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In This Issue You never told him? Never told him what was in the letter Dumbledore 1, Dursley!’ you've het irom him al these yore Kept wit from me?” said Harry eager “STOP FORBID YOU” yelled Uncle Veron i pant ‘Aunt Petunia gavea gasp of horror. “Ah go boll yer heads, both of yeh,"said agra "Harry fe ir? I was thee! saw Dumbledore leave Dungeon Editorial 6 Letters 8 Agents and Allies: Derthan Kaderas_ ay Monte Cook New Feature! This cunning, mysterious NC hides adark secret. ADD Agents and Allies NPc Critical Threats: Master Thest Rich Baker This weretoad likes his victims live and kicking, preferably in his belly. AD&D Critical Threat 16 fon page 96, Editorial Retrospective DUNGEON Editors Past editors of Dunatow look back at their time on the magazine, reminsc ing about Duncton’s journey Old Embers Never Die 2u ‘andy Collins The red dragon Flame, from DUNGEON Issues and frp returns tothe Western Mountains—twice! This adventure also features an exclusive preview of the D&D Dreconomicn, releasing ths fall.A DBD adventure for wath-tevel characters 20 ‘ON THE Cover: The legendary Lich-Queen of the githyankiis @ ‘formidable challenge. Ths villain from Duncton’s ‘contribution to the githyanki incursion is wonderfully illustrated by the amazing Wayne Reynolds. See her in action era wear Hare otter and the Sorcerers Stone 2K Rowling Agents and Allies: Lone Tooth us Peter Adkison [New Feature! This reincarnated monk guards a natural paradise, but under the right conditions, he might join a worthy cause. A D&D Agents and Allies NPC Woe to Mistledale us Skip . The sequel to issue #87's “Raiders of Galath’s Roost” returns the PCs to the Dales region, where they must uncover a plot to destabalize the region. A D&D ForGorTen REALMS adventure for Bth-level PCs. Critical Threats: Hungash Jonathan Tweet Wizards make potent foes, especially when all they care about Is ensuring your death. A D&D Critical Threat Beast of Burden Michael Kortes, ‘A massive behemoth from another plane stalks the land, destroying every: thing in its path with the aid of an army of gnolls. A D&D adventure for 6th-level characters, 72 July 2003 Vol. XVII, No. 4 Issue 100 70 The Lich-Queen's Beloved Christopher Perkins The incursion has begun! Dunceon's contribution to this three magazine project sends the PCs to the Palace of Whispers inthe githyanki capita city on the Astral lane. There, the charac- ‘ets must brave the githyanki lich queen's deadliest tricks and traps to stop her quest for godhood. A D&D adventure for ith-level characters. 96 (On THe Furpsibe: After we decided to create the incursion cross-magazine event, my first question wes “who could best illustrate a modern interpretation of the original Fiend Folio cover?" Not surprisingly, fan-favorite artist Wayne Reynolds captured it perfectly. How are you at drawing flumphs, Wayne?—ERik Mona Pra) First Watch 3 Global Positioning Knights of the Lich-Queen James Wyatt Take the role of the enemy in the Knights of the Lich-Queen Mini-Game, in which you ply a githyanta invad- ing a Prime Material word. the rest of Incursion assumes you're the good ‘guys. We know you better than that. 4o Downer And Then There Were i100 Dungeon fist character was—thisis quiteembarassingtoadmit—a hobbit. My brother NER an was desperate fo players. was fve,easly manipulated, and infatuated with Therein Se Hobbit To get met play Marc told me! could playa hobbit heater worked Panacea eel este talfing tomy veeabulary once Iwas hookedon the game) andheeven gave meamagk — Eongemr Serene sword named Sting. The absolutely most embarrassing bit? My characters name was Bilbo Snipe ple! freiaiiemerttonsjarberecr acs tomatcwoy to eee ‘the trash after the “playing DED is ike scratching Satan's back” garbage gained momentum. ereecer oe merce waters psalieec nde ip eas aguatigja rgnbcktotin) See ee Tmilitigusodty fared odgeytieRietewtlaind to el cries ‘wrapping up ths issue, found myself thinking a lot about gaming milestones. With that idea in mind, | asked folks around here for some oftheir favorite defining gaming moments ‘Si ka com Pouyneorow At Director Kyle Hunter:“In high school, decided gaming wasn't cool. tt aaa ioe eiien faecracee Tae ‘TSR's Marvel Super Heroes Game, DC Heroes, and then the Mayfair Star Wars game.” ‘tl Algom ba Peter catia For some, t's2 decision that playing isn't enough. Deacon Senior Editor Matt Sernet ea enact as saad pnstgn tattecemsogenciag acenpieccs | aetite! arrestee Not much else compares with the first time you play. Dkacon Editor-in-Chief Jesse Decker He Master: ‘says, “The first module | read, ran, and played through was Bz: Keep on the Borderlands. It's oak ‘seat wpe butifsomeone decided to run it again, be there.” eee eee GPa ‘unjust He remembers runing a OMS carefully drawn map. After theretibutive saughter of — his character, Dave switched almost fulltime to DMing duties In his words"If there was going ‘ron SNe wi apna by Ri, tobea tyrant atleast was going to beme” ‘emt mg so a Undefeated Edtor Mike Mikalians moment w2stheeaization that hespent moretime "=H me ‘buying books and tying to figure out how games worked than actualy playing sega a mend ‘and Pouricorow Etor Erk Mona reminisces,"The tid RPGA game lever played inwasthe "seperti nb mal ew fist time fl that | played wth players who took the game as seriously asd Tey spoke ean Aa mE vith itferen voices and played in character al the tie.” Se ee ‘Dunctow Art Director Sean Glenn remembers running the Foxcor Resins module Under ‘stewed orp tt path x pas efor forte fis time right before 2nd Edition, What made itspecal!"Everyone was interested. St bromrdar nae tuntetatine!lepepetnigennaetsinvorpojgrwls tales” mea so ihe twanenareriteayeentoegenmesconatcmnalerteping | esate eeeieaee tactneringotiiee|trcesoraaiptemacenegena > (eee era ae made a milestone for myself here, with what | believe is one of DUNGEON’s best issues. And | Mee a rope hat youre somethin nr eee eee fpringoret hope tates fervowunenyostemathgyerehedten aces Sonata enn dmepeonepsopsins Ac ‘eating pieza,and drinking Mountain Dew, youl say"Remember DuNccoN 1007 | remember Syaeslytchg Ue whom igo fighting the Lich-Queen—man, that was a blast!” aa oe ee eee don't know where we'llgo from here, tobe honest. DUNGEON has seen more change in _‘tmngsoattmywanat thet oth the past two years than thas in the resto ts history We've joined PourweoRon at the spine; naman tren Ba, Inveduced Citic Theats.a new Adventure Path.ard now Agents ad Alizs;gonefombi- _ Salagianatantecet essen ‘Sas eeeeiaeeacanore’aees monthly to monthiy.and