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Tee === FINAL ISSUE! ciicrtite. wan on tne wares VOLUME 21, NO 9 The time has come to challenge the Pine Demons! An army of demon$ and dladeins ds ready to mountan assauls on his 21 realm of Gaping Mi pive your players the divtraetian they ms to prevent Demogorgon froma activating. the savage tide and driving a sorld dene A Sausage Thile Adventtire Patfi-se@hario far 2oth-level characters. ADVENTURES 16 KILL BARGLE n Bulmahn wanted, dead or alive. Romor holds that he dvells in the bowels ofa forming sorts of foul sorcery. Only the truly brave, or perilously foolish, would dare to challenge Bargle in his own 34 QUOTH THE RAVEN Nicolas Leque Aseral nis slaughter in the annals ofthe city’s ewspapes,to the delight and horn To catch criminal, the PCs must with an old adversary. scarzed, and imprisoned, Viktor Salnt- the final word. This sequel to issue #338 Demain is determined to ‘Chimes at Midnight"is an Eauxxow adventure for Sth-level characters, 100 INDEX A complete index of every adventure or ‘ampaign Workbook run in Duncron, plus sidebars on the 26 greatest Doncxon locations and villains 4 QUNGEON. SET=\I8ER 2007 ‘TOON 33° The Portent 126 Downer torial 10 Prison Vail M12. Gamer Guide 114 Dungeoncratt 128 Mag of Mystery 18 The City 120 The Dungeon 122 Critical Threat 124 Wandering Monster ne Reynolds, one of our favorite artists, returns for the final issue to a capstone on the Tide Adventure Path, at Yemnogoryon's enraged command a barrage of lethal bolts, killer forces, and demon-shattering spells were sent to vaporize the insolent figure that rose like a colossus before their burr iy and invisibly, and the smol struck, vis 2 eyes. The forces lack Graz’zt seemed to shake and thin and nearly disappeared under the withering power sent against it. Well it should, for enough force to destroy a small mountain had been ex baboonlike ads. ‘Finish him! ded. ‘Again!’ screeched both of the demon king's Gary Gygax “Come Endless Darkness” DUNGEON ADVENTURI PLAYER REWARDS! ‘Take advantage of the RPGAS Player Rewards program by scoring points ‘with the adeenrures from this issu of Doxczon! Hach adventure is orth 2 DAD Player Rowards points and reinains active until 10fsi/oy, Drop hy rpgxcom for more details, and use the following adventure codes: Ail Bargle!as0K2DN) (Quoth the Raven (aseQRiDN} Prine of Demons [isoPD:DN} SEATENBE: 2007 DUNGEON 5 FROM THE EDITOR, SIGI1iili OFF So here it is. The last print issue of Doxexon magazine, ive knowa it was coming for several roonthis nox, but today still carne faste than T expected it to. Fortunately, 1 did manage to get most of what 1 wanted into the magazine (dinosaurs on the cover, a Lovecraftian adventure, an updated Maure Castle, jrc-edition stats for the feoghemoth, pictures of several of my player characters, and stals for Igewill- "The only major project Tmissed was hat I never did get thar conversion/s to “Expedition to the Barrier Peaks But since that would have required yoo-puige magazine (and three times the work), its probably best for my sanity that i didn't happen afterall. ‘Working on the list of top ten villains andadventuresitestodecoratethis issue's enormous index of all things DuNeeon {and some things Poxrizpron} 1 real- ized something. There's been an awful Tot of excellence in Duncrow over the conse of the last 21 years Back In issue #26, we asked a panel of expert game designers to list their favorite Duncron adventures, and not a single one of the top ten adventures they chose was one that Erik and 1 had published under our watch. So it's not without some pride that, when I asked around for folks’ favorite villains and locations for this issue, the majority of the answers were frou more recent issues. Locations like Maure Castle and the Styes, and villains el OUNCEON. sepTeNe=s 2007 Ike Vanthus and Lashonna, relly seer to have found their fans, and 'm really proud of them. 1, of course, have my own favorites among Duncron’s adventures. Oldies ike “Caermoor” ftom issue 42 (wherein the PGs have to save a small village from the powerful devil Baalphegor, who I Gropped a reference to in “Dawn of a ‘Age on through to gems ike issue ise “The Blephant’s Graveyard” (my first ‘TPK as a DM, thanks to a greater busilis) ssue-t30's "Thfondar’s Legacy” (ony first TPK as a player, thanks to a cer- fain black dragon), issue 470'5 "King- dom of the Ghouls” (still my favorite Underdark adventure, and also the frst adventure Iran in 3.0—at the time as high-level playtest for the new rules},and *The Lict-Queen's Beloved” cently served, ina highly-modi- fied form,as the capstone adventure for ‘my last campaign) And that docen't even sevatch all the incredible adventures Ive Deen able to print as an € the maguzine, including new classics like “Maure Castle! “The Coming Storm,” ‘The Styes" “Chimes At Midnight,” and “The Whispering Cairn" All that suid. theres one mone “a tore” [like to mention, even though its technically 12 adventures and not one. Having written part of Duncron’s first adventure path and helping to plot out its second, Savage Tide is the one that 1 can really call my own. While many key elements certainly came fiom othe follss here at Paizo and ffom the adventures! ‘authors the campaign's name and the overarching plot was mostly from me, 1 couldrit behappier with howrittumed out, and like to thankall ofthe authorsand artiste who helped memake what may just be the best D&D campaign ever And I suppose that about sums it up. With Pathfinder TTLstiITbe deeply invo and committed to brlaging you the best ‘campaigns I can pay the best authors to ‘write and the best artists to illustrate. Weve got some exciting things planned for the fcture, but I cant help bat feel sad when | look back at the past. Duncrow, Thas given me neatly 650 adventures over: the past 21 years, certainly enough to keep my D&D games running for along time. Assuming modestly, on average, that a Duncaon adventure gives enough mate Hal or two game sessions, that’s enough to keep any once-a-week gaming group busy Zor another a1 years StTL Tthink t's fair to say Icould have used another at years of DUNCAON. So long, old friend! ed Jatnes Jacob Editor-in-Chiel james jacobs@paizo.com ADVERTISEMENT. FRI THE PUBLISHER Readers, ‘Recently, Wizards of the Const decided not to renew Paizo Publishing's license to create and distribute Dracow and DUNC#ON magusines. Both magwines will cease publication following the release of their September issues, which ship to subscribers and newsstands in AugustThe final issues of the magizines oll be DUNCEON #350 and DRACON #359. Wizards of the Coast will be moving the kind of content ceurcently found in the magazines to an online model. Both compsnies remain on good terms and continue to discuss fioture opportunities for publishing partnerships, As more information becomes available on Wizards of the Coast's plans forthe Daacon and Duncxon brands, we'll keep you updated in the remaining issues ofthe magazines Paizo will continue to create products compatible with the vorld’s most popular roleplaying game, In addition to our existing line of GameMastery accessories like item