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Dungeon Magazine #202
Dungeon Magazine #202
This months magazine theme is a subject dear to a setting of additionswarforged, shifters, dragon- about devouring your player character if starvation is
my heart, as I spent most of last year running a cam- marks, airships, the lightning rail. Athas, on the other imminent.
paign set in Athas. My first exposure to the Dark hand, is defined by scarcity, a dearth of resources, With the popularity of the Dark Sun Campaign
Sun campaign setting was through the TSR Fantasy magic, healing, freedom, and so forth. That sounded Setting and Ashes of Athas, revisiting the setting in
Collector Cards, which came out in the early 90s. At pretty interesting. Dragon and Dungeon seemed like a good idea. Think-
the time, I didnt understand half the statistics on the I couldnt reconcile one thing: Adventurers in 4th ing of my own struggles trying to run Dark Sun, we
back of a card, including why a 5 Armor Class was Edition are very durable. That didnt sound like it fit wanted to offer a couple more solid adventures for
a good thing. Still, I ravenously bought packs of these well with what I knew about the setting. I liked the Dungeon Masters looking to experience the setting.
cards, enchanted by their theoretical use. addition of the rules for arcane defiling and weapon To that effect, we have The Isle of Death, which fea-
Among the packs was a smattering of Dark Sun breakage, but something was missing: tures one of my favorite monsters, the silt horror. The
cards. Unfamiliar with the books, I wrote them off as I know, Ill take away their healing surges! Thatll other adventure, Cruel as a Desert Wind, is classic
having weird, stylized art, scantily clad women, and knock em down a few pegs (and frequently to nega- Dark Sun, pitting characters against the villanous
outlandish monsters. I didnt learn what was so fasci- tive hit points, I discovered.) I wont go into the House Tsalaxa.
nating about the setting until fifteen years later. implications of this house rule, but lets just say it So my initial impression was proven wrong. Dark
When the 4th Edition Dark Sun Campaign Set- worked. If youre curious, you can read more here. Sun is not the setting with weird art that gives the
ting released in 2010, I decided it was time to find Before plunging my players into Athas, I read the Dungeon Master free rein to be a bastard. At least,
out why so many people loved this setting. When Dark Sun Campaign Setting and Troy Dennings Prism thats not the whole picture. I was delighted by the
the setting was announced, my roommate gibbered Pentad series to build familiarity with the world and depth and versatility of the setting, and the ways in
with excitement, regaling me with descriptions of the to get accustomed to the lexicon (half-giant, half-giant, which I got to experience itthrough organized play,
severity of the worldhow it lacked divine magic, how half-giant . . .). I scratched around for adventure con- novels, and my home game. I dont know how prolific
it was a vast and deadly wasteland, how slavery and tent, but I couldnt find anything that adequately met Dark Sun will be in the next iteration of Dungeons
barbarism were common, and how it was ruled over my needs, so I decided to take the approach of adapt- & Dragons, but 4th Edition will always be the edi-
by cruel spellcasters who kept an iron grip on society. ing content and events from the Prism Pentad. tion that made me a Dark Sun fan.
Oh, and the cannibalistic halflings. Around this time, I also attended the D&D Expe-
Wait, what? rience convention and had the opportunity to sit in
From everything my friend said, it sounded like on a game session from the Ashes of Athas organized
running a Dark Sun game was just an excuse for a play campaign. Let me tell you, thri-kreen are dra-
DM to be a jerk. Still, these elements of the setting matically more intimidating when youre in a group
made it compelling. Dark Sun is not defined by what of five of them, and they express no reservations
it has, but by what it lacks. Eberron is an example of
Almost all of Athas is a desert wasteland, but that threats of sun sickness or night travel. The sample
does not mean the landscape is monotonous. Far skill challenges Guiding a Caravan (page 206) and
from itover each hill, behind each dune, the terrain Surviving the Desert (page 207) can be customized
is more awesome, more spectacular, more beautiful to fit specific terrain types.
than what you have already seen. In my travels, I have Dark Sun Creature Catalog: In addition to
been overwhelmed by the sheer magnitude of this Athasian monsters, this book provides terrain powers,
land, cowed by its indifferent brutality, and overpow- hazards, monster themes, and rules for creating Atha-
ered by the unrestrained might of its elements. sian versions of normal monsters.
The Wanderer D&D Insider: Several articles are of use. Travel-
ing the Sandswept Roads (Dragon 391) has several
One compelling aspect of the Dark Sun setting is maps of the Tablelands and provides distances and
its diverse landscape. The environment and ecology travel times between different regions. Sunwarped
of Athas have been worn and transformed by the rav- Flats (Dungeon 179) provides an additional terrain
ages of war, defiling magic, and relentless exposure type. New monsters and monster themes are found in
to the crimson sun. This article provides ideas for articles such as Dark Sun Threats (Dungeon 187).
bringing to life seven common Athasian terrain types: Temperature, Season, and Lighting: Athas
scrub plains, sandy wastes, rocky badlands, stony alternates between frigid nights and scorching days.
barrens, salt flats, mudflats, and dust sinks. A sample The time of day changes the story behind the encoun-
encounter is provided for each terrain type. ter, from waking in the dead of a chilly night to being
attacked during the sweltering high sun. The sea-
S ources and I deas sons in Athas can increase temperatures and affect
skill challenge DCs or the number of survival days
When crafting adventures in the Athasian wastes, the necessary for a voyage. The light and visibility in
following considerations can heighten the difficulty encounters can vary significantly at night depending
and excitement of an encounter. on the phases of Athass two moons, Ral and Guthay.
Dark Sun Campaign Setting: A Desert Primer Daytime encounters can change if shadows are cast
(page 132) introduces each terrain type. Travel and by terrain, creating areas of dim light or darkness.
Survival (page 198) discusses movement speeds for Telling a Story Through Scavenging: Athas is a
crossing terrain, the use of survival days, and the resource-poor world where scavenging can mean the
TM & 2012 Wizards of the Coast LLC. All rights reserved. M a y 2 012 | D U N G E O N 2 0 2
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difference between life and death, and these lessons survived a harsh encounter might find relief in a rare investigate rumors of a silk wyrm nest. Capturing
can drive home aspects of the ecology. Living off the plant that, when consumed, provides healing or some a silk wyrm could involve additional encounters to
land becomes tangible when teeth scavenged from other form of recovery, such as allowing characters to safeguard the creature and take a caravan back to
a tembo provide a bonus to weapon attacks for a few regain a healing surge. civilization (consider the Guiding a Caravan skill
encounters. A History check or Nature check might Plants can also be a significant hazard, even when challenge mentioned earlier).
inform the player characters that a certain tree fires nonsentient. Those with purple spots on their leaves In this encounter, a silk wyrm has recently
dangerous thorns but also bears a nutritious fruit and and stems are known to be poisonous (especially to hatched several young. To better protect its brood, the
a flower coveted by wealthy nobles. halflings and dwarves). With the proper skill and creature has chosen an area with dangerous cacti.
care, small applications of poison could be extracted. Adjusting the Challenge: Although bramble-
S crub P lains weed (Dark Sun Creature Catalog, page 134) does not
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Perception DC 21: A character notices the mon- since the dunes limit visibility and are perfect for Plants struggle against the dunes, but occasional
sters hiding in the nests. ambushes. clumps of dry grasses, small bushes, and fields of
Various types of sand dunes help avoid monotony small cacti grow in the slacks among the dunes. Trad-
The encounter begins when a character approaches while providing an iconic desert experience. ers warn against allowing mounts to graze on plants
within 2 squares of a nest. If unnoticed, the creatures Mekillot sand dunes are mounds up to 750 feet that have purple leaves, although kanks are fine on
in that nest gain a surprise round, but the rest act on high, similar in shape to the Athasian beast of such fodder.
their initiative count. burden for which they are named. Strong winds
Brambleweed: Brambleweed squares are dif-
ficult terrain. A creature that starts its turn in a
pile the sand, then smooth away any peaks. Creatures
Wave dunes are long ridges of sand, 50 to 100 feet Merchants, raiders, and slave tribes all have reason
brambleweed square takes 5 damage. A creature that
tall, formed when winds from two directions push to travel the sandy wastes of Athas. Many of the trade
ends its turn in a brambleweed square is restrained
the sand up into long peaks. Traveling over this roads between city-states cross such terrain. The sift-
until the start of its next turn.
terrain can involve navigating a maze formed by ing sands are also perfect for crawling and burrowing
Tactics: The silk wyrm adult positions itself so it
the dunes or cresting the sharp ridges. creatures such as anakores, baazrags, earth drakes,
can use mesmerizing dread to push foes into the bram-
bleweed. It uses shadow form or serpent strike to retreat Crescent dunes form when winds push sand over gaj, megapedes, nightmare beasts, Athasian ant lions,
as necessary, including into the silk, from where it a hard surface, creating a series of curved dunes. snakes, and burrowing spiders.
can attack bloodied creatures without penalty. Meandering between these dunes is monotonous.
Silk wyrm hatchlings prefer bloodied targets but Star dunes are shaped by wind from many direc- Ruins Ambush
otherwise attack the closest creature. tions, forming into tall peaks with long radial Encounter Level 7 1,700 XP
If seriously threatened, the wyrms flee, only to arms. Typically long-lasting, star dunes can serve
track down the characters when they next stop to rest. as landmarks for easier orientation. In a strong wind, the shifting sands momentarily
Treasure: The nests can be salvaged, providing reveal a tower from which extends a long stone cause-
enough silk for a skilled artisan to produce cloth- Sun exposure is a constant threat among the dunes, way raised on stone pillars. Fossilized rib cages (the
ing for six individuals. Salvaging the silk could be since little shelter is available. The heat of the day and remains of boats) surround the location. While the
part of a quest leading to enchanting the clothing. A the cold of night are also dangers. Dying of thirst is characters are inspecting the long, dry pier, anakores
captured silk wyrm adult carries greater value and always a possibility; water seldom pools in the sand, below the sand strike with surprise. A devil dune
can be the source of other quests to barter or sell the and the rare oasis is usually fiercely guarded. adds a terrain element as the strong winds begin to
creature. Encounters can change due to wind, which can cover the location once more.
shift terrain randomly, push or blind creatures, and Adjusting the Challenge: You can adjust the
Sandy Wastes provide concealment. Sandstorms are an excellent
component of a skill challenge and can throw char-
challenge of this encounter by varying the ana-
kores tactics. They could abandon the fight if badly
Classic desert terrain, the sandy wastes of Athas cap- acters off course, deplete survival days, or provide wounded to provide respite for the party, or addi-
ture the complete degradation of the land into waves escape from dangerous foes during combat. tional anakores could arrive if the fight is too easy for
of sand dunes that extend as far as the eye can see. Shifting winds also reveal the past when ancient the player characters. The devil dune allows further
ruins are momentarily uncovered. An encounter adjustment, since it could be present only on some
Features in which the characters must race to explore a ruin
before it is swallowed up again can be compelling,
rounds when the wind picks up. Terrain such as ash
Dunes are formed as the wind strikes the sand in fields and black sand (Dark Sun Creature Catalog,
especially if it reveals tantalizing glimpses of the true page 134) can be added or substituted to portray a
different ways. Travel is often slow due to the soft
history of Athas. Ruins also provide contrast to the defiled area.
and shifting ground. Adventurers must stay sharp
arid terrain and highlight environmental change.
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For added tension, the characters might need to Tactics: All anakores use tremorsense and bur- of silver, gold, and purple hues abound. Silverknife,
find an important item, and due to the shifting sands, rowing as appropriate. The anakore hunters use a form of brush with serrated silver-white leaves, is
they have only a few rounds to locate it. bite on one target until they can use drag under. The common along badland walls. Travelers should make
Encounter Area: Plenty of soft sand surrounds render charges with claw to highlight the burrowing note of wanderers staffround bushes of yellow and
the piers. The Dungeon Tiles: Desert of Athas set can ability, but it uses blood frenzy and rending bite against gray featuring tall stems. The stems are fine for reptil-
be used for this purpose. The image on pages 122 a bloodied target. The dune king uses sand eruption ian mounts but deadly to a kank. Dagger plants are
123 of the Dark Sun Creature Catalog can help players to dramatic effect and can use sand slide to burrow another hazard; their serrated leaves are as sharp as
visualize the encounter. under the ground if hurt, possibly charging out of the shards of obsidian, and the ends bear long needles
Light: Anakores avoid direct sunlight, so this sand the following round. containing a paralyzing poison.
encounter should take place at dusk, dawn, or under Treasure: The ruins could hold ancient artifacts,
the dim light of the two moons.
Monsters: 3 anakore hunters, 1 anakore render, 1
lore, or a magic item. Anakore hide can be used to
make anakore armor (see Monster Hunters of Athas
Creatures
anakore dune king (Dark Sun Creature Catalog, pages in Dragon 391). A wide variety of Athasian creatures live in rocky
1213). badlands, notably aarakocras and gith, but also baaz-
Hazard: 1 devil dune (Dark Sun Creature Catalog,
page 140).
Rocky Badlands rags, beetles, belgoi, braxats, brohgs, cilopses, gaj,
hejkins, id fiends, insects (giant and swarms), rocs,
Twisting canyons of crumbling rock, badlands are an silk wyrms, spiders, and tembos.
When the party approaches the area, read: exciting terrain for exploration and combat. Slave tribes and raiders also make homes in
A tower juts up from the sand. A long stone causeway hidden ravines. Hermits live in badlands caves, and
some have ancient knowledge or serve as psionic
raised on stone pillars extends outward from it. Fossilized
rib cages surround the structure. The wind howls around
Features teachers. Others delve into forbidden lore or are near
Colorful striations, walls and pillars hundreds to madness, making them formidable adversaries.
the pillars, blowing and piling the surrounding sand.
thousands of feet high, fantastic bridges worn by the
wind, and meandering mazes that change elevation
Passive Perception DC 23: A character notices
drastically create a visually stunning scene. Images of
Belgoi Calling
movement in the sand, and the party is not surprised. Encounter Level 9 2,000 XP
the Grand Canyon or other real-world arid badlands
can serve as inspiration for encounter settings.
Anakores surround the characters, striking at a Belgoi, having tracked and watched the characters
The varied terrain works well for exploration
moment when the party stands on bare sand. The during the day, wait until an inquisitive and weak-
and skill challenges to traverse the terrain, hunt for
devil dune strikes on the second round. willed character is on watch. They use their bells to
prized creatures, search for ritual components, find
Devil Dune: The wind is causing the sand to call to the character, hoping to strike quickly before
a secretive ally, race against foes in chariots, or locate
bury this area once again. All creatures are potential the others can react.
an ancient ruin. Combat encounters can happen
targets. The anakores are accustomed to the shifting Adjusting the Challenge: A belgoi hunter could
in narrow ravines, on rock bridges, while mounted
sands and can burrow away. They gain a +2 bonus be substituted for the braxat for a slightly easier fight.
along perilous switchbacks, or in a box canyon filled
to all defenses and to saving throws against the devil For a greater challenge, add more belgoi, especially
with cacti. The high elevations are particularly dan-
dune. cravens.
gerous at night, when temperatures plummet below
Sand Dunes: The sand is difficult terrain for a Encounter Area: This encounter takes place at
freezing. Characters who need a warm shelter might
creature ascending a dune. night when characters are camped in a labyrinthine
be forced to find caves, abandoned or otherwise.
