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ince the beginning of history, in the Age of Worms Adventure Path,


humanity has measured time in a complete campaign consisting of 12
Ages. Ages of Glory, of Dreams, adventures, several “Backdrop” articles
and even of Great Sorrows mark the to help Dungeon Masters run the series,
human tally of years, giving a sense of and a handful of poster maps of key loca-
order to the events of past centuries. But tions, all published over the course of the
one age has yet to occur—an age of dark- next year in Dungeon magazine.
ness, of decay, and of writhing doom. The campaign will take characters
Witty bards and wrathful preachers know from the humble beginnings of 1st level
it as the Age of Worms, weaving it into to the mighty responsibilities of 20th.
the peripheries of their passion plays as The format of the campaign is episodic,
a mythic era of destruction that could with individual chapters able to stand
begin at any time. Astrologers, diviners, alone despite a “plot” that runs through
and the servants of Fate know more. The the entire series. The full scope of this
canniest among them fear that the Age of plot will become clear as each install-
Worms has already begun. ment appears, but we’ll periodically
“The Whispering Cairn” is a Dungeons provide updates and sneak previews of
& Dragons adventure designed for four upcoming installments to help you plan
1st-level characters. Characters will ahead and get the creative ball rolling.
advance to 3rd level by the end of the The first such update, “The Road Ahead,”
adventure. This is the first installment appears in Dungeon #125.

BY ERIK MONA
BY JOACHIM BARRUM, STEVE PRESCOTT, AND EVA WIDERMANN
BY ROBERT LAZZARETTI
AGE OF WORMS CALLIGRAPHY BY DARLENE
ADVENTURE PATH LOW–LEVEL (1ST–5TH) DUNGEON CRAWL

JULY 2005 DUNGEON 15


THE WHISPERING CAIRN BY ERIK MONA

Campaign Setting three days’ ride from the fabulous Free Idle chatter around the village speaks
The Age of Worms Adventure Path City, metropolis of wizards and thieves. of a trio of richly dressed adventurers
has been designed with maximum Before you begin this adventure, take a who frequent the taproom of the Feral
flexibility in mind. The “world” moment to unfold the map we’ve pro- Dog, Diamond Lake’s most notorious
behind the adventures is consistent vided in this issue and take in the major tavern. The confident heroes of the
with that implied by the core rules set piece for the first arc of the campaign. Free City spoke of hard-won battles on
of Dungeons & Dragons. The towns Think about how to make the town of their journey to Diamond Lake, and
and cities of the Adventure Path host Diamond Lake your town. What creatures of their intention to explore the long-
churches to St. Cuthbert and Hei- dwell in the hills surrounding Diamond abandoned Stirgenest Cairn on the
roneous, but these and other faiths Lake? What treasures lie at the bottom of lake’s distant southeastern shore. The
important to the series can be easily the lake itself ? PCs, being natives of Diamond Lake,
substituted with religions from Eber- Then turn to the “Backdrop: Dia- know that cairn is o� explored by the
ron or the Forgotten Realms, as mond Lake” article on page 48 and community’s youth, who always find
well as with clergies of the DM’s own discover Diamond Lake’s history and it completely empty of marvels and
design. The “setting” of the Adventure dangers. Pay particular attention to the perfectly harmless.
Path is designed as a framework, not Adventure Hooks section, which offers Not so another cairn within a day’s
as a muzzle on the DM’s creativity. The tips on how to get each player charac- ride of the village. This cairn lies near
series will remain tightly focused on ter involved in the story. The Backdrop an iron mine that went dry about 50
the “milestone” locations necessary to article helps with the most important years ago. The mine’s charter lapsed
run the ongoing campaign. If you want elements you’ll need to make Diamond when its manager died a few years later.
to run the campaign in Eberron or Lake come alive, but filling in the blanks Situated in a sort of no-man’s land, the
the Forgotten Realms, there’s noth- yourself is the real fun of D&D. cairn was all but forgotten, its yawn-
ing stopping you. In fact, we’ll even Throughout the campaign, Cam- ing entrance overgrown with weeds and
help out with substantial adaptation paign Seed sidebars will preview future choked with debris. Rediscovered by a
appendices for each adventure by Age of Worms installments. These side- curious teenager a decade ago, the cairn
Keith Baker (Eberron’s creator) and bars offer glimpses into the future, and has since been a sort of community
Eric L. Boyd (Faiths & Pantheons, Serpent keep you updated on the most impor- secret held by Diamond Lake’s youth,
Kingdoms, City of Splendors: Waterdeep). tant NPCs and events of the campaign who dare each other to disappear into
Greyhawk fans will find much to like as they are introduced. During the its cyclopean entrance to prove their
in the Adventure Path’s use of the core course of the campaign, you’ll need to bravery. Occasionally, when the wind
D&D setting. You can find these appen- keep plenty of secrets from your play- is just right, haunting, almost magical
dices in the Dungeon #124 Online ers, but we don’t intend to keep any tones emerge from the depths of the
Supplement, currently available at secrets from you. forlorn tomb. Those who know of its
paizo.com/dungeon. location call it the Whispering Cairn.
ACT ONE: THE If adventurers from the Free City
Preparation WHISPERING CAIRN expect to discover hidden passages and
To play the Age of Worms Adven- This adventure assumes that the PCs riches within the Stirgenest Cairn, it
ture Path, you will need a copy of the begin their adventuring careers in stands to reason that the Whispering
Dungeons & Dragons core rulebooks the lively mining town of Diamond Cairn might also hold a genuine opportu-
(the Player’s Handbook, Dungeon Mas- Lake, a muddy smudge on the map nity for profit. In the rough-and-tumble
ter’s Guide, and Monster Manual). Most of the hills east of the fabulous Free mining village of Diamond Lake, where
of the monsters encountered in this and City. Diamond Lake’s inhabitants are desperate folk slave in dank tunnels to
the adventures to come will be drawn predominately miners and laborers, profit wealthy masters, an opportunity
from the Monster Manual, but we’ll serious folk who spend most of their for profit is an opportunity to escape.
occasionally use creatures from other lives toiling below ground. When not
sources. When we do, we’ll be sure to working, the miners celebrate along History of the
include all of the important informa- the Vein, a seedy road lined with ale- Whispering Cairn
tion here in the magazine, but you’ll houses and brothels. Overall, the vil- Many thousands of years ago, long
probably find it helpful to have copies lage is a sooty, sullen place prone to before the rise of human civilization, two
of the Monster Manual 2, Monster Manual unpleasant bursts of violence and pas- ancient powers struggled to determine
3, and Fiend Folio to fill in the details and sion. But Diamond Lake holds plenty the fate of the still-forming multiverse.
to populate “off map” areas. of opportunities for adventure, for On one side was a primal being called the
The action in the first few adventures the uplands surrounding the town are Queen of Chaos, a tentacled horror from
takes place near the town of Diamond rife with the ancient tombs and burial an age before ages. Against her stood
Lake, a corrupt mining community cairns of long-dead cultures. the rigid legions of the Wind Dukes of

16 DUNGEON JULY 2005


Aaqa, the most cultured of the elemental Chaos. Others contained Icosiol’s fallen ing Cairn like a shibboleth. They dare
lords who ruled before the birth of the servants and sub-chiefs, each with its each other to spend a night within its
living races, and who yet controlled an own treasures and stories to tell. One depths, using the place as a test of mettle.
empire that spanned worlds. Centuries of these smaller tombs held the corpse These visits tapered off about six years
of stalemate collapsed when the Queen of Zosiel, a warrior prince who fell to a ago, when a local girl vanished while
of Chaos recruited her most potent ally, a demon’s blow shortly before the Wan- sleeping in the cairn, devoured by a
ruthless Prince of Demons named Miska dering Dukes employed the Rod of Law snake that has since le� for more fertile
the Wolf-Spider. to banish Miska from the world. This is hunting grounds. But still the children
Miska and his demonic legions laid the Whispering Cairn. come, to marvel at the tomb’s uncanny
siege to the Wind Dukes’ territory, In the millennia since its construction, sounds and to carve their names upon
routing the elemental armies and the Whispering Cairn hosted countless the entry walls, their shaking hands
snuffing out the culture of Aaqa one visitors. They first made off with the etching proof of their courage upon the
world at a time. When all seemed lost, a most attainable of the tomb’s treasures, ancient stone.
consortium of seven great Wind Duke statuettes of peerless sculpt, platinum Now others come to the Whispering
warriors withdrew from the conflict canisters of priceless incense, and a Cairn for reasons of their own, brave
and developed a plan to destroy Miska hundred harder to describe baubles of strangers who will risk death in search
the Wolf-Spider and break the back of unquestionable value. No few explor- of ancient wealth. But the greatest trea-
the Chaos army. An epic quest ensued, ers fell victim to the ingenious traps of sure they will take from this place is
in which these “Wandering Dukes” the tomb’s chief architect, a noble Wind each other.
scoured the Great Wheel for a weapon Duke named Nadroc. Only a few explor-
or secret that would undo their hated ers discovered that most of the cairn was Adventure Synopsis
foe. Drawing upon the lore of a hun- but a ruse meant to distract from a still The bulk of the adventure involves the
dred cultures, they constructed one of greater tomb filled with even deadlier exploration of the Whispering Cairn, a
the most potent artifacts in history— menaces. Even thousands of years a�er sizable dungeon complex loaded with
the fabled Rod of Law. its construction, the Whispering Cairn ancient traps and a collection of inter-
They returned to the war at a pivotal yet holds unplundered mysteries from esting (and territorial) inhabitants. Deep
battle on the volcanic fields of Pesh. the days of its creation. within the complex, the PCs come across
There, the greatest of the Wandering The last notable expedition to the the ghost of Alastor Land, the runaway
Dukes plunged the Rod into Miska the Whispering Cairn occurred nearly child who fell victim to one of the cairn’s
Wolf-Spider. When the absolute law of 60 years ago, led by an unscrupulous traps 30 years ago. The undead horror
the Rod mixed with the chaos of Miska’s archeologist called Ulavant. The rep- blocks the PCs’ progress, promising to
blood, a great planar ri� erupted, shat- robate scholar had the backing of the
tering the Rod into seven pieces. The Seekers, an order of like-minded aca-
Prince of Demons and the Wandering demics and adventurers. The affair Campaign Seed: The
Duke vanished into that ri�, while the ended in tragedy, with all hands lost Rod of Seven Parts
seven parts of the Rod were scattered to Nadroc’s insidious traps. These days, Given the history of the Whispering
across the land. only footnotes in musty tomes in the Cairn, it would be easy to assume that
Hundreds of Wind Dukes remained Seeker Lodge of the Free City record the Age of Worms Adventure Path is
at Pesh, many dead or dying from the fate of Ulavant’s band. centered around a quest for the Rod of
wounds sustained in the tumultuous About 30 years ago, a young runaway Seven Parts. In fact, while a few install-
final battle. By ancient tradition, these named Alastor Land came to the Whis- ments of the series (including this
soldiers would be buried on the world pering Cairn, desperate to escape his one) would make ideal lead-in adven-
where they died, their elaborate tombs uncaring family. Light enough to prance tures to a Rod of Seven Parts-focused
campaign, the Rod itself is incidental
forever recalling the brave sacrifice of over pressure plates and lucky enough
to the affairs that are about to change
the heroes of Aaqa and serving as testa- to avoid the tomb’s sentient guardians,
your PCs’ lives forever.
ment to the reach of their moribund Alastor penetrated farther into the cairn Portentous times are in store for your
empire. The Wind Dukes ranged south than most skilled explorers. But even the player characters and the world they
from Pesh, across an immense lake to a luck of youth was no match for Nadroc’s inhabit. At the turning points of history,
craggy region perfect for the task. Thus keen intellect and cunning protections. great and potent artifacts have a way of
were the first tombs built in the hills Consumed by hate at the time of his turning up, as if aching to be used to
surrounding Diamond Lake. death, Alastor lives on as a ghost, and still make an impact upon the world.
The greatest of these tombs hon- haunts the most secret chambers of the The Rod of Seven Parts plays a minor
ored Icosiol, a Wandering Duke slain Whispering Cairn. role in the unfolding story to come.
by Miska the Wolf-Spider in the final These days, the youth of Diamond The major roles will be played by your
player characters.
cataclysmic conflict between Law and Lake hold the location of the Whisper-

JULY 2005 DUNGEON 17


THE WHISPERING CAIRN BY ERIK MONA

abandon the cairn if the characters return of Diamond Lake’s mine managers in Since the trip from the village to the
his bones to the small family cemetery cult-related activity. cairn requires some overland travel
on a farmstead just outside town. The PCs return to the Whispering through the hills, a smart character
This farmstead is now an overgrown Cairn, where they explore the ruins might recruit a ranger, druid, or bar-
ruin inhabited by a nasty owlbear. beyond the blocked door to discover an barian from the Bronzewood Lodge,
The party’s plans to return Alastor’s unplundered tomb protected by hostile just outside of town. Few indeed are
bones are upset when they discover creatures of elemental air. At last, the the wizards and sorcerers who wouldn’t
that the other graves in the family PCs reach the tomb of the Wind Duke salivate at the thought of discovering
plot have been emptied. To appease Zosiel and discover a treasure that may lost arcane lore, so working in arcane
the ghost, the party must track down prove decisive in thwarting the advent spellcasters shouldn’t be too much of
Alastor’s relatives, now used as guard- of the Age of Worms. The secrets behind a problem.
ian skeletons by an unusual necro- this strange cache are revealed in the If the plot instigators each invite one
mancer who has recently arrived in next installment of the Age of Worms PC, that brings the group to the stan-
town. Correspondence discovered at Adventure Path. dard size of four adventurers. In the
the necromancer’s home reveals that likely event that you must account for
the villains are preparing for a coming PRELUDE more than four players, consider having
event known as the Age of Worms. The The “Backdrop: Diamond Lake” article the plot instigators each invite one char-
letter also refers to a secret cult hidden following this adventure provides sev- acter, who might himself invite another
in a nearby mine, and implicates one eral suggestions to help you get the character unknown to the instigators.
player characters involved in the action, This infuses a current of uncertainty
Campaign Seed: but there’s still one critical element that into the opening encounter, giving the
has yet to be discussed: the campaign’s players a hook upon which to begin
The Free City
opening scene. roleplaying and introducing themselves
Details regarding the “Free City” The trio of Free City adventurers to one another.
have been le� intentionally vague, in town have spoken openly of their Before you begin the campaign,
to help you place “The Whisper- intent to raid the empty Stirgenest work with your players to get a sense
ing Cairn” anywhere in your favorite Cairn for at least a week, giving plenty of who their characters will be. Ask
campaign setting. In the Forgotten
of opportunity for word of their them what they’re doing in Diamond
Realms, the Free City is Waterdeep,
exploits to spread to all corners of Lake, and why their characters might
City of Splendors. In Eberron, it is
none other than Sharn, City of Tow- Diamond Lake. Consider making one be interested in getting out of town. It
ers, which is fully detailed in a product or two PCs the instigators for the plot. shouldn’t be difficult to come up with
of the same name. Those looking to If you choose the PCs with the stron- such a reason—as the Diamond Lake
infuse more Greyhawk into the core gest need to get out of Diamond Lake, backdrop and future installments of
framework provided here will find that you’ll find that the players help you the Age of Worms Adventure Path will
the Free City of Greyhawk functions move things along quite nicely. Char- make clear, Diamond Lake isn’t exactly
as an ideal candidate. Of course, the acters who work for Diamond Lake’s home sweet home.
Free City might be a city of your own notorious Emporium make the best Once you’ve gotten this informa-
invention, helping the Age of Worms instigators, as they’re the most likely tion from your players, provide each of
slip seamlessly into your existing
to hear gossip and the most likely to them with a printed background that
campaign setting.
want to leave the town as soon as pos- weaves their ideas into your vision of
Future installments of the Age of
Worms Adventure Path take the PCs sible, thanks to the squalid conditions Diamond Lake. End the notes with a
to this fabulous city, but for now it of their workplace. suggestion that a friend or acquain-
remains on the horizon, a great and Before play begins, consider how tance has set up a meeting in an aban-
bustling community packed with dan- each character comes across informa- doned mine overseer’s office about an
ger and excitement. tion about the the Whispering Cairn. hour outside town. Then, when play
Try to avoid tying the origins of your At the request of the plot’s instigator, begins, introduce the players one by
PCs to the Free City, as the campaign PCs whose backgrounds tie them to the one to the office, and let the PCs get to
is meant to unfold the world a little bit Diamond Lake garrison might raid the know each other before they set off for
at a time. Encourage PCs that grew up office of the garrison’s chief cartogra- a life of adventure.
in Diamond Lake, but if the character
pher, making off with a 70-year-old map This office provides an excellent
concept is too unusual for the mining
of the now-abandoned mine plot that “home base” for the PCs to use dur-
town, the Free City makes an appro-
priate option. The place is a crossroads clearly marks the cairn’s entrance, com- ing their exploration of the cairn.
of countless cultures, where nearly plete with the words “Whispering Cairn” Anything valuable has been removed
anything is possible. written nearby. More recent maps lack decades ago, but the crumbling, aban-
this crucial point of interest. doned place still provides a stable roof

18 DUNGEON JULY 2005


(despite a collapsed second floor) that Unless otherwise noted, interior pas- of clumsy etchings mar the beautiful
can protect the PCs from the ravages sages are 20 feet wide and 20 feet tall, ancient masonry like graffiti on a city wall.
of nature. with ceilings of smooth stone. A clump of soiled cloth about the size of
An article on this office appears in a halfling rests in the rounded terminus
Dragon #333, available at fine hobby 1. Coward’s Rest of the western alcove.
shops or online at paizo.com. The arti- Outside, the wind picks up, and a chorus
cle is geared toward players, and gives Natural light dimly illuminates a long of almost human sounds rises from the
them a map of the place and some sug- hallway extending north into darkness. A darkened hall.
gestions for making it their hideout. faint breeze brings with it sibilant whispers
While it’s not necessary to run this that sound almost like sighing breath. It In ancient days, these alcoves held
adventure, you may find it helpful to must be a trick of the wind, but the effect great incense braziers mounted upon
hunt down a copy. is almost lifelike. marble columns. Looters plundered
The walls bear horizontal bands of these priceless artifacts centuries
PART ONE: deceptively simple geometric patterns ago, leaving only four small anchor-
A FACE IN DARKNESS at waist level. In places the bands reveal ing holes along the periphery of a cir-
The yawning entrance to the Whis- startling detail, but in others the walls cular depression an inch deep and 2
pering Cairn lies about 10 minutes look as though they have been hacked feet wide.
east of the abandoned mine office, a apart with weapons or eroded by the A fine layer of dust coats the hall’s
wide monolith-lined portal partially rigors of time. Flakes of ancient paint, first 60 feet. A character with Track
obscured by underbrush and boulders. brilliant purple and a dull mustard hue, can make a DC 14 Survival check to
Assuming the PCs have a general idea of still cling to the walls in places, hint- notice that several wolves have crossed
where to look, discovering the entrance ing at what must once have been a the dusty hallway numerous times in
requires a DC 10 Search check. Unless riot of color. A thin coat of dust coats the recent past.
the PCs spend 10 minutes working to the floor. The western alcove contains a moldy
clear the brush and assorted debris Just inside the darkened tomb, the old bedroll used by a local teenager dar-
from around the entrance, treat the hallway branches into shallow alcoves to ing to spend an evening in the cairn. Any
squares leading from the hillside to the east and west. Here the walls bear PC native of Diamond Lake under the
area 1 as difficult terrain. the most significant damage. Dozens age of 20 can make a DC 15 Knowledge

JULY 2005 DUNGEON 19


THE WHISPERING CAIRN BY ERIK MONA

(local) check to remember childhood sto- The patterned bands bisect the walls A DC 5 Search check turns up a
ries about a teenage girl who went miss- all the way to area 4, where more intricate few shards of an unidentifiable shiny
ing 6 years ago. Add a +1 bonus to the frescoes replace them. black substance that feels like stone.
check for every year that the character is Every three rounds, allow the PCs It is slightly cold to the touch. Anyone
younger than 20. a DC 10 Spot check to notice a faint inspecting the frame can make a DC
The bedroll has hardened and flickering green light coming from 10 Search check to discover numer-
become brittle with age, and cracks the north. This DC decreases by 5 half- ous runes and glyphs carved into a
if examined too roughly. It contains way down the passage, and the light slot on the inside of the frame, where
nothing of value. A DC 15 Search check becomes obvious by the time the PCs the “mirror’s” glass would have been
turns up whittling shavings around reach area 4. The light comes from a held. These can be identified as arcane
the bedroll. guttering everburning torch in area 7. symbols signifying transportation
A DC 10 Search check by any char- with a successful DC 10 Knowledge
acter examining the patterned bands 2. Transport Alcove (arcana) check.
upon the walls reveals thin hollow In ancient days, a grand ring of por-
tubes hidden within the patternwork. The western hall extends perhaps forty tals connected several Wind Duke burial
The strange whispers filling the hall feet, ending at a small marble platform cairns, but now only two such portals still
seem to emit from these holes. The raised about six inches off the floor. A function, the one in area 3 and its part-
tubes extend to the surface of the strange, shattered arcane apparatus rests ner in the undisturbed cairn of Icosiol,
mound above the cairn, where hun- upon this platform, its curved ovular the slain Wandering Duke whose grand
dreds of tiny holes catch the wind and frame giving the appearance of a noble’s tomb served as the main stop along the
project it into the tomb. The outdoor dressing mirror. Only a third of this frame circle of black glass gates. The base of the
holes are well hidden (and many of remains. An unusual arcane glyph about apparatus bears Icosiol’s personal sigil,
them have been covered over and filled the size of a man’s head has been deli- which has been all but forgotten by his-
with debris), requiring a DC 20 Search cately carved into the baseplate of the tory. See the Glyphs of the Wind Dukes
check to discover them. support platform. sidebar on page 21 for more information

20 DUNGEON JULY 2005


Campaign Seed: Wind Duke Glyphs
As they explore the Whispering Cairn, the PCs encounter glyphs
inscribed thousands ago by the Wind Dukes of Aaqa. These are the
personal symbols of the general Icosiol (found on the base of the
apparatus in area 2 and the frescoes in area 24), the hero Zosiel (on
the sarcophagi in areas 7 and 25), and the architect Nadroc (found
throughout the Architect’s Lair). While the legend of the Rod of
Seven Parts is common currency among bards and dreamers, few
specific details regarding Wind Duke culture, history, and writing
remain. Their personal glyphs are thought to be the original written
form of Auran, before the language of elemental air came to be
represented by Draconic letterforms thousands of years ago.
Comprehend languages and Decipher Script checks reveal that the
symbols are personal seals, and produce the name associated with
each glyph (but not the significance of that name). Use the follow-
ing chart to adjudicate any bardic knowledge, Knowledge (history),
or Knowledge (arcana) checks regarding the glyphs.

Knowledge DC Information Known


10 The glyphs don’t seem to be formed from a common
alphabet, although they are reminiscent of arcane sym-
bols representing elemental air.
15 The glyphs represent names, with each referring to a single
individual. The glyph on the arcane apparatus at area 2 probably
represents the seal of the most important or highest-ranking
of the three found in the Whispering Cairn. The glyph on the
sarcophagi is the lowest-ranking of the three.
20 The letterforms look similar to an ancient glyph-language
called Vaati, which some unorthodox scholars consider the
original written form of Auran.
25 Vaati is an Auran word meaning “Wind Duke,” and refers
to the legendary Wind Dukes of Aaqa who forged the Rod
of Seven Parts. A book called the Chronicle of Chan, falsely
attributed to a princess of elemental air, records a full roster
of the Wind Dukes present at the Battle of Pesh and a general
record of what took place there. (Allustan can requisition the
book from the Free City’s Great Library in a week’s time.)

on how the PCs can learn more about the 3. Collapsed Passage depending upon the PCs’ volume,
strange symbol. ranging from 0 to 10.
Treasure: The shards of glass might Fi�een feet down the east passage, a huge Every three rounds, allow the PCs
fetch as much as 20 gp from the right pile of collapsed rubble blocks the alcove a DC 10 Spot check to notice a faint
buyer. In Diamond Lake, that means from top to bottom. It looks like it would flickering green light coming from the
the gnome jeweler Tidwoad or the take weeks to tunnel through the densely north (area 7G).
magician Allustan. packed debris.
Development: If the PCs make too 4. Hall of Honor (EL 3)
much noise in this area, they may be There’s a functioning portal beyond
detected by the wolves in area 4. Each this collapsed passage, but there is no The central hallway opens into a large
of the three wolves has a –2 modifier way for the PCs to reach it now. This chamber with wings leading to the
on its Listen check due to distance. portal comes into play in a future Age of east and west. Across the chamber to
The DC for this check varies depend- Worms Adventure Path installment. the north yawns a twenty-foot-wide
ing upon the PCs volume, ranging Development: If the PCs make open arch draped from top to bottom
from 0 to 10. too much noise in this area, there is in translucent cobwebs. An eerie green
Every three rounds, allow the PCs a chance the wolves in area 4 hear light flickers from beyond the webs, cast-
a Spot check (DC 10) to notice a faint them. Each of the three wolves has a ing strange shadows about this room.
flickering green light coming from the –2 modifier on its Listen check due to The place smells of animal spoor and
north (area 7G). distance. The DC for this check varies wet fur.

JULY 2005 DUNGEON 21


THE WHISPERING CAIRN BY ERIK MONA

To the west, three short stairs lead to a wide marble dais, but
the far end of the wing is obscured by darkness.
The Whispering Huge slabs of cracked masonry and irregular piles of scat-
tered debris choke the eastern wing, giving the appearance of
Cairn complete collapse.
The sibilant, almost human whispers present in the pas-
sage become a chorus in this massive chamber, eerily echoing
G off the walls.
Y B
Anyone able to speak Auran gets the distinct impression
that the whispers in this chamber are more than just a
trick of wind and pipes. Occasionally, such folk can make
out what must be words in the language of elemental air—
words like “hopeless, sacrilege, enemies,” and so on. The
O I words come from specially prepared air tubes leading to
the surface, and are little more than a subtle way to discour-
7 age tomb robbery in a language few modern tomb robbers
are likely to understand.
Thick cobwebs completely cover the arch leading to
area 7, blocking any view of that chamber beyond a flick-
R V
ering green light that seems to be a good distance to the
north. Characters standing within 5 feet of the cobwebs
can see through the mess enough to notice that a short
N flight of stairs descends from the arch, but more detail
than that is impossible to make out. Dozens of tiny spi-
ders dwell within these webs, but they are completely
W E harmless. Slashing through the webs is a full-round
action. A character can barrel his way through the mess,
to area but in so doing he becomes completely covered by spider
7
S webs to the point at which he can no longer see. Clear-
ing webs from the eyes of such a character requires a
standard action.
6
4
5 Even a casual inspection (Search DC 0) reveals that the
east wing is not as collapsed as it first appears. A 10-�.-wide
opening in the middle of the debris leads to the wolves’
den, area 5.
Creatures: The east wing of this large chamber houses a
small pack of three hungry wolves that eagerly attack anyone
who enters the room. Two of the mangy curs look as if they
haven’t eaten in days. A third wolf is a little larger than the
2 3 others and does not look hungry in the least. A straight line
of scar tissue bisects its face from forehead to muzzle, a nasty
battleaxe wound from years ago.
Wolf (3): hp 9, 9, 20; Monster Manual 283.
Tactics: The wolves prefer to gang up on the nearest
1 opponent, using their trip ability to put an enemy on the
ground as soon as possible. They then savage the prone
opponent until it stops moving, at which point they move
on to the next target. If presented with multiple targets,
they tend to choose the smallest or weakest-looking foe.

5. Wolf Den
The wolves dwell in the nearly blocked-off terminus of
One square = 5 feet the east wing. Medium or larger characters must get down
on their hands and knees to negotiate the rubble passage.

22 DUNGEON JULY 2005


The far side is rank with the chain bears a gleaming colored number of opportunities for such
smell of wild animals. lantern. Clockwise, the colors interlopers to meet an untimely end.
Irregular piles of rub- are red, orange, yellow, Arcane elevators hidden in the ends
ble litter the den, green, blue, indigo, of two branch passages lead to the
as do hundreds of and violet. quarters of the architect Nadroc and
bones and bone his team of servitors, who dwelled
fragments from Though a bit faded, below for months while completing
the creatures’ past the fresco is in remark- Zosiel’s tomb. Because the chamber is
meals. Most of ably good shape given quite complex, individual elements of
these belong to its advanced age. the room are covered under their own
animals, but a few Canny players will headings below.
are unmistakably notice that the seven
human. colored lanterns cor- The Sarcophagus
Treasure: A DC respond to the seven At the center of the chamber is a raised
5 Search check in colors of the rainbow, platform, upon which sits a sealed sar-
the northern half and that they are all lit. cophagus. The lid bears a white stone
of the den turns This is a clue regarding relief of a tall figure cloaked in a simple
up an old leather how to bypass the face garment of flowing cloth. It’s difficult to
backpack half-bur- door in area 8. say why, exactly, but the outfit conjures
ied under a pile of thoughts of ancient times. The figure at
humanoid bones. The 7. False Tomb first looks human, but a cursory exami-
bag contains an elabo- (EL Variable) nation reveals that it is about 7 feet tall,
rate lantern of indigo is completely hairless, and is of indeter-
metal inset with indigo A wide stairway descends into minate sex. Its arms and hands rest at
glass panes. The lantern is an immense domed chamber. its side. The le� hand curls upon itself
worth 50 gp. A DC 15 Search Seven short tunnels branch from in a fist, but the right is placed palm up,
check on the opposite side of the the room in all directions, extend- with the thumb turned in and all but the
room turns up an intricately carved ing some thirty feet before ending in index finger held parallel to the arm. The
armband of unmistakable elven rounded walls. At the terminus of each index finger, originally curled under the
cra�smanship, bearing a repeating leaf passage, a thick chain dangles from an thumb (see illustration), was broken
motif. The armband is worth 75 gold unseen high ceiling. Five of the chains off by tomb raiders centuries ago and
to a nonelf, and 100 gold to an elf NPC bear colorful lanterns, but two hold now rests amid the rubble in area 5. The
(such as the Diamond Lake mine man- nothing at all. Opposite the entry stairs, extended fingers represent a clue to the
ager Ellival Moonmeadow or one of a bright green lantern containing what location of the true tomb.
his servitors). looks like a torch casts a weird, murky The figure wears a scarab-like amu-
A DC 20 Search of the rubble mostly light about the room. Countless chips let around its neck, inscribed with the
blocking off the passage turns up what of glass and shiny metal inset into the personal symbol of Zosiel. Like Icosiol’s
appears to be a marble index finger chamber’s domed ceiling reflect this personal glyph in area 2, this symbol has
cracked off a statue. The finger exactly light, giving the impression of starlight been all but forgotten in the modern age.
matches the right hand of the bas-relief and falling snow. The dome starts about A DC 20 Knowledge (arcana) check reveals
sarcophagus lid figure in area 7. ten feet off the ground and reaches an only that it is a personal glyph of some
apex about thirty feet over the center of powerful elemental entity. See the Glyphs
6. Gallery of Seven the room. of the Wind Dukes sidebar on page 21 for
Lanterns Below the dome’s peak, a long dais holds more information on how the PCs can
what appears to be a marble sarcophagus. learn more about the strange symbol.
A wide dais spanning the back half of A milky white bas-relief figure, perhaps of a The sarcophagus rests upon a small
the western wing calls attention to a human, rests passively upon the sarcopha- raised platform carved in the shape of a
faded fresco upon the south, west, and gus lid. Unlike the rest of the tomb, this stylistic arrow, with the tip aligned with
north walls. From a vantage point at room is completely silent. the head of the relief figure upon the lid
the center of the dais, the wall paint- and a short “sha�” extending from the
ing makes it look like you stand within The sarcophagus in the center of the foot of the sarcophagus. A DC 15 Strength
a massive room with seven short hall- chamber might suggest that this is the check is sufficient to shi� the sarcopha-
ways radiating outward from a central final chamber in Zosiel’s burial cairn. gus platform one “click” clockwise, until
point. A chain dangles from the ceil- It is in fact a false tomb meant to dis- it comes to rest pointed at the next
ing at the end of each hallway, and each courage grave robbers, and contains a short tunnel extending from the central

JULY 2005 DUNGEON 23


THE WHISPERING CAIRN BY ERIK MONA

chamber. See the tunnel descriptions below for details on


what happens when the arrow points at each tunnel. The
sarcophagus platform cannot be moved counter-clockwise.
When the PCs arrive, the arrow’s tip points to the orange
lantern (area 7O). The sarcophagus bears a fiery arcane trap
set to trigger when the lid is li�ed off the stone coffin, and
is completely empty.
Sarcophagus Trap: CR 2; magic device; touch trigger
(opening the sarcophagus lid); automatic reset; spell effect
(burning hands, 1st-level wizard, 1d4 fire, DC 11 Reflex save
half damage); Search DC 26; Disable Device DC 26.

The Tunnels
The ceiling of these tunnels is 10 feet off the ground, but the
alcove ceilings at the ends of the tunnels extend 40 feet, just
within the shadowy radiance of a torch. Unusually colored
lanterns hang from long chains attached to the alcove ceil-
ings, dangling about 5 feet from the floor. The indigo and red
lanterns are missing. Each lantern is worth 50 gp.
The lanterns are an elaborate key mechanism. When torches
have been placed inside all of the lanterns, the mouth of the
howling face bas-relief in area 8 opens, revealing passage to
Zosiel’s true tomb. When all seven lanterns have been lit, the
glass and metal chips imbedded in the dome ceiling cast eerie
reflections about the room, making it difficult to concentrate
within the chamber. All attack rolls made by anyone within
the room when all lanterns have been lit suffer a –2 penalty
due to the distracting effect.
As noted above, two lanterns are nowhere to be seen. The
indigo lantern rests in a backpack in area 5, while the red
lantern is submerged in area 20 of the laborers’ quarters.
A DC 10 Search check at the end of each tunnel is
sufficient to turn up a 5-foot-diameter circle carved into
the floor, directly below the hanging lantern (or where
a hanging lantern would be in the case of the red and
indigo tunnels). The circles form the tops of arcane
elevators in the case of the yellow, green, and indigo
tunnels, and are merely decorative in the case of all
other tunnels.
Red: The lantern that once hung from the chain at the end
of this tunnel is nowhere to be seen. In fact it was taken by a
member of Ulavant’s Seeker investigation 60 years ago and
still rests with the thief ’s corpse in area 20.
Orange: An orange lantern hangs at the end of this pas-
sage. The arrow platform at the center of the room points
to this tunnel when the PCs arrive.
Yellow: A yellow lantern hangs from the chain at the end
of this tunnel. When the arrow platform at the center of
the chamber points at this tunnel, a great rumbling from
below the chamber can be heard as the circular stone at the
end of the tunnel rises eight feet into the air, pushed up by
a 5-foot-diameter metal cylinder that seems to arise from
the ground itself. Seconds a�er it comes to a rest, two thin
doors slide into the sides of the cylinder, revealing a small
empty chamber.

24 DUNGEON JULY 2005


The cylinder is an arcane elevator that sha� until the arrow once more points at round of rumbling, the stone circle and
leads to the personal quarters of Nad- the yellow tunnel. A button inset into the the elevator apparatus beneath it com-
roc, the Wind Duke architect who con- wall near the bottom of the sha� calls the pletely give way, clattering to the ground
structed Zosiel’s tomb. The cylinder fits elevator down at any time. of area 15 60 feet below. The collapse
only one Medium creature at a time (two Green: Several years ago, an explorer occurs on the third round in which the
Small creatures, four Tiny creatures, and placed an everburning torch in the arrow points at the tunnel. The three
so on). A Large creature can cram itself green lantern that hangs at the end rounds need not be consecutive. Char-
into the cylinder, but can take no stan- of this tunnel, and it has remained acters standing on this area when it col-
dard or full-round actions while stuffed here ever since. Like the yellow pas- lapses can make a DC 12 Reflex save to
within the cramped space. sage, this tunnel boasts an arcane scramble onto solid ground.
When a PC enters the cylinder, the elevator that descends to another sub- One round a�er the elevator falls, the
doors immediately slam closed, and the dungeon, in this case the lair of the PCs may make a Listen check to hear the
entire contraption lowers itself into the eight Wind Duke laborers who helped skittering of thousands of insects making
floor. The stone “cap” locks into place Nadroc build Zosiel’s tomb. Unlike the their way up the sha� toward them. The
once it goes flush with the floor, but the previous elevator, however, this one is DC for this check is 5 for PCs in the green
rest of the apparatus continues down- jammed and is not likely to survive lantern tunnel, and 10 for PCs in the main
ward for one round, finally coming to much experimentation. chamber of area 7.
rest in area 9. The doors slide open qui- When the arrow platform points at this Two rounds later, a living geyser of
etly when the elevator comes to a stop. tunnel, a cacophonous creaking of stone beetles bursts from the sha�. They make
One round a�er the passenger exits against stone emerges from the ground for the nearest PC, eagerly attempting
the cylinder, the doors close and the below the green lantern. Anyone stand- to devour the character and move on
contraption rises on a column of air to ing within the tunnel feels the ground to the next. The undulating blanket of
return to area 7. If the arrow platform rumble slightly, as if something is about beetles trails a thin coat of bright yellow
above is moved to point to another tun- to give way. acid in its wake.
nel while the cylinder is at rest in area 9, The elevator can handle only three Along with the beetles emerges a skitter-
the elevator remains at the bottom of the more rounds of this stress. On the third ing mad slasher, a horrible aberration with

JULY 2005 DUNGEON 25


THE WHISPERING CAIRN BY ERIK MONA

six sharp legs sprouting from a central Blue: The ceiling over the blue lantern the orange passage. The elevators in areas
body that is little more than a disgusting is 50 feet high, unlike the other lantern 7Y and 7I rise and open, testing their li�-
eye. It attempts to avoid the beetle swarm sha�s, which top out at 40 feet. Anyone ing mechanism and doors in a routine
(since sharing a space with the swarm at standing at the bottom of the sha� can that lasts a full minute. The elevator in
the end of its turn means taking damage) make a DC 15 Spot check to notice that area 7G heaves and shudders at this time,
and maneuvers to position itself to make the sha� ceiling is not visible in the but does not rise. The stress is enough to
best use of its Whirlwind Attack feat. radius of normal torchlight, unlike the collapse the elevator, as outlined above.
The 60-foot sha� leading to area 15 is ceilings of the other lantern alcoves. Theoretically, if the party has not yet
pitted and scarred, which makes climbing At the top of the sha�, another pas- explored the Lair of the Laborers before
down relatively easy (DC 5). sage leads to the northeast (area 8). the passage of three weeks, this collapse
To reach this passage, the PCs must might open a new part of the dungeon
Mad Slasher CR 2 devise a way to climb 40 feet. The easi- for the PCs.
CE Medium aberration (Miniatures Handbook 64) est way up is to climb the thick chain The spirits also reset the burning
Init +3; Senses darkvision 60 �.; Spot +0, (DC 15 Climb check). hands trap on the sarcophagus. Once
Listen +0 A skeleton lies in a heap on the floor every year a powerful ancient sorcery
AC 15, touch 13, flat-footed 12 here. A DC 15 Heal or Knowledge (nature) replaces any of the colored lanterns
hp 26 (4 HD) check reveals several crushed bones, as if that have been taken from the cairn,
Fort +3, Ref +4, Will +4 the unlucky fellow died from a great fall. creating exact duplicates that hang
Spd 40 �. Indigo: The chain at the end of this pas- from the correct chains. Unfortunately,
Melee 2 claws +6 (1d8+1) sage ends in a simple hook, as the indigo the poorly worded original incantation
Base Atk +3; Grp +4 lantern was stolen years ago and eventu- ensures replacements only for lanterns
Abilities Str 13, Dex 17, Con 15, Int 6, Wis ally ended up in a backpack in area 5. If that have been taken from the cairn,
10, Cha 6 the arrow platform points at this tunnel, a meaning those lanterns that were taken
Feats Combat Reflexes, Weapon Finesse, metal arcane elevator identical in appear- from area 7 but that remain elsewhere
Whirlwind AttackB ance to that described in the yellow pas- in the cairn are not replaced.
Skills Survival +7 sage above rises from the floor under the If the party is completely flummoxed
dangling chain. Characters inspecting the by this room, a fortuitously timed
Acid Beetle Swarm CR 1 apparatus can make a DC 0 Spot check to “refresh” of area 7 offers a blunt way to
N Diminutive vermin (swarm) notice numerous crushed bones and moldy get the action moving.
Init +3; Senses darkvision 60 �.; clothes upon the floor of the cylinder, an
tremorsense 30 �., Spot +4, Listen +4 obvious clue that all is not as it should be 8. Passage of the Face (EL 4)
AC 17, touch 17, flat-footed 14 with this arcane elevator. A careful Search
hp 9 (2 HD) (DC 10) turns up a pouch containing 35 gp, A thin passage extends into shadows to the
Immune weapon damage; swarm traits, 15 sp, and a small red ruby worth 50 gp. northeast. Perhaps seventy feet away, the
vermin traits Two rounds a�er a character stands within passage ends in what looks like an enor-
Fort +3, Ref +3, Will +0 the cylinder the doors close and the con- mous stone human face, its mouth open
Spd 20 �., climb 20 �. traption utterly crushes everything within in an angry scream.
Melee swarm (1d6 plus 1d4 acid) it, sinking back into the ground until the
Attack Options acid arrow structure once more points at the The physiology of the face is identical
Special Attack distraction indigo corridor. to that of the near-human sexless figure
Base Atk +1; Grp — False Elevator Trap: CR 2; mechanical depicted in bas-relief upon the sarcopha-
Abilities Str 1, Dex 17, Con 10, Int —, Wis device; location trigger (inside the elevator); gus in the room below. The screaming
10, Cha 2 automatic reset; ceiling moves down (2d6, visage dominates the entire 20-�. by 20-
SQ swarm traits, vermin traits crush); never miss; onset delay (2 rounds); �. wall at the end of the corridor. Anyone
Skills Climb +11, Listen +4, Spot +4 Search DC 15; Disable Device 20. walking down the hall may make a DC 15
Acid (Ex): A creature hit by an acid beetle’s Violet: A violet lantern hangs at the Spot check to notice several long scratch
swarm attack takes 1d4 points of acid end of this passage. marks in the floor, as if something had
damage (DC 11 Fortitude save half ). The been dragged toward the lip leading 40
save DC is Constitution-based. Ghosts in the Machine feet down to area 7. These marks were
Distraction (Ex): Any living creature that Once each week, the minor wind spirits le� by victims blown away by the blast-
begins its turn with an acid beetle inhabiting the Whispering Cairn follow ing winds of the Trap, le�overs of futile
swarm in its space must succeed Nadroc’s ancient instructions to reset cer- attempts to slow their trajectory by jam-
on a DC 11 Fortitude save or be tain elements of the tomb’s design. At this ming a dagger into the floor. Anyone
nauseated for 1 round. The save DC is time, the sarcophagus in area 7 rotates actively examining the floor notices these
Constitution-based. counter-clockwise to once again point at marks with a DC 5 Search check.

26 DUNGEON JULY 2005


Trap: A pressure plate 60 �. down The Face in Darkness: CR 4*; magi- hoc basis. Be aware that this trap could
the passage triggers if more than 60 cal device; location trigger (pressure be extremely deadly.
lbs. are placed upon it. When this hap- plate); automatic reset; multiple traps
pens, the face animates, and a terrible (one hold person trap and one control LAIR OF THE ARCHITECT
wind erupts from its wailing mouth. winds trap); spell effect (hypnotic eyes; It took the Wind Duke architect Nad-
At the same time, the face’s eyes spin hold person, 3rd-level cleric, DC 13 Will roc nearly a year of solid work to
with hypnotic illusory patterns in all save); spell effect (wind blast; control design and construct the Whispering
of the colors of the rainbow that corre- winds, 12th-level caster, DC 18 Forti- Cairn. During this period he dwelt
spond with unlit lanterns in the cham- tude save); multiple targets (all char- within his work-in-progress, in a spe-
ber below. Anyone within the face’s gaze acters within gaze of face); Search DC cial series of chambers called the Lair
must make a DC 13 Will save or become 25; Disable Device 30. of the Architect. Due to the complex-
paralyzed, frozen in place and unable to *Strictly speaking, the CR for this ity of the elevator mechanism, this
move. Each round on its turn, the sub- trap should be higher. Due to the part of the cairn is not quite as looted
ject can attempt another saving throw numerous clues nearby (the dagger as areas 1–7, and contains a number
to snap out of it. gouges, the skeleton at the bottom of of treasures from Nadroc’s time. Ceil-
The terrible wind is another major the sha�) and the long delay before ings in the Lair of the Architect reach
concern of anyone unlucky enough the wind can really harm the PCs, the a uniform height of 20 feet. Walls are
to be in the passage when the trap is trap’s CR has been lowered on an ad made of solid stone.
sprung. On the first round, the mouth
blasts a strong wind, with the inten-
sity ratcheting up one category every
round, going from strong to severe to
windstorm to hurricane. See page 95 of
the Dungeon Master’s Guide for rules 9 Lair
regarding wind strength. Each round,
creatures within the wind must make
a DC 18 Fortitude save or be subject to
of the
the wind’s effects. Small characters are
potentially blown away as early as round Architect
2, whereas Medium creatures face that E
risk on round 3.
Blown away characters are knocked
prone and tumble 1d4x10 feet, taking 1d4
N S 10

points of nonlethal damage per 10 feet.


Flying characters are blown back 2d6x10 W
feet and take 2d6 points of nonlethal dam-
age due to battering and buffeting. Non-
flying characters pushed over the edge
of the sha� plummet to the floor below,
suffering 4d6 points of damage upon
impact. Such characters may attempt to
snatch the indigo lantern’s chain with a
successful DC 10 Reflex save, with success 11
preventing the fall and damage.
The wind continues at hurricane
force for 10 minutes before it stops
13 12
and the trap resets itself. The only way
through the face is to ignite torches in
area 7. Once a torch has been lit, that
color fails to appear in the face’s hyp-
notic eyes. When all torches have been
lit, the trap is effectively disarmed. The
stone comprising the mouth’s inte- 14
rior vanishes, allowing passage to the
One square = 5 feet
chamber beyond.