Cards and the new Critical Hit Deck, this summer-will see the debut of txo exciting RPG lines from the same creative ‘minds that have brought you the magazines these last five years. In June, Paizo kicks ff its new GameMastery Mod- ‘les Tine, featuring monthly g2-page adventures fom top designers like Nicholas Logue, Richard Pett, Woligang, Baur, and Jason Buliahn! Fach lavishly illustrated full- colo: GameMastery Module is designed to be used easily in a'yide variety of campaigns, and will meet or exceed the ‘expectations you'Ye come to expect from Paizo Publishing. August sees the debut of Paskjinder, a new monthly 96- page, perfect-bound, OGL-compatible fill-color softcover ‘Adventure Path book printed on high-quality paper: Over the Tst several months, the same editors who bring you Dzacon and Dowezow have been developing the next evolution in RPG campaigns, and we hope you!l take some time to look at what we have to offer. Ptlfinder willbe sold at hobby retail stores, bockstores, and online at paizo com, and-—thoogh its 2-book, not a magezine—well be offering a subsexiption service for grmers cager to add a vorpal edge to their cam paigns: In fact, you can subscribe to Pathfinder right now and receive a fiee bonus Players Guide to the fist Poihinder ‘Adventure Path: Rise of the Runclords. Speaking of subseriptions, the discontinuation of Dracox and Dunceon will leave many of our valued sub- scribers with excess subscription credit, Paizo has set up special transition web page at paizo.comtransition that offers multiple options to these subscribers. A brief sum- mary ofthese options follows: Pathfinder: Cucvent subscetbers can transfer thelt exist= ing post-September subscription credit to monthly vol umes of Puilfiider ata generous discount as an casy way to try out the new publication, This s your opportunity to ‘get in on the ground floor of this major new series, and ‘wed certainly love the chance to keep delivering exciting gaming content to you on a monthly basis, acon and DUNGEON Bark Issues: Subscribers can choose te receive select back issues on a one-for-one basis based on remaining suiseription credit. This is a great ‘way to fil holes in your collection. Paizo.com Store Credit: Paizocom 3s the Internet's leading online hobby store, with more than 22,000 gare ing produets from hundreds of publishers. Subscribers ‘an swap their excess subscription eredit for store credit ‘on our website ata generons 120% exchange rat, Refund: Af none of the above options appeal to you, Paizo will issue you 2 refund check for your zemaining subscription credit. (Refind checks will be issued starting, ‘October, 2007, and may take several weeks to arrive) Subscribers without access to the Internet should con- tact our Customer Secvice Department far more informa tion about the above choiees and a form to help you make your selection, Waite us at Magazine Transition/Paizo Publishing, LLG/2700 Richards Road, Suite 203/Bellevue, WA 98005, We anticipate a large volume of ail related (0 the transition, so please be patient with us as we aildress your needs Deicon and Done¥ON have been the backhone of Paizo Publishing since we spun off ftom Wizards of the Coast’s periodicals department ix 2062, nd both ‘magazines have been an integral part ofthe RPG pub- lishing world for decades. Bringing the magarines to you every month hes been a trae hamtor, and we in the Pairo family look forward to the continuing honor of serving your gaming needs for years and years to come, elk Mona. Publisher 10 Tell us what you think of this issue. Chick out the Dumeso mexsapebodtd paes.com dungson Stop by she Worc ORO messageboards at ds.comjdnd De ee lie FM eect Wee covered a fo! of grounel fn the last few issues, 30 rather than focus solely on issue #147 (pictured above), Fike ro point out the highlights from issue stag and e149 2s well ‘Tine SavageTae kicked into overdrive in these issues, taking the PCs to the depths of the Abyss and beyond, Just being able to narvedrop fzgaily and ‘Orca and Charon on the cover made me giggle ikea lunetic. Inthe Kow-kve! arena, we robbed a bank in Esernow fought an unkilable ‘monster from the woods and wandered back tothe city of Saserne to fi the place infested with biderina iichigent Sweaens. As tworks out nothing blows ‘theexpected wealth gain fran acventure ute the water quite ke making al of ‘the vlians magie weapons! ‘And in the game's most populor band for adventuring the sweet spotof éth-sath eve), weecced outthe Spawn of Sehan camaaign ar with a tip up ‘the hilt ight yak flk, got dour and. ity in Gnevwasies ety of Spinecatle, and took some time off in the lovely (and monsterinfested) Moorshae ses inthe Forcorten Rrawws, Bock sues of Dunczon are avaiable st pazo.com, DUNGEON. SePTeUnER 2007 Looking Back, Part One jartercentijpeceined acbiionie ot DuwazoN and 1 was very impressed to teat that in the last issue you are going to publish an archive listing. of al the adventures that have appeared in the geste Tis val bs comet acto thing focmse,asrecentlya fiend of mine, tpi witartusnicly dues play DAD) your fine maguine.|startedto subscribe to atisoue foo, and fve since been able ‘o collet the intervening issues Horzah Twill shortly have ll go issues of your excellent pertodial I find that my DM style is to take pinithed eee eoctasicadeat nic of my on design, ‘This allows me 10 concern aayeciftnore with the plotand grander scope of things without having Policbeged coal tee canal od each encounter, setting, or NPG. Your ‘magazine isa goldmine of ideas, adven~ tures, and advice that makes my job of Ming no! only easier but betier in the eyes of my players. I salute you, sirs,on the part you have played as the ‘silent member of my game sessions. T will miss the monthly issues of both magazines, but I'm certain that with minimal effort 1 can bring all the bundreds of adventuzes you have published to my gaming table, which should afford me several years, nay decades, of gaming fun. Prison Mail Endings may be sorrowful, but they Jjust sweeten the memories of the good times of the pas, present, and those yet rocomel Three cheers and well met to Duwcrow and all of its contributors and creators! ‘Trevor Chapman Brampton, Ontario Looking Back, Part Two Asayounggternew to DAD Hooked for- ward to the occasional Deacow maga tine that contained an adventure (and defacing the magazine by removing the staples to extract i), When Duy exon rmagszine wes announced I started my subscription, hopeful that 1 woulda’t miss a single issue: Through the yearsT ever let lapse, though tent through ‘more than a decade of not playing while in college and starting a family. The bi- snonthily arrival of Donczon was a con stant dhrough a Tot of change and a very enjoyable way to pass spare moments. ‘ wassuzprisedathow hard the news that Dunc#ow would no longer bein prt hit 1me, Notonlyhad the magazine ben acom- panion through some ofthe mos mpor. fant phases of my li getting an adventure published had been a goal of mine Aftera Series of (ery polite) jection letters fom Roget Moore in the Lae Sos, my atention tured to other goals I achieved & few of hem and with the thid edition getting