switched publishes. nett tren One thinghas' changed, though We'e sicommitedtobeing the best source ofadven- MeSH nnn neeness nny ture material in gaving. Wah that welcome tothis the othe of Dunctox Maparine. | ae pa eenelaces ates Enjoy your stay Now go creat se milestones of you own eee eecet pena cia emnaa pene asen airs Soma ener Sacenoereeoateeneca 6 Dunceon/PotvHeoron July O3 Set ere eee PRISON MAIL Q Love You, Love Your Magazin: I've been subscribing since year one and own every issue. love it! The magazine is the best DMing tool in the world. Treally appreciate you bringing Setuiammex back with PoLwiaDRON [spevtsamaer: Shadow of the Spider ‘Moon, Dunazon/PouetizDRON #92) ‘Speutiantwrr has been an integral part cof my campaigns since it carne out. I've Med several groups that eventually got powerful enough to conquer the ‘world SPELLUAMMER allows me to extend their influence into the multi spheres—really, really cool! Since you began reprinting the cover art inside without all that pro- motional text, I've been cutting them out and storing them in a plastic sleeve binder. Painted miniatures and. artwork always seem to make the adventures much more vivid fort players, sol save the pictures and then ‘work them into my campaign when- ever possible. Both of my groups love aa Me oa Tell us what you think of this issue, Write t ison Mail, 3245 146th Place SE, Suite no, Bellevue, WA 98007 or send an email to dungeon@paizopubl itl 'm gonna miss that element of your magazine. I'm glad you're still including monster tokens, but Isure ‘wouldn't mind seeing you bring back the artwork. I wouldn't mind seeing some SPELLiammer adventures, either! Dennis Best York Haven, PA, We still reprint the cover art facing the adventure it supports, minus those pesky cover lines. We know its not as conven: jent to cut out, but we'd received sensi ble complaints that using the cover three times in an issue was excessive. We don't have any current plans to revisit the Spetuammer campaign set- ting, but ifthe right article comes along, itll find its way into PowrHeDRON. @ Adventure Path Thrills {shamefully admit that Istubbornly refused to use Dusazow for the ist nineteen years of my gaming life, believing that could create anything would ever need for my campaigns. Fortunately became too busy to doit alone and have enjoyed the creative julces oozing out of Duwezow ever since. Your cartographers and many of the artists are tremendous as well (silent plug to see more of Jason Engle) Tam tailed a the Adventure Path concept. My wife finaly volunteered to run anentire campaign for me (the perpetual DM finaly gets a break) and the Shackled City miraculously appeared to answer thecal. noticed however that the nex issue does not contain an Adventure Path sequel. How often will the campaign adventures be published and in what issues? The dour side to being very exited about this campaign is that fam impatient to see the path unfolding before me Jeff Holdaway Via Email The next installment of the Adventure Path: shackled City will appear in issue 8 Dungeon/Polyhedron July 03 ing.com. ‘#102. The general plan was to put one in each of the even numbered issues, but we didn’t want to shift the focus of issue ‘#100 away from the Incursion project @ Skin for Sale ‘The covers ofboth the current issues of Dunaron (#98) and Draco (#306) magazines are embansing To see you stoop to using skin to sell our product is disheartening, Your use of blatant eroticism demorstratesalack af faith in your product don't you think your con tentis strong enough tosell the maga zine onts own ert? Itissadtosee that you, to, have begun catering to the lowest common denominator to make profits. While enjoy seing the human figure (both male and female), Ithink your selection of imagesis to provoc tive fora magazine centered around a game, Arent there other venzes aval able that provide that kind of entertain. ment besides these magazines? If you think you are simply providing what the gamers want, think again—teens can get smut almost anywhere, and the adults can get a higher quality some- where else. Please do what you do best, Ce tanto) with Dungeon/ Polyhedron and stick toletting your content sell your magazine instead of scantily clad figures in provocative poses. Corey Johnston San Diego, CA © Suckitude Let me make sure Ihave this straight: Youare alternating issues in terms of content: month one has 60 pages of Dunozow, month two has 40 pages of Dunazon. We used to get around 100 pages every other month, so we're get ting the same amount, but for twice the price. That sucks. Ihate PouvateDrow. If ‘you are so certain of the quality and success of PotvareDRon, why can't You split Dunczow into two bi-monthly ‘magazines and let each stand alone, so! don't have to pay for this content don't want? What motivates this ridiculous hybrid idea? Desperation? Greed? Ijust don't get it Since Paizo took over, DuN- GzoW has gone from being one of the best value-for-your-buck magazines out there, to, well, the tragedy that is laugh- ably called issue #98, And that's a 60% DUNGzOW issue! Dan Forrest Via Email Sorry you're so unhappy, Dan. As we've said here before, nether DUNGEON nor PowHEDRON was healthy before the merger It's not a matter of one maga- Zine carrying the other. As for being a great volue, it tills. You pay more now, bout you still get more adventure material for your gaming dollar than buying nearly any module off the store rack. A ‘typical 32-page module costs $10. In a “Tight” Dunceon issue (Ike #99), you get atleast 40 pages (56 Ifyoutre a sub- scribe) for $7, plus a PoursoKon Mink: Game and other goodies Stil seem like 9 lousy value? © Living Greyhawk Rocks After reviewing issue # 98 [have pledged to receive every issue until the end of time! I enjoy the new Adventure Path. It has really helped me observe how to birth a campaign from the beginning and I can't wait to see it to fruition. However, [am totally impressed with the first installment ofthe Lrvine Gavizawe Jounal. Itseerned that ‘with the terrficamount of detail and depth ofthe Bright Desert you have out-done your sister magazine DRacon. really ook forward to seeing more time and space devoted to Gaevitawr, seeing as its Wizards of the Coast support isn : Greatjob,ana_ |CHARON PROOUCTIONS ‘hanks from th ; 5 ie THE GAMmER's SATCHEL Geevnawe fan's coy 8 8 YOU ND — HEE OU REE heart William Kitk | mye we pes a atl | comer eed ae fortes, pens, a aleator tnd spacious mein pouch lerge enough to hod i your eore rulebooks aswell eon your hournes faurne carrying cases wth unmatened carrying capscty™ wroabattlepack2001.com 