Wind: Occasionally, the wind renders some parts canyon that has several approach points.
The shade and oases formed from water trickling
of the encounter area lightly obscured. Light: Dim, pale-green light from the moon Ral.
down from mountains can allow brambles and cacti
to form dense thickets. Stunted trees bearing leaves
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Light: Bright light under the crimson sun. warrior positions itself centrally so as to benefit the a salt marsh or an oasis, but these plants can also
Monsters: 3 dune reaper drones, 1 dune reaper other pack members. hide dangers. In addition, a salt marsh can crust over,
shriek, 1 dune reaper warrior (Dark Sun Creature Treasure: A dune reapers shell can be salvaged dropping the unwary into waist-high water just as a
Catalog, pages 3839). for armor and is coveted by merchants and gladiators. creature attacks.
The creatures bladelike forelegs can be turned into
When the encounter starts, read:
The multitude of dark rocks scattered in this area make
weapons or used to repair broken weapons.
Creatures
travel rough. Some of the rocks contain sharp shards of vol-
canic glass. A sweet smell wafts through the area.
Salt Flats The rarity of monsters in salt flats can make this ter-
rain an ideal place to meet merchant house members,
Salt flats are expanses of flat, salt-encrusted ground. dune traders, or other travelers, bringing roleplaying
Nature DC 20: A character identifies the sweet Few creatures threaten travelers here due to the lack to the forefront. If traders abscond with the charac-
odor and knows that dune reapers are nearby. of vegetation and water, and it is easy for vehicles to ters supplies, a survival trek through the salt flats
Passive Perception DC 29: A character notices move across the featureless terrain quickly. Travelers could be very challenging.
the dune reapers and avoids being surprised. must take care not to run low on supplies. The Great Of course, creatures do pass through the terrain
Ivory Plain is the largest salt flat in the Tablelands, occasionally. Flying creatures work well, as do insects
If they have not been detected, the dune reapers occupying a wide band southeast of the city-states of and reptiles. Large elite or solo monsters that traverse
attack with surprise. Gulg and Nibenay. the land can make formidable opponents. Cilopses,
Boulders: These rocks are 5 to 15 feet high. The earth drakes, gaj, id fiends, megapedes, and scorpions
are among the few creatures that make homes here.
boulders are blocking terrain that can be climbed
(DC 15 Athletics check).
Features Undead, such as salt zombies, are an excellent choice
The crunch underfoot, the suns rays reflecting off the to underscore the lack of life in a salt flat. You might
Obsidian Pebbles: In a few areas, the pebbles
shining white plains, and the taste of salt in the air also consider reworking the salt golem as an elemen-
underfoot are sharp and slippery. A creature that
can stimulate the senses of characters and the imagi- tal, rather than animate, threat in this terrain.
enters a square containing the pebbles must succeed
nations of players. Ease of travel can be attractive,
on a DC 20 Acrobatics check or fall prone and take
especially when time is of the essence.
10 damage per tier from the obsidian fragments.
However, travel can become monotonous unless
Waters Price
Psychic Reservoirs: A few boulder tops are Encounter Level 15 6,400 XP
a trip is punctuated periodically with ruins, an oasis,
crystalline psychic reservoirs. With a minor action,
and features such as glimmering mirages or lightning
a creature adjacent to or in the same square as a res- The characters spot a small oasis, but all is not as
pillars (Dark Sun Creature Catalog, page 135). Sun-
ervoir can extract the energy from it, causing it to it seems. A false oasis hides the real one and might
warped terrain and creatures can work well here due
crumble to dust. If the creature uses power points, drown anyone who draws too near. A mated pair of
to the terrains exposure to the sun. Travelers wear
it gains 1 power point that lasts until the end of the megapedes lurks beneath the salt crust when the
cloth headgear when strong winds blow, shielding
encounter or until expended. If the creature does not characters arrive.
their eyes from salt. When battle erupts, salt adds
use power points, it adds 10 extra psychic damage to Adjusting the Challenge: Salt piles can be added
insult to injurysee the salt flats terrain and salt pile
its next damage roll. to reduce the challenge. The megapedes are not
terrain power (Dark Sun Creature Catalog, page 136).
Tactics: The dune reaper drones harry soft or clever enough to make use of such terrain, so it can
Water is present in salt marshes or brackish oases,
bloodied targets, leaping to evade effective melee work in the partys favor.
and it is usually undrinkable. You could allow hard
attackers. The dune reaper shriek alternates between Encounter Area: The encounter takes place on a
Endurance checks to gain benefit from the water,
shrieking reap and shrieking warp, moving targets onto featureless salt flat. Initially, only the 6-by-6-square
with a failure by 5 or more resulting in sun sickness
obsidian pebbles when possible. The dune reaper false oasis is visible.
(Dark Sun Campaign Setting, page 199). Dense gath-
erings of grass, brush, and tall reeds usually surround Light: Bright light.
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area of mudflats. Cracked mud rings a large pool of cloudy During the battle with the water drake, thri-kreen masterwork weapons, and the bones can function as
water. Small green reeds and thorny bushes with waxy player characters or those who have a related back- raw materials for magic or superior implements.
stems surround the pool. ground could make Insight checks to read the druids
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Visually, characters are covered in gray-white powder Monsters: 2 floating mantles, 2 floating mantle About the Author
and look like ghosts. bluestings, 5 floating mantle polyps (Dark Sun Crea- Teos Abadia is an administrator, developer, and author for
Travel across silt requires magic or special vehi- ture Catalog, pages 4647). the Ashes of Athas organized play campaign, set in the Dark
Sun campaign setting. He is a frequent contributor to a vari-
cles such as silt schooners, and travel is necessary
ety of organized play campaigns and more devoted to Athas
to explore distant islands. These islands are the sole When the encounter starts, read: than most druids. You can follow his musings on his commu-
sources of vegetation and water in the Sea of Silt, and You move slowly through the treacherous silt. Small rocky nity blog and on Twitter (@Alphastream).
adventurers can explore, gather supplies, or even pillars rise out of the dust. Gusts of wind blow silt into the
be shipwrecked on an island. Some isles also hold air and limit visibility. Developer
secrets of Athass past. Chris Sims
Crossing the sea by riding in a silt vessel or walk- Passive Perception DC 22: The monsters
Editor
ing a narrow path can lead to exciting encounters, approach under the cover of obscuring silt from a
Ray Vallese
especially with foes that can use forced movement to gust of wind. Success prevents the monsters from
maneuver the characters into deeper silt. gaining a surprise round. Managing Editors
Kim Mohan, Miranda Horner
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The True
By Teos Abada
Illustration by Scott Murphy
Freedom? You are all fools! Your freedom will be taken Initially, the organization was unsuccessful, doing
from you, for I have seen the portents. They will come little more than complaining and lobbying templars
from below, they will bind the elements, they will pierce the and freemen without gain. This situation changed
defenses, and they will bring him back. Mighty King Kalak when the group recruited a templar and an influen-
shall be reborn, and you will all bow before him once more! tial noble.
Zalath the Insane, beggar
TM & 2012 Wizards of the Coast LLC. All rights reserved. M a y 2 012 | D U N G E O N 2 0 2
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The True
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The True
Black Sand True Weapon Mage Level 10 Controller True Mirage Weaver Level 10 Lurker
Medium natural humanoid, human XP 500 Medium natural humanoid, human XP 500
All the True members presented here can defile the
HP 105; Bloodied 52 Initiative +10 HP 81; Bloodied 40 Initiative +13
land, creating black sand. This sand poisons the land-
AC 24, Fortitude 22, Reflex 23, Will 21 Perception +7 AC 23, Fortitude 20, Reflex 22, Will 22 Perception +14
scape and any creature that passes through it. Speed 6 Speed 6
Effect: A creature in a square of black sand Resist 5 necrotic Resist 5 necrotic
regains half the normal number of hit points. Standard Actions Traits
m Whip (fire, weapon) F At-Will O Shimmering Veil (illusion) F Aura 1
True Guardian Level 10 Soldier Attack: Melee 2 (one creature); +13 vs. Reflex The weaver has concealment against enemies outside the
Medium natural humanoid, human XP 500 Hit: 3d6 + 4 fire damage, and the mage slides the target up aura. If the weaver takes radiant damage, this aura is deac-
to 3 squares. tivated until the start of the weavers next turn.
HP 106; Bloodied 53 Initiative +9
AC 26, Fortitude 23, Reflex 22, Will 21 Perception +6
m Carrikal (thunder, weapon) F At-Will Standard Actions
Attack: Melee 1 (one creature); +15 vs. AC m Dagger (weapon) F At-Will
Speed 5
Hit: 2d8 + 9 thunder damage, and the mage can push the Attack: Melee 1 (one creature); +15 vs. AC
Resist 5 necrotic
target 1 square and knock the target prone. Hit: 3d4 + 9 damage.
Standard Actions
m Alhulak (necrotic, weapon) F At-Will Triggered Actions r Ashen Bolt (lightning) F At-Will
M True Believer F Encounter Attack: Ranged 10 (one creature); +13 vs. Fortitude
Attack: Melee 1 (one creature); +15 vs. AC
Trigger: The mage is first bloodied. Hit: 4d6 + 4 lightning damage.
Hit: 2d8 + 9 damage, or 25 damage plus 2d8 necrotic
Effect (Immediate Reaction): The mage makes a melee basic C Illusionary Silt Blast (illusion) F Encounter
damage if the guardian scores a critical hit.
attack with a +2 bonus to the attack roll and the damage Attack: Close blast 3 (enemies in the blast); +13 vs. Will
Effect: The target grants combat advantage until it hits or
roll. Hit: 2d8 + 4 psychic damage, and the target is blinded
misses the guardian with an attack.
Defiling Strike (necrotic) F Encounter (save ends).
Minor Actions
Trigger: The mage hits with a melee basic attack. Triggered Actions
True Devotion F At-Will
Effect (Free Action): The target also takes ongoing 10 Defiling Strike (necrotic) F Encounter
Effect: The guardian can end any number of dazed, immo-
necrotic damage (save ends), and the ground in a close Trigger: The weaver hits with ashen bolt.
bilized, restrained, or slowed effects, taking 5 damage for
burst 1 centered on the mage becomes black sand. Effect (Free Action): The target also takes ongoing 10
each effect ended in this way.
Skills Arcana +14, Intimidate +12 necrotic damage (save ends), and the ground in a close
Triggered Actions
Str 16 (+8) Dex 20 (+10) Wis 14 (+7) burst 1 centered on the weaver becomes black sand.
M Alhulak Trip (necrotic, weapon) F At-Will
Con 17 (+8) Int 18 (+9) Cha 14 (+7) Mirage (illusion, teleportation) F Encounter
Trigger: An enemy adjacent to the guardian willingly shifts.
Alignment evil Languages Common, Primordial Trigger: The weaver is hit by an attack.
Attack (Immediate Reaction): Melee 2 (the triggering
Equipment leather armor, carrikal, whip Effect (Immediate Reaction): The weaver teleports up to
enemy); +13 vs. Reflex
5 squares, and it becomes invisible until the end of its
Hit: 2d8 + 9 damage, or 25 damage plus 2d8 necrotic
next turn or until it hits or misses with an attack. An illu-
damage if the guardian scores a critical hit, and the target
sion of the weaver appears in the square the weaver left.
falls prone.
The illusion has the weavers defenses and shimmering
Defiling Strike (necrotic) F Encounter
veil, but it can take no actions and disappears if hit by an
Trigger: The guardian hits with alhulak.
enemy attack power.
Effect (Free Action): The target also takes ongoing 10
Skills Arcana +14, Bluff +11, Insight +14, Stealth +14
necrotic damage (save ends), and the ground in a close
Str 11 (+5) Dex 18 (+9) Wis 19 (+9)
burst 1 centered on the guardian becomes black sand.
Con 15 (+7) Int 19 (+9) Cha 13 (+6)
Skills Athletics +15, Endurance +14
Alignment evil Languages Common, Primordial
Str 21 (+10) Dex 15 (+7) Wis 12 (+6)
Equipment robes, obsidian dagger, obsidian orb
Con 18 (+9) Int 15 (+7) Cha 13 (+6)
Alignment evil Languages Common
Equipment carapace scale armor, bone shield, alhulak
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The True
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Cruel as
a Desert
Wind
A D&D Dark Sun adventure for characters
of levels 68
By Christopher Perkins
Illustrations by Noah Bradley, Michael Phillippi,
James Zhang, Matt Dixon, and Tyler Walpole
Cartography by Sean Macdonald
Background
Between the warring city-states of Raam and Draj lies
a vast tract of windblown sand and dry, cracked earth
crossed by a road worn down by merchant caravans
and marching armies. Far from this road and out
of sight stands a fortified outpost of House Tsalaxa,
TM & 2012 Wizards of the Coast LLC. All rights reserved.