me buck inthe game Tstared to fas on _ehventutes for BUNCEON again LAST WORDS JAMES LAFOND SUTTER Before | started working for Dunseow, | had never run a pub Yishes adventure ir my fen fact | was downright snobby about it— afer all shouldn't any seif-resgeet- ing DMs be able to create their own =xiventores? Going toa magazine or module felt ike crutch, an admis~ sion of failute, Play somebody else's adventure? No thanks Then | discovered Paizo and, through it, DuNcEON magazine. (1 nieve forget when Erik Mona walkes Lup to my desk, threw down a tome cof a manuscript, and seid, “So, you want to edit? Go through this and tell me what changes you suggest.” “The document in question? erik ‘own “The Whispering Gaim” and Diamond Lake beckdrap. Talk about trial by fre, ‘Apoarently my chonges must have been aright becuse m sel here but comething ase of note occurred that day te | ead through that adventure, cuttngcommatwherel dare, rized something: the adventure was good. More, it was great. With every scene ty brain spun offn 2 heretofore unee- plored direction. | was shocked—how could a published adverture cpiure ‘ny imagination so? With that adven- sure and everyone that’ fllowed, ‘ve resized the Yoth of the ratter—that rather shan sig creat the tric sure of a published adventure is the starting pei the support that allows the imagination to range Gr and wide in pursitof those l-importantcetals Each time | see my seven Savage Tide players fee from mumryy rot 0° send archors beating shadow pais nto the sa gudlyadrit that was wrong. ‘and ow ere | amin the fil ssue, the last etitor ever to be hired onto Dunckon magazine. Myeteral thanks to everyanc—Paizoites and readers allke—for leting me st at your table, \sbeen an hover and a privilege JEREMY WALKER ‘O Adventure! Reach from dark depths to touch the sey; Rest in peace my frend. 12 DUNGEON. =EFTEVBER 2007 While I'll never be published in Dowex, I take satisfaction in wit nessing the birth (and rebirth under Paizo after the magazine had fallen om some hard times) of what mast stand as one of the most ambitious hobby magazines to date. Through twenty fone years, the magazine was able to maintain a tight focus and provide quality adventures. In doing so it Taunched the careers of many very talented authors, The entire hobby Is inits debt. Wl be missed. Brian Young, ‘Cary, North Carolina ‘Thanks for the kind words, are congravule fons on the fll collection of the magazine! ‘nd you're both right, endings ae indeed sa. but ot the same time k's on opportunity for change and growth ‘As for OMing syle, | suspect that most of Dunes legory of "hunter/getherer’—1 certcinly do, Some- Himes, I run an adventure word for werd fiom the mogazine, but other times I'l pick ‘ond choose, someties just keeping 0 map o an NPC name of ever a single picture to use 5 0 player handout is readers fl into th Long Live Savage Tide! Hist of all I wanted to say how dis- heartened [ am that your magazines are ending publication, I have enjoyed them, Sa after realing “Down with the Savage The" in issue #248 Twas finally prompted to waite, have been playing DAD for most of my life—t'm 25 and crvently running the Savage Tide came paign, This i absolutely the best cam- paign I have ever been a part off We are only halfvay through. and I could not be more impressed. I velly can tell the verters were passionate about this and am very excited about where the plot is headed. What I love about the Savage ‘Tide I ts uniqueness, The jungle sil ing, pirates, the Olmans—T could go on and on, Excellent nork On that note T was very relioved to see you are going to continue your efforts with Batjinder, Tread about it atid cant help but notice many simi- lariies to Savage‘Tide, Which prompts ime to my next question, | SON MA a aS a aa Tim interested in 2 substeiption...but ‘what if | dont like? is there « money- back guarantec? Gabe Hanson Via Fimail ‘Any similares you might see between the Dunston Adventure Paths and Pathfinder are qulteestifed —many ofthe same authors, ‘artists, and edtors who brought you Sheck- led City, Age of Worms, and Savage Tide are Uvorking on Pathfind: chances are thot youl find the transition © happy one Pathfindes are month how paying ren or subscrbing to a MMORPG works We ater" ofering o money-back guar nie, but ifittums out thot Patbfinde for yous yous can cancel your subscription a timeand not be seddled with months ond months mare of books you don want urs, 'm psttbe ewan’ come to such 2 drastic end. Having seen wher authors ike Nicolas Logue, Richard Pett, and Weifgana ave and artiss like Wayne Reynolds, Andrew Hou, Warren Maly, ond Ber Wooiten have ooked up for Pathfinder mekes me confident that anyone who loved Sovage Tide wil find 4 lot more’ love in Pathfinder. DMs Are Too Busy! Your reply to Bob in isuve #7 ropa ing conversion sidebars being a lot of ‘work included a question: "And in the end, customizing s pre-written adven- ture sone ofthe fan parts about being a DN ist would lief reply to your replyin amar NG Ina few more words, 1ye beena DM since 3979, rnning many a “module {still my favorite word for adrentare/ seraadd) al the Hodge Sturlent Center atUSC'S-most all ofwhich Tpsinstake ingly weote myself | fee ve done my time, und should now beable to enjoy may latter years in leisurely ease, using only those modules that ate preawrit- ten, maps pre-drawn with NO typos, and completely idiot-proof ve lived through 2q-hoursstraight, weekend- long campaigns, Greyhawk Ruins (stil the best pre-packaged module I've ever seen, for my money) and the horrible lows (the emasculation of D&D when they belefly eliminated demons and devils, and the addition of a 7h stzt ‘Adventure Pate. Se subscriptions we're afering for month, siilar to SS a THIS MONTH IN DRAGON DEMONOMICON OF IOGWILV: APOERYPHA fy James cozs Bemonemicen's appendices, detalis on obscure (but still deadly) demon lords, 2 new oumata demon, 2nd more! ‘The profane ‘AELICS OF GREYHAWK by Gaey Houan aND Rick Mince ‘Treasures of the Flanacss, unearthed ‘orn the deplis of Castle Greyhank. ‘SUPERVILLAINS OF DED Rediscover the evil of D&O'S twenty ‘most maniacal vilsins. MYSTERIES OF DED Douens of D&D's darkest. secrets finally revealed! ‘THE WIZARDS THREE 'Whers'n DRO‘ mast powerful wizards discover they been spied upon PLUS Elminsier ¥s, Rajsilint The Feology of the Tatrasque—featuring the feturn of the Monster Hunters Assaciation—the firal Volo's Guide, Dragonimaths, Savage Tidings, Class Aets, Commies including Order of the Stiekand more! DUNGEON. 