10 Dungeon/Polyhedron July 03 cis that he was always too smart for his own good. Born with what his parents called che “taint of magi clearly had an inborn talent for spellcasting—not terribly common among dwarves, and certainly among the Kaderas clan, not at all desirable Looked down upon by his peers, even though he excelled at normal dwarven activities, he ew intoa spiteful adult; he never made an effort to fitin. Derthan thought that bis differences made him better than everyone else. His angey but intelligent demeanor both precipitated and ended his short marriage, He was thoughtful and ingenious in ways that many dwarves were not, but he also was quick to judge others barshly and far 100 free with unkind words He lef is home after the heinous murder of another dwar “The Kadetas clan continues to serch for him to this day. Derthan found his way to a cosmopolitan city and settled down there. “Meeting new rypes of people has broaclened his horizons and Derthan's m even softened his demeanor abit. No longer sociopath, he now regrets his post crimes and i trying to reform—but its an uphill battle to change when all you've known is hate and resentment, [Nowra fixture inthe city, he ears some gold as 2 con man, and occasionally as a bodyguard or enforcer. He'd rather not kill anyone, and he's ne longer eruel, but he does whatever it rakes to defend himself TACTICS Using his spells almost solely for defense, Derchan usually has ‘mage armor cast (giving him AC 18 when danger rears its head is cast shield (fora total AC of 22) He loves convincing his foes that he is nothing buta wizard before and the fist thing he does HELPFUL NPCS, WOULD-BE COHORTS, AND UNIQUE SIDEKICKS AGENTS AND ALLIES BY MONTE COOK ARTWORK BY TOM FOWLER $ Dethan Kaderas, Male Dwarf FuT/Sor2 CR 5; Medium Humanoid (vert); HD 7610421 plus 244\6;h 7; rit +6; Spd20 4; AC 14 touch 13, fafooted 12; BAB/Grap 48/411; Atk 13, meee (147, lngsuord) ull Ak +1348 mele (1d8+7/19-20, + logo) or +10/+5 range; SQ art was; AL CN; SV Fort 48, Ref 6, Wl 5; S17, Dex 14, Con 16, Int 14, Wis 6, Cha 4. ‘Skil Apprase +4 (+6 th stone or mea), Buf, Climb +8, Concentration +5, Cat (alchemy) +3. Craft (metalworking) #12, Hide +4, Jump +8, Move Silently +4, ide +7, Splatt +5, Fats: Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, ‘ron Wil Lighting Reflexes, Poin Blank Shot, Weapon Focus (lonesword), Weapon Specialization (ongswore), Possesion: +7 longaword, two daggers, rig of protection +1, amie: of raturl ormor +1, netac of rebls Type), wand of Mes acid arow (27 charges), potion of cure moderate wounds potion of eae, potion of nondetction 13 gp, 93. ‘Spells Krum (6/5; base save DC = 12 pel leve):Oh—dane- Inglighs,detecr mage, moge hard ray offs, rad magic: st— ‘mage amor, sil Required Leadership Score: 13 Prefered Leader Class: Bard ight rogue, sorcerer Prefered Leader Alignment: Cs, N (also CE, NE) wading into melee with his sword (with which he is quire ind tobe just fighter caught deadly). Conversely, he could pr without his armor in town, confusing foes with his invisible, potent defenses. In any event, Derthan doesnt like people 10 Iknow his secrets. Sometimes, he leads with attacks from his ‘wand while other times he hides tina boot sa sudden surprise. Ina fight Derthan puts sutvival fet, He's nor fast, however, sto lan a unique method of escape. His potion soe always of levitation is For just such an emergency. He hopes to one day get hold of some item that can grant him invisibility (or learn the spell) use for the same purpose DEVELOPMENT Derthan is likely patron at tavern the PCs frequent, of 2 cus tomer ata shop they visit. He's not necessarily looking for trou ble, but he does frequently make some gold by conning the ‘unwary—selling useless junk as “dwarven artifacts,’ selling ‘worthless treasure maps, or simply pretending to know more than he does about atopic of interest in order to get some bribe money, He gives various contacts bartenders, for example—a small eu f they send “rubes" his way. ‘The dwarfs alo likely o fallin withthe wrong crowd. A capa- ble fighter, he makesa good bodyguard andi often hired assuch for criminals in need of protection, The PCs might encounter him in this role, While Desthan is not bloodthirsty, he uses his various sis and ricks to pecform his duties efectvely. Derthan is « great figure to use as a "more than he appears kind of encounter, He could run into a useful ally, ifacharis ‘mati PC can turn bim away from his dishonest ways, or even become the cohort of les scrupulous character. @ CRITICAL THREATS (Cynical and hedonistic, Homnar Thest seems to be a prosper- ‘ous merchant and caravan master who spares no expense to pro- vide himself with the finest things in life—well-made clothing, ‘good wine, fine sexvice, and enormous quantities of rich viands. While Master Thest’s avarice and glurtony are plain for all to see, Homnar possesses some peculiarly horrible appetites that he prefers to keep secret. He is actully a weretond, and he takes particular pleasure in devouring humans and humanoids of all sorts whenever he gets the chance Homnar Thest isa grotesque figure. He is quite fat, with a large, round head perched on a neck seemingly as thick and round asa fur collar. His mouth is quite wide, and his eyes are small and beady. Despite the heaviness of his torso his limbs are long and spindly, and he moves with far more grace and quickness than one would expect ofa person his size. His animal form isa Large dire toad. Lik Thest can also assume a hybrid form, but he rarely does so, pre fering to gulp down his human prey whole in toad form. LI yeanthropes, Homnar BY RICHARD BAKER [ARTWORK BY TOM FOWLER P Homnar Thest, Advanced Dire Weretoad Human Rogs: CR 10; Medium Humanoid (human, shapechange’); HD 6d6+6 plus £84843; hp 106; Init +7; Spd 30. (6 squares); AC 22, ouch 15, fat footed 22; BAB +10/45; Grap +12; Atk +15 melee (245+4/18-20, +2 opie) or +14 ranged (1d6+2)3, masterwork composite shortbow (42 St; Full Atk 13/48 melee (1d6+4/18-20, +2 rapier) and +12 melee (1d4+1/19-20, masterwork dagges), or +14/+9 ranged (14642/«3, masterwork composite shortbow [+2 Str} SA akernate form, sneak attack +346; SQ evasion, low/igh vision, yeanthropic empathy scent, trap sense #2, uncanny dodge; AL CE: SV Fort +11 Ref 414, Will 411; St 14, Dex 16, Con 12, Int 13, Wis 12, Cha 8 Sill: Bluf +8, Disable Device +10, Hide +22, jump +16, Listen +20, Move Silently +12, Open Lock +12, Search +10, Sense Motive +10, Spot +20, Tumble +12. Feats: Dodge, Great Fortitude, Improved Initiative, Iron Will, Mobilty, Toughness, “wo.M/eapan