JULY 2005 DUNGEON 27


THE WHISPERING CAIRN BY ERIK MONA

9. Architect’s Foyer (EL 2) 10. Passage of Honor Lurking Strangler CR 2


(EL 2) LE Tiny aberration (Monster Manual III 100)
The walls here are covered in bas-relief Init +4; Senses all-around vision, darkvision
images similar to the slender figure upon Curious carvings that seem to represent a 60 �.; Spot +8, Listen +0
the sarcophagus lid in the chamber above. stirring tempest cover the walls of this ten- Languages understands Common and
Nearly a dozen androgynous, hairless foot-wide passage. At ten-foot intervals, Beholder but does not speak
humanoids stand in poses of deference, small alcoves flank the passage, and each AC 16, touch 16, flat-footed 12
almost as if they are paying homage to the alcove contains an androgynous human- hp 11 (2 HD)
viewer. Many extend their hands in adora- oid figure with cupped hands. The figures Fort +3, Ref +4, Will +4
tion, their faces awash in adulation. Several stand roughly seven feet tall. A faint wind Spd 5 �. fly 20 �. (good)
of the statues lack hands, arms, heads, or seems to play within the passage, but it’s Melee lash +7 (1d4–3)
anything else easily hacked off by long- difficult to tell where it’s coming from. Ranged eye ray +7 ranged touch
absent tomb robbers. Special Attack suffocate
About fi�een feet to the south, a dark Each statue bears the likeness of one of Base Atk +1; Grp –10
passage extends from an elaborately carved Nadroc’s noble Wind Duke patrons. Their Abilities Str 5, Dex 19, Con 13, Int 4, Wis 10,
arch. Only a little of this hallway is visible, cupped hands once cradled miniature stat- Cha 10
however, as a large stone block obscures uettes of magnificent vaati buildings con- SQ flight
most of the passage. structed by the architect in their names. Feats AlertnessB, Stealthy, Weapon FinesseB
These figurines rested upon a so� cur- Skills Hide +14, Listen +5, Move Silently +6,
The stone block is roughly 10 feet rent of air immediately above the statues’ Search +1, Spot +8
wide by 2 feet deep by 8 feet tall, and cupped hands. These currents still exist, All-around vision (Ex): Lurking stranglers
nearly seals off the passage to the south. and will hold any Tiny or smaller object receive a +4 racial bonus on Spot and
A large niche about the same size as the alo� indefinitely. They are the source of Search checks, and they can’t be flanked.
block opens in the ceiling 10 feet above. the strange breeze in the hallway. The stat- Eye rays (Su): Each of the lurking strangler’s
A fine layer of dust covers everything in uettes now rest in the pouch of an ancient eyes can shoot a different ray. One
the room. A character crawling upon the tomb robber who lies dead in area 11. duplicates a cause fear spell; the other
top of the block gains a decent view of The passage grows unnaturally cold duplicates a sleep spell. Each ray only
the darkened hallway beyond, and is able at the point of the third and final set of affects one target at a time. These effects
to make out a handful of alcoves mark- alcoves, a result of a patch of brown mold operate at caster level 3, and are negated
ing the walls of the tunnel at regular in area 11. by a DC 11 Will save. The save DC is
intervals. Squeezing between the tip of Creature: A gruesome aberration Charisma based.
the arch and the top of the stone slab known as a lurking strangler skulks Flight (Su): A lurking strangler possesses
requires a DC 25 Escape Artist check. within the shadows of one of the display natural buoyancy that allows it to fly at a
A button inset into the wall near the alcoves. The strangler entered the Whis- speed of 20 feet (good maneuverability). This
elevator sha� serves as a call button for pering Cairn a week ago at the behest of buoyancy also grants it a permanent feather
the elevator. Pressing it recalls the eleva- its master, a Vecna-worshiping wizard fall effect (as the spell) with range personal.
tor to this area. called the Faceless One who infiltrated Suffocate (Ex): If a lurking strangler hits a
Trap: The stone slab is far too heavy Diamond Lake about a month ago. This helpless foe with its lash attack, it wraps
to li�, but up to four characters work- enigmatic figure ordered the creature itself around the victim’s throat and
ing together can topple it to the north to explore the ancient tombs around begins to choke it. In the first round the
with a successful DC 25 Strength check. the town, and it soon therea�er became victim falls unconscious (0 hit points). In
The slab rests upon a pressure plate set trapped in the Architect’s Lair a�er rid- the following round, she drops to –1 hit
to trigger when the weight of the slab ing the elevator there during a routine points and is dying. In the third round,
is removed. test (see the “Ghosts in the Machine” side- she suffocates and dies.
A noxious green gas fills the room bar). The Faceless One is a major enemy
from valves hidden within the mouths in “The Three Faces of Evil,” the next Age 11. Gallery (EL 2)
of the adoring bas-reliefs lining the of Worms Adventure Path installment.
room’s walls. The lurking strangler is a 3-foot-long A dull gray stone pillar reaches from floor to
Slab Trap: CR 2; mechanical; touch trig- strand of striated muscle connected to ceiling in this large chamber. Halls extend
ger (removing weight from pressure plate); two floating eyeballs. It stretches and to the east and west.
manual reset; gas; multiple targets (all tar- twists as it floats through the air, but it
gets in area 9); never miss; onset delay (3 does not speak (though it understands The west wall of the room’s gray central
rounds); poison (essence of oilcloud, DC 13 Beholder and Common). It attempts to pillar holds a deep recession that ends at
Fortitude save resists, 1 Str/1d6 Str); Search hide in the darkness until it can attack a what looks like a fountain basin about 4
DC 15; Disable Device 20. character with a surprise sleep eye ray. feet off the ground. This is the nutrient

28 DUNGEON JULY 2005


still, a magical apparatus capable of churn- condition—a grand palace, a slim spire less figure looks similar to the bas-relief
ing forth a nutritive orange sludge that with eight connected smaller towers of on the sarcophagus upstairs, but is clearly
looks a bit like vomit and tastes a bit like different heights, and what looks like meant to be a different person. A short red
gravy. One serving is sufficient to sustain a grand stadium. Each intact statuette metal pedestal against the south wall dis-
a character for a full day. Fi�een servings is worth 200 gp. The intact tools are plays what appears to be a jet-black stone
can be harvested from the basin when it is a wand of unseen servant (16 charges), a egg the size of a small boulder. A gold
full (as it is now). Servings are replaced at wand of shatter (7 charges), and goggles glyph—an equilateral triangle with short
a rate of one per day. of minute seeing. hash marks through each leg—marks the
The area around the nutrient still is face of the egg.
infested with brown mold (Dungeon 12. Living Quarters
Master’s Guide 76). Living creatures The statue is meant to represent the
within 5 feet of the brown mold take 3d6 This wide chamber must once have been great Wind Duke who used the Rod of
points of nonlethal cold damage. Fire the living quarters of an important figure. Law to defeat Miska the Wolf-Spider.
brought within 5 feet of brown mold A large stone slab that suggests the shape The “rod” in the statue’s hand is a pet-
causes it to instantly double in size. Cold of a bed rests against the east wall, under rified wood staff that Nadroc planned
damage, such as from a ray of frost, instantly a huge bas-relief of a robust, long-nosed to replace later with a more ornate
destroys it. The extent of the mold infes- bald humanoid figure with outstretched decoration. Anyone examining the staff
tation is displayed on the map. hands. The figure wears a lovingly (Search DC 5) notices that six grooves
The central pillar’s east face bears sculpted wind-tossed robe that gives him have been cut along its sha�, suggesting
a similar niche that extends from the appearance of a triumphant god. A seven segments.
floor to ceiling. In ancient times, glyph that looks like a stylized arrow marks The workshop has been competently
Nadroc hung his architect’s tools on an amulet worn around the figure’s neck. looted, and all that remains are bits of fur-
pegs in this alcove. An unfortunate Wardrobes and dressers seemingly carved niture and parts of more elaborate sculpt-
tomb robber later attempted to steal from the stone walls look to have been ing tools. The daylight coming from the
these tools, bringing a massive stone ransacked a long time ago. ceiling is a permanent magical effect.
column down on his head. A DC 15 A successful DC 15 Knowledge (the
Search check along the short wall This room was emptied of valuables planes) check identifies the gold sym-
north of the column reveals a hidden centuries ago. A thin bed of whirling bol upon the ebon egg as the personal
catch. Triggering the catch hoists the air rests atop the stone slab against the device of Ogrémoch, a legendary ele-
column back into the ceiling, reveal- east wall. The wind is strong enough mental prince of evil. A DC 20 result
ing a crushed human skeleton wear- to suspend a Medium character above notes that Ogrémoch and a legion of
ing shiny silver chainmail. Several the stone comfortably, making it an lesser earth elementals were said to
of Nadroc’s tools were destroyed excellent bed. Anyone sharing a space have served on the side of the Queen
when the stone column fell, but oth- with the bed must make a DC 20 Will of Chaos at the great final battle at Pesh
ers remain unharmed on their pegs save to avoid becoming fatigued. This that ended a primordial war between
where the architect left them thou- effect ends when the PC is no longer Law and Chaos.
sands of years ago. Once the column in the bed’s space. The glyph on the Creature: The egg is the dormant
has returned to the ceiling the trap amulet is Nadroc’s personal symbol, form of a hibernating Small earth
is forever useless, as the trigger was and is reproduced as the compass rose elemental who served at Ogrémoch’s
destroyed when the column fell. of the map of this dungeon level. See side at the battle of Pesh and who was
A dry fountain along the south face of the “Glyphs of the Wind Dukes” side- later captured by the victorious Wind
the central pillar features a low basin and bar for more information regarding Dukes of Aaqa and forced into a life of
a wall spigot about 8 feet high, looking this symbol. magical servitude. The elemental, an
something like a shower. The enslaved evil lout called Artophanx, is forever
water elemental that once powered this 13. Workshop (EL 1) bound to this chamber, compelled by
apparatus died centuries ago. ancient incantations to assist the Wind
Treasure: The corpse in the tool The ceiling of this large chamber glows Duke Nadroc, who constantly grilled
closet wears a suit of +1 chainmail, but with what looks like natural sunlight, him about the properties of indig-
almost all of his other possessions illuminating a series of worktables, vises, enous rock or the likely efficacy of this
were crushed along with his bones. In spinning wheels, and blocks of unfin- or that masonic flourish. The Lair of
a leather sack so old that it crumbles to ished marble that identify the room as a the Architect has been empty for thou-
the touch can be found the remains of sculptor’s workshop. A huge unfinished sands of years, so Artophanx went into
three broken statuettes of Nadroc’s pre- statue of an imposing bare-chested war- hibernation centuries ago, and snaps
vious commissions (looted from area rior wielding a staff-like rod in its le� out of his torpor only if touched. If this
10) and three that remain in excellent hand dominates the north wall. The hair- happens, the elemental immediately

JULY 2005 DUNGEON 29


THE WHISPERING CAIRN BY ERIK MONA

takes on an anthropomorphic form roc to honor a warrior named Zosiel LAIR OF THE LABORERS
and barks a challenge in Terran, the who died on the fields of Pesh and the Nadroc’s creation of the Whispering
grating, gravelly language of elemental fact that Zosiel’s true tomb lies beyond Cairn required the assistance of eight
earth. If the PCs do not respond, Arto- the face in area 8. skilled Wind Duke laborers who dwelt
phanx attacks. Small Earth Elemental: hp 11; AL Neu- in this sub-level. They were several lay-
Artophanx wants more than anything tral evil; Monster Manual 97. ers below Nadroc in the complex social
else to escape, and might be fooled Treasure: The red metal pedestal is strata of the Wind Dukes of Aaqa, so the
into cooperating with the party if suc- of a material totally unknown elsewhere stonework and amenities of this level
cessfully bluffed by a Terran-speaking on this world, and is worth 300 gp. It are markedly inferior to similar accou-
character. If convinced that the PCs weighs 200 lbs. The wooden pole held trements in the Lair of the Architect.
might be able to help him escape the by the statue doubles as a masterwork The ceilings on this level uniformly
room (something actually well beyond quarterstaff. reach a height of 20 feet. Walls are
their power) he can relate some use- worked stone.
ful facts about the Whispering Cairn’s 14. Toilet
construction, including the fact that it This austere toilet has not been used 15. Laborer’s Foyer
was built by a Wind Duke named Nad- in centuries.
Dozens of bas-relief figures similar to the
one on the sarcophagus lid in the room
above stare disapprovingly from the walls

Lair of the Laborers here. Many sport crossed arms and stern
expressions. A few of the statues’ heads are
missing, and some have huge chunks torn
out of them. Others have a weird melted
15 appearance, as if they’d been sprayed by
something terrible. A large glyph that
looks like a stylized arrow points down a
short corridor to the north that leads to a
four-way intersection.

16 17
The damage to this room comes from
the acid beetles inhabiting area 16. The
alcove in the south wall conforms to the
sha� leading to area 7 above. The sha�
18 starts 20 feet above the floor of area 15,
S and is pitted with acid-burned hand-
holds (Climb DC 10). The glyph—Nad-
roc’s personal sign—is identical to the
one found on the amulet in area 12.
E W
16. Food Room/
19 The Hive (EL 3)
N
The north and south walls of this large
chamber taper in somewhat, and in the
21 20 nook of the far eastern wall rests a wide
stone basin backed by a five-foot-tall shelf.
A hardened orange paste spills out over
the two-foot basin lip and covers much of
the shelf. Thousands of tiny beetles with
22 bright blue carapaces skitter and tunnel
through the chalky substance. A keening
insect chorus fills the room. A huge organic
mass completely fills the room’s southwest
One square = 5 feet
corner. Judging by the beetles spilling from
within, it appears to be an enormous nest.

30 DUNGEON JULY 2005


In ancient times, Nadroc’s laborers 17. Sleeping Quarters (EL 2) Treasure: The corpse on the south-
sustained themselves on the nutritious west slab wears masterwork leather
substance generated by this fountain. Eight man-sized stone slabs, about four armor emblazoned with the eight-
The orange substance is still edible, feet off the ground, are arranged in two pointed symbol of the Seekers and a
but those who eat it must make a DC rows in this large room. A long-dead silver ring worth 75 gp.
14 Fortitude save to resist becoming corpse, possibly a human, lays sprawled
sickened for 1 hour due to the ubiqui- out upon one of these slabs, his red 18. Tool Alcoves
tous beetle waste. leather armor the only hint of color in Numerous pegs extending from the walls
The nest in the southwest corner has the otherwise drab room. The north and of these alcoves once held the excavation
the consistency of papier-mâché, and south walls taper in somewhat, and the gear of the Wind Duke laborers, but any-
can be cut through easily. If burned, short west wall abuts a small stone stage. thing of worth was looted long ago.
it produces an acrid black smoke that The red clay statue of a powerfully built
grants concealment to every creature warrior wielding a cylinder-headed great- 19. Submerged Showers
in the room for 6 rounds or until the club stands tall upon the stage, its eyes In ancient days, the laborers cleaned
smoke is blown away. surveying the room. themselves and disposed of their
Creatures: This room serves as the waste in the lower level of their lair
central breeding ground of a colony Each round characters within this (areas 19–22). An enslaved water ele-
of aggressive beetles who feed upon room must make a DC 15 Will save to mental commanded an elaborate set
the edible orange sludge that fills the resist becoming fatigued. The fatigue of showers and saw to the sanitary
basin. When the PCs enter the room, ends when the PC leaves the room. needs of the workers. Centuries of
the vermin skittering about the sludge The stone slabs once served as beds isolation have driven this creature
coalesces into the form of an acid bee- for Nadroc’s Wind Duke laborers. The insane, and now the lower chambers
tle swarm, and a Medium giant bom- skull of the human male corpse on are completely submerged in water.
bardier beetle, the cow of the colony, the southwest slab has been utterly Numerous drains near the shower
moves to attack, opening with a deadly crushed by the stone greatclub of the pillars are wholly clogged with debris
spray of acid. The insects fight to statue upon the western stage, a mar- deposited by the elemental, leaving no
the death. ble representation of the Guardian of way for the PCs to drain the area. The
Giant Bombardier Beetle: hp 13; Mon- the Veil, a mythical Wind Duke figure PCs first encounter the water about
ster Manual 284. who stands sentry between the lands of halfway down the stairs leading to
Acid Beetle Swarm: hp 9; see page 26. sleep and wakefulness. The statue itself area 19.
Treasure: A DC 10 Spot check reveals is not attached to the floor, and may Refer to page 92 of the Dungeon
the presence of three oblong lumps be tipped over with a DC 20 Strength Master’s Guide to re-familiarize your-
completely covered with orange sludge check. It weighs 800 lbs. self with D&D’s underwater rules. To
in the room’s southeast corner. These Creature: When the PCs first arrive, summarize the most important ele-
are the skeletonized remains of three a giant bombardier beetle stag stum- ment, a character can hold his breath
long-dead human figures in soiled bles about between the sleeping slabs. for a number of rounds equal to twice
red leather armor. An eight-pointed The fatigued beetle does not respond his Constitution score, as long as he
star symbol marks the le� breast of to the sounds of conflict in area 16, takes only move actions or free actions.
each moldy suit of armor, a symbol preferring instead to enjoy a rare Taking a standard action or a full-
that marks the dead as members of moment of rest. It attacks any non- round action reduces this period of
Ulavant’s Seeker band, which met a beetle creature it sees, leading off with time by one round. A�er that period
grim end in the Lair of the Laborers a spray of acid. of time, he must make a DC 10 Consti-
some 60 years ago. A DC 15 bardic If any non-Wind Duke falls asleep tution check to continue holding his
knowledge or Knowledge (geography, on one of the stone slabs, the terra- breath. Each round, the DC increases
history, or nobility) check identifies cotta statue on the stage in the western by 1. If he fails the Constitution check,
the symbol as belonging to the Seek- alcove animates and attempts to smash he begins to drown. In the first round,
ers, a group of unscrupulous arche- the sleeper with its club (treat as a slam he falls unconscious (0 hit points). In
ologists and pseudohistorians. One of attack, as the club is merely a part of the the following round, he drops to –1 hit
the Seeker guards has three potions of Guardian statue). points and is dying. In the third round,
cure light wounds, and another bears a Giant Bombardier Beetle: hp 20; he’s dead.
pearl of power (1st level). fatigued (–2 to Strength and Dexterity); All of the submerged rooms are com-
A DC 15 Search check in the ruined Monster Manual 284. pletely dark, which should add an eerie
remains of the nest turns up a mummi- The Guardian of the Veil, Medium element to their exploration. PCs with-
fied human hand still wearing a ring of animated object: hp 31; SQ hardness 2; out darkvision must rely on some artifi-
feather falling. Monster Manual 13. cial means of light, such as the light spell,

JULY 2005 DUNGEON 31


THE WHISPERING CAIRN BY ERIK MONA

a sunrod, or the everburning torch from 21. Other Locker Room paralysis begins. They could, however,
area 7G. with Benches (EL 2) drown if they run out of breath before
The four pillars and central structure the paralysis ends.
of this room are composed of tan stone This small room contains four long benches
and contain non-functional shower spig- and several niches along the walls. 22. Toilet
ots about 8 feet off the ground. This submerged toilet has not been used
Creature: The insane Small water ele- Creature: This chamber is home in centuries.
mental still dwells here, spending much to the scholar Ulavant, who became
of its time spinning in a tight vortex in a ghoul a�er his death at the hands PART TWO:
area 20. It notices the PCs the second one of the water elemental prevented THE TRUE TOMB
of them touches the water, and swi�ly him from accomplishing his goal of Areas 23–25 represent Zosiel’s true
moves to intercept them. cataloguing the Whispering Cairn’s tomb. Very few explorers have pen-
Insane Small water elemental: hp 11; secrets for the archive of the Free etrated as far as area 23 in the last
Monster Manual 100. City’s Seeker lodge. Ulavant wears a several thousand years, and no living
Tactics: The elemental gets +1 to gold ring with the eight-pointed star interloper has managed to negotiate
attacks due to its water mastery spe- Seeker insignia on the third finger of the metal door at the end of that pas-
cial quality, but suffers a –4 penalty his le� hand. sage to gain the fabulous Chamber
against the PCs if they stand upon Ulavant, ghoul: hp 13; Monster Manual 119. of Sighs. When the tomb was con-
the ground (a safe assumption dur- Tactics: Ulavant attempts to para- structed, the door was meant to be
ing combat). This gives the elemental lyze his enemies, starting with what he opened only by the elemental thralls
a total attack bonus of +1 for its slam assumes to be bards, wizards, and sor- in area 24 at the behest of a Wind Duke
attack. It tries to ambush a torchbear- cerers. Though his mind is now utterly who spoke the correct long-forgotten
ing character first. It has darkvision consumed with the need to consume, phrase into the door. An elemental
to 60 feet, and would prefer to fight Ulavant maintains some measure of would then press a catch on the wall
without a light. It waits until the his brilliance. He also retains a good opposite area 23, and the metal door
torchbearer is in the middle of area measure of his original depravity. would slide open gingerly. Now, the
19 before attempting to quench the Should be paralyze all of his victims, only way through is to make a deal
torch (requiring a touch attack and he moves the frozen bodies so that they with the ghost of Alastor Land, a run-
a successful caster level check). Once can look into each others eyes before away who died exploring the Whisper-
the elemental has achieved darkness gorging on one of the victims, starting ing Cairn nearly 30 years ago and who
(or if no characters hold an ever- with the throat. This theatrical flourish haunts the place still.
burning torch), the creature leads off might just give one of the paralyzed
with its vortex before moving in with PCs the chance he needs to shake free 23. Alastor’s Haunt (EL 4)
slam attacks. from the paralysis.
Treasure: A pile of tattered clothes Through the gaping mouth at the end
20. Locker Room stuffed into one of the lockers hides a of the hallway is a long, dark room with
with Benches pouch containing 38 gold, 2 platinum, no floor. A three-foot-wide beam of
and 55 silver pieces. Ulavant’s Seeker petrified wood spans the chasm, lead-
This small room contains four long benches ring is worth 200 gp. It instantly identi- ing straight ahead into darkness. About
and several niches along the walls. fies its wearer as a member of the Seek- ten feet below the beam, countless iron
ers, which may have implications with spheres the size of large oranges form
Treasure: A dead human body here Khellek, the wizard in the trio of rival an irregular floor, but it’s impossible to
bears the red lantern from area 7. It adventurers introduced in the “Back- tell if they represent a wholly solid sur-
wears red masterwork leather armor drop: Diamond Lake” article elsewhere face. The northwest and southeast walls
with the Seeker insignia over the left in this issue. are covered in a honeycomb of geo-
breast, and a +1 short sword hangs in Note: The bump in EL accounts for metric patterns. The featureless stone
a molding scabbard on its belt. The the fact that the party is underwater, ceiling extends about twenty feet from
corpse’s bones are very badly gnawed, making the ghoul’s paralysis effect the beam.
and its armor has been torn apart and much more powerful. It is not, how-
ruined as if by sharp claws. A DC 10 ever, as powerful as it might seem. This room represents Nadroc’s last
Heal check reveals that the bones have Ulavant’s paralysis attack freezes its attempt to dispense with unwanted tomb
been cracked open as if something victims in place, but paralyzed charac- robbers, so the beam and walls combine
was trying to get at the marrow within. ters can continue to hold their breath to make a devious Trap. Note the side
The body has been dead for 50 years for the duration of the paralysis. They view of this room provided in the map
or more. do not begin to drown the moment the of the True Tomb.

32 DUNGEON JULY 2005


Creatures: A curious grick lives in
the iron spheres at the bottom of this
room, having tunneled here through
some subterranean fissure opened dur-
24C 24D
ing an ancient earthquake. Each round,
PCs standing upon the spheres may
make a DC 15 Listen check to hear the
grick moving under iron spheres. If it
hears the PCs, it rushes up to attack 24E
from surprise.
The grick is far from the most potent
potential enemy in this room, however,
for the place is also the lair of Alastor
Land, a young teen runaway who man-
aged to slip through all of the Whisper-
24A 24B
ing Cairn’s defenses 30 years ago only to 24
die here. Now he lingers on as a ghost,
cursed to forever remain in this cham-
ber, wracked with guilt for having aban-
doned his mother and siblings. As the
PCs explore the room, Alastor observes 24E
23
from the Ethereal Plane. His childish
giggles follow every PC mistake, while
cries of “wow!” or “I thought you were 25
dead that time!” seem to come from the
walls as the PCs fight the grick. Once
they have defeated the aberration, Alas- side view
tor decides that they are his best chance 23
to escape the chamber and finally rest
with his family. N The True
Immediately after the fight ends, E 8
Alastor manifests, appearing as a trans-
lucent 13-year-old farm boy with a bro-
Tomb
ken neck, long black fingernails, and a
demoniac glare in his eyes. He attempts W
to shield most of the PCs from his hor-
rific appearance, but the youth has a flair
S 7B
One square = 5 feet

for the dramatic and wants to make a


powerful first impression, so he wants at
least one of them to see him in his true curse, but I am able to push through the at least a decade since the last adventurers
form. Therea�er, he attempts to move far wall. Beyond is a glorious chamber of came to this chamber. They fell victim to
onto the same square as a PC and take strange carvings and a pillar of air. And the iron sphere trap, and their corpses are
over that character with his malevolence there’s a catch on the other side of the buried beneath the upper layer of iron
special attack. Once he has controlled a door that opens it without a problem. I’ll balls forming the room’s floor. He can
PC (or if he cannot manage to do so), he trigger it for you if you take my bones direct the PCs to his own skeleton, which
speaks directly to the PCs. from here and bury them with my fam- lies about three feet below the surface just
ily on a farmstead just beyond Diamond below the metal door.
“I have been here countless decades, pun- Lake. Do this for me, and I will be free. I If the PCs insist on fighting Alastor,
ished for abandoning my family in a time assure you there is no other way through he attempts to kill one of them to prove
of need. Over these years, I have seen that door.” that he is a worthy opponent, therea�er
explorers like you come and go. The trap pleading with them to take his bones
in the walls kills most of them, but others Alastor le� home 30 years ago, in the back to his family plot. His directions
have le� in humiliation, unable to pass 565th Common Year (the current Com- suggest a farmstead 10 minutes east
through the far metal door. I am unable mon Year is 595, assuming you don’t use of Diamond Lake, and lead directly to
to leave the way you came because of my some other dating convention). It’s been Chapter Three: Tomb Stories, below.

JULY 2005 DUNGEON 33


THE WHISPERING CAIRN BY ERIK MONA

Alastor Land CR 3 immediately knows he is free from his feet above. Four wide galleries extend from
Male human ghost commoner 2 (Monster curse and begins to fade from reality. the outer walkway, their far walls covered
Manual 117) Before he does so, however, he passes with enormous bas-relief vistas. A sighing
CN Small undead (incorporeal) through the northeast wall into area 24 wind emits from a huge pillar of rushing air
Init +6; Senses darkvision 60 �.; Spot +6, and triggers the catch there. The metal at the center of the chamber. The column
Listen +6 door slides open. extends from the floor to the ceiling, cut-
Languages Common Ad-Hoc Experience Award: When the ting through the room’s central ring.
AC 16, touch 16, flat-footed 14 PCs return Alastor Land’s bones to his
hp 13 (2 HD) family plot at the Land farmstead, award The central pit is 60 feet deep, ending
Immune incorporeal traits, undead traits them experience as if they defeated a in a featureless basin. Each perimeter gal-
Fort +0, Ref +2, Will –1 CR 3 encounter. lery bas-relief portrays a scene from the
Spd fly 30 �. (perfect) life of the Wind Duke Zosiel. The sculpt-
Base Atk +1; Grp +1 24. The Chamber of Sighs ing on the walls appears very crude from a
Special Attacks horrific appearance (DC (EL 6) distance. Figures are blurred and distorted,
14), malevolence (DC 18), manifestation, and it’s impossible to tell what the images
telekinesis (DC 18) This cavernous chamber consists of a large are meant to represent. When a character
Abilities Str —, Dex 14, Con —, Int 11, Wis stone walkway around a deep chasm that approaches within 10 feet of one of the
9, Cha 17 leads into darkness. Four platforms lead bas-reliefs, however, valves breathe forth a
SQ incorporeal traits, rejuvenation, turn from the walkway to a central ring, but two smoky sheet of steam that covers the entire
resistance +4, undead traits of these platforms are broken. Bright light wall. As the steam eddies and plays about
Feats Alertness, Improved Initiative reminiscent of a summer’s day filters down the rough carvings, distinct impressionis-
Skills Listen +6, Spot +6 from the ceiling about forty tic images become apparent on the walls.
These images shi� and move, making
Grick: hp 9; Monster Manual 139. them come alive with action.
Trap: The geometric patterns on the 24A: This image depicts a peaceful
northwest and southeast walls disguise scene featuring several vaati relaxing
numerous holes that shoot soft- in an idyllic country scene. Dozens of
ball-sized iron spheres across the perfect circles fill the sky above the frol-
room when anyone crosses the icking figures. As the steam runs over
15-foot span at the center of the the image, dark, twisted shapes emerge
beam. The safest way to cross from the sculpture’s edges. The shapes
the room is probably to lower Alastor coalesce to form monstrous creatures
oneself to the uneven surface of Land that look like a cross between spi-
spheres below the balance beam, ders and wolves. As the creatures
but this risks upsetting the grick that approach the Wind Dukes the
dwells below the spheres. The spheres are circles in the sky begin to
difficult terrain, with most Medium crea- burst one by one.
tures sinking about a foot deep. Anyone tak- This event represents
ing strenuous action (such as attacking) while the empire of Aaqa prior to
standing upon the unstable balls must make the great war against the
a DC 10 Balance check or fall prone. armies of Chaos. The cir-
Hail of Iron Spheres: CR 2; mechani- cles in the sky represent
cal; proximity trigger; automatic reset; worlds claimed by the
Atk +6 ranged (1d4, iron sphere); mul- ancient Wind Dukes.
tiple targets (all targets upon the balance Their destruction sym-
beam); Reflex save DC 16 or fall (1d3); bolizes the magnitude
Search DC 20; Disable Device DC 20. of the chaotic threat.
Treasure: The following goods may 24B: This image
be harvested from decomposed bodies depicts a towering vaati fig-
buried within the iron spheres: 47 gp, ure wearing the glyph of Icosiol
7 sp, 1 pp, a rusty longsword, and a standing over a legion of lesser
suit of masterwork banded mail. Wind Duke warriors. The
Development: When Alastor central warrior bears the
Land’s bones have been interred glyph of Zosiel, but each
next to those of his family, the ghost figure bears a glyph of a

34 DUNGEON JULY 2005


distinct Wind Duke warrior named in the three short stairs rests a white marble sarcoph- horned figure. Many legends suggest that
Chronicle of Chan (see the “Glyphs of the agus identical to the one in the room with the the deadly spheres were created during the
Wind Dukes” sidebar on page 21). As the colored lanterns far below, complete with a great war between Law and Chaos. Now
steam plays about the image, the warriors sculpted humanoid figure carved into the they are the stuff of legends. The image
raise longswords in salute to Icosiol. lid. A beautifully carved bas-relief on the is an accurate representation of Zosiel’s
24C A group of seven proud noble wall near the sarcophagus depicts the same death, just moments before the Wind Dukes
Wind Dukes present a staff-like rod to figure as a bald, androgynous warrior wear- employed the Rod of Law to defeat Miska the
a council of superior vaati in this gallery ing a simple ancient garment and wielding Wolf-Spider.
image. As the steam fills the bas-relief ’s a mighty longsword. To the warrior’s le�
contours the central figure raises the stands a cloaked demoniac figure with two
staff above his head, where it splits into long curved horns tipped in darkest red. The
seven irregular parts. horned figure holds a device composed of a
Each of the seven Wind Duke present- handle and small loop, seemingly using it to
ers bears a carven glyph that identifies control a globe of absolute blackness about
him as a member of the “Wandering two feet in diameter. This globe touches
Dukes” who abandoned the war against the bald warrior, who raises his
Chaos to discover the secrets of the Rod of arms in surprise. The warrior is
Law. The Chronicle of Chan identifies these depicted as if fading from sight.
beings as Amophar, Darbos, Emoniel, Ico- A slim diadem upon his brow
siol, Penader, Qadeej, and Uriel. bears an elaborate ovular glyph
24D: The bas-relief in this gallery depicts identical to one carved upon an
the final battle between Law and Chaos. amulet worn by the figure on the
As the steam moves about the image, the sarcophagus lid.
Wandering Duke Qadeej impales Miska the
Wolf-Spider, a demonic entity that looks This area is the true tomb of
like a drider with four arms and a human Zosiel, a minor Wind Duke war-
head flanked by two wolf heads. As the Wolf- rior killed at the Battle of Pesh. A
Spider, Rod, and Qadeej vanish into a planar DC 15 Knowledge (arcana) check
ri�, Icosiol is struck by a beam from Miska’s made by anyone studying the
eyes and slumps dead to the ground. fresco identifies the black
24E: The pillar of air stretches from globe as a sphere of annihilation
floor to ceiling. Any character who steps controlled by the talisman
into the wind is propelled safely to area of the sphere wielded by the
25. Doing so means getting past the
room’s powerful defenders, however.
Creatures: As soon as a PC reaches the
walkway or central ring, two tall human-
oid figures arise from within the column
of air and step out onto the central ring.
Both of these creatures—wind warriors
who served in the armies of Aaqa at
the Battle of Pesh and who honor Zos-
iel still—wield twin swords and wear
ancient ceremonial armor festooned
with red pennons that twist and bob as if
always blown by a fierce wind. The silent
warriors attack intruders, knowing that
they are the tomb’s last defense.
Wind Warrior (2): hp 39; Appendix 1.
Wind
25. The True Tomb Warrior
A whooshing pillar of air dominates
the northeast half of this rectangular
room. Opposite the pillar up a set of

DUNGEON 35
THE WHISPERING CAIRN BY ERIK MONA

The sarcophagus is completely sealed, PART THREE: Alastor Land: 552–. For frame of reference,
exhibiting not even a seam under the lid. TOMB STORIES Alastor ran away from home in 565 cy.
It is impossible to damage physically. In this brief interlude, the PCs take Alas- A DC 9 Search check made near the
For all appearances, it is a solid block tor Land’s bones from area 23 of the graves reveals the tracks of a wheelbarrow
of marble. When someone steps upon Whispering Cairn to his family’s private leading toward Diamond Lake. A DC 10
the top stair of the southwestern dais, graveyard, on a farmstead about 10 min- Survival check made by a character with
the bas-relief sculpture animates and the utes east of Diamond Lake. Before young the Track feat turns up the tracks of five
warrior looks directly into the eyes of Alastor’s ghost allows the PCs to proceed booted Medium humans who walked all
the character. “Speak my name,” it says through the Whispering Cairn he wants around the graves and eventually dug them
to the character in his native language. them to bury his remains with those of up. Shortly a�er they looted the graves, the
Therea�er, the image fades back into the his family, so that his curse can be li�ed men who le� these tracks walked off to
wall and the chamber grows still. and he can move on to the a�erworld. explore the farmstead. Four of them seem
If the addressed character utters the The seemingly easy mission takes a chal- to have come back very quickly, leaving for
word “Zosiel,” bright blue light shines lenging turn when the PCs visit the family the road immediately therea�er.
around the sarcophagus lid. It fades a few graveyard and discover that the bodies of All of the graves have been emptied
seconds later, revealing a seam between the Alastor’s father, mother, brother, and sister (except Alastor’s, which was empty in
lid and the rest of the sarcophagus. A DC 10 have been removed recently and taken off the first place); their contents have been
Strength check is sufficient to li� the lid, to places unknown. Investigation of the delivered to a necromancer named Filge
revealing the Treasure within. Land farmhouse leads to an exciting battle who recently moved into an old observa-
Treasure: Within the sarcophagus with a wounded owlbear and turns up clues tory in Diamond Lake. Until these bones
are all that remains of Zosiel: a slight implicating a gang of toughs in service to are returned to the graves, Alastor cannot
silver diadem inscribed with his per- the mine manager Balabar Smenk, leading escape from his curse. Connecting the
sonal glyph. This is a circlet of Wisdom +2, directly to Part Four: The Gang. empty graves to Filge takes more evidence
but additional properties of this item than is available here. For that, the PCs
will become clear as the Age of Worms The Land Family need to explore the Land farmhouse on
Adventure Path continues. Graveyard the bluff overlooking the graveyard.
The sarcophagus also includes two
long slightly curved black horns with red A copse of immense deklo trees shades a The Land Farmstead (EL 3)
tips (worth 50 gp each) and a pewter box small, quiet clearing just where Alastor said
inscribed with alien, writhing letterforms. it would be, about 10 minutes east of Dia- The dilapidated Land farmstead consists of a
A DC 15 Knowledge (the planes) check iden- mond Lake. Crumbling walls and a seem- crumbled wall and a sagging, unsafe house
tifies the glyphs as those of the Queen of ingly abandoned farmhouse stand vigil atop with broken windows and a sagging roof.
Chaos. Melted metal keeps the box sealed, a small bluff overlooking the clearing, the Thick, sludgy puddles of dried blood and
but a decent application of force is suffi- sad ruins of what must once have been Alas- unidentifiable fleshy chunks litter the wooden
cient to snap off the top. Inside is a long tor’s home. Five grave markers stand in the floor immediately inside the front door.
handle attached to an adamantine loop. clearing, each with a different name: Anders,
This inactive minor artifact radiates strong Bemissa, Coldaran, Gertia, and Alastor. Open Creatures: Between the wall and the stairs
transmutation magic, but is currently dor- pits yawn from before all five headstones. leading to the collapsed second floor lurks
mant and does nothing. It can be fully acti- Piles of fresh dirt and a pair of abandoned an enraged female owlbear, still wounded
vated as a talisman of the sphere in “A Gather- shovels suggest that the excavation took from the battle with Balabar Smenk’s agents
ing of Winds,” the sixth installment of the place recently, certainly within the week. that le� her mate and three of her cubs
Age of Worms Adventure Path campaign. dead. A single baby owlbear survived, and
Allustan can identify the item by name at a Alastor’s father Anders died a year before the mother protects it with her life.
glance, noting that the spheres of annihilation the boy ran away from home. His mother, Wounded Owlbear: hp 52 (currently
were holes in the continuity of the multi- Bemissa, his older brother Coldaran, and 22); Monster Manual 206.
verse, and that anything they touched was his younger sister Gertia all succumbed to Treasure: A baby owlbear, still less than a
destroyed utterly. A�er the Battle of Pesh, the Red Death plague that swept through year old, lurks in a corner of the north wall. It
legend holds that the Wind Dukes scattered the region 19 years ago. A DC 10 Heal or bonds to any character that touches it, there-
them to the corners of the Great Wheel. Far Knowledge (history) check identifies the a�er following that character obediently. A
more numerous are the talismans that were four-petaled flower motif on their graves DC 10 Knowledge (nature) check reveals that
said to grant their owners some measure as a symbol commonly associated with vic- baby owlbears can fetch as much as 3,000 gp
of control over the spheres. Allustan urges tims of that wretched disease. The grave from collectors who train them to become
the PCs to keep the valuable minor artifact. markers read as follows: Anders Land: 531– effective guardian beasts. Although its large
“One must always be prepared,” he says 564 cy; Bemissa Land: 534–576 cy; Coldaran eyes and so� pelt make it an endearing pet
with a wink and a smile. Land: 550–576 cy; Gertia Land: 563–576 cy; or mascot, the creature is at heart a feral

36 DUNGEON JULY 2005


monster, and isn’t above attempting to bite
off fingers or gnaw into a companion’s leg.
Owlbears are impossible to domesticate, so
PCs hoping to keep this creature will soon
Land Farmstead
find it far more trouble than it is worth.
Development: A DC 10 Search check of
the Land farmhouse turns up a complete To Diamond
human arm with a unique tattoo identical to Lake
the one shown on the illustration of the half-
orc Kullen on page 54. A DC 10 Knowledge
(local) check identifies the symbol as that of
Garavin Vesst, a greedy mine manager who
branded his employees with it as a badge
of status. Vesst was bankrupted by Balabar
Smenk years ago, and died early last year. The
branded workers were little more than slaves
to Garavin Vesst, and view their current ser-
vice to Smenk as a privilege. A DC 15 Gather
Information check suggests that the gang
commonly frequents the Feral Dog, a despi-
cable tavern in the most dangerous part of
Diamond Lake. The arm formerly belonged
to a rogue named Skutch. The rest of him is
in the wounded owlbear’s stomach. To Family
Ad-Hoc Experience Award: Due to
Graveyard
its wounds, the owlbear counts as a CR E
3 creature for the purposes of awarding
experience points.
N S
PART FOUR:
THE FERAL DOG
Once they discover the tattooed arm at the W
Land farmstead, the PCs are on the trail of
Balabar Smenk’s gang of reprobates. About
a week ago, the five-man gang helped one
One square = 5 feet
of Smenk’s associates from the Free City,
a debased necromancer named Filge,
move into an old observatory on the bluff
overlooking Diamond Lake. Balabar gave criminals resented the work, considering toos mark hands, shoulders, and other areas
the gang strict instructions to help Filge grave robbing beneath them. generally covered by clothing and armor.
acquire whatever he needed to feel at Things grew considerably worse when, A DC 15 Gather Information check sug-
home at the observatory, but the wizard’s a�er digging up all five Land graves (and gests that the best place to contact the gang
first request set the criminals on edge and finding Alastor’s empty of remains) two is at the Feral Dog, a seedy tavern detailed in
infuriated their leader, an albino half-orc nights ago, an inquisitive rogue named the “Backdrop: Diamond Lake” article else-
barbarian named Kullen. Filge needed one Skutch convinced the rest of the gang to where in this issue. A map of the Feral Dog
thing more than any other—skeletons to explore the Land farmhouse. and a rough outline of important locations
serve as guardians and assistants. Inside, they found a pair of mated owl- within is included in this chapter. Kullen’s
Knowing that the Diamond Lake bears. Four of the criminals—Kullen, Rasto- gang arrives at the Feral Dog each night
Boneyard was under the protection of phan, Todrik, and Merovinn Bask—managed around 8:00 pm, and leaves in a drunken
cultists sworn to Wee Jas, Kullen grudg- to escape with their lives. All that remains of stupor about three hours past Midnight
ingly led his followers on a tour of aban- poor Skutch is his severed, tattooed arm. (treat drunk characters as sickened for the
doned farmsteads on the outskirts of All four of the remaining cultists bear a purposes of this encounter).
town, hoping to find a few private graves tattoo identical to the one depicted on Kul- The PCs might discover the location of
that the gang could dig up without len’s forehead in the illustration on page 54. the Land remains a number of different
attracting undue attention. All five of the Only Kullen’s is on his forehead. Other tat- ways. The criminals have a starting attitude

JULY 2005 DUNGEON 37


THE WHISPERING CAIRN BY ERIK MONA

of unfriendly toward the PCs, and certainly attitudes can be changed to friendly, the Fight!: Of course, the PCs could just
don’t shy away from conflict if attacked. gang accepts a bribe of not less than 200 attack the gang and attempt to get the
Bribery: All of the criminals were gp to reveal that they delivered the bones information from them by force. See below
wounded badly in the fight against the to a “crazy old goat named Filge” who’s for details on each gang member and tips
owlbear, and all of them deeply resent living in the old observatory (area 35 on on how to use the gang in combat.
having been sent on the mission in the the Diamond Lake poster map). They do
first place. They strongly dislike Filge, who not reveal Smenk’s involvement, and warn Balabar Smenk’s
treated them like servants, and they’re the PCs against digging too deep. “Just Gang (EL 6)
starting to suspect (correctly) that Balabar get your bones and get out of there,” they The statistics below cover everything you
Smenk might not have their best inter- helpfully suggest. If a gang member can be need to run a combat against Smenk’s
ests in mind. If even one of the criminal’s approached individually, his attitude need indentured criminals. As an EL 6 encoun-
only be changed to indifferent to pave the ter, this fight should prove to be very chal-
The Feral Dog Map Key way for a bribe. In this case, the criminal lenging unless the PCs manage to battle on
keeps the full bribe for himself. their own terms, setting up an ambush or
1. Taproom
2–5. Staff quarters Flattery: If all of the criminals’ attitudes isolating members of the gang from each
6. Kitchen can be changed to friendly by a PC using other and taking them out one at a time.
7. Spirits storage Diplomacy to reinforce their belief that Kullen: This towering albino half-orc
8. Stairs they have been used by uncaring employ- commands the respect of everyone at the
9. Storage ers, Kullen himself tells the PCs about the Feral Dog, where his rages are legendary. He
10. Private meeting room grave robbery and the delivery of the bones is still upset about the disaster at the Land
11. Office to the necromancer Filge. “Do me a per- farmstead, and is eager for an unfair fight to
12. Premium dogfight seating sonal favor,” he says with a broken-toothed work off some pent-up aggression.
13. Office of the kennel keeper smile. “Bring me back that thin bastard’s Rastophan: A wiry goon from the south-
14. Ready room
eyes.” If the PCs fail to follow-through on ern swamps, Rastophan’s long, clumpy
15. Kennel
this request, Kullen eventually becomes black hair hangs down over his large
16. Raw meat storage
17. Private meeting room hostile toward them, perhaps turning into eyes, giving him a sullen look. He rarely
18. Vaults and planning office a long-term enemy in the campaign who speaks and gets most of his guidance
advances in level as the PCs do. from Kullen.

The Feral Dog


N
10 11 16

9
8
15
W E

5
S
6 7
13
3
4 14
12 17

2 18

Ground Floor Basement

One square = 5 feet

38 DUNGEON JULY 2005


Todrik: This corrupt fighter was born SQ fast movement, illiteracy, trap sense +1, SQ wild empathy +4
into servitude to Garavin Vesst, and views uncanny dodge Feats TrackB, Run, Two Weapon FightingB,
Balabar Smenk as his savior from a life in Feats Cleave, Power Attack Weapon Focus (longsword)
the mines. He has short brown hair cut Skills Intimidate +6, Jump +13, Listen +5 Skills Climb +6, Handle Animal +5, Jump +6,
into a flat-top. An angry red scar marks Possessions combat gear, +1 greataxe, 3 gp Listen +6, Spot +6, Survival +6
the le� side of his sneering face from the Rage (Ex): When he rages, Kullen has the Possessions combat gear, +1 chain shirt,
forehead to the tip of the chin. following changed statistics: masterwork longsword, short sword, 7 gp
Merovinn Bask: This bald, ill-tem- AC 9, touch 9, flat-footed 8
pered wizard simply can’t believe that hp 37 (3 HD) Todrik CR 2
his debts forced him into servitude in Fort +7, Will +2 Human fighter 2
the first place, and views each day as an Melee +1 greateaxe +9 (1d12+8/x3) NE Medium humanoid
absolute disgrace. Bask is by far the rud- Grp +9 Init +1; Senses Spot +2, Listen +2
est of Kullen’s men. The only friend he Abilities Str 19, Con 18 Languages Common, Orc
ever had was the unfortunate Skutch. Skills Jump +15 AC 17, touch 11, flat-footed 16
hp 19 (2 HD)
Kullen CR 3 Rastophan CR 2 Fort +6, Ref +2, Will +1
Half-orc barbarian 3 Human ranger 2 Spd 20 �.
NE Medium humanoid (orc) N Medium humanoid Melee mwk guisarme +6 (2d4+3/x3)
Init +1; Senses darkvision 60 �.; Spot –1, Init +1; Senses Spot +6, Listen +6 Base Atk +2; Grp +4
Listen +5 Languages Common Attack Options Combat Expertise,
Languages Common, Orc AC 16, touch 11, flat-footed 15 Improved Trip
AC 11, touch 11, flat-footed 10; uncanny hp 16 (2 HD) Combat Gear potion of bull’s Strength,
dodge Fort +5, Ref +4, Will +1 potion of cure light wounds, potion of
hp 31 (3 HD) Spd 30 �. shield of faith +2
Fort +5, Ref +2, Will +0 Melee mwk longsword +6 (d8+2/19–20) or Abilities Str 15, Dex 12, Con 14, Int 13, Wis
Spd 40 �. mwk longsword +4 (d8+2/19–20) and 10, Cha 8
Melee +1 greataxe +7 (1d12+5/x3) short sword +3 (d6+1/19–20) Feats Combat ExpertiseB, Combat
Base Atk +3; Grp +6 Base Atk +2; Grp +4 Reflexes, Improved TripB, Weapon
Attack Options Cleave, Power Attack Attack Options favored enemy humanoid Focus (guisarme)
Special Attack Rage 1/day (human) +2 Skills Cra� (pottery) +4, Cra� (woodworking)
Combat Gear potion of cure light wounds, Combat Gear potion of bull’s Strength, potion +4, Listen +2, Intimidate +3, Spot +2
potion of jump, potion of mage armor of cure moderate wounds Possessions combat gear, banded mail,
Abilities Str 17, Dex 13, Con 14, Int 8, Wis Abilities Str 15, Dex 13, Con 14, Int 8, Wis masterwork guisarme, cloak of resistance
8, Cha 10 12, Cha 10 +1, 41 gp

by Peter Bergting

JULY 2005 DUNGEON 39


THE WHISPERING CAIRN BY ERIK MONA

Merovinn Bask CR 2 Ad-Hoc Experience Award: If the PCs spied inhuman appendages—twitching tails
Male human enchanter 2 manage to learn of Filge from Kullen’s and hints of oily black feathers. Their chants
NE Medium humanoid without resorting to combat, award them echoed off basalt walls like a chorus of croak-
Init +6; Senses Spot +2, Listen +2 XP as if they had defeated a CR 4 creature. ing frogs and screaming children.
Languages Common, Draconic, Orc Worst of all, Ragnolin Dourstone acted
AC 12, touch 12, flat-footed 10 PART FIVE: THE OLD as if nothing was amiss, politely leading
hp 7 (2 HD) OBSERVATORY Smenk on a tour through a bizarre labyrinth
Fort +1, Ref +4, Will +3 About a century ago, Diamond Lake’s crum- while outlining what sort of provisions he
Spd 30 �. bling observatory hosted a scientific cult required and when he would expect Smenk’s
Melee dagger +0 (1d4–1/19–20) devoted to studying the heavens and celes- agents to make delivery so as to arouse the
Ranged masterwork light crossbow +4 tial bodies. The sect died out decades ago, least suspicion. “All must be prepared,”
(1d8/19–20) and the place has since been inhabited by Dourstone said without a hint of emotion,
Base Atk +1; Grp +0 a series of questionable tenants who never “for the Age of Worms is upon us.”
Combat Gear wand of ray of enfeeblement seem to last very long. The latest is Filge, a Smenk had never heard of the Age of
(17 charges), scroll of shield, potion of cure deranged necromancer from the Free City Worms, but knew a clue when he saw
light wounds summoned to Diamond Lake by his old one. While touring what appeared to be
Spells Prepared (CL 2nd, +3 ranged touch) associate Balabar Smenk, a local paragon of an arcanist’s laboratory, Smenk noticed a
1st—charm person (DC 14), color spray (DC corruption described in the Backdrop: Dia- jar containing a segmented green worm
13), mage armor, sleep (DC 14) mond Lake article elsewhere in this issue. suspended in nutritive fluid. He gingerly
0—daze (DC 13), detect magic (2), resistance, Two weeks ago, Filge received a package absorbed the jar into his glove of storing and
acid splash from Smenk filled with a thousand pieces continued following his rival, taking in his
Barred Schools evocation and of gold and hints of “unkillable” undead in surroundings and planning a hasty escape
transmutation the hills around Diamond Lake. should things grow any stranger.
Abilities Str 8, Dex 14, Con 12, Int 15, Wis When at last Filge arrived, Smenk laid out In a chamber beyond the labyrinth
10, Cha 13 a series of confusing events that hinted at a Smenk met the master of the Black Cathe-
SQ summon familiar bizarre conspiracy hatched in secret cham- dral, a masked wizard called the Faceless
Feats Altertness (when Rascal is within arm’s bers below Diamond Lake. One of Smenk’s One. Unintimidated by Smenk’s political
reach), Improved Initiative, Spell Focus rival mine managers, a taciturn business- clout, the lisping, crooked man dictated new
(enchantment) minded dwarf named Ragnolin Dourstone, terms of the provisioning arrangement.
Skills Concentration +6, Knowledge (arcana) came to Smenk with a covert offer of alli- “Now that you see what we are capable of,”
+7, Knowledge (local) +7, Knowledge ance. Dourstone explained that one of his he wheezed, “you understand why secrecy
(nobility and royalty) +7, Spellcra� +9 crews had discovered an unusual chamber must be maintained. Secrecy allows us to
Possessions combat gear, masterwork below his copper mine, and that a cadre of continue our studies and liturgies in the
crossbow with 20 bolts, brooch of shielding students and mystics had set up shop there name of the Ebon Triad. Without secrecy,
(35 charges), 2gp at his invitation. Dourstone asked Smenk we are lost. We will kill to preserve it.”
Spellbook as above plus 0—all except evocation to run secret food shipments to this subter- Smenk understood the subtext, and
and transmutation, 1st—shield, obscuring ranean force, keeping the whole affair from agreed to the provisioning deal without
mist, identify, hypnotism, disguise self the attention of Diamond Lake’s militia mentioning that the arrangement would
garrison or the office of Governor-Mayor drive him into penury. He escaped the
Rascal, weasel familiar: hp 3; Monster Lanod Neff (and hence the perceptive direc- mine with his life but had shackled himself
Manual 282. tors of the Free City). In exchange, the dwarf to a disastrous agreement with a danger-
Development: If the PCs don’t man- offered Smenk a fair contract and three ous inhuman cult. Armed with his bottled
age to cajole or bribe the location of the beautiful obsidian rings, said to have been worm and tales of undead in the hills, he
Land remains out of Balabar Smenk’s unearthed within this secret chamber—the sent for Filge and put up his old friend in
henchmen, you can still move the action so-called “Black Cathedral.” Smenk agreed, Diamond Lake’s moribund observatory.
along by staging follow-up encounters but only if Dourstone would consent to let “The Three Faces of Evil,” next month’s
with Kullen and his brutes. They don’t him visit the Cathedral himself. Age of Worms Adventure Path install-
appreciate the questions the PCs have What Smenk saw there terrified him, an ment, focuses on the exploration of the
been asking around town, and decide emotion he’d thought purged since he stran- Dourstone Mine and exposure of Balabar
to rough them up. Give the PCs a good gled his first city watchman. An oppressive Smenk’s illegal dealings. The events in this
chance to win one of these battles, aura of despair surged from a large pool of chapter act as a bridge to the next adven-
which will place them in the position black slime in the Cathedral’s central cham- ture, and should be handled with care.
of getting whatever information they ber. Three circles of robed figures ringed the Because Filge has no idea that the PCs
want from the defeated albino half-orc pool, their faces touching the cold mosaic are coming, they have him at a considerable
and his gang of reprobates. floor. Through robes and hoods Smenk disadvantage. When staging this encounter,

40 DUNGEON JULY 2005


draw out an exterior floorplan and carefully
explain the surroundings to your players.
This will encourage them to come up with
a plan of attack rather than charging in
The Old Observatory
through the front door, which in this case
could have disastrous consequences. 10
Once the PCs reach the old observatory,
continue with the following:

Five minutes north of Diamond Lake, on 11


a bluff overlooking an abandoned mine, a
crumbling old observatory casts its gaze to
the heavens. A wide slit bisects its domed 10 9
tower, where surely a great telescope once
peered into eternity. Now the place bears a
dark character, like a sagging tenement bro-
3rd Floor 2nd Floor
ken under the weight of decades of inhabit-
ants. A slim stairway cut into the steep hill-
side leads to the structure’s only door, on 8
the side of the tower’s attached one-story
5 4
outbuilding. Flickering light filters through
the observatory’s only windows, along the
tower’s second and third floors.