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Cruel as a Desert Wind
Quan One-Eye, a legendary gladiator-turned-trainer who is sure to pay handsomely for her safe return. When you are ready to begin, read:
in Raam, approaches the characters with a problem The daughter has fallen in love with Quans son, Its the middle of the night and the city is asleep. But not
he cant fix. Representatives of House Tsalaxa, a pow- Kelek, and now doesnt want to be torn from him. you. At the appointed hour, you skulk quietly through the
erful merchant family, have kidnapped Quans only Oathem sees this as an opportunity to extort more tangled maze of back alleys until a familiar figure in a
living son, Kelek. As long as Quan does what is asked money from the girls father (for surely he would pay dusty robe steps out of the shadows to greet you.
of him, agents of the house guarantee that his son will not only for the safe return of his daughter but also Quan is an old friend who fought his way up through
be treated well. Theyve instructed Quan to poison her new lover). Arra would rather purchase both the gladiatorial ranks, until an unlucky swipe of a sword
the drinking water of certain gladiators to ensure prisoners so that she could murder Kelek before the took out his right eye. Now he trains the citys finest fight-
the outcome of key fights in the citys arena. If Quan young girls eyes, just to teach the spoiled brat a lesson ers. Three weeks ago, agents of the corrupt House Tsalaxa
refuses, his son will meet a terrible end. in cruelty. kidnapped Quans teenaged son Kelek. Quan was told that
Formerly a champion of the people, Quan has The adventurers can wait until Arras retinue if he ever wanted to see Kelek again, Quan needed to poison
numerous friends in Raam, and he has learned departs the outpost, but that might mean the end the drinking water of several gladiators to ensure specific
through his modest network that House Tsalaxa has a of poor Kelek. On the other hand, if they attack outcomes in the gladiatorial games.
secret outpost hidden in the desert halfway between the fort before Arras retinue leaves, they are out-
Raam and its nearest neighbor, Draj (where House numbered. They can try sneaking into the fort to After the characters greet Quan, read:
Tsalaxa is based). Quan thinks his son might be a capture Oathem, hoping he gives up the prisoners in I cannot betray my warrior brothers to save my son, but
prisoner in the fort and is at the mercy of Oathem exchange for his own life. Ultimately, the choice is I am not without friends in this city. Ive learned that the
Tsalaxa, who serves as the outposts overseer. theirs. bastards have a fort in the desert halfway between Raam
If the adventurers agree to help him, Quan puts If the adventurers prevail and wrest control of the and Draj. Its far from the trade road, but not hard to find if
them into contact with Avgar, a crodlu breeder in fort from Oathem and his goliaths, their victory is cut one knows where to look. According to my sources, the fort
Raam who made a lot of money years ago betting short by the arrival of Vaarduun, an elder dust devil is run by an old snake named Oathem Tsalaxa. Keleks kid-
on Quans fights. As a favor to the former gladiator making its way across the desert. This powerful crea- nappers were goliaths known to do business with him.
(and because he detests House Tsalaxa utterly), Avgar ture cares nothing for the adventurers, the slavers, or Not far from here lives a man named Avgar. He breeds
loans the characters crodlu mounts to expedite their their politics. It seeks only to destroy everything in its crodlus, hes won a lot of gold on my fights over the years,
journey to the Tsalaxa fort. path before resuming its tireless trek. and he despises House Tsalaxa as much as I do. He will
The overland journey isnt easy, but the characters If they survive the fury of Vaarduun, the adven- provide you with mounts if you wish them. Hes expecting
reach the fort, the perimeter of which is guarded by turers must overcome one more threat: a gang of friends of mine to show up at sunrise.
ambush drakes. Oathem Tsalaxa also employs half- aarakocras scavengers following in the elementals If you will do me the favor of bringing my son home, I
giants (goliaths) to guard the fort and to serve as wake. After the aarakocras are defeated, the adven- will be in your debt.
protection while he conducts business with custom- turers can make their way back to civilization, with
ers wishing to buy his latest acquisitions. Unlike the or without Kelek and his new girlfriend in tow.
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As the adventurers cross the desert, read: 2 Tsalaxa Defilers Level 8 Artillery To begin the encounter, read:
Avgars battle-trained crodlus bear you along the Road Medium natural humanoid, human XP 350 each Where the sand gives way to a parched wasteland of rocky
of Kings and between two clusters of jagged mountains, HP 69; Bloodied 34 Initiative +4 outcroppings and stunted cacti, two ten-foot-tall giants with
known as the Right Gauntlet and the Left Gauntlet. A stern AC 22, Fortitude 19, Reflex 21, Will 20 Perception +10 stony hides shamble into view. Strapped to the back of each
Speed 6
wind blows from the east, carrying hot air, dust, and the giant is a tall basket holding a staff-wielding human in
Traits
stench of searing decay. After your long days journey, the O Defiling Flame (fire, necrotic) Aura 2
desert robes. Spotting you, the giants charge with alarming
molten sun begins to sink behind the mountains. Whenever the defiler uses an implement power, each speed.
enemy in the aura takes 5 fire and necrotic damage.
The first day of travel passes uneventfully, but the Standard Actions House Tsalaxa employs braxat-riding defilers to keep
following optional encounters can occur later. These m Devouring Staff (fire, necrotic, weapon) At-Will intruders from reaching Oathems secret fort.
encounters take place outdoors on open ground, so Attack: Melee 1 (one creature); +13 vs. AC Monsters: Two human defilers ride in baskets
Hit: 2d8 + 5 fire and necrotic damage.
use whatever maps and terrain you like. lashed to a pair of braxat juveniles (Dark Sun Creature
r Withering Flame (fire, implement, necrotic) At-Will
Attack: Ranged 10 (one or two creatures); +13 vs. Reflex
Catalog, page 18).
Night 1: For Whom the Bells Toll Hit: Ongoing 10 fire and necrotic damage (save ends). Tactics: The braxats can keep up with the partys
Combat Encounter Level 7 (1,725 XP) A Elemental Eruption (fire, implement, thunder) war crodlus over short distances without tiring. As
Encounter they move to intercept the characters, the defilers
A belgoi hunting party is scouring the desert for game Attack: Area burst 1 within 10 (creatures in the burst); +13 make ranged and area attacks against the adventur-
vs. Reflex ers and their mounts. In close combat, the defilers
when the creatures spot the adventurers camp and
Hit: 2d8 + 9 fire and thunder damage, and the target falls
approach. Have each character make a DC 24 Per- dismount and the braxats wade into melee.
prone. If the target is taking ongoing damage, it is also
ception check (at a 5 penalty if asleep). If at least one dazed (save ends).
Treasure: Each defilers staff is capped with a
character succeeds, the adventurers are not surprised Miss: Half damage. dark, cracked ruby (250 gp each). The defilers also
when the belgoi attack. Triggered Actions carry cactus water in baazrag-skin canteens.
Monsters: The hunting party travels on foot, and Defiling Magic (necrotic) Recharge when first bloodied
consists of a belgoi caller, a belgoi hunter, a belgoi Trigger: The defiler makes an attack roll or a damage roll. Night 2: Oasis of Terror
Effect (Free Action): The defiler can reroll the triggering
stalker, and five belgoi craven (see the Dark Sun Crea- Combat Encounter Level 6 (1,250 XP)
roll. Each ally within 10 squares of the defiler takes 15
ture Catalog, pages 1617, for statistics). necrotic damage, which cannot be reduced in any way.
Tactics: The belgoi draw enemies toward them Skills Arcana +14, Nature +10 A small oasis east of Raam holds the promise of a
using their bells. They focus their attacks to bloody Str 9 (+3) Dex 10 (+4) Wis 12 (+5) pleasant nights rest, until the adventurers fall prey
their foes and benefit from hungry for blood. Con 15 (+6) Int 20 (+9) Cha 17 (+7) to an ancient tembo that has turned the oasis into its
The belgoi ignore the crodlus, preferring the flesh Alignment evil Languages Common, Draconic private killing ground.
of humanoids and believing that they gain power Equipment robes, staff
from the prey they consume. To begin the encounter, read:
Treasure: The belgoi bells are made of ivory and Day 2: Braxat Run As the sun sets once more, your gaze is drawn to an oasis
crystal (seven bells, 50 gp each). The belgoi callers Combat Encounter Level 7 (1,500 XP) barely thirty feet in diameter. Stands of cacti surround a
bell is made of enameled silver and gold (100 gp). pool that has three trees with umbrella-shaped fronds.
A House Tsalaxa patrol spots the party crossing the
barren wastes. Have the characters make DC 16 The sun-warmed water cools overnight, and the water
Perception checks to spot the patrol. If at least one is clean and drinkable.
character succeeds, the party is not surprised. Monster: The tembo (Dark Sun Creature Cata-
log, page 94) lives and fights alone. It is careful not
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to leave tracks or other signs of its presence, waiting Map: A map of the fort appears on page 12. Any character who succeeds on a DC 21 Perception
until the dead of night to attack. In addition to its Monsters: Oathem Tsalaxa (human overseer), 2 check spots the ambush drakes stealthily hunting out-
normal powers, this tembo has the ability to cloak ambush drakes, 8 goliath thugs, Arra (human slave- side the fort.
itself in illusion, and it has assumed the appearance hunter), 1 inix adult, 2 mul chainfighters. Stealth: If the characters wish to remain hidden
of one of the barrel cacti encircling the oasis. Other Creatures: 5 human captives. from the forts defenders, have them make a DC 16
group Stealth check. If at least half the characters suc-
Minor Actions As the characters approach the fort, read: ceed, their presence outside the fort goes unnoticed.
Deceptive Veil (illusion) At-Will (1/round) Through blowing sand, you see the baked earth rise up Additional checks might be required if the characters
Effect: The tembo disguises itself to appear as an inanimate
toward a stone fortress surrounded by a twenty-foot-high move around a lot, at your discretion.
plant or object until it uses another illusion power or until
it drops to 0 hit points. Other creatures can make a DC
wall. A few half-giant sentinels stand behind dusty battle- Trickery: If the characters try to bluff their way
28 Insight check to discern that the form is an illusion. ments, looking out across the blasted desert with ballistas inside the fort by pretending to be interested slave
aimed and ready to fire. A building inside the fortress has buyers, have them make a DC 16 group Bluff check.
Tactics: The tembo uses blending to become invis- a watchtower, atop which another goliath stands. The thick Apply bonuses or penalties to the check based on
ible. Characters standing guard can attempt a DC wooden doors that guard the entrance stand open. how well the players roleplay the situation. If at least
23 Perception check to notice a cactus disappear. half the characters succeed on the check, the goliaths
The tembo then uses Stealth to approach the nearest Scouting: Characters who survey the fortress allow them to enter. The ambush drakes remain out-
adventurer to initiate combat. count four goliaths on the wall (each standing in easy side, but converge on the scene if combat erupts.
The tembos preferred tactic is to use raking assault reach of a ballista) and a fifth atop the watchtower.
to attack two different enemies, then follow up with
unspeakable violation against the second foe. While it
waits for unspeakable violation to recharge, it contin-
ues making raking assault attacks while confounding
enemies with its auras and its shadow evasion power.
If the characters flee, the tembo tirelessly pursues
them, following its prey until it feeds or is slain.
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Tricking Oathem: Oathem Tsalaxa, the cruel Human Overseer Level 9 Controller (Leader) 2 Ambush Drakes Level 6 Skirmisher
human overseer, is the only member of House Tsalaxa Medium natural humanoid XP 400 Medium natural beast (reptile) XP 250 each
present in the fort. He is a gangly, dark-skinned HP 96; Bloodied 48 Initiative +4 HP 71; Bloodied 35 Initiative +7
human male in his fifties, with sunken eyes, thin- AC 24, Fortitude 21, Reflex 20, Will 23 Perception +12 AC 20, Fortitude 19, Reflex 18, Will 16 Perception +3
Speed 6 Speed 6, fly 4 (clumsy)
ning white hair, and a stubbly white beard. When
Traits Standard Actions
the characters first arrive, Oathem is in the court- O Mental Mire Aura 2 m Claws At-Will
yard showing off his prisoners to Arra and her mul Any enemy that starts its turn in the aura is slowed until Attack: Melee 1 (one creature); +11 vs. AC
bodyguards. the start of its next turn. Hit: 2d6 + 7 damage.
Any attempt to fool or negotiate with Oathem Standard Actions M Shifting Strike At-Will
requires Bluff checks or Diplomacy checks opposed m Obsidian Sword (weapon) At-Will Attack: Melee 1 (one creature); +11 vs. AC
by the overseers Insight check. Apply bonuses or Attack: Melee 1 (one creature); +14 vs. AC Hit: 2d6 + 7 damage.
Hit: 2d8 + 8 damage. Effect: The drake can shift 1 square before or after the
penalties based on how well the players roleplay. If
R Not So Fast (psychic) At-Will attack.
the characters fail in their attempts, Oathem suspects Attack: Ranged 5 (one creature); +13 vs. Will Minor Actions
they are either deceiving him or that they have ulte- Hit: 2d6 + 10 psychic damage, and the overseer pulls the Ravenous At-Will
rior motives. In either case, he orders them to leave target up to 3 squares. Requirement: The drake must be bloodied.
at once or suffer an unkind fate. If the adventurers C Do My Bidding (charm) Recharge when first bloodied Effect: The drake shifts up to 2 squares to a square closer to
leave without a fuss, Oathem puts the fort on alert in Attack: Close burst 2 (one slowed creature in the burst); a bloodied enemy.
case they decide to return. He also brings the ambush +13 vs. Will Skills Stealth +10
Hit: The target is dominated until the end of the overseers Str 16 (+6) Dex 14 (+5) Wis 11 (+3)
drakes into the fort and instructs the goliaths to seal
next turn. Con 15 (+5) Int 3 (1) Cha 6 (+1)
the front gates. Skills Bluff +14, Diplomacy +14, Insight +12, Intimidate +14 Alignment unaligned Languages
Str 13 (+5) Dex 10 (+4) Wis 16 (+7)
Slave Deal Con 16 (+7) Int 15 (+6) Cha 20 (+9)
Shortly before the characters arrive at the fort, Alignment evil Languages Common
Oathem gathers his prisoners in the slave pit (area 3) Equipment leather armor, obsidian longsword
so that Arra can inspect them and choose which ones
she wishes to buy. Oathem takes the time to explain her mace. Arra then puts Rhona in the inixs howdah
the value of each prisoner, and Arra quickly chooses and prepares to leave the fort.
Rhona Wardawn, the daughter of a merchant from Oathem whistles for his ambush drakes. The over-
Tyr. Rhona begs Arra not to separate her from Kelek, seer chuckles gleefully as the drakes fly over the wall
prompting Arra to buy both prisoners with the gems and begin feasting on Keleks remains. Arra again
she carries. Out of sheer malice, Arra decides to slay forces Rhona to watch.
Kelek and teach Rhona a cruel lesson regarding the Saving Kelek: The characters should be given
folly of love. The slavehunter makes her intentions every chance to interrupt the deal between Oathem
clear to Oathem before concluding the deal. and Arra, preventing Keleks murder. It is up to you
Unless the characters intervene or make a better to decide how far the negotiations have progressed
offer, Oathem accepts the gems and allows Arras by the time the characters reach the interior of the
muls to pull Rhona and Kelek out of the pit. One of fort. For example, if the characters brazenly storm the
Arras muls forces Rhona to watch as Arra knocks fort or sneak inside, they might stall the negotiations
Kelek to his knees and bludgeons him to death with indefinitely. Anything the characters can do to shift
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8 Goliath Thugs Level 4 Brute the characters enter the fort and trigger a fight inside, Arras Retinue
Medium natural humanoid XP 175 each the drakes fly over the wall to join the battle. Arra hails from Draj. She has come to the outpost to
HP 65; Bloodied 32 Initiative +4 Oathem uses not so fast to pull an enemy into his procure hostages for her master, an evil templar who
AC 16, Fortitude 18, Reflex 15, Will 15 Perception +4 aura, then uses do my bidding to compel the enemy to
Speed 6
intends to ransom them. Arra stands an imposing six
turn against his or her allies. Although past his prime, feet tall, with dark skin and black hair pulled back in
Standard Actions
m Greatclub (weapon) At-Will
the overseer enjoys battle and bloodshed. a long braid. Two mul chainfighters attend her, and
Attack: Melee 1 (one creature); +9 vs. AC If reduced to 24 hit points or fewer, Oathem bar- an inix serves as her mount.