9:>TEMBER 2007 icomeliness?), so a5 {approach 50, "ve cared the break Tam truly sad to hear that Dunerox and Daacon will soon cease predice fion—Dexozox more 0.88 Izeliy nd rnodales handy. The offic ‘Wirards comment that everyone nona- days goes tothe internet fo this infor mation isin two-word, horse hockey. {0 to tho computer for one thing only — to send e-mails like this one: And lst prefer write eters and send questions bymail Needless to say, with the demise oF these two magazines, so will go my pur chasing af D&D products As much as love the DAD mits skirmish game (a Sr50/month habit) t's my one way of protesting the demise of «great thing for no good reason, You puys did a hecknva job Roger Cox Spartanburg, SC Hel Yout pons wel ake, Roger! But In ail 0 conce that Scolng the Aderture sitar ore worth ctr the sets fora new magic ikern (which is what would have to gaibr erp f were outer one these stibos in tts "ric of Demon Aga, when thd eden sire, the Selig the Advnire sidebars were a4 much about dcaing eer abt how the news an be std ox hey were cout making the (at thee) aml number faders uolebl work for as wide ar aucence es pole. ‘Nau that he game's era for yaar end so thot there are hundreds of edvetures to those fom, finding on odventure to ft yur pory'sneds snk importanteryrore And rank fot sue, wae ust on sa of space nthe mogarine~it war alow se of Imanpoue Selig he Advertre nies oe fay diffe to wre (which nord of itself makes the best argument for having us inde tham for you ithe addres fant), and ti thins adtlonol pges, there inp wasn ne to ure ten vp. know, ind ame extute, but here ya ‘1 Was Dead Serious Just read your editorial about the *2cc HP?" and the last paragraph had me cheering when you asked if you could justi giving Demogorgon $38 hit points ‘so that ras more hit points than any. cone ever published in DUNGEON mage zine, And to that I say two words. No, wait. Three words, Oh hell yeah! Seriously, Tthink that would be amag- nifcent touch to DUNcrOW magazine honoring the original releases of the ‘Monster Manual of yesteryears! Hires hoping that you really do get to pall this off, even iit was perhaps mene tioned in halFjest—t personally would Tove to seeit! What fabulous conclusion to the latest Adventure Path, as well as Dunerow magazine. Imagine the players as they continue to dell endless points of damage into Demogorgon and he sceras hardly bothered! Tt would be priceless in so many ‘On a side note, Lam sad to hear that Damcxox will be concluding, 1 had hoped to get one of wry works published in Duncton—theee of my subinissions were declined, all for valid reasons (*OF Rats end Men,’ “Giant Problems,” and ‘What aunts the Hollow Fields?”), But tha d edition vas still going strong. Real life swept me away (pusshosing a home does that) and Thue been tunable to sit down andeither reyamp my submi thousands oF ideas floating in my head! ‘Tawmis Logue ssas back when seco: sns or write out the Via Emall Cheek ut page gs, Tawmis—you'l be hay to se thot our pel Demogorgon dd Indeed weigh Inwith the most hit paints in DuNatow eer ‘A Bg hit eins, he even blew my estimation out ofthe water, Of course, If payers of the Sovage Tide Adventure Path are up to snuff they wont have 10 face the CR 33 version of Demgorgor—pley you cards right ond you'l ‘only face the 69 hp versions IF you'e lucky. Wali looks ike tho’ about it! rth last fay lines | have berg, just lie to thanks ail of the folkt who made OUNGEON passbl. im talking about vecyere on the ereits back In the table of conterts, of course, ut alsa aout the grect folks over at Wizards of the Coost who've been s0 hind about leting ux play in thelesndbox, And les not forget everyone in the post whel’s worked on ths great magazine. ‘And fray, the readers You've been a source of Insplaton for me, al f you. its been plear sure ard ar hone t be a part of your games. Keep the alee rling! James jacobs @BY JASON BULMAHN BBY JULIE DILLON ‘@ BY ROB LAZZARETTI ANY SETTING , LOW-LEVEL (IST-STH) , DUNGEON CRAWL 16 DUNGEON se-reVeE® 2007 he renegade magicuser Bargl ] is wanted, deed or alive, Afer the rmurder ofaJecal town dene ‘named Sleena theruling council putast ableboonty an his head, Most speak ofthe iad in hushed tones, and n dhat he dwells in the bowels of a nearby rnor Boks abandoned Keep, performing all sorts © foul soreery. Only the truly brave, o per foolish, would date to challenge in hs own domain, Kill Bargle” js a D&D adventure designed for four 37d acters names and themes Ick to one af gs. the f Mrsrana, this adven- Though many of ace their used here paign set Known World tures sel-containe in any campaign setting This adventure and can take place originally appes Dragons Bosie Dungeon Mast ADVENTURE BACKGROUND ‘Many years ago,a wizard named Gyzan, a man of great anc mysterious powers, sled this part ofthe Realms of Man fom y castle Mistamere, located 4 f the mou Gypir died sftevalongsndp aceftdl ral, 3s named. Ov the ears, the unclaimed castle fll into ruins, Centuries later, the outline of the broken towers can still be seen. ftor the town of Threshold, wer beckoning fame, and fortune Rumors hold that monsters lurkewithin ding rich treasures. The local led for adventurers to brave the keep, offering a reward of 3,0c0 gold gi to seekers of dange: the rains, gi wn. coursed has cs for Bargle's Capture Recently blained for the death of Aleena, a well-known cleric, Bangle is wanted by the council, d Preferably dead. d or alive ADVENTURE SYNOPSIS ‘The PGs arrive at castle Mistamere, the After deal- h the carrion ezavler that lives le kobolds that contro supposed hideout of Barg oulside and 1e yard, the characters wo dungeon levels Inside they face a tribe of ‘avengers, and deadly hazards before they reach Baxgle's inner canning doppelpe if they hope to bring an end to Bargle’s ADVENTURE HOOKS The adventure begins with the party in the town of Threshold, staying at the Dragon Tn. A sigapost in the sna ncening Bargle and the castle, which 3 miles away. While mos lation and hesrsay, a DC 5 Gather Informatio sas last seen ne: about the keep, a similar dl that itis said to be the lairof all sorts of Cores BY JASON BULMAHN. smionsters particulariya tribe of kobolds Hut lives ta the uppermost dungeons, THE SURFACE RUINS The journey to Gastle Mistamere is a short one, oth the trail to the ruins rm fields leading through pleasant ‘The only encou rrith @ farmer, who site atop his wagon Watching his workers till the ficlds, He sa Feendly man who gladly volunteers ut he has seen monsters gon and out lf the keep over the past few months, Although he does not know their name, hhe desetibes them as small lizard freatures who walk about like men The farmer has never seen Bargle, and for When the PCs reach the cast paraphrase the followin, a Walls of Castle tvistamere ave jagged an¢ fill of small holes where stone blocks have tumbled to the earth, now scattered around the ruins, A gateway in the center 1B OUNGEON ssoTeMBER 2007 of the front wall stands empty, and the massive puter doors lie rotting nearby on ‘the ground, although an Inner gateway stil stands, This poteway seems to be the casiestentrance trough the wall althou! 