1. Landing (EL 2)
7 6
The stairway rises to a wide landing and two 2
huge wooden doors. Shot through with dark 3 1
blue mold, the doors form an enormous
round moon carved with a lunatic’s jabber- N 1st Floor
ing face. Beneath the landing, an unremark-
able wooden door appears to lead to a tool
closet under the stairs. W E

The massive moon-face doors are held


shut with a simple lock (Open Lock DC 20). S One square = 5 feet
If this check fails by 5 or more, the skeletons
in area 2 hear the commotion and automati-
cally gain surprise against the PCs.
The small door below the landing Tomb Mote CR 2 Abilities Str 8, Dex 17, Con —, Int 10, Wis
leads to a grubby tool closet. It too is CE Tiny undead (Libris Mortis 128) 12, Cha 14
locked with a simple lock (Open Lock Init +7; Senses darkvision 60 �.; Listen +1, SQ quickness, undead traits
DC 20). The closet is home to a tomb Spot +1 Feats Improved Initiative, Weapon Finesse
mote, a Tiny undead creature composed Languages understands Common and Skills Hide +12, Move Silently +4
of bone shards, matted hair, bits of shat- Abyssal but does not speak Disease (Ex): A creature struck by a tomb mote’s
tered tombstone, dirt, and rotting, mis- AC 18, touch 15, flat-footed 15 bite attack must make a DC 13 Fortitude save
matched teeth. Filge uses tomb motes as Hp 13 (3 HD); DR 2/cold iron or magic or be infected with a disease known as corpse
messengers when needed. One of these Immune undead traits bloat (incubation period 1d3 days, damage
creatures is currently delivering a mes- Fort +1, Ref +5, Will +4 1d6 Str). The skin of a diseased victim turns
sage to Balabar Smenk, and might be Spd 20 �. (4 squares), swim 20 �. a hue of green, bloats, and is warm to the
encountered in the next adventure. The Melee bite +6 (1d4–1 plus disease) touch. The save DC is Charisma-based.
other remains in the closet, and immedi- Space 2-1/2 �. Reach 0 �. Quickness (Su): A tomb mote is supernaturally
ately attacks anyone but Filge who opens Base Atk +1; Grp –8 quick. It can take an extra standard action or
the door. Special Atk disease move action during its turn each round.

JULY 2005 DUNGEON 41


THE WHISPERING CAIRN BY ERIK MONA

Campaign Seed: The Ebon Triad Skeletons (3): hp 6; heavy crossbow+1


From the fanatical peripheries of three vile Use the following chart to adjudi- ranged; 1d10/19–20 and poison (Medium
churches comes a blasphemous doctrine cate the results of Knowledge (religion) centipede poison; injury DC 15; 1d4
known as the Way of the Ebon Triad, an checks made to learn more about the Str/1d4 Str); Monster Manual 225.
anonymously penned collection of essays Ebon Triad. Development: The skeletons are two
and scrolls soaked in phantasmagoric adults and a young adult—Alastor’s father
Knowledge
allegory and apocalyptic ecstasy. The Way
(religion) DC Information known Anders, his mother Bemissa, and his
outlines in vague terms a series of ritu-
15 The Ebon Triad is an evil cult dedicated brother Coldaran. Bemissa and Coldaran’s
als and portentous events that culminate
in the spiritual and physical adhesion of to merging the gods Hextor, Vecna, skeletons show slight deformities that a
Hextor, Erythnul, and Vecna into a single and Erythnul into a mighty overgod. DC 15 Heal check identifies as signs of the
supremely powerful overgod. Outlaws 20 Adherents to the doctrine of the Red Death, a plague that swept through
even within their own blasphemous reli- Ebon Triad clutch close their Diamond Lake 19 years ago (matching the
gions, adherents to the Way of the Ebon secrets even from worshipers of date on their gravestones).
Triad travel the world in search of fellow Hextor, Erythnul, and Vecna, who
wanderers, o�en banding together to consider them heretics. In fact, 3. Abandoned Office
influence important events and edge the word of the heresy has not spread
Pushing open the warped wooden door to
world closer to catastrophe. far from these three churches, who
this chamber requires a DC 10 Strength
Last year, agents of the Ebon Triad keep accounts of Ebon Triad activi-
ties brutally suppressed lest the check. The room beyond appears to have
conspired with another dangerous cult to
cult gain more converts. once been an office, but it does not look
trigger a volcanic eruption that nearly con-
sumed the city of Cauldron, in the distant 25 Despite the internecine struggle like it has been used in years.
southern jungles. This event was a critical between the Ebon Triad and the
moment in the Shackled City Adventure orthodox churches, clerics of Hextor, 4. Cenobitic Chambers
Path (published last year in Dungeon and Erythnul, and Vecna in thrall to the cult
this summer as a hardcover from Paizo Pub- continue to receive spells from their This simple chamber hosts a plain bed, a
lishing), but to the Ebon Triad it was merely godly patrons. This fact especially galls small open footlocker, and an unremark-
one of a handful of prophesized events the church of Hextor, whose rigid faith able wooden dresser.
presaging the advent of the Age of Worms, cannot square the contradiction.
an era of darkness and writhing death that 30 The idea that a human cult could
These tiny rooms once housed the
would provide the required backdrop for the bind gods as powerful as Hextor,
Vecna, and Erythnul is extremely monks who lived in the observatory.
ascension of their tripartite god.
doubtful, even preposterous. Each is slightly different from the next,
What the Ebon Triad cultists below Dia-
mond Lake and throughout the world do not 35 The Ebon Triad hopes to bring about as if the interiors have been customized
understand is that the entire religious move- the Age of Worms as a precursor to by a succession of tenants. They have not
ment is a fraud launched at the direction of the creation of its terrible god, and been used for more than a decade.
Kyuss, an ancient being who has plotted to has its hands in apocalyptic con- Treasure: A DC 20 Search check in the
bring about the Age of Worms for millennia. spiracies across the land. Perhaps easternmost room reveals a cleverly hidden
The scope of this fraud and the true goals the gods support these rebel cler- pouch dangling behind a dresser drawer.
of Kyuss will be revealed in future Age of ics because they too wish to see the The pouch contains 6 pp and 5 gp.
Worms Adventure Path installments. world cast in darkness?
5. Feasting Hall

2. Watchers wooden table barricade in the last rank The revolting stench of rotting flesh roils
in the Dark (EL 1) of squares along the western wall. Each from the open door. In the room beyond,
wields a heavy crossbow armed with a ten chairs surround an oblong dining
Furniture fragments, smashed planks, greasy, poison-tipped bolt and kneels table situated parallel to the door. Along
broken glass, and other detritus cram beside an identical loaded crossbow and the north wall, a wide staircase leads to
this large antechamber. At the west end a scimitar. If the PCs make a lot of noise an upper floor. A wooden door below the
of the room, several upended tables form getting through the front door, the skel- stairs presumably leads to a slim cham-
a crude barricade. Closed doors mark the etons gain a surprise round against them ber. Two doors line the south wall. A sag-
north and west walls. the moment the door is opened. They use ging antique wooden shelf dominates the
this round to fire their in-hand cross- west wall, looking like it might collapse at
Creatures: Three of Alastor Land’s bows at any visible PC. The upturned any moment.
relatives, now animated skeletons in tables grant the skeletons cover (+4 to Three tall candles on the dining table
thrall to the odious necromancer Filge, AC). Due to the junk littering the floor, illuminate a sight of terror. With the excep-
guard this chamber and the observatory’s all of the squares in the room are consid- tion of the place at the western end, each
only exit. The skeletons hide behind a ered difficult terrain. of the chairs surrounding the table holds

42 DUNGEON JULY 2005


an awkwardly seated humanoid figure. The Zombies (9): hp 6. A messy desk rests against the opposite
nine bodies are in various stages of decom- Treasure: The rotting shelves along wall, piled high with loose papers. An appa-
position. Some sit with splendid posture, the west wall hold a set of silver dining ratus holding four long tubes filled with
paused as if midway through a sumptuous utensils worth 200 gp. colored liquid peeks out from the clutter.
feast. Others slump treacherously close to Ad-Hoc Experience Award: Since Doors on the north and west walls appear
the floor. these zombies do not fight back, award to lead to small closets.
Heaping plates of apparently fresh food no experience points for their defeat. Wide stairs lead above and below. A
sit before each of the diners, but the empty massive white stone statue of a thin human
place setting features a clean plate and set 6. Kitchen man with outstretched angelic wings and a
of utensils. Several bottles of red wine rest The kitchen contains an enormous beatific look upon his idealized face looms
upon the table, and each of the corpses wheel of cheese, a moldy loaf of bread, large in the northwest arc of the tower wall.
sits before a half-finished glass. A fly passes and several strips of stringy cured The angel holds a sword in one hand and
nearby, its there-not-there buzz breaking meat—salted swine hearts imported cradles a harp with the other. The presen-
the eerie silence. from the neighboring town of Steaming tation conjures thoughts of mausoleum
Springs. Filge’s shoddy cutlery might peaks or the graves of important men. Tall
Creatures: Characters who make a suc- fetch 10 gp in town. letters etched upon the statue’s base spell
cessful DC 10 Spot check notice slight out a single word: “Filge.”
movements in some of the corpses at the 7. Pantry
table, suggesting they may be animated. A small closet off the kitchen’s west wall The ceiling in this chamber is 15 feet
All nine of the guests are zombies, but holds a handful of spices and dry food high rather than the standard 10 feet com-
the creatures make no attempt to way- favored by Filge. His diet portrays a lack mon in the rest of the observatory.
lay the party. In fact, they do not inter- of depth or creativity, and most of the On the rare occasions when he is not
act with the PCs in any way unless a PC shelves here are empty. experimenting in his upstairs laboratory,
sits in the empty chair at the head of the Filge can be found brooding here upon
table. When this happens, all of the zom- 8. Storage Closet some half-finished project or laboring
bies spring to life and begin acting out a This simple storage closet holds four over notes and calculations at his desk.
formal dinner party. The undead diners extra chairs and eight copper candle He tends to work upstairs until about
lack the precision necessary to slice their stands worth 5 gp each. midnight, at which point he winds down
food, and merely go through the motions with another two hours of reading and
of eating. The whole thing has the atmo- 9. Bedchamber meditation here in his bedroom.
sphere of a grotesque pantomime. The roof of the observatory’s
Seconds a�er the feast begins, a zom- The stairs lead to a massive bedchamber attached outbuilding provides walk-up
bie turns to look directly at the seated that fills an entire floor of the observa- access to the windows looking in on
PC, and comments (via a magic mouth): tory tower. Light filtering in from the tall this room. Medium and smaller char-
“Once again, milord has provided a deli- windows ringing the chamber catches acters can slide through the windows
cious meal,” it says in an accent tinged motes of dust in the calm air. A fine with ease. Larger characters or crea-
with the airs of nobility. “It is an honor bed with plump red linen sheets squats tures wearing bulky armor must take
to dine in your august presence.” upon a dais along the southeast cradle a full minute to squeeze through. Note
Therea�er, other diners chime in with of the tower’s arc. A nightstand next to that it’s possible to catch Filge sleep-
sycophantic comments of their own. the bed holds a wax-choked candlestick ing. In these cases, the wizard’s owl
“The Guild of Wizardry was wrong to and a black book bound with brown and familiar keeps watch from a perch on
turn you out,” a male elf corpse remarks. red leather. the candlestick on the nightstand next
“You ought to show them like you showed At the midpoint of the eastern wall a to the bed. The bird makes Spot checks
me.” The tattered remains of what must strange form stands rigid atop a short at a +14 bonus, and screeches wildly if
once have been a young woman speak up wooden stool, as tall as a halfling and it sees an intruder. See area 9 for sug-
next. “I shouldn’t have ever doubted you, clothed in a fine black suit and tophat. gestions regarding Filge’s tactics and
Filge,” it says earnestly. “I always loved Clean cloth bandages wrap every inch statistics. He keeps his syringes on
you when we were together. Now I will of the sentry’s skin. A pair of ash-tinted the nightstand while sleeping, so he’s
love you forever.” Conversation contin- spectacles rests upon a long skinny nose. never far from a weapon.
ues along these lines until the seated PC The diminutive dandy holds a silver plat- The halfing “statue” is really a mummi-
stands up, at which point the production ter as if presenting a meal, and upon the fied goblin dressed in a fine suit and hat
comes to a close and the zombies “reset” tray rests the freshly preserved severed that doubles as a noble’s outfit for Small
to their beginning positions. Each time a head of a middle-aged human woman. characters. The corpse is long dead, but
character sits at the head of the table, the A platinum piece sits upon her out- has been chemically preserved to pre-
script begins again. stretched, purple tongue. vent decomposition. This process also

JULY 2005 DUNGEON 43


THE WHISPERING CAIRN BY ERIK MONA

preserves the female human head on the Also on the desk is the original sum- Four metal-and-glass tanks, each eas-
silver platter. Touching the head in any mons Balabar Smenk sent Filge to ily large enough to hold a human, flank
way triggers a magic mouth that screams encourage him to come to Diamond the short stairs leading to the operating
“INTRUDER! INTRUDER! INTRUDER!” Lake (see handout). theater. Each tank is full of yellow liquid
This instantly alerts Filge to the presence streaked with rust. Indistinct, vaguely
of interlopers in his bedchamber. 10. Closet human silhouettes bob silently in the
The angelic figure is an idealized rep- These closets contain Filge’s wardrobe, soupy fluid.
resentation of Filge himself. which consists of six sets of nearly iden-
Treasure: Filge’s spellbook rests upon the tical sleeveless long coats worn over a The gigantic telescope that gave the
nightstand next to the bed. It contains the shirt and breeches. If the PCs take several observatory its purpose was looted from
following spells: 0—detect magic, disguise self, minutes to completely ransack the clos- the structure decades ago, leaving only
disrupt undead, ray of frost, read magic, touch ets, they rummage 13 gp worth of coins a 5-�. recessed floor at the center of the
of fatigue; 1st—cause fear, chill touch, identify, from various pockets and pouches. chamber where the great device once
mage armor, magic missile, ray of enfeeblement; rested. Filge has repurposed this area as
2nd—command undead, magic mouth, scare, 11. Operating Theater (EL 5) his operating theater, packing it with the
spectral hand, touch of idiocy. tools of his macabre trade as well as some
The silver tray held by the mummi- A single chamber dominates the observato- of his favorite success stories. The corpse
fied sentry is worth 50 gp. The blackened ry’s entire upper floor. Light filters through currently laid out on the operating table
glass spectacles upon the goblin’s nose the wide slit in the roof, bathing the center is an experiment that Filge hopes one day
effectively block glare from bright lights of the room in illumination. Four large mir- soon to animate as a powerful zombie.
(including the sun) and grant a +2 cir- rors set along the outside wall reflect bright Right now it’s just a dead human whose
cumstance bonus on Will saves to resist beams into the direct center of the room, skin has been dyed blue with an artificial
daze or similar effects. The right customer a recessed operating theater accessible via additive of Filge’s own design.
might pay 75 gp for the pair. A large rug two short sets of stairs. The beams specifi- Creatures: Assuming the PCs employ
of golden brown fur is worth 200 gp, but cally target a blue-skinned humanoid fig- stealth, they may access this room without
must be carried carefully to ensure that ure splayed out upon an operating table, its Filge’s knowledge, catching him unawares
its coat does not become soiled. A DC 15 chest completely opened and pinned back as he conducts magical-medical experi-
Knowledge (arcana) check identifies the against the table with long metal needles. ments on the corpse upon his operating
pelt as that of an adult lammasu. Two long shelves cluttered with piles of table. As he stitches and saws, the sallow-
Most of the papers on Filge’s desk papers, rotting organs, and instruments skinned necromancer sings a dreadful
concern surgical procedures meant to comprise the east and west extent of the melody in the hoarse, hacking voice of an
enhance the potency of undead, while operating theater, and are only a few inches addict. He moves to attack at the first sight
others contain only the meandering lower than the chamber’s outer floor. of intruders, pulling up short only if con-
scribbles of a mind descending into
madness. Buried in with the junk is a
scroll of animate dead and a beaker holder
containing four 6-inch-long tubes filled
with different-colored liquids. Two of
the six slots are empty. The glass tubes
are sealed at the top with a rubber
sheath, and look like they are meant
to be slotted into some other device.
Each contains a soupy liquid substance
consisting of reanimated cells. Filge
has been experimenting with inject-
ing these liquids into himself. They are
effectively a potion of gentle repose (milky
blue), potion of false life (deep red), potion
of ghoul touch (sallow yellow), and potion
of chill touch (white with black streaks).
Every so o�en, something within the
beakers seems to move slightly, but it
might just be a trick of the eye. A hand-
written label on the beaker holder
says “Necroturgons.”

44 DUNGEON JULY 2005


fronted by a truly impressive display (such SQ summon familiar (Merrowahn) between the PCs and the necromancer,
as the head of Kullen or all of the zombies Feats Brew Potion, Combat Casting, Scribe scimitar drawn. She never moves more
from area 9 in thrall to a PC). Even then, ScrolltB, Toughness than 15 feet from the necromancer.
Filge negotiates only if a PC makes a suc- Skills Concentration +7, Decipher Script Round 2: Filge casts mage armor upon
cessful Intimidate check. +4, Knowledge (arcana) +8, Knowledge himself, raising his AC to 17. If he had
A 5-foot-tall human skeleton follows (religion) +8, Profession (mortician) +5, any reason to suspect foul play prior to
Filge everywhere he goes, acting as a mobile Spellcra� +10 the arrival of the PCs, he has already cast
bookstand and dogsbody. This is poor Ger- Possessions combat gear, dagger, amulet of this spell. He instead injects a potion of
tia Land, youngest of Alastor Land’s sib- natural armor +1 (bird skull on a leather false life into himself to gain 1d10+3 tem-
lings. A DC 15 Heal check identifies subtle thong), master key that opens all the locks porary hit points.
deformities to her skull that are the hall- in the observatory The four zombies crash out of their
marks of the Red Death plague that swept tanks and move to form a wall between the
Diamond Lake 19 years ago. The skeleton Syringe: As a standard action, Filge PCs and Filge. If possible, they attack.
wears a rusty old scimitar in a belt scabbard can inject himself with a soupy magical The skeleton attacks if possible or
and will use it at Filge’s command. solution similar to a potion. Each of his stands its ground and readies an attack
The four tanks surrounding the two syringes holds a single against the next available foe.
recessed floor contain Filge’s proud- charge of this special liquid
est accomplishments, hulking undead in a removable glass tube.
monstrosities created with animate dead Once emptied, the glass
scrolls and preserved for later use in a tubes (and the remaining
soupy yellow liquid streaked with rib- four tubes on the desk
bons of rust. Three of the tanks contain in area 9) can be filled
troglodyte zombies, while the southeast with any potion. While Filge
tank contains a brutish bald bugbear Filge uses the syringes
zombie. At Filge’s command, these crea- to inject himself, they
tures burst forth from their tanks, wield- also make excellent
ing pipes wrenched from their glass and delivery vehicles for
metal prisons as greatclubs. poisons or potions
administered to an
Filge, Deranged Necromancer CR 3 unwilling recipient.
Male human wizard (necromancer) 3 Merrowahn, owl
NE medium humanoid familiar: hp 6; Mon-
Init +2; Senses Listen +1, Spot +1; +3 on ster Manual 277.
Spot checks made in shadows Troglodyte zombie
Languages Common, Elven, Infernal (3): hp 29; Monster Man- u a l
AC 13, touch 12, flat-footed 11 266.
hp 15 (3 HD) Bugbear zombie: hp 42; Monster
Fort +2, Ref +3, Will +4 Manual 267.
Spd 30 �. (6 squares) Skeleton (Gertia Land): hp 6; Monster
Atk dagger +0 melee (1d4) Manual 226.
Base Atk +1; Grp +0 Tactics: Use the suggested tactics
Combat Gear syringe of potion of false life, below as a guideline on how to pro-
syringe of potion of cure moderate wounds, ceed with combat.
potion of cure light wounds Round 1: As a free action, Filge
Wizard Spells Prepared (CL 3rd; +3 gestures to the undead brutes
ranged touch): in the fluid tanks surround-
2nd—ghoul touch (DC 14), scare (DC 14), ing his laboratory. “Arise, my
spectral hand beautiful monstrosities!” he
1st—chill touch (DC 13) (2), mage armor, ray calls out. As he does this,
of enfeeblement he double moves to gain
0—disrupt undead, touch of fatigue (DC 12) cover from the most
(2), ray of frost tactically advanta-
Barred Schools Abjuration and transmutation geous tank. Gertia
Abilities Str 8, Dex 14, Con 13, Int 15, Land’s skeleton
Wis 12, Cha 10 positions itself

JULY 2005 DUNGEON 45


THE WHISPERING CAIRN BY ERIK MONA

Round 3: If it seems safe and he has check identifies the segmented worm as now to think of how far he’s come in
not already done so, Filge injects himself part of an undead creature called a spawn so little time. How respectful people
with the potion of false life. Otherwise, he of Kyuss. The sample is worth 10 gp to a around here are toward him. Ha! If they
casts spectral hand (losing 1d4 hit points in sage or taxidermist. Flashing it around only knew!”
the process) and taunts the PCs, declar- in Diamond Lake is a good way to attract The Dourstone Mine: “I think it’s along
ing that they have made an enemy for life the attention of the Ebon Triad. the road east of here, but this hell-hole is
by violating his sanctuary. The undead The most important treasure in the room your town, not mine. You tell me where
attack available foes. may be the bones of Gertia Land, which the it is. If you’re going, best be careful.
Round 4: Filge casts ghoul touch and PCs must return to the grave at the Land Smenk said the place scared him, which
uses his spectral hand to deliver a touch farmstead to appease the ghost of Alastor I wouldn’t have thought possible before
attack charged with the spell. Filge has Land in area 23 of the Whispering Cairn. I heard him say it myself.”
a +2 melee attack bonus with the spectral Development: Presuming the PCs The Ebon Triad: “Smenk says the cult
hand, and can attack anyone within 130 defeat Filge without killing him, they follows Hextor, Erythnul, and Vecna,
feet. He first targets what he assumes can learn a lot from the humiliated the Lich-Lord of old. If true, the
to be wizards or sorcerers, moving on wizard. He doesn’t volunteer informa- place must be crawling with delicious
to bards or rogues if necessary. Oth- tion, but once cowed he responds thor- secrets. I’d love to accompany you if
erwise, he targets characters in bulky oughly to direct questions, hoping that you intend to go.”
armor, figuring that they will be easier his honesty encourages the PCs to spare The Green Worm: “Balabar nicked that
to hit with a touch attack. If he misses his miserable life. The following topic jar from a laboratory in the Dourstone
the attack, he holds the charge and tries break-down will help you relate Filge’s Mine. It’s very rare. Dead now, of course,
again the next round. information to the PCs during a role- but once it and hundreds of worms like it
The monstrosities continue to attack. playing encounter. must have wriggled within the abscesses
The skeleton continues to defend, attack- Why Are You Here? “Me mate Balabar and orifices of a powerful undead crea-
ing if presented with an adjacent foe. called me up from the Free City for a ture called a spawn of Kyuss. These are
Following Rounds: The undead con- bit of study about some weirdness in probably the ‘unkillable’ zombies the
tinue to engage in melee with the PCs. town. He got himself brought down to cultists mentioned to Smenk. If true, it
Filge casts chill touch twice, delivered via a hidden part of the Dourstone Mines could be a real problem. Those worms
the spectral hand. If an enemy gets too a month ago, to set up some provision- can get inside you and turn you undead
close, he casts scare. He reserves his ray ing deal with the dwarf what runs the in about a day.”
of enfeeblement for any melee-oriented place. But the mine was crawling with Kyuss: “No one knows much. He
PC who seems to be doing well against awful beasts in hooded robes. He said appeared more than a thousand years
the monstrosities. their wild cries made his stomach heave. ago in the Ri� Canyon to the north. In
Filge surrenders only when all of his The cultists—they called themselves the a short time, he created dozens of new
undead creations have been destroyed or Ebon Triad—said something about the undead breeds and amassed a legion
turned against him. He remains a prag- Age of Worms, about strange undead in of creatures bound to his will. They
matist even in defeat; when he knows the southern hills and the swamp. Smenk say an undead dragon stood at his side
there is no way out, he blithely offers to knew he had to prepare a defense, so he as the general of this force. Now, only
“sell out Smenk completely” in exchange called in his undead expert. Me.” the green worms remain of his legacy.
for his freedom. He lets the PCs keep Why Did You Steal the Land Skeletons? “The That and his title: Harbinger of the
whatever they want, so long as they let who? I needed helpers, so I got Smenk’s Age of Worms.”
him go. If his attitude can be adjusted to white half-orc to fetch the raw materials. I If the PCs release Filge he flees to the
friendly or better, he tells the PCs every- have no idea where he got them. Are you Free City, and may return to harry the
thing he knows about Balabar Smenk’s telling me you came here because of the PCs when they visit that metropolis later
operation in Diamond Lake, the Dour- skeletons? Curse that pink-eyed fiend!” in the campaign. He’s serious about his
stone Mine, and the Ebon Triad. See The Age of Worms: “The Age of Worms offer to help the PCs raid the Dourstone
Development below. is the Waiting Age, an era of catastro- Mines. If they foolishly agree they learn
Treasure: Filge’s fine silver operating phe that lurks in the shadows of every to regret the mistake when the necro-
instruments are worth 500 gp as a set. tomorrow. Scholars obsessed with mancer betrays them at a key moment.
A 20 gp emerald is lodged in the throat apocalyptic visions claim that its advent Consult next issue’s “The Three Faces of
of the corpse on the operating table. On signals an interminable period of suf- Evil” for more details on the mine and
one of the shelves flanking the operating fering in which the cosmic scales shi� the Ebon Triad.
table rests a glass tube about a foot long disastrously toward evil and light fades With the Land family skeletons care-
and half as wide. A slim green worm bobs from the land.” fully interred in their graves, the PCs can
in the murky chemical solution within Balabar Smenk: “He and I were mates finally return to the ghost of Alastor Land
the jar. A DC 15 Knowledge (religion) 20 years ago, in the Free City. I laugh in area 23 of the Whispering Cairn.

46 DUNGEON JULY 2005


Concluding An ancient suit of ceramic armor stands grace-
the Adventure fully at attention, twin longswords gripped in
The Whispering Cairn may be defeated, its hands. Closer inspection reveals that the
but the PCs still have plenty of unan- armor is empty, held together by hundreds of
swered questions. If things have gone tiny upli�ing gusts of vapor and wind.
according to plan, the party has rea-
son to investigate the Dourstone Wind warriors served the Wind Dukes
Mine, which puts them directly on the of Aaqa as shocktroopers in the ancient
trail of the next adventure in the Age war against the Queen of Chaos. Suits
of Worms Adventure Path. But don’t of ceramic ceremonial plate armor
rush your players to the next install- and swords were infused with minor
ment. They’ve just bested their first air spirits to create these graceful sol-
dungeon, and deserve an opportu- diers. The few who survive today are
nity to spend their hard-earned cash guardians for Wind Duke holdings and
and enjoy a celebration with their tombs such as the Whispering Cairn.
boon companions. When slain, a wind warrior’s armor and
weapons age thousands of years in an
There’s More: Download full-size hand- instant, and crumble to dust.
outs, maps, Eberron and Forgotten Wind warriors understand Auran, but
Realms conversion appendices, and tips cannot speak.
for scaling this adventure to higher lev-
els at paizo.com/dungeon. Combat
A wind warrior begins combat with a
APPENDIX 1: NEW sonic blast before engaging in melee.
MONSTER Sonic Blast (Su): As a standard action,
a wind warrior can clang its longswords
Wind Warrior together to produce a discordant sonic
Medium Elemental (Air, Extraplanar) blast in a 20-foot line. This effect deals
Hit Dice: 6d8+12 (39 hp) 2d6 sonic damage to all within the area
Initiative: +5 (Reflex DC 15 half ). The save DC is Con-
Speed: 30 �. (6 squares), fly 80 �. (good) stitution-based.
AC: 19 (+5 Dex, +4 natural), touch 15, flat- Body Suffusion (Ex): A wind war-
footed 14 rior’s spirit keeps its body together.
Base Attack/Grapple: +4/+7 If disarmed, its weapon crumbles to
Attack: Longsword +8 melee (1d8+3/19–20) dust. At any time therea�er, the wind
Full Attack: 2 longswords +8 melee warrior may generate a replacement
(1d8+3/19–20) weapon as a standard action.
Space/Reach: 5 �./5 �. Superior Two-Weapon Fighting (Ex): A
Special Attacks: Sonic blast wind warrior’s essence suffuses its entire
Special Qualities: Body suffusion, dark- body, granting it supreme control over
vision 60 �., elemental traits, superior its movements. Wind warriors do not
two-weapon fighting take a penalty on attack or damage rolls
Saves: Fort +4, Ref +12, Will +2 for attacking with two weapons. E
Abilities: Str 16, Dex 20, Con 14, Int 8,
Wis 11, Cha 11 Erik Mona is the Editor-in-Chief of
Skills: Balance +7, Jump +4, Tumble +14 Dungeon. He thanks Skip Williams,
Feats: Dodge, Lightning Reflexes, Douglas Niles, Carl Sargent, and Steve
Weapon Focus (longsword) Miller, whose work in one way or another
Environment: Any inspired this adventure.
Organization: Solitary or troupe (2–5) “The Whispering Cairn” and the Age
Challenge Rating: 4 of Worms Adventure Path is dedicated to
Treasure: None E. Gary Gygax and Robert J. Kuntz. May
Alignment: Always neutral the world never forget the adventures of
Advancement: 7–18 HD (Medium) Lord Robilar and the vexing danger of
Level Adjustment: — Castle Greyhawk.

JULY 2005 DUNGEON 47


#124
MAP & HANDOUT SUPPLEMENT
PRODUCED BY PAIZO PUBLISHING, LLC.
WWW.PAIZO.COM

Joachim Barrum

THE WHISPERING CAIRN


By Erik Mona

A handful of would-be adventurers gathers


to explore an ancient tomb, eager to trade
their discoveries for a ticket to a better life.
What they find within presages the advent
of the Age of Worms, and era of dark-
ness, decay, and writhing doom. An Age of
Worms Adventure Path adventure for 1st-
level characters.

Steve Prescott

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

1 DUNGEON 124 Supplement


Steve Prescott

Steve Prescott

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

2 DUNGEON 124 Supplement


The Whispering
Cairn
G

Y B

O I

R V

N N
W E W E
to area
7
S S
6 4 5

2 3

One square = 5 feet

Robert Lazzaretti Robert Lazzaretti

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

3 DUNGEON 124 Supplement


9 Lair
of the
Architect
E
N S 10

11

13 12

14
One square = 5 feet

Robert Lazzaretti

E
N S
W

Steve Prescott Robert Lazzaretti

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

4 DUNGEON 124 Supplement


Lair of the Laborers
15

16 17

18
S S
E W E W
19
N N
21 20

22

One square = 5 feet

Robert Lazzaretti Robert Lazzaretti

24C 24D

24E

24A 24B
24

23 24E

25

side view
23

N The True N
E 8
E
Tomb
W W
S 7B
One square = 5 feet
S
Robert Lazzaretti Robert Lazzaretti

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

5 DUNGEON 124 Supplement


Alastor Land

Wind Warrior

Eva Widermann
Eva Widermann

Land Farmstead
To Diamond
Lake

To Family
Graveyard
E E

N S N S

W W

One square = 5 feet

Robert Lazzaretti Robert Lazzaretti

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

6 DUNGEON 124 Supplement


The Feral Dog
N
10 11 16

9
8
15
W E

5
S
6 7
13
3
4 14
12 17

18
2

Ground Floor Basement

One square = 5 feet

Robert Lazzaretti

W E

Robert Lazzaretti

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

7 DUNGEON 124 Supplement


The Old Observatory
10

11

10 9

3rd Floor 2nd Floor

8
5 4
Filge

7 6
2
3 1
N 1st Floor

W E

S One square = 5 feet

Robert Lazzaretti

Eva Widermann

W E

Robert Lazzaretti

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

8 DUNGEON 124 Supplement


Scaling the Adventure The Wind Dukes Filge
“The Whispering Cairn” introduces the idea In Encounter 5, a male elf corpse tells
“The Whispering Cairn” is designed for of the Wind Dukes of Aaqa and the armies Filge “the Guild of Wizardry was wrong to
a group of four 1st-level characters, but of Chaos, two ancient powers that fought at turn you out.” This should be changed to
with a little work it can be adapted for use the dawn of time. In Eberron, the Queen of “the Esoteric Order.” The Esoteric Order
by 2nd–3rd-level characters. Simply adjust Chaos and Miska the Wolf-Spider were two of Aureon is described on page 147 of the
all NPC character levels up as appropri- of the mightiest children of Khyber. In the Sharn: City of Towers sourcebook. Filge’s
ate by a number equal to that which the first age of Eberron, these beings and oth- necromantic experiments violated the
average party level of your group devi-
ers of their ilk commanded vast armies of principles of the Esoteric Order, but as a
ates from 1. Don’t forget to modify the
rakshasa and other fiends. When the couatl rational arcane sage, Filge had no interest
amount of treasure found in the adven-
ture appropriately. Specifi c changes to and the dragons rose up to fight the fiends in joining the Order of the Emerald Claw,
the adventure include: that covered the land, they sought allies in all one of the usual bastions for necroman-
2nd–3rd-level parties: Add a second corners of the world, and ultimately even the cers. Humiliated, he made his way from
acid beetle swarm to area 7. Add a third outer planes. On Lamannia, the couatl emis- Sharn to Diamond Lake, and he has been
lurking strangler to area 10. Replace the sary found a nation of mighty genies, and lurking in the shadows of the great towers
Small earth elemental in area 13 with many were sympathetic to Eberron’s plight. ever since.
a Medium earth elemental. Add a sec- These were the Wind Dukes. Deadly warriors
ond giant bombardier beetle to area 16. and powerful wizards, these elemental lords Diamond Lake
Replace the Small water elemental in fought alongside the greatest of the dragons, Diamond Lake is located in the King-
area 19 with a Medium water elemental,
and wind and fire scattered the armies of dom of Breland. Find the town of Moon-
and add a second ghoul to area 21. When
Khyber. Even today, the names of the Wind watch at the western edge of the Hilt, and
the PCs trigger the Trap in area 23, have
it fire 1d4 lead spheres at each PC on Dukes are still spoken in whispers in the follow the trade road to the northeast.
the beam. Have the owlbear in the Land ruined halls of Ashtakala. When the road reaches the Dagger River,
Farmstead at full health when the PCs But as powerful and valiant as the allies you will find yourself at Diamond Lake,
encounter it. Add a second tomb mote were, it was a battle that could not be won. high above the waters of the Dagger.
to Observatory area 1, and add a second The mightiest children of Khyber could On a clear day you can see the towers of
bugbear zombie to area 11. not be destroyed: their spirits would sim- Sharn—which serves in place of the Free
ply reform. The couatl retired into Sarlona, City—to the southeast. Three times each
seeking to find a way to bind the demon week barges stop at the lower docks of
lords. Meanwhile, the dragons and the the town, picking up shipments of ore to
AGE OF WORMS Wind Dukes took a different approach— be processed in the foundries of the City
CONVERSION APPENDICES creating a weapon that could banish a of Towers. The small lake that gives the
fiend’s essence from the Eberron itself. town its name is located up at the top of
EBERRON (by Keith Baker) The Wandering Dukes traveled across the cliffs, and some old salts claim that
Eberron is a world shaped by prophecy. Eberron and all of the known planes in there are tunnels at the bottom of Dia-
Dragons and demons fought a terrible war search of power. And ultimately, they cre- mond Lake that lead all the way down to
at the dawn of history, and the mightiest ated the Rod of Law, forged in dragonfire the Dagger itself.
of the fiends were bound in the under- and cooled in purest elemental air. Unfor- The mines of Diamond Lake run down
world of Khyber. But bonds can always be tunately, it was only used once before it into the cliffs along the Dagger’s edge.
broken. For tens of thousands of years, the was lost—but Miska the Wolf-Spider has The majority of the tombs and cairns
dragon sages of Argonnessen have studied never been seen again. in the hills around the town are tied to
star, stone, and sea, seeking insights into It is believed that all of the Wind three cultures: the ancient goblins of the
the living prophecy that shapes the destiny Dukes were destroyed in the war against Dhakaani Empire, Malleon the Reaver
of Eberron. Those who know the secrets of the rakshasa, but their tombs and relics and the other humans who first settled
the Draconic Prophecy have heard of the still remain. the region during the migration from
Age of Worms: a time of terror, a reign Sarlona, and the strange, alien archi-
of death, when dragon and human alike The Seeker Lodge tecture of the daelkyr—the remnants
will be corrupted and enslaved by the The Seekers can be incorporated into of the war that shattered goblin civili-
ancient evils. The seers of Argonnessen Eberron as is, as a new secret society. How- zation in ages past. And then there are
know that this darkness will one day over- ever, they could be an unscrupulous arm of a few older tombs, which legends claim
take Eberron; they believe that it is inevi- Morgrave University, or an agency aligned date back to the Age of Demons itself.
table. The only question is when. Over the with members of the Aurum who possess a For centuries these structures have
course of this Adventure Path, a sinister particular love for antiquities. Alternatively, drawn scholar and adventurer alike,
force will set the wheels of the age in the organization could be replaced with the both hoping to uncover new ruins from
motion: it will fall to the heroes to serve as Wayfinder Foundation—although Wayfind- the fallen civilizations—and to find
the agents of destiny, to find a way to stop ers are less likely to resort to subterfuge than treasures overlooked by those who have
the Age of Worms. Ulavant or Khellek. gone before.

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

9 DUNGEON 124 Supplement


Aside from the Dagger River to the east, ships both the sovereign lord Aureon and Future Forgotten Realms products
few physical changes are required to use the deity known as the Keeper. Followers will not treat the events in the Age of
Diamond Lake in Eberron. Specific NPCs of the Restful Watch believe that the keeper Worms Adventure Path as “canon,” but
will be dealt with in the conversion notes snatches worthy souls to protect them from the unfolding of events suggested in these
for the adventures in which they appear. Dolurrh, and that some day, when the time sidebars will not diverge unduly from the
However, there are a few changes that will is right, he will return these souls and the “core Realms” unless the characters fail or
help to draw Diamond Lake more fully dead will rise again. the Dungeon Master wishes them to. Each
into Eberron, as outlined below. The Ebon Triad reveres the Shadow, the Forgotten Realms conversion appendix
Mockery, and the Keeper—though they have may refer to various Forgotten Realms
Tidwoad’s a very different view of the Keeper than the products, including, but not limited to, City
The dragonmarked House Kundarak Restful Watch. This cult will be explored in of Splendors: Waterdeep, Faiths & Pantheons,
dominates the banking trade. As a result, greater detail in the second installment of Lost Empires of Faerûn, Serpent Kingdoms,
the banker Tidwoad is actually Tidwoad the adventure path. and Underdark, but only the Forgotten
d’Kundarak (LE male dwarf expert 5), who Realms Campaign Setting should be strictly
uses his dragonmark gift of arcane lock to Getting the Players Involved necessary to adapt the campaign to the
help secure his many vaults. Tidwoad’s Consider the following options for characters Forgotten Realms.
bank also holds a House Sivis speaking belonging to Eberron’s unique races: Characters in the Realms begin their
stone, allowing residents to send and Changelings: There are a few changelings careers in the town of Daggerford (Dia-
receive messages for a fee. A number of in Diamond Lake. Most have ties to the Mid- mond Lake) along the banks of the River
Sivis gnomes reside in the shop to operate night Salute; Purple Prose may actually be a Delimibiyr exploring the Forlorn Hills
the stone and assist Tidwoad with book- changeling herself. (Cairn Hills) and the Lizard Marsh (Mist-
keeping. The senior Sivis representative is Kalashtar: A kalashtar seer has had pre- marsh) before moving to Waterdeep (Free
Lylana Lyrriman d’Sivis (N female gnome cognitive visions of a terrible disaster, but City), Longsaddle (Magepoint), the Chul-
bard 1/expert 3), a garrulous woman who she cannot narrow the focus to determine tan Peninsula (Amedio Jungle), the West-
will keep customers talking for as long its exact nature. A kalashtar may have been ern Heartlands (Alhaster and Redhand),
as possible. sent to the town to watch for any signs of and Skull Gorge (Rift Canyon and Worm-
this rising evil. crawl Fissure). For those DMs who used
Healing Shi�ers: There should be a number of shi�- the Shackled City Adventure Path in the
The largest dragonmarked outpost in Dia- ers at the Bronzewood Lodge, but shi�er Realms, note that these sidebars assume
mond Lake is the Jorasco House of Heal- rangers and scouts could also be attached that the city of Cauldron sits in a caldera
ing, maintained by Taskar d’Jorasco (N to the garrison; the question is whether the on the Chultan Peninusla, on the north-
male halfling adept 4/dragonmark heir 3). character is a child of the wilds, or a member ern slopes of the Sanrach Mountains, just
Taskar has a number of adepts and mun- of Brelish society. east of the Jungles of Chult.
dane healers in his employ, and he caters to Warforged: The warforged are tireless
travelers, injured miners, and adventurers workers with no need for food, and as such Diamond Lake
who take unwise risks in the ruins. Heal- they would be welcome in the mines. How- The Adventure Path begins in late spring
ing spells and potions should be obtained ever, established miners might see a new of the Year of Lightning Storms (1374 dr) in
at the refuge, as temple priests rarely sell wave of warforged as a threat to job security. the town of Daggerford (Diamond Lake),
their services. A former warforged soldier might continue which lies along the northern bank of the
to serve at the garrison. Or perhaps a war- River Delimibyr (Diamond Lake) where
Religion forged adventurer has become fascinated the Trade Way crosses the river. Aside from
The Chapel of Heironeous is instead dedi- with the ruins: as a member of a race with a brief mention in the Forgotten Realms
cated to the sovereign Dol Arrah, the god- no history, he is intrigued by the remnants Campaign Setting, further details about
dess of honor and battle, and the wall fresco of fallen nations. Daggerford may be found in the second
displays Dol Arrah in battle with the dark god edition products N5: Under Illefarn, Volo’s
known as the Mockery. The FORGOTTEN REALMS Guide to the Sword Coast, and The North. The
The Church of St. Cuthbert becomes a (by Eric L. Boyd) last is available as a free PDF download on
temple of the Silver Flame. The follow- The Age of Worms Adventure Path can be the Wizards of the Coast website, http://
ers of the Flame have always striven to incorporated into the Forgotten Realms www.wizards.com/dnd , and contains a
fight both spiritual and physical evils, with a minimum of work for the Dungeon map of the town.
and the zealous Jierian Wierus exhorts Master. Each installment of the adventure Daggerford differs from Diamond Lake
his congregation to battle the evil that path will be accompanied by a sidebar in that it is walled, it lies on the banks of a
lurks within all mortal flesh through detailing suggested adaptations to the river ford, not a lake, and, until recently it
their frequent acts of flagellation. adventure. Note that in lieu of repeatedly was a much nicer place than Diamond Lake
The Diamond Lake Boneyard is pro- saying “In the Realms, XXX is known as and ruled by a hereditary duke. The most
tected and maintained by the Restful YYY,” these sidebars use the convention important difference is that the mining
Watch, a small and obscure cult that wor- “XXX (YYY).” industry does not dominate Daggerford to

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

10 DUNGEON 124 Supplement


the extent that it does in Diamond Lake, vice and exploitation, to the frustration terrain to the west-northwest. Baron Cri-
so that the conflicts among the mine own- of Sherlen Spearslayer (female variant of am’s hold (Blackwall Keep) lies 15 miles
ers are but one of many threads of con- Captain Tolliver Trask). Long-established west by river (downstream) or by trackless
flict within the town of Daggerford. The businesses have been sold, their owners plains, on the edge of the Lizard Marsh.
DM can either use the map of Diamond forced out by “new investors” allied with Julkoun (Blackstone) and Secomber
Lake with Realms-version place names Lanod and Cubbin. (Elmshire) lay 90 and 165 miles east,
or the Daggerford map found at the In conscious imitation of the Lords respectively, by river (upstream) or by road/
above-mentioned URL. of Waterdeep, the identities of the 23- trail through hills. Bronzewood Lodge lies
The most prominent deities in Dagger- member Town Council of Daggerford across the river and 90 miles to the east
ford include Chauntea (Beory), Lathander are nominally secret except to each other, by trackless plains, near the northern edge
(replaces St. Cuthbert, although dogmati- but “everyone” knows the roster includes of the Misty Forest. Daggerford’s iron and
cally Helm is a better substitute), Tempus the town’s guildmasters and most promi- silver mines lie 5 to 20 miles to the east of
(Kord), Tymora (Norebo), and Tyr (Heirone- nent clerics. The current Council roster town by mountain trail, on the same side
ous). Local sects include the Bronzewood includes Baergon Bluesword (CG male of the river, in the small range of moun-
Lodge of Silvanus (Obad-hai), the Cult of half-moon elf Ftr7/Clr7 [Tempus]), Bando tains that rise up at the southern end of
Ascended Lovers (Cult of the Green Lady, the Lame (CG male lightfoot halfling Clr9 the Forlorn Hills (Cairn Hills). (This range
a local sect that venerates Kelemvor and a [Tymora]), Derval Ironeater (Dulok Blit- is small enough that it does not show up
dark aspect of Mystra in lieu of Wee Jas), zhame), guildmaster of the blacksmiths, on the general map of the Realms found
and the Twilight Monastery is managed by Korbus Brightjewel (CN male rock gnome in the Forgotten Realms Campaign Set-
monks of the Old Order. The Ebon Triad Ill7), guildmaster of jewelers and white- ting but does appear in the map accompa-
is a sinister cult venerating three gods smiths, Liam Sunmist (Jierian Wierus, LG nying the City of Splendors: Waterdeep web
slain during the Time of Troubles (1358 male Tethyrian human Clr10 [Lathander]), enhancement. The southern end of the
dr): Bane (Hextor), Bhaal (Erythnul), and Maerovyna (LG female Tethyrian human Forlorn Hills lies east of Daggerford along
Myrkul (Vecna). The Realms-version of the Clr9 [Chauntea]), Nartan the Merchant the northern bank of the River Delimibyr,
Ebon Triad seeks to bring about the rebirth (LE male shield dwarf War9), guildmaster south of the Forlorn Hills and the trail
of the Dead Three. Unlike in the standard of merchants, and Balabar Smenk, guild- that connects Secomber with the Trade
Adventure Path, where cultists of the Ebon master of the mine owners. Other guilds Way.) Mount Illefarn (Greysmere) is the
Triad are dangerous, deluded fools, the include the animal handlers, carpenters, most prominent of the mountains and
Realms-version of the cult is actually onto farmers, heralds and runners, leather- perhaps the only one to merit the name,
something, acting as key players in a cen- workers, moneylenders, physicians, plead- while Grossetgrottel lies within a lesser
turies-old divine plot initiated during the ers, rivermen, scribes, spellcasters, tailors, known peak to the west.
Age of Netheril by Jergal, Lord of the End tanners, taverners, and watermen. Finally, note that half-orcs are the legacy
of Everything. Locations of note in Daggerford include of numerous invasions from the Spine of
Nearly two years ago, unknown assas- the community stables (Lakeside Stables), the World (the Pomarj), while human bar-
sins poisoned the Duke of Daggerford, the Barracks (Garrison), Black Stone Inn barians are likely descendants of the Uth-
Pwyll “Greatshout” Daggerford, his sister, (the Midnight Salute), Delfen’s Tower gardt tribes that wander the north or the
Lady Bronwyn, and his bastard brother, (Allustan’s Residence), the Ducal Castle clans that live on the High Moor to the
Lord Llewellyn Longhand, leaving the (Neff Manor), the Happy Cow (the Feral south and east. D
duchy without an heir. (Luzane Parrin’s Dog), Zalamandra’s Emporium (formerly
late husband died in the same incident.) River Shining Tavern), Daggerford Inn
The perpetrator(s) were never caught. (Jalek’s Flophouse), Farrel’s Fine Jewelry
Soon therea�er, the Town Council met and Apparel (Tidwoad’s), and the Mer-
and elected Lanod Ondabar (Neff) of Iriea- chants’ Guild (General Store). NPCs of
bor, the little-known brother of the well- note include Bitris Ironaxe (Bitris Ruthek),
respected Delfen “Yellowknife” Ondabar Demetira Landscraper (female shield dwarf
(Allustan, but CN, short, and increasingly variant of Jalek), Derwin Ironeater (Ragno-
stout), as governor-mayor. Rumors suggest lin Dourstone, brother of Derval), Filar-
that the Town Council settled on Lanod ion Filvendorson (Ellival Moonmeadow),
Ondabar as a compromise candidate and Gauth Ironaxe (Gauth Grobadore), Kaul-
lesser evil in lieu of Balabar Smenk. bach (female variant of Velias Childramun),
As governor-meneral, Lanod quickly Ransaran (Tyrol Ebberly),
appointed his old adventuring compan- The region surrounding Daggerford is
ion, Cubbin, as sheriff and began selling best described in the web enhancement
political favors from the former duke’s for City of Splendors: Waterdeep, found on
castle to the highest bidder. In less than the Wizard’s of the Coast website. Water-
24 months, the once-proud town of Dag- deep, City of Splendors (the Free City),
gerford has become synonymous with lies 120 miles by highway through plains