Fighting, Weapon Finesse. Dire Toad Form: As human form, except: Large Humanoid (human, shapechanger; Init +8; AC 22, toueh 15, fat footed 22; BAB +10; Gap +20; Atk +15 melee (14549 plus poison bite) or +13 ranged (oone, tongue); Full tk +15 melee (14619 plus poison, bite) or #13 ranged (nore, tongue); Space/Reach 10/5 f. (15 ft With tongue); SA aterate for, curse of lyeanthropy, improved {grab poison, sneak attack +346, swallow whole; SQ damage reduc: tion 10jsiver, evasion, lowlight vision, lyanthropic empathy scent, trap sense 42, uncanny dodge: SV Fort +15, Ref 415, Will 4417; St 22, Dox 18, Con 20, Int 13, Wis 12, Cha 8 Sil: As human form, except: Hide +19, Jump +20, Move Silently #13, Open Lock +13, Tumble +3, Hybrid Form: As hurman form, exept Large Hurnanoi (human, shapechanger); Init +8; AC 22 touch 1, fat footed 22; BAB +10/+5; rap +20; Atk +15 melee (1486, bite); Full Ak +15 melee (16846, bite) and 111/211 melee (1d6+3,2 claws); Space/Reach 10/10 fi SA altemate form, cuts of lcarthropy sreak attack +346; SQ dam. age reduction 10/sver, evasion, lovlight sion, yeanthropic empa- thy scent, trap sense +2, uncanny dodge SV Fort +1, Ref +15, Will +41 Str 22, Dex 18, Con 20, Int 13, Wis 12, Cha Skil: As human form, except: Hide +19, Jump +20, Move Silertly +13, Open Lock +13, Tumble +13. ‘Alternate Form (Su: Homnar can shift into toad or hybrid form as if using polymorph on himsel,sthough his gear is not affected and he does not regain hit poins for changing form Changing to oF from animal or hybrid form sa standard action. Curse of Lycanthropy (Su): Ary humancid or giant hit by Homnar’s bite attack in animal or hybrid form must succeed on 4 Fortitude save (DC 15) or contact Icanthropy. Improved Grab (Ex) Dire toad form only. To use this ability, Hommat must hit an opponent with his bite or tongue attack. TACTICS. Homnar Thest is a predator. He secks out opportunities ro waylay lone travelers or creep into the rooms of solitary inn guests. He is quite stealthy, even in toad form, and naturally retains his sneak attack and other rogue abilities while in his dite toad shape. He avoids Fights with large groups of people, preferring to ure his improved grab to seize a single opponent Lycanthropic Empathy (Ex): Homrar gains a +4 racial Bonus con checks made to influence toads and dire toads, and can com. ‘unieate simple concepts (such 25 "fiend" oe." or “attack” if the animal is fend Poison (Ex): Dire toad form only Bite; Fortitude OC 19; dam age 146 Con/166 Con, ‘Swallow Whole (Ex): Dire toad form only. Homnar can swallow 4 grappled opponent of Medium size or smaller by making a suc: ‘cessful grapple check Once inside, the opponent takes 16 points of bludgeoning damage plus 146 points of acid damage per round. A successful erapple check allows the swallowed ‘opponent to climb out of the stomach and return to Homnar's| raw: Another successfl grapple check is required to get fre. A swallowed creature can ty to cut its way out with alight piercing for slashing weapon. Dealing a least 10 points of damage tothe fizzard (AC 13) creates an opening large enough to permit ‘escape, Once a single swallowed creature ents, muscular action closes the hole. Homnar's stomach can hold 2 Medium or 8 ‘Small or smaller opponents. Poseesons: «2 sudded leather ormer, +2 raper, masterwork dagger, masterwork composite shontbow [+2 St] with 10 +2 ‘arrows and 10 sliver arrows, ring of protection +2, 2 potions ofcure ‘moderate wounds, 1 potion of fy. *Hommar normally wears his ring in hybrid or animal form. and swallow the unfortunate soul whole, quickly leaving the scene of the attack once he's made his kill If forced to fight, Homnar is not above grabbing and swal- lowing a wealelooking enemy for no other reason than to DRAGON # Ue DM Screen: That right—next issue includes a complete DM screen, This exclusive 4-panel sreen is fully compatible with the Revised 31d Edition Duncsons & DRacons game, Barbarians: Master the changes to the 35 barbarian with {intriguing class combos, alternate rage abilities, barbarianonly feats, and other innovative options. In addition to rheseinrigu- {ng nev game mechanics, the article features advice for playing, barbarian characters that ate sure to fuel your inner rage Fighters: The most versatile wespon masters in the D&D game get even more options with new customized versions of the fighter class ‘Monks: The Monk classi the Players Hendbook represents ‘only one of the many fighting styles open to players. A new, ‘customizable version ofthe class opens up new fighting tech- riques and new roleplaying opportunities. Rangers: These options and class combos explore the verse tility of the revised ranger and give you more ways to build interesting ranger characters. Rogues: Alternate sneak attack abilities, customizable rogue ‘options, and intriguing roleplaying advice Plus: Mike Stackpole Fiction, Player Advice, Dungeoncraft Dork Tower, Nocwick, What's New, Zogonia. reduce the number of antagonists he faces, However, Homnar would prefer not o fight a pitched battle agninst armed and armored adventures, Given the chance, he'd athe fle a fight with the intention of returning later to attack his enemies in the dark hours ofthe night DEVELOPMENT Homma could be the featured killer in a“whodunit” adventure ‘The PCs find themselves sharing an inn with Homnar and a small number of other travelers on a cold and rainy night, but cover the course of the evening, the other guess begin disappear ing. Master Thes,of course, points out that since no bodies have been found, foul play isnot very likely, Afer all, dhe missing ‘people might have been lured out into the night by some sinis ter force if they didn't choose ro leave oftheir own accord Master Thest has hired a number of wesker weretoad rogues and ‘organized chem into a group of smugglers and shavers. The were- toads snag victims and goods in dire tad form, swallow ther, then take them outofamajorctyin their own bellies The kidnap victims that don't survive become the toads next meal; those that do are hardy enough tocommandahefiypricein the lave market Tired of losing so many slaves to his underlings bellies, Master Thest has begun lolking fora spelleastr capable of protecting his kidnap vie tims from the acid in the tad’ stomachs. His unique qualifications far this job have atracted the atention of several al organizations (che thieves guild or college of wizards are likely to become suspi- cious) that have tured tothe PCs to discover wha’ happening, © UNG EON ft Prison of the Firebringer By Richard Baker An ancient saad lord has waited for his freedom for centuries, and members of new cult have dedicated themselves to freeing the powerful create and allowing itto unleash itsFary on the land. AD&D Forcorres Reais adventure for t3thlevel Cs. Special DuxcEox Subseriber Section: The Chasm [Bridge By Desmond P. Varady and Revised by Chris Thomas- son: This module originally appeared asa special section in ‘Duacon Magazine #131. Now updéted for Revised 3xdEuition, your players can relive this great advenrure. 