Hit: 3d6 + 5 damage. ters for his life. He gladly gives up the prisoners in Tactics: Arra considers herself a friend of Oath-
Minor Actions exchange for his own safety. If the characters try to ems, and she orders her muls to protect the overseer
M Push Through Recharge when first bloodied leave the fort with the prisoners, Oathem uses Vaar- while she climbs onto the back of her inix, knocks
Attack: Melee 1 (one creature); +7 vs. Fortitude duuns sudden arrival (see Event 3) as an opportunity
Hit: The goliath can push the target 1 square, knock it
enemies prone with her whip, then uses cutting lash
to turn against the adventurers and win the prisoners against them. Neither she nor the muls are afraid to
prone, and shift 1 square into the square the target
vacated.
back. die, and they would all rather perish in combat than
Stones Endurance Encounter Goliath thugs target enemies with the ballistas suffer the indignities of surrender.
Effect: The goliath gains resist 5 to all damage until the end from the wall (area 1). The goliaths sleeping at the Treasure: Lashed to the inix are four 5-gallon jugs
of its next turn. start of the battle join the fray at the start of the of fresh water (filled from the pool in area 8). Arra
Triggered Actions second round, starting prone. They and any other carries a pouch containing five gems (500 gp each),
M Vengeful Clout (weapon) Encounter goliath forced into melee fight with their greatclubs.
Trigger: The goliath drops to 0 hit points.
which she intends to give to Oathem in trade for the
Tsalaxa Ballistas: These weapons stand at six slaves.
Attack (Immediate Interrupt): Melee 1 (one creature); +7 vs.
Fortitude
points along the wall, and are made of wood, bone,
Hit: 3d6 + 5 damage, and the target falls prone. and other organic materials. They shoot barrages The Prisoners
Skills Athletics +14, Intimidate +10, Nature +11 of arrows. Firing a ballista is a standard action, and Oathem is currently watching over five human pris-
Str 20 (+7) Dex 14 (+4) Wis 15 (+4) aiming it in a different direction is a move action. oners plucked from various nearby cities. These
Con 15 (+4) Int 11 (+2) Cha 10 (+2)
Alignment evil Languages Common
unfortunate abductees have blood ties to individu-
Standard Action
Equipment hide armor, greatclub A Tsalaxa Ballista At-Will
als whom House Tsalaxa is either blackmailing or
Attack: Area burst 1 within 50 (creatures in the burst); extorting.
the villains attention away from the prisoners helps level + 3 vs. Reflex Kelek: Kelek is the teenaged son of Quan One-Eye
prolong Keleks life. Hit: 1d10 + 10 damage. and the apprentice of a jeweler in Raam. Hes been a
Miss: Half damage. prisoner in the fort for three weeks and is head over
House Tsalaxa Roster heels in love with Rhona. Kelek wont voluntarily
Four goliath thugs stand watch on the outer wall (area Conclusion leave the fort without her.
1), looking for signs of trouble and staying within easy If the fort defenders overcome the characters, Rhona Wardawn: Growing violence in Tyr
reach of the ballistas. Four others sleep in tents in the Oathem has them bound with ropes (escape DC 28) prompted a human merchant named Vadarek War
courtyard (area 4). The ambush drakes are outside and locked in dungeon cells until he determines dawn to place his only daughter on a caravan leaving
the fort, patrolling the surrounding area. Their exact whether they are important enough to ransom. the city. House Tsalaxa caught wind of the opportu-
locations are left up to you. Treasure: Oathem hides the key to his vault (area nity and sent raiders to abduct Rhona. She arrived
Tactics: The ambush drakes stalk the rocky land- 7) on his person. He also carries a sending stone that a month ago and has since fallen in love with Kelek,
scape outside the fort. When one detects intruders, it allows him to speak with a mul spy named Jelarn, despite both being confined to separate cells. Rhonas
roars to alert the forts other denizens. The ambush who works for Oathem in Draj and is his primary father has significant debts and cant afford to pay a
drakes prefer to gang up on one enemy at a time. If contact in the outside world. ransom or a reward for his daughters rescue. He has
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Human Slavehunter Level 10 Skirmisher Inix Adult Level 9 Brute 2 Mul Chainfighters Level 8 Brute
Medium natural humanoid XP 500 Large natural beast (mount, reptile) XP 400 Medium natural humanoid XP 350 each
HP 103; Bloodied 51 Initiative +12 HP 120; Bloodied 60 Initiative +5 HP 106; Bloodied 53 Initiative +6
AC 24, Fortitude 22, Reflex 23, Will 20 Perception +13 AC 21, Fortitude 23, Reflex 19, Will 21 Perception +7 AC 20, Fortitude 21, Reflex 20, Will 19 Perception +6
Speed 6 Speed 6 Speed 6
Standard Actions Standard Actions Standard Actions
m Mace (weapon) At-Will m Bite At-Will m Cahulaks (weapon) At-Will
Attack: Melee 1 (one creature); +15 vs. AC Attack: Melee 1 (one creature); +14 vs. AC. While the Attack: Melee 2, or Melee 1 while the chainfighter has a
Hit: 3d6 + 6 damage, and the slavehunter shifts 1 square inix has a creature grabbed, it can use bite against the creature grabbed (one creature); +13 vs. AC
M Obsidian-Toothed Whip (weapon) At-Will grabbed creature only. Hit: 4d6 + 6 damage.
Attack: Melee 2 (one creature); +13 vs. Reflex Hit: 3d8 + 6 damage. If the target is prone, it takes 1d8 M Ensnaring Tines (weapon) Encounter
Hit: 2d8 + 9 damage, and the slavehunter pulls the target 1 extra damage, is grabbed (escape DC 17), and cannot Attack: Melee 2 (one creature); +13 vs. AC
square and knocks it prone. stand up until the grab ends. Hit: 4d6 + 6 damage, and the chainfighter pulls the target
Minor Actions C Tail Slap Recharge 3 4 5 6 1 square. If the target ends the pull adjacent to the chain-
Swift Pursuit Recharge when first bloodied Attack: Close blast 2 (enemies in the blast); +12 vs. fighter, the chainfighter grabs the target (escape DC 16).
Effect: The slavehunter shifts 3 squares. Fortitude The chainfighter can grab only one target at a time.
M Cutting Lash (weapon) Encounter Hit: 3d6 + 6 damage, and the inix pushes the target up to 2 Triggered Actions
Attack: Melee 1 (one prone creature); +13 vs. Fortitude squares and knocks it prone. M Wicked Ensnarement (weapon) At-Will
Hit: Ongoing 10 damage (save ends). Triggered Actions Trigger: An enemy adjacent to the chainfighter attempts to
Skills Athletics +15, Bluff +11, Intimidate +11 M Warding Tail (mount) At-Will escape the chainfighters grab and fails.
Str 21 (+10) Dex 20 (+10) Wis 16 (+8) Trigger: The inix has a friendly rider of 9th level or higher Attack (Immediate Reaction): Melee 1 (the triggering
Con 15 (+7) Int 11 (+5) Cha 13 (+6) mounted on it, and the rider is hit by an opportunity enemy); +11 vs. Fortitude
Alignment evil Languages Common attack provoked by a ranged attack or an area attack. Hit: 3d8 + 7 damage, and the target falls prone.
Equipment chitin armor, obsidian-toothed whip, mace Effect (Free Action): The inix uses tail slap in an area that Incredible Toughness Encounter
includes the creature that made the triggering attack. Trigger: The chainfighter starts its turn.
Str 22 (+10) Dex 13 (+5) Wis 17 (+7) Effect (No Action): The chainfighter ends one effect that
friends in the Veiled Alliance, so he could arrange Con 20 (+9) Int 2 (+0) Cha 6 (+2) includes ongoing damage and the dazed, the slowed, the
Alignment unaligned Languages stunned, or the weakened condition.
introductions for the adventurers.
Str 20 (+9) Dex 15 (+6) Wis 14 (+6)
Tropus Mret: This impetuous young human Con 16 (+7) Int 10 (+4) Cha 12 (+5)
male was the favored concubine of a noble in Nibenay Alignment unaligned Languages Common
until he was abducted two months ago. In exchange Equipment hide armor, cahulaks
for Tropuss safe return, the noble is bribing officials
and covering up assassinations perpetrated by House
Tsalaxa in the city. manufactured and sold clay bricks. (Many of his
Tropus likes to ruffle feathers. A goliath thug broke bricks were sold to agents of House Tsalaxa and went
his arm after he called Oathem a spineless, dried-up into building this fort.) House Tsalaxa expected Virijs
old cactus. Tropus also made a crude pass at Rhona two sons and daughter to pay the ransom at once, but
when she first arrived but was rebuffed, so now hes payment has been delayed due to family politics. (The
jealous of Kelek. If Kelek is killed, he does his best to eldest son doesnt want his father back.) Virij has a
console Rhona, hoping to win favor with her. secret cache that only he knows about, and hes will-
Virij Bzanavar: Before being captured three ing to pay the party 2,500 gp for helping him escape
months ago, this elderly human male from and return to Nibenay alive.
Nibenay ran a small but successful business that
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Monster: House Tsalaxa sorcerers confined a Elder Dust Devil Level 17 Controller advantage of anyone who survives an encounter with
water elemental here to provide for the forts needs. Huge elemental magical beast (air, earth) XP 1,600 the elemental. The aarakocras are cruel scavengers,
Detecting the water elemental while it is dormant HP 164; Bloodied 82 Initiative +14 and Vaarduun pays them little heed.
requires a DC 23 Arcana check or Perception check. AC 31, Fortitude 30, Reflex 29, Will 27 Perception +8
Speed 6, fly 6
If anyone other than Oathem disturbs the pool, Vaarduun Attacks!
Immune disease, poison
the water elemental attacks. It cannot leave the pool Traits The exact timing of Vaarduuns arrival is up to you.
of its own volition, but if it is pulled, pushed, or slid O Sandblast Aura 2 Characters should have enough time to take a short
out of the pools square, it is freed from its magical Enemies in the aura grant combat advantage. rest after the previous encounters, but not enough
bindings and goes on a rampage, attacking all other Standard Actions time for an extended rest or to leave the fort. If
creatures (including Oathem) until destroyed. m Grasping Winds At-Will the adventurers seem intent on leaving, Vaarduun
Tactics: The elemental uses whirlpool and drown- Attack: Melee 1 (one creature); +20 vs. Fortitude
appears before they have a chance to depart.
Hit: 2d10 + 14 damage.
ing essence to slide enemies within reach of its slam Monster: Vaarduun (elder dust devil).
Effect: The dust devil slides the target up to 3 squares.
attacks. If it has no targets, it sinks back into the pool. M Eye of the Vortex Recharge 5 6
Attack: Melee 1 (one creature); +20 vs. Fortitude When Vaarduun arrives, read:
9. Watchtower Hit: 2d10 + 5 damage, and the target is pulled into the dust From the east comes a sudden elemental roar. A twenty-
Stone battlements enclose the watchtower roof, devils space, blinded, and restrained (save ends all). The foot-high, fifteen-foot-wide funnel of swirling air and sand
which stands 30 feet above the courtyard and offers effect also ends if the dust devil drops to 0 hit points. cuts a swath across the desert. At first, it looks as though it
When the effect ends, the dust devil pushes the target up
an unobstructed view of the surrounding desert. A might miss the fort. Then it suddenly alters course.
to 5 squares. If the target is bloodied, it falls prone.
narrow spiral staircase descends to area 5. Aftereffect: 2d6 + 5 damage.
A flock of mangy avian humanoids follows the vortex
C Devils Fury At-Will from the air. They settle on distant rocks, watching as the
10. Dungeon Attack: Close burst 1 (enemies in the burst); +20 vs. Reflex cyclone bears down toward you.
This underground area is cooler than the chambers Hit: 2d8 + 10 damage, and if the target is bloodied, it falls
above it. Five stone cells with doors made of lashed prone. Vaarduun comes from the east and circles the fort
Effect: The dust devil slides the target up to 3 squares. counterclockwise once before entering through the
bone bars line the north wall. Oathems prisoners are
Move Actions north gates, flying over the outer wall if the gates are
confined here. Tornado Grasp At-Will
Trap: The cell doors are trapped with psychic Effect: The dust devil moves or flies up to its speed, and
closed. It attacks anyone in the courtyard or stationed
glyphs identical to the one protecting Oathems vault creatures in its space it are pulled with it, staying in the atop the outer walls.
(see area 7). The glyphs deter the prisoners from tam- dust devils space. The dust devils movement provokes As it swirls through the courtyard, the elemen-
pering with the ropes that keep the doors shut. no opportunity attacks from creatures forced to move tal rips up the goliath tents (area 4) and pulls clay
with it. shingles off the main building (areas 58). It ignores
Str 24 (+15) Dex 22 (+14) Wis 10 (+8) creatures hidden in the main building, atop the
Event 3: Fury of Vaarduun Con 20 (+13) Int 5 (+5) Cha 18 (+12)
watchtower (area 9), in the slave pit (area 3), or in the
Combat Encounter Level 7 (1,600 XP) Alignment unaligned Languages Primordial
dungeon (area 10). When it has done any amount
of damage and has no one left to attack, Vaarduun
In this part of the adventure, the characters encoun- In a rage, the elemental broke free of its magical leaves and heads west across the desert.
ter a creature far more powerful than the foes they bonds, slew its summoner, and fled into the desert. Tsalaxa Ballistas: The ballistas atop the outer
have already faced. An elder dust devil, Vaarduun is a Now, Vaarduuns trek across the wastes of Athas has wall are effective weapons against the elder dust
swirling elemental composed of air and earth. A pow- driven it mad. As it races across the arid wastes, it devil, since they deal damage even on a miss. A char-
erful defiler summoned Vaarduun years before, but leaves a path of destruction in its wake. acter who studies a ballista realizes this fact without
the elemental took umbrage at being torn from the Recently, a tribe of aarakocra (see Event 4) has having to fire the weapon.