4 gaping hole offto left ofthe gate cauld provide another. Peeking over the oute wall in places are the pune of the caste iteelf backed againet the sheer dif of the mountain beyond Tnside the Keep, all of the floors, ceilings, and walls are made of stone, Unless otherwise noted, the chambers arcunlit and have16-foot-high ceilings ‘There were once floors above the frst, but they have Jong since crumbled 1. RUINED DOORS EL 4) ‘These rotting doors were once the outer gates to Creature: Lurking in a shallow den le Mistamere underneath the doors is @ carrion crawler. Anyone approaching within 26 feet of the doors receives a DG 10 Spot cheek to notice it, The carrion crawler Phen climbs out to attack, suprising anyone who fails their Spot check It attacks until slain, Carrion Cramer: hp Monster Mant also. ‘Treasure: Anyone investigating the lair underneath the doors discovers the skeleton of @ kobold covered in treasure, All told there are 2,002 sp, 080 bp and two small garnets worth 100 gp each, Ciuiched in the kohold’s skeletal hand is a small leather bag containing an additional 5 ¢p and a plain brass key {his epens the chest in ares 49) 2, KOBOLD COURTYARD (EL. 3) There are three ways to enter the courtyard fom outside the wall: The first is through the main give, although he koholds in the courtyard attempt to close the gates before the PCs can enter, The second is viaa hole offto the right of the doors, but this route is treated as Finally, the walls othe “enutiyardare quite ruined and relatively p10 scale ‘They are fly fect tall and an be climbed with a DC 15 Climb ck, Numerous sivall hoes i the wal allow ay character peering through hem a DC 15 Spot check to notice the bold hein im the courtyard. “Woowlen Gateway: Huss 5 ip 35 akDC25 (Creatures: Tan kabolds are stationed fn te courtyard, tasked by their chicttin fo keep watch for rouble. When the PCs pprosch, the kobolds cose the doors Teadinginte the court and drop a heavy ‘wooden bar. This task dome, the habalds spread outand train ther slings om the southwest opening in the wall, waiting for the characters din through. Kobolds (10|: hp 4 eacis: Monster ‘Maral 61, ‘Tactics:The courtyurd is Fitered with rubble, giving the Kobolds cover from the opening im the wall. Tay fire sling Stones atthe PCs the moment they enier the courtyard and continue to da so ‘until engaged in melee. Any remaining eobolds attempt to Ale inside the keep ‘fsicor their number are sein, Treasure: Aside Foor their poorly maintained gear, each kobe carries 2 ‘small leather pouch containing 546 ep. In addition, the kobolds have a sinall iron box, hidden near the ruins of the east lower. The ex can be found with 4 DGS Search cheek or revealed by a Kobold prisones: The box eontsins 100 gp and a black onyx gemstone worth se uD 3. ENTRANCE, ‘The unlocked doors leading into the Ikeepare made from rotting wood. ‘This entrance hall ie well-traveled and littered with debris fora outside, A DC15, Survival skal check reveals that most of ‘he tracks in this room Tead to the nosth door, and fiom there on. to areas 13, 12, and 13 define leading down to the "level ofthe dungeon, 4, WEST HALL (EL 2) musty chamber cortainsa tio cfancient wooden cheirs and @ pair of srl! tables. A cald firelzce sits in the center oF the novth wall near a ragged ho'e inthe celine, Creat This chamber is the lis of a dire bat that lives in the ruins of the floor above Ifthe fireplace is disturbed ‘nany-way.the bat shricks and clambers ddowo throgul the hole in the ceiting to attack, Once dropped to below ball its hit points, the bat fies off to area 5 40 roost atop the ches! in that room. IF confronted there it hts to the death. Die Bat: hp 30; Monster Manual 62. Treasure: A DC 15 Search check of the roomuncoversthree oldsiver teaspoons worth 1 peach, Italso uncovers staal bag of dried peas that, while worthless, are usefil to anyone who falls prer to « elemnal shumsber tap in aren 12 5. STORAGE. This rooms filled with boxes and crates many shopes ard sizes ‘The boxes are covered with a thick layer of dust. If eny of the boxes are disturbed, a deep voice comes fora a chest in the corner, asking, “Who's there?” Regardless of the response, the voice then calls out, “Ts Bargle”with you" Again, no matter the response, the voice calls out one last time, saying, “Ob, well then, aever mind,” ‘The voice does not speak again. The chest radiates faint illusion magic. All oF the boxes and crates in this room 6. Loser This dusty closet is ment to serve area 12, but also opens into area 5. It is empty save for a round hathox lying con the floor in the northwest camer The hathox is that Is eoated in sassone leaf residue, 1 dangerous contact poison (contact, Fortitude DC 36, ado hp/ad6 Con), Cutting the string and allowing it to fall away untouched ean open the nathox safely, Treasure: The hatbox contains «musty red woman's hat. While this is of no ‘valuesa platinam: katpin worth 160 gp is hidden undemesth ed with a simple string 7 EAST HALL Four rickety wooden chairs tin this teom, around 2 smali table. In the center of the Aoctfl Nall ica replace ‘The chimney in this toor is choked ‘with rotting timbors frem theuined see= ‘ond floor. Anyone searching. the chitoney itis. make a DC 10 Dexterity cheek to «void disturbing the rubble Failure causes the timbers to Lill, dealing 1d6 points of damage to the searching character. ADC 15 Reflex save negates this damage. ‘Treasure: A DC 5 Search check of the chamber uncovers an old feather stuffed pillow, A DC 20 Search check of the money uncovers a loose brick, behind which hides an ornate silver dagger worth 75 gp. 8 STORAGE (EL 1/208 3) ‘This room fs identical to area 5 with one ecception; 2 lange erate atthe bottom of the pile holds an angzy zombie, Greature: The zombie remains pertetly still until its erste is opened, at which point it rises to attack, Any fight in this ‘room draws the zombies fora acca 9 in 1 round. The zombie fights to the death, Human Zombie: hp 16; Monster Mane al 286, 9, CLOSET (EL3) This small closet is crowded with dust and rubble Creatures: Four zombies wait for visi tors in this chamber, attacks who enters: They move to investigate any disturbance in areas 8 or x0 and fight 16 the death, ‘Human Zombies 4) hp x6 each: Mon ser Manual 266, ‘Treasure: A DC 20 Search check of the trashestrewn chamber uncovers brace Tel worth 500 gp. 10. BEDROOM This chamber may have once been 2 fine bedracm, butts furnishings are nw tat tered and moldy, : 4 ‘he bed in this chamber radiates fain! tianswutation magic. Any 2 creature placed on the bed is “Eom any magical sleep effect (lnchuding the lec effect from the bed {nvatea 12). Tn addition, angone placed fhe bed gains 430 bonus on their saving throw to resist the efTects ofyellow mold. Ifa character on the bed is tickled with a feather, be begins convulsing "and sneering Or one round, kicking up ‘a fremendous cloud of dust. Anyone in + the soon during this dust cloud must amakea DCs5Fortinudesave crspend idb soar choking and coughing, unable to ‘ake any other action. 1 HALLWAY “This chamber contains 4 laige amount of teas, but nothing else ADC 15 Sur- vival check miade by character with the “Track feat reveals trail that leads fom ‘the doortoarea3to area 12, 12, BEDROOM ‘This chamiber i identical in appearence twareaxo,Thebed here radiates moderate ‘enchantment magie. Anyone who touches it must make a DC 15 Will save or be ‘compelled te Lie down uponit. Those who ido gomuse make mother DC 15 Will sive each roxmd or fill sleep for ada years ‘Those who fallasleep cannot beroused norrllybut de notsufferfromstarvation fr thiest while on the bed. They can be Woken up in one of three nays. A spel ‘mac cat on the vietim (CL. 5¢h) rouses thems, Placing a pea under the mattress ~ does's0 as vel but canses the character to become fitigued. Finally, placing the ‘charscter on the bed in area 10 causes thera to wake in one round. A DG a5 Survival shill check in this ehamiber reveals a tral at leads from the door to area 11 to 272213. 