of the stars Reding ate means spliting open his guts and fishing around until the shiny bit is uncovered. When opened, black blood pours out of the dead linnorm, fr more than one would think possible. Certain portions of the linnorm's AUGUST 2007 DUNGEON 65 anatomy are still infused with fire, col, and negative energy—safely opening his belly requires DC35 Knowledge (arcana) check. Failure means that cach minute spent exploring the immense dragon's belly has 75% chance of the characters exposing themsehes to danger as 2 blast ofenergy is unleashed from the eresture’s otherworldly guts. Ths blast explodes in a so-foot-radius burst around one of the characters, dealing 246 points of damage (equal chances of fire, cold, oF negative energy), with a DC36 Reflex save halving the damage. ‘Once the PCs make the Knowledge (areana)chcek or spend a minute rooting around in the linnorm’s guts, they find the right section of its stomach. Cutting ‘open the immense organ (which glows from within withthe stars light} releases a flood of acid the character doing the ‘cutting must make a DC y6 Reflex save ‘ortake 6d6 pointsofacid damage asthe star is released. Once released, the star wafts gently up fiom the careass glowing only as brightly asa cane. It thanksilly swirls around the head of the character who released it, estor ing healthasif'a hea spell had been ‘ast (CL 2oth), and then shoots up into the heavens to rejoin its kin in the Courtof Stare. The Foeataia of Beasty If the party succeeds, its relum to the Court of Stars is much different than its last arvival. The eladrin rgjoiceand celebrate the PCs success with Celeste helpfully pointing out which of the stars in the sky they rescued, Gwynkarwyf thanks the PCs.as well, and if they have any / persistent maladies from their battle with Redfing, she sees to it that they are healed and dealt with before she leads the party into 2 forested courtyard not far from Morwels throne. At the center of this courtyard stands the Fountain of Beauty, the legendary source of all eladrins’ beauty and, it is said, the beauty of the entire elven race. Gwynbarwyt 66 DUNGEON aucUST 2007 invites each PC to drink from the fountain’s crystal waters. Evil creatures find the waters foul-tasting, but to any other drinkers they are incredibly refreshing, Further, these drinkers grow more beautiful and take on distinctive elven features: pointed cars, long flowing hair, and musical voices. These changes are not permanent, and last Gwynharwyf for one week, but during that week the drinkers gain a +4 sacred bonus to their (Charisma scores. Gwynharwyf thanks the PCs again, then bids them good luck 2s she leaves to make ready her armies for the coming war. Gwvnsanwyr, rite Warning FuRYCR 26 (GG Medium outside chsote, earn, go09) Book of Exalted Deeds 155 Init 12; Senses carvision 60 low-ight sion: Listen 037, Spat 037 Languages Cele Cen, Svan: tongues [ACAT, touch 35, fot-ooted 40; improwed ‘uncanny dodge bhp 377 26 HOE DR20}epc, evil and cold Immune cect. petrifcation Resist cold 10, Fre 10; 5839 Fort 025, Ref 24, Willa23 Spa 50, Ny 100 pave) Molee +3 holy ken scinitar 37132027 }22(186015)18-20 plus 245 fol) and “ahaly bonghing cinitar6lo3096 (6668-20 plas 2d6 ely and banishment) or slam 635 (ed68} Base At +26: Grp 38 ‘Ak Options mighty cape Special Actions whiind bist Spell Lite Abts (CL. 20%) ‘A willl, charm peson (OC 20}, 8 of wind (OC 2}, irr image, wind wall 2/day—lightning bolt (OC 23) cure serious wound Biles Sir 35, Dex 25, Con, 23,cha29 sQ ltente form Feats Aerness, Blind Fight, Greater Two- ‘ieapor Fighting, Improved Inatve Improved Two-Weapoa Fighting. on Will Lightning ReAlxes, Quick Oro, Two. Weapon Fighting Skis limb +41, Concentration +39, Diplomacy +40, Escape Arts 136, Handle Ania 238, Hide +36 lntimidate +38, Jump +43, Listen 227, Mae Slety 136, ide =38, Swe Motive 135, pots, Tumble +38, Use Rope +36 Porscenons +3 haly hon sitar, +2 haly beoising sciniar ‘ernate Form (Sa) Goyrtanayfean 1 between er humanoid form aed 2 whihind asa standard action. 10 feamanold form, che canna hore her hind Blac. tn whidwind orm, She cannot mate weapon attacks (bout on make her slam aac) Mighty Rage (62) Guyaharuy can rage 6 ames per day, but ae more than once per encounter. she does aot become fatigued after a rage. Dring her age, her tte change as fellows: AC 45, touch 35, tooted 38 pats Fort 9, Wal «27 Melee oly een sito an/6fosaoa6 (edteaghis 20 pl 26 holy and +2 holy banishing sciniers40/o3f030 (4dse0/a8-20 plas 246 holy and tarishment Grewia ‘Ste 43. Con 38 Whichvnd Bost (Su) When in whirhand form, Gyan can tack wih 9 scouring bls of wie, dealing 1266 damage in 3 20-eotline. ADC 33 Reflex sae halves this damage. The save DC Consttutioe-based. Banizhing Weapon Quality in extrplaner ‘cenure with 25 HD or wer that src by 2 bnthing weapon mast maka OC 25 Wal sae or be banished bak to 8 home plane Spl resistance applies Acresture anced cannot ete fr at east 24 hours The wilder may choose to deste this bly a fee ation. This weapon