Elemental Chaos. begun following the elder dust devil, hoping to take
M a y 2 012 | D U N G E O N 2 0 2
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Cruel as a Desert Wind
Tactics: Vaarduun uses grasping winds and eye of Aarakocra Windcaller Level 8 Controller (Leader)
the vortex against singular threats, switching to devils Medium natural humanoid XP 350
fury against multiple enemies in close proximity. HP 82; Bloodied 41 Initiative +7
AC 22, Fortitude 18, Reflex 20, Will 21 Perception +13
Speed 5, fly 6 Low-light vision
Development
Traits
If Oathem or any of his allies are still alive when O Carrion Scent Aura 10
Vaarduun appears, they move indoors and avoid Allies in the aura gain a +4 power bonus to damage rolls
the elemental. Any surviving prisoners likewise against bloodied enemies and can hover if they have a fly
take cover in the dungeon (area 10). However, if the speed.
adventurers are in control of the fort, other characters Standard Actions
m Wafting Claw At-Will
will do as they command, provided the adventurers
Attack: Melee 1 (one creature); +10 vs. AC
instructions arent tantamount to suicide. Hit: 4d4 + 6 damage, and the target is slowed (save ends).
First Failed Saving Throw: The target falls prone.
Conclusion r Foul Gust At-Will
If the characters survive the encounter with Vaar- Attack: Ranged 10 (one creature); +12 vs. Reflex
duun, they receive 800 XP even if they dont defeat Hit: 4d6 + 2 damage, and the windcaller slides the target
up to 3 squares.
the elemental in combat.
R Dust Veil Recharge 4 5 6
Go to Event 4, allowing no time for a short rest. Attack: Ranged 10 (one creature); +12 vs. Reflex
Hit: 4d8 + 6 damage, and the target treats nonadjacent
Event 4: Scavengers creatures as having partial concealment (save ends).
First Failed Saving Throw: The target is blinded until the
Combat Encounter Level 8 (1,980 XP) end of the windcallers next turn.
C Instant Whirlwind Encounter
A gang of aarakocras follows Vaarduun. As soon as Attack: Close blast 5 (enemies in the blast); +12 vs.
the elemental leaves the fort, the creatures attack any Fortitude
survivors of its assault. Hit: 4d6 + 2 damage, and the windcaller slides the target
up to 4 squares and knocks it prone.
Monsters: Cesare (aarakocra windcaller), 4 aara-
Effect: The windcaller slides allies in the blast up to 2
kocra divers, 10 aarakocra warriors. squares.
Move Actions
When the aarakocras attack, read: Sly Takeoff At-Will
The elemental threat has passed, but theres no time to rest Effect: The windcaller shifts 1 square and then flies up to 5
before an unnerving shriek signals an attack from above squares.
you. More than a dozen winged humanoids descend from Skills Nature +13
Str 14 (+6) Dex 17 (+7) Wis 19 (+8)
the sky with spears clutched in their wicked talons. One of
Con 10 (+4) Int 8 (+3) Cha 12 (+5)
the creatures screams, No survivors! Alignment unaligned Languages Common
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Cruel as a Desert Wind
4 Aarakocra Divers Level 6 Skirmisher 10 Aarakocra Warriors Level 6 Minion Skirmisher If they both survived, Rhona Wardawn convinces
Medium natural humanoid XP 250 each Medium natural humanoid XP 63 each Kelek to accompany her to Tyr. As much as Quan
HP 66; Bloodied 33 Initiative +9 HP 1; a missed attack never damages a minion. Initiative +9 hates to lose his son again, he offers Kelek and Rhona
AC 20, Fortitude 17, Reflex 19, Will 18 Perception +6 AC 20, Fortitude 17, Reflex 19, Will 18 Perception +6 his blessing. He is willing to pay the adventurers to
Speed 5, fly 6 Low-light vision Speed 5, fly 6 Low-light vision
escort the young lovers safely to the Free City.
Standard Actions Standard Actions
m Longspear (weapon) At-Will m Spear (weapon) At-Will
The characters might also take it upon themselves
Attack: Melee 2 (one creature); +11 vs. AC Attack: Melee 1 (one creature); +11 vs. AC to escort the other rescued prisoners to their home
Hit: 2d10 + 4 damage. Hit: 7 damage, or 8 when charging. cities of Nibenay and Balic. These journeys are long
M Flyby Attack At-Will Move Actions and fraught with peril, but the rewards and adven-
Effect: The diver flies 6 squares and uses longspear once at Sly Takeoff At-Will ture opportunities might be worth the risk.
any point during the movement. Once during the move, Effect: The warrior shifts 1 square and then flies up to 5
when the diver has combat advantage against an enemy, squares.
About the Author
it can use bite against that enemy. The diver doesnt Str 15 (+5) Dex 19 (+7) Wis 16 (+6)
Christopher Perkins is the D&D Senior Producer at
provoke opportunity attacks for moving away from the Con 10 (+3) Int 8 (+2) Cha 8 (+2)
Wizards of the Coast. Although hes written adventures for
target of either attack. Alignment unaligned Languages Common
a number of campaign settings over the years, this is his first
M Diving Charge (weapon) Recharge 4 5 6 Equipment spear
visit to Athas.
Effect: The diver charges and makes the following attack in
place of a melee basic attack.
Attack: Melee 2 (one creature); +11 vs. Reflex
Hit: 2d10 + 10 damage, and the target falls prone.
Concluding the Developer
Chris Sims
Art Director
Kate Irwin
Move Actions
Sly Takeoff At-Will
A dventure Editor Illustrators
Scott Fitzgerald Gray Noah Bradley, MattDixon,
Effect: The diver shifts 1 square and then flies up to 5 After the aarakocras have been defeated or driven off, MichaelPhillippi,
squares. the adventurers can safely leave the fort and return Managing Editors TylerWalpole,
Minor Actions to civilization. If the characters captured Oathem, Kim Mohan, JamesZhang
M Bite At-Will (1/round) MirandaHorner
he can be taken to face justice or to be used against
Attack: Melee 1 (one creature granting combat advantage Cartographer
to the diver); +11 vs. AC
House Tsalaxa. In this case, the overseer has friends Development and Sean Macdonald
Hit: 1d4 + 4 damage. in Draj who do their utmost to see him safely spirited EditingLead
Str 15 (+5) Dex 19 (+7) Wis 16 (+6) back to the city. Jeremy Crawford Digital Studio Consultant
Con 10 (+3) Int 8 (+2) Cha 8 (+2) Quan One-Eye knows that the attack on the fort Daniel Helmick
Senior Producer
Alignment unaligned Languages Common has made the adventurers into enemies of House Christopher Perkins Publishing Production
Equipment longspear Tsalaxa, and he warns them to keep quiet about the Manager
raid and to watch their backs. He also feeds them Producers Angie Lokotz
aura to grant allies the ability to hover while making information to aid them against Tsalaxa reprisals. If Greg Bilsland, Stan!
ranged attacks and close blast attacks against enemies the characters choose to brag to others of their recent
Senior Creative Director
on the ground. The windcaller flees when faced with adventure, they soon face a full-scale Tsalaxa ven- Jon Schindehette
certain defeat, abandoning his kin. detta. Jelarn, a mul savage (Dark Sun Creature Catalog,
page 77), is a friend of Oathems who carries a sending
stone paired with the overseers. He travels from Draj
with a team of assassins to dispose of the meddle-
some adventurers.
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The Isle
of Death
A D&D Dark Sun adventure for
characters of levels 810
By Jared Espley
Illustrations by Steve Ellis
Cartography by Kyle Hunter
Background
The deserts of Athas are barren, inhospitable places
where life struggles to find a foothold. However,
Athas has not always been so desolate. In ancient
times, before the unchecked use of magic defiled the
land, bountiful forests and oceans covered the world.
Deep within those forests were trees of lifepower-
ful, supernatural organisms that provided vitality to
TM & 2012 Wizards of the Coast LLC. All rights reserved.
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The Isle of Death
whole regions. Even today, a few modern trees of life island as quickly as possible. While the characters rewards without harming the lizard druid or the
can be found across Athas, sustaining small oases or make the harrowing journey, the Alliance will gather sacred site.
sorcerer-kings tended gardens. However, most people additional resources to provide for the long-term pro-
believe that the deep power of the trees has been lost
forever to the world.
tection of the tree of life, and these forces will follow
the adventurers as soon as they can.
Links to Dregoth
This adventure assumes that the player charac- The dray on the island are Dregoths soldiers. Their
ters have recently acquired the seed for a tree of life.
They might have received the seed during the events
Seed of Life equipment and treasure bears the insignia of Giuste-
nal (DC 15 History check to identify).
of Beneath the Dust, through other adventures, or The seed is a symmetrical brown pine cone with a
from the Veiled Alliance (or some other powerful comfortable warmth and faint energy rising from it. Island H istory
benefactor). In any case, the seed marks an exciting Recently, the cone has opened, and its scales show
signs of aging, indicating that the seed needs to be In the ancient past, Glintril Island was a small tropi-
and potentially world-changing discovery. However,
planted soon. This fact adds urgency to the charac- cal isle in a vast ocean. It was settled by fey drawn to
it should also be a heavy burden for the adventur-
ters actions in the adventure. the islands elemental conduit. The ocean became
ers because of its import and because it attracts evil
Because of its extraordinary power, the seed has the Sea of Silt, and the island became a place of
forces bent on acquiring the seed.
great resilience. It has AC 10, Fortitude 10, Reflex 5, refuge from the genocidal wars that were raging on
The Veiled Alliance has a plan for the seed of life.
and 100 hit points. Before embarking on their jour- the mainland. Eventually, however, those tasked
The organization wishes for the seed to be planted
ney across the Sea of Silt, the adventurers should with eradicating the fey turned their attention to the
far from the sorcerer-kings and defilers who would
decide who is carrying the seed or where it is kept island. Their forces swept ashore, blasting away the
corrupt its power, somewhere it might have a chance
aboard the ship. defenses with unbridled defiling magic, and all the
to flourish. The Alliance knows of such a place and
islands inhabitants were hunted down and killed.
asks, commands, or inspires the party to take the
Plant the Seed The reckless defiling magic that the attackers
seed there. The location is an island deep in the Sea of
Level 9 Major Quest (400 XP/character) used was amplified by the elemental conduit, and
Silt. On a few old maps, it is called the Isle of Death.
The adventurers complete this quest if they suc- the island became awash with necrotic energy and
In ancient times, it was called Glintril Island. The
cessfully plant the seed of life at the elemental conduit devoid of life for many centuries. Eventually, tiny
island is between the Mountains of the Sun and the
and defend it long enough for it to take root. flecks of lichen found a few footholds in sheltered
Silt Archipelago, far off the normal trade routes. It lies
crevices where rainwater collected. Infrequent visi-
in an area of particularly deep silt, so only those with
the ability to traverse such terrain have a chance to T reasure tors passed by once every few decades, bringing with
them a stray plant seed or vermin that struggled to
reach the island.
If the characters start The Isle of Death at 8th or survive on the barren island. Occasional volcanic out-
The Veiled Alliance believes there is a place on the
9th level, theyre likely to gain a level or most of a bursts were the only other activity that the island saw
island where raw elemental power enters the world
level during this adventure. The adventure contains for centuries.
and suggests that the adventurers plant the seed there
only one item of monetary worth (see area 3, page A few hundred years ago, a druid named Enos
to maximize its growth potential. An agent of the Alli-
6) and one magic item (see area 4, page 6). Other was exploring the Sea of Silt while flying on his
ance provides the characters with the means to reach
treasure is for you to define. (You could choose to cloud ray companion. They were set upon by an air
the island, beginning with an ancient map, vivid
treat the treasure included in the adventure, which drake that lived in and hunted from the Mountains
dreams, or a strange mechanism that functions as a
is unusual and might not be found, as extra loot.) of the Sun, but they managed to escape and glide to
compass. The seed is starting to sprout, so time is of
The dray, especially Monwroth the necromancer, Glintril Island. However, the cloud ray was mortally
the essence.
are the likeliest sources of treasure. The druid Vitaal wounded, and Enos found himself doomed to live out
The Veiled Alliance also calls in a favor and
and Enoss grave might be other sources of treasure, the rest of his days on the isle. He was saddened by
arranges for a ship to carry the adventurers to the
although it is best if the adventurers can gain such
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The Isle of Death
the necrotic taint surrounding the elemental conduit their mission. Moreover, he insists on leaving Balic Silt Sea Veteran Level 6 Striker
but did not have the resources to destroy it. as quickly as possible in case enemies of the Alliance Medium natural humanoid, human
As his life was coming to an end, Enos befriended have learned of the adventurers quest. (They havent, HP 55; Bloodied 27; Healing Surges 10 Initiative +6
one of the tiny lizards living on the island. He per- but feel free to play up the sense of urgency.) AC 21, Fortitude 20, Reflex 19, Will 18 Perception +10
Speed 6
formed a ritual that poured part of his life energy into Since the characters are clearly skilled combat-
Traits
the lizard, imbuing it with sentience and the ability to ants, Captain Daclimitus opts to make the journey Rigging Adept
communicate with other intelligent creatures. He left across the Sea of Silt with minimal crew. Before The veteran can climb at full speed and does not grant
it instructions to continue the cycle, thus giving rise the Dusty Breeze departs, he makes it clear that the combat advantage while doing so.
to a line of awakened lizard druids, each one carrying adventurers are in charge of defending the ship if it Standard Actions
the name Vitaal. The cycle would continue until new comes under attack. Further, the captain puts them m Carrikal (weapon) At-Will
vitality came to the island. in charge of navigating to wherever theyre going. The Effect: The veteran can shift 1 square before or after the
attack.
The awakened lizard druids kept vigil on the characters can navigate to the island using whatever
Attack: Melee 1 (one creature); +11 vs. AC
island, each one awakening his or her successor in tool(s) the Veiled Alliance provided to them. Hit: 1d8 + 5 damage, or 1d8 + 8 damage if the target is
turn. They have carefully preserved the words and granting combat advantage to the veteran.
teachings of Enos, turning them into their sacred oral
scriptures. In particular, they have been hoping and
Captain Daclimitus R Dejada (weapon) At-Will
Attack: Ranged 10/20 (one creature); +11 vs. AC
praying for the day when a great life source would Captain Daclimitus is a dwarf who speaks with a Hit: 1d8 + 5 damage.
arrive in the world (as they call the island) and a deep, raspy voice and squints a lot. Move Actions
new age of vitality might begin. Demeanor: Daclimitus is direct, impatient, and Silt Sea Legs Encounter
occasionally crude. He brooks no insolence aboard Effect: The veteran shifts up to half its speed.
A few months ago, a dray necromancer and his Skills Athletics +10, Acrobatics +11, Nature +10
escort arrived on the island. The dray came to take his ship but is respectful of those who respect him.
Str 14 (+5) Dex 16 (+6) Wis 14 (+5)
advantage of the islands necrotic energy, and his goal Motivations: Daclimitus has been a captain in the
Con 18 (+7) Int 10 (+3) Cha 10 (+3)
is to create an undead army for eventual use by his Balician Navy for many years. The Dusty Breeze is con- Alignment unaligned Languages Common
master. The identity of that master depends on the sidered to be a military vessel, and this trip to what Equipment leather armor, carrikal, dejada, 10 stones
larger plot lines in your specific campaign. In this he calls the Isle of Death is a side venture that his
adventure, the default choice is Dregoth, preparing superiors have not approved. (They assume that he is
for his eventual return to the surface of Athas. taking the silt skimmer on regular patrol.) The dwarf As the adventurers board the Dusty Breeze, the cap-
is transporting the adventurers as a favor to friends in tain lays down the rules of travel on his ship.