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

11 DUNGEON 124 Supplement


BACKDROP: DIAMOND LAKE BY ERIK MONA

BY ERIK MONA
BY CHAD DU LAC & JIM ZUBKAVICH
BY ROBERT LAZZARETTI

48 DUNGEON JULY 2005


t a perfumed arcade known Their wild-eyed chief minister smiles same flock of potential converts only
as the Emporium, Governor- as he draws a cat-o-nine-tails across his because the timing is not yet right for
Mayor Lanod Neff rubs shoul- bare back, awash in their adulation and outright warfare. They muster their forces
ders with common laborers awaiting the spirit of his god. for the coming battle. Things are not safe
an appointment in the Veiled Corridor. But it’s just another night in in Diamond Lake, and a right-thinking
In an adjoining antechamber, snakes Diamond Lake. person would have every reason to want
and exotic dancers gyre to a sonorous to get out of town as soon as possible.
weave of cymbals and seductive pipes. A The Age of Worms Adventure Path opens Enter the player characters. In the Age of
floor below, a gaggle of grasping miners in the small mining town of Diamond Worms Adventure Path, all of the players
presses against the windowed door of a Lake, where desperate folk toil in light- begin play as residents of Diamond Lake
darkened cell, impatient for a glimpse of less depths for a pittance while corrupt who share one common goal—escaping to
a two-headed calf. mine managers live in relative largesse, a better life once certain financial obliga-
Out in the street, a gang of rowdies ruthlessly scheming to undermine one tions have been met. This motivation binds
screams obscenities at a crumpled half- another and protect their piece of the the party on its first all-important adven-
ling, kicking it as if scrambling for a ball. action. Most residents of Diamond Lake ture, and the character of Diamond Lake, as
Their drunken laughter echoes off shut- can be categorized into two groups: those well as the portentous events that will occur
tered windows and bolted doors. with nowhere else to turn and those who there, will resonate in the lives of the PCs
In a tower-flanked fortress across have come to exploit them. throughout every stage of the campaign.
the shadowy square, filthy men with A garrison of sixty militia soldiers A detailed section at the end of this
nothing to lose shout hymns to St. stands ready to defend the mines from article provides suggestions on how to
Cuthbert, clutching to their idealism bandits and rogue lizardfolk from the integrate the player characters into Dia-
and principles like cornered animals. southern swamps. Rival cults share the mond Lake and how to use the town as

JULY 2005 DUNGEON 49


BACKDROP: DIAMOND LAKE BY ERIK MONA

a launching point for the Age of Worms The Rival Adventurers


Adventure Path (or any other D&D cam- Auric (N male human fighter 5): The who seek knowledge regardless of
paign). But first, unfold the map pro- human gladiator Auric wears a unique the cost. He recently heard a rumor
vided with this issue of Dungeon and red and black leather girdle topped with of a new chamber discovered in an
get familiar with your new home. the representation of a haunted female allegedly “empty” tomb elsewhere in
face—the Champion’s Belt of the Free the Cairn Hills, and has maneuvered
Diamond Lake in Brief City Arena. Auric fancies himself the the trio to Diamond Lake to seek out
leader of the trio, but he’s very suscep- similar riches. Conventional wisdom
Diamond Lake nestles in the rocky crags
tible to Khellek’s poisoned whispers and suggests that all of the cairns were
of the Cairn Hills, three days east of the
diabolical insight. Assuming he survives, completely plundered decades ago,
Free City to which it is subject. Iron and Auric will later encounter the PCs when but Khellek has never considered
silver from Diamond Lake’s mines fuel they do battle in the Free City Arena. himself conventional.
the capital’s markets and support its
soldiers and nobles with the raw mate- Khellek (NE male human wizard 5): Tirra (N female elf rogue 5): The viva-
rials necessary for weapons and finery. This balding, dark-haired human cious Tirra is in the adventuring life for
This trade draws hundreds of skilled wizard wears a high-collared red the money, and is a member in good
and unskilled laborers and artisans, all cape fastened with a skull clasp over standing with the Free City’s notorious
hoping to strike it rich. In ages past, Dia- a green jerkin and pants. His receding Guild of Thieves. The way the PCs treat
mond Lake boasted an export more valu- hairline reveals his advancing age, as Tirra in Diamond Lake will have impli-
do the white streaks at his temples. cations later in the Adventure Path,
able than metal in the form of treasure
Khellek belongs to the Seekers, an when the PCs visit the Free City and
liberated from the numerous tombs and
untrustworthy organization of cor- get a chance to meet members of that
burial cairns crowding the hills around rupt archeologists and adventurers guild face-to-face.
the town. These remnants of a half-dozen
long-dead cultures commanded scandal-
ous prices from the Free City elite, whose last honest step before utter destitution who retired to Diamond Lake five years
insatiable covetousness triggered a boom or crimes of desperation. For some, it is ago. None dare move against Neff so
in the local economy. Those days are long the first step in the opposite direction: long as Allustan is around.
gone, though. The last cairn in the region a careful work assignment to ease the Instead of scheming against the gov-
coughed up its treasures decades ago, burden on debtor-filled prisons, one last ernment, Diamond Lake’s six mine man-
and few locals pay much mind to stories chance to make it in civil society. agers plot endlessly against one another,
of yet-undiscovered tombs and unplun- Despite its squalor, Diamond Lake desperate to claim a weakened enemy’s
dered burial cairns. These days, only a is crucial to the Free City’s economy. assets while at the same time protecting
handful of treasure seekers visit the town, The city’s directors thus take a keen their own. While they are not nobles, the
and few return to the Free City with any- interest in local affairs, noting the rise mine managers exist in a strata above nor-
thing more valuable than a wall rubbing and fall of the managers who run Dia- mal society. They consider themselves far
or an ancient tool fragment. mond Lake’s mines in trust for the gov- above their employees, many of whom are
In the hills surrounding the town, ernment. The city’s chief man in the indentured or effectively enslaved as part
hundreds of laborers spend weeks at a region is Governor-Mayor Lanod Neff of a criminal sentence. The miners’ loy-
time underground, breathing recycled (NE male human fighter 6), a lecherous alty tends to map directly to the working
air pumped in via systems worth ten philanderer eager to solidify his power conditions, pay, and respect offered to the
times their combined annual salary. The and keep the mine managers in line. miners by their wealthy masters.
miners are the chattel of Diamond Lake, Neff exerts his capricious will via the The most ambitious and manipulative
its seething, tainted blood. But they are agency of the grandiloquent Sheriff mine manager in Diamond Lake is Balabar
also Diamond Lake’s foundation, their Cubbin (NE male human fighter 5), a Smenk (CN male human rogue 7), a disqui-
weekly pay cycling back into the com- man so renowned for corruption that eting schemer who hopes to gain a monop-
munity via a gaggle of gambling dens, many citizens assumed the announce- oly on the town’s mining patents by forcing
bordellos, ale halls, and temples. Because ment of his commission was a joke his enemies into bankruptcy and offering
work in the mines is so demanding and until he started arresting people. to buy their claims at the last minute for
dangerous, most folk come to Diamond The alliance between the governor- coppers on the gold piece.
Lake because they have nowhere else to mayor and his pocket police might not But Smenk’s most dubious plots seem
turn, seeking an honest trade of hard be enough to cow Diamond Lake’s pow- like petty crime in light of the current
labor for subsistence-level pay simply erful mine managers, but Lanod Neff activities of another mine manager, Rag-
because the system has allowed them no holds a subtle advantage thanks to the nolin Dourstone (LN male dwarf expert
other option. Many are foreigners dis- presence of his distinguished brother, 6), a dwarf of formerly unimpeachable
placed from native lands by war or fam- the scrupulous Allustan (N human male ethics who has fallen under the sway
ine. Work in a Diamond Lake mine is the wizard 8), a wizard from the Free City of a terrible cult called the Ebon Triad.

50 DUNGEON JULY 2005


The Triad hopes to merge the deities Vecna, manager (N female human rogue 3); Rag- of their inhabitants likewise improve. A
Hextor, and Erythnul (or three other evil nolin Dourstone, mine manager (LN male great earthen road called the Vein bisects
gods appropriate to your campaign) into dwarf expert 6); Sheriff Cubbin (NE male the town. With few exceptions, those liv-
an unthinkably powerful overgod. A cham- human fighter 5); Tolliver Trask, garrison ing north of the Vein enjoy a much better
ber carved in ancient times below the town commander (LN male human warrior 10). life than the wretches living below it.
might prove to be vital to this diabolical All of the town’s social classes congregate
plot, but before the great god of darkness Map Key in the Vein’s central square. Roughly every
may take form, certain preconditions must Diamond Lake crouches in the lowland two weeks, someone in the town upsets
be met. Most importantly, Ebon Triad lit- between three hills and the lake itself, someone else so greatly that the only
urgy suggests that the overgod may rise a splotch of mud, smoke, and blood recourse is a duel to the death at the center
only during an era of darkness, decay, and smeared across uneven terrain marked of a ring of cheering miners. The book-
writhing doom. This is the Age of Worms, by countless irregular mounds and mas- makers of the Emporium and the Feral
and it’s starting in Diamond Lake. sive rocks. The oldest buildings pack the Dog do brisk business on such occasions,
Diamond Lake (small town): Conven- lakeshore, where fishing vessels once which tend to draw huge crowds. On less
tional; AL N; Population 1,023; 800 gp limit; docked and stored their impressive violent nights, the square is still home to
Assets 40,920 gp; Isolated (96% human, 2% catches. That commerce has abandoned a thousand pleasures and poisons; if Dia-
halfling, 1% gnome, 1% other races). the town entirely, for the shining waters mond Lake is a creature, the Vein’s central
Authority Figures: Governor-Mayor that once gave Diamond Lake its name square is its excitable, irregular heart.
Lanod Neff (NE male human fighter 6); are now so polluted as to make fishing The following short descriptions
Balabar Smenk, mine manager (CN male impossible. Many old warehouses have cover key locations found on the Dia-
human rogue 7); Chaum Gansworth, mine been converted into cheap housing for mond Lake poster map provided with
manager (N male human rogue 4); Ellival miners and laborers, and no one is safe this issue of Dungeon. Note that sev-
Moonmeadow, mine manager (CN male outdoors a�er dark. As one walks north eral buildings do not have numbers, and
elf bard 4); Gelch Tilgast, mine manager (N along the streets of Diamond Lake, the can easily stand in for any locations not
male human expert 6); Luzane Parrin, mine buildings become sturdier and the spirits listed below.

JULY 2005 DUNGEON 51


BACKDROP: DIAMOND LAKE BY ERIK MONA

The Mine Managers collection passing through Diamond


Balabar Smenk (CN male human rogue 7): boundless ambition came to town. In Lake. The two soon joined forces, and
A corpulent elemental of corruption and his youth, Tilgast would have relished a cavalcade of freaks and eccentrics
bad taste, Balabar Smenk lords his politi- the challenge, but he didn’t move fast moved into the building’s lower floor.
cal clout over everyone in Diamond Lake enough to block Smenk’s ascent, which Thus was born Zalamandra’s Empo-
save the governor-mayor and garrison has led directly to his own decline. Til- rium, and Diamond Lake has never
commander, whom he privately mocks. gast currently fuels enormous energy been the same.
Smenk has wrestled four mines into into building an alliance against Smenk
Upon entering, visitors encounter a
his possession in the last 10 years, and that includes Luzane Parrin and a hand-
small desk station manned by a grinning,
has designs upon the rest. A coven of ful of weak mine managers from the
sycophants and hired goons surrounds neighboring towns of Steaming Springs businesslike attendant named Gaspar (N
him at all times. Rumors suggest that and Blackstone. male human rogue 2). The thin, balding
he has powerfully connected friends in man smiles wryly at all times, a gesture
the Free City. Luzane Parrin (N female human rogue accentuated by his upcurled moustache.
3): As the yield of her mines faltered in The house charges three coppers for
Chaum Gansworth (N male human the last decade, so faltered the fortunes access to the “Gallery of Science” along
rogue 4): Diamond Lake’s youngest of Luzane Parrin, inheritor of her moth- the first floor’s central corridor, and
mine manager is also its most cautious. er’s proud legacy as one of the town’s three silver for access to the lushly deco-
He’s sympathetic to the appeals of his wealthiest managers. First, a humili- rated upper floor, which features a large
paramour Luzane Parrin to join her and ated Parrin discharged her house staff.
gaming hall, an exclusive entertainment
Gelch Tilgast in an alliance against the Then she scornfully sold her demesne to
club, and the infamous Veiled Corridor,
spreading influence of Balabar Smenk, Balabar Smenk, who had rudely courted
but his inherent pragmatism suggests her for years despite the fact that she where any pleasure may be obtained for
that even together they may not be was married. Two years ago, her hus- the right price.
strong enough to hold back the inevi- band died mysteriously. She now clings The private chambers of the Veiled
table. Gansworth coldly views Parrin as to a hopeful relationship with Chaum Corridor are frequented by the com-
a political tool, and would sell out the Gansworth and a political alliance with munity’s elite, including the governor-
whole alliance to Smenk if he could Gelch Tilgast as the last defenses against mayor, sheriff, most of the mine manag-
only trust him. For now he refuses to Smenk’s disgusting advances. ers, and several prominent merchants.
take sides. Zalamandra (CN female human rogue 7)
Ragnolin Dourstone (LN male dwarf does not tolerate blackmailers among her
Ellival Moonmeadow (CN male elf expert 6): About 50 years ago, Ragnolin
staff, but nonetheless keeps a mental file
bard 4): Regulars at Lazare’s gam- Dourstone le� his clan home in the halls
of the predilections and preferences of
ing parlor know this reclusive elf of the dwarven stronghold of Greysmere
as “The Prince,” since he is a minor a�er intentionally collapsing part of his all of her prominent customers, silently
noble from the distant elven realm of family’s mines in return for a he�y bribe wielding this knowledge as an anvil over
Celene, a land so fabled it might as from a competing human mining consor- the heads of potential political enemies.
well be imaginary as far as most of tium. His greed and lust for power drove That she has not yet been assassinated
Diamond Lake’s residents are con- him to establish several mining opera- is a tribute to her considerable politi-
cerned. Moonmeadow remains aloof tions in the area, with the most lucrative cal skills and to the shielding influence
from the affairs of the human mine centered in Diamond Lake. As his career of Professor Marat’s motley assembly of
managers, and sees their iron-based improved he came into contact with a living oddities.
operations as more vulgar than his cadre of strangers from out of town, evil Although the professor himself aban-
local silver monopoly. cultists who forced Dourstone to provide
doned Diamond Lake three years ago,
them sanctuary in one of his mines in
nearly a dozen of his former employ-
Gelch Tilgast (N male human expert 6): exchange for their silence about his com-
plicity in the Greysmere disaster. Explora- ees remain at the Emporium, making
Ten years ago, the aging Gelch Tilgast
held the reins of Diamond Lake’s ore tion of this cultist stronghold comprises more money here than they ever did
trade, a position he’d enjoyed most of the bulk of “The Three Faces of Evil,” the on the road. Foremost among these
his life. Then Balabar Smenk and his second Age of Worms adventure. nonesuches is the affable Shag Solo-
mon (N male quaggoth aristocrat 6), an
aristocratic shaggy “wild man” from the
1. The Emporium diverse businesses. Ten years ago it northern pine forests. Solomon’s vicious
Every week, hundreds of miners boil was simply Zalamandra’s, one of a teeth and jagged claws contrast with his
up from the depths, their pockets dozen vice dens along the Vein. Its shabby gentleman’s garb and cultured
lined with freshly earned coin. The ill fortunes changed the day its char- demeanor. When not on display, he
Emporium exists to separate the ismatic young madam seduced Pro- frequents the opium lounge upstairs,
men from the money, and at this it is fessor Montague Marat, proprietor where the wealthier patrons adore his
paramount among Diamond Lake’s of a traveling sideshow and curiosity clever stories.

52 DUNGEON JULY 2005


Other attractions include the misshapen fundamental law, chaos, good, and evil. Lazare was all but bankrupted, forced
contortionist Tom Shingle (CN male bog- In Diamond Lake, it’s principally another to sell his mine to Balabar Smenk
gle rogue 4), the combustible magician justification for gambling. (whom the usually serene chessmas-
Ariello Klint (CN male halfling sorcerer A central hearth, constantly stoked ter still hates with undisguised pas-
3), a two-headed calf named Esmerelda, to comfortable warmth by the courte- sion). Lazare blames Smenk for the
Jr., and the alluring Chezabet (CG human ous staff, serves as the hub of a roughly death of his beloved wife, who grew
female bard 4), who reads fortunes using circular interior. Along the ring, eight gravely ill at the height of the own-
a replica deck of many things. alcoves offer an excellent location for ership struggle. Lazare cherishes his
The Emporium offers several rotating private conversation or even romantic daughter, Dannath (NG female human
games of chance, with the most popu- trysts. Each alcove is a half-moon of posh aristocrat 2), who reminds him of his
lar being dragonfire (an ante-based card benches encircling a rectangular table lost love and the stakes of Diamond
game), norebonne (a polyhedral dice bearing a special built-in dragonchess Lake politics.
game), and a contest known simply as board. Visitors are expected to bring Lazare swi�ly allies himself with any-
the Rat Game, in which four rats scurry their own pieces, but may rent a house one who makes an overt move against
to be the first through an open-topped set for 2 gp. This fee effectively keeps out Balabar Smenk, but he does so cautiously
maze. When the winner reaches the lab- the riff-raff, making Lazare’s a haven for and without fanfare. He summons them
yrinth’s central chamber, an attendant visiting dignitaries and Diamond Lake’s to his parlor for a private audience, dur-
injects it with a serum that immediately upper class. ing which he attempts to gauge their
triggers a rabid frenzy. At this time, four A game of dragonchess takes a full abilities and reasons for moving against
doors built into the sides of the maze hour and is played conversationally. Smenk. If his attitude is changed from
slide open, revealing four Tiny spear- Many casual players prefer the discus- friendly to helpful during this encoun-
wielding jermaline (Monster Manual II, sions to the game and play accordingly. ter, Lazare contacts the PCs a week later
131). Patrons wager on all aspects of the Others dedicate considerable passion and again summons them to his estab-
ensuing melee. toward memorizing strategies and lishment. This time, he takes the PCs on
Folk of all social classes flock to the perfecting surprise traps and feints. a circuit of the gaming alcoves, where
Emporium throughout the day and To resolve a dragonchess game, both he introduces them to Gansworth and
night, so the place makes an excellent players make an opposed Profession Parrin. The female mine manager stays
staging ground for a chance encounter (gambler) skill check. Characters with silent during the encounter, but Gan-
with an important NPC. Because Zala- 5 or more ranks in Bluff, Diplomacy, sworth challenges one of the PCs to a
mandra tolerates absolutely no conflict or Intimidate receive a cumulative +2 game of dragonchess. If the PC manages
within her walls, even sworn enemies synergy bonus on this check for each to beat him (Profession [gambler] +5),
must treat each other respectfully in appropriate skill. Wagers of up to 100 he invites the group to his restaurant,
the Emporium or risk the attentions of gp can be found on any given night, but the Rusty Bucket (area 25), to propose a
Kurlag (N male half-ogre fighter 4), the most tend to be of the 5–10 gp variety. formal alliance.
establishment’s imposing bouncer. Lazare (NG male human rogue 4; Pro- Another unusual patron is Khellek
fession [gambler] +9) frowns on side (NE male human wizard 5), leader of
2. Lazare’s House bets by non-players, but not so much as the trio of Free City adventurers cur-
Those seeking a relatively cultured to ban the practice. Some of the more rently exploring the empty Stirgenest
nightspot o�en congregate at Lazare’s avid players (including all of the mine Cairn outside Diamond Lake. Khellek
House, a cozy gaming parlor situated managers and Lazare himself ) politely makes a point to challenge any seem-
on the Vein’s central square. In contrast refuse to accept the challenge of any- ingly worthy opponent, using the game
to the ostentatious banners and garish one who lacks their own dragonchess as a pretense to pump natives for infor-
chipped paint on the Emporium across pieces, valued at 50 gp or more. The mation on nearby tombs. Khellek wears
the street, Lazare’s exudes a quiet sense game attracts dilettantes and devotees, a simple silver ring on the third finger
of class with a stylish stone and timber but the two groups seldom mix. of his right hand. The face of this ring
construction and distinctive crooked- Lazare himself was a dragonchess bears an eight-pointed star symbol, and
peaked roof. Inside, Diamond Lake’s elite champion in the Free City some 20 is identical to the ring found on the fin-
match wits over dragonchess, a popular years ago, and used ample winnings ger of the ghoulish Ulavant in area 21 of
game in which two sides of 42 pieces gained there to purchase a mine in “The Whispering Cairn.” Both Ulavant
contest over three 96-square boards the hills northeast of Diamond Lake. and Khellek belong to a secret soci-
representing the sky, the earth, and the He and his family moved to the vil- ety of unscrupulous archeologists and
underworld. Pieces include the griffon, lage and a new life as mine managers, pseudohistorians called the Seekers,
sylph, oliphant, basilisk, hero, thief, and but failed to anticipate the desperate, and if Khellek sees a PC with the ring
paladin. Scholars claim that the game is appalling politics of the mud-soaked he assumes that PC is also a member.
a metaphor for the celestial struggles of mining town. Within three years, At the sight of the ring, Khellek arches

JULY 2005 DUNGEON 53


BACKDROP: DIAMOND LAKE BY ERIK MONA

Arguments commonly erupt at the


Feral Dog, especially during the dog-
fights, when betting o�en grows con-
tentious and even violent. About once a
Kullen month, a drunk miner falls or is pushed
into the thrashing dogpit, with predict-
ably tragic results. During the worst
brawls, someone usually gets knifed. A
festering garbage pit in the sharp crags
behind the building is said to hold the
corpses of as many humans as dogs.
In addition to a rotating cast of crimi-
nals and oblivious visitors from out of
town, the Feral Dog draws its share of
thrill-seekers and scrappers, honest folk
who thrive on danger and excitement.
Among them is a sleek, self-assured elf
named Tirra (N female elf rogue 5; +7
ranged attack) who flirts confidently
with handsome patrons and who domi-
nates all takers in the bar’s contentious
dagger tossing contest. Tirra makes
pleasant conversation with anyone who
approaches her, but she takes a real
interest only in men who ask to join in
one of her games.
The dagger contest consists of three
rounds, during which an unlimited
number of contestants take turns throw-
ing a house-provided dagger into a large
wooden target on a wall 25 feet away. The
target consists of two wide concentric
his eyebrows respectfully rings around a central circle. All play-
and says “Revelation comes also ers agree upon a common wager (3 sp is
in darkness.” When the PC does not several local mines let out at the same typical, but Tirra likes to push her oppo-
respond with the appropriate “Thus time, cheering laborers within the bar nents as far as she thinks she can). In the
darkness is also light,” Khellek grows scream obscenities and wave betting first round, each contestant attempts to
suspicious and changes the subject, con- vouchers over two dogs in a lethal pit strike within the largest ring, requiring
vinced that the PCs have stolen the ring fight. No one savors the tinny ale, but the a ranged attack against AC 10. Anyone
from another Seeker. He begins pester- place is more about camaraderie, bravado, who fails to do so is eliminated. In sub-
ing them about how they came across and desperation than about expecting sequent rounds, contestants attempt to
the trinket. If told about the Whispering exemplary quality or service. strike within the inner ring (AC 15) and
Cairn, Khellek gathers his companions A gang of criminals indentured to the central circle (AC 20). The last contes-
Auric and Tirra and sets out to plunder the corrupt mine manager Balabar tant to resist elimination wins the pool,
its riches for himself. Smenk casts a broad shadow over with play focusing on the central circle
the Feral Dog’s squalid taproom. until only one player is le�.
3. The Feral Dog The patrons know from experi- Tirra befriends any character who
Since both Lazare’s and the Emporium ence to respect the word of Kullen at least shows promise in the dag-
charge a small fee for entry, Diamond (NE male half-orc barbarian 3), the ger game, and confesses that she is
Lake’s poorest laborers must turn to a silently seething albino half-orc who among the adventurers from the Free
collection of run-down ale halls with leads the motley band with little tol- City currently exploring the Stirgenest
more sullied reputations. The busiest erance for insolence and a powerful Cairn across Diamond Lake (see “The
by far is the Feral Dog, a sleazy tavern backhand. The PCs cross paths with Whispering Cairn”). If a PC so much
on the Vein’s central square. Every night Kullen and his subordinates in “The as mentions exploration of the Whis-
and especially when the workforces of Whispering Cairn.” pering Cairn, Tirra subtly invites the

54 DUNGEON JULY 2005


character next door to Lazare’s House, are later sold as holy relics of the faith. coins, and will buy non-gem valuables
where she introduces her associate, Hameneezer and an assortment of 1st- at 30–50% their true worth, depending
Khellek. This encounter could trigger a level acolytes also offer healing potions upon the persuasiveness of his clients.
rivalry that lasts throughout the Age of and spellcasting services to the general Tidwoad frequently paces upon the sur-
Worms Adventure Path. public at standard rates. Members of the face of his business counter, exclaiming
flock receive these boons for half price, that his customer’s efforts to get a better
4. Church of St. Cuthbert so Cuthbert’s faithful constantly drone deal will drive him into a debtor’s prison.
Each of the establishments along the on about the value of regularly attending He reports news of any significant items
Vein’s central square trade in the exploi- church services. to both Balabar Smenk and Chaum
tation of human vice or false hope, and Wierus performs three sermons a Gansworth, who keep the gnome on a
the tower-flanked Church of St. Cuth- week; each fills to capacity at least an retainer to look out for possible marks
bert is certainly no exception. Within hour before the high priest arrives and with more valuables than good sense.
this austere stucco structure, the poor- is a rambunctious affair. Not all devotees
est of Diamond Lake’s poor huddle in a whip themselves into religious fervor, but 6. Sheriff’s Office
torch-lit sanctuary listening to the fiery enough do that those who abstain mark When a barroom brawl gets out of hand
sermons of Jierian Wierus (LN male themselves as outsiders. Wierus views or when visitors threaten to upset the
human cleric 7), a bombastic orator new arrivals as thrilling challenges, and balance of power in Diamond Lake,
whose populist rants appeal to the best tailors his sermons to first-time visitors, Governor-Mayor Lanod Neff relies
virtues and values of the common man urging them to join his growing congre- upon the discretion and agency of his
while at the same time preying upon gation and reclaim Diamond Lake under private police force, assembled from a
their fears and superstitions. Wierus the banner of community and strong val- collection of corrupt watchmen gath-
endlessly preaches a creed of com- ues. “Dark times is coming,” he says, eyes ered during Neff’s youth as a watch cap-
mon sense, honesty, and self-sacrifice, afire. “Writhing times. You best be ready tain in the Free City. Nearly all of them
encouraging his faithful to give penance when the clouds snuff out the sky.” were drummed out of service in the
to St. Cuthbert by whipping themselves capital due to some indiscretion, but
in repetitive acts of self-mortification. 5. Tidwoad’s each maintained a hold over municipal
His growing cult, now some 150 strong, Sooner or later, characters looking to sell authorities (o�en in the form of poten-
gives succor to the dregs of Diamond loot discovered in the Whispering Cairn tial blackmail fodder) strong enough
Lake society and is seen as a menace will cross paths with Tidwoad (LE male to ensure that they were not bounced
by the town’s mine managers, govern- gnome expert 5), a cantankerous jew- from the service entirely, but instead
ment, and other religious figures. Many eler with a meticulously arranged shop reassigned to Diamond Lake.
claim that the flagellants seem to follow located on the Vein’s central square. Tid- Led by a boisterous alcoholic named
Wierus as much as they do St. Cuthbert, woad’s is as close to a bank as one can find Sheriff Cubbin (NE male human fighter
and it is only because the charismatic in Diamond Lake, and the gnome keeps 5), the six thugs who comprise the con-
firebrand somehow keeps his followers several small vaults in the crawlspace stabulary see to the general safety of the
from breaking the law that his sect has below his workshop. He maintains an town and ensure that Neff’s schemes
been allowed to thrive. illusory collection of his finest gems in a go off without a hitch. They take a keen
Wierus spends most of his time in showroom display case, boasting that his interest in unusual visitors and in the
seclusion, writing sermons and com- establishment is completely the� proof. dealings of the town’s mine managers,
municating with his god during intense A shield guardian named Festus helps to Balabar Smenk and Gelch Tilgast in par-
self-flagellation sessions. Rarely, he pays keep the gnome’s the�-free streak alive ticular. The police don’t care one bit about
a personal visit to Jalek’s Flophouse (area with powerful stone fists and a constant crimes committed against the mine man-
9) to evangelize directly with his flock, focus on protecting the shop. agers’ agents, but decorum insists that
usually attracting a dozen or more new Tidwoad hails from Grossetgrottel, a they persecute overt crimes committed
converts to his cause each time. Because gnome warren several days to the north- against the managers themselves to the
he is so frequently absent, PCs visiting west. He looks more favorably upon full extent of the law.
the church for healing must deal with a gnomes than upon members of other Should the player characters come
secondary acolyte such as the scrupulous races, whom he considers oafish or overly into conflict with Sheriff Cubbin or
Hameneezer (LG male human cleric 3), delicate. He hosts 1d6 gnomish lodgers his right-hand man, Deputy Jamis
a hard-working cleric who manages the in the apartments above his workshop. (NE male human fighter 3), they find
day-to-day affairs of the church facil- These rooms enjoy an exterior staircase the constables eminently bribable
ity and who can nearly always be found to the street level, and do not attach to and subtly hostile. They like things
within. After religious ceremonies, the main-floor workshop. the way they are in Diamond Lake,
Hameneezer o�en soaks the congrega- The gnome jeweler charges a 5% and don’t appreciate anyone upset-
tion’s congealing blood into rags, which exchange tax on all gems traded for ting the balance of power unless their

JULY 2005 DUNGEON 55


BACKDROP: DIAMOND LAKE BY ERIK MONA

actions explicitly benefit the gover-


nor-mayor. If the PCs kill a consta-
ble, they must contend with the fury
of Lanod Neff, who presses Garrison
Commander Tolliver Trask into help-
ing him hunt down the criminals.
Despite his misgivings about Neff Balabar
and his strong dislike for Cubbin’s
cadre, Trask remains an agent of the Smenk
Free City, and reluctantly agrees to
assist the governor-mayor. Once the
garrison has turned against them,
the PCs find life in Diamond Lake
extremely difficult.
The Sheriff’s Office off the Vein’s
central square contains living quar-
ters for all six constables and a
twelve-cell jail filled with a motley
assembly of drunks and mani-
acs. Picking the sturdy cell door
locks requires a DC 15 Open
Lock check. Two deputies (N
male human fighter 2) guard the
cells at all times, and can raise
an alarm bell that summons two
more within 1d4 minutes.

7. General Store
Running a successful business
in Diamond Lake means avoiding
entanglements with the constantly
maneuvering mine managers and
scrupulously avoiding favoritism (real
or perceived). No merchant better mine managers, packed with raw ore and
understands this reality than Taggin “Your business is your business,” he letters of credit from the Free City and
(N male human expert 4), the amiable says with a smile. “Wouldn’t be right beyond. Others fell to ruin and became
master of the town’s largest general for me to overhear.” Taggin is just shy infested with squatters and addicts.
store. Tables line the walls within, of middle age, but dresses somewhat Jalek’s Flophouse, situated on Front Street
stacked high with rope coils, lanterns, stylishly for his class. He has a handle- within smelling distance of the lake, is
bottles, gloves, and gear. Wagon wheels bar mustache and full, receding blond the town’s most famous warehouse, as it
rest against barrels filled with nails or hair. He treats women of any race with houses nearly a hundred pitiful indigents
candles. The inventory includes most exceptional politeness. fighting off destitution with a handful
common adventuring gear, and Taggin of copper. A rotting wooden framework
cheerfully offers to special order any- 8. The Hungry Gar within supports a lurching, mazelike
thing he does not have in stock from Guld Tortikan (NG male human expert second floor, where every step brings an
the Free City, a process that “usually 2), head chef at the Hungry Gar, claims alarming creak and the walls thrum with
takes about a week.” He’s even will- to serve the finest meal on the Vein. He muffled conversation. Lodging is 5 cop-
ing to procure especially rare items is mistaken. pers a night, paid to a massive, helmeted
such as spell components for a 15% mute named Golot (NE half-orc barbar-
mark-up on the standard price. If a 9. Jalek’s Flophouse ian 3). The brute pummels those who do
PC ever explains why he needs a spe- When the lake turned foul, Diamond not pay until they flee or die. No one has
cific item or makes any comment Lake’s modest fishing industry fled the an address at Jalek’s—the room you have
about adventuring or illegal activity, town, leaving a wake of empty ware- is the room you can keep. Most rooms
the handsome shopkeep holds out his houses and bankrupted fishers. Some of lack doors, let alone locks, but the shi�ing
hands and politely shakes his head. these warehouses became stockades for inhabitants and the chaotic layout of the

56 DUNGEON JULY 2005


upper floor makes it one of the best places a sturdy hilltop keep. Today, the refur- The complete garrison force consists
to disappear in all of Diamond Lake. The bished ruin of that keep serves as home of 60 soldiers (24 1st-level warriors, 24
landlord Jalek (NE male halfling rogue to more than 60 members of the Free City 2nd-level warriors, and 12 3rd-level war-
2) lives in a roo�op apartment and is Militia, soldiers tasked with patrolling the riors). Militia members typically wear
seldom seen. The Cuthbertine flagellant northern hills, keeping watch over the liz- leather or chainmail armor and carry
Jieran Wierus frequently visits the flop- ardfolk-infested Mistmarsh to the south, a longsword or shortbow. This force is
house, where he recruits a growing tide and liaising with halfling, gnome, and divided into thirds, with each squad led
of converts. dwarf communities in the region. by a lieutenant. These individuals have
A third of the soldiers are always out the ear of Captain Trask and the admira-
10. Smenk Residence on patrol, a wide circuit of nearby road- tion of their charges. They are Dobrun
Balabar Smenk lives in a sodden old ways and wildlands that takes them away Trent (LN male half-elf fighter 6), Mik-
mansion a century past its prime. Three from Diamond Lake for a week at a time. kela Venderin (N female human fighter
thugs (N male human warrior 2) patrol Remaining soldiers drill, maintain the 5), and Trovost Skunt (LN male human
the streets around his home, warn- garrison, hunt, and familiarize them- fighter 5), who exploits his authority with
ing anyone they see to go away with a selves with local terrain. regularity and aplomb.
sneer and the brandishing of a lead pipe. The bored soldiers present rich mining
Despite these precautions, Smenk’s front ground for a cadre of clerics and paladins The Chapel of Heironeous
door is always wide open, fulfilling an of Heironeous, who provide spiritual and Most of the guards and soldiers serving
old public promise that he would always magical aid to the warriors from a stately in the Diamond Lake garrison honor
be available to his miners. No one dwells chapel within the garrison fortress. Heironeous as the patron of justice and
within the wide halls beyond the front Captain Tolliver Trask (LN male martial prowess. The Invincible One’s
door, for three great bestial apes prowl human warrior 10), the garrison’s aging temple is little more than a large high-
the outer corridors, chained to a rail that commander, distinguished himself in ceilinged chamber within the garrison
runs through all the rooms, within reach a recent war and has the respect of his itself, but it boasts the second largest
of nearly everywhere. The dire apes attack charges and of the community at large. congregation in Diamond Lake, as well
all visitors who do not reek of Smenk’s He cares little about the day-to-day poli- as one of the village’s most dynamic per-
personal cologne, an odious needlefolk tics of Diamond Lake, and encourages sonalities in the form of its high priest,
extract from the distant south. his men to stay out of local business. Valkus Dun.
He sees his job as critical to the defense Dun came to Diamond Lake two
11. Deepspike Mine of the Free City. Diamond Lake is just years ago, after the previous high
When former political allies in the Free something that happens to be near his priest vanished under mysterious cir-
City grew uncomfortable with their rela- important work. cumstances. Local gossip holds that
tionship with Balabar Smenk, they con- He supports Governor-Mayor Lanod Dun once had great prospects in the
trived to grant him the near-worthless Neff out of respect for the political pro- Free Ciy’s immense Sanctum of Hei-
deed to this failing mine, necessitating that cess that put him in power, if not for the roneous, but that politics saw him
he leave the capital to personally see to his man himself. He trusts three advisors exiled to an assignment in squalid
affairs. Smenk swi�ly squeezed the last ore more closely than any of his other asso- Diamond Lake. Nevertheless, Dun
from the mine and used the profits thus ciates. The Heironean chief cleric Valkus took to his assignment with zeal, and
generated to launch an extensive black- Dun (see below) acts as Trask’s spiritual the weekly services have taken on an
mail operation aimed at consolidating his advisor and foil. Trask’s best friend is activist spirit. While the garrison com-
power in Diamond Lake by forcing other Dietrik Cicaeda (NG male human expert mander urges his charges to stay out
mine managers out of business and press- 4), the middle-aged Chief Cartographer of local affairs, Dun instills in them a
ing his embarrassed friends in the Free of Diamond Lake. Cicaeda is the region’s duty to the villagers and urges them to
City’s government to re-assign the deeds sole legal authority regarding issues of make a difference in the community.
to the failing operations to him. He now land ownership, making his journals and The resulting tension, between the
uses this abandoned mine only for storage maps among the town’s most valuable garrison commander and Valkus Dun
and occasionally to disappear the body of a treasures. He and his work thus enjoy the as well as between the Heironean sol-
slain enemy. It is protected by a padlock on official protection of the garrison’s walls diers and the disreputable elements of
an iron door (Open Lock DC 20). and soldiery, and remain safely locked Diamond Lake (which is to say nearly
away from the town’s manipulative mine all of them), is palpable.
12. Garrison managers. Chief Scout Merris Sandovar A massive wall fresco of a mythic bat-
Centuries ago, long before the founda- (NG male human ranger 3), lately of the tle between perfect Heironeous and his
tion of the Free City, a petty lord com- Bronzewood Lodge druidic community traitorous half-brother Hextor looms
manded the shores of the lake and the three hours northeast of Diamond Lake, over the chapel’s bronzewood altar. The
nearby iron ore and silver mines from rounds out Captain Trask’s inner circle. holy image is lit by dozens of guttering

JULY 2005 DUNGEON 57


BACKDROP: DIAMOND LAKE BY ERIK MONA

torches at night and by several stained- 13. Lakeside Stables tops filthy white plaster walls. A faded
glass windows during the day. Weekly While the common folk of Diamond Lake fresco painted on the building’s face
services exhibit a great deal of fraternity have plenty of reason to despair of their depicts a dancing imbecilic hill giant in
and sober, harmonic hymns. They are living conditions, they remain several a yellow dress. Patrons must enter and
open to the public (presenting one of times more fortunate than the commu- exit via a door positioned between the
the rare chances for non-military folk to nity’s horses, who predominantly dwell in giant’s legs. This is Flailing Felanore, a
sneak inside the garrison), but are domi- the run-down Lakeside Stables under the dim-witted young giantess captured by
nated by soldiers and guards. careful watch of the brutal Lanch Fara- the garrison militia 40 years ago and
Valkus Dun (LG male human fighter day (NE male half-elf ranger 2), a portly “granted” to the proprietor of a favor-
3/cleric 7) is a tall, handsome man with ostler prone to distressing mood swings. ite watering hole to serve as mascot. The
dark brown hair and long sideburns. Customers commonly complain of mys- attraction worked, drawing visitors from
His strong brow gives him a serious terious bruises on their horses, evidence as far as the Free City to gawk and stare
look at all times. He’s almost never seen of Faraday’s uncontrollable rages. Still, at Felanore’s awkward gyrations. Though
without his full plate armor and twin the price is right, and the walls around Felanore died from an outbreak of the
swords—one a mighty bastard sword back keep the horses relatively safe from Red Death plague nearly 20 years ago,
(his favorite) and the other a long- the�, so no one has yet pressed the issue. the free-standing circular center stage
sword rumored to bear a potent magi- Faraday bribes Sheriff Cubbin generously on which she once pranced remains the
cal enchantment. Despite his generally to keep the law off his back. Stabling fees most prestigious musical venue in town,
serious nature, Dun is quite friendly and are 5 sp per day. if not nearly the most titillating.
likable. He and Jieran Wierus, the Cuth- Garrison soldiers make up most of the
bertine prophet, share several opinions 14. The Midnight Salute Spinning Giant’s regular patrons, with
about improving the city but can’t stand This by-the-numbers house of ill repute a handful of mine overseers and mer-
each other’s company. caters to the garrison crowd and anyone chants rounding out the crowd. Most
Velias Childramun (LG male human seeking a less exotic (and less expen- who come here consider themselves
cleric 4), an aging priest who has lived his sive) experience than that offered by the honorable, and expect similar conduct
whole life at Diamond Lake’s garrison, Emporium’s legendary Veiled Corridor. Its from others. They do not tolerate pick-
handles most of the healing needs of the proprietress, the ravishing Purple Prose pockets, and respond harshly when con-
complex and sees to the occasional pil- (NE female elf rogue 3), stresses discretion fronted with a crime in progress. They
grim seeking the soothing balm of Hei- and decorum with her workforce, but is hold a similar disdain for Diamond
roneous. Childramun makes an effective unaware that one of her best earners, Con- Lake’s constabulary, and have made it
father figure for PC clerics of Heironeous stance Grace (CN female human rogue 1) known on many occasions that Sheriff
or paladins, and will heal such charac- is an agent in the pay of Governor-Mayor Cubbin and his boys are not welcome on
ters for free provided he has the spells Lanod Neff, who gathers salacious stories the premises. Nor do they welcome Dia-
available to do so. Friends are, of course, about local soldiers, visiting dignitaries, mond Lake’s poor, including most min-
expected to make a donation to the chapel and even three of the powerful mine man- ers. Regular patrons routinely “suggest”
in exchange for healing services. agers for potential blackmail fodder. Neff that riffraff instead visit one of Diamond
Mélinde (LG female human paladin 3) is foolishly allowed word of these dossiers to Lake’s other fine establishments. Sol-
a charming young warrior priestess who surface in an attempt to cow his political diers act with bravado in these encoun-
hopes one day to run the Diamond Lake enemies, but instead the move is in the ters, knowing that most of the Spinning
chapel. She is in no hurry to assume the process of backfiring. The lovely Con- Giant’s other customers will have their
mantle of responsibility, however, and for stance is unlikely to survive the month, backs should a fight break out.
now is content to act as Valkus Dun’s clos- and nearly all of the mine managers have
est personal advisor. She spends most of considered a plan to break into Neff’s 16. The Captain’s Blade
her time training with the soldiers in the estate and make off with the evidence. Tyrol Ebberly (N male human fighter 4),
garrison’s courtyard, and has a reputation These plans uniformly involve contract- a severe-looking man who claims to have
as an excellent swordmistress. Mélinde ing a gang of dispensable agents, giving once been a watch captain in the Free
excels at the game of dragonchess, and the player characters plenty of opportunity City, runs this small shop with efficiency.
whiles away her free time at Lazare’s to get involved in the action. He’s an absolute fanatic about weapons,
House, where she takes on all challeng- always showing off his masterwork items
ers. She craves excitement, and might 15. The Spinning Giant with enthusiasm. He’s also an inveter-
offer her services to a party of adventurers When not drilling, sleeping, or on patrol, ate gossip, and is likely to mention the
looking for another sword arm or some garrison soldiers flock to this raucous two- PCs’ exploits to others in town. He asks
extra healing. The red-headed woman story tavern to meet with friends, chant endless questions about their affairs, try-
wears white and blue robes over a slim drinking songs, and drown themselves in ing to learn more about how they were
suit of chainmail. ale and good cheer. A blue-shingled roof wounded and why they’re looking for

58 DUNGEON JULY 2005


money. If they show off any odd artifacts, will not speak further on the matter. The on too-small dummies. Venelle has a
he becomes even more excited. wand is a wand of burning hands with 35 touch of elven blood about her, and is
Ebberly has any melee weapon up to charges remaining (caster level 3rd). pleased to entertain guests who appreci-
900 gp in stock, but must send away for ate arrowcra� and elven culture. She has
more expensive items, a process that takes 17. Venelle’s friends among the Bronzewood Lodge
1d3+6 days. He specializes in masterwork A redolence of fresh pine suffuses this (detailed in Dungeon #125), and greets
melee weapons, and keeps his surprisingly handsome establishment, a distinctive other characters from that nearby com-
wide selection displayed on the walls. He munity with smiles and a 10% discount.
does not offer any masterwork ranged Venelle carries most weapons and
weapons, and sends anyone looking for armor priced up to 900 gp, but must
them to Venelle’s, across town. “Don’t for- send away for more expensive items
get your coin purse,” he sniffs indignantly. (a process that takes 1d3+8 days). She
“You’re sure to need it there.” keeps a special case containing four
Ebberly keeps three silk-wrapped spe- magical arrows behind her counter,
cial items hidden under the front coun- and excitedly offers to show them to
ter, eagerly showing them off to any cash- anyone she suspects can afford them.
laden customer. Blue-sha�ed arrow with sleek point
Vondoch’s Claw (550 gp): A curved (367 gp): +1 icy burst arrow.
masterwork dagger with a 200-gp red Three arrows with yellow and
ruby inset into the bottom of the handle. black fletching and symbol of
Ebberly claims that the dagger was infused Heirnoneous on point (167 gp each):
with the blood of a nalfeshnee demon at +1 shock arrow.
the time of its forging. The handle is lined
with black velvet and the blade has a yel- 18. Allustan’s Residence
low tinge to it. It’s nothing more than The “smartest man in town,”
a masterwork dagger. a friendly wizard named
Ancient Spearhead (1,000 gp): Allustan (N human
This long, iron spearpoint is male wizard 8),
attached to a wooden haft dwells within a
that has broken two inches charming red
below the bottom of the tip. and deep blue
The whole thing is about house on one of
8 inches long. It doesn’t the rare stretches
look like much, but of healthy grass
it cuts the finger of in all of Diamond
anyone who touches Lake. A small medi-
it. Ebberly handles tation garden abuts
it very carefully. It’s the face of the house,
actually a +1 long- incorporating vertical
spear head that must stones and small pools
be attached to a new of concentric circles.
ha� by someone with The fresh paint and well-tended
the Cra� Magical Arms yard contrasts sharply with the rest
and Armor feat to be used Allustan of the seedy town, a testament to the
as an effective weapon. locals’ respect for (or fear of ) a man
Adventurer’s Wand (525 gp): Tyrol structure that incorporates intricate whose prowess is known as far as the
claims that this wand came from a des- carved patterns and upright logs. The Free City.
perate adventurer who couldn’t pay off proprietor, a curious woman named Allustan grew up in Diamond Lake
his debts a few years back. He never Venelle (NG female human ranger 3), with his brother, Lanod Neff. The sons
got everything he was owed, because makes masterwork bows and arrows, of the town’s powerful and efficient gov-
the adventurer skipped town—but not and also deals in other weapons and ernor-mayor, they abused their influ-
before giving Tyrol a deep red wand with armor imported from the Free City in ence and shamed the mine managers
a darkened, ashy tip. His Bluff check (+2 exchange for items of her own design. with social indiscretions. When finally
bonus) helps him conceal that there is The shop is a bit chaotic, with various they went too far, their father sent them
more to this story than he lets on, but he items piled on tables. Armor sits loosely both to the Free City, urging Allustan to

JULY 2005 DUNGEON 59


BACKDROP: DIAMOND LAKE BY ERIK MONA

seek an education and placing Lanod in powerful pre-historic race of elemental current influence, which has been in free
a plum assignment with the city watch. beings who are said to have once dominated fall since Balabar Smenk first infected
Allustan soon found himself in the pres- an empire that spanned worlds. Eventually, Diamond Lake. Tilgast maintains a fam-
tigious University of Magical Arts, where these paragons of law clashed against the ily of seven fine thoroughbred horses
his apt scholarship and bravado caught Queen of Chaos, a primordial being of within a well-managed stable enclosed
the attention of a powerful master wiz- the early Abyss. In the great final battle on in a stockade wall. Wealthy visitors and
ard named Manzorian, a dynamic fig- the fabled fields of Pesh (thought to be far a few residents of the town pay 1 gp per
ure who traveled with some of the most to the north), seven of the most powerful day to stable a favorite horse within the
renowned heroes of the day. Wind Dukes employed a weapon called the compound, where a clutch of meticulous
Manzorian offered to take on Allustan Rod of Law, that shattered even as it struck grooms tends to the animal’s every need.
as his apprentice, assuring him a life of down Miska the Wolf-Spider, the Queen’s One resident of the stables is Usare, a
thrills and discovery. What Allustan got demonic consort. The Rod of Law became fine white stallion owned by the mine
was a window into a world of manipu- the Rod of Seven Parts, one of the most leg- manager Luzane Parrin, whose mother
lative chessmasters willing to back- endary artifacts in all of folklore. was once Tilgast’s greatest rival. Now
stab trusted friends to honor abstract With a few days of study, Allustan can the pair hatch plans in secret to protect
principles of balance and neutrality. identify each of the glyphs found in the themselves from Balabar Smenk.
Though he thrived in the company Whispering Cairn and can explain the The tendrils of this conspiracy reach
of Manzorian and his ilk, the politics significance of key frescoes within the as far as the neighboring towns of Steam-
proved too much to handle, and he split tomb. As he learns more of this grow- ing Springs and Blackstone, where allied
with the group more than a decade ago ing mystery, Allustan becomes more mine managers work to thwart Smenk’s
a�er a bitter ethical dispute. He retired and more helpful, eventually assisting shipping and supply lines using thugs
to Diamond Lake only to find his inept the PCs at no charge simply to learn disguised as simple bandits. Yet at home
brother in charge and facing challenges more about the cairn. The Wind Dukes, Tilgast has failed to attract the sup-
from all sides. So he remains, knowing he claims, were the oldest civilization port of Ellival Moonmeadow, Ragno-
that his presence supports a corrupt to build tombs in the Cairn Hills. All of lin Dourstone, or Chaum Gansworth,
leader but unwilling to leave his family the other cultures have simply emulated all of whom remember a time when
to the wolves. The same political dis- their practice. The wealth in an unplun- Tilgast was king of the hill and lorded
interest that got him into trouble with dered Wind Duke cairn, he says with a his power over everyone else. Parrin
Manzorian keeps him from seeing the subtle flicker of greed in his eyes, might remains his only shield against Smenk,
worst of his brother’s offenses. be beyond calculation. and he will sacrifice her if need be. He’ll
Allustan offers his library and con- When the PCs first encounter Allustan, do anything to preserve his power as
siderable intelligence to the citizens of the wizard prefers to deal with them while long as he possibly can, even if that time
Diamond Lake as a sage, although few walking around his grounds. A large tree can be measured in minutes.
miners have reason to seek his services. stump in the front yard serves well as
Allustan charges a standard rate of 20 gp an impromptu table where Allustan fre- 20. Old Piers
per question. He does this more to sate quently deals with patrons. A�er he has In decades past, nobles from the Free City
his curiosity than for the money; gains gotten to know the party he becomes flocked to Diamond Lake to sail upon its
from his adventuring days easily cover somewhat less guarded in his approach, crystal clear waters. Mine tailings, waste
his modest lifestyle. and invites them inside to his study. Hun- runoff, and other pollution ended the
The old tombs in the hills fascinate dreds of books stuff shelves built into practice almost a century ago, but the
Allustan, and were a primary factor in each wall. A dragonchess board sits frozen rotting carcasses of once elaborate piers
his decision to relocate to his childhood in mid-game on a mahogany table, exactly still jut into the lake’s murky waters. A
home. He hopes to make a long-term as it was when Allustan’s falling out with few masts peak out from the surface,
study of the cairns, and plans eventually Manzorian ended their ongoing long-dis- tombstones of abandoned fishing ves-
to publish his findings in a small ency- tance contest. Should a PC challenge him, sels from more recent times. Regular
clopedia. Any questions the PCs bring to Allustan presents his own set of intricately fish cannot survive in the tainted waters,
him about the Whispering Cairn imme- carved pieces. “Dragonchess,” he explains, leaving only dangerous, hardy predators
diately pique his interest, and adventur- “is a metaphor for life and the forces that like the ravenous, toothy gar that have
ers who bring regular news of plundered squabble for control of the world. Before become such a problem in recent years.
tombs and traps avoided find him more you can win, you must know that you are Those who venture across Diamond Lake
and more welcoming with each visit. playing the game at all.” do so at their own risk.
A�er a few days of consulting his books, For a piece of silver, a retired marine
Allustan immediately identifies any ancient 19. Tilgast Residence named Durskin (N male human com-
items or glyphs from the Whispering Cairn The grandeur of Gelch Tilgast’s styl- moner 1) will ferry up to six passen-
as artifacts of the Wind Dukes of Aaqa, a ish estate far outstrips its owner’s gers across the lake in his sloop, a