4 wizard living in the Underdark seeks to extort ols from travelers seeking pas- sage through his terscory. The PCs must del withthe greedy spelleaster and stop is tyranny ifthey wish to pass. A D&D sdventute for sth-level PCS Porvaroxox #160 Iron Lords of Jupiter: A d20 Modern ‘Mini-Game of Planetary Adventure By Lizard: “had considered myself prepared fr anything thad one degre in Engineering and another im Astrophysics 1 fad completed my emer- eh raining with honors, and Toul dsasemble and veesenble any one of Miner's sts lial, edt think. Ye the end the reason Lamcaive today that ¥ allowed mye thendul- gence of kerpng my hobby of fencing” Personal journal of Alicia Vanderveck; Octeber 10, 2092 ©) issues OT Ue eral Cee ae ee ee tented editors over the years. Roger founded eee ens ere eee ee {he Canadian one) went from most prolific ee ee aaa ee caa the most powerfully ooking through these ‘old issues, though, is that all these people ‘were more than editors of the magazine— eee ad eee kers es Ce eens fo een ene Pee ae oes eee ee ere eee ae tors of DunroN as | could find. What fol- eee nS ee oe ed ee ee eres Se eee Pee ees ne ea as Paizo Publishing, but one thing hasn’t eee oes eer ry Dh ee rds Dee er ee tre ieeereeierenenrrd ee eee Een ee eer Reni enpeneeneeninn sity pean ctenni en nic Beemer it pan pieinerey rer eer eres aan enrnecmniorerer at peer eer a ears painorientave neice pci eriearen iy 4 magatin that offered thee to sx adven Friesen Topinerrsee Tee poeta ere Pineau teeny Pere soir mien et eran ore ne tmnt] eaprueriaiet tienen crerene nen renT by the renown Keth Parkinson and a short Roatan el etens pares tneeer nn eect ee a iy ees ee as the work, and the results were imaginative, Heroes could venture into a ruined tower in Pee eee ced eee ees ee ee ee pe CoC us ee es eee ots See Sn ee aeons cern ret nnd blessed with gifted workers who cared about ‘te readers’ well asthe final product. See ee cc Ey De eee Ren Se nee eu) See oe ae eet ec Cr etree table of contents page. This was a creation of ry own, a way of nudging fantasy gamers into ee eee ee eee a eee acne eee re ee ene ee a) Se ae ee ee) ee ee eee ee Ton Sree eee) Pee ee Barbara Young: The Marathon eee od ne ees Seco kee eu ‘monthly editorial So when Chris Thomasson eee ea See eas eee ey ean ee ec ee eee cee Betray ro mero! I. f ee eer) nee eee Ce te a Cee cee Set eee ag Cee et ea? eee ee en sey ee at essa] Ce an Vee oe ae Cr oe Se ee ad Baur’ intimate knowledge ofthe rules, tary Smith’ arts ele eee When Roger called me in 1987 to offer me Oe eae Ones ee eee than Roger had asked, | think | might have eee ans coe ee Pee a a? re aa es Inlooking through the soissues worked on, eee ty ‘magazine staff had with its readers. We received lots of letters, read them all, and ee ons ree nas the readers wanted to see. We ied new things. See ey et ae eee ta fone" DM required adventure) ut we man- eet eee tea Issue #8, wed established an online presence eee eae ee oer CO ead See ees Oe prolific freelance authors, writing adventures by himself and with steve Kurtz. Inthe fall of ae eons SO cae Cee en a a van and was driving to the Chicago area to Cee eae See eed Pee et at ee ney Nee ar ery Geneva to“meet us and have lunch” We'd Se ey et eee ee ber to baal, we were going to offer him the eee ea ee es ee eon! Cees Sa nee etc a Cao Eee one eet ee Sree ec em See eas stones we'll have passed bythe time March pee EU eee nd fee ees Sa nee are peg es Dee cur berets flee etry RO or ee Se eet) well-intentioned efforts by young or begin: Sec eed Cee UL ns pee ed See eT started with the magazines—that is, | was in Se een eT ee ee ea Beene ett eo eo Pe eee ae es Oe ee ects See eee ney ete ees ce See eee tee pe ee ea ee ences eee assumed that the magazines needed the hep, eee areas eee ei) eee cee es really was. Ree eee SME race are eo es Se eee ated ee neon See ee decently. Ina sense, the slush ple got me hired Caren tena But it was right back to the slush pile, this ee ee sd Pee ee es Pee ets ee eee ees Cette ae! Peco eenres pe aes Ree ete ere eee ee ea ee ot See ee a pe er aed Peete ie ete pee nad Bee eter ess ee eo Peete et aed Perret eae Ce oe as ee ons eee ee oe eer crs Cee ne emery Cee drew great maps. | thought, “if he writes as ere set eee pene ere eens Pert try erred creer eee eee ee ce eri eer eee tees eee oes Reece ee eee ee eed perenne Ty Pe eee ers] pee taecete nad eet a ee eae ant tees See td peers Dave Gross: Mappers: er ee cukad eT to) Deer eon ener ne cee eee ta eee es ee irre ee ean eno retreats Some gamers, including another former Peete eee at eee cee er ta Cee ees See ec ec ee ee De ee eee Se eee Las ee ee Se eee is Ce eee ead ees Cas Dens sees ee ce ee cc) Pee el eves eee eet act eee a es ree ees these dedicated individuals put into their ‘own campaigns is admirable, some of these pe een cee ets and boast of their own, superior creativity. ‘That they don't actually publish their bril- ee ee eet) Pee ean worse yet, we wouldn't appreciate them. At ee enn Re ees | mean, sure, they've got some wonderful Coe ee ee) See eee ee ee ec ens eee eee) Cee ea Ce ae ELC aa) Ee ya mene) See en ec} eee eee eee a fete ee eee ee eae erry eee ee a Se nD gua since these maps give us the time to do things lke walk the dog, go to a movie, and a ee tn aoa See a eee See ay eee eee adventures, but with all the time they spend Cee ea eet Ce em eee another generation or soo fear not, gentle Ce eee all the spare time you need to seek out that Pe eo Christopher Perkins: PU Tetd tid enter eens ee ee ey cae eee nn eee eens pene eee eta Sees eee ere Cee een Rett ey mttaer nite Peer ce nnn ee ea started reading the editorial staf’s comments scrawled in the margins of my proposals and ‘manuscripts, quickly realizing how one stroke Cee eet ete eee neces Roger: “Overwritten. Return for slow, not- cee re eens eo De ee ed trite, even by forgiving standards” eae nS ee ad oe ene ST ey Pe eee Se a ee cue Ses ee oe poet mec cand Soe ee ecto CO eee eet a have filled more than two issues. Turns out Sea ste Pete ae eed eee Ea er eT Se ene ae Dea es eee ea ee eee ee ee een When the girl wanders off with “Spuf” local ee ae et Se ee ees the monster. (Pitched