19, STAIRS (ELL) “This small chamber lads to a set of sire that descend othe éumgear hel, seeding to ares 2. Asroall fieplace inte northest comer ofthe zoom is empty and unllit. A DC 15 Survival skill check Gn this chamber reves trail that leas 20. DUNGEON. sFFTFWEER 2007 SNe Creatures: Four Kobolds Jurk on the staits leading down. They spring forth to attack anyone approaching their position. Each Lobold has 5 ep tucked away ints belt, Kobolds (3): bp 4 eachis Monster Man- ual 16a. 44. TRAP ROOM, In the center of the room, 2 large log rests with one end on the floor and the other held in the air, suspended directly above 3 simple wooden chest bya rope that uns through hooks in the ceiling and wall before dicsppearing into the floor Ifthe rope's eat the log falls sroashing the chest and scatering it contents. ADC3 Search check identifies trap inthis mom, but 2 DC 1g Search check ceveils there is ‘nomeshanismto drop thelog Should the Jeg somehow fall ontoa character anyway, deals 3A pointsof damage, with aDC 16. ‘Reflex sve halving the darrage ‘Treasure: The chest is not locked snd. contains 50 gp, 500 sp, and one citrine ‘worth 10 gp. 15, STATUR ROOM (EL) ‘A small statue of a Kobold stands In the center ofthis room, holding out 2 crude stone sword. ‘Trap: The statue in the center of this voor is tapped and if touched, it suddenly spins azound, its heavy stone sword attacking everyone adjacent to it, Spinning Kobold ‘Trap: CR 2 mechanical; touch trigues; automatic reset; Atk +10 melee (.d6-3); multiple targets (everyone adjacent to the statue) Search DG, Disable Device DC 20. Is STAIRS, ‘This subble-strewn staircase leads down toareazo. 17. KOBOLDS {EL 1) “Thy chamber contains eubble and trash Dut little ese of interest. Creatures: Five kabolds live in this room, having been chased hete by ‘the zombies. Their job Is to scare of intruders, and if they see anyone, they attack with a howl Kobolls (5): Lip «cach; Monsler Manual 16, ; 18, SIATUEROOM. ‘This chamber is identical to that area 45, excepl the koveld statue iy not trapped. 19, DINING HALL (BL) 4 long wooden lable occupies the cater by a dozen plain wooden chairs. Human skeletons, #earing the rags of ne dinner atte, occupy four of this room, surround: of the chairs: On the table infront of each chair sts a golden dinner plate, accompa nied by a dusty lass goblet and dull sik vervare. A forge stone fireplace leoms in “This chamber contains both 2 deadly hnasard and dengerous guardians and the Kobolds avoid it ata costs. Each of the gold dinner plates are dectualiy tin coated witha layer of yellaw mold (Dungeon Masters Guide 70), Due to the mold’s small size, however, the cloud of spores produced bythese plates only affects the character disturbing them ‘the effects of the spores con be avoided with onlya DG12 Fortitude save (jastead of the normal DC of 35} ADC 25 Knowledge (dungeoneering) check {deatifis the mold for what itis Greatures: Hiding in tae Sreplace con the nosth side of the room are a pale of haxpies, When the PCs enter the room, they ‘ly out from hiding to atale At Sie, they both ty to use their captivating song to hamper the PCs while moving to attack any that resis. ‘The harpies know about the danger of the yellow mold, and avoid disturbing the table Harpies cachy MonserMemuaiso. ‘Treasure: Hidden in the back of the fireplace isa large chest. The chest is securely locked, but can be cpened with « DG 25 Open Leck check or the ey from area 1 Inside are a nuinber of moldy dinner outs, 2,008 sp, two pairs of turquoise earrings weath 500 peach, and two potions of cure maderaie inounds, In addition to the valuables in he silverware on the table per set, gp. The crystal goblets are worth only 1 gp for all twelve. The are worthless, is worth 5 for a toa mn dinner plates 20. CLOSET (EI. 1) Tils stall closet contains little more than rags and trash. ‘Creatures: Foar dize cals hirk in this 10m, sifting throw, the garbage itlack any who distuch their meal Dire Rats (4) ap 5 each, Monster Man. al 64, 21 CLOSET ‘This closet contains only trash UPPER DUNGEON Built ages ago by Gygar, the first level of the dungeon beneath Castle Mistamere has fallen into diseepai Unless otherwise noted, all of the walls, ceilings, and Moors of this level ae made from stone masonty, Th le of wood. While mo of them are stuck (requiring a DC 16 Strength check to open), they are not locked. Most ofthe chambers are dark s their inhabitants do not need light to se. 22. GYGAR STATUE Standing slong one wall ofthis chambers an ancient stone statue cevered in dustand cobwebs. Although its features are cxum: ng, I clearly depicts a powerfuLlooking human wizard, his arms held forward asj le an unseen gf This chamber contains 2 set of stars leading up to area. x3 above, ifthe kobolds in that chamber have not beer: deat with, they charge down the stairs to attack ayone in sors Jeading out ofthis chamber ane stack but not locked. nis room, Bath of the c isa small inscription that reads, “The orb is the ‘hey Tis arms and hands are perfectly weighted, so that if the stone sphere -1 37 is placed in its grasp, the srms lower, as docs a section of is ches revealing a hallow eavity Inside this hole is amanclent + Tongsvord wrapped in oil do anda seal of invisibility, Hf the PCS have the stone, the statue can be ashe Hardness 8, hp 55) CRYPT (ELS) Fou lars ling of this chamber. Thick bwebs and dust obscure the surching suppor the vaulted sheets of ang between them ta side of the room, A faint he gloom, Creatures this ancient eryp # A pair of ghouls lair in cating an unlucky SEPTEMBE2007 DUNGEON 2] ee | Kobold. ‘The ghouls attack any who disturb their meu. Ghouls (2): p 13 each; Monster Mane ial 118. ‘Treasure: A DGis Search check uncoy- rsa small silk bag containingze gp and a silver pin worth so gp. 24, GUARD ROOM (EL 4) A large table is turned on its side near the enter of this squat chamber, with small pilet of rubbish ané debris around it ered This chamber is one of'a number of geard chambers manned by the kobals to protect their lair and chiettain, Creatures: Along with the four Koholds in this room, there are also. two kobold bodyguards, If the PCs eater this chamber from the west, the -kobolds hide behind the table and wie 4f for coner while attacsing wi before engaging in melee. If the PCs enter ftom another direction, they can A SET - i ta lem cle ae ; od mae 1 TT ee tee |) 22 DUNGEON sePr=MaER 2007 DEN easily surprise the kobolds (who enly watch the west) Kobolds (4): hp 4 exch ual x63, Monster Man- Eure Konoto Boovauanos (2) CR2 Kobold warns Le Sm himnad (repian) Init 125 Senses darvson 50 Listen 3, Soot Languages Draconic CIT touch 13 Fat ove’ 15 bp 2206 HO) Fost 5, Bef 3, Wil2 Weaknesses ight sersitvty spds0 ‘Mele longsnord +7 (4s11/13-20) Ranged sing 7 183) Base At +4; Grp Combat Gear chert fre a Tp, Dex 15, Con 12 mE 0, Wie 12,ches Feats Nertrese, Weapon Focus (ongsnerd) Skills Craft eaprnaking) 33, Mowe 3 fy 43, Profession (nines) rch =2, Spot +4 Possessions combat gear studded leather aero, buckle, longswene, sing with 10 stones 25, WELL This chamber contsins a stone well i ‘one corner. The well extends foro feeb before ending in a pool of clear water, A rope dangles into the well, tied to ‘an icon spike driven into the wall and connected to a wooden bucket, The water in the well is safe to drink. 