60 DUNGEON JULY 2005


dingy vessel called the Autumn Run- at the invitation of Gelch Tilgast, who stealing away a mine and several of her
ner. The destitute boatman lives on the hopes to embroil him in his political best-earning foremen and overseers. In
deck of his boat, which smells of urine alliance. Mur’s boorish self-interest and desperation, Parrin has initiated an alli-
and teems with fleas and sea mites. whining, critical manner screams for ance with Gelch Tilgast and a romance with
Those seeking a safer passage must attention at the inn’s unremarkable on- Chaum Gansworth, hoping either or both
rely upon the Harkness, a ten-man sail- site tavern, where Mur might come into will protect her holdings and her honor
boat maintained by the shadowy Cult petty conflict with a PC lodger. A perma- (which is questionable at any rate).
of the Green Lady, who use the ves- nent guest named Fester Trollump (N Parrin once lived in the home now
sel to cross back and forth between male human ranger 2) traps badgers in occupied by Balabar Smenk (area 10),
Diamond Lake and the cairn in which the hills and sells their pelts for a modest but was forced to relocate to this shabby
their order holds its services to Wee profit on monthly trips to the Free City. manor about three years ago. She
Jas, goddess of magic and death. Pas- On rare occasion he traps more exciting employs an old friend of her mother’s, an
sage on the Harkness costs 3 sp, and beasts like griffons or manticores, which aging witch called Amelliante (N female
passengers must endure bothersome he personally takes to the Free City for human sorcerer 3), to keep watch on the
sermons on the exquisite beauty of sale to his wealthy patron, a menagerie- house with a wand of magic missile at the
death and the arcane prowess of the owning noble named Henway. Trol- ready. Her paranoia has deeply influ-
Dark-Eyed Lady. In either case, it takes lump is the only NPC in town willing enced her staff, which sees a dagger in
about 30 minutes to cross from one to make a fair offer for the baby owl- every shadow.
shore of the lake to the other. bear rescued from the Land farmstead
in “The Whispering Cairn,” but the PCs 23. Greysmere Covenant
21. Able Carter Coaching Inn must look for him (Gather Information Three prominent representatives of the
The Able Carter Coaching Company DC 15), as he likes to keep a low profile. dwarven stronghold of Greysmere, many
connects the Free City to its satellite A rambunctious band of seven halfling days to the south across the treacherous
towns via a fleet of horse-drawn coaches tourists from Elmshire—the Curlyfoot Mistmarsh, live in this sturdy brick and
and an inn positioned at every leg of party—currently dominates one wing of timber structure. Greysmere imports
the journey. Diamond Lake’s hostelry the inn. The vacationing merchants con- some of the raw iron ore unearthed by
offers 20 rooms for let at a rate of 1 gp stantly chatter about incredible freaks of local humans, as it bears a color prized
per day. Stable services are available for nature and acts of skill witnessed at the by the most skilled artisans and met-
a fee of 5 sp per day. Four guards (NG Emporium, or the succulent steaks at the alworkers of the dwarven clans. Dulok
male human warrior 1) keep watch on Hungry Gar, or anything else that makes Blitzhame (LN male dwarf expert 5)
the place throughout the day and night, them stand out as easy marks for Dia- leads the delegation with straight talk
and can be hired to ride with a coach for mond Lake’s vigilant opportunists, con and cunning pragmatism. Governor-
an additional 5 gp per day. The follow- men, and thieves. Mayor Lanod Neff frequently invites
ing chart shows travel time from Dia- the dwarves for meals and parlor dis-
mond Lake to other locations important 22. Parrin Residence cussions, and Blitzhame in particular
in the Age of Worms Adventure Path. Luzane Parrin inherited her family’s shares a strong friendship with Ragnolin
Journeys listed as “wild” involve at least claim on three mines outside Diamond Dourstone (though he knows nothing of
one night in the wilderness, when the Lake when her mother, the influential his affliction), from whom he gets most
coach is a sitting duck for the numerous Millicent Parrin, died nineteen years ago of the ore exported to Greysmere. The
bandits who infest the hills and vex the from a sickness called the Red Death. other councilors, Galuth Grobadore (LG
garrison’s militia. Only 17 at the time, Luzane grew up fast, male dwarf expert 3) and Bitris Ruthek
adapting to Diamond Lake politics with (LN female dwarf expert 4) spend much
Destination Days Direction Wild? comfort. Her inexperience got the bet- of their time representing the interests
Blackstone 1 East No ter of her once Balabar Smenk arrived of Greysmere in neighboring communi-
Blackwall Keep 2 East, South Yes in town, however, and she’s been scram- ties. The councilors’ busy work requires a
Elmshire 2 North Yes bling to protect her assets and holdings cadre of assistants and underlings, pro-
Free City 3 East No ever since. Over the last few years, she viding a perfect reason for a dwarf player
has watched as her closest friends, allies character to be in Diamond Lake.
Characters who begin the campaign forged during her mother’s time, fell into
as non-natives to Diamond Lake should bankruptcy or were killed thanks to the 24. Gansworth Residence
start play as a lodger here, having machinations of Balabar Smenk, who at In the 14 years since he came to Diamond
recently arrived in town. Other notable the same time continued to press her on Lake, Chaum Gansworth has remained
guests include Rontabont Mur (CG male the romantic front. Her allies removed, in the background, never drawing too
human rogue 4), a copper miner from Smenk began nibbling at the exposed much attention to himself while qui-
nearby Blackstone who has come to town belly of Parrin’s mining operations, etly amassing a fortune from three very

JULY 2005 DUNGEON 61


BACKDROP: DIAMOND LAKE BY ERIK MONA

productive mines. The first four years him at the Rusty Bucket. The mine man- a temporary assignment; that Moonmead-
were the hardest, for Gelch Tilgast, then ager confesses to having monitored their ow’s silver mining operation is merely a
the most prominent mine manager in the progress, and gauges their interest in forg- pretense for his presence in the region.
town, did everything he could to thwart ing an alliance. A�er hearing tales about If that’s true, it’s a ruse that’s been going
Gansworth’s business. The doddering old the PCs, Gansworth has decided that they on for more than a century, for the elf has
pillar of the community now needs Gan- might present the edge he needs. Once lived in Diamond Lake longer than any
sworth to join his anti-Smenk alliance, but a friendly relationship has been estab- current resident.
the younger mine manager remembers lished, Gansworth does everything he can Moonmeadow’s sprawling manor sur-
his early years in Diamond Lake all too to encourage illegal acts against the other rounds a central courtyard containing a
bitterly to forgive and forget. He honestly mine managers, especially Balabar Smenk. meditation garden, an ostentation of pea-
doesn’t know which side will win in the As time goes on, Gansworth attempts to cocks, and two green-and-brown-pelted
struggle between Tilgast and Smenk, but use the PCs as hired muscle, even concoct- cooshees named Kanemar (“Honorable
his current thinking is to betray his lover ing imaginary reasons to set up raids on a Eagle”) and Tatae (“Beloved Fox”), mated
Luzane Parrin to Smenk, thus destroying rival’s manor or mining operations. Gan- elven dogs who have accompanied their
Tilgast’s strongest local ally, weakening sworth works with the PCs to plan these master since his days in Celene. A private
him enough for Smenk to finish him off. attacks in a secret library accessible through covered dock leads to a slim boat capable
But the plan changes every day, as do the the kitchen. He pays well for each job and of crossing the lake in 20 minutes. Swan
enemies and allies. always has something new for the PCs to motifs decorate the swi� vessel. An elven
Gansworth lives in the heart of Dia- do. If things slow down and the players get player character might begin play as an
mond Lake, at the end of a cul-de-sac stuck in a rut, spice up the campaign with assistant to one of Moonmeadow’s lieuten-
marked by a memorial obelisk dedicated a mini-mission of your own design orches- ants, an out-of-the-loop young elf charged
to the memory of a mine collapse 70 years trated by Chaum Gansworth and planned with the inglorious duty of maintaining
ago that killed more than 300 miners. A over dinner at the Rusty Bucket. the swanboat and keeping it scrubbed of
low wall surrounds most of the two-story the lake’s odious pollution.
structure, and five loyal sentinels (N male 26. Moonmeadow Residence
human warrior 2) guard the compound Unlike the other mine managers of Dia- 27. Osgood Smithy
at all times. Luzane Parrin spends about mond Lake, Ellival Moonmeadow man- The distinctive “O” maker’s mark of
three nights of every week here. ages only one mine for the directors of the Manlin Osgood (N male human expert
Free City. He has no aspirations beyond 5) is a regional sign of quality power-
25. The Rusty Bucket his current holdings, and seems oblivious ful enough that lesser blacksmiths in
This popular restaurant used to special- to the machinations of his rivals, which neighboring communities o�en forge it
ize in fish, but since the lake went bad he has survived for more than a century. to maintain competitive parity. Osgood
it’s been forced to adapt to a land-based Moonmeadow owes his longevity to a keen and his team of seven apprentices and
menu. Within, green stained-glass win- intelligence and a reclusiveness that offers journeyman smiths specialize in mas-
dows filter eerie light into the main dining few chances to become embroiled in local terwork armor and household items like
room, where the intertwining melodies affairs. The only thing that brings him canteens, canisters, tools, and the like.
of a trio of pipers enhances an ethereal into the public eye is dragonchess, and Osgood is a somewhat coarse, unfailingly
atmosphere. Guests dine in a large com- even then he plays only with opponents polite middle-aged human with a bald
mon room, with a handful of nicer tables capable of challenging his instinctive, head and a walrus-like mustache. He
situated in a roped-off area beside the complex style. The blond, well-dressed always remembers a customer’s name,
main dining hall. The far table, on a raised elf rarely consorts with humans at all, and greets frequent patrons with a hearty
platform overlooking the private room, preferring the company of six gray elves handshake and a slap on the back.
is reserved for Chaum Gansworth, Dia- (NG male and female elf fighter 3) who
mond Lake’s most calculating mine man- also hail from his homeland, the distant 28. Smelting House
ager and the owner of the Rusty Bucket. realm of Celene. These agents serve as A century ago, local mine managers
Gansworth rigorously pursues a neutral Moonmeadow’s confidants and protec- maintained their own smelting houses,
stance in all political dealings, afraid to tors, constantly on the watch for trouble but constant conflict resulted in fre-
expose himself to an enemy’s treachery by even when relaxing, always within arm’s quent sabotage that choked the flow of
making an overt move against one of the reach of a weapon. Decades younger than resources from Diamond Lake to Free
other mine managers. As a result, all of the their master, these elves mix more read- City markets. The city directors reluc-
town’s major political players consider the ily with the folk of Diamond Lake, occa- tantly stepped in, monopolizing the
Rusty Bucket neutral ground. sionally visiting the Emporium’s opium smelting trade and basing the town’s
About the time the player characters parlor, Lazare’s House, or Venelle’s. Con- only smelting house in a massive for-
achieve fourth level, they receive a sum- versation with them leaves one with the tress-workshop perched on the edge
mons from Chaum Gansworth to meet impression that they think they’re here on of the lake. Runoff slag belched from

62 DUNGEON JULY 2005


great sub-surface pipes accounts for the anyone who tries to test out the theory mine since the very beginning, when he
majority of the pollution that has killed must first deal with the cultists. chose this spot seemingly at random. But
off most aquatic life in the region, and it was the influence of an enigmatic being
production these days is more robust 30. Neff Manor known as The Faceless One (NE male
than it has ever been. Five massive fur- Governor-Mayor Lanod Neff’s sprawling human wizard 6) that guided his hand, for
naces and great chemical vats crowd the manor house squats atop the hill over- Dourstone Mine stands above an ancient
building’s interior, criss-crossed with looking Diamond Lake, a tangle of scaf- subterranean cathedral containing a magi-
shallow channels containing molten folding, wires, and workcrews. Protected cal pool of potent malevolence. The Face-
iron. Noxious fumes and scalding heat by a wooden stockade wall, the manor less One and his cohorts in a cult called
require special suits that filter the air houses the political apparatus of the the Ebon Triad have dark designs upon
and protect exposed skin. The rarely town, including several meeting rooms, a this chamber that could spark the Age of
seen chief smelter, Vulgan Durtch (N courthouse, and numerous bedchambers Worms. “The Three Faces of Evil,” the sec-
male human expert 4/warrior 2), is one for visiting dignitaries and ( just as fre- ond installment of the Adventure Path, pits
of the richest men in Diamond Lake, but quently) Lanod Neff’s countless cronies your PCs against this apocalyptic cult.
few neighbors know anything about him. and concubines. Several chambers within
Durtch runs the place with a precision the compound are completely empty— 32. Abandoned Mine
that requires his near-constant supervi- Neff continues his endless construction It’s been so long since this mine was in opera-
sion over a team of two dozen menials projects merely to ensure that the size tion that nobody even remembers its name.
and overseers, but rumors suggest more and grandeur of his home outpaces that
sinister motives for his seclusion. of the mine managers, whose power and 33. Menhirs
A tower on the building’s northwest influence he jealously covets. This worn old stone ring is o�en vis-
corner serves as the residence and work- Visitation with the governor-mayor is ited by residents of the Bronzewood
shop of Benazel the Alchemist (NG male by appointment only, with an audience Lodge, and is sacred to druids and
half-elf expert 6/wizard 3), a talkative sometimes taking 3d6 days to arrange. rangers, a relic from a time when the
chemist from the Free City who oversees If the PCs cannot convince a minor laws of the wilderness governed man
the alchemical rituals and reagents nec- functionary that their plea is important as well as animals.
essary for the smelting process and who (requiring a DC 15 Diplomacy check), the
makes a minor fortune selling potions request is simply never filed, and the 34. Old Obervatory
from his first-floor office. An upstairs orderlies politely tell the PCs to “keep This crumbling abandoned observatory
door in Benazel’s tower leads directly into checking back” without any intention once housed an order of monks obsessed
the smelting house itself, and represents of helping them in the least. Neff is with the heavenly bodies of the nighttime
the most vulnerable point of entrance Allustan’s brother, so if the PCs can show sky. Now it houses a constantly rotating
into the otherwise unassailable fortress. that the wizard vouches for them (such as group of unusual tenants with ties to Bala-
by presenting a letter to that effect or if bar Smenk. The latest such tenant is a vile
29. Diamond Lake Boneyard they are in his company), a meeting can Free City necromancer named Filge (CE
The town’s overcrowded cemetery used usually be arranged on the day. male human wizard 3), who came to town
to be a great source of bodies for medical Neff himself has little time for strang- to help Balabar Smenk understand secret
students in the Free City and unscru- ers, and listens to the PCs’ appeals impa- events unfolding below the Dourstone
pulous necromancers, but the Cult of tiently. He conflates the good of the Mine (area 31). This location is described
the Green Lady has put a stop to that. people with the good of Lanod Neff with in detail in “The Whispering Cairn.”
Throughout the day, 1d4 green-robed alarming certainty, to the point at which
acolytes wander the cemetery chant- something that does not threaten him 35. Dourstone Residence
ing songs holy to Wee Jas while tending directly does not, in his view, threaten This squat, well-protected manor is
graves and clearing vines and mud from the community and is hence unworthy the home of Ragnolin Dourstone, who
stone markers dating back hundreds of of swi� action. He favors delaying tac- appears to be one of Diamond Lake’s
years. Governor-Mayor Lanod Neff finds tics and excessive information gathering more responsible mine managers but
the cultists distasteful, but appreciates to direct action. Appeals to his vanity or in fact jerks to the strings of the Ebon
their vigilance. With the fanatics watch- sense of self-preservation have the best Triad. His manor holds no evidence of
ing the boneyard, his boys at the sheriff’s chance of success. the evil being committed in his mine, and
department can focus on more impor- any open confrontation against him risks
tant things. Tales abound that one cof- 31. Dourstone Mine drawing the ire of the governor-mayor,
fin in the boneyard—no one is sure just This iron ore mine has kept strong for cen- Gelch Tilgast, and Chaum Gansworth at
which one—contains not a dead body, turies, predating the formal establishment the least. Even if presented with evidence
but dozens and dozens of gold bars. of Diamond Lake as a vassal of the Free of Dourstone’s collusion with the cult,
Ample evidence supports the rumor, but City. Ragnolin Dourstone has managed the these community pillars insist that the

JULY 2005 DUNGEON 63


BACKDROP: DIAMOND LAKE BY ERIK MONA

dwarf must be under some sort of com- Half-Orc: Half-orcs’ increased Strength uty serving under the corrupt Sheriff
pulsion (which he is). and low Intelligence makes them ideal Cubbin (area 8).
miners or thugs, and Diamond Lake is Monk: Monks native to the Diamond
Getting the Players Involved filled to bursting with both. A more origi- Lake region uniformly come from the Twi-
Working with your players before the nal approach might cast a half-orc as a light Monastery, an edifice located just out-
campaign begins is the best way to ensure roustabout or performer at the Empo- side the town and described in Dungeon
a healthy and long-lasting game. Before rium. The garrison does not employ half- #125. A PC monk might befriend another
the first session, ask the players what orcs as a rule, and most soldiers despise PC before the campaign begins, making
sort of characters they would like to play. them thanks to an ongoing war against an him an ideal invite when the other PC
Stay general, but try to get a sense of each orc nation far to the southwest. learns of the Whispering Cairn.
player’s preferred race and class, and use Human: Humans can fill any role in Paladin: The Chapel of Heironeous
those details as the basis for weaving the Diamond Lake, from the humble miner (area 12) regularly houses one or two
characters into Diamond Lake and hence to the child of a prominent citizen. Most young paladins from the Free City,
into the Age of Worms Adventure Path. are laborers. who work within the garrison sanctu-
The following suggestions ought to get Barbarian: In the secluded valleys of the ary as a lesson in humility on a path
you started, but don’t be afraid to go in a Cairn Hills, primitive traditions hold strong to bigger and better things within the
completely different direction. The best and humans at times seem more like beasts greater church. A paladin beholden
choice is the one that makes both you than like men. In the vast swamp to the to St. Cuthbert or Wee Jas would be a
and your player happy. south, wiry, feral humans fiercely contest minor figurehead in the cult, uniformly
Dwarf: No dwarves call Diamond Lake small patches of dry land, narrowly hold- respected by the flock.
home, though a few live there. Most have ing out against lizardfolk and more horrible Ranger: Few rangers dwell within
some sort of business with the Greysmere denizens of the murky marsh. Diamond Lake, but the druidic commu-
Covenant (area 23), perhaps as a guard, Bard: Bards looking for an interesting nity at the Bronzewood Lodge includes
negotiator, or even magical advisor. way to fit into Diamond Lake need look several who might have reason to regu-
Elf: Right-thinking elves loathe Dia- no further than the Emporium. Players larly visit Diamond Lake. Other rangers
mond Lake, as it represents everything looking for a slightly less debauched might come from the wild tribes of the
elves find churlish and cruel about hook might make good performers at Cairn Hills or the Mistmarsh.
humans. Only Ellival Moonmeadow the Spinning Giant (area 15) or another Rogue: Rogues are right at home nearly
(area 26) and his deputies—exclusively unnamed venue. anywhere in Diamond Lake, but espe-
elven—seem to have the stomach for the Cleric: For the easiest fit, encourage cially in vice dens like the Emporium or
place. A PC elf might serve as a guard the players to select Heironeous, St. Cut- the Midnight Salute. Each of the mine
or confidant of one of these deputies, or bert, Obad-Hai, or Wee Jas as their deity, managers sponsors at least one gang of
might be a deputy himself ! which will allow them to interact with toughs, making a rogue PC a great point
Gnome: Gnomes might be lodgers at a local faith. (Temples to Wee Jas and of contact with the town’s seedy under-
Tidwoad’s (area 5) or agents of any of the Obad-Hai just outside the town proper world. For a compelling challenge, make
mine managers. Those with a theatrical will be covered in Dungeon #125). If the PC a gofer for Balabar Smenk.
flair might find steady work with the those gods don’t appeal to your player, Sorcerer: The Emporium is always on
Emporium (area 1). Most come from the consider the character an adjunct cleric the lookout for charismatic exhibitors
nearby warren of Grossetgrottel. “loaned” to an allied local temple or a with a magical trick up their sleeve—the
Halfling: Many halflings in Diamond lone prophet amid the common folk of flashier the better. Sorcerers might also
Lake work in the hospitality field, as a Diamond Lake. be affiliated with a street gang that fre-
clerk, cook, or menial of some sort. Oth- Druid: Druids fit perfectly into the quents the Feral Dog or might be in the
ers are (relatively) wealthy visitors from Bronzewood Lodge community (described employ of one of the mine managers.
the halfling community of Elmshire to with Diamond Lake’s hinterlands in Wizard: Consider apprenticing wizard
the north. Dungeon #125), and might get into the characters to Allustan (area 18), one of the
Half-Elf: Half-elves might belong campaign as representatives of Nogwier, central NPCs in the Age of Worms Adven-
to the Bronzewood Lodge community the cleric of Obad-Hai who leads that ture Path. Such characters will feel even
(detailed in Dungeon #125), or might community and who sends them into the closer to the action of the campaign, and
live among the “civilized” poor of Jalek’s hills chasing stories of unkillable undead will serve as excellent interlocutors between
Flophouse (area 9). They might find and unnatural green worms. the party and their arcane patron. D
themselves in the employ of Ellival Fighter: Most fighters in Diamond
Moonmeadow, but soon become aware Lake are part of the garrison contin- Next Issue: Diamond Lake’s hinterlands,
that the mine manager simply doesn’t gent, but a few work as muscle for the encounter tables, setting conversion notes,
like anyone other than elves, and half- mine managers. For an interesting spin, random rumors, and as many stat blocks as
elves don’t quite qualify. consider making a PC fighter a dep- we can fit.

64 DUNGEON JULY 2005


Chad Du Lac & Jim Zubkavich

BACKDROP: DIAMOND LAKE


By Erik Mona

Kick off Dungeon’s new 12-adventure Age of Worms Adventure Path campaign with this overview of Diamond Lake, a run-down mining
community nestled in hills laden with the tombs of a dozen lost civilizations.

Tirria, Auric, and Khellek

Chad Du Lac & Jim zubkavich

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

12 DUNGEON 124 Supplement


Balabar
Smenk

Kullen

Chad Du Lac & Jim zubkavich

Allustan

Chad Du Lac & Jim zubkavich

Chad Du Lac & Jim zubkavich

Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

13 DUNGEON 124 Supplement


T
he Ebon Triad seeks to create a all published over the course of the next
fiendish Overgod, a monstrosity of 11 months in Dungeon. For additional
pure evil that combines the power aid in running this campaign, check out
of Erythnul, Hextor, and Vecna. The cult’s Dragon’s monthly “Worm food” articles, a
research indicates that a anciant being series that provides additional material to
known as Kyuss is tied to the Overgod’s help players survive this campaign. Issue
rise. Little is known of Kyuss, save that he #334 of Dragon provides comprehensive
was once a powerful being that spawned a lists of all the things you can find for sale
horrific variety of undead creatures. Now, in Diamond Lake’s (o�en) dubious shops.
in the bowels of Diamond Lake, the Ebon Finally, you can head online to paizo.com
Triad pursues rumors that the worm-like to download Age of Worms Overload, a free
progeny of Kyuss have once again risen. Is PDF that includes details on the hinter-
the Age of Worms finally at hand? lands surrounding Diamond Lake, stat
“The Three Faces of Evil” is a Dungeons blocks for nearly everyone in town, con-
& Dragons adventure suitable for four version notes for running the campaign
3rd-level characters. It is also the second in the Forgotten Realms or Eberron
installment of the Age of Worms Adventure settings, and more.
Path, a complete campaign consisting of 12 Of course, you can also run “The
adventures, several “Backdrop” articles to Three Faces of Evil” as a stand-alone
help Dungeon Masters run the series, and adventure, or even as part of a campaign
a handful of poster maps of key locations, of your own design.

BY MIKE MEARLS
BY JOACHIM BARRUM, STEVE PRESCOTT, AND EVA WIDERMANN
BY ROBERT LAZZARETTI
AGE OF WORMS CALLIGRAPHY BY DARLENE
ADVENTURE PATH LOW–LEVEL (1ST-5TH) DUNGEON CRAWL

AUGUST 2005 DUNGEON 17


THE THREE FACES OF EVIL BY MIKE MEARLS

THE EBON TRIAD ADVENTURE BACKGROUND


Long had the Faceless One toiled in arcane libraries and
From the fanatical peripheries of three evil churches comes
crumbling crypts in search of the true history of his divine
a blasphemous doctrine known as the Way of the Ebon Triad,
patron Vecna, the Maimed God of secrets and intrigue. Unlike
an anonymously penned collection of essays and scrolls
soaked in phantasmagoric allegory and apocalyptic ecstasy. mighty Hextor or valorous Heironeous, Vecna once lived as a
The Way outlines in vague terms a series of rituals and mortal, a legendary lich lord and before that a potent necro-
portentous events that culminate in the spiritual and physi- mancer king. Unlike Pelor, whose naïve clerics sought divine
cal adhesion of Hextor, Erythnul, and Vecna into a single messages in the movements of the sun, Vecna le� a tangible
supremely powerful Overgod. Outlaws even within their legacy cut through the scant written records of human pre-
own blasphemous religions, adherents to the Way of the history. Several texts claim Vecna’s august authorship, and
Ebon Triad travel the world in search of fellow wanderers, more still, some of highly dubious authenticity, purport to
o�en banding together to influence important events and record his spoken edicts. In one such account, the infamous
edge the world closer to catastrophe. Nethertome of Trask, the Faceless One came across a name that
Last year, agents of the Ebon Triad conspired with another dan-
would change his life forever—Kyuss.
gerous cult to trigger a volcanic eruption that nearly consumed the
The Nethertome quoted an even older source, the fabled
city of Cauldron, in the distant southern jungles. This event was a
critical moment in the Shackled City Adventure Path (published Way of the Ebon Triad, a blasphemous collection of apocalyptic
last year in Dungeon and this month as a hardcover from Paizo essays, epic poems, and cryptographs that discuss the advent
Publishing), but to the Ebon Triad it was merely one of a handful of of an era of darkness called the Age of Worms, during which
prophesized events presaging the advent of the Age of Worms, an a great Overgod of evil would arise and mold the world in
era of darkness and writhing death that would provide the required its own terrible image. Remarkably, the Nethertome suggested
backdrop for the ascension of their tripartite god. that this entity would form from an adhesion of three lesser
What the Ebon Triad cultists below Diamond Lake and through- divine entities—the gods Hextor, Erythnul, and Vecna him-
out the world do not understand is that the entire religious move- self. The Faceless One knew that if he could play a critical
ment is a fraud launched at the direction of Kyuss, an ancient role in the creation of this entity, all of the world’s secrets
being who has plotted to bring about the Age of Worms for mil-
would be open to him, and he might become entrenched in
lennia. The scope of this fraud and the true goals of Kyuss will be
the new political and religious landscape. The arrival of the
revealed in future Age of Worms Adventure Path installments.
Use the following chart to adjudicate the results of Overgod would be his introduction to true power. But for
Knowledge (religion) checks made to learn more about the Overgod to arise, the time must be right for the Age of
the Ebon Triad. Worms. And according to the Nethertome of Trask, the Age of
Worms cannot begin until its harbinger, an undead colossus
Knowledge known as Kyuss, once again stalks the land.
(religion) DC Information known Two years ago, a small cell of Vecna cultists affiliated
15 The Ebon Triad is an evil cult dedicated to merg- with the Faceless One unearthed evidence of undead crea-
ing the gods Hextor, Vecna, and Erythnul into a
tures infested with unusual segmented green worms in the
mighty Overgod.
hills south of Diamond Lake, a small mining town east of a
20 Adherents to the doctrine of the Ebon Triad clutch
close their secrets even from other worshipers of metropolis known as the Free City. According to the Nether-
Hextor, Erythnul, and Vecna, who consider them tome of Trask, Vecna had once conducted grim experiments in
heretics. In fact, word of the heresy has not spread a subterranean cathedral in the same region. This confluence
far from these three churches, who keep accounts of Kyuss and Vecna reminded the Faceless One of the Age
of Ebon Triad activities brutally suppressed lest the of Worms and his potential role in bringing about the birth
cult gain more converts. of the great Overgod. The Faceless One tracked Vecna’s lost
25 Despite the internecine struggle between the Ebon laboratory to Diamond Lake, in a cavern below an active cop-
Triad and the orthodox churches, clerics of Hextor, per mine managed by a dwarf named Ragnolin Dourstone.
Erythnul, and Vecna in thrall to the cult continue Using magic and extortion, the Faceless One convinced Rag-
to receive spells from their godly patrons. This fact
nolin Dourstone to carve a secret sha� deep within the earth
especially galls the church of Hextor, whose rigid
and into these hidden chambers.
faith cannot square the contradiction.
30 The idea that a mortal cult could bind gods as pow- The passage complete, the Faceless One and his min-
erful as Hextor, Vecna, and Erythnul is extremely ions moved in. They found a great marble-lined cavity they
doubtful, even preposterous. dubbed the Dark Cathedral, along with a small labyrinth
35 The Ebon Triad hopes to bring about the Age of beyond. They began their work in earnest. Soon, the Face-
Worms as a precursor to the creation of its terrible less One’s ministrations below Diamond Lake attracted
god, and has its hands in apocalyptic conspiracies the attention of other devotees to the Way of the Ebon Triad.
across the land. Perhaps the gods support these First to arrive was a band of tieflings from the Great King-
rebel clerics because they too wish to see the world dom to the east, warriors in service to Hextor who traced
cast in darkness? their fiendish blood directly to powerful entities of the past

18 DUNGEON AUGUST 2005


who played a role in the demise of that Three Faces of Evil” works well as a Allustan suggests that the merchant
formerly vast empire. Led by an ambi- stand-alone adventure, you and your Balabar Smenk could provide a use-
tious human cleric named Theldrick, players will probably enjoy it a great deal ful gateway to Ragnolin’s mine. Bala-
the group attempted a temple coup in more as part of the Age of Worms Adven- bar and Ragnolin have a well known
their homeland, and were cast out by ture Path. Back issues of Dungeon #124 rivalry. Neither is trustworthy, but
their tyrannical brethren entrenched are available at paizo.com. their animosity might be enough to
in the orthodoxy of the Scourge of make Balabar open to an offer of alli-
Battle. Soon a�er their arrival, a small Adventure Hooks ance with the party. The recovery of
tribe of Erythnul-worshiping grimlocks The players can learn about the cult Smenk’s letter to Filge from the obser-
entered the Dark Cathedral via a tunnel below the Dourstone Mine easily. If vatory in “The Whispering Cairn” indi-
from the Underdark. Led by an oracle you’ve run them through “The Whis- cates that Smenk knows more about
of Erythnul who had received the lore pering Cairn,” the letter discovered in the situation in the Dourstone Mine
of the Ebon Triad in a revelation from the Old Observatory provides a link than he should.
one of Erythnul’s agents, the grimlocks between the corrupt mine manager Bal- If you’ve run “The Whispering Cairn,”
agreed to join the Faceless One’s efforts abar Smenk and the Dourstone Mine. the PCs have no doubt heard of Balabar
to discover more about the unusual If you haven’t run “The Whispering Smenk, and they may even be responsible
green worms in hopes that the Age of Cairn,” or if the PCs need further cause for the deaths of his favorite indentured
Worms is finally at hand. to investigate the goings-on below the thugs and his old best friend. By the time
Hidden within their secret base, the Dourstone Mine, you can have Allustan the PCs have finished exploring “The
cultists of the Ebon Triad are a deadly contact them a�er he makes a disturbing Whispering Cairn,” Smenk already hates
threat to the Diamond Lake region. Soon, discovery about the nature of a strange them and wants to see them destroyed or
the Faceless One hopes to piece together green worm the PCs (or one of his other run out of town. Better yet, he comes upon
the final clues he needs to set his plans agents) have recently provided him. the idea of sending them against the cult-
into motion. If le� undisturbed, this nest ists below the Dourstone Mine, hoping to
of evil might give rise to a terrible power PART ONE: WHAT take care of two problems at once.
beyond the reckoning of man. WRITHES WITHIN If the PCs don’t set up a meeting with
The wizard Allustan (N human male Smenk within a week of their encoun-
Adventure Synopsis wizard 8), the so-called “smartest man ter with Filge, the mine manager takes it
“The Three Faces of Evil” requires the in Diamond Lake,” has spent many upon himself to invite them to meet with
PCs to sneak into Dourstone Mine, years researching local legends and him, ordering a subordinate to sneak into
destroy the Ebon Triad cultists, and lore. Recently, he’s unearthed increas- the PCs’ headquarters with a note setting
defeat a newly born creature known as ing evidence of strange undead crea- up a rendezvous at Smenk’s home in Dia-
the Ebon Aspect. The miners themselves, tures infested with tiny green worms mond Lake. If the situation warrants it,
while not necessarily innocents, aren’t stalking the hills south of Diamond perhaps Smenk kidnaps a PC’s familiar
cultists. The PCs must sneak by them Lake. If the PCs have explored the (or, better yet, the baby owlbear from the
or use Diplomacy to gain access to the Old Observatory in “The Whispering Land Farmstead if the PCs have adopted
mines. Once they overcome this obstacle, Cairn,” it’s possible they are respon- it), just to show them that they’re dealing
they must defeat each of the cults that sible for providing the latest piece of with a professional criminal.
comprise this cell of the Ebon Triad. evidence in the form of just such a In either case, Allustan believes that
Finally, as the last cultists fall, the Ebon worm, suspended in a jar of preserva- the temple is occupied, and he worries
Aspect arises to avenge its worshiper- tive chemicals. Allustan is worried that that its inhabitants are behind the strange
creators. Once the PCs defeat this abomi- these undead creatures could represent undead in the southern hills. He knows
nation, they escape back to the surface, a grave threat to Diamond Lake. Thus, little of the Ebon Triad, but he has man-
where they quickly become embroiled he asks the adventurers to pursue the aged to uncover the location of an eleva-
in another adventure. few leads he has uncovered so far. tor within the mines. He tells the PCs that
This adventure is the second in the Allustan’s studies show that the the elevator is the most convenient way
Age of Worms Adventure Path, a series worms might be somehow connected to into the temple.
of twelve linked adventures to be pub- an ancient temple hidden beneath the
lished in this magazine over the course earth. According to his calculations, the Talking to Smenk
of the next year. Last issue featured temple is located beneath a copper mine Crude, demanding, and insatiably greedy,
the first installment, “The Whispering owned by Ragnolin Dourstone. Ragnolin Balabar Smenk (CN male human rogue
Cairn,” as well as a detailed descrip- is known as a surly, paranoid, and greedy 7) is a nightmare blend of amorality, ava-
tion and poster map of Diamond Lake, mine manager, and Allustan fears that he rice, and boundless gluttony. Unknown
the rowdy town in which the Dour- may be connected to the temple if it is to Allustan, Smenk is secretly in league
stone Mine is situated. While “The currently occupied. with the Ebon Triad. While the Faceless

AUGUST 2005 DUNGEON 19


THE THREE FACES OF EVIL BY MIKE MEARLS

pressured into helping are crippled ex-criminals unable to find


them. He tells the PCs other work. In addition, a number of the
about his right-hand miners are convicted criminals who have
man, and plays up been sentenced to hard labor. Ragnolin
a sense of (imagi- earned their service with a few well-
nary) betrayal, as if placed bribes in Diamond Lake.
his brand if villainy This section of the adventure is rela-
is somehow more tively freeform. The PCs must come
respectable than that up with a reasonable plan to infiltrate
of the Ebon Triad. the mine—there are a variety of pos-
If the PCs uncover sibilities. They could take jobs at the
evidence of Balabar’s mine, they might sneak in, or they
involvement could bribe the miners to let them pass
in the cult, without incident. Note that as the mine
they may is private property, the PCs should
choose to go probably avoid simply storming it and
after him. slaughtering the guards. Survivors of
As a 7th-level such an attack run to town for help,
rogue who is and the PCs quickly find themselves
constantly sur- in over their heads.
Ragnolin
rounded by a
Dourstone
ring of guards and The Guards
One sycophants, Smenk The mine’s security force consists of
managed is more than capable two dozen guards (all 1st-level war-
to subvert Rag- of defending himself riors). Half of them keep watch by day,
nolin with bribes against the PCs. If he the other half watch at night. The night
and promises of is defeated, he begs, watchmen are all dwarves, while the
power, he sees Bala- pleads, whines, and acts daytime guards are human.
bar as another useful tool, the part of the pitiful, mis- Two squads of four guards walk the
particularly if Ragnolin turns erable wretch. His swagger wooden stockade that marks the mining
against the Triad. Smenk currently and arrogance quickly give way camp’s perimeter. The guards make one
provides the Triad cultists with food and to pathetic pleas for mercy. If the circuit around the camp each hour. If
supplies that the Triad’s agents pick up PCs hand him over to the authorities the PCs come within sight of the stock-
in town. Unfortunately, Balabar’s arro- along with evidence of his connection to ade, there is a 25% chance that one of
gance got the better of him. Since the the cult, Balabar is sentenced to several the two guard groups is within 100 feet
Triad is a captive market, he has taken years of hard labor. of the party. Use the rules for Spot and
to selling them spoiled food, poor qual- In short, the PCs have the chance to Listen to determine if the guards detect
ity tools, and other goods at outrageous put Balabar in his place. Roleplay him the characters—each of the guards has
prices. Furthermore, in his last meeting as all the more annoying, arrogant, and a +0 bonus for both skills. Two guards
with the Triad he hinted that he might grating because of it! keep watch from the guard tower, while
need regular bribes to keep him quiet. the other two keep watch over the gate.
Balabar’s confidence received a crush- Infiltrating the Mine The guards are well paid, and most of
ing blow when he woke up next to the Ragnolin Dourstone’s mining opera- them enjoy the near absolute power they
severed head of his right-hand man tion is poorly run. Ever the pragmatist, exercise in the mining camp. The PCs
planted in his bed by grimlock scouts Ragnolin thinks it’s better to pay a few suffer a –5 penalty on Diplomacy checks
dispatched to send Balabar a warning. guards a good wage to keep the workers to change the guards’ attitudes. For every
Smenk now knows that he overplayed in line rather than offer a fair wage to his 10 gp the characters offer as a bribe, they
his hand. Thus, he wants the Ebon Triad miners. He hires anyone who’s willing to gain a +2 bonus on their Diplomacy checks
destroyed. The PCs, if they are in his work at his price (2 sp per day, plus room against the guards. Their initial attitudes
debt, could prove the perfect weapon to and board). Only the desperate or those are unfriendly, but they’ll let anyone in if
distract the Triad or defeat the cultists unable to find work elsewhere remain they can be made helpful.
while he escapes. here for long. In most cases, the min- If the guards spot intruders, they blow
To encourage the PCs to assist him, ers work only long enough to earn the the alarm horns they carry and attempt
Smenk claims (truthfully) that he is ter- money needed to buy passage elsewhere. to surround the PCs. While the guards
rified of the cultists, and that he was Many of the miners that do stick around like to lord over the miners, they back

20 DUNGEON AUGUST 2005


down from anyone who looks like a PCs, distract the guards, tell them of the overall commander of the camp, while
capable fighter. If attacked, the guards sealed passage that leads to the elevator, a young man with a lazy eye named
fight until they lose half their number. and so forth. Carr is his assistant. The two of them
A guard who drops below half his maxi- If the PCs start a fight, the miners run accompany the miners into the tunnels
mum hit points runs for his life. for their lives. None of them are con- each morning.
Four of the human guards are cult- nected to the Ebon Triad. There are 40 Ragnolin Dourstone (LN male dwarf
ists of Hextor. These warriors flee to the miners in all, and they work from sunrise expert 6) usually spends a few hours
mines if any trouble starts. Three of them to sunset, sleeping in bunks within the each day at the mines, either going over
watch the passage to the elevator, while uppermost reaches of the mine itself. the day’s production with one of the
one descends and alerts the temple below. foremen or looking around the mine
One cultist walks with each patrol, while The Foremen to ensure there’s no sign of the cultists
the remaining pair are split between the Three foremen keep watch over the for anyone to notice. His initial attitude
gate and the guard tower. miners. These are Ragnolin’s personal is unfriendly, and no amount of brib-
lieutenants, and are tough to bribe and ery can sway him. If the PCs somehow
The Miners tend to stand up against troublemakers. manage to make him helpful, he won’t
The miners are easy to bribe, as their Their initial attitude toward the PCs is volunteer any information about the
poor wages and terrible working con- unfriendly—bribes can provide a bonus Ebon Triad other than to warn the PCs
ditions make them open to anything on Diplomacy checks equal to +1 per 50 to stay away from the mine.
that might damage Ragnolin. The PCs gp. The foremen carry alarm horns and
gain a +5 bonus on any Diplomacy check never hesitate to use them if they spot an The Mines
made to sway the miners to their side, intruder in the camp. Any helpful foremen, guards, or miners
with an additional bonus equal to the The foremen are all humans. One, a can tell the PCs that there’s a recently
sp value of any bribe offered to a miner. rusty-voiced thug named Gerreld, mans installed elevator deep in the mines.
Their initial attitudes are indifferent, but the office during the day. He handles all They’ve been told that this elevator leads
bribery makes it fairly easy for even the the paperwork, the payroll, and other down to a set of caverns that Ragnolin is
most crass PC to adjust their attitude to administrative matters for the mine. exploring in hopes of finding a new lode
helpful. Helpful miners might hide the A limping man named Lordren is the or vein—none of them (save the cultist

AUGUST 2005 DUNGEON 21


THE THREE FACES OF EVIL BY MIKE MEARLS

guards) suspect the truth, and all of them When the elevator is at the top of the sha�, per round. Up to three people may use
know that intrusion into these caves is the chain is wrapped around the spool. As the elevator at once, with each additional
forbidden by their employer. the car descends, the spool spins and the person granting a +2 bonus to the high-
Once in the mines, the characters chain plays out above the car. est Strength score among the operators,
should have little trouble making their The elevator is operated by first releas- for purposes of determining load.
way to the elevator. The guards have ing a brake mechanism set into the A character who tries to raise or lower
set up several obvious signs warning wheel and slowly turning the wheel. The the elevator when it is overloaded imme-
the miners to stay away from the sha�, elevator sha� descends 200 feet to area diately loses control. The elevator doesn’t
and the miners know better than to 1 below. The elevator car itself weighs enter free fall, since the winch itself con-
risk the guards’ ire. 500 pounds. The maximum amount of trols its descent somewhat. Characters
The mines are crude passages and tun- weight a character can lower or li� with inside the elevator must make DC 20
nels hacked into the ground. Torches are the elevator system equals five times Balance checks to avoid losing their foot-
set into the wall every 50 feet, but half of his or her maximum load. In this case, ing. While falling, the elevator descends
them are burnt out and useless. Ragno- the elevator can be moved upward or at a rate of 50 feet per round. When it
lin is too cheap to provide good lighting downward at a rate of 5 feet per round. hits bottom, all creatures in the elevator
in this place. Instead, most miners must If the elevator’s weight is equal to or less take 5d6 falling damage. The elevator car
carry their own torches and lanterns (pur- than the operator’s heavy load, it can be itself suffers this damage as well—it has
chased with their own meager salaries). raised or lowered at the rate of 20 feet hardness 5 and 50 hit points.
Forty feet from the main entrance,
the passage to the elevator cuts down
and to the le� from the main tun-
nel. Timbers and planks nailed to the
Dark
wooden frame of the passage’s entrance
block access to the area beyond. A DC
Cathedral Area
22
18 Strength check or an assault (the bar-
rier has hardness 5 and 15 hit points)
smashes this barrier to pieces, while a
DC 10 Cra� (woodworking or carpen-
try) check disassembles the barrier in Area Area
1d4 minutes. In the former case, the 12 2
guards make DC 20 Listen checks to
hear the commotion. A Cra� check is
too quiet for the guards to hear.
During the day, 2d4 miners are pres- elevator
ent in the tunnels near the elevator
entrance when the PCs enter. They make N
no attempt to fetch the guards, but they
keep an eye on the characters in case the
PCs are looking for trouble. If the PCs
try to access the elevator sha� without 1
first making the miners’ attitudes help-
ful, they report the party to the guards.

The Elevator
The tunnel to the elevator stretches to the
west and has a sharp, downward slope.
A�er 400 feet, the PCs come to a chamber
in which a large, wooden platform with a
5-foot wall built around its edges. Struts
rise 10 feet from each of the platform’s
corners, joining in an X above the plat-
form. A thick iron chain runs through
the X’s midpoint to a large, wooden spool
set in the middle of the platform. The
One square = 5 feet
platform is 10 feet wide and 10 feet long.

22 DUNGEON AUGUST 2005


1. The Dark Cathedral (EL 3) from 20 to 30 feet. Beyond a depth of 30 Abilities Str 14, Dex 16, Con 15, Int 13, Wis
feet, the “fluid” of the pool becomes a 10, Cha 8
Three short passages lead from this cham- solid similar to that of stone. What hor- Feats Blind-Fight, Weapon Focus (greataxe)
ber, one to the north of the elevator and rific mysteries may or may not be buried Skills Cra� (weaponsmith) +5, Intimidate +3,
one to its east and west. Each ends in in the unknown depths below are le� to Ride +6
marble doorway. The door to the north is you, but the creature that emerges from Possessions combat gear, chain shirt,
marked with the symbol of a human hand within in Part Five (the Ebon Aspect of masterwork greataxe, composite longbow
grasping an eye. A pair of crimson banners the Overgod) should be an indication of (+2 Str bonus) with 20 arrows, skeleton key
flanks the door to the east, each marked what awaits exploration into such for- (opens all locked doors in areas 2–11), 27 gp
with the symbol of a gauntled fist clutch- bidden regions.
ing six arrows. The door to the west is free A DC 20 Search check made in the Tactics: The tieflings fight a delaying
of all markings. To the south, the chamber area around the pool or on the platform action. One engages the party in melee
opens into a vast domed hall. In stark con- above reveals blood stains, scratches from while the other rushes to the eastern
trast to the rough mine passages above, metal equipment, and scattered ashes. gate to alert the cult of Hextor. Once he
this place bears the mark of an expert arti- The denizens of the temple of Vecna to reaches the gate, the tiefling hammers
san. The black, marble tile floor glistens the north regularly conduct experiments on the door as a move action. Both tief-
in the light of several glowing torches, on the pool, hoping to awaken an aspect lings know the secret knock needed to
while elaborate, carefully worked marble of the Overgod that they believe dwells enter the temple of Hextor (see area 2),
pillars and arches sweep over the chamber. somewhere within. but the tiefling does not use the code.
Toward the back of the chamber, opposite Creatures: Two tiefling fighters from Instead, he pounds on the door know-
the elevator’s door, is a large pool of dark the temple of Hextor are on guard here. ing that the skeletons within will move
liquid. A stairway carved into the curved They keep watch from the pillars near out to attack intruders in response to
wall around the pool ascends to a platform the entrance to Hextor’s temple to the the incorrect code.
thirty feet above the pool. The chamber’s east of the elevator. When the elevator Treasure: The uppermost platform
domed ceiling arches to a height of sixty begins its descent, they move to stand above the pool bears a small, wicker bas-
feet over the pool’s surface. guard near it. The guards have grown ket filled with an offering to the Overgod.
complacent with the monotony of their It contains 100 gp in a leather pouch and
The three doors in the northern duty here. Thus, they tend to assume a silver idol of Erythnul worth 300 gp.
reaches of this chamber provide access that anyone coming down the elevator Development: The final encoun-
to three temples, each dedicated to a dif- is on an errand for one of the temples. ter in this adventure takes place in
ferent aspect of the Ebon Triad. They wear chainmail masks and tabards this chamber as well—details on this
In ages past, Vecna himself delved into marked with a holy symbol of Hextor. encounter appear in Part Five: The God
the mysteries of life within this place. Their arms are covered with elaborate in the Pool.
In those times, this chamber was a vast tattoos bearing Hextor’s liturgies and
library, and the pool served as a potent images of various devils. PART TWO:
scrying device for the lich. The books CITADEL OF HEXTOR
once kept here are long gone, and the Tiefling Guard CR 1 The citadel of Hextor serves as the pri-
pool’s magic has degraded to a shadow Tiefling fighter 1 mary military arm for this branch of the
of its former power, yet this room still LE Medium outsider (native) Ebon Triad. As befits a lawful evil cult,
maintains an unsettling aura of antiquity Monster Manual 209 the clerics and their warriors present
and oppressive secrecy. Init +3; Senses darkvision 60 �.; Listen +0, a highly organized defense against the
The contents of the pool are dark and Spot +0 PCs. In addition to the encounter key
viscous, and exude an aura of uncom- Languages Common, Infernal, Orc provided below, the section “Temple
fortable cold. A splash from the waters AC 17, touch 13, flat-footed 14 Organization” provides an overview of
is enough to inflict one point of Dex- hp 12 (1 HD) the Hextorites’ plans in the event of an
terity damage (Fortitude DC 15 resists), Resist cold 5, electricity 5, fire 5 attack. They practice their basic tactics at
and total immersion in the foul liquid Fort +4, Ref +3, Will +0 least once per week, making them well-
inflicts 1d4 Dexterity damage per round Spd 30 �. (6 squares) drilled, highly organized opponents.
(Fortitude DC 20 resists) from the super- Melee mwk greataxe +5 (1d8/×3)
natural cold. The liquid is opaque and Ranged composite longbow +4 (1d8+2/×3) Temple Features
dark, and the deeper one goes, the thicker Base Atk +1; Grp +3 The doors within the temple of Hex-
it gets. Ten feet from the surface, Swim Combat Gear 2 potions of cure light wounds, tor are of strong wood. Unless other-
checks in the fluid suffer a –5 penalty. potion of shield of faith (+2) wise noted, the chambers are dark. The
This penalty increases to –10 at depths Spell-Like Abilities (CL 1st): humans in the temple tend to keep light
from 10 to 20 feet, and to –20 at depths 1/day—darkness sources nearby, usually everburning

AUGUST 2005 DUNGEON 23


THE THREE FACES OF EVIL BY MIKE MEARLS

Creatures: The Hextorites keep ani-


mated skeletons in eight of the 12 suits
Citadel of Hextor of armor. These creatures attack anyone
10 who enters without the proper knock.
Even if the party uses the correct knock,
the skeletons’ bells ring as two of them
9 move to open the gate.