T he D usty Breeze the Veiled Alliance. Nervous that the party will want
him dead to keep their trip a secret, he takes pains to Read:
The Veiled Alliance takes care of the travel arrange- emphasize that he doesnt know where theyre travel- There are a few rules aboard my ship. First rule is you do
ments to Glintril Island. The adventurers must ing once they enter the deep silt. whatever I say when I say it. If I say pull this rope, you pull
journey to the city-state of Balic and meet with this one and not the one next to it. Second, dont fall into the
Daclimitus, the human captain of the Dusty Breeze. Aboard the Ship silt. If you do, youll fall right to the bottom and die. I sug-
gest that you wear a tether at all times while aboard. Third,
The silt skimmer can glide across the Sea of Silt with The crew consists of Captain Daclimitus (the pilot),
the aid of a psionically powered device called an once we get into the deep silt, do whatever it takes to protect
Gorath Toothpicker (male human first mate), Zaleb the pilot and the obsidian sphere. Without the sphere or a
obsidian sphere (see below). (male human), and Tomona (female human). All four
Captain Daclimitus supports the Veiled Alli- pilot channeling its power, we sink, and then were all dead.
are Silt Sea veteran companion characters who have Welcome aboard.
ance, but he tries to keep this affiliation secret, even the following statistics.
from his crew. Consequently, he seems uneasy in
the partys presence and doesnt ask questions about
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The Isle of Death
to breathe but is submerged in silt takes 5 damage Silt Horror Level 12 Solo Lurker Silt Horror Tentacle Level 12 Minion Soldier
from choking in the silt. Huge aberrant beast (blind) XP 3,500 Medium aberrant beast (blind) XP
The silt is not hindering terrain for those nat ive to HP 496; Bloodied 248 Initiative +14 HP 1; a missed attack never damages a minion. Initiative +12
the Sea of Silt, nor do they take damage from it. AC 26, Fortitude 24, Reflex 23, Will 21 Perception +9 AC 28, Fortitude 25, Reflex 23, Will 23 Perception +9
Speed 2, burrow 6 (loose earth only) Tremorsense 20 Speed 2, burrow 6 Tremorsense 20
Immune blinded, gaze effects Immune blinded, gaze effects, teleportation
Travel Time Saving Throws +5; Action Points 2 Traits
Traits Attached
The Sea of Silt brushes up against the city-state of
Regenerating Tentacles The tentacle can be no more than 20 squares away from a
Balic, where the voyage of the Dusty Breeze begins. Whenever the silt horror starts with fewer than four ten- silt horror.
The skimmer travels east, following the Estuary of the tacles within 20 squares of it, more tentacles appear so that Unhindered
Forked Tongue until it merges with the sea proper. the number of tentacles within 20 squares of it equals four. When the tentacle moves, it pulls with it any creature
From there, the skimmer heads northeast into the These tentacles appear in unoccupied squares aboveground grabbed by it. In addition, the creature remains grabbed,
deep sea. The journey is 300 miles and takes five (even if the silt horror is underground), and the silt horror and the tentacle does not provoke an opportunity attack
days to complete at full sail. chooses what kind of tentacles appear: constricting, raking, from the grabbed creature.
or sweeping. The tentacles roll initiative when they appear, Standard Actions
acting on their own turns. m Seize At-Will
Horror from the Deep Standard Actions Attack: Melee 1 (one creature); +17 vs. AC
m Bite At-Will Hit: 10 damage, and the target is grabbed (escape DC 20).
Combat Encounter Level 12 (3,500 XP)
Attack: Melee 1 (one creature); +17 vs. AC Str 22 (+12) Dex 18 (+10) Wis 16 (+9)
Hit: 2d10 + 9 damage. Con 20 (+11) Int 2 (+2) Cha 12 (+7)
On the third day, a silt horror latches onto the ship. M Chomping Maw Recharge when the silt horror starts its Alignment unaligned Languages
The adventurers must drive the beast off before it rips turn completely underground
the ship apart. Attack: Melee 1 (one or two creatures grabbed by a ten- A constricting tentacle also has the following action.
Light: The sea is fairly calm, and visibility is good. tacle); +17 vs. AC Standard Actions
Silt Depth: The silt is 100 feet deep. Hit: 4d12 + 8 damage. M Constricting Grab At-Will
Miss: Half damage. Attack: Melee 1 (one creature grabbed by the tentacle); +15
Monsters: 1 silt horror and two of each kind of
Move Actions vs. Fortitude
tentacle (four tentacles attack, two hold the skimmer). Submerge Recharge when the silt horror starts its turn Hit: 10 damage, and the target is dazed until the end of the
More tentacles show up later in the encounter. on the surface tentacles next turn.
Effect: The silt horror burrows its burrow speed to a space
When the encounter starts, read: that is completely underground. This movement does not
provoke opportunity attacks.
A raking tentacle also has the following action.
The voyage for the past two days has been uneventful, and Standard Actions
you are now in the deep silt far from known trade routes. A Triggered Actions
M Sweeping Grab At-Will
C Fling Away At-Will
hot breeze stirs the silt on the surface, but visibility is good. Attack: Melee 1 (one creature grabbed by the tentacle); +15
Trigger: An enemy reduces a tentacle to 0 hit points with a
Suddenly, the whole ship lurches to a halt. melee attack.
vs. Fortitude
Hit: 10 damage, and the tentacle slides the target up to 3
Effect: (Immediate Interrupt): The triggering tentacle can
The silt horror surprises the characters. It uses its sur- squares to a square adjacent to the tentacle.
make a melee basic attack against the triggering enemy
prise action to grab the Dusty Breeze. As the skimmer as a free action. If the attack hits, the tentacle deals 10
comes to a dead stop, everyone aboard must succeed extra damage and pushes the target 5 squares instead of A sweeping tentacle also has the following action.
on a saving throw or fall prone. grabbing it. Standard Actions
Skills Stealth +15 M Suffocating Grab At-Will
The horror then erupts from the silt to attack. Attack: Melee 1 (one creature grabbed by the tentacle); +15
Str 22 (+12) Dex 18 (+10) Wis 16 (+9)
Place the silt horror and four tentacles in random Con 20 (+11) Int 2 (+2) Cha 12 (+7) vs. Fortitude
spaces adjacent to the ship, and roll initiative. Alignment unaligned Languages Hit: 13 damage, and the target falls prone.
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The Isle of Death
Random Encounters Small Avalanche Level 9 Elite Hazard Brohg Hurler Level 10 Artillery
Location d20 Encounter Terrain XP 800 Large natural humanoid (giant) XP 500
Mountains 0110 No encounter Detect see Countermeasures below Initiative +12 HP 82; Bloodied 41 Initiative +9
1112 Small avalanche Immune attacks AC 22, Fortitude 23, Reflex 22, Will 20 Perception +12
1314 Elementals
Standard Actions Speed 6 Low-light vision
C Attack Recharge 4 5 6 Standard Actions
1516 Dray patrol A
Attack: Close blast 10 (creatures in the blast); +12 vs. m Slam At-Will
1720 Vitaal* Reflex Attack: Melee 2 (one creature); +15 vs. AC
Rocky shoals 0111 No encounter Hit: 2d10 + 10 damage. Hit: 2d8 + 5 damage, and the brohg grabs the target
1213 Dray patrol A Miss: Half damage. (escape DC 18).
1420 Elementals Effect: The target falls prone. In addition, the area of the r Hurl Rock (weapon) At-Will
Rugged terrain 0105 No encounter blast becomes difficult terrain. Attack: Ranged 20 (one creature); +17 vs. AC
Special: As soon as the attack fails to recharge, the ava- Hit: 2d10 + 6 damage, and the target is pushed 2 squares
0608 Elementals
lanche is over and does not attack again. and falls prone.
0911 Dray patrol A
Countermeasures R Hurl Away (weapon) At-Will
1216 Dray patrol B Detect: Perception DC 25 (no action). Success: The Requirement: The brohg must have a creature grabbed.
1720 Vitaal* character can take one action during the surprise round Effect: The brohg pushes one creature grabbed by it 10
Sandy terrain 0107 No encounter before the avalanche attacks. squares to a square adjacent to another creature. The
0815 Dray patrol B Dodge: Acrobatics DC 25 (immediate interrupt). pushed creature falls prone and takes 2d10 + 5 damage.
1620 Elementals Success: The character takes half damage from the Attack: Ranged 10 (one creature adjacent to the pushed
attack and doesnt fall prone. creature); +15 vs. Reflex
*This encounter occurs only once. After the characters meet
Find Cover: Dungeoneering or Nature DC 17 (immedi- Hit: 2d10 + 5 damage, and the brohg pushes the target 3
Vitaal (see page 12), treat this result as no encounter.
ate interrupt). Success: The character gains partial cover squares and knocks it prone.
against the attack. Success (23 or higher): The character Triggered Actions
Avalanche gains superior cover against the attack. Swift Reaction At-Will
Trigger: The brohg is missed by a melee attack.
Hazard Encounter Level 3 (800 XP) Effect (Immediate Reaction): The brohg shifts 1 square.
Dray Patrol A Skills Athletics +15, Nature +12
As the adventurers skirt one of the mountains, an Combat Encounter Level 8 (1,800 XP) Str 20 (+10) Dex 18 (+9) Wis 14 (+7)
avalanche catches them by surprise. Con 16 (+8) Int 6 (+3) Cha 6 (+3)
Hazard: Small avalanche. Alignment unaligned Languages Giant
Dray soldiers patrol with a brohg slave.
Equipment leather armor
Monsters: 1 dray captain (Dythans legion van-
When the encounter starts, read: guard), 2 fire temple champions, 1 brohg hurler.
As you weave between the jagged peaks, you hear a loud Tactics: The brohg hangs back and hurls rocks
cracking noise followed by the sound of rocks tumbling while the dray rush into melee.
When the encounter starts, read:
down the mountainside! The dray fight to the death. However, the brohg
Three dray warriors in chitin armor come into view, lead-
serves the dray only out of fear. It speaks Giant, and
ing a four-armed giant.
The elemental energy flowing through the island it understands Common. The giant is willing to sur-
has made parts of it unstable. The avalanche attacks render if the dray are killed (DC 20 Bluff check
Rocks: The area of the encounter has rocky ter-
during a surprise round, and its origin point is close or Diplomacy check, or DC 26 Intimidate check).
rain with rocks that the brohg can pick up and hurl.
enough that the resulting blast is likely to engulf the Adventurers who offer food to the brohg gain a +2
Some of these rocks should be difficult or blocking
entire party. When the avalanche begins, those in the bonus to the Diplomacy check.
terrain.
blast area of the avalanche can tell which squares will Brohg Prisoner: The brohg knows that the dray
be affected by it, so they know where to flee to safety. arrived on the island several weeks ago and that
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8
The Isle of Death
Dythans Legion Vanguard Level 11 Soldier 2 Fire Temple Champions Level 8 Soldier Dythans Legion Archer Level 10 Artillery
Medium natural humanoid, dragonborn XP 600 Medium natural humanoid, dragonborn XP 350 each Medium natural humanoid, dragonborn XP 500
HP 111; Bloodied 55 Initiative +8 HP 88; Bloodied 44 Initiative +6 HP 84; Bloodied 42 Initiative +9
AC 27, Fortitude 25, Reflex 21, Will 23 Perception +9 AC 24, Fortitude 22, Reflex 17, Will 21 Perception +5 AC 24, Fortitude 23, Reflex 23, Will 20 Perception +6
Speed 6 Speed 5 Speed 6
Traits Traits Standard Actions
Phalanx Formation Wildfire Stride (fire) m Short Sword (weapon) At-Will
The vanguard gains a +1 power bonus to AC for each ally Whenever the champion moves at least 3 squares from Attack: Melee 1 (one creature); +15 vs. AC, or +17 vs. AC
adjacent to it, up to a maximum power bonus of +4. where it began its turn, its melee attacks deal 5 extra fire while the archer is bloodied
Standard Actions damage until the end of its next turn. Hit: 3d6 + 8 damage.
m Longsword (weapon) At-Will Standard Actions r Longbow (weapon) At-Will
Attack: Melee 1 (one creature); +16 vs. AC, or +18 vs. AC m Fullblade (weapon) At-Will Attack: Ranged 20 (one creature); +17 vs. AC, or +19 vs. AC
while the vanguard is bloodied Attack: Melee 1 (one creature); +13 vs. AC while the archer is bloodied
Hit: 2d8 + 10 damage, and the target is marked until the Hit: 1d12 + 8 damage, and the target is marked until the Hit: 2d10 + 7 damage.
end of the vanguards next turn. end of the champions next turn. A Arrow Volley (weapon) Recharge 4 5 6
Minor Actions Minor Actions Attack: Area burst 1 within 20 (enemies in the burst); +17
M Shield Bash (weapon) At-Will (1/round) C Dragon Breath (fire) Encounter vs. AC, or +19 vs. AC while the archer is bloodied
Attack: Melee 1 (one creature marked by the vanguard); Attack: Close blast 3 (creatures in the blast); +11 vs. Reflex Hit: 1d10 + 8 damage.
+16 vs. AC, or +18 vs. AC while the vanguard is bloodied Hit: 3d6 + 5 fire damage, and the target is marked (save Minor Actions
Hit: The target is dazed until the end of the vanguards next ends). C Dragon Breath (cold) Encounter
turn. Triggered Actions Attack: Close blast 3 (creatures in the blast); +13 vs. Reflex,
Vanguards Mark Recharge when first bloodied M Fiery Assault (fire, weapon) At-Will or +15 vs. Reflex while the archer is bloodied
Effect: Close burst 5 (one enemy in the burst). The target is Trigger: An enemy marked by the champion moves on its Hit: 1d6 + 6 cold damage, and the archer can push the
marked until the end of the vanguards next turn. If the turn. target 1 square.
target doesnt end its next turn adjacent to the vanguard, Attack (Opportunity Action): Melee 1 (the triggering enemy); Str 14 (+7) Dex 18 (+9) Wis 13 (+6)
the vanguard can immediately charge the target as a free +13 vs. AC Con 18 (+9) Int 10 (+5) Cha 10 (+5)
action and doesnt provoke opportunity attacks for the Hit: 1d12 + 8 damage, and ongoing 5 fire damage (save Alignment evil Languages Common, Draconic
charges movement. ends). Equipment leather armor, short sword, longbow, 20 arrows
C Dragon Breath (poison) Encounter M Fiery Rebuke (fire) At-Will
Attack: Close blast 3 (creatures in the blast); +14 vs. Reflex, Trigger: An enemy marked by the champion makes an Monsters: 1 dray captain (Dythans legion van-
or +16 vs. Reflex while the vanguard is bloodied attack that doesnt include the champion as a target. guard), 1 dray archer (Dythans legion archer), 1 dray
Hit: 1d6 + 6 poison damage. Attack (Immediate Reaction): Close blast 3 (the triggering defiler, 5 dray foot soldiers (Dythans legion warrior).