to Michelle fist then Peet a reer) nee cee ee ua eed eee eee Es ea nefarious owner—a wizard! (What a sur- Pe een aera eee ee etka 6."Ankh of the Ancients” Aforementioned Oe ee ‘tedious dungeon crawl tofind a ost artifact Siete) pee Cees Se eee ears eed ee eee De eee eer Pe ua toe structs run amok. Three guesses who's to blame? | couldn't sell this dud to Barbara or Pee Cute Det ae Dea ee eed arrogant, particularly given that the third adventure hinged on the PCs delivering a Ce Ce ee Dee oc tue:"The heroes follow a gnome time traveler Se eee ae Seen at ee ee ye Cea’ en eee a sce er ee ts CEs eee ca must've been realy really bored that day. eta ieee ea editors have always done a great job picking ae ae ee ‘Thomasson is no exception. Unlike the rest of us, however, he likes wading through ee eset eas be afraid to send him some. © SNOB ot Le} Gozo CARTOGRAPHY BY PETER WHITLEY ‘Old Embers Never Die" isa two part D&Dadvencute designed for four 12th-level PCs. Charactets who sutvive the entire adventure should approach or advance to 13th level. DMs can ‘modify the adventure for parties beyond thisrange of level and size) by increasing or decreasing the number of enemies pres tet, a8 noted in the Scaling the Advensure” sidebar. Thig adventure previews some material from the Draconom con, although that book is nor necessiy to play. Asan adult red dragon, Flame wisely entrusted a githyanki wizard ‘with a small chunk of his flesh, to be used to clone him should be ‘meetan untimely end. Over the yeas, the wizard forgot his prom: {se and lost track of time—as is wont to occur in the timeless void of the Astral Plane—and lost contact with Flame. The dragon. grew older and more powerful, but even this power couldn't pre- vent him from dyitig (twice) at the hands of treasuréchungry adventurers, Although Tiamat herself returned him to life after has first death, Flame's second demise seemed far more perma- nent, as his only hope of return lay preserved in an astral fortress. {In the meantime, a squad of azers found the ruins of Flame’s last lair floating in the Elemental Plane of Fire. Investigating, they discoveréd the infact skeleton of the dragon, along with fragmentary skeletons of dozens of kobolds. Not sure what to make of theidiscoyery, they towed the crystal fortress back to their city to report cheir findings. Months later, during negotiae tions between an azer noble and a trie of kobolds that had dis- covered a vein of diaménds, the azer casually mentioned the discovery. To the noble's surprise, the kobolds offered the azer ‘complete access to.the diamonds in exchange for the skeleton, for one of these very kobolds was among the few survivors of the band of ‘kamikaze kobolds' that bad served Flame in the citadel before adventurers destroyed both i and the dfetion. Now the leader of a small but powerful dragon culejthe kobold priest took the skeleton and a number of his most devoted followers and traveled deep into the swamp, far ayay from prying eyes. There, the kobold spent long months of peayer and study until her dreams became true, and theskeleral ARTWORK BY MARK NELSON, ANDREW HOU, AND ARNOLD TSANG ~ form of Flame bcs an animited skeleton, Within weeks, the kobolds had built shrine around the skeleton, hollowing out a complexaf caverns beneith the swamp. ‘Some period of time later, the githyanki wizard came across the er olding the las existing remnant of Fame’ body. After _scersning chat the doagon ws indeed dead the wizard cased ot the areane proces of cuplicaring the dragons body. Sud- denly, Flame vias alive again in the body of a healthy adult red dragon. Any memorts of is previo defets were long lst hhim (although s nagging distaste for diamonds lingered in his subconscious) —for all he knew, he had lived a long and prosper dyingonly after amassing ressue horde of mythic pro- portions. Foehis par the wird made no atempt ro dimuede lame ios hese belie simply encourgibg hier orenson © the hime Material Blane nd liv ios a dragon shoul Fame ook thepithyanke's advice and spene weeks searching fora new lis Somehow bs raves brought him othe Western Mouniainsjanare familia fo him in hs previous ie. Whether lame was guided by some subliminal memory or sheer happen- stance can only be guessed, bur he found the crater lake to his liking. The ated was not émpty of life, however—a band of fire ‘giants had settled in Flames old lair. After slaying the band’s leader, Flame took the remaining giants under his wing (even fathering alédragon child with «comely fire giant maiden), So far, he has kept his presence inthe mountains asecrét, although he Jooks forward tothe day when he wl ead a yar party agtinst the human forts at either end of the pass ‘Today, then, two creatures called Flame exist a skeletal désgon worshiped by lobolds snd another th the plime offering 4 group oie pants the niche crested many years ago ——ADVENTURE SYNOPSIS The PCs follow the wail of some particularly competent kobald thieves to the lair ofa dragon cult deep in the swarap. There, they discover efforts underway to grant sentienceto the skele- ton of « powerful red dragon once named Flame, “The second pats of the adventure may fallow closely on the beat AF the first, or i might occur sometime later, depending. ‘on how energetically the heroes pursue the leads discovered in the Kobold lair. Eventually, however, the PCs determine that ‘rouble has returned tothe Western Mountains inthe form ofa band of fire giants, Upon further investigetion, the characters leacn that the giants are ruled by Flame himself, who has returned tof yer again. RUNNING THE The two acts ofthe adventure (The Sunken Caverns” and “The True Flame") can be played bacleto-back or separated by some time, Both are site-based adventures where the PCs must face deadly enemies on their home turf If the PCs dont figure our thar Flame is alive again from the hints found in the Sunken Caverns, don’t rush them to that conclusion. Instead, plant additional clues that lead them 10 investigate the problems in the Western Mountzins and let them discover Flame's reruen the hard way. Its possible torun the wo pars ofthis adventure inthe oppo- site order. In chat case, youll need to add clues that lead the PCs fom the dragon's li in the Western Mountains tothe cultists in the Sunken Caverns. Perhaps the kobolds heard a rumor that 2 red dragon had settled in that atea and sent an emissary to forge 2 deal, Ifthe characters interrogate that emissary (use the statistics fora kobold scout from Act 1) he reveals that he ispartof a group that seeks to return an evil dragon to life—something sure to