Human Skeletons (8) CR 1/3


8
NE Medium undead
Init +5; Senses darkvision 60 �.; Listen +0,
11 Spot +0
AC 18, touch 11, flat-footed 17
7 hp 6 (1 HD); DR 5/bludgeoning
Immune cold, undead traits
Fort +0, Ref +1, Will +2
Spd 30 �.
6 Melee heavy mace +1 (1d8+1)
Base Atk +0; Grp +1
Abilities Str 13, Dex 13, Con —, Int —, Wis
10, Cha 1
5 SQ undead traits
Possessions rusted full plate (as full plate
but armor bonus of only +5), heavy steel
shield, heavy mace

Tactics: If the characters use the


2 4 knock code, the two skeletons closest to
3 the door shamble over to open it. The
bells hooked to their armor clang and
ring. Cultists from area 3 arrive in 1d4+4
rounds to greet the visitors. If the char-
One square = 5 feet
N acters attempt to batter down the gate,
or if intruders enter without using the
knock, the skeletons rise to attack. The
bells on their armor clang as they ready
torches. The tieflings and undead rely 2. Chamber of their weapons, and the cultists from area
on their darkvision. the Guardians (EL 3) 2 arrive in 1d4 rounds. The guards in area
As befits a lawful organization, the 4 must make DC 9 Listen checks to hear
passages here are free of debris, trash, A dozen suits of armor, ranging from battered the clamor. If they notice it, they arrive
and graffiti. The temple is run like a leathers to rusted plate, line this chamber’s in 1d4 rounds to attack as well. If a fight
military camp. The camp followers from walls. The bleached white bones of human, breaks out here the guards and the cult-
area 3 gather up any refuse and transport dwarf, and orc skeletons contrast with the ists automatically hear the commotion
it outside by night. dark, bloodstained armor. The suits are care- and arrive as soon as possible.
Before running encounters here, be fully arranged, as if the dead were preparing Treasure: The skeletons’ armor is too
sure to study the “Temple Organization” to march for war. Each has a mace hooked to corroded to be worth anything more than
section in addition to the encounter its belt, while bells of varying shapes and sizes scrap metal. Each suit is worth 100 gp.
key. Once the PCs enter the citadel, the hang from the armor on long, leather strips.
clerics and their followers react to the 3. Chamber of
intrusion with an intelligent, carefully Before proceeding with this encounter, the Faithful (EL 3)
orchestrated plan. If the PCs are rash or remember that the state of this chamber
foolish, they might be overwhelmed and depends on whether the characters know Blankets cover the floor of this chamber,
defeated in short order. the knock code. See the Tactics section surrounding a wooden crate atop which
Temple Doors: 2 in. thick; Hardness 5; below to determine what happens depend- stands a small, crude statue of a six-armed
hp 20; Break DC 23; Open Lock DC 30. ing upon what knock the PCs use. humanoid figure. A few battered weapons,

24 DUNGEON AUGUST 2005


spears, clubs, and flails lean against the far AC 13, touch 10, flat-footed 13 their allies. They pay little heed to
wall. Stone pegs carved into the wall light hp 7 (1 HD) their injuries and tend to rely on the
this area with flickering, bright flames. Fort +2, Ref +0, Will +0 crush of their numbers to overwhelm
Spd 30 �. an opponent. For example, a cultist
Two stone spikes carved from the wall Melee longspear +2 (1d8+1/×3) or might throw himself on a foe’s sword
and imbued with continual flames illumi- dagger +2 (1d4+1/19–20) (using up an attack of opportunity) to
nate this area. Ranged dagger +1 (1d4+1/19–20) allow his fellows to grapple the enemy
Creatures: This chamber serves as Base Atk +1; Grp +2 without provoking such an attack.
quarters for a large group of fanatical Abilities Str 12, Dex 10, Con 14, Int 8, Wis The cult relies on these dupes to delay
Hextorites who hope to enter the Scourge 10, Cha 8 intruders. They are under orders to bring
of Battle’s priesthood. These petitioners Feats Light Armor Proficiency, Toughness the fight to the main temple (area 11).
run errands for the Hextorites, make trips Skills Profession (miner) +4, Use Rope +4 If they fail in that mission, they throw
into town for special supplies, and provide Possessions longspear, dagger, studded themselves at the party to buy time for
manual labor. Their faith has been tested, leather armor, wooden holy symbol of the rest of the temple’s defenders.
and they have yet to be found wanting. Hextor, skeleton key (opens all locked Treasure: A successful DC 15 Search
If the characters have been active in the doors in the citadel) check of the wooden crate in the center
Diamond Lake region for a week or more, of the room reveals a small trove hidden
they may recognize a few of the cultists Tactics: The cultists are fanatical beneath a loose flagstone. The treasure
as locals from town. The PCs may have in their dedication to Theldrick, the consists of a golden holy symbol of Hex-
seen them while buying supplies or in the high priest of this place. They fight tor worth 100 gp and the broken blade of
taproom of the Feral Dog. to the death and are suspicious of all a silver, ceremonial dagger worth 50 gp.
newcomers. In battle they use their
Cult Fanatic CR 1/3 longspears to maximum effect, keep- 4. Guard Chamber (EL 3)
Human commoner 1 ing back from their enemies while
LE Medium humanoid harassing with wild jabs. They use the This chamber holds two beds against the
Init +0; Senses Listen +0, Spot +0 aid another action to assist each other east wall, a long, wooden table along the
Languages Common or to improve the fighting ability of south wall, two stools, and a weapons rack

AUGUST 2005 DUNGEON 25


THE THREE FACES OF EVIL BY MIKE MEARLS

along the west wall. A suit of leather armor a generous amount of animal dung, covers chamber, near the stairway to area 11. If
lies on the table with a variety of tools the floor of this crude, cave-like chamber. the PCs attempt to batter down the door,
spread out around it. the two guards fight them off while the
Creature: This chamber serves as the third warns Theldrick.
This chamber serves as barracks for home for the cult’s mascot, a vicious If the PCs are trapped in area 11, the
a pair of tiefling guards charged with dire boar named Beast that was raised two guards move to guard the door lead-
watching the door. The guards rely on and tended by Theldrick. The creature ing out of the shrine while the third joins
the cultists in area 3 to alert them to any attacks anyone it doesn’t recognize on Theldrick in the upper gallery.
trouble. They tend to take their time sight. Scars cover its hide, while its tusks Treasure: In addition to the coins
in responding to anything short of the have been capped with iron. These modi- listed in their stat block, one tiefling car-
sound of battle. fications make the boar more intimidat- ries a plain, silver ring inlaid with several
Creatures: The two tieflings stationed ing in appearance but do little to alter its small emeralds worth 200 gp total.
here wear chainmail masks to conceal actual statistics.
their faces. Both have elaborate tattoos Dire Boar: hp 52; Monster Manual 63. 7. Barracks
of hellish fiends, symbols of Hextor, and Tactics: Unless the characters are quiet
prayers to Hextor written in Infernal or clever, there is little chance that they Two sets of bunk beds are set along the far
along their bare arms. face the dire boar here. If a cultist or the wall of this chamber, with a thick, bearskin
Tiefling guards (2): hp 12 each; see guard from areas 2 or 3 retreats past area rug between them. Three wooden stools
page 23. 4, he uses a full-round action to undo the are arranged on the rug, while a weapon
Tactics: The tieflings have learned to chains, open the door, and unleash Beast. rack sports several javelins, a bow, several
fight as a pair. While one readies his axe, The boar rampages through the area, quivers filled with arrows, and a sword.
the other casts darkness on a coin or small bearing down on the characters with a
stone and throws it into the midst of the berserker’s ferocity. It fights to the death. This chamber serves as a barracks for
enemy. The two then take advantage of Luckily, it lacks the intelligence for tac- the guards in area 5 and for the tiefling
Blind-Fight to harass their foes. If pressed, tics more complicated than a headlong on watch in the main temple.
the second tiefling uses his darkness spell charge. The cultists use Beast to buy time Treasure: The rack holds 6 javelins,
to cover their retreat to area 6. If cornered to prepare their defenses. a longsword, a composite longbow
or cut off, they fight to the death. (+2 Strength), and four quivers of 20
Treasure: The leather armor is a mun- 6. Inner Guard arrows each.
dane suit that one of the tieflings is in Chamber (EL 4)
the process of repairing, while the tools 8. Priests’ Chambers (EL 4)
around it comprise a complete set of A tapestry depicting a six-armed, fiend-
artisan’s tools. The tieflings carry their ish beast carrying a bewildering variety Light from a pair of torches casts strange
coins, a DC 15 Search of one bed reveals of weapons dominates the north wall. shadows across the blood-red walls of this
a small, velvet bag containing 20 pp and chamber. Two wooden chairs are set oppo-
a golden necklace worth 100 gp. This chamber serves as a guardroom site each other around a round table. Upon
for the inner temple of Hextor and the the table rests a thick, leather-bound book,
5. Chamber of the priest’s quarters. a rusty dagger, a quill, inkpot, and several
Beast (EL 4) Creatures: Three tiefling guards watch sheets of parchment. A wooden screen
Use the following description as the char- this area. Their tattoos depict holy sym- blocks off half the room near a large bed
acters approach the door to this chamber. bols of Hextor, various devils, and scenes covered in blankets and furs.
from Hextor’s unholy texts.
A thick chain is wrapped around the han- Tiefling guards (3): hp 12 each; see page 23. This chamber is the residence of two
dles of these double doors. A crude pad- Tactics: The three guards attempt to priests of Hextor, a married couple named
lock holds the chain in place, keeping the prevent the characters from progressing Garras and Kendra. The two serve Thel-
door locked from this side. The faint, musky any further into the temple. One uses drick only grudgingly, and together they
smell of a large creature kept in a small area darkness to disorient intruders, a second plot to seize control of this temple.
fills the hallway. wades into melee, while the third runs to Creatures: Garras is a hulking brute
warn the high priest in area 10. whose large gut and bulging muscles
The lock can be picked with a DC 25 Chances are slim that the PCs fight strain against his half-plate’s straps and
Open Lock check. Once the PCs enter this the guards here. If word reaches them buckles. He is shaved bald and has a holy
chamber, read or paraphrase the following. of intruders, they rush to the door just symbol of Hextor branded onto his face.
south of area 6 and bar it shut. Two of Kendra is a slender, pale woman with
A single stone spike flickering with magical them wait at the door to repel intruders, long, dark hair pulled back in a tail. She
flame lights this area. Filthy hay, mixed with while the third stands just outside this wears a pair of steel earrings shaped

26 DUNGEON AUGUST 2005


into a holy symbol of Hextor. Her face is Combat Gear scroll of silence, scroll of sound six arrows hangs from the wall behind the
covered with several scars that mar her burst, wand of cure light wounds (41 charges) altar. Four statues of men clad in chainmail
otherwise appealing features. Spells Prepared (CL 2nd, CL 3rd for evil spells): and leather masks, each carrying a great-
1st—bane (DC 14), cause fear (DC 14), sword, stand along the wall, two on each
Garras CR 2 doom (DC 14), protection from goodD side of the altar.
Male half-orc cleric 1/fighter 1 0—create water, detect poison, read magic,
LE Medium humanoid (orc) resistance This chamber serves as the personal
Init +0; Senses darkvision 60 �.; Listen +1, D: Domain Spell; Domains: Evil, War chapel for the three priests of Hextor
Spot +1 Abilities Str 12, Dex 10, Con 12, Int 11, Wis active in this temple, Kendra, Garras, and
Languages Common, Goblin, Orc 16, Cha 14 high priest Theldrick.
AC 18, touch 10, flat-footed 18 SQ rebuke undead, spontaneous casting The altar provides a permanent des-
hp 19 (2 HD) (inflict spells) ecrate effect. Undead within 20 feet of it
Fort +6, Ref +0, Will +3 Feats Combat Casting, Improved Initiative, gain a +2 profane bonus on attacks, dam-
Spd 20 �. Weapon Focus (heavy flail)B age, and saves, while clerics suffer a –6
Melee mwk heavy flail +6 (1d8+3) or Skills Concentration +7, Diplomacy +7, Heal +8 profane penalty on turning checks.
dagger +4 (1d4+3/19–20) Possessions combat gear, half-plate, heavy The two torches are everburning
Ranged dagger +1 (1d4+3/19–20) steel shield, masterwork heavy flail, torches. The chapel’s ceremonial objects
Base Atk +1; Grp +4 dagger, pouch with 20 gp, key to treasure are hidden in a secret compartment in
Atk Options Combat Expertise, Improved chest in area 8 the wall behind the tapestry; this secret
Trip, smite 1/day (+4 attack, +1 damage) panel can be found with a DC 20 Search
Combat Gear potion of barkskin (+2), Tactics: The two clerics fight as an check. Characters who open this hidden
potion of blur, potion of bull’s strength, effective pair. Garras occupies the party, compartment trigger a trap. The hollow
2 potions of cure light wounds, potion of using his flail to trip his opponents. If is one cubic foot and is almost completely
shield of faith (+2) possible, he drinks his potions in the fol- filled by a locked metal box (Open Lock
Spells Prepared (CL 1st): lowing order: blur, bull’s strength, shield of DC 25). The box contains some Treasure
1st—bless, cure light wounds, inflict light faith, and barkskin. He casts bless before (see below).
woundsD (DC 12) battle if he has sufficient warning. Creatures: A pair of troglodyte zom-
0—create water, cure minor wounds, Kendra first calls for the undead in area bies dwell in this chamber. They attack
resistance 9. She directs the zombies to fight along- anyone who lacks a symbol of Hextor,
D: Domain spell. Domains: Destruction, War side Garras, then casts bane, then doom and obey the verbal orders of any of the
Abilities Str 16, Dex 11, Con 15, Int 13, Wis on a fighter-type, then cause fear on the three clerics.
13, Cha 8 same warrior she used doom against. She Troglodyte Zombies (2): hp 37; Monster
SQ rebuke undead, spontaneous casting knows that paladins are immune to fear, Manual 266.
(inflict spells) and thus never uses cause fear against any- Trap: The secret panel behind the tap-
Feats Combat Expertise, Improved TripB, one wearing a holy symbol of a good deity. estry is trapped. Anyone who opens it
Weapon Focus (heavy flail) If the party has arcane or divine support, without first speaking the words “Hextor
Skills Concentration +7, Knowledge she uses her scroll of sound burst and her guide me” in Common or Infernal trig-
(religion) +6, Spellcra� +6 scroll of silence, usually casting the latter gers its effects.
Possessions combat gear, half-plate, light spell on a small rock and throwing it into Inflict Light Wounds Trap: CR 2; magic
steel shield, masterwork heavy flail, her enemies’ midst. device; touch trigger; automatic reset;
dagger, pouch with 27 gp Treasure: Kendra and Garras keep their spell effect (inflict light wounds, 1st-level
valuables in a small, wooden treasure chest cleric, 1d8+1, DC 11 Will save half damage);
Kendra CR 2 beneath their bed. The chest is locked Search DC 26; Disable Device DC 26.
Female human cleric 2 (Open Lock DC 20), and Kendra carries the Treasure: The box contains a golden
LE Medium humanoid key. Within the chest is 200 gp in coins, a chalice worth 250 gp, two silver holy sym-
Init +4; Senses Listen +3, Spot +3 wand of enlarge person (42 charges), and a bols of Hextor worth 50 gp each, a pearl
Languages Common jeweled bracer worth 1,000 gp. of power (1st level), and a silvered dagger
AC 19, touch 10, flat-footed 19 with a jeweled hilt worth 150 gp.
hp 15 (2 HD) 9. Chapel of Hextor (EL 4)
Fort +4, Ref +0, Will +6 10. Theldrick’s
Spd 20 �. A pair of torches mounted on long, iron Chamber (EL 5)
Melee mwk heavy flail +4 (1d8+1) or poles shed flickering light across this cham- The door to this room is locked (Open
dagger +2 (1d4+1/19–20) ber. A small stone altar stands between the Lock DC 20). Theldrick, detailed below
Ranged light crossbow +1 (1d8/19–20) two torches. A red tapestry emblazoned but likely encountered elsewhere,
Base Atk +1; Grp +2 with the symbol of a gauntlet grasping holds the key.

AUGUST 2005 DUNGEON 27


THE THREE FACES OF EVIL BY MIKE MEARLS

This cramped spartan chamber is obviously normally holds Theldrick’s armor. If Melee mwk heavy flail +7 (1d8+2) or
someone’s living quarters. A small bed is set he is currently wearing this armor, the dagger +5 (1d4+2/19–20)
in the corner to the le�. Next to the bed is a chest is empty. Ranged mwk light crossbow +5 (1d8/19–20)
short table holding a leather-bound book, The table holds the true items of Base Atk +3; Grp +5
an inkpot, a stone key, and several scrolls. A interest here. The scrolls appear blank, Combat Gear scroll of dispel magic, scroll of
small chair with velvet cushions sits before but anyone who views them using spiritual weapon, scroll of bull’s strength, potion
the table. On the wall to the right stands a detect magic sees a weak aura of univer- of protection from arrows (DR 10/magic)
weapons rack that holds a mace, two flails, sal magic. Read magic reveals writing Spells Prepared (CL 5th, CL 6th for evil spells):
and a light crossbow. A wooden chest rests in a strange script. A DC 40 Decipher 3rd—create food and water, magic
below the rack. Script check allows the PCs to crack vestmentD, summon monster III
the code. Otherwise, the must recover 2nd—aid, hold person (DC 15), sound burst
Theldrick keeps this chamber as his the codebook from the temple of Vecna (DC 15), spiritual weaponD
quarters. He attends to his personal (see area 27) in order to read the scrolls. 1st—bane (DC 14), bless, cure light wounds,
business here, but otherwise spends When the PCs have cracked the code, divine favor, magic weaponD
most of his time in the main temple give them Handout #1. 0—create water, cure minor wounds,
at area 11. The book is Theldrick’s record of guidance, light, resistance
The weapons on the rack have no spe- the Ebon Triad’s progress in the mines. D: Domain spell; Domains: Evil, War
cial abilities or qualities, Reading it over takes one hour. Read or Abilities Str 15, Dex 12, Con 16, Int 13, Wis
while the chest give the players a copy of Handout #2 16, Cha 14
when they’ve read it. The book is SQ rebuke undead, spontaneous casting
written in Common. (inflict spells)
The stone key opens the door Feats Combat Casting, Lightning Reflexes,
that leads to the caves of Eryth- Rapid Reload, Weapon Focus (heavy flail)B
nul. It is marked with that god’s Skills Concentration +11, Diplomacy +10,
holy symbol. Knowledge (religion) +9, Spellcra� +9
Creature: Theldrick is the Possessions combat gear, +1 full plate,
high priest of the temple heavy steel shield, masterwork heavy flail,
and commander of the Ebon masterwork light crossbow with 20 bolts,
Triad’s military forces in dagger, ring of protection +1, holy symbol
the Dark Cathedral. He is a of Hextor, pouch with 8 gp, key to area 10,
canny tactician and an eager keys to chests in areas 9 and 10
fighter. One of his eyes is
missing, and his face bears Tactics: If the PCs catch Theldrick in
scars and burns from a battle his room, he tries to surrender to buy
against a young red dragon. time. He accuses the PCs of needlessly
He wears one of the dragon’s butchering his followers, and points out
talons as a necklace. His black that their invasion of his domain is obvi-
armor has a crude holy ously illegal. In many ways, he is right.
symbol of Hextor scribed A�er all, the temple of Hextor has not yet
on its chest plate in broken any laws. Theldrick has taken care
dried blood. to avoid arousing any suspicion, and he
has managed to keep the other two arms
Theldrick CR 5 of the Ebon Triad in line. Lawful charac-
Male human cleric 5 ters cannot simply murder him without
LE Medium just cause. He takes particular joy in taunt-
humanoid ing followers of Heironeous, calling them
Init +1; Senses out on the cowardice of a sneaky assault,
Listen +3, Spot +3 and scoffing that the PC’s actions reflect
Languages poorly upon the mighty Invincible One.
Common, Infernal In the meantime, his followers prepare a
AC 23, touch 12, counterattack. If the situation is dire, they
flat-footed 22 flee to the temple of Erythnul for help.
hp 47 (5 HD) Regardless of the situation, Theldrick
Fort +7, Ref +4, Will +7 never leaves the cathedral without a fight.
Theldrick Spd 20 �. He uses his spells to escape, or orders his

28 DUNGEON AUGUST 2005


followers to attack the PCs in the main Temple Organization
cathedral area outside the elevator.
The temple of Hextor responds to intruders The clerics from areas 7 and 9 lead
Treasure: The weapons rack holds
using a simple plan that focuses on driving the zombies from area 8 to the upper
a heavy mace, a light flail, a heavy flail,
opponents into the main temple, locking balcony of area 11, along with any sur-
and a light crossbow. Theldrick keeps them in there, and attacking them from the viving guards aside from those assigned
his personal treasure and trophies in a balcony. The encounter areas above give to guard the door. There, they wait for
locked (Open Lock DC 25) chest beneath some notes about the temple’s plans, while the PCs to enter the chamber. If the PCs
his bed. The chest contains 70 gp in a this section provides an overview of how enter room 11, the high priest Theldrick
leather bag and a fist-sized gold bust of the Hextorites manage their defenses. seals the door shut behind him using the
a dwarf wearing a gem-studded crown When the characters enter the temple, the room’s controls. With the PCs trapped,
worth 2,400 gp. skeletons in area 2 most likely alert the deni- the clerics rain spells upon them while
zens of areas 3 and 4. Even if the party sends the guards use their bows. The zombies
11. Battle Temple a scout ahead, there are enough skeletons attack anyone who attempts to climb to
there to notice any heavily armored PCs. the upper balcony.
of Hextor The guards in area 3 attempt to retreat Consult the description of room 11 for
down the hall to area 4, where they can a full breakdown of the Hextorites’ tac-
This long, wide chamber is surrounded unleash Beast. The warriors in area 2 fight a tics and plans for that chamber.
on three sides by a balcony perched delaying action to buy time for the rest of the Keep in mind that just as the PCs’
twenty feet above the floor. Six torches complex. Once Beast engages the PCs, the plans can fall apart, so too can the cult-
equally spaced along the walls provide rabble flees to area 11 to make their stand. ists’ plans. If the PCs quickly slay Beast,
light. The side opposite the large, bronze Meanwhile, the guards from area 3 link they can probably rush forward to battle
doors features a sizable viewing box with up with the guards in area 5. Two of them the guards before they can seal off the
a sloped floor and several ostentatious barricade and guard the door that connects doors. The clerics prefer to let their min-
wooden chairs positioned to allow easy the corridor that runs from area 5 to the one ions wear down any opposition, while
view of the chamber below. A huge statue leading to area 10. One waits to the south to the guards, undead, rabble, and the dire
report on any successful attempts to breach boar Beast all fight to the death. If the
of a six-armed humanoid clutching a
the doors, while any other surviving guards PCs never enter area 11, the clerics try to
bewildering array of weapons stands in
join the clerics in areas 7 and 9. make their stand at area 8.
the midst of the chamber. A fist-sized

AUGUST 2005 DUNGEON 29


THE THREE FACES OF EVIL BY MIKE MEARLS

red gem set in the statue’s forehead glit- gather along the balconies to take in While most of the chairs in the view-
ters in the flickering light. A thick layer the spectacle. ing box are mundane, one is magical in
of sand covers the floor to a depth of a The walls along the arena floor are nature. A large, wooden throne branded
few inches. The walls are smooth, pol- kept smoothed and polished, though with the symbol of Hextor has three
ished rock, while a crimson banner with a few cracks and pockmarks make gems embedded in its armrests. One
the symbol of a black, gauntleted hand climbing difficult but possible (DC 25 opens or closes the doors to the arena
clutching six barbed arrows is set above Climb check). floor, the second one locks the doors, and
the double doors leading into the bottom The statue in the center of the arena the third unlocks the doors.
level of this chamber. is nearly 20 feet tall. Unfortunately for Treasure: The blood-red ruby set on
the Hextorites, but luckily for the PCs, it the statue’s forehead is worth 800 gp.
This is a battle temple dedicated to is badly mounted on its pedestal. A sin- Development: The clerics of Hex-
Hextor. Here, the faithful and heretics gle, strong push (DC 20 Strength check) tor attempt to trap intruders in this
alike fight to the death for glory, honor, sends it crashing down to the north. It chamber and defeat them from the
and the blessings of the Scourge of slams into the balcony, creating a 10- safety of the balconies. The rabble
Battle. The clerics watch the battle foot-wide ramp to the upper level. The from area 2 rallies here in an effort
from their sitting box while the other statue is difficult ground if anyone uses to draw the PCs into the chamber.
denizens of this place commonly it as a ramp a�er it falls. The high priest Theldrick uses the
temple’s throne to close the door
behind the PCs and lock it. He then

Caves casts summon monster III to unleash a


fiendish ape against them, followed by

of whatever spells have the best chance


of disabling the characters. Once he is

Erythnul 12 out of offensive spells, he uses what-


ever magic he has left to enhance his
defenses and abilities. He then relies
on his crossbow or, if the situation is
N well in hand, descends to the arena
floor to melee the PCs.
The temple guards, if any are in this
area, use their bows against the party.
The clerics from area 7 use the tactics
KK outlined in that encounter area to harass
13 the party.
A
G PART THREE: THE
CAVES OF ERYTHNUL
Unlike the other wings of the Black
Cathedral, the caves of Erythnul are
18 little more than natural fissures
within the rock. The grimlocks who
dwell here arrived several months ago
at the behest of their leader Grallak
A
Kur, a cleric who led his followers on
an unholy pilgrimage through the
14 Underdark. Dreams and visions sent
by one of Erythnul’s minions guided
17 Grallak’s steps until he arrived here.
15 While the other factions distrust
the grimlocks, they provide a con-
venient buffer between the forces of
Hextor and Vecna.
16 The area behind the western door in
One square = 5 feet area 1 opens into a natural cavern that
winds down a flight of stairs to area 12.

30 DUNGEON AUGUST 2005


Cave Features Unlike the Hextorites, the grimlocks or 23 if the grimlocks do not have their
The grimlocks lack both the time and are poorly organized. They tend to rush shields readied. One grimlock stands
the inclination to sculpt their environ- into battle with little planning, allowing near the chamber’s exit and uses his jav-
ment. They dwell within the caves here, the PCs to defeat them piecemeal. While elins against the party. If his two allies
a series of winding passages punctu- they lack tactical and strategic cunning, fall, he runs to area 13 to the south to
ated by a large, U-shaped cavern. Travel they are still tough fighters who give and warn his brethren.
through this area is difficult, as the expect no quarter.
party must contend with rough ground 13. The Ledge (EL 4)
and sheer slopes. The grimlocks, accus- 12. Stone Forest (EL 3)
tomed to difficult travel through peril- The corridor turns to reveal another room
ous terrain, navigate the caves with ease. A forest of stalactites and stalagmites fills choked with rocky formations. Stalagmites
The PCs are likely not as well adapted to this cavern. The rocky formations make and stalactites block the line of sight ahead.
the environment. it difficult to see far ahead, as they choke Like the last chamber, this place has a rocky,
The caves are lightless, and the walls most of this natural cave. The steady, rhyth- uneven floor of natural stone. It slopes
are rough and cracked, making them mic splash of water dripping into a puddle downward, and here and there rivulets of
relatively easy (DC 10 Climb check) to echoes through the chamber. The ground water flow southward.
scale. Unless otherwise noted, the cave here is rough and uneven.
floors are difficult terrain. They are pit- This place provides an entrance to the
ted with shallow holes, rocks, and other The grimlocks use this chamber as great, U-shaped cavern that the grim-
debris that make travel difficult. a guardroom. A few of their warriors locks inhabit. This cave is at the top of
There are no doors, mundane or oth- keep watch here, using the stalactites the U’s le�, upper edge. More informa-
erwise, in this area of the dungeon. The to conceal themselves against intrud- tion on this great cavern, and the dangers
grimlocks lack the sophistication needed ers. Envoys from the temple of Hex- involved in navigating its sheer walls, is
to construct them. tor announce their presence at this given in areas 14 through 17.
room’s entrance and never proceed The grimlock kennel master, along
Grimlock Tactics any further without permission. Thus, with his two krenshar pets, stands guard
The caves are utterly dark. The grim- the grimlocks move to attack anyone here. The krenshars are kept in the area
locks and their allies have no need for who enters or attempts to sneak into marked with a K on the map. The kennel
light. They take aim at any torches or this place. master lurks at the edge of the chamber
lanterns the PCs carry, as they know The stalactites and stalagmites pro- marked with a G.
of the chaos and fear that the dark vide cover. Squares with stalagmites are The edge of this chamber is a cliff
strikes into surface dwellers. The arti- difficult to move through, requiring 4 that drops 45 feet down. Iron spikes have
cle “Who’s Afraid of the Dark?” from squares worth of movement to enter. been driven into the cliff face, making
Dragon issue #322 also provides advice Creatures: Three grimlocks keep the Climb DC 10 to safely descend it.
and ideas for running encounters watch here. They wear loincloths and At the eastern end of this chamber is
in the dark. fight with crude, stone morningstars a small campsite for the grimlocks who
The grimlocks attack any lanterns or and javelins. Each has several small, man the caves on this side of the horse-
torches the characters carry. The typi- sharp stones stitched into his flesh in shoe cavern. Ashes from a small fire
cal torch or sunrod has hardness 5 and the pattern of a five-pointed star. The along with several crude sleeping mats
2 hit points. Lanterns have hardness pattern is the size of a human palm and can be found here, marked with an A on
10 and 5 hit points. If the grimlocks is a crude representation of Erythnul’s the Caves of Erythnul map.
destroy a light source, it immediately holy symbol favored by primitive tribes. Creatures: The kennel master and
goes out. A DC 25 Knowledge (religion) check his two krenshars fight to the death to
The grimlocks can also make ranged reveals this information. protect this place. The krenshars can-
attacks to destroy a light source. See Grimlocks (3): AC 17, touch 11, flat- not climb the slopes, and were trans-
the rules for attacking carried or worn footed 16; hp 11 each; Monster Manual ported here only a�er the grimlocks put
objects on Player’s Handbook page 165. 140. These grimlocks fight with morn- together a crude litter to li� them. Thus,
Remember that objects only take half ingstars rather than battleaxes, and they have no place to run.
damage from ranged weapons. carry heavy wooden shields and three The gray-furred krenshars are under-
If the grimlocks manage to extinguish javelins each. dark offshoots of their species. The
the party’s light sources, they use ranged Tactics: The grimlocks attempt to hide kennel master wears a cloak fashioned
attacks to harass them from a distance. behind the stalactites and stalagmites, from the fur of an gray-furred, subter-
The grimlocks do their best to keep the granting them a +2 bonus on all Hide ranean dire ape. He wears a wolf skull
PCs confused and engage in melee only checks. Assume that they take 10 on their mask painted red to resemble his pets’
if forced into it. Hide checks, for a total Spot DC of 21, horrific visage.

AUGUST 2005 DUNGEON 31


THE THREE FACES OF EVIL BY MIKE MEARLS

Grimlock Kennel Master CR 2 Abilities Str 16, Dex 12, Con 15, Int 13, Wis moves to block the exit and calls out
Male grimlock fighter 1 9, Cha 10 to his krenshars to attack. The kren-
CE Medium monstrous humanoid SQ scent shars use their scare ability to drive
Monster Manual 141 Feats Skill Focus (Handle Animal), the PCs down the cliff to area 14 via
Init +1; Senses blindsight 40 �.; Listen +2, Toughness, Weapon Focus (battleaxe) the iron spikes pounded into the wall.
Spot +2 Skills Climb +3, Handle Animal +9, Hide +1, While the grimlocks normally attack
Languages Common, Grimlock, Listen +2, Spot +2 the PCs’ light sources, here they leave
Undercommon Possessions combat gear, studded leather them intact so that intruders affected
AC 20, touch 11, flat-footed 19 armor, masterwork battleaxe, composite by the krenshars can spot and use the
hp 28 (3 HD) longbow (+3 Str bonus) with 20 arrows, spikes. The grimlocks want to drive
Immune gaze attacks, visual effects, illusions pouch with 5 gp their enemies deeper into their lair
Fort +4, Ref +4, Will +2 so that the archers in area 14 can pick
Spd 30 �. Krenshars (2): 11 hp; Monster Manual 163. them off as they climb.
Melee mwk battleaxe +8 (1d8+3/×3) Tactics: The kennel master attempts Treasure: If the PCs make a DC 15
Ranged composite longbow +4 (1d8+3/×3) to hide at his location (Spot DC 21, Search of the campsite they find four
Base Atk +3; Grp +6 assuming he takes 10 and with his +10 agates worth 50 gp each and a large ruby
Combat Gear potion of cure light wounds, 2 racial bonus for using Hide in a rocky worth 200 gp.
potions of remove fear setting). As the PCs enter the room, he
14–17. The
Horseshoe Cavern
The following encounter areas require
a thorough familiarity with the rules

Horshoe Area 17 for the Climb skill and falling. The


PCs must navigate a cavern shaped like
Caverns a horseshoe, first climbing down the
cliff in area 14 while grimlock archers
pelt them with arrows, then across the
cavern floor (area 16) while risking an
attack from the chokers in that area,
and then back up a cliff face to area 17.
The PCs might also take the short cut
through area 15, but they must then face
the grimlock barbarian who guards that
passage. However, that might be prefer-
able to battling her while trying to climb
to area 17 from the cavern floor.
The grimlocks use the terrain to
their advantage. They remain out of
melee range, preferring to use their
ranged weapons to whittle down the
party’s strength. If possible, they
retreat to lure the PCs into a false
sense of security before quietly mov-
ing forward to attack as they climb one
the area’s cliff faces.

14. Descent
5 ft. into the Dark (EL 4)

A great pit drops into darkness. Crude, iron


spikes have been driven into the cliff face,

Area 14 offering you a convenient path downward.


The sha�’s roof is fi�een feet above the
cliff’s edge. Jagged stalactites hang from
the ceiling.

32 DUNGEON AUGUST 2005


Note that the description above Feats Point Blank Shot, Rapid Shot, Weapon Fighting in the tunnel’s enclosed
assumes that the party lacks darkvision Focus (longbow) space is difficult with larger weapons.
or a light source that can illuminate the Skills Climb +7, Hide +8 Creatures larger than Medium must
stone shelf below them. If the PCs can Possessions combat gear, studded squeeze through parts the passage. Any
see the sha�’s bottom (it’s 45 feet below) leather armor, club, masterwork Medium creature fighting with a one-
they can see that the spikes form hand- composite longbow (+2 Str) with 40 handed or larger weapon suffers a –4
holds all the way to the bottom. The arrows, 50 � rope with grappling hook, penalty on attacks for squeezing. Light
sha�’s floor is covered with loose debris, pouch with 21 gp weapons function without penalty.
a few shattered stalactites, and a number The far end of the passage ends in
of stalagmites. Tactics: These two archers wait until a small, stone ledge with a crude rope
Creatures: Two grimlock fighters no more than one or two PCs remain at bridge providing access to another
armed with bows hide amidst the rocks area 13 before opening fire. They prefer narrow, rocky outcropping and a
and debris of the shelf below and across to fire at PCs forced to clamber down steeply sloped tunnel heading up and
from area 13. Even if the PCs’ light source the wall via the spikes. When a character to the south.
reaches them, the archers use their natu- starts to climb, one grimlock throws a Creatures: A single grimlock barbar-
ral coloration and the broken stones and tanglefoot bag at each climber while the ian, a feral, wild creature, lurks within
other debris to hide. If they take 10 on other fires arrows. Remember to keep the passage. Normally, this brute waits
their Hide checks, the Spot DC to notice track of the archers’ feats, particularly near the tunnel’s southern edge, but if
them is 28. Point Blank Shot, and the range of their she hears the sounds of battle from area
The grimlocks’ ledge is accessible by Blindsight ability (40 feet). 14 she moves into the passage to inter-
a series of spikes driven into the wall A character struck by a tanglefoot bag cept any intruders.
(Climb DC 10) leading from the tunnel while climbing suffers its effects as nor- This grimlock wears battered armor
at area 15 to their perch. The shelf they mal. Determine his climbing speed and and wields two dull, rusty knives. Her
stand upon runs the entire length of the halve it for the bag’s effects, if appropri- hair is long, knotted, and grimy with dirt,
cliff face opposite area three at the height ate. If a character is trapped in place, he mud, and dust. She has a haggard appear-
shown on the map. cannot continue to climb up or down, ance, with a gaunt, ropey physique.
If the grimlocks wish to travel to area but he suffers the standard drawbacks
13, they throw a rope up to the kennel for fighting and defending himself Grimlock Barbarian CR 4
master, who then anchors it while they while climbing. Female grimlock barbarian 3
tie it down to the ledge. The archers continue to harass the CE Medium monstrous humanoid
party until the characters make it to Monster Manual 141
Grimlock Archers (2) CR 2 the base of the sha�. While firing, they Init +2; Senses blindsight 40 �.; Listen –1,
Grimlock fighter 1 yell out in Grimlock to alert the guards Spot –1
CE Medium monstrous humanoid nearby. The archers prefer to remain in Languages Common, Grimlock
Monster Manual 141 their perch to catch the PCs by surprise AC 20, touch 12, flat-footed 18; uncanny
Init 3; Senses blindsight 40 �.; Listen –1, if they attempt to retreat. As ranged spe- dodge
Spot –1 cialists, they prefer to avoid melee at hp 44 (5 HD)
Languages Common, Grimlock, almost any cost. Immune gaze attacks, visual effects, illusions
Undercommon Treasure: The two grimlocks have a Fort +5, Ref +6, Will +3
AC 20, touch 13, flat-footed 17 set of fine, ivory dice they looted from Spd 40 �.
hp 25 (3 HD) a drow war party. The dice have small Melee mwk dagger +10 (1d4+3/19–20) or
Immune gaze attacks, visual effects, illusions gems set in their faces to mark the Drow mwk dagger +8 (1d4+3/19–20) and
Fort +4, Ref +6, Will +2 numerals on each side. They are worth mwk dagger +8 (1d4+1/19–20)
Spd 30 �. 300 gp each. Ranged sling +7 (1d4+3)
Melee club +5 (1d6+2) Base Atk +5; Grp +8
Ranged mwk composite longbow +8 15. The Tunnel (EL 4) Atk Options rage 1/day
(1d8+2/×3) or Combat Gear potion of bull’s strength,
mwk composite longbow +6/+6 (1d8+2/×3) This cave is little more than a wide crack in potion of cat’s grace, 2 potions of
Attack Options Rapid Shot, Point Blank Shot the rocks. Five feet wide and perhaps six feet cure light wounds
Base Atk +3; Grp +6 tall, it provides a jagged, twisty passage. Abilities Str 16, Dex 15, Con 15, Int 8, Wis
Combat Gear three tanglefoot bags, 2 9, Cha 7
potions of cure light wounds Use the Horseshoe Caverns diagram if SQ scent, trap sense +1
Abilities Str 14, Dex 16, Con 15, Int 10, the characters attempt to pass through Feats Two-Weapon Fighting, Weapon Focus
Wis 9, Cha 6 this tunnel. The grimlocks use it to avoid (dagger)
SQ scent their ex-allies in area 16. Skills Climb +11, Hide +8

AUGUST 2005 DUNGEON 33


THE THREE FACES OF EVIL BY MIKE MEARLS

Possessions +1 studded leather armor, 2 upon them, taking 2d6 falling damage. above, a crude rope bridge links a stone shelf
masterwork daggers, sling with 10 bullets, In her lust for battle, she pays little mind almost directly overhead to a second shelf
pouch with 21 gp to such incidental injuries. set thirty feet up on the opposite wall.
Rage (Ex): While she is raging, the grimlock Treasure: In addition to her equip-
barbarian’s stats change as follows: ment, the barbarian has several tro- In their religious fervor to reach
hp 54 phies from a drow priestess that she this place, the grimlocks were forced
AC 18, touch 10, flat-footed 16; uncanny slew. In a bloodstained burlap sack are to tunnel through several feet of
dodge 200 gp, the preserved head of a female rock. When they reached this shaft,
Melee mwk dagger +12 (1d4+5/19–20) or dark elf, and a wand of cure light wounds they pushed the accumulated debris
mwk dagger +10 (1d4+5/19–20) (34 charges). down it. The debris pile is both diffi-
mwk dagger +10 (1d4+2/19–20) cult ground and a steep slope. Thus, it
Ranged sling +7 (1d4+5) 16. Choker Tunnels (EL 4) costs 4 squares of movement to enter
Grp +10 each square it covers.
Fort +7, Will +5 The cavern’s floor is choked with loose rub- Creatures: A pair of chokers hides
Abilities Str 20, Con 19 ble, fallen stalactites, and other debris. Here in this area. The grimlocks drove them
Skills Climb +13 and there, stalagmites poke up through the from their original lair to this pit. Thus
loose rocks. Ahead, a ten-foot-wide passage far, they have managed to survive on
Tactics: The grimlock lurks in the opens in the far wall. rats and other vermin, but eventually
passage waiting for approaching PCs starvation will do them in. They hide
if she hears the sounds of battle from The passage is 10 feet wide and nearly in the debris pile and lash out at any
area 14. Otherwise, she keeps watch at 8 feet tall. If the characters enter the area character that draws close. Their hun-
the base of the rope bridge to area 12. beyond, read or paraphrase the following. ger drives them to attack, even if they
If she spots PCs below her in area 16, are outnumbered.
she waits until they battle the chokers. If The passageway emerges at the base of Chokers (2): hp 16, Monster Manual 34.
they defeat them, she quaffs her potion of another sha�. A large pile of rocks and stony Tactics: The two chokers fight to the
bull’s strength, rages, and then leaps down debris is piled in the corner ahead, while death. They attempt to hide at the top of

34 DUNGEON AUGUST 2005


the pile, next to the sha�’s wall, and watch Grimlocks (3): AC 17, touch 11, flat-
the PCs’ movements. If a character draws footed 16; hp 11 each; Monster Manual
within reach, they attack. Otherwise, they 140. These grimlocks fight with morn-
wait until the PCs attempt to climb the ingstars rather than battleaxes, and
wall. At that point, they attack. carry heavy wooden shields and three
Treasure: The chokers hide the javelins each.
remains of their past victims within Tactics: The grimlocks throw their
the debris pile. Here, a DC 15 Search javelins at anyone on the bridge and in
check uncovers the gnawed bones of range of their blindsight. If two grim-
two grimlocks along with a broken locks fall, the third one attempts to flee
morningstar, a leather necklace set and warn its allies in area 18.
with four rubies worth 200 gp, and a The grimlocks would rather not dam-
cold iron longsword. age the bridge, as it took many hours
of intensive labor to build it. However,
17. The Bridge (EL 3) they may attempt to disturb it to send
the PCs tumbling to the cavern floor.
The rope bridge sways slightly, stirred by As a full-round action, two grimlocks
the almost imperceptible movement of air adjacent to the bridge can grab and
in this cavern. It consists of three lengths shake it. Any PCs on the bridge must
of rope arranged in a V-shape. The lower make a DC 10 Reflex save to avoid being
point of the V serves as a foothold, while shaken off the bridge.
the upper arms allow one to hold steady
as they cross. 18. Cliff Chamber (EL 3)

While the rope bridge appears fragile, The roof of this large cavern glistens
the grimlocks took care to ensure that it twenty feet above and is traced with faint
is sturdy enough to hold them. Cross- veins of iron ore. The quarters here are
ing the bridge is a slow, deliberate pro- tight and cramped. Barely ten feet to the
cess at best. The bridge sways precipi- east, the cavern floor rises up into a nearly
tously, while the rope has an unnerv- vertical slope.
ing tendency to creak and shudder as
it bears weight. This rough, uneven chamber con-
Characters can move across the bridge sists of a series of sharp slopes leading
at one quarter their normal speed with- upward. Each contour line on the map
out making a Balance check. A PC who represents about a ten-foot rise. The
wants to move at half speed must make characters can climb these slopes with a
a DC 10 Balance check. Moving at full DC 5 Climb check.
speed requires a DC 15 Balance check. Creatures: Two grimlocks stand guard
Increase these checks by +5 if the PCs here just outside room 19. Unless alerted,
only use one hand to steady themselves, they pay little attention to their duties.
or by +10 if they use no hands. They wrestle, sharpen their weapons, and
On a failed Balance check, a PC makes talk loudly, granting them a –5 penalty on
no progress. If the check is failed by 5 or all Listen and Spot checks.
more, the character falls from the bridge Grimlocks (2): AC 17, touch 11, flat-
and suffers the appropriate falling dam- footed 16; hp 11 each; Monster Manual
age. If the chokers in area 16 are still 140. These grimlocks fight with morn-
active, they move to attack. ingstars rather than battleaxes, and
Creatures: The three grimlocks on carry heavy wooden shields and three
guard duty here wait a few feet up the javelins each.
passage on the far side of the shaft. Tactics: The grimlocks try to use their
They are unnerved by the feral grim- longspears to attack PCs as they climb the
lock at area 15 and prefer to remain sharp slopes in this chamber. Once they
out of sight. If they hear anyone spot intruders, they shout for help. The
crossing the bridge, they move out to monsters in areas 19 and 20 arrive in 1d6
defend the ledge. rounds. Roll separately for each area.

AUGUST 2005 DUNGEON 35


THE THREE FACES OF EVIL BY MIKE MEARLS

Each requires a DC 20 Search check to


uncover. The first cache contains a jade
Grimlock figurine of Erythnul worth 200 gp, the
second holds 50 gp in coins, the third
Cavern 19
has three garnets worth 50 gp each, and
the fourth contains a silver necklace set
with three gems worth 100 gp.

20. Chieftain’s
Lodge (EL 4)
up
18 This chamber presents a macabre sight.
A bewildering variety of humanoid and
monstrous skulls are mounted on the
walls just outside this chamber with crude,
20 iron spikes. The chamber beyond is a small,
cramped space that smells strongly of damp
earth. A great pile of furs and blankets lies
in the center of the room.