Str 21 (+10) Dex 12 (+6) Wis 18 (+9) enemy in the blast); +11 vs. Reflex
Con 15 (+7) Int 14 (+7) Cha 15 (+7) Hit: 2d6 + 5 fire damage.
Alignment evil Languages Common, Draconic Str 21 (+9) Dex 11 (+4) Wis 12 (+5)
When the encounter starts, read:
Equipment plate armor, heavy shield, longsword Con 16 (+7) Int 10 (+4) Cha 18 (+8) Dray warriors move toward you in tight formation, their
Alignment chaotic evil Languages Common, Draconic shields forming an impressive phalanx. They are mostly
little food can be found here. It also knows that the Equipment plate armor, fullblade in light armor and armed with spears and javelins. One in
dray are on the island because a dray necromancer bone armor has a sword, another in leather wields a long-
named Monwroth is trying to raise an undead army. Dray Patrol B bow, and a third in robes has a staff.
Although the brohg doesnt know the necromancers Combat Encounter Level 9 (2,225 XP)
present location, it knows where to find the dray The dray are ruthless and disciplined. They fight to
camp (fixed location 1). These patrols consist of highly disciplined squads of the death to prevent interlopers from interfering in
dray warriors. Monwroths business. Throughout the combat, the
captain constantly issues commands in the New
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9
The Isle of Death
Dythans Legion Vanguard Level 11 Soldier Dray Defiler Level 10 Artillery Dythans Legion Level 10 Minion Skirmisher
Medium natural humanoid, dragonborn XP 600 Medium natural humanoid, dragonborn XP 500 Warrior
HP 111; Bloodied 55 Initiative +8 HP 82; Bloodied 41 Initiative +5 Medium natural humanoid, dragonborn XP 125 each
AC 27, Fortitude 25, Reflex 21, Will 23 Perception +9 AC 24, Fortitude 22, Reflex 23, Will 21 Perception +5 HP 1; a missed attack never damages a minion. Initiative +10
Speed 6 Speed 6 AC 24, Fortitude 23, Reflex 22, Will 22 Perception +6
Traits Standard Actions Speed 6
Phalanx Formation m Staff (weapon) At-Will Traits
The vanguard gains a +1 power bonus to AC for each ally Attack: Melee 1 (one creature); +15 vs. AC Phalanx Formation
adjacent to it, up to a maximum power bonus of +4. Hit: 2d8 + 4 damage. The warrior gains a +1 power bonus to AC for each ally
Standard Actions r Lightning Jolt (implement, lightning) At-Will adjacent to it, up to a maximum power bonus of +4.
m Longsword (weapon) At-Will Attack: Ranged 20 (one creature); +15 vs. Reflex Standard Actions
Attack: Melee 1 (one creature); +16 vs. AC, or +18 vs. AC Hit: 2d8 + 9 lightning damage. m Spear (weapon) At-Will
while the vanguard is bloodied C Defilers Breath (lightning, necrotic) Recharge 5 6 Effect: Before and after the attack, the warrior can shift 1
Hit: 2d8 + 10 damage, and the target is marked until the Attack: Close blast 3 (creatures in the blast); +13 vs. Reflex square.
end of the vanguards next turn. Hit: 1d10 + 8 lightning and necrotic damage, and ongoing Attack: Melee 1 (one creature); +15 vs. AC
Minor Actions 5 lightning and necrotic damage (save ends). Until no Hit: 8 damage, or 10 while the warrior has combat advan-
M Shield Bash (weapon) At-Will (1/round) creature is taking the ongoing damage, the defiler gains a tage against the target.
Attack: Melee 1 (one creature marked by the vanguard); +2 power bonus to attack rolls and a +5 power bonus to R Javelin (weapon) At-Will
+16 vs. AC, or +18 vs. AC while the vanguard is bloodied damage rolls. Attack: Ranged 10 (one creature); +15 vs. AC
Hit: The target is dazed until the end of the vanguards next Triggered Actions Hit: 8 damage.
turn. Winging Wind Encounter Minor Actions
Vanguards Mark Recharge when first bloodied Trigger: An enemy hits the defiler with an attack. C Dragon Breath (lightning) Encounter
Effect: Close burst 5 (one enemy in the burst). The target is Effect (Immediate Interrupt): The defiler pushes the trigger- Attack: Close blast 3 (creatures in the blast); +13 vs. Reflex
marked until the end of the vanguards next turn. If the ing enemy up to 2 squares, then flies up to 6 squares. Hit: 9 lightning damage.
target doesnt end its next turn adjacent to the vanguard, Skills Arcana +15 Str 16 (+8) Dex 16 (+8) Wis 13 (+6)
the vanguard can immediately charge the target as a free Str 10 (+5) Dex 10 (+5) Wis 10 (+5) Con 19 (+9) Int 10 (+5) Cha 16 (+8)
action and doesnt provoke opportunity attacks for the Con 16 (+8) Int 20 (+10) Cha 13 (+6) Alignment evil Languages Common, Draconic
charges movement. Alignment evil Languages Common, Draconic Equipment leather armor, heavy shield, 4 javelins, spear
C Dragon Breath (poison) Encounter Equipment robes, staff
Attack: Close blast 3 (creatures in the blast); +14 vs. Reflex,
or +16 vs. Reflex while the vanguard is bloodied Tactics: The dray captain and foot soldiers close Elementals
Hit: 1d6 + 6 poison damage. to charge enemies. They stay in phalanx formation Combat Encounter Level 8 (1,750 XP)
Str 21 (+10) Dex 12 (+6) Wis 18 (+9)
as much as possible, but the foot soldiers help to
Con 15 (+7) Int 14 (+7) Cha 15 (+7)
Alignment evil Languages Common, Draconic
surround foes. They attempt to take out enemy spell- This encounter can take place in any terrain.
Equipment plate armor, heavy shield, longsword casters and healers first.
The dray defiler keeps its distance except to use
defilers breath.
Setup
Giustenal version of Draconic. The dray have trained
The XP total for the encounter is your XP budget to
their whole lives for this moment and have been
combine elementals and hazards. Select monsters,
promised eternal glory by Dregoth. If the adventurers
hazards, and terrain based on the island section in
can communicate with the dray, they can learn much
which the encounter occurs.
of the same information that the brohg knows in Dray
Mountains: Shardstorm vortices and rocky out-
Patrol A (see above).
croppings are most common, and silt pits occur due
to windblown silt.
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The Isle of Death
Silt Pit Level 7 Hazard Death Shard Level 8 Artillery Shardstorm Vortex Level 7 Skirmisher
Terrain XP 300 Medium elemental magical beast XP 350 Medium elemental magical beast (air, earth) XP 300
Detect Perception DC 23 Initiative HP 71; Bloodied 35 Initiative +9 HP 80; Bloodied 40 Initiative +9
Immune attacks AC 22, Fortitude 19, Reflex 21, Will 19 Perception +7 AC 21, Fortitude 19, Reflex 20, Will 19 Perception +6
Triggered Actions Speed 3, fly 3 (hover) Darkvision Speed 0, fly 8 (hover)
Attack At-Will Immune disease, poison; Resist 10 necrotic Immune disease, poison
Trigger: A creature enters the pits space. Standard Actions Traits
Attack (Opportunity Action): Melee 1 (the triggering crea- m Razor Shard At-Will O Sandblast Aura 1
ture); +10 vs. Reflex Attack: Melee 1 (one creature); +13 vs. AC Each enemy in the aura takes a 2 penalty to all defenses.
Hit: 1d10 damage, and the target takes ongoing 5 damage, Hit: 2d10 + 5 damage. Standard Actions
is blinded, and is restrained (see Countermeasures). Until r Death Bolt (necrotic) At-Will m Abrasive Slam At-Will
the target exits the pit, other creatures have no line of Attack: Ranged 10 (one creature); +13 vs. Fortitude Attack: Melee 1 (one creature); +10 vs. Fortitude
sight to the target. Hit: 2d6 + 9 necrotic damage, and the target is slowed Hit: 2d8 + 2 damage.
Miss: The target returns to the last space it occupied, and (save ends). C Whirling Blast Recharge 5 6
its movement ends immediately. Triggered Actions Effect: The vortex shifts up to 4 squares and makes an
Countermeasures C Critical Fracture (necrotic) Encounter attack.
Escape: Acrobatics or Athletics DC 16 (move action). Trigger: An enemy scores a critical hit against the shard. Attack: Close burst 1 (creatures in the burst); +10 vs. Reflex
Success: The target is no longer restrained. Attack (No Action): Close burst 2 (enemies in the burst); +13 Hit: 3d8 + 3 damage, and the vortex pushes the target 1
E xit: Athletics DC 16 (move action). Success: The target vs. Fortitude square.
climbs out of the pit, ceases taking the ongoing damage Hit: 2d8 + 5 necrotic damage, and the target is weakened Miss: Half damage.
from the hazard, and is blinded (save ends). until the end of its next turn. Str 10 (+3) Dex 19 (+7) Wis 16 (+6)
E xit Assistance: Acrobatics or Athletics DC 16 (stan- Life to Death At-Will Con 16 (+6) Int 5 (+0) Cha 6 (+1)
dard action). Requirement: The assistant must have a tool Trigger: The shard resists damage. Alignment unaligned Languages Primordial
that can reach the target, such as a pole or rope. Success: Effect (No Action): The shards attacks deal 1d8 extra
The target gains a +5 bonus to any check to escape or damage until the end of its next turn. Silt Pits: Hidden under the silt are pits (1d6 5
exit the hazard. Variable Resistance Encounter feet deep) that occupy 1d4 squares and have rocky
Trigger: The shard takes acid, cold, fire, lightning, or thun- sides (DC 15 Athletics to climb). See Hazardous Silt
der damage.
Rocky Shoals: These areas are like mountains, (page 4) for the effects, or use the silt pit trap.
Effect (Free Action): The shard gains resist 5 to the triggering
except here silt wisps and pits are more common. damage type until the end of the encounter.
Rugged: Silt is uncommon in this terrain, but any
combination of elementals and hazards is possible.
Skills Stealth + 14
Str 14 (+6) Dex 20 (+9) Wis 16 (+7)
Monsters
Sandy: Rocky outcroppings and necrotic pools Con 17 (+7) Int 7 (+2) Cha 14 (+6)
Choose among the following elementals: Death
are sparse, but black sand is ubiquitous. Death shards Alignment chaotic evil Languages Abyssal Shard, Shardstorm Vortex, Silt Wisp.
prefer necrotic pools, so they are uncommon.
Tactics: Death shards prefer to float above haz-
Necrotic Pools: These shallow, hissing pools of
ardous terrain, especially necrotic pools, to keep
Terrain necrotic filth are difficult terrain. A pool can be as
small as 1 square or as large as a 1d4-square area.
melee attackers at bay. If the terrain doesnt deter
Choose among the following terrain types for design- enemies, the shard tries to float just out of melee
Any creature that ends its turn in a necrotic pool
ing your encounter area. Hazardous terrain can be range as soon as it can do so without risking opportu-
takes 5 necrotic damage.
identified with a DC 12 Arcana check or Nature nity attacks.
Rocky Outcroppings: A rocky outcropping usu-
check. Shardstorm vortices can fly, but they tend to stay
ally fills 1d4 squares and is blocking terrain 1d4 5
Black Sand: A creature in a square of black sand close to the ground. These elementals like to attack
feet high (DC 15 Athletics to climb).
regains half the normal number of hit points. separate targets rather than concentrate their attacks
on one enemy at a time.
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The Isle of Death
Silt Wisp Level 10 Minion Lurker When the encounter starts, read: Who are you?
Small elemental magical beast (air, earth) XP 125 A 2-foot-long red lizard pops out of a nearby crevice. It is I am Vitaal, 97th son of Enos the Awakener, blessed be his
HP 1; a missed attack never damages a minion. Initiative +14 wearing intricately engraved leather armor. Several other name.
AC 23, Fortitude 20, Reflex 23, Will 20 Perception +5 smaller lizards cluster about. The lizard stands up on its
Speed 6, burrow 6 Blindsight 3
hind legs, points a small staff at you, and says: Stop where Who is Enos?
Immune disease, poison
Traits
you are! Who are you, and what are you doing here? Enos, blessed be his name, granted understanding to my
O Blinding Silt Aura 1 first ancestor so that we might carry on his duty. The winds
The aura is lightly obscured to enemies. Any enemy that Vitaal is intensely curious about the adventurers but of the sea seemed ill-fated the day that Enos, blessed be his
starts its turn in the aura takes 5 damage. also skeptical. If the party attacks the lizard druid, name, crashed here on the world from his home beyond
Ghostly he and his reptilian followers vanish into crevices too the sea. But the winds blow in all directions, and because
Any enemy that makes an area or close attack against the small for the characters to enter. Use the following of that crash, Vitaal the First met the prophet. Since then,
wisp must make the attack roll twice and take the lower
roleplaying notes to guide this encounter. ninety-seven generations of my people have stood ready.
result.
Silt Walk
The wisp ignores difficult terrain resulting from dirt, sand,
or silt and leaves no tracks in such terrain. The wisp can
Roleplaying Vitaal Whats your purpose on this island?
I lead my people while we wait for the Promised Day,
move across and stand on nonsolid horizontal surfaces
Vitaal carries himself with great dignity despite his when life again is brought to the world and the darkness is
(such as silt or water) as if they were solid ground. tiny size. His word choices and phrasing are archaic ended. From the sandy shore to the mighty mountains, all
Standard Actions and elaborate. He quotes the holy sayings of Enos the the world will become full of fruit and light on that day.
m Choking Silt At-Will Awakener, and he always adds Blessed be his name
Attack: Melee 1 (one creature); +13 vs. Fortitude after mentioning Enos by name. His earnestness and
Hit: 5 damage.
Will you help us?
his limited worldview (the island is his whole world) How can we know that you are not deceivers sent by the
Str 4 (+2) Dex 20 (+10) Wis 10 (+5)
can be comical, but his deep conviction lends him an death-dealer?
Con 10 (+5) Int 4 (+2) Cha 6 (+3)
Alignment unaligned Languages
air of heroism.