26, KOBOLD BARRACKS (EL.9) rude bunk beds are stacked into re of this room, while heaps of manly old bones and ruined cothing, cover the floor (Creatures: This 90m is one of the barracks for the kobold tribe, Since the kkobolds sleepin ah Decupied. When the PCs eater, tvo af the Kobolds in the room are playing dice im the middle, while the other four are agp = st bmp ae Lie = a3 Peer 2 . or in iD =e Pi Td aj & is ele | sa pts] Tl) hid Pr pcs ets fees sound asleep. With a shriek, the gaming obokkis draw their weapous znd attack waking the other four Kobelds (6): hp 4 each; Mens Manado Treasure: Onc of the kobols found 2 tag of dexcuring during kis exploration and, mistaking it for a magical bag, has put all of his loot inside, Currently all that remains is 3 gp and a small amber gemstone worth 100 gp "The bag can be fund with DC.1e Search check, 37, AUDIENCE CHAMBER (EL 6) ve doors enter this [atge chamber from vaclous directions. In the of ene wall is 3-dais, atop which is 2 ston bedecked with tinyjenels ‘This Is the audience chamber of the Kobold chiefiain, He rarely leaves this room, out of fear that Bazgle might come to issue him orders and mistake ain, thus fone of his minions forthe ch etheoning him Ta tg lace of silver bones. The kobold chieftain is probably aware of the PCs by the time they reach this chamber, and thus unsurprised, As such, he has a pair of koboid bodyguards and fou other kobolds here to protect him The kobolds attack the mament the PCs enter the rooms. Creatures: Sitting in this fierce kobold wearing a ne Kopous Cuierrain Kobold wartio4jrague 3 LE Seal Init +8; Senses darhvsion 60 fe Listen 46, Spor sé Languages Common, Dragon e E20 tour 15, fat-footed 15; Dodge bp 35 (7 40) Fort 16, RoF #2, Wil «2; evasion Weaknesses light sensitvsy Spa 30 Melee mkshortsnce Ranged cling 1/26 (143) Basa At 46; Grp 11 Atk Options sncak ata crs nds 1fiv-29 226 the rare | wanted.» memory? "The ine Bob saezed soda oes characte shet* Combat Gea potion fae modetewounds i) les Si 8, Dox 18, Con 22, Int 12,Wis 10, Cho 8 SQtr3p finding, trap sense-+) Feats Dodge, improved [nitistive, Wespon Finesse Skill Baisnce 46; Cafe @rapmabing) Disable Device 17, Escape Ait 110, Hide £14 Jump 1 Listen +6, Move Sifently 126, Open Lock 1 42, Seatch 49, Spo!-6, Tumble 410, Use Rope 14 (6 bindings Possessions combat scar 11 studded leahe Profess ortsword, sing ih 10 stones, necklace of iver bones worth 150 gp, gold keyworh 10.gp Kobolds (4): hp 4 each Mon alae Hite Kobold Bodyguards (2): hy» 22 cach; see page 2 ‘Treasuer: Aside feom the gear carrive by the kobolds, the throne is eovered in appear to be tiny jewels, While of these are wortbless dits of actually topazes worth er Man. gles, 500 gp each, SEPTENEEH 2007 DUNGEON 23, ‘ADG1e Listen cheek at the door Is a faint singing noise coming, d. This chamber contains a magic ma that the kebold chieftain found too "Treasure: inside this small 1o0m is 9 _silver um that continuously sings old “ally on Move Silently cheeks, The um shas the ability te put the statue in. area 29, CHIGETALN'S BEDROOM (EL 3) “The door to this room is locked, requie~ ADC 36 Open Lock check to open ‘The gold key possessed by the kobold _chieiain i azea 28 opens this door hangs thick in the “Thies the Hedelaniber ofthe Lobold "chieftain, although he zarely uses it ar sleep, he docs Keep some valuable -teeasure in his chest, protected by a ‘rap. A DC 20 Search check of the room “uncovers acopper key hidden under the “bed. This key opens the chest without © setting of the trap ‘Trap: Anyone altering to open the chest is attacked by a poisoned needle "Ghat springs out ofthe id. Polsoned Necille Trap: GR 2 Inechanical; touch trigger, repair reset; BEES ass (Gen Lock DS soy AN He “melee (t plas poison, necdle} poison eenblood cil, DG 13 Fortitude save sists (poison only), 1 Confida Con}; Search DC 2, Disable Device BC 9 ‘redause: Inside the chestis800 39,350 | gpvastullemerldeuddedsilverbracelet prt goo ganda mand of dct magi si Thereisalso anote fiom Barge, ‘ordering the kobold chieftain to be on the “tockout foradventutersandto make suse allow them to proceed to the lower 30, GUARD ROOM (EL 4) ‘This chamber is identical to area 24. except that one of the kobold body- guards carries a potion of gaseous form. “The kobold does not know the function ‘af the potion, and dares not drink it. 31, KITCHEN (EL 1/3) The cat like that ofa dog, ‘This is the Hitchen for the tribe of krabolds. There are few provisions here, wills the tribe instead relying on what food their seauts on the surface can find, The rusted pots and pans in this shamber ace of litte value. Greatures: 4 paiz of Kobolds tends the fire in this chamber, preparing meals for the rest ofthe tsibe: While one wields a long cooking knife instead of a spear (dealing 1de-1 points of damage) the other grabs the hot spit off the fire and attacks with it (dealing idq-a points of danioge plus 1dg points of fire damage} They charge any intruders. Kobolds (2p 4 eae; Monster Man vai 161. 92, MESS HALL (EL 3) Iwo long tables dominate this chamber, ‘around which sit a dozen broken and battered ch bones, and rotting letovers rs. Scraps of old meat, broken he foo ‘This chamber is the mess hall, used Ty the koholis to eit their meals. The floor in this room is caveced in greasy, rotting leftovers, increasing all Balance and Tumble DCs by +3. Creatures: Figh! kobolds are having 3 meal im this chamber when the PCs arrive. They start the combat by thron- ing their food platters at the intruders (canged-1,1d4-4 nonlethal before dran- ‘ng spearsto attack Kobolds (8): hp 4 each; Monster Man- uala6x. ‘Treasure: One ofthe tasnished sets of silverware in this room is actually made south of of sa that descends tothe second level of dungeon, ending in area 57 Creatures: Two ordinary Kobelés are resting in this room, along with apalr of leobold bodyguards, who are Ixy ay ing agame involving arat,an apple core, and apairof sticks. Kobold (2): hp «each; Monster Mar ul 6a. “lite Kobold Bodyguards (2 ap 22 cach; sec azea 24 ‘Treasure: The wager between the oboe amounts to 27 gp anda piece of bbue quattz worth 10 gp 34, WARNING small chamber ie full of bones 2nd fuse. A message is written an the ith al ‘This room is used as a garbage pit for the kobolds. Any character who spends nose thant round in thiy room nus make a DC 16 Fortimde save or be sick ened foe 1dy minates: The writing ont south wall is in Draconic. It reads, "Ol bugs this way—keep oul!” ‘file the southern door isnot locked, it leads only to a small chamber and another door. That dooris locked, requir nga DC 30 Open Lock check to open. 45, PILLAGED STATUE (EL 4) This ‘ined chamber has a cracked and broken statue that looks like a wizard The statue in the southwest corner is similar to the one in area