If the PCs manage to slip past the guards


down in area 18, the chie�ain is here feasting on
a fistful of hallucinogenic mushrooms.
He sits atop his pile of bedding, jabbering
and howling in Grimlock.
Creatures: The grimlock chie�ain is
a fearsome warrior, though his mind is
almost utterly sundered. In his fanatical
N 21 drive to achieve religious enlightenment,
he has taken to ingesting massive amounts
of psychotropic fungi. He believes that
the PCs are heralds of Erythnul sent to
test him. As he attacks, he screams taunts
at them in Common and bids them to
One square = 5 feet carry his regards to Erythnul.
The chie�ain’s body is covered with rit-
ual scars and tattoos. They form a pattern
19. Common Creatures: The six grimlocks do not of a holy symbol of Erythnul on his chest.
Chamber (EL 5) carry their weapons. They must stop to pick His head is shaved bare, while his ears are
them up on their way out of this room. If studded with crude bone piercings.
The scent of rotting meat and offal fills the the PCs enter this room without alerting
air here. Moldering furs, crude bedrolls, and the guards, the grimlocks are unarmed. Grimlock Chieftain CR 4
other signs of a campsite cover the floor of Grimlocks (6): AC 17, touch 11, flat- Male grimlock barbarian 3
this large, natural cave. Spears and crude footed 16; hp 11 each; Monster Manual 140. CE Medium monstrous humanoid
axes are piled near the entrance to the le�, These grimlocks fight with morningstars Monster Manual 141
along with a disorganized stack of shields. rather than battleaxes, and carry heavy Init 2; Senses blindsight 40 �.; Listen –2, Spot –2
wooden shields and three javelins each. Languages Common, Grimlock
The grimlocks use this place as a gen- Tactics: The grimlocks fight to the AC 21, touch 12, flat-footed 19
eral barracks. Normally, six of them rest death. They are fanatics to Erythnul’s cause hp 49 (5 HD)
here in between their guard duties in and are ready to die to protect their leader. Immune gaze attacks, visual effects, illusions
the outer areas of the cave. These grim- They consider him a revered prophet. Fort +6, Ref +6, Will +2
locks, like the guards in area 18, do not Treasure: The grimlock warriors keep Spd 40 �.
expect trouble. They suffer a –5 penalty their personal treasure here, hidden in a Melee mwk greataxe +11 (1d12+6/×3)
on Listen and Spot checks as they argue, variety of small nooks and hollows. There Base Atk +5; Grp +9
eat, or sleep. are four treasure caches in the room. Atk Options rage 1/day

36 DUNGEON AUGUST 2005


Combat Gear potion of cure light wounds have greatly helped the temple of Vecna a move action to drop the rope to the floor,
Abilities Str 18, Dex 15, Con 16, Int 10, Wis in its quest to raise the Ebon Aspect from then clambers down (Climb DC 5).
6, Cha 10 the pool in area 1. Grallak has sewn preserved eyes of a
SQ scent, trap sense +1 In order to ensure his tribe’s dedica- beholder into his empty eyesockets, giv-
Feats Power Attack, Weapon Focus (greataxe) tion to the Ebon Triad, Grallak Kur col- ing him the strange, wide-eyed look of a
Skills Climb +12, Hide +5, Intimidate +8, lapsed the passage that once led out of madman. His hair is cut short and dyed
Move Silently +5 this cavern deeper into the Underdark, red, while a holy symbol of Erythnul is
Possessions +1 mithral shirt, masterwork blocking any chance of escape. branded into his chest. His teeth are
greataxe, pouch with 30 gp Creatures: Grallak perches atop a filed into fang-like points.
Rage (Ex): While he is raging, the grimlock small stone ledge 10 feet above a smol- His three guardians are the most fanati-
chie�ain’s stats change as follows: dering fire. He tosses strange powders cal worshipers of Erythnul among the
hp 59 and mushrooms onto the fire. As he grimlocks. They wear bronze masks that
AC 19, touch 10, flat-footed 17; uncanny inhales the burning fumes, Erythnul’s resemble holy symbols of Erythnul, while
dodge visions come to him. His three servants, their flesh is studded in dozens of places
Melee mwk greataxe +13 (1d12+6/×3) a trio of grimlock warriors, watch over with small, sharp bone piercings.
Grp +11 him and tend to the fire. One keeps
Fort +8, Will +4 watch on the entrance to the temple. Grallak Kur CR 5
Abilities Str 22, Con 20 The grimlocks are under strict orders to Male grimlock cleric 4
Skills Climb +14 never disturb Grallak. Thus, the guards CE Medium monstrous humanoid
assume that intruders are at hand if any- Monster Manual 140
Tactics: The chie�ain is a simple, brutal one approaches. Init +5; Senses blindsight 40 �.; Listen +4,
warrior and a bully at heart. He seeks out the Grallak keeps a knotted rope anchored Spot +4
weakest-looking character and charges him to his ledge. If he must climb down, he uses Languages Common, Grimlock
in melee, ignoring other targets and even AC 22, touch 11, flat-footed 21
taking attacks of opportunity to pursue his hp 56 (6 HD)
chosen victim. Immune gaze attacks, visual effects, illusions
Treasure: The chie�ain keeps his trea- Fort +7, Ref +5, Will +11
sure mingled amidst his bedding. His Spd 30 �.
personal cache consists of 4 rubies worth Melee mwk morningstar +10
100 gp each, 150 gp in coins kept within
a leather pouch, a jeweled statuette of
a drow warrior worth 450 gp, and a
Heward’s handy haversack. Grallak Kur

21. Temple to
Erythnul (EL 6)

This long passage through the rocks


winds down and down, deeper into the
ground. It curves ahead like a spiral. The air
grows musty and sickening with the scent
of rotting flesh. Eventually, the passage
opens into a wide cavern, where it ends
at the top of a short cliff that stands ten
feet above the cave floor below. From
ahead, the dim glow of a lantern or
small fire casts a dull, red glow.

This place is the domain of Grallak


Kur, the prophet of Erythnul who led the
grimlocks on their unholy pilgrimage to
this place. Grallak spends his time here
deep in meditation, communing with
Erythnul to learn that dreaded god’s
wishes. Already, Grallak’s divine insights

AUGUST 2005 DUNGEON 37


THE THREE FACES OF EVIL BY MIKE MEARLS

Labyrinth of Vecna

27

N 25
26
23

24
S

S
S
S

S S S S S
W
S
S

S
S
S

S S
S S
S

S S
S

S Group 2
22

Group 3

S S S S S
Group 1

One square = 5 feet

38 DUNGEON AUGUST 2005


(1d8+3) of Lolth worth 200 gp despite the of Vecna can find them automati-
Base Atk +5; Grp +8 great hacks and gashes cut into it, a cally—the magic of this place makes
Combat Gear potion of cure light wounds pearl necklace worth 400 gp, and a the door obvious to the faithful. They
Spells Prepared (CL 4th): rope of climbing. hear lingering whispers in a strange,
2nd—hold person (DC 16), invisibilityD, sound In addition, Grallak carries two primordial tongue that pulls their
burst (DC 16), spiritual weapon scrolls that summarize his latest attention to the hidden doors. More
1st—cause fear (DC 16), divine favor, entropic visions. They are written in Common, impressively, a worshiper of Vecna
shield, magic weaponD, obscuring mist as they are meant for the Faceless One, can cause these doors to open and
0—create water, cure minor wounds, detect but the rambling, disjointed style close by merely willing it to be so. A
magic, resistance, virtue is difficult to comprehend. A DC 10 Vecna cultist may open or close one
D: Domain Spell; Domains: Trickery, War Decipher Script check uncovers their door in this manner per round as a
Abilities Str 16, Dex 12, Con 16, Int 10, Wis basic intents. The letters state that a free action. Nonbelivers must make
18, Cha 12 great power stirs, and that a swarm a DC 25 Search check to find the
SQ rebuke undead, scent, spontaneous of worms is at hand. It speaks of a doors, and must take move actions to
casting (inflict spells) power growing in the pool of the Dark open them.
Feats Combat Casting, Improved Initiative, Cathedral, a power that will serve the
Spell Focus (necromancy), Weapon Focus Ebon Triad as a champion, but that a Inner Sanctum Features
(morningstar)B still greater force drives the power of Areas 23 through 27 of this portion of
Skills Climb +4, Concentration +12, evil forward. One passage in particu- the dungeon comprise the inner sanc-
Knowledge (religion) +3 lar stands out: “At last the will of the tum of Vecna. These chambers are well-
Possessions combat gear, +1 banded mail, Ebon Triad be done. With the return built, with smooth, polished floors and
masterwork morningstar, brooch of of great Kyuss, the Age of Worms is expertly cra�ed features. The doors and
shielding (82 points), pouch with 42 gp, finally upon us!” secret doors are as described above. In
silver key addition, these rooms are lit by contin-
PART FOUR: THE ual flame spells cast upon the walls at
Grimlocks (6): AC 17, touch 11, flat- LABYRINTH OF VECNA 20-foot intervals.
footed 16; hp 11; Monster Manual 140. The Faceless One and his followers
These grimlocks fight with morn- knew that they had uncovered one of 22. The Labyrinth
ingstars rather than battleaxes, and Vecna’s great secrets when they dis- (EL Varies, see below)
carry heavy wooden shields and three covered this strange labyrinth directly
javelins each. north of the Overgod’s bubbling A smooth, gray, stone corridor stretches
Tactics: The three grimlock guards pool. Powerful magic flows through about thirty feet ahead before it comes
use their longspears to hold off the this place, and the Faceless One sus- to an intersection. The stonework here is
characters. The guards adopt a posi- pects that at one time in the distant smooth and expertly cra�ed.
tion to attack the PCs while the char- past Vecna himself dwelled within
acters must climb down the sharp these halls. This portion of the Dark Cathedral
slope to the cavern floor. Grallak Kur The labyrinth of Vecna is a twisting requires a bit of explanation. It consists
uses his magic to harass the PCs. series of passages honeycombed with of a maze inhabited by a small band of
He starts with entropic shield to pro- secret doors. These portals open easily kenku rogues, sinister bird-men o�en
tect against ranged attacks, then uses for Vecna’s worshipers, but heretics are associated with Vecna. These cult-
spiritual weapon and hold person on the unlikely to find them without an exten- ists defend the inner sanctum to the
party, targeting the former against a sive search. With luck and diligence, the death. When they notice that heretics
lightly armored spellcaster and the PCs can find the secret doors that lead to have entered their domain, they use the
later against any tough-looking war- the labyrinth’s inner sanctum. secret doors honeycombed through this
riors. He then follows that with a mix area to surround and attack intruders
of cause fear and sound burst. If he must Labyrinth Features from all sides.
venture into melee, he prefers to use The passages here are smooth, expertly The labyrinth is intentionally sized so
divine favor and invisibility to boost cra�ed stone hallways and chambers. that you can fit the entire thing on the
himself as he moves to attack. The doors are made of stone and are set typical battlemat. The black and white
Treasure: Grallak Kur keeps his on perfectly aligned hinges that allow side of the battle grid bound into the
treasure hidden behind a large rock them to open noiselessly. Dungeon Master’s Guide is big enough
wedged into a corner of the room. The doors have hardness 8, 30 hit to fit the entire maze. If you use a dif-
Uncovering it requires a DC 20 points, and a break DC of 30. The ferent grid, it should be 28 by 19 squares
Search check. His cache consists of secret doors found throughout this to fit the entire maze. Check the map to
500 gp in coins, a silver holy symbol area have the same stats. A worshiper ensure that you place the starting point

AUGUST 2005 DUNGEON 39


THE THREE FACES OF EVIL BY MIKE MEARLS

at the right place to map the entire maze. Great Ally (Ex): When successfully aided on SQ mimicry, trap sense +1, trapfinding
You should start the PCs at the 10th a skill check or attack roll by an ally, or Feats Rapid Reload, Point Blank Shot
square from the le� corner, along the when aiding another, a kenku applies or Skills Bluff +8, Disable Device +8, Hide
long edge of the grid. gains a +3 bonus on its check or attack +13, Listen +9, Open Lock +11, Move
The “Labyrinth Features” section roll. Furthermore, a kenku gains a +4 Silently +13, Search +8, Spot +9,
above details the secret doors and mun- bonus on attack rolls against an opponent Tumble +11
dane doors found in this area. flanked by an ally. Possessions combat gear, masterwork
The three chambers marked Group 1, Mimicry (Ex): A kenku can perfectly mimic studded leather, club, masterwork light
Group 2, and Group 3 are campsites for familiar sounds, voices, and accents. crossbow with 20 bolts, elixir of hiding,
groups of kenkus. Each of these rooms This ability does not enable the kenku to elixir of sneaking, elixir of vision, 5 sunrods,
has bed rolls, crates of food, barrels of speak languages it can’t normally speak. pouch with 7 gp
water, and other supplies. The labyrinth’s To duplicate a specific individual’s voice, Great Ally (Ex): When successfully aided
dire weasel guardians start in the area a kenku makes a Bluff check. A listener on a skill check or attack roll by an ally,
marked W. familiar with the voice being imitated must or when aiding another, a kenku applies
Creatures: Four groups of monsters succeed on an opposed Sense Motive check or gains a +3 bonus on its check or
inhabit the labyrinth, three small bands to discern that the voice isn’t genuine. attack roll. Furthermore, a kenku gains
of kenkus and a pair of dire weasels a +4 bonus on attack rolls against an
trained to patrol the maze. Each group Group 2 (EL 4): A second group of opponent flanked by an ally.
is treated as a separate encounter. six kenku rogues serves as backup to Mimicry (Ex): A kenku can perfectly mimic
Group 1 (EL 4): These six kenku group 1. They move out to stalk the familiar sounds, voices, and accents.
rogues are charged with watching over maze if they receive word of trouble This ability does not enable the kenku to
the entrance to the labyrinth. They use from their brethren. speak languages it can’t normally speak.
a small peep hole in the secret pas- Labyrinth denizens (6): hp 6; see stat To duplicate a specific individual’s voice,
sage east of their campsite to watch block above. a kenku makes a Bluff check. A listener
the entrance. Group 3 (EL 6): This band of kenku familiar with the voice being imitated
includes the kenku leader, his sorcerer must succeed on an opposed Sense
Labyrinth Denizens (6) CR 1 lieutenant, and 2 rogues. If the kenku Motive check to discern that the voice
Kenku rogue 1 leader hears word from groups 1 or 2, isn’t genuine.
NE Medium humanoid (kenku) he moves his followers to the secret
Monster Manual III 87 doors just south of the inner sanctum Kenku Lieutenant CR 2
Init +4; Senses low-light vision; Listen +5, to ambush anyone who comes too close Kenku sorcerer 2
Spot +5 to the secret chambers. NE Medium humanoid (kenku)
Languages Common, Goblin, Kenku Monster Manual III 87
AC 17, touch 14, flat-footed 13 Kenku Boss CR 4 Init +3; Senses low-light vision; Listen +6,
hp 7 (1 HD) Male kenku rogue 4 Spot +3
Fort +1, Ref +6, Will +1 NE Medium humanoid (kenku) Languages Common, Kenku
Spd 30 �. Monster Manual III 87 AC 13, touch 13, flat-footed 10
Melee club +0 (1d6) and Init +4; Senses low-light vision; Listen +9, hp 8 (2 HD)
claw –5 (1d3) Spot +9 Fort +1, Ref +4, Will +4
Ranged mwk light crossbow +5 (1d8/19–20) Languages Common, Goblin, Kenku Spd 30 �.
Base Atk +0; Grp +0 AC 17, touch 14, flat-footed 13; uncanny dodge Melee club +1 (1d6) and
Atk Options sneak attack +1d6, great ally hp 26 (4 HD) claw –4 (1d3)
Combat Gear potion of shield of faith (+2), Fort +3, Ref +8, Will +3; evasion Ranged mwk light crossbow +5 (1d8/19–20)
vial of alchemist’s fire Spd 30 �. Base Atk +1; Grp +1
Abilities Str 10, Dex 18, Con 12, Int 13, Wis Melee club +3 (1d6) and Atk Options Point Blank Shot, great ally
12, Cha 10 claw –2 (1d3) Combat Gear wand of magic missiles (38
SQ mimicry, trapfinding Ranged mwk light crossbow +7 (1d8/19–20) charges), Quall’s feather token (whip), potion
Feats Rapid Reload Base Atk +3; Grp +3 of shield of faith (+2), vial of alchemist’s fire
Skills Bluff +5, Disable Device +5, Hide +10, Atk Options Point Blank Shot, sneak attack Spells Prepared (CL 2nd; +4 ranged touch):
Listen +5, Open Lock +8, Move Silently +2d6, great ally 1st (5/day)—grease (DC 13), ray of
+10, Search +5, Spot +5, Tumble +8 Combat Gear necklace of fireballs (type I: 1 enfeeblement
Possessions combat gear, masterwork 5d6, 2 3d6 fireballs), potion of shield of 0 (6/day)—acid splash, daze (DC 12),
studded leather, club, masterwork light faith (+2), vial of alchemist’s fire dancing lights, detect magic, light
crossbow with 20 bolts, 5 sunrods, pouch Abilities Str 10, Dex 18, Con 14, Int 13, Wis Abilities Str 10, Dex 16, Con 12, Int 10, Wis
with 7 gp 14, Cha 10 12, Cha 14

40 DUNGEON AUGUST 2005


SQ mimicry, summon familiar (bat) kenkus hiding while the third uses his normal. They should make Spot and
Feats Alertness (as long as familiar is in mimicry ability to lure the PCs ahead or Listen checks to track the PCs, though
arm’s reach), Point Blank Shot drive them into an ambush. if the characters have a light source the
Skills Concentration +3, Hide +7, Listen +4, The kenkus duplicate the PCs’ voices, kenkus can spot them with ease. The
Move Silently +7, Spot +3 or create the sounds of a humanoid kenkus never use light unless the party
Possessions club, masterwork light in distress to draw the PCs into an travels in darkness. In that case, they
crossbow with 20 bolts, 2 Quall’s feather attack. They can mimic the dire wea- light torches and throw them away
tokens (bird), 5 sunrods, pouch with 32 gp sel’s shrieks, and they have also heard from their position to give themselves
enough of the Beast (the Hextorites’ dire sufficient light to fight by without
Labyrinth denizens (2): hp 6; see stat boar) to mimic it. In general, assume revealing themselves.
block above. that the kenkus can mimic any creature Since the kenkus rely on stealth and
The Weasels (EL 4): Two cra�y dire of CR 4 or lower. careful teamwork, they do not simply
weasels patrol the passages. If they Managing this encounter requires a mob the party. Instead, each group in
catch the scent of any non-kenkus, fair amount of work. It is best to make turn attempts to defeat the PCs. The cor-
they sound a horrific shrieking call a copy of the map that you can use to ridors in the labyrinth are too narrow
before charging into battle. Make Lis- track the kenkus’ movement. If your for more than a few kenkus to effectively
ten checks for any kenkus in the area. battle grid is large enough, you can work together.
They move to ambush the attackers if draw the maze for the PCs as they move Treasure: The three groups each
they hear the attack. along. While this might not be realis- keep their treasure in the rooms they
Dire Weasels (2): hp 13; Monster Manual 65. tic, since it gives the players a bird’s eye use as quarters.
Tactics: The kenkus rely on stealth to view of the portions of the maze they Group 1 has a total of 300 gp in coins
overcome their foes. They use Hide and have explored, it makes it far easier to scatted about their bedrolls and camp-
Move Silently to stalk the labyrinth, and keep track of everything. ing gear. Group 2 has another 200 gp
move toward any light sources they spot. Keep track of the monsters’ ini- in coins, along with a small lockbox
A group typically moves in trios, with two tiative, movement, and so forth as (Open Lock DC 20) that holds two

AUGUST 2005 DUNGEON 41


THE THREE FACES OF EVIL BY MIKE MEARLS

small diamonds worth 100 gp each. 2d10 rounds, any surviving kenkus from 26. The Inner
Group 3 has another 300 gp and a pair the labyrinth (area 22) enter this area to Sanctum (EL 4)
of eyes of the eagle kept hidden within repel the intruders.
a hollow in the floor of their chamber Tactics: The tactics entries in areas An acrid, almost metallic stink fills the air
(Search DC 20). 22, 26, and 27 cover the particulars of of this chamber. The walls here consist of a
the monsters that might come here to strange, green rock with purple veins that
23. Outer Sanctum attack the PCs. In general, Vecna’s cult- writhe and dance within it. Six black pil-
ists fight to protect the wizards of this lars form two rows along the length of this
This ten-foot-wide, L-shaped passage is place, leaving them free to rain spells chamber. They have a tar-like appearance,
broken up by a series of slender, mar- upon the enemy. and what looks like human hands push at
ble columns that run down its center. their surfaces from within, as if a crowd
Strange patterns of wispy green veins 24. Storage Chamber of humanoid creatures was trapped within
writhe and undulate within the stone. each one. A plain, basalt altar rests at one
The floor here consists of square, bone- Boxes and crates fill this room, leaving end of the chamber.
white tiles that measure about a foot only a narrow alley to cross. Kegs of water,
across. The walls are made of a dull gray boxes of rations, and other mundane gear This unholy place was one of Vecna’s
marble covered with strange, circular are arranged in neat, orderly piles. lairs in his mortal days. Now, it is a cha-
bulges in an irregular pattern. pel to his blasphemous faith.
This place serves as a central storage The pillars hold within them the
This is the outer sanctum of the point for the Vecna cult. Both the kenkus trapped souls of those sacrificed within
temple of Vecna. This place was cre- in area 22 and the denizens of the inner this temple. If the PCs have the opportu-
ated thousands of years ago, when sanctum draw from it. Creatures of less nity to inspect them, the pillars consist
Vecna was still a living mortal being. than Small size can move along the path- of a thick, gummy, tar-like substance, and
When he made his relatively recent way through the boxes and crates with- the hands that strain to escape from them
transformation to divinity, many sites out penalty. Small and Medium creatures are all le� hands. Anyone who enters a
where he spent time in his mortal must squeeze, while larger creatures can- square occupied by a pillar comes under
life (including this one) surged with not fit into the room. attack from the desperate spirits trapped
divine energy. Once, Vecna used this A successful DC 20 Search check within. The pillar attacks with a +6 bonus.
place to conduct unholy experiments. uncovers any item from the Player’s On a successful attack, the target cannot
Now, his followers seek to recreate Handbook worth less than 5 gp. There leave the square until he beats the pillar’s
his works. are no weapons or armor stored here, +11 grapple check. A pillar can only grasp
The pattern of green energy within and no more than five of any given one creature at a time.
the columns is a physical manifesta- piece of equipment aside from food The energy that dances along the
tion of the arcane and divine powers and water. walls casts a strange, eldritch light
that surge through this place. Anyone Even more interesting, such a Search across this chamber. Any nonworshiper
who closely inspects a column must check reveals telltale evidence that link of Vecna who stares at it for more than
make a DC 16 Will save or slip into a these goods to Balabar Smenk. The crates a round must make a DC 15 Will save
catatonic state. Anyone affected by the and boxes are branded with his trad- or suffer 1d4 Wisdom damage as his
columns hears strange, whispering ing company’s sign, a rampant rooster mind is overwhelmed with strange,
voices in his mind that seem to hint perched upon a large gold coin. fragmented shards of cosmic secrets
of great power and sinister mysteries. beyond mortal comprehension.
The victim is rendered helpless for 25. Acolytes’ Chamber The unholy energy of this place grants
2d4 minutes. At the end of this time, undead turn resistance +4. This bonus
he awakes from his strange state and This room is cramped with two sets of bunk stacks with any turn resistance the
suffers 1d4 Wisdom damage. beds, a small writing table, and several undead might already possess.
The strange bulges on the walls con- stools. A single torch casts light across the Creatures: Two acolytes of Vecna and an
ceal human eyes embedded into the room from a sconce between the beds. allip occupy the Inner Sanctum. The allip
stone. If anyone other than a Vecna wor- is a spectral figure clad in wizard’s robes.
shiper casts a divine or arcane spell of The acolytes of Vecna bunk here. The robe’s hood completely conceals the
any level within the outer sanctum, the Normally, two of them remain in the figure’s face, leaving it a black void. The
bulges open to reveal human eyes that inner sanctum while the other pair two acolytes are humans wearing ragged,
dart back and forth, alerting all of Vecna’s assists the Faceless One with his work purple robes. They fight to the death to
cultists in this temple of the intrusion. within the laboratory (area 27). The aco- protect the Inner Sanctum, though if pos-
In 1d4 rounds, the guardians from area lytes have no treasure aside from the sible one runs to area 27 to warn the Face-
26 and 27 arrive to confront the PCs. In arcane items they carry. less One of the intrusion.

42 DUNGEON AUGUST 2005


Acolytes of Vecna (2) CR 2 Feats Alertness (as long as familiar is in Treasure: Set upon the altar are a vari-
Male human wizard 2 arm’s reach), Combat Casting, Improved ety of offerings to Vecna. They include
NE Medium humanoid Initiative, Scribe Scroll two golden goblets worth 100 gp each
Init +6; Senses Listen +2, Spot +4 Skills Concentration +7, Decipher Script and a bronze sacrificial dagger set with
Languages Common, Draconic, Infernal, Kenku +8, Hide +4, Knowledge (arcana) +8, blood red rubies worth 400 gp.
AC 12, touch 12, flat-footed 10 Knowledge (the planes) +4, Listen +2,
hp 10 (2 HD) Spellcra� +8, Spot +4 27. Laboratory of the
Fort +4, Ref +2, Will +3 Possessions combat gear, dagger, pouch Faceless One (EL 7)
Spd 30 �. with 48 gp
Melee dagger +1 (1d4/19–20) Two long, wooden tables dominate this
Ranged dagger +3 (1d4/19–20) Allip: hp 26; Monster Manual 10. chamber. They run along the length of
Base Atk +1; Grp +1 Tactics: The two acolytes use their the room, pushed up against opposite
Combat Gear potion of protection from potions of gaseous form to escape to area walls, and are covered with a variety
arrows (10/magic), potion of fox’s cunning, 25, where they then drink as many of beakers, alchemical tools, and other
potion of shield of faith (+3), potion of potions as possible to prepare for battle. devices. A few glass containers bubble
gaseous form, scroll of scorching ray, One casts message to alert the Faceless with materials of a variety of colors,
scroll of web One of the intrusion. They then return from a boiling green sludge to a fizz-
Spells Prepared (CL 2nd, +3 ranged touch): to area 26 to use their scrolls and spells ing, effervescent blue liquid. Several
1st—burning hands (DC 14), color spray against the PCs. bookshelves filled with tomes occupy
(DC 14), mage armor The allip moves to attack the PCs, one section of the wall. Beside the
0—daze (DC 13), detect magic, light, ray of frost driven by an intense hatred of all non- shelves stands an intact human skel-
Spellbook all prepared spells; 0—all; 1st— believers. If reduced to half or fewer hit eton. A few glistening organs, a heart,
cause fear, disguise self, expeditious retreat, points, it darts for cover in the walls to a set of lungs, and a liver writhe and
minor image, shocking grasp stalk the PCs. Once they engage in com- pulse within the skeleton’s rib cage.
Abilities Str 10, Dex 14, Con 14, Int 16, bat again, such as against the returning In the middle of the chamber stands a
Wis 10, Cha 10 acolytes or the Faceless One, it emerges large, black iron cauldron. A thick layer
SQ summon familiar (rat) to do battle once more. of wax seals it shut.

AUGUST 2005 DUNGEON 43


THE THREE FACES OF EVIL BY MIKE MEARLS

This is the work chamber of the


The Faceless One Faceless One, the leader of the Vecna
cult within this dungeon. Beakers bur-
ble with strange liquids as the wizards
of this portion of the dungeon plot to
awaken the aspect of the Overgod from
its slumber.
The skeleton is a byproduct of
a recent experiment in reani-
mation using alchemical pro-
cesses. The books are the
Faceless One’s spellbooks,
along with the grimoires of
the acolytes of Vecna who
study beneath him.
The cauldron contains
the rest of the unfortunate
skeleton’s organs. Break-
ing the seal releases an awful
stench. Anyone in the room
must make a DC 15 Fortitude
save or become sickened for 10
minutes. The cauldron contains
a mixture of chemicals and
human organs.
Creatures: The Faceless One
wears green robes and a leather
mask set with iron studs. Only
his coal-black eyes are visible
beneath it. His hands are covered
with mystical tattoos. If the mask is
removed, his face is a blank, feature-
less slate save for a small, sharp nose
and a toothless mouth. He speaks with
a lisp, and his frame is gaunt, almost
fragile looking. His skin is as white as
an albino’s.
His two acolytes wear tattered purple robes
and prominent holy symbols of Vecna.

The Faceless one CR 6


Male human wizard 6
NE Medium humanoid
Init +6; Senses Listen +4, Spot +4
Languages Abyssal, Common, Draconic,
Giant, Infernal, Kenku
AC 13, touch 12, flat-footed 11; Dodge
hp 37 (6 HD)
Fort +7, Ref +4, Will +7
Spd 30 �.
Melee dagger +3
(1d4/19–20)
Ranged dagger +5
(1d4/19–20)

44 DUNGEON AUGUST 2005


Base Atk +3; Grp +3 as lightning bolt, flaming sphere (with the to a range of one mile, as if with a con-
Combat Gear scroll of lightning bolt, scroll aid of his rod), and magic missile. He stant locate creature effect, and it immedi-
of summon monster III, potion of shield of fights to the death with a maniac fanati- ately seeks the PCs out, intending to slay
faith (+4), 4 potions of cure cism, as he does not want to see his work them to the last.
light wounds come to naught. If the PCs escape without killing the
Spells Prepared (CL 6th, +5 ranged touch): Treasure: The beakers, tubes, and Ebon Aspect, the fiend slowly makes
3rd—lightning bolt (DC 19), summon other glassware are a complete alche- its way up into the mines above, kill-
monster III (2) mist’s toolkit. The liquids within them ing anyone and everyone it encoun-
2nd—false life, flaming sphere (DC 18), web include two vials of acid, three vials of ters and eventually finding its way
(DC 17) alchemist’s fire, and a wide variety of to Diamond Lake. If the PCs don’t
1st—hold portal, mage armor, magic other chemicals. stop it, the Ebon Aspect causes ter-
missile (2), shield Scattered about the Faceless One’s lab- rible damage and kills dozens before
0—daze (2, DC 15), detect magic, flare (DC oratory, amidst his tools and equipment, Allustan and several of the clerics and
16), ray of frost are 200 gp in coins, six garnets worth 50 fighters from the Garrison can kill
Spellbook all prepared spells; 0—all; gp each, a cloak of Charisma +2, and a +1 the menace.
1st—chill touch, expeditious retreat, identify, heavy steel shield of blinding. Statistics for the Ebon Aspect can be
ray of enfeeblement; 2nd—touch of idiocy; In addition to the monetary rewards found in the appendix. At this point, it’s
3rd—fireball, halt undead found here, the PCs unearth the code a unique creature, but given the right
Abilities Str 10, Dex 14, Con 16, Int 21, needed to read the scroll found in area conditions and time, more of the fiends
Wis 14, Cha 14 10. This information is summarized in may appear in regions haunted by the
SQ summon familiar (rat) Handout #1. Ebon Triad.
Feats Alertness (if familiar is in arm’s reach),
Brew PotionB, Combat Casting, Dodge, PART FIVE: THE CONCLUDING
Improved Initiative, Scribe ScrollB, Spell GOD IN THE POOL THE ADVENTURE
Focus (evocation) A hellish entity slumbers within the Once the PCs escape from the Dark
Skills Concentration +12, Cra� (alchemy) pool’s depths, slowly gathering the Cathedral, they must cope with the
+14, Decipher Script +14, Knowledge energies it needs to awaken. Unfortu- repercussions of their actions. The
(arcana) +14, Knowledge (dungeoneering) nately for the characters, their intru- presence of the Ebon Triad in the
+10, Knowledge (religion) +10, Spellcra� sion into this place arouses its wrath. If mines could touch off some important
+14, Tumble +6 the PCs defeat all three cults, the Ebon developments in Diamond Lake. The
Possessions dagger, bracers of armor +1, Aspect rises to avenge its worshipers. cult obviously had the blessing of Rag-
lesser metamagic rod (extend), pouch As soon as the last of the three high nolin (the elevator didn’t build itself ),
with 48 gp priests (Theldrick in area 10, Grallak and the evidence gathered within the
Kur in area 21, and The Faceless One dungeon points to Balabar Smenk’s
Acolytes of Vecna (2): hp 10 each; see in area 27) is slain or driven off, the involvement. If the PCs present their
page 43. aspect materailizes fully and clambers evidence to the governor-mayor, both
Tactics: The Faceless One’s first up from the pool in area 1. Luckily for merchants face criminal prosecution.
order of business is to cast summon the PCs, the Ebon Aspect of the Over- If either escapes, they may track down
monster III with his rod to summon god is in a weak state as it has not yet the PCs to serve their revenge at a later
a fiendish Huge monstrous centi- summoned all its power. date. Both Ragnolin and Balabar face a
pede. The enormous beast fills most If the PCs don’t kill the three high long, hard fall from wealth and pros-
of the room, blocking the PCs and priests, and instead capture them, the perity to near destitution if they must
giving the Faceless One the chance to Ebon Aspect’s manifestation is delayed flee Diamond Lake.
escape to area 25 where he prepares for a short time. Only 1d4 hours a�er the Of course, both mine managers have
his defenses. His acolytes follow him PCs take their prisoners from this area, plenty of friends in town. A few bribes,
if possible, but they gladly give their the Ebon Aspect manifests in the flesh. a couple of carefully handled meet-
lives to delay any intruders. This action immediately slays any sur- ings, and a host of old favors called in
Once the Faceless One has a moment, viving high priests as it draws on their might gain both Ragnolin and Balabar
he casts false life and mage armor. If the souls for its birth. their freedom. In this case, the PCs
PCs chase him, he uses web to hamper The Ebon Aspect takes ten minutes face not only an angry nemesis, but
them, then summon monster III again to gather its strength once it emerges, foes who still have the connections
with his rod (calling either a fiendish during which time it smashes the eleva- and wealth needed to make the party’s
ape or another centipede, as the situa- tor car to splinters if it’s reachable. Once life miserable.
tion demands). He then switches to his these ten minutes pass, the horrific fiend All the excitement should be just the
offensive repertoire, casting spells such grows more mobile. It can sense the PCs thing to convince the PCs they need to

AUGUST 2005 DUNGEON 45


THE THREE FACES OF EVIL BY MIKE MEARLS

HANDOUT #1

The Age of Worms


The secrets of this page are most holy. Know ye heretics who invade them that the eye of Vecna is upon you. If you read this, Theldrick,
you have either slain me and doomed our cause, or the time is nigh for our final victory.
At last the riddle of this place is solved. In ages past, a great being known as Kyuss rose above the petty warlords who fought and
struggled for material gain. Mighty Kyuss is the herald of the Overgod. Soon, he will sound the clarion call to the faithful. The three sun-
dered faiths shall be made whole.
The undead our agents spotted must be located and captured. If they bear the worms of Kyuss then they perhaps hold the final
answer to our research. The Ebon Aspect stirs within the pool, but it is still not ready to emerge. Perhaps a traumatic event – an
invasion by heretics, a great battle fought within these halls – could awaken it. But even then it will attain only a minor form.
The Way of the Ebon Triad speaks of the danger of awakening the aspect too soon. Our work will be for naught.
We must find the worms and the undead hosts that carry them. If they are not here, then we must send agents to the Ri�. If Kyuss him-
self, or his agents, cannot shepherd in the Age of Worms, then we shall do it ourselves so that the Overgod may live.
Our course is clear, my dear Theldrick. Smenk is longer useful to us and must die. Kill him, then send agents to the Mistmarsh, across the
southern hills. I believe that we will find what we are looking for there, among the lizardfolk. Summon more of your warriors. If the calcula-
tions and portents are correct, the time for covert action is at an end. As the Age of Worms begins, we must strike hard and fast to prepare the
coming of the Overgod.
Of course, dear Theldrick, if you were so rash as to slay my followers and I, then you, soon, shall join me in the a�erlife. Doubtless your
treachery has already stirred the Overgod. Our mission has failed, and you will die at his hands.

HANDOUT #2

Excerpts from Theldrick’s Journal


Praise Be to the Scourge of Battle,
The Faceless One grows increasingly concerned. That addled beast Grallak Kur has yet to provide new insights into the Overgod’s nature.
The crude missives he sends speak of the worms, of a slumbering power that must be awoken, but nothing more. I wish he would go back to
the black pit that spawned him if he has nothing more to offer.
The Faceless One tells me this ties into an ancient figure, a being of great power. Of course, he tells me little else. He enjoys keeping his
secrets, but he forgets that they flourish only behind the protection of Hextor. His latest taunt is a scroll that he tells me contains all the
answers I seek. Of course, the fool wrote it in a cipher. Were it not for the dictates of the Ebon Triad, I would lead my troops into their
damnable labyrinth and kill every last bird and wizard within it.
Grallak is the key. Thank the Scourge that he trusts me and not the Faceless One. Otherwise, I doubt the Faceless One would bother
imparting anything to us. We cannot trust these mages. When the Overgod arises, I think it will be time to settle some old scores.

Under the Herald’s Watchful Eye We Conquer,


Grallak Kur has finally yielded a useful clue. I personally delivered it to the labyrinth, and the Faceless one giggled like a blood
addled berserker when he saw the message. Grallak spoke of the worms again, of course. He says that even now they stir and writhe.
The world is like an apple infested with them. All seems well for now, but soon they burst through the skin and swarm across the land.
Still, part of this vision troubles me. Grallak spoke of a great power behind them, but the Ebon Triad teaches that these worms will
awaken the Overgod. Is there some other power at hand here that we cannot see? Is it friend or foe?
The Faceless One knows more, but he of course has little to say. Perhaps Grallak has invented everything. His monstrous kin are few
in number and battered a�er their pilgrimage through the Underdark. If he is an imposter or trickster, we may need to root him out of
this place. In that case, our agents must make another supply run. Six coils of rope, and perhaps bows and more arrows, should do the
trick. With the petitioners leading the way we can uncover any ambushes they have within the cliffs.

46 DUNGEON AUGUST 2005


take a break from Diamond Lake. The A physical manifestation of the Scaling the Adventure
chance arrives next month, in “Encoun- teachings of the heretical Ebon Triad,
“Three Faces of Evil” is designed for
ter at Blackwall Keep,” by Sean K Reyn- the Ebon Aspect is an abomination to
a group of four 3rd-level characters,
olds. Learn the source of the green not only all that is true and just in the
but with a little work it can be adapted
worms of Kyuss and pit your players world, but also to the traditional faith for use by 1st–2nd-level characters
against an invading force of lizardfolk of the worshipers of Erythnul, Hextor, or 4th–5th-level characters. Simply
in just 30 short days. and Vecna. The Ebon Aspect presented adjust all NPC character levels up
here is the first of its kind, but in time, or down as appropriate by a number
APPENDIX: more may appear in lands haunted by equal to that which the average party
NEW MONSTER the Ebon Triad. level of your group deviates from 3.
An ebon aspect speaks Abyssal, Com- Don’t forget to modify the amount
Ebon Aspect mon, and Infernal. of treasure found in the adventure
Large Outsider (Evil) appropriately. Specific changes to the
adventure include:
Hit Dice: 10d8+30 (75 hp) Combat 1st–2nd-level parties: Remove one
Initiative: +1 The Ebon Aspect is straightforward in
of the tiefling guards from area 1.
Speed: 40 �., climb 20 �. combat, closing to melee as soon as Remove half of the skeletons in area 2
Armor Class: 18, touch 10, flat-footed 17 possible. It generally directs its four and the fanatics in area 3. Replace the
Base Attack/Grapple: +10/+22 attacks against multiple targets in a dire boar in area 4 with a dire bad-
Attack: Bite +14 melee (1d8+5) frenzied attempt to inflict as much ger. Remove 1 or 2 grimlocks from
Full Attack: Bite +14 melee (1d8+5) and 3 pain and mayhem as possible, but if each of the encounters in the temple
claws +13 melee (1d4+2) faced with a particularly powerful or of Erythnul. Reduce the depth of
Space/Reach: 10 �./5 �. dangerous foe, it focuses its wrath on the horseshoe cavern to 25 feet, and
Special Attacks: Bloodthirst of Erythnul, that single target. remove one of the chokers from area
standard of Hextor Bloodthirst of Erythnul (Su): The 16. Remove one or two kenkus from
each of the groups in the Labyrinth,
Special Qualities: Blessing of Vecna, cold Ebon Aspect is a fearsome combatant
and remove one of the dire weasels.
immunity, damage reduction 5/magic, driven by the primal bloodlust of Eryth-
Remove the acolytes from area 27.
darkvision 60 �., resistance to acid 10 nul’s savage fury. Once per day, as a free Reduce the Ebon Aspect by 3–4 HD,
and fire 10, spell resistance 16 action, it can enter a terrific fury for and remove its special attacks and
Saves: Fort +11, Ref +8, Will +10 one round. During this time, Erythnul’s special qualities.
Abilities: Str 20, Dex 12, Con 16, Int 12, divine power infuses it with might. The 4th–5th-level parties: Add a tiefling
Wis 16, Cha 20 aspect gains damage reduction 10/epic, guard to area 1, and replace the skel-
Skills: Climb +26, Concentration +16, fast healing 10, and a +4 profane bonus etons in area 2 with gnoll skeletons.
Intimidate +18, Jump +22, Knowledge to attack rolls and damage rolls. Give each of the fanatics in area 3 a
(religion) +14, Listen +16, Sense Motive Standard of Hextor (Sp): The Ebon level or two of fighter. Advance the dire
+16, Spellcra� +14, Spot +16 Aspect can call upon Hextor to aid it boar in area 5 by 2–4 hit dice. Replace
the chokers in the horseshoe cavern
Feats: Cleave, Multiattack, Power Attack, in battle once per day by casting spiri-
with otyughs, and have them attack
Weapon Focus (claws). tual weapon (caster level 10th) as a spell-
the PCs as they head down the iron
Environment: Any (Ebon Triad haunted like ability. The weapon that appears is spikes. Add a second group of weasels
regions) Hextor’s flail. Attacks with the spiritual to the labyrinth, and advance each of
Organization: Solitary weapon have a +13 attack roll and inflict them by 2 hit dice. Finally, send a sec-
Challenge Rating: 6 1d8+3 force damage on a hit. ond Ebon Aspect a�er your PCs at the
Treasure: None Blessing of Vecna (Su): Vecna grants end of the adventure.
Alignment: Always neutral evil the aspect of the Overgod a strange
Advancement: 11–16 HD (Large), 17–30 power over magic. If the caster check to
HD (Huge) defeat the Ebon Aspect’s spell resistance core, Mearls is cunning. If a situation appears
The creature is a bizarre amalgamation of fails, the Ebon Aspect heals damage equal in doubt, he uses bribery and honeyed words
the three deities it embodies. It is a ten-foot to twice the level of the spell or effect to sway the balance to his favor. He is not
tall, powerfully built monster with six arms. targeted against it. D adverse to gaining new recruits of all sorts,
It has smooth, dull gray skin and bulg- and will gladly accept adventurers into the
ing muscles that pulse with arcane power. Mike Mearls is the dark hope of chaotic evil— ranks (though he will test and try them con-
Three of its arms, two on its le� and one young, handsome, well endowed in abilities tinually). Those who arouse suspicion will be
on its right, are missing their hands. It has and aptitudes, thoroughly wicked, depraved, quietly murdered in their sleep. Those with too
a gaunt, skeletal face and massive fangs. It and capricious. Whomever harms him had much promise will be likewise dealt with, for
growls like a beast in battle, and fights like best not brag of it in the presence of one who Mearls wants no potential usurpers or threats
a savage animal. will inform the Demoness Lolth! Evil to the to his domination.

AUGUST 2005 DUNGEON 47


#125
MAP & HANDOUT SUPPLEMENT
PRODUCED BY PAIZO PUBLISHING, LLC.
WWW.PAIZO.COM

Joachim Barrum

THE THREE
FACES OF EVIL
By Mike Mearls

Clues discovered in Diamond Lake lead to


the Dark Cathedral, a forlorn chamber hid-
den below a local mine. There the PCs battle
the machinations of the Ebon Triad, a cult
dedicated to three vile gods. What does the
Ebon Triad know about the Age of Worms,
and why are they so desperate to get it
started? An Age of Worms Adventure Path
scenario for 3rd-level characters.

Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

1 DUNGEON 125 Supplement


Theldrick

Ragnolin
Eva Widermann Dourstone

Eva Widermann

Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

2 DUNGEON 125 Supplement


The Faceless One

Grallak Kur

Eva Widermann

Steve Prescott

Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

3 DUNGEON 125 Supplement


Steve Prescott

Horshoe Area 17
Caverns

5 ft.

Area 14
Robert Lazzaretti Robert Lazzaretti

Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

4 DUNGEON 125 Supplement


Caves
of
Erythnul 12

KK
13
A
G

18

14

17
15

16
One square = 5 feet

Robert Lazzaretti Robert Lazzaretti

Grimlock
Cavern 19

up
18

20

down

N 21

One square = 5 feet

Robert Lazzaretti Robert Lazzaretti

Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

5 DUNGEON 125 Supplement


Citadel of Hextor
10

11
7

2 4
3

One square = 5 feet


N

Robert Lazzaretti Robert Lazzaretti

Dark
Cathedral Area
22

Area Area
12 2

elevator

One square = 5 feet


Robert Lazzaretti Robert Lazzaretti

Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

6 DUNGEON 125 Supplement


Labyrinth of Vecna

27

N 25
26
23

24
S

S
S
S

S S S S S
W
S
S

S
S
S

S S
S S
S

S S
S

S Group 2
22

Group 3

S S S S S
Group 1

One square = 5 feet

Robert Lazzaretti

Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

7 DUNGEON 125 Supplement


Robert Lazzaretti

Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

8 DUNGEON 125 Supplement


The Age of Worms
The secrets of this page are most holy. Know ye heretics who invade them that the eye of Vecna is upon you. If you read this, Theldrick,
you have either slain me and doomed our cause, or the time is nigh for our final victory.
At last the riddle of this place is solved. In ages past, a great being known as Kyuss rose above the petty warlords who fought and
struggled for material gain. Mighty Kyuss is the herald of the Overgod. Soon, he will sound the clarion call to the faithful. The three sun-
dered faiths shall be made whole.
The undead our agents spotted must be located and captured. If they bear the worms of Kyuss then they perhaps hold the final
answer to our research. The Ebon Aspect stirs within the pool, but it is still not ready to emerge. Perhaps a traumatic event – an
invasion by heretics, a great battle fought within these halls – could awaken it. But even then it will attain only a minor form.
The Way of the Ebon Triad speaks of the danger of awakening the aspect too soon. Our work will be for naught.
We must find the worms and the undead hosts that carry them. If they are not here, then we must send agents to the Ri�. If Kyuss him-
self, or his agents, cannot shepherd in the Age of Worms, then we shall do it ourselves so that the Overgod may live.
Our course is clear, my dear Theldrick. Smenk is longer useful to us and must die. Kill him, then send agents to the Mistmarsh, across the
southern hills. I believe that we will find what we are looking for there, among the lizardfolk. Summon more of your warriors. If the calcula-
tions and portents are correct, the time for covert action is at an end. As the Age of Worms begins, we must strike hard and fast to prepare the
coming of the Overgod.
Of course, dear Theldrick, if you were so rash as to slay my followers and I, then you, soon, shall join me in the a�erlife. Doubtless your
treachery has already stirred the Overgod. Our mission has failed, and you will die at his hands.

Excerpts from Theldrick’s Journal


Praise Be to the Scourge of Battle,
The Faceless One grows increasingly concerned. That addled beast Grallak Kur has yet to provide new insights into the Overgod’s nature.
The crude missives he sends speak of the worms, of a slumbering power that must be awoken, but nothing more. I wish he would go back to
the black pit that spawned him if he has nothing more to offer.
The Faceless One tells me this ties into an ancient figure, a being of great power. Of course, he tells me little else. He enjoys keeping his
secrets, but he forgets that they flourish only behind the protection of Hextor. His latest taunt is a scroll that he tells me contains all the
answers I seek. Of course, the fool wrote it in a cipher. Were it not for the dictates of the Ebon Triad, I would lead my troops into their
damnable labyrinth and kill every last bird and wizard within it.
Grallak is the key. Thank the Scourge that he trusts me and not the Faceless One. Otherwise, I doubt the Faceless One would bother
imparting anything to us. We cannot trust these mages. When the Overgod arises, I think it will be time to settle some old scores.

Under the Herald’s Watchful Eye We Conquer,


Grallak Kur has finally yielded a useful clue. I personally delivered it to the labyrinth, and the Faceless one giggled like a blood
addled berserker when he saw the message. Grallak spoke of the worms again, of course. He says that even now they stir and writhe.
The world is like an apple infested with them. All seems well for now, but soon they burst through the skin and swarm across the land.
Still, part of this vision troubles me. Grallak spoke of a great power behind them, but the Ebon Triad teaches that these worms will
awaken the Overgod. Is there some other power at hand here that we cannot see? Is it friend or foe?
The Faceless One knows more, but he of course has little to say. Perhaps Grallak has invented everything. His monstrous kin are few
in number and battered a�er their pilgrimage through the Underdark. If he is an imposter or trickster, we may need to root him out of
this place. In that case, our agents must make another supply run. Six coils of rope, and perhaps bows and more arrows, should do the
trick. With the petitioners leading the way we can uncover any ambushes they have within the cliffs.

Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

9 DUNGEON 125 Supplement


T he lizardfolk of the Mistmarsh
have long been a thorn in the Free
City’s side. Barbaric and aggres-
sive, the reptilian humanoids grew more
bold with each year, until the Free City
built a pair of keeps at either end of the
and if any of them decide to take Leadership
as their 6th-level feat, check out issue #335 of
Dragon for three sample cohorts that they
might want to take on. Finally, you can head
online to paizo.com to download Age of
Worms Overload, a free PDF that includes
swamp. The solution seemed to work, for details on the hinterlands surrounding
the lizardfolk attacks waned in the follow- Diamond Lake, stat blocks for nearly every-
ing years. Yet the truth behind this change one in town, conversion notes for running
is more sinister—the mark of Kyuss has the campaign in the Forgotten Realms or
come to the Mistmarsh, and the lizardfolk Eberron settings, and more.
are only its first victims. Of course, you can also run “Encoun-
“Encounter at Blackwall Keep” is a ter at Blackwall Keep” as a stand-alone
Dungeons & Dragons adventure designed adventure, or even as part of a campaign
for four 5th-level characters. It is also the of your own design.
third installment of the Age of Worms Because much of the adventure takes
Adventure Path, a complete campaign con- place in an isolated swamp, the PCs have
sisting of 12 adventures, several “Backdrop” limited opportunities to replenish sup-
articles to help Dungeon Masters run the plies unless they’re willing to travel for
series, and a handful of poster maps of several days (by which time the events of
key locations. For additional aid in run- this adventure could end badly).
ning this campaign, check out Dragon’s Since this adventure heavily features
monthly “Wormfood” articles, a series that lizardfolk, you may want to check out
provides additional material to help players Dragon #335’s “Ecology of the Lizard-
survive this campaign. Your PCs should hit folk” for more ideas on how to roleplay
6th level at some point in this adventure, and portray these creatures.