Vitaal is a true believer in Enoss prophecy that a Where is the elemental conduit?
new source of life will arrive on the island someday. I shall say no more until I know whether you are bearers of
Like the vortices, silt wisps prefer to attack mul-
Nonetheless, he is skeptical that the Promised Day good or ill.
tiple targets. Silt wisps might attack in waves instead
has arrived. If the adventurers mention or reveal the
of all at once.
seed of life to Vitaal, a smaller lizard whispers, Patri- What do you know about the dray on the island?
These elementals do not pursue enemies that flee.
arch, they are the bearers of the seed! The Promised The invaders arrived a few weeks ago. They are loud and
Day is upon us! The young lizard can hardly contain easy to avoid, but the death-dealer who leads them uses the
Vitaal its excitement, but Vitaal shushes it while he ascer- islands dark power to animate the bones of the ancients.
Roleplaying Encounter tains the partys full intentions.
The adventurers meet Vitaal, an awakened druid Questions and Answers Successful Negotiation
lizard that could be a valuable ally. If the adventurers convince Vitaal to assist, read:
Below are some common questions and answers that I never thought this day would come during my time, but
might come up during discussions with Vitaal. Read I am convinced that you are destined to fulfill the prophecy
or paraphrase them to maintain a conversation. of Enos the Awakener, blessed be his name. The Promised
Day has arrived! How shall we proceed?
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The Isle of Death
M a y 2 012 | D U N G E O N 2 0 2
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The Isle of Death
Treasure: The partial suit of plate armor was once A DC 12 Perception check shows numerous dray Standard of Taraskir Level 13 Uncommon
magical but has suffered from long centuries buried footprints in the ash around the shrine but very few The banner unfurls with a roar to reveal a stylized lions
in the sand and is not useful as armor. Nonetheless, near the alcove. A DC 17 Arcana check or Heal check head in red against a gold background.
the steel is worth 500 gp on the open market either as reveals that the dray was killed by a lightning bolt. Wondrous Item 17,000 gp
raw material or as a collectors item. The wall etchings are badly eroded. They depict Utility Power (zone) Daily (Standard Action)
The breastplate has a double circle emblem on humanoids in martial poses and in wooded settings. Effect: When you plant the standard in your space or an
it. A DC 30 History check reveals that this was an Treasure: The staff and gold cloth are a furled adjacent square, it creates a zone in a close burst 10.
While in the zone, you and your allies gain a +3 item
emblem used by Wyan of Bodach, a sorcerer-king standard of Taraskir.
bonus to damage rolls, and can use second wind as a
who died ages ago. Trap: A magical trap treats the standard and the minor action.
One of the armor parts has a small clay tablet cloth as a single warded object. This effect lasts until the end of the encounter or until
attached to it. The tablet is covered in ancient hiero- the standard is removed from the ground. Any character
glyphics that the adventurers cannot read. The Storm Ward Level 9 Trap in or adjacent to the battle standards square can remove
tablet also shows a map of the island along with vari- Object XP 400 it from the ground as a standard action.
ous arrows depicting what looks like a battle plan. Detect Arcana DC 25 Initiative
Marked on the map is a village at what is now the
ancient shrine (area 4). Comprehend Languages or a
Immune attacks
Triggered Actions
5. Elemental Conduit
Attack (lightning, teleportation) At-Will Combat Encounter Level 14 (5,600 XP)
similar ritual can translate the hieroglyphics:
Trigger: A creature removes the warded object from its
starting location. By the time the characters reach the elemental con-
Once we arrive at Glintril Island, you will take your men Attack (Opportunity Action): Ranged 10 (the triggering crea- duit, they must plant the seed quickly and defend it
and secure the western beach. You should be prepared for ture) ; +12 vs. Reflex
while it takes root. The conduit is a convergence of
and deal with any eladrin defenders. Hit: 2d8 + 8 lightning damage.
Effect: The warded object teleports back to its starting
elemental power that the seed of life can tap into to
General Hyghmar, Second Legion of Bodach
location. accelerate its growth and power.
Countermeasures Monsters: 1 dray necromancer (D), 2 cinder
4. Ancient Shrine Disable: Arcana or Thievery DC 25. Three Successes: The zombies (Z), 8 skeleton mobs (S; 3 or 6 initially on the
Trap Encounter Level 9 (400 XP) trap is disabled. Failure (20 or lower): The character trig- map).
gers the trap.
The adventurers stumble across an ancient shrine When the adventurers arrive, read:
from when the island was a refuge for fey creatures. When the party obtains the standard, read: You reach the entrance of a small canyon with an exit at the
Occasional flashes of lightning from the trap are vis- The battle standards staff is made of dark, weathered far end. Its sides are 50-foot-high cliffs. The canyon teems
ible up to one mile away. wood. Golden cloth with a metallic sheen makes up the with skeletons. Some are shambling piles of bones, some are
Trap: Storm ward. f lag, which has a stylized red lions head on it. humanoid, and some are lumbering monstrosities combin-
ing bones from many different creatures.
When the characters arrive here, read: A DC 25 History check reveals that the standard Sludge pools are scattered across the canyon, including
Ruins stick up out of the volcanic rock. They look like they likely belonged to followers of Taraskir, an ancient a large one with a small island in the middle. Manifesta-
were recently revealed when the rock shelf covering them giant who once ruled Giustenal and was renowned tions of air, earth, fire, and water erupt from this island at
broke away. Only the shell of one building remains, but you for his wisdom and bravery. After his death at the ground level, forming an elemental vortex.
can see a few etchings on the walls. A 5-foot-deep alcove in hands of the sorcerer-king Dregoth, Taraskir became Not far from the vortex are ruins and a pulpit made of
the middle of one mostly intact wall contains a 5-foot-long a cult figure. Rumor has it that some people still wor- bones, upon which stands a tall, thin dray dressed in black
staff partially wrapped in gold cloth. An armored dray lies ship the hero giant. robes and wielding a staff. The dray is casting a ritual. As
dead before the alcove.
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The Isle of Death
he chants, more undead erupt from the ground, including a cinder zombie at his side until the first one dies or he
pair of charred zombies with cinders swirling about them. comes under direct attack.
Monwroth and his undead are too preoccupied with Monwroth uses life drain as often as possible but
the ritual to notice the adventurers. When the char- otherwise uses ray of enfeeblement. He uses poison field
acters move into the canyon, roll initiative, and the if he can catch three or more enemies in the burst.
adventurers gain a surprise round. The skeleton mobs swarm the nearest adventurers
Any hazardous terrain can be identified with a or try to uproot and destroy the seed of life.
successful DC 12 Arcana check or Nature check.
Conduit Fissures: The map shows fissures in the
ground around the necrotic pool, above which swirls
Vitaal
the elemental conduit (see below). These fissures take If Vitaal is with the party, he leaves to create a distrac-
up 3 squares each, and any creature that ends its turn tion on the far side of the canyon.
in a fissures area takes 5 acid, cold, fire, and thunder
damage. Where the fissures meet the necrotic pool, If the party waits for Vitaals distraction, read:
the elemental damage dealt is in addition to the pools A blinding flash of light on the far side of the canyon breaks
necrotic damage (see below). the dray necromancers concentration. He sends half the
Elemental Conduit: The ruptured conduit spews skeletons to investigate while the rest of the skeletons and
forth a vortex of air, earth, fire, and water 30 feet two cinder zombies remain.
tall, 5 feet wide at the base, and 15 feet across at the
top. Any creature that enters or starts its turn in the Vitaals distraction leaves only three skeleton mobs on
vortex takes 10 acid, cold, fire, and thunder damage the battlefield at the start of the encounter.
and is pushed 5 squares from the center of the vortex.
A creature can take the damage once per turn. A Planting the Seed
character can plant the seed of life beneath the vortex The adventurer with the seed of life must plant it
without coming into contact with it. directly below the elemental vortex, on the small
Necrotic Pools: These shallow pools of necrotic island surrounded by the necrotic pool. Planting the
filth are difficult terrain. Any creature that ends its seed is a standard action.
turn in a necrotic pool takes 5 necrotic damage.
Once the seed of life is planted, the necrotic pools When the seed of life is planted, read:
solidify and begin to crack. From that point on, the You bury the seed below the elemental vortex. A moment
necrotic pools become normal terrain. later, the entire canyon trembles. The necrotic pool solidi-
Ruined Walls: These tumbled ruins are adorned fies and begins to crack. Suddenly, two more skeleton mobs
with eroded fey motifs. They are blocking terrain erupt from the earth and shamble toward the seed.
about 5 feet high. A character can scramble over a
ruined wall by taking a move action, or treat the wall Two more skeleton mobs arise within 5 squares of
as difficult terrain with a successful DC 16 Athletics the elemental conduit. Each mob rolls initiative when
check or Acrobatics check. it arises, and it focuses on destroying the seed of life
Tactics: Monwroth directs one of the cinder zom- before the seed takes root.
bies to attack. It fights with mindless ferocity, striking
at the nearest target. Monwroth keeps the other
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The Isle of Death
Dragonborn Necromancer (D) Level 14 Artillery necromancer had been making progress and was 8 Skeleton Mobs (S) Level 9 Soldier
Medium natural humanoid, dragonborn XP 1,000 thinking about sending the first batch of undead to Large natural animate (swarm, undead) XP 400 each
HP 108; Bloodied 54 Initiative +8 the dray ships (area 1) to be loaded. He is angry about HP 93; Bloodied 46 Initiative +11
AC 28, Fortitude 25, Reflex 27, Will 26 Perception +7 the interruption. AC 25, Fortitude 21, Reflex 22, Will 20 Perception +6
Speed 6 Speed 6 Darkvision
Standard Actions Immune disease, poison; Resist 10 necrotic, half damage
m Rotting Staff (necrotic, weapon) At-Will 2 Cinder Zombies (Z) Level 12 Soldier from melee and ranged attacks;
Attack: Melee 1 (one creature); +19 vs. AC Medium natural humanoid (undead) XP 700 each Vulnerable 5 radiant, 5 to close and area attacks
Hit: 2d8 + 1 damage, and ongoing 10 necrotic damage HP 121; Bloodied 60 Initiative +9 Traits
(save ends). AC 28, Fortitude 25, Reflex 24, Will 23 Perception +6 O Grasping Claws Aura 1
r Ray of Enfeeblement (implement, necrotic) At-Will Speed 6 Darkvision Any enemy that starts its turn in the aura is grabbed by the
Attack: Ranged 20 (one creature); +19 vs. Reflex Immune disease, poison; Resist 10 fire, 15 necrotic; mob (escape DC 17). Until the grab ends, the enemy grants
Hit: 2d8 + 13 necrotic damage, and the target is slowed Vulnerable 5 radiant combat advantage.
(save ends). Traits Swarm
First Failed Saving Throw: The target is also weakened O Burning Embers (fire) Aura 1 A swarm can occupy the same space as another creature,
(save ends both). Any enemy that leaves the aura takes 10 fire damage. and an enemy can enter its space, which is difficult terrain.
R Life Drain (implement, necrotic) Recharge if the necro- Standard Actions The swarm cannot be pulled, pushed, or slid by melee or
mancer misses with the attack m Fist of Cinders (fire) At-Will ranged attacks. It can squeeze through any opening that is
Attack: Ranged 10 (one creature); +19 vs. Fortitude Attack: Melee 1 (one creature); +17 vs. AC large enough for at least one of the creatures it comprises.
Hit: 3d10 + 11 necrotic damage, and the necromancer Hit: 2d6 + 6 damage plus 2d6 fire damage. Standard Actions
gains 10 temporary hit points. Triggered Actions m Claws At-Will
A Poison Field (implement, poison, zone) Encounter M Punishing Sparks (fire) At-Will Attack: Melee 1 (one creature); +14 vs. AC
Attack: Area burst 2 within 10 (enemies in the burst); +19 Trigger: An enemy within the zombies aura makes an Hit: 2d8 + 8 damage.
vs. Fortitude attack that does not include the zombie as a target. Str 17 (+7) Dex 20 (+9) Wis 14 (+6)
Hit: 1d6 + 13 poison damage. Attack (Immediate Interrupt): Melee 1 (triggering enemy); Con 13 (+5) Int 3 (+0) Cha 3 (+0)
Effect: The burst creates a zone that lasts until the end of +15 vs. Reflex Alignment unaligned Languages
the necromancers next turn. Any creature that starts its Hit: 2d6 + 6 fire damage.
turn in the zone takes 10 poison damage. C Choking Cloud (poison) Encounter
Sustain Minor: The zone persists. Trigger: The zombie is first bloodied. When the seed takes root, read:
Minor Actions Attack (Free Action): Close burst 3 (enemies in the burst); Suddenly, an unearthly whoosh fills the canyon as the ele-
C Dragon Breath (necrotic) Encounter +15 vs. Fortitude mental vortex explodes outward and dissipates, showering
Attack: Close blast 3 (creatures in the blast); +17 vs. Reflex Hit: 2d12 + 7 poison damage, and the target cannot spend the area in pebble-sized rocks and water. Fire burns away
Hit: 3d6 + 7 necrotic damage, and the target cannot regain healing surges (save ends).
the necrotic filth and is quickly doused by a cool rush of air.
hit points (save ends). Miss: Half damage, and the target cannot spend healing
surges until the end of the zombies next turn.
The last of the undead monstrosities tremble and collapse
Skills Arcana +18
Str 12 (+8) Dex 13 (+8) Wis 11 (+7) Str 22 (+12) Dex 12 (+7) Wis 10 (+6) into lifeless heaps.
Con 18 (+11) Int 22 (+13) Cha 20 (+12) Con 17 (+9) Int 2 (+2) Cha 6 (+4) Silence fills the canyon as you notice a tiny pale green
Alignment evil Languages Common, Draconic Alignment unaligned Languages shoot rising out of the small mound in which the seed was
Equipment robes, staff planted. The elemental conduit has been sealed, giving rise
The Seed Takes Root to new life.
Monwroth Once the seed of life is planted, it begins absorbing the
Dregoth ordered Monwroth to go to the island and Any undead in the canyon are destroyed when the
energy from the elemental conduit. Five rounds later, seed of life takes root. Living creatures can spend a
raise an undead army. This task has proved more it takes root.
difficult than anticipated since the necrotic link healing surge. If Monwroth is still alive, the energy of
animating the undead is tenuous. Nonetheless, the
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The Isle of Death
his ritual backfires through him, annihilating him in About the Author
a gout of green fire. Jared Espley is the author of Beneath the Dust (Dungeon
If Vitaal aided the adventurers, they can find his 187), which is also set on the barren world of Athas. He works
for NASA, studying the barren world of Mars, but he nonethe-
corpse and those of his people buried under piles of
less enjoys trees and rivers. Jared thanks his friends for their
bones. The level of violence evident on their small help in playtesting this adventure.
bodies bears testament to their fierce determination
to aid in the culmination of Enoss prophecy. Vitaals Developers
expression in death looks strangely serene. Christopher Perkins, Chris Sims
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