grab che attention ofalmost any purty of adventurers, ——_ ADVENTURE HOOKS ‘Av firs, the PCs should believe only that they ate on the trail of some pesky (if surprisingly competent and picky) kobold raiders. The following hook can pull the PCs into the aetion The PCs are contacted bythe local merchants guild ora trader of their acquaintance. Twice in as many weeks, shipments of «exotic goods—incense, rae oils spell components and the like— hhave been attacked by kobold warriors riding enormous weasels. Each time, the guards have driven off the kobold riders only 0 find the bulk oftheir goods gone by the time the battle ends. In ‘one ease, the thieves didn't even disturb the cashbox lying adie ‘cent to the stolen goods! The PCs are offered a reward of 5000 gp tohale he atacand recover any stolen material re TALES OF FLAME In his day, Flame achieved @ modicum of infamy, which can be determined in a number of ways both magical or mundane. Once the PCs have laamed the dragon's name, Gather Information of baraic knowledge checks can reveal she following tidbits: CCheck Information Gained 15 Flame was @ mighty ved dragon who terrorized various parts ofthe kingdom for many years before is death at the hands of teasure-secking adventurers If one of the PCs owns a stronghold with a temple, a ship- ‘ment of materials destined for that temple is attacked in the method noted above, ACT 1: THE SUNKEN The lar of the kobolds, an area they call the Sunken Cavern located in a dark forest known asthe Bogwood. The closest city of any reasonable sive is atleast 100 miles distant. You can place the Bogwood anywhere appropriate in your campaign world, TRAVELING THROUGH THE BOGWOOD: ‘The adventure assumes thatthe party uses potent methods of information gathering (such as find the path) to determine the route tothe Sunken Caverns, and thus need not waste much time searching the Bogwood. Ifthey need assistance, add an encounter with a helpfal NPC druid or another forest denizen who can be persuaded ro guide the PCsto the lirof the kobold (most natives sreaware ofthe kobolds presence inthe vicinity of the pond, but hen the characters arrive atthe pond concealing the entrance tothe caverns, proceed to ates Bt, below, Most of the Bogwood is typical mediumdensity forest, filled swith trees and light undergrowth, Such areas provide cover and concealment asdeseribed inthe Dunceow Mastexs Guide and the maximum distance st which the characters can spot creatures is 2dd8x10 feet. Overland movement sat half normal speed, ‘The deepest areas of the Rogwood, including the region su know no more than that. rounding the entrance to the Sunken Caverns are very thick forest, marked by dense undergrowth and more large tees than 1 medium-density forest. This provides cover and concealment described in the DuNcrow Masten’ Guide, and grants 245 ei ccumstance bonus to Hide checks. The maximum Spot distance is 3d6xS feet. Overland movement is at half normal speed. In addition, the deepest regions of the Bogwood ate dotted by occasional shallow bogs (up to 1 foot of mud or standing water). Movement through a shallow bog is at half normal speed (reducing overland movement to one-fourth speed, thanks tothe undergrowth) ‘The background noise in the forest makes Listen checks more difficult, increasing the DC ofthe check by +2 per t0 feet, not +1 (but note chat Move Silently is also more difficult in under- growth, as described in the Duvceow Mastis Gui) 20 When Flame was killed, he lived in a dormant voleano in the Western Mountains, not far from a community called Fort Wheelan 25 Flame was slain not once, but twice. The second death of the dragon occurred some years after the frst, in & great crystal fortress that was shorly aerward sucked into the Elemental Plane of Fie. 30. The second time Flame was faced, he had a small army of kobold minions under his contro. RANDOM ENCOUNTERS IN THE BOGWOOD Every 4 hours spent inthe Bogwood, roll d% to determine ifthe PCs encounter something inthe swamp, 4% Encounter ‘Avg. EL 01:60 None nia 61.65 Lizard, glant monitor (1) 2 6671 Gray oo2e (1) 4 72.78 Giant owl (1) 3 7885. Shambling mourd (1) 6 8690 Tendriculos (1) 6 91:95 Kobold cultists 8 (03 Fes plus 1 dire weasel) 9598 willo-wisps (1341) ° 99.00. Chuuls (164+) 10 Will not attack unless threatened, and if approached pesceilly ‘may be 2be to share some tidbits about the area (see “Traveling through the Bogwood,” above) Bi. GUARDIANS OF THE POND (EL 12) “The canopy oftrees breaks, revealing a desing around a murky pond. Several lizards of various sizes—some aslongas 5 feet— lie about on moss-covered rocks surrounding the pond. The deceptively deep pond conceals an und to the Sunken Caverns (see area B2, below). The map indicates 4 number of terrain features, including trees, massive trees, SCALING THE ADVENTURE, “Old Embers Never Dies intended forfour 12thlevel characters, but it can be modified for partes of different sizes or levels. Consider adapting the adventure as follows Bth- and Sthevel PCs: Run the adventure as writen, but with the following adjustments + Reduce all classed NPCs by 2-3 levels. Make Vermilona 2 Cii7/Oracolytel, which eliminates her Alertness and Silent Spell feats and 2 levels of clerical spelcasting, among other changes + Reduce the advanced creatures by 4-6 HO apiece. This may reduce the creatures one size category (check the Monster Manvel for details) ‘+ Make the elder fire elemental a huge fie elemental, and make Flame 2 young adult re dragon. Oth. and Vth-level PCs: Run the adventure as written, but with the folowing adjustments: + Reduce all classed NPCs by 1-2 levels. Make Vermilona a Cir7/Dracolye2, which eliminates her Aleriness fest and 1 level of clerical spllcasting, among other changes. + Reduce the advanced creatures by 2-4 HO apiece, but not so fat 5 1 reduce the crestres from their current size. + Make the elder fre elemental a greater fre elemental. 