a2, but its ‘contents were Tovted Long ago when the statue crumbled, ‘The top half of the statue lies in ruin around its base, The stone orb used to open it is nowhere to be found. Creatures: A pair of ol beetles reside in this room, and move to attack any who-enter These 3-foot-long red-and- black beetles bear steange tubelike stalks on their backs and large snapping mandibles On Beene N Small vermin Ihit2; Senses catksion 60 8 emotsence 60 fg Listen 0, ‘AC T7, touch 13, at footed 15 he 16 HD) Fort +4, ReFs3, Will 17 Spd a0, burrow 10 Mloo bite 14 (24611) Ranged oil spray ~5 touch (listers) Base Atk #2; Grp—1 Special Actions ol ray Abilities ir 19,cha8 Contd, nt Wis Oil Spray Es] Ara standard nln, an beste can spray jt oF eaustc Maid inhi This equines a ranged toch att Anyone hit by the fuid must make» DC pecial nozzle an is back, with painful blisters. The recelves a new Fortitude c2ve each day vshich can ng the Heal skill. The blisters ean also be cured with a remove ye DE is des 212 207 similar eect, The Corstitution-bazed and 36. TRAP ROOM (FL 9) Thive Goors lead cut of this he north, east, and west. in western door are the smeared some gigantic bug, i pul rounded bya pocty stain of ol Trap: Directly in front ofthe western oor is a pressure plate that causes a stone piston to descend from the ecil- ing and crush anything underneath il. The trap is triggered by anyone attempting to open the doar (which itself swings inward toward are 39). Stone Piston Trap: CR 2; mechanical; Tocation triggen; automatic reset Atk 1c melee (46, stone piston); Search DG 20, Disable Device DC 31. BEETLE LAIR (EL. 6) Mounds of earth and stone are piled about his room, partially obscurings Greatures: This is the prim: of the oif beetles, Four of fly I langerous atall times Pexgs in They attack any who enter vermin are in this chambe keeping wateh over a duster the co his room. Due to the upturned earth and stone all of the squares in this room are considered difficult terrain. Oil Beetles): 16 each se= pages, ‘Treasure: in the cor ner rust be unburied botore it can be ‘opened. This requires a total of 5 min: ules worth of work witheut tools (ial? that time with them). Inside the chest fused to open the sfatue in area 22),and a pair of boots of rhe stone che: is 500 gp stone 01 venir 38. GALLERY A Faced tapestry hangson the south wall of this ruined chamber, depicting Castle M 5,8 beacon of strength Treasure: Once cleaned, the tap worth 2c0 gp and weighs 50 pounds, 99, BEETLE CHAMBER (EL 4) The set of stairs leading up 40 % above is this roams ony noteable fe the stairs in this roorn lead up toarea 16 in the ruins above Greatures: A pair of vil beetles attacks y who enter this room Ol Beetles (2} hp 26 each, 392 page as. 40, PLT TRAP (EL3) Trap: This entire room is one gigantic pil trap, placed here by the kobelds to keep the vermin to the north out of thei area Any center of the chamber sels aff the tap, Spiked Pit Trap: CR 3; mechanical jocation trigger; manual reset; DG 2¢ Reflex save avoids; 20 ft. decp (2d6, fall: mialtiple targets (all targets inthe room) juze walking through the PU TE LCL pi et Free Shipping er cay Wecanythe largest variety of D&D DC ee rreceag oO Wieck act) everyset including: le oe Peters nig 8 vit in 2 hours (all PA a Re e dungeon, cnding just nosth of area 45. Serawed on the wall in Draconic is the cae or ets Lae ees pitspies (Atk +20 melee, xd spikes per “farget foradg}2 each} Search DC20, Die “able Device DC 20. ‘Treasures A hobeikd skeTet Doftorn ofthe pit with a Small 42 wooden “ied st strapped to its arm. zlievet ae ‘crude Lobeid phrase, Use the other sits] Bangle orders"Although there nothing dangerous about these stairs, Bazgle prefersthat the kobokdscome o meet him. Dy slay the stairs meas urea 47 42, GELATINOUS CUBE (EL) (OFF to one corner oF this room a number fof glittering gold coins can be seen, appar ently floating i the air. Creanuess room. The coi gelatinous enbe aiesin this are actually suspended inside of i, and anyone who altempts to grab thems without noticing the eube with ADC am Spot check is engulf Gelatinous Cube: hip 54, Monstor Man- ual ‘Treasure: Once the cube is slain, the fen coins Inside itean be teteleved. There fare 2 total of 8 gp and 12 sp inside it 43, HIDDEN TREASURY (EL.9) The door leading into this chamber is ridden and can onlybe found witha DC 20 Search check, With a tow grinding notse, the an stane door sildes open, revealing 3 pas Sageway choked with dust and cobwebs, early unused for quite some time. Just side the door,a number of musical notes are cared into the wall ‘The chamber at the end ofthe hallway eantains oncufGygar'shidden treasuries left retouched all these years, His riches ‘were not left unprotected, though. ‘Trap: A statue of Gygar standing in he iamber is actually a magical trap that dan be deactivated by playing the "tune inseribed on the wall. Pls: SEE ~ siti 26 DUNGEON se>TFVAFR z007 BY JASON BULMAHN this tune requires 2 DC 26 Pe check, Alternatively, the singing ura from area 28 sings the same tune and makes the check automatically. If the correct tune is played, the statue 4s deactivated for 1d6 minutes, If an incorrect tune is played. o no music is played at all, the statue attacks the closest intruder with fiery rays one round after they enter the room, The statize continues to fire one tay cach round until the played or the intruders fi the room, Scorching, Ray Trap: OR 3; magicsl: location trigger; automate reset; ADK «3 correct melody is ly leave ranged touch; spell effet (zorching may, level wizard, 46 fre) Search DC Disable Device DG 25, ‘Treasure: Both of the ikon chests in this coomaze locked and bolted to the floor. They can be opened with a DC 20 Open Lock check, One chest con- tains ancient leather bags full oF coins, ome with 1,060 ep, two with 100 sp, two With t00 gp, and one with 30 pp. The other chest contains a Small +1 chain shist, 2 potions of cure light wounds, 2 scroll of fireball, and a seroll of pratec- fion from evil 44, SPIDER DEN(EL4) between the fleor ts 1g of this small cham ng corners ofthe room. in this chamber hamper ‘movement. Anyone wishing to mov through them most make a DG 4 Strength check or a DC 1a Bseape Int cheek, Success allows the chasacter to move at half speed. The spiders can rove ficely rough their nebs, Creatures: This room is home 10 4 number of monstrous spiders. While they aormally hunt the kobolds and beetles, they are always on the looks hey atack anys cone who enters this chamber and are drawn to investigate any disturbances in the hallway Modi Monstrons Spiders 3}: hp 11 exch; Monster Manual 258, 46. HANGING FOOD Thick strands of webbing hang from the cling of this chamber, some of which support sr ns of silk. Tattered armor, rotting fe ind yelloned bores an be seen prowuding from come oF ‘This is where the spiders stoze their ‘meils, allowing them to ripen until they are ready to be eaten. Hine silk strands go from this room to area 44, alerting the spiders there to any intrusion here “Treasure: 4 DC 20 Search of the compses here reveals a pair of small belt pouches. One pouch contains 24

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