13th. and Tth-evel PCs: Run the adventure as vite, but with the following adjustments: undergrowth, dense undergrowth ad shallow bogs. These ter sain features are described in full in the Duvcrox Ma (Guide and are summarized here for ease of pla. ‘Bog, Shallow: Costs two squares of movement to move into a square wi shallow bog, and aplies-2 penal to Tumble checks Trees A creature standing in the same squate a tee enjoys 4 small amount of cove, gaining +2 bonus o Armor Class and 41 bonus on Reflex saves Trees, Massive: These take up an entire square and provide cover (+4 AC, +2 Reflex saves) to anyone behind them, Undergrouth: Costs two squares of movement to move into, and provides concealment (20% miss chance). Applies -2 penalty © Tumble and Move Silently checks, Undergrowth, Dens: Costs four squares of movement ro move into, and provides concealment with # 30% miss chance. Applies -5 penalty to Tumble and Move Silently checks If more than one terrain type is in a square, the penalties are ‘cumulative. A square with undergrowth and shallow bog costs four squares to move into and spplies a -4 penalty to Tumble checks (and 2-2 penalty to Move Silently checks), Creatures: The entrance to the Sunken Cavems is guarded bya pair of Huge shambling mounds, Reshka, the kobold druid responsible for their care and feeding, basks in monitor lizard form ona moss-covered rock outcropping a the position on the map marked *A" (indistinguishable from the other monitor lizatds), while her dire weasel animal companion bides in a hollow area of the outcropping (gaining tora cover from all, directions). A number of other lizards are also in the ares, but ‘wont attack and flee ifbatle erupts. + Increase all classed NPCs by 1-2 levels, Make Veeriona le8/Dracoytes, which adds 2 levels of clerical spelcasting, among other changes + Increase the number of shambling mounds, dire weasel, hell hounds, giant crocodiles, and fire giants present in any given encounter by 30% (round fractions up. + Add 8 HD tothe ede fire clemental, making ita CR 13 creature, and increase the age category ofthe skeletal red cragonto ver (CR 12), 1Sth- and T6th-level PCs: Run the adventure as writen, but with the following adjustments: + Increase all classed NPCs by four levels. Make Verilona a eOcacalts, which glues her a ying red dragon as a foster ‘dragon and adds 4 levels of spellcasting, among other changes, ‘+ Double the number of shambling mounds, dive weasels, hell hhounds, giant crocodiles, and fre giants present in ary given + Add 16 HD to the elder Se elemental, making it a CR 15 cree ture, and increase the age category ofthe skeletal re dragon to reat ween (CR 13} + Make Flame a mature adult re dragon. Treat parties of two or three PCs as being 1 or 2 levels below their actual level. Treat parties of Five or sie PCs a being a level higher than their actual level, and parties of seven or eight PCs a= being 2 levels higher than actual B Lizards (7): hp 2 each; Monster Mamual 275, Monitor Lizards (3): hp 22 each; Monster Manual 275, 2 Huge Shambling Mounds (2): CR 9; Huge Plant; HD 1648480; hp 152; Init =1; Spd 20 ft; AC 21, touch 7, flae-footed 24; BAB +12; Grap +29; Atk 420 melee (346, slam); Full Atk 420/420 melee (34649, 2 slams}; Space/Reach 15 f/15 fts SA improved grab, constrict 346+13; SQ darkvision 60 ft, plant traits, electricity immunity, fre resistance 10; AL N; SV Fort 445, Ref +4, Will 17; Str 29, Dex 8, Con 21, Int 7, Wis 10, Cha 9 sill: Hide +4%, Listen +4, Move Sileney +4. Feats Improved Bull Rush, Iron Will, Cleave, Great ‘Weapon Focus (slam). Improved Grab (Ex): To use this ability, the shambler must hitan opponent of Fluge size or smaller with both slam attacks. If gets a hold, it can constrit. This shambling mound bas a ave, Power Attack, grapple bonus of +29, Constrict (Ex): A shambler deals 3d6e13 points of damage with a successful grapple check against a held creature. Plant: Immune to mind-nfluencing affects, poison sleep, pa ysis stunning, nd polymorphing. Not subject critical hits Electricity Immunity (Ex): Shamblers take no damage from electricity. Instead, any electrical atack used against a shambler grants i 1d4 points of temporary Constitution. The shambler loses these points atthe rate of 1 per hour. ‘Skills: Add +12 to Hide checks in swampy or Forested ares. Reshka, Female Kobold Ded: CR 9; Small Humanoid eptiian); HID 9d hp 47; Init +2; Spd 30 fe; AC 17, ouch 13 Aat footed 15; BAB +6/+1 club); Full Atk 47/+2 melee (1d4, Small c shape (3/day, Small, Medium, or Large animal) SQ animal com: 1p 425 Atk +7 melee (1d4, Small ub} SA spell, wild panion, darkvision 60 ft, light sensitivity, nature sense, nature’ lure, tackles step, venom immunity, wild empathy (+12), woodland stride; AL NE; SV Fort +9, Ref +8, Will 4125 Str 10, Dex 15, Con 41, Int 10, Wis Skills: Concentration +12, Handle Animal +10, Hide +9, Knowledge (nature) +8, Liste rach +2, Spot +5, Survival +8 Feats Alertness, Dodge, Natural Spel, Toughness. “Includes ~2 armor check penalty (-1 doubled for Swim) and Domus from ring of swimming. Y Monitor Lizard Form: as above plus Spd swim 30 fes ‘Atk/Full Atk +9 melee (1d8+4, bite} SV Fort +9, Ref+5, Will +9, Ste 17, Con 17; 4 racial bonus to Hide and Move Silently (or +8 cial bonus to Hide infor +5, Profession (mining) +8 10 aboveground), Swim +8 red or overgrown 2 Spells Prepared (6/5/5/4/2/ts base save DC = 13 + spell le detect lave, purify food and drink, resstanes; tst—entangle frie ir, goodbery, obscuring mis, peak with animals; 2nd —barkskin, bulls srength, produce flame, esis ele ‘ments, summon swarm 3rd—call lightning, cure moderate wounds speak with plans, water breathing; 4th—contral water, flame trike sth—animal growth Posesions: +4 leather armor, cloak of resistance +3, ring of swim ‘hp each), Ksleese, Dire Weasel Animal Companion: CR N/A; Medium Animal; HD 748; hp 31; Ini +5; Spd 40 ft; AC 21, touch 15, flat-footed 16; BAB +5; Grap +8; Ack/Full Atk +11 melee (14644, bite); SA attach, blood drain SQ link, share spells devotion, scent; AL N; SV Fort +5, Ref +10, Will +6; Ser 16,Dex 21, Con 10, Int 2, Wis 12, Cha Skills Hide +9, Listen +3, Move Silently +9, Spot +9. Feats Alertness, Stealthy, Weapon Finess ‘Attach (Ex): A die weasel that hits with its bite attack ‘ming divine cro of dig! magic, § goodberres (cur ‘Weapon Focus (bite) latches onto the opponents body with its powerful jaws. An attached dite weasel loses its Dex bonus t0 AC. Blood Drain (Ex): A points of temporary Constitution damage remains attached Devotion (Ex): Gains a +4 bonus on Will saves vs Enchantment effects. ‘Scent (Ex): Detect opponents within 30 feet. Exact location is not revealed unless within 5 fet. Tricks Known: Attack, come, defend, down, fetch, guard, heel, seek, rack With animal growth: as above except Large Animal; HD 7814; bp 45; Init +4; AC 21, touch 13, fla-footed 18; Atk/Full Ati +12 melee (148440, bite); Space/Reach 40 ft/s fej SQDR 10/magie, SV Fort +10, Ref +13, Will +10; Ser 24, Dex 19, Con. 14; Hide +4, Move Silently +8, Tacties: The shambling mound ing with the swampy terrain (Spot DC 26 to notice th they see or hear -e weasel drains blood for 244 ach round it cemain motionless, blend 2) If sruders, they ise up from positions of hiding

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