BY SEAN K REYNOLDS
BY JOACHIM BARRUM, STEVE PRESCOTT, AND EVA WIDERMANN
BY ROBERT LAZZARETTI
AGE OF WORMS CALLIGRAPHY BY DARLENE
ADVENTURE PATH LOW–LEVEL (1ST–5TH) TEMPERATE SWAMP & DUNGEON CRAWL

SEPTEMBER 2005 DUNGEON 17


ENCOUNTER AT BLACKWALL KEEP BY SEAN K REYNOLDS

Adventure Background Yet unknown to the tribe, Ilthane has the PCs discovered that it was a tomb
Decades ago, the lizardfolk of the deceived them. She is in fact the one for the ancient Wind Dukes of Aaqa.
large swampland known as the Mist- responsible for the worms ten years Allustan is keenly interested in explor-
marsh grew bolder in their attacks on ago, just as she is responsible for the ing the cairn himself, but first, he needs
nearby farms and trade routes. The new batch of green worms that even to consult with an old friend in Black-
onslaught prompted the construction now incubates in the lizardfolk lair. wall Keep. He asks the PCs to accom-
of two new keeps, one at the south Ilthane secretly works for the dracol- pany him south as an escort; the road
end of the marsh (Marsh Keep) and ich Dragotha, who served the undead along the Mistmarsh’s edge is unsafe,
the other at the north end (Blackwall godling Kyuss in ancient times. Ilthane even for a powerful wizard.
Keep). Fully garrisoned with militia hoped to infect the lizardfolk with The PCs arrive at Blackwall Keep to
and a spellcasting officer and run masses of Kyuss’ ravenous worms years find over two dozen lizardfolk assault-
by the nearby Free City, these keeps ago, but the worms didn’t take. Rather ing it. The PCs must battle to rescue
offered an extra element of defense than transform the lizardfolk young the survivors in the keep and repel the
against lizardfolk raids from the Mist- into undead monsters, they merely lizardfolk in successive attacks. Once
marsh. In the years that followed, liz- consumed them and died. With the the keep is secure, the surviving guards
ardfolk attacks abated. The Free City new batch of worms, she has corrected tell them several soldiers (including
assumed that their two new keeps had her previous errors. Soon, the worms Allustan’s friend) were carried off and
done the trick, but in truth, something will emerge from the special incuba- need to be rescued. Allustan urges them
far more sinister had occurred. tor she has installed in the lizardfolk to free the captives, while he uses an
About two years ago, a sudden blight warren, and she’ll be able to create a emergency scroll of teleport to report
of ravenous green worms ate through large number of undead horrors in a the news to the commander of the Dia-
entire clutches of lizardfolk hatchlings very short amount of time, all accord- mond Lake garrison and ask for rein-
in numerous tribes throughout the Mist- ing to the wishes of her unliving mas- forcements to be sent south.
marsh. With an entire generation wiped ter. Though Ilthane does not appear in The trek to the lizardfolk lair takes
out, many tribes fell to desperation and this adventure (she is far too powerful more than a day, but the numerous liz-
depravity. Others were forced to take shel- for 5th-level characters to defeat), her ardfolk leave a relatively easy trail even
ter and wait for new warriors to come of presence and influence should be felt through the swamp. The lair is large
age. During these dark times, the Twisted in many places. Eventually, in “A Gath- and partly submerged, and the liz-
Branch tribe received a visitor. ering of Winds” (Dungeon #129), the ardfolk defend it vigorously. The PCs
This visitor was Ilthane, a black PCs will have a chance to confront the learn of a schism within the lizard-
dragon. She seemed to know much black dragon personally. folk tribe, and of the alliance between
of the green worms that plagued the Although they did their best to keep the the lizard king and the black dragon
lizardfolk, and when she told them shame of losing an entire clutch to the Ilthane, and by defeating the corrupt
that arcanists from the Free City were worms a secret, the lizardfolk were unable king and rescuing the tribe’s eggs from
responsible, the lizardfolk grew angry to hide it from everyone. Not long a�er a terrible fate the PCs can secure the
indeed. Over the next several months, the lizardfolk attacks ceased two years cooperation of the Mistmarsh tribes
the Twisted Branch nurtured their new- ago, Blackwall Keep’s then resident mage and rescue the prisoners.
est generation of warriors into fighters, visited the Twisted Branch lizardfolk on Returning to the keep with the freed
and in the interim, Ilthane graciously an unsanctioned diplomatic mission. soldiers, the PCs find the survivors at
offered to guard the tribe’s clutch of He returned “changed,” eventually trans- the keep are terrified of a creature in
eggs until they regained their foothold forming into a horrible undead thing the basement that has been snatching
in the Mistmarsh. infested with green worms. Unwilling to them one by one. The PCs must defeat
Today, the Twisted Branch tribe is slay their former colleague, the soldiers this final enemy before its undead
once again strong. Their eggs are set in locked him in the basement, where he has corruption spreads.
a special chamber connected to the liz- waited patiently for a chance to escape.
ardfolk lair by a long underwater tun- As the PCs set out for Blackwall Keep, Adventure Hooks
nel. Ilthane herself lairs here sometimes, things are about to grow complicated. If the PCs have played through the ear-
but has been away on business elsewhere lier parts of the Age of Worms adven-
for some time now. With their increased Adventure Synopsis ture path, this adventure starts with
numbers and the dragon’s support, the In the first two adventures of the Age Allustan contacting the PCs. He tells
lizardfolk hope to amass an army that of Worms Adventure Path, the PCs met them that he has completed his study
can threaten the expansionist Free City, and befriended a local wizard named of the artifacts they found in the Whis-
stalling further encroachment on their Allustan. Dubbed “the smartest man in pering Cairn. He believes the glyphs
homeland and exacting revenge for the Diamond Lake,” Allustan took a keen on the objects are an ancient dialect of
terrible blight upon their eggs. interest in the Whispering Cairn a�er Auran, the language of elemental air.

18 DUNGEON SEPTEMBER 2005


He explains that some of the tombs in PART ONE: bargaining for exotic goods. They’re
the Cairn Hills are thought to contain TO BLACKWALL KEEP interested in buying small gems and
the graves of the Wind Dukes of Aaqa, This adventure assumes that the PCs pieces of jewelry, and have minor
great and valorous beings of flesh and begin in Diamond Lake. Give them alchemical items (25 gp or less) for
air who served Law in the primordial time to tie up any loose ends from their sale. Each is an expert 1. As with the
times before history. The Wind Dukes previous adventure, identify magic items, dwarves, they’ll fight to protect their
battled an evil entity known as the brew potions and write scrolls, and oth- property but run away if they think
Queen of Chaos, defeating her with erwise recover from their ordeals under odds are they’ll be killed.
an artifact which shattered and is now Dourstone Mine. If any of the PCs have Halfling Farmers: These 1st-level com-
known as the Rod of Seven Parts. Even indicated a desire to take the Leadership moners have bags of herbs and pipe-
children know of this legendary battle feat in the future, you can introduce sev- weed they’re bringing to market. They
on the Fields of Pesh, thought by some eral possible cohorts at this point so that don’t like to trade on the road and only
to lie in the distant north. All of these when the PC reaches 6th level, they’ll do so if there is a halfling PC. They run
clues have Allustan greatly interested have some prospects to choose from. away if attacked.
in the Whispering Cairn, and he would Eventually, Allustan gathers the PCs Religious Pilgrims: These devout wor-
like the PCs to tell him its location so for the journey south. Although he has shipers of St. Cuthbert are on their
he may study it further. a scroll of teleport, he prefers to keep it way to Diamond Lake for a religious
Before he can make that visit, how- in reserve for emergencies and instead holiday. Each is a 1st-level commoner
ever, he has an appointment he must plans to travel on horseback to Blackwall or expert (any race) except for the
keep. Marzena, a battle mage of the Keep. The road to the Keep is 18 miles leader, who is a 1st-level cleric. The
Free City assigned to Blackwall Keep east along a trail (the latter parts of which pilgrims subscribe to the militant
at the northern edge of the Mist- are hilly), then south a like distance along doctrine of Diamond Lake’s church
marsh, is an old friend of Allustan another trail to the southernmost spur of of St. Cuthbert, and see any interac-
and sent him a message about reports the Cairn Hills. Roll for encounters once tion with strangers as a chance to gain
of strange green worms in the Cairn per day on the eastbound trip using the new converts.
Hills. If the PCs have told Allustan following table. Once a particular group Bandits: These ruffians are 2nd-level
about the green worms, he points out is encountered it can’t be encountered warrior humans or half-orcs and are
Marzena’s message as a possible tie to again (if that encounter is rolled a second trying to collect “toll money” from
that mystery. Allustan asks the PCs to time, no encounter occurs that day). people on the road. They can be cowed
escort him to Blackwall Keep, as the by a show of force or intimidation, and
Mistmarsh is a dangerous place and flee combat if their opponents appear
monsters have been known to raid Encounters on the Road to have any skill.
outlying farms. d% Encounter Orcs or Goblins: These savage raiders only
If you haven’t used the previous two 01–35 No encounter attack at night, preferably when most
adventures in the Age of Worms adven- 36–45 2d6 dwarf cra�ers or all of their opponents are sleeping.
ture path, here are a few ways to get your 46–55 2d4 gnome traders They are cautious and usually do not
PCs involved with this adventure. 56–65 2d6 halfling farmers attack well-armed or well-guarded tar-
66–75 2d6 religious pilgrims gets unless they look wealthy.
• Marzena is a friend or relative of one 76–85 4 bandits (EL 3) Lizardfolk: These reptiles are not associ-
of the PCs, and that PC is traveling to 86–90 8 orcs (EL 4) ated with the tribe attacking Blackwall
Blackwall Keep to visit her. 91–95 8 goblins (EL 3) Keep. They are scouting for unusual
• The keep’s architect or an older 96–100 4 lizardfolk (EL 5) (i.e., non-swamp) game to bring to their
military advisor needs an escort king as a gi�, are only encountered
back to the keep. This option pres- around dusk and dawn, and only fight if
ents interesting difficulties as the Dwarf Cra�ers: These dwarves are car- attacked. If hailed in Draconic (the only
PCs must keep their charge out of rying a shipment of metal tools to the language they understand) and bribed
harm’s way while they deal with the Free City. Each dwarf is an expert 1 and with food they are willing to tell the PCs
besieging lizardfolk. carries a bag of goods. They’re will- recent news from the Mistmarsh; the
• The PCs might spot the lizardfolk ing to sell their goods on the road if only thing of interest to the PCs is that
dragging their captives into the lair, or the buyer seems reputable, and defend one of the larger lizardfolk tribes (the
have some other motivation to enter themselves and their goods if attacked, Twisted Branch) near the center of the
the lair (such as investigating rumors but they are not soldiers and would Mistmarsh is preparing for war.
of an alliance between the lizardfolk rather be robbed than killed.
and a dragon), bypassing the initial Gnome Traders: The gnomes are These encounters shouldn’t particu-
encounters at the keep. returning from the Free City a�er larly challenge the PCs, especially since

SEPTEMBER 2005 DUNGEON 19


ENCOUNTER AT BLACKWALL KEEP BY SEAN K REYNOLDS

they have Allustan along. He intends Spellbook: Allustan carries a traveling harder for invaders to enter the tower
to stay the night in an old, abandoned spellbook with all his currently prepared by climbing the walls.
farmhouse along the side of the road spells within; he has access to other spells Large sharpened wooden stakes jut
known locally as “Shank’s Rest.” Shank in his primary spellbook at home but does out of the hillside, pointing away from
gave up farming many years ago when not bring that book with him. the keep (toward any potential attack-
he inherited a large amount of money, Abilities Str 8, Dex 14, Con 12, Int 20, Wis ers). Any creature entering a square with
and moved to the Free City to live up 14, Cha 10 one of these stakes at normal speed
his twilight years. He never bothered SQ familiar (none currently kept) must succeed at a DC 10 Reflex savie (DC
selling his old farm, and now, travelers Feats Brew Potion, Combat Casting, Dodge, 15 if the creature is running or charging)
o�en use the farmhouse as a waypoint Empower Spell, Improved Initiative, or take 1d6 points of piercing damage. A
on their travels along the road. Scribe Scroll creature may automatically pass through
During this night, you should feel Skills Concentration +12, Knowledge (arcana) the square safely if they spend 2 squares
free to roleplay any conversations the +16, Knowledge (history) +13, Knowledge of movement to pass through and they
PCs may have with Allustan. Try to (local) +11, Knowledge (the planes) +13, are not running or charging.
develop him into a likable supporting Listen +6, Spellcra� +18, Spot +6 Next to the keep is a stockaded horse
character—a friend. He may challenge Possessions combat gear, masterwork corral, partially embedded in the false
a PC to a contest of riddles, or he might dagger, amulet of natural armor +1, bracers hill. The doors to the stockade are open
simply tell them stories of his younger of armor +3, ring of protection +1, headband and a dead and partially dismembered
days spent as an adventurer. He won’t of intellect +2, cloak of resistance +2, pearl horse is in the doorway (all three horses
elaborate on his mysterious patron, say- of power (1st), 2 doses of diamond dust assigned to the keep are dead within the
ing only that their parting was less than worth 250 gp each, 225 gp. corral, killed early by the lizardfolk to
friendly. Later, in the sixth installment of prevent escape or messengers).
the Age of Worms, the PCs must rescue Blackwall Keep If the PCs watch, they see eight groups
Allustan from a dire fate, and the impact As the PCs and Allustan cover the last of five lizardfolk are arranged in strate-
of that event will be stronger if the PCs stretch of the southbound trail, they gic places around the keep, using bushes,
view Allustan as a trusted friend. notice an increase in the number of large rocks, and dead trees as cover. Each
flies and the smell of a battle—smoke has a club, large shield, and at least one
Allustan CR 8 and blood. Earlier this morning a large javelin. Some of them are eating horse-
Male human wizard 8 number of lizardfolk surrounded and meat, and at least one is eating a dead
N Medium humanoid attacked Blackwall Keep. Both sides human soldier. Three dead lizardfolk are
Init +6; Senses Spot +6, Listen +6 inflicted casualties, and by the time the out in the open near the keep, attracting
Languages Common, Elven, Dwarven PCs arrive the lizardfolk have pulled flies. A hundred yards beyond the most
AC 17, touch 13, flat-footed 15; Dodge back, regrouped, and are preparing for distant ground of lizardfolk is a broad
hp 29 (8 HD) their next sortie against the keep. swath of grassland, and beyond that is
Fort +5, Ref +6, Will +10 The hilly terrain means it’s possible for the Mistmarsh. It is impossible to reach
Spd 30 �. cautious characters to get close enough the keep without passing the lizardfolk,
Melee mwk dagger +4 melee (1d4–1/19–20) to see the keep without being spotted by and without the use of magic it seems a
Ranged mwk dagger +7 ranged (1d4–1/19–20) its residents or attackers (the lizardfolk certainty that at least one of the lizard-
Base Atk +4; Grp +3 are focused on the keep rather than the folk will see anyone attempting to reach
Combat Gear potion of cure moderate trail). If they do, they can secure a good the keep, as there are no hiding places
wounds, scroll of dimension door, scroll view of the keep and its current situa- that lead all the way up to the keep.
of dispel magic, scroll of teleport, wand of tion. The region surrounding the keep If the PCs charge the keep, they have
dispel magic (7 charges), wand of magic is presented on the poster map provided to deal with all of the lizardfolk as a
missiles (CL 5th, 20 charges) with this issue. large group. Barring a few lucky fire-
Spells Prepared (CL 8th, +6 ranged touch): The keep itself is built out of black balls or something similar, the PCs can’t
4th—dimension door, empowered stone and consists of a single ground win—twelve normal lizardfolk are EL 8,
scorching ray, stoneskin floor with a tower. The entire ground a tough challenge for 5th-level PCs, and
3rd—deep slumber (DC 18), dispel magic, floor is buried under a false hill, and if fighting thirty such creatures could
fireball (DC 18), fly all that is visible is the tower itself. The be measured accurately on the EL scale,
2nd—resist energy, scorching ray, see door to the keep (visible only from the they’d be at least an EL 11—certain death
invisibility, web (DC 17) south side) looks like it has been bro- barring a freak combination of rolls in
1st—charm person (DC 16), identify, magic ken open and hastily repaired. On the the PCs’ favor. If they want to defeat
missile, magic weapon, shield level above the door a five-foot balcony the lizardfolk, their best bet is to try to
0—detect magic, mage hand, mending, extends outward, giving the defenders tackle them one group at a time, either
read magic a good vantage point and making it in ambush-and-run raids or while the

20 DUNGEON SEPTEMBER 2005


lizardfolk are attacking the keep and not PCs have already faced more dangerous carries a metal shield rather than one
able to reinforce each other (killing the challenges than lizardfolk, and observes made of wood or shell. The shaman,
leader may also break their morale and that if they don’t think they can handle Shesht, is somewhat lazy and believes
convince them to retreat). Alternately, the problem themselves, perhaps they following the lizard king is the easiest
the PCs may try to bypass the lizardfolk should consider a new line of work. In way to power and comfort in the tribe.
and get into the keep to help the soldiers. the end, Allustan leaves the PCs to their Kushak knows if he succeeds in this
Either way, Allustan tells them they need own devices at Blackwall Keep. It’s up to raid he’ll win the favor of the king, so he
to help the soldiers immediately while them to determine if the wizard leaves is determined to wipe out the soldiers
he uses his scroll of teleport to return to them as a friend or as something less. and take their weapons back to arm his
Diamond Lake and get reinforcements tribe. His warriors managed to capture
from the commander of the garrison The Lizardfolk four soldiers on their last sortie (includ-
there. It takes some time for Allustan to There are thirty lizardfolk besieging ing Marzena, the keep’s battle mage) and
convince the garrison to send reinforce- Blackwall Keep, split into six groups. have already sent them back to the Twisted
ments, and even more time for them to Four of these groups consist of five com- Branch lair with one of his teams as a gi�
organize and set out. They’ll arrive at mon lizardfolk (EL 5 for each of these to his king; the captured humans are
Blackwall, on foot, in 1d4+2 days. groups). The fifth and sixth groups either to be kept as slaves or (more likely)
The PCs might argue that Allustan’s each consist of four common lizardfolk eaten as food in the next few days.
spells could provide a significant help and a special character (EL 6 for each Kushak plans to wait until just a�er
in fighting the lizardfolk, and if they ask of these last two groups). One of these sundown and attack while there is still
him to stay, he appears tormented. He special characters is a 4th-level warrior light enough for his warriors to see but
clearly loathes leaving the task of defend- named Kushak, and the other is a 3rd- not so much that the human defenders
ing the keep to the PCs, but at the same level druid named Shesht. Kushak is the have an easy time spotting their advance.
time, common sense urges him to use leader of this attack, reporting directly to He knows if his people can again break
the scroll to get help as soon as he can. the aggressive and vengeful king of the down the keep door and hold that posi-
If the PCs seem especially set against his tribe who is under the claw of Ilthane tion, the humans will be trapped inside
leaving, his torment quickly changes to the black dragon. Kushak looks the same and easy pickings. If the evening attack
disappointment. He points out that the as the other lizardfolk present except he fails, he directs his people to creep back
ENCOUNTER AT BLACKWALL KEEP BY SEAN K REYNOLDS

into the marsh to retrieve simple bar- Combat Gear 2 potions of cure moderate If they spot the PCs (even during battle)
ricades of wood and wet swamp grass wounds, potion of barkskin +2, wand of cure they shout for help, both for themselves and
which they’ll use the next day as full light wounds (16 charges), wand of produce their kidnapped comrades, indicating the
cover while they approach the keep for a flame (32 charges) lizardfolk dragged the captured ones south
morning attack (the night-time absence Spells Prepared (CL 3rd, +4 ranged touch): into the marsh. Normally well-equipped,
of the lizardfolk is a good opportunity 2nd—so�en earth and stone the soldiers happen to be short on arrows
for the PCs to enter the keep). 1st—cure light wounds (2), jump right now and don’t want to waste them
If severely wounded, an individual 0—cure minor wounds (3), light on long-range shots. Message spells, flying
lizardfolk retreats to a safe distance but Abilities Str 13, Dex 12, Con 13, Int 9, Wis familiars, and notes tied to arrows can help
returns to fight again a�er regrouping. 12, Cha 10 facilitate secret communication between
Normally they’d consider fleeing if the SQ animal companion (Medium viper named the PCs and the trapped soldiers.
overall battle went against them, but Sasath), hold breath, nature sense, trackless The soldiers normally wear leather
Kushak is a hero to his people and he step, wild empathy +3, woodland stride armor but don chainmail when expecting
can convince them to fight even against Feats Alertness, Multiattack battle; the lizardfolk raid initially caught
poor odds (see The Battle, below, for Skills Balance +5, Heal +5, Jump +5, them in their leathers but they’ve since
more information on Kushak’s options Knowledge (nature) +3, Listen +4, Spot +5, had time to put on their chainmail.
if the fight goes against the lizardfolk). Survival +3, Swim +2 If the PCs attack the lizardfolk, some
Lizardfolk (28): 11 hp each; Monster Possessions combat gear, heavy wooden of the soldiers on the balcony fire arrows
Manual 169. shield, masterwork club, 16 goodberries, at the reptiles if they have clear shots but
pouch containing 31 cp, 20 sp, and 25 gp overall try not to draw javelin fire from
Kushak CR 4 the lizardfolk.
Male lizardfolk warrior 4 Sasath CR —
N Medium humanoid (reptilian) Medium viper animal companion Blackwall Keep Soldier (14) CR 1/2
Monster Manual 169 N Medium animal Human warrior 1
Init +1; Senses Listen +2, Spot +6 Monster Manual 281 LN Medium humanoid
Languages Draconic Init +4; Senses scent; Listen +6, Spot +6 Init +1; Senses Listen +2, Spot +3
AC 18, touch 11, flat-footed 17 AC 19, touch 14, flat-footed 15 Languages Common
hp 33 (6 HD) hp 22 (4 HD) AC 16, touch 11, flat-footed 15
Fort +5, Ref +5, Will +1 Fort +5, Ref +8, Will +2; evasion hp 4 (1 HD)
Spd 30 �. Spd 20 �., climb 20 �., swim 20 �. Fort +2, Ref +1, Will +0
Melee +1 club +9 (1d6+3) Melee bite +7 (1d6–1 plus poison) Spd 20 �.
Ranged javelin +6 (1d6+2) Base Atk +3; Grp +2 Melee longsword +3 (1d8+1/19–20)
Base Atk +5; Grp +7 Abilities Str 9, Dex 18, Con 12, Int 1, Wis Ranged longbow +2 (1d8/×3)
Abilities Str 15, Dex 12, Con 13, Int 10, Wis 12, Cha 2 Base Atk +1; Grp +2
10, Cha 12 SQ link, share spells Abilities Str 13, Dex 12, Con 10, Int 9, Wis
SQ hold breath Feats Alertness, Improved Natural Attack 10, Cha 8
Feats Alertness, Multiattack, Weapon Focus (club) (bite), Weapon FinesseB Feats Alertness, Weapon Focus (longsword)
Skills Balance +5, Climb +0, Jump +6, Listen Skills Balance +12, Climb +12, Hide +13, Skills Handle Animal +1, Intimidate +0,
+2, Spot +6, Swim +3 Listen +6, Spot +6, Swim +7 Listen +2, Ride +2, Spot +3
Possessions heavy steel shield, +1 club, 5 Poison (Ex): Injury, DC 13, 1d6 Con/1d6 Con. Possessions chainmail, longsword, longbow
javelins, pouch containing 20 cp, 38 sp, with 6 arrows, 15 sp
and 31 gp The Soldiers
The soldiers are worried. Of the normal The Battle
Shesht CR 4 garrison of 30 soldiers and officers, only 14 When the lizardfolk attack the keep,
Female lizardfolk druid 3 soldiers remain in able condition—three they try to remain close to the oth-
NE Medium humanoid (reptilian) soldiers and the garrison mage have been ers in their five-person group, using
Monster Manual 169 captured, twenty-two soldiers are dead their barricades to block arrow fire
Init +1; Senses Listen +4, Spot +5 (including the garrison commander), and and perhaps launching a volley of jav-
Languages Draconic, Druidic four are unconscious from their wounds. elins once they’re close enough. Two
AC 18, touch 11, flat-footed 17 The surprise attack from the lizardfolk has groups try to break down the door, two
hp 27 (5 HD) taken its toll and now the soldiers are out- more try to boost allies onto the tower
Fort +4, Ref +5, Will +4 numbered; they fear they cannot hold out balcony, with two (including Kushak’s
Spd 30 �. more than another day against their attack- and Shesht’s groups) remaining in
Melee mwk club +5 (1d6+1) ers before they’re overrun (though they reserve. Kushak doesn’t want to sac-
Base Atk +3; Grp +4 have enough supplies to last about a week). rifice all of his warriors for this task,

22 DUNGEON SEPTEMBER 2005


and if ten are slain he orders them all to retreat to
the Mistmarsh to consider whether or not to attack
again later. He is content to wear down the soldiers
over a series of shorter forays; depending on how many
lizardfolk survive each wave he may manage three or
more attacks. The lizardfolk are very courageous as long ������
as Kushak is alive; they won’t break morale while he �
����
survives unless they’re reduced to ten or fewer com- ��
mon warriors. They run to the marsh if he is slain and
they have twenty or fewer warriors. Shesht uses his
spells to aid and support his kin rather than directly
attacking the soldiers.
To make it easier to run the fight, treat each half of the
keep as a separate battle, focusing on the side the PCs can ������
interact with and assuming the other side is in a stalemate
������ ��
(otherwise there are too many combatants to deal with and
the battle slows to a crawl).
����� ��
If the PCs attack, one group from each task (door and bal-
cony) breaks off to deal with the new enemies; this keeps the
encounter manageable for the DM and not too overwhelm-
ing for the PCs. Their primary goal is the keep and if the PCs
don’t appear to be a significant threat the overall force will
continue to batter the keep door and plan to use the keep as
shelter while retaliating against the PCs; in the face of a swi�, ������
strong attack they may maneuver to put one of the corral
������� �
walls behind them or retreat into the Mistmarsh to make
night raids on the PCs.
����� ��

If the lizardfolk get the door open, the ones at the door
move in to fight the soldiers inside while Kushak and the
other reinforcements move up the hill to take their posi-
tion outside the door. This means there’s a short interval
where the outside of the door is unguarded and the PCs can
��������
move in before the reinforcements arrive—an opportunity
for the PCs to get inside and help the soldiers.
If the PCs are considering waiting out the siege, remind �
them of the kidnapped prisoners being dragged through

the Mistmarsh; those unfortunate four can’t afford to
�������������������
wait very long.
If the PCs get inside the keep and can help defend it,
the lizardfolk continue to make their intermittent attacks
until either their numbers drop below the threshold of �
courage (20, or 10 if Kushak is present), they succeed
�� � ��
in taking over the keep, or reinforcements arrive from
Diamond Lake; normally this means about five attacks �
at most while the PCs are present (consisting of 5–7 EL 5
encounters for the PCs, with perhaps one or two of those �� ��

rated at EL 7 because of two groups fighting the PCs
at once). If the lizardfolk flee or retreat, they enter the
Mistmarsh at the closest point and march back to their
lair (later encounters at the lair include any surviving
��
lizardfolk from the keep attack). ��
Once PCs enter the keep and things settle down the

defenders explain about the kidnapped soldiers if they
haven’t had a chance to do so already. When the reptiles
broke open the door in the first attack, they knocked

SEPTEMBER 2005 DUNGEON 23


ENCOUNTER AT BLACKWALL KEEP BY SEAN K REYNOLDS

out and dragged away three soldiers During the siege, the soldiers try to before the PCs arrived a few of the
and their battle mage, Marzena (the keep at least three of their number here more maudlin soldiers were consid-
PCs should recognize this name, to hold the entry. ering drinking all the wine as they
as Allustan told them his friend’s A sturdy wooden door formerly expected to die anyway.
name when he asked them to escort protected the keep, but a couple of
him here). The soldiers can’t leave the lucky hits by the lizardfolk broke it 5. Corral
keep to go find them, even a�er the open. While the soldiers eventually
siege is over, so they ask the PCs to managed to repel the lizardfolk that This small horse corral is enclosed by a wall
bring back their friends before they got inside and repaired the door made of wooden stakes. A reeking light rid-
become lizard food. The soldiers don’t by nailing a few planks to it, it’s in ing horse lies dead in the open gateway,
have any information about where they much worse shape (treat as a good two others are dead inside. A water trough,
might be, as there are several lizardfolk wooden door with a bar, hardness 5, food trough, and container of mash line the
tribes and they can’t tell them apart, 10 hp, break DC 20—the DC is lower eastern wall, and a tarp covers three sets of
but when last spotted the kidnappers because the bar is damaged). The door tack, harness, and saddles.
were headed due south into the grassy is too large to repair with mending,
area surrounding the Mistmarsh, so though a make whole spell returns The lizardfolk killed the horses during
that’s a start at least. it to full strength (strong wooden the initial attack. The one in the doorway
If the PCs enter the basement they door with a bar, hardness 5, 20 hp, has been torn apart and partially eaten.
may discover areas A and B and the break DC 25).
spawn of Kyuss waiting there (the 6. Kitchen
major encounter in Part Three: Terror 2. Storage
Below). If the PCs encounter the crea- This kitchen area has a cooking fireplace in
ture before they enter the Mistmarsh, This storage closet contains odds and ends the southwest corner, a long table stacked
it may escape or overpower them and like a broom, mallet, shovels, cooking pots, with clay dishes on the north wall, a wash-
attack the other soldiers; the combina- a bag of nails, and other miscellaneous gear basin on the east wall, and a water barrel
tion of foes from within and without needed for maintaining a small keep. in the northeast corner. Cooking pots hang
convince them to flee their posts and on the walls and the center of the room has
scatter into the hills, hoping that the There is nothing remarkable about a short, broad barrel with handles, probably
lizardfolk won’t catch all of them (and these supplies. for scraps and garbage.
death at their hands is certainly bet-
ter than being turned into an undead 3. Cloak Closet This is a simple kitchen. The soldiers
thing by the spawn). To keep this from rotate cooking duties (though some of
happening (and to preserve Part Three This small closet holds a dozen heavy cloaks them are certainly better than others)
of this adventure), subtly discourage suitable for hard rain or even snow. A few and washing duties.
the PCs from entering the basement; rolled blankets are on the floor.
launch another lizardfolk attack when 7. Pantry
they try to explore, have the soldiers There is nothing unusual about this
press them to rescue their kidnapped clothing. This cramped room has shelves with per-
comrades as soon as possible for fear ishable goods, mainly fruit, some cheeses,
of being sacrificed, and so on. 4. Dry Goods Storage and small jars of herbs.
The exterior of the keep and the first
floor (accessed by the main door) is This small room contains shelves of jerked As the basement level is cooler than
shown on the poster map included with meat, three casks of water, and several bar- the entry floor, perishable foods last lon-
this issue. The poster map uses minia- rels of grains and beans. A few small bottles ger here than they would upstairs. Dry
tures scale (1 inch = 5 feet) so you can use of cheap wine are locked behind a simple goods from area 4 are brought down as
the poster as a map of the siege. cabinet with a lattice front. necessary for meals.

1. Main Hall These supplies, if carefully rationed, 8. Commander’s


can last the soldiers about a week. Quarters
This entry area takes up most of the interior They normally refill their water casks
of the tower, giving the defenders plenty with rainwater from rain barrels on This room has a bed, storage chest, table,
of room to maneuver should they need to the roof and supplement their food and chair. The table has a sheaf of papers,
repel invaders. Four doors and a flight of by hunting and trapping small game. an inkwell and quills, and a small lamp. The
stairs lead out of this room. A small fire- The keys to the wine cabinet were on place is kept very neat. A suit of chainmail
place is in the southwest corner. the garrison commander’s belt, and hangs on one wall.

24 DUNGEON SEPTEMBER 2005


This was the quarters of commander the soldiers, and dra�s of letters to leaving a five-foot-square gap to allow
Garm, killed early in the raid. Like the friends and research contacts in nearby access to a small ladder leading to an
other soldiers, Garm was wearing his cities. Marzena is a laughing battle- open trap door in the ceiling. There are
leather armor when the lizardfolk hardened older woman with an open arrow slits in each wall. A door near the
attacked, which is why his chain armor face, enjoying a relatively simple post stairs leads to a narrow balcony with a
hangs here. in near-retirement. crenellated wall.

9. Mage’s Quarters 10. Soldier’s Quarters The bunk beds provide sleeping
areas for six more soldiers. Because
This room has a bed, storage chest, table, This cramped room has bunk beds, with flat of their undesirable location near a
and chair. The table has a sheaf of papers, storage chests underneath. Several hooks high-traffic area, these beds normally
an inkwell and quills, and a small lamp. are in the wall—the kind used to hang go to the newest soldiers assigned to
A tapestry showing a landscape with the weapons and armor. the keep. The balcony wall is a low
Free City in the background hangs on one obstacle, giving cover to anyone on
wall. The room is a little messy; the bed The smaller rooms have two sets of the balcony but allowing those on the
is unmade, clothes are spilling out of the bunk beds, the larger ones four. Some balcony to ignore cover effects against
storage chest, and many of the visible have suits of chain mail hanging on the attacks outside the keep.
papers contain simple drawings, some wall, others have leather armor thrown
of them risqué. haphazardly on the floor or bed (surviv- 12. Tower Third Floor
ing soldiers changed into better armor
This is Marzena’s room. She normally as time permitted). Like the previous floor, this room has
travels light except for spare clothes— three sets of bunk beds and a ladder in
all of her magic items are with her. As 11. Tower Second Floor the middle of the room. Below the lad-
she’s a sorcerer she has no need for a der is a trap door in the floor, above it
spellbook—the notes on the table are This octagonal room has three sets of is one in the ceiling. All eight walls have
just drawings, jokes she’s heard from bunk beds arranged near the center, arrow slits.

SEPTEMBER 2005 DUNGEON 25


ENCOUNTER AT BLACKWALL KEEP BY SEAN K REYNOLDS

The ladder is positioned between edges of the door and a few bent and bro- Create Spawn (Su): If a spawn of Kyuss hits with
the trap doors in such a way that if ken nails in the frame suggest it was once a slam attack, as a free action it may transfer
both are opened a person can easily nailed shut, but whatever was behind it a worm from its body to that of the target (it
climb from area 11 all the way up the has broken out. may also do this as a touch attack or have a
roof (area 13). The trap door in the ceil- worm leap as a ranged touch attack with a
ing has a bar to secure the keep against range of 10 feet). The worm is a Fine vermin
invaders from the roof. B. Spawn Room (EL 5) with AC 10 and 1 hit point. During this time,
If the PCs haven’t traveled to the lair the worm can be killed by normal damage
13. Tower Roof in the Mistmarsh, use the following or the touch of silver. On the spawn’s next
description for this area, otherwise use turn, the worm burrows into the flesh of
This octagonal roof has a parapet wall and the description given in Part Three of its target (creatures with natural armor
a trap door in the floor. this adventure. +5 or more are immune), making its way
toward the brain and causing 1 hit point of
There is normally one soldier on duty A flight of stairs leads down to a hallway carved damage per round until it reaches the brain
here keeping a lookout. If no soldier is out of packed earth and braced with planks. 1d4+1 rounds later. When inside a victim,
present, the guards bar the trap door the worm can be destroyed by remove curse
from area 12. Two years ago the soldiers were work- or remove disease (or spells that duplicate
ing on an escape tunnel here. When their these effects); dispel evil or neutralize poison
A. Secured Door resident wizard turned into a spawn of delays its progress for 10d6 minutes. These
Use the following description if the PCs Kyuss, they managed to trap him in the spells affect multiple worms within the
haven’t traveled to the lizardfolk lair in incomplete tunnel, shut the door, and same victim. Worms cannot survive outside
the Mistmarsh, and thus the spawn of lock it inside. A�er a few hard tries on of a host for more than 1 round. A DC 20
Kyuss in area B hasn’t realized its prison the door it gave up trying to escape and Heal check extracts the worm and kills it.
door is no longer a barrier. settled itself in for a long wait. When one Once the worm reaches the victim’s brain, it
of the lizardfolk that got all the way into inflicts 1d2 points of temporary Intelligence
This wooden door bears a simple large the keep broke the lock on the door, the damage per round until it is destroyed or
padlock securing it, though the lock is spawn sensed something was different the victim reaches 0 Intelligence, at which
smashed and broken as if by some kind about its situation, but it hasn’t yet tried point the host dies and rises as a spawn of
of club. It appears the door is also nailed to break open the door. Kyuss 1d6+4 rounds later. Small, Medium,
shut to its frame. and Large creatures become spawn of Kyuss
Spawn of Kyuss CR 5 as described above; smaller creatures quickly
If the PCs haven’t gone to the Twisted CE Medium undead putrefy rather than becoming spawn, larger
Branch lair, the spawn of Kyuss is still Monster Manual II 186 creatures become normal zombies. Spawn
trapped in area B (or at least contained Init –1; Senses darkvision 60 �.; Listen +0, (and spawned zombies) are not under the
behind a door). If they open the door Spot +6 control of their parent but usually follow
(which requires breaking it open or Aura fear (40 �. radius, DC 14) a�er whatever spawn created them. Any
pulling all the nails, either of which Languages Common creature that touches a spawn with an
alerts the spawn to their presence) the AC 11, touch 9, flat-footed 11 unarmed strike or other natural weapon is
spawn is ready for them and attacks hp 29 (4 HD); fast healing 5 immediately attacked by 1d4 worms.
the first creature it sees. If it defeats Immune undead traits Curative Transformation (Ex): Remove curse
the PCs or they retreat, it pursues Fort +1, Ref +0, Will +4 or remove disease (or more powerful effects
them elsewhere into the keep until Weakness curative transformation that duplicate these spells) transform a
it finds easier targets (such as the Spd 30 �. spawn of Kyuss into a normal zombie.
common soldiers). Melee slam +7 (1d6+6 plus worm and Kyuss’ Fear Aura (Su): Continuous effect in a 40-�.
If the PCs come to this area a�er gi�) or radius, as a fear spell (panicked), Will negates
dealing with the Twisted Branch lair, touch +6 melee touch (0 plus worm) DC 14. A creature that makes its save against
the spawn has figured out it can escape Ranged worm +1 ranged touch (special) the aura is immune to it for 24 hours. Caster
from its prison and has begun raiding Base Atk +1; Grp +6 level 7th. The DC is Charisma-based.
the other levels of the keep for victims. Special Atk create spawn, fear aura, Kyuss’ gi� Kyuss’ Gi� (Su): Supernatural disease,
Use the following description for this Abilities Str 18, Dex 9, Con —, Int 6, Wis 11, incubation time 1 day, Fortitude DC 12.
area under these circumstances. Cha 15 The disease deals 1d6 Constitution and 1d4
SQ turn resistance +2 Wisdom damage per day, manifesting as
This wooden door is ajar, its simple large Feats Toughness, Weapon Focus (slam) rotting flesh and dementia. Healing magic
padlock smashed and broken as if by some Skills Hide +0, Jump +7, Move Silently +3, has only half effect on the victim, though
kind of club. Ragged marks around the Spot +6 remove disease cures it normally.

26 DUNGEON SEPTEMBER 2005


PART TWO:
INTO THE MISTMARSH
The Mistmarsh is an area of wet ground,
grassland, shallow streams, and strange
hazards that rests in a bowl-shaped depres-
sion in the middle of the Cairn Hills.
The marsh is over sixty miles across at its
narrowest point. It has no clear bor-
der, as it is surrounded by a fringe area
of drier grassland. It is named for the
harmless mist that lingers from two
hours before sunrise to until midmorn-
ing, and again for several hours a�er
sunset; the mist limits visibility and also
seems to muffle sound. The waterways
are either too shallow for boats or too
infested with crocodiles. Small ponds
are common but never very deep. The
drier parts are muddy (o�en calf-deep
on a human) and occasional “islands” of
mangaroo trees are really just great tan-
gles of roots and branches that require
climbing rather than walking. These fac-
tors make travel slow in the Mistmarsh,
limiting exploration to its fringes
except for dedicated adventurers
or those with magical
means of bypassing
its obstacles.
The most signifi-
cant threats in the
marsh are the warring Spawn of Kyuss
tribes of lizardfolk, a pack
of ghouls, crocodiles (including
giant crocodiles), giant vermin, and a tracker can find it under these cir- The lizardfolk do not follow an actual
cockatrices (rarely seen, but the many cumstances, though it takes longer. trail, though they do stick to the drier
statues in the marsh attest to their pres- Most places in the Mistmarsh count areas because they are carrying prison-
ence). Blink dogs live in the swamp but as a shallow bog (see the Dungeon ers. Tracking the lizardfolk requires a
avoid humanoid creatures. Clouds of Master’s Guide, page 88), though DC 5 Survival check each mile traveled;
insects are a constant irritation, and in some places are deeper and count as tracking them forces the PCs to move
the summer mosquitoes grow so thick a deep bog. In areas of shallow bog it at half speed or take a –5 penalty on
as to discourage all but the hardiest costs 2 squares of movement to move their Survival checks. The morning and
traveler. The abundant hiding places one square (so characters move at half evening mists of the Mistmarsh add +3
for smaller creatures make the Mist- normal speed), and the DCs of Tumble to the DC.
marsh a haven for small game, mainly checks in the area increase by +2. PCs The lizardfolk stop to rest at night
birds, small reptiles, and wary mam- traveling at speed 30 can cover 12 miles but have at least half a day’s head start
mals like boars and deer. per day (8 hours of travel) in marsh ter- (6 miles plus the time PCs spend at
The Mistmarsh is a daunting place, rain (see Player’s Handbook, pages 162– the keep, if any), so unless the PCs
with many great dangers and enough 163). A character leading the PCs can push on through the night they won’t
natural hazards to slow most explora- make one DC 15 Survival check every be able to catch their prey before the
tion to a crawl. The lizardfolk lair is 23 four hours of travel to find the best lair. If the PCs do push on at night,
miles into the swamp. Fortunately it’s path through the Mistmarsh and avoid roll for an additional night-time
almost due south of the keep and the serious obstacles; each successful check encounter (see below) and note that
PCs are trailing a group of lizardfolk adds two miles to the distance traveled the Survival DC increases at night (see
with prisoners, so even a party without in that four-hour period. the Track feat).

SEPTEMBER 2005 DUNGEON 27


ENCOUNTER AT BLACKWALL KEEP BY SEAN K REYNOLDS

Roll for encounters once per day and Ghast and Ghouls: As above, except The Twisted Branch Lair
once at night using the following table. the ghouls follow an even more The tribe’s lair is in a slightly elevated part
cunning ghast. of the swamp, built within and under an
Lizardfolk: These lizardfolk are not incredibly old grove of mangaroo trees.
Mistmarsh Encounters of the same tribe as those attack- The entrance is a hard-to-find gap in the
ing the keep, and are investigating mangaroo root structure, with tunnels
d% Encounter
the intrusion of other lizardfolk weaving through the roots and into the
01–05 5 ghouls (EL 5)
through their territory. They’ll earth, even to the point of delving below
06–10 1 ghast and 5 ghouls (EL 6) aggressively attack any group they the water level in the deepest parts. The
11–25 5 lizardfolk (EL 5) feel they can kill. trees are so green and saturated with water
26–45 2 crocodiles (EL 4) Crocodiles, Spiders, Constrictor Snake: that they won’t burn except with extreme
46–55 1 giant crocodile (EL 4) These creatures use normal tactics effort; even a fireball only causes surface
56–75 4 Medium spiders (EL 5) for their kind, waiting in the water to damage and some smoldering. Any large-
76–85 1 Huge spider (EL 5) snatch and drown an opponent. scale attack causes all able lizardfolk in
86–95 1 Huge constrictor snake (EL 5) Cockatrices: The first time this encoun- the lair to spill out as a horde and swarm
96–100 2 cockatrices (EL 5) ter appears, the PCs find the petrified over the enemy forces responsible.
remains of some other dangerous Mangaroo roots and branches support
swamp creature (any other creature on the ceiling and walls of the lair, making it
the table except the undead), evidence relatively easy to climb anywhere in the
Ghouls: This pack of ghouls is one of of cockatrice activity. The PCs don’t lair (Climb DC 15). However, most of the
several haunting the Mistmarsh. The encounter the cockatrices until the ceilings in the lair are no more than 7 feet
cunning creatures use tactics against second time the encounter is rolled. high. Roots occasionally stretch over the
their opponents, including ambushes Optionally, the PCs always encounter floors, but the inhabitants try to cut them
(in particular they like to lay prone the cockatrices on the return trip from away to prevent tripping hazards (areas
in pools of murky water, rising when the lair if they discovered the statues with many roots on the floor note this
enemies are in reach). on the way in. in the area description). Areas marked

Lizardfolk
Lair 1

6e
5

c
4

6d 2

6a
6c 3

6b N
7
8

10

One Square = 5 feet

28 DUNGEON SEPTEMBER 2005


as stairs on the map are actually sloping a loud or extended fight is almost cer- snare. Diminish plants thins the mangaroo
hallways rather than true stairs. tain to attract attention from neighbor- growth in the area, reducing the Listen
Water (whether from rain or conden- ing rooms. This means that unless the check DC modifier to +5 and increasing
sation from the daily mists) trickles on PCs are careful they’re likely to end up the light in outer-edge rooms to normal
the mangaroos and drains through the fighting a dozen or more creatures at rather than shadowy illumination dur-
earthen walls, floor, and ceiling in the lair. once and may be overwhelmed. Stealth, ing the day. Tree shape lets a PC take the
It drips almost constantly inside and cre- ambushes, and silence spells can help form of a cluster of roots or branches and
ates tiny puddles everywhere; the place keep the encounters manageable. blend in with the existing growth (though
is humid and mosquitoes buzz in most Some of the rooms are close enough the lizardfolk recognize the growth as
rooms (the scaly skin of the lizardfolk to the outer edge of the lair to let a little new and investigate it). Tree stride gives
makes them immune to the bites). Some daylight filter in (this is noted in the room the caster a multiple-use teleport that lets
of the exterior walls of the rooms aren’t description). During the day these rooms him instantly travel anywhere in the lair.
earth but several feet of intertwining are treated as if they had shadowy illumi- The lizardfolk patrol near their
trunks and branches; this means that air nation. It’s possible to cut through these lair in pairs for 12-hour shi�s, two
circulates through the lair and you can’t narrower sections of tangled mangaroo; pairs on patrol at any time, rang-
suffocate its inhabitants just by plugging each is 5 to 10 feet thick rather than the 20 ing out to about a hundred feet from
the obvious entrances. The noise of the or more feet in other areas (hardness 5, hit the edge of the mangaroo grove. At
dripping water, whistling air, the creaking points 5 per inch of thickness). All other night one of the harpies from area
of the mangaroos, and the acoustics of the rooms are dark at all times. The lizardfolk 4 watches over the outside from a
irregular shapes make it difficult to hear keep fires burning in some rooms and perch in the mangaroo trees, using
or pinpoint sounds within the lair (add carry torches made of bundles of dried darkvision to see what the lizardfolk
+10 to all Listen DCs within the lair). reeds when they need light. cannot. Careful PCs can eliminate these
Some of these rooms—particu- The omnipresence of plant matter in sentries quietly while they’re away from
larly along the southeastern end of the the lair gives druids and rangers plenty the lair, reducing the number of liz-
lair—are close enough to each other that of opportunity to use spells that rely on ardfolk within the lair (sentries come
despite the penalties on Listen checks, plants, such as control plants, entangle, and from any of the rooms marked 6).

SEPTEMBER 2005 DUNGEON 29


ENCOUNTER AT BLACKWALL KEEP BY SEAN K REYNOLDS

If one sentry patrol disappears, when more likely the PCs (or the a�ermaths of ceremonial purpose for some rituals (it
the missing guards are noticed the their battles) are discovered. is decorated with simple shapes—mainly
leaders double the number of sentries Lizardfolk Patrollers (4): 11 hp each, eggs—representing important concepts
on duty; if two patrols disappear the Monster Manual 169. in the lizardfolk religion).
remaining lizardfolk hole up in their If the lizardfolk are on alert for attacks,
lair for a few days to consult omens and 1. Concealed Entrance one or two guards are posted outside this
to see if anyone tries to invade (this of alcove, but the area is usually empty.
course is bad news for the human pris- A thick bundle of mangaroo branches and
oners, who are soon eaten to preserve roots almost completely covers this narrow 3. Compost Pile (EL 3)
the tribe’s food stores). entrance. The level hallway beyond is made
Normally the lizardfolk would have of earth and roots. The stink of waste and decay fills this hall,
5-person hunting parties in addition to and the air is thick with flies. A semisolid
their patrols, but they have stocked up Finding this entrance requires a DC 15 conical pile of rotting food and animal
on food in anticipation of the raid of Search check. Lizardfolk use this entrance bones covers the entire floor in a small
the keep, so they don’t need to hunt for at least once an hour to hunt tiny creatures area. Mushrooms and moss grows in scat-
at least four days. All of the lair’s rooms in the vicinity of the lair, patrol, and so on, tered patches on its outer surface.
inhabited by lizardfolk have some so PCs have the opportunity to discover the
amount of meat set aside for this time, general area of the entrance without search- This is used as a small compost pile by
usually deer or snakes but in some cases ing the entire exterior. The hourly hunting the lizardfolk, and any character with at
a small crocodile or an unlucky member forays are for mice, large insects, tiny snakes, least 1 rank in Knowledge (nature), Pro-
from another lizardfolk tribe. and other such creatures easily found within fession (farmer), or Survival recognizes
Most of the lizardfolk in the lair are a hundred feet of the lair; larger hunting it as such—the pile’s configuration is
typical members of their kind. Excep- parties leave every few days for larger game, too regular to just be a garbage area,
tions are the lieutenant (area 7), shaman but with the arrival of the human prisoners and shows signs of being raked. Though
(area 8), and lizard king (area 9). All of they can put off such a hunt for a while. most of their garbage goes to the otyugh
the lizardfolk in the lair are adults (liz- The roots and branches concealing in area 5, the lizardfolk keep this area
ardfolk mature quickly, and the last two this entrance are flexible, easily pushed because it’s more convenient to those liv-
years the tribe’s hatchlings haven’t sur- aside to allow access to the tunnel (no ing in the southeastern part of the lair,
vived to adulthood). Strength check needed). They drop back and because it provides a home for an
Unless the PCs caught up to the lizard- in place one a creature passes, so unless assassin vine kept as a guardian creature
folk leaving the keep, the human prison- the PCs cut through them on the way in by the tribe’s shaman.
ers are within the lair and are due to be or out there is no way for the lizardfolk Creature: The assassin vine isn’t
sacrificed two per day starting the day a�er to know that anything is amiss. mobile (the druid trims its mobility
the PCs arrive. The sacrifice is a ritual per- The first 20 feet of the hall receive vines on a regular basis) and only has a
formed (reluctantly) by the shaman in front filtered sunlight if it is light outside, reach of 10 �. (the druid cuts its longer
of the tribe and culminates with the king enough to see perfectly well once the vines), so it is forced to live on whatever
eating part of the victim and sharing the eyes adjust to the dimmer light (treat that the lizardfolk bring it. Though it is not
meat with the rest of the tribe. The parts part of hall as having a light source that intelligent, the druid has conditioned
le� over are fed to the tribe’s pet otyugh. illuminates 10 feet). Beyond this area it it with plant-affecting spells to not
The early areas in this part of the adven- is dark and PCs must rely on darkvision attack any lizardfolk who come near it.
ture may seem like a simple and straight- or their own lights. It is still likely to attack any lizardfolk
forward lair raid on an aggressive tribe of that actually touch it, so those leaving
monsters, but a few strange elements (the 2. Alcove garbage for the compost pile do so in
slight changes in the appearance of the lieu- pairs and throw what they carry from
tenant and lizard king, the worm-infected A small alcove fills the southern end of a a safe distance. The plant has no con-
creature in area 6D, and the shaman’s reluc- tunnel intersection. A few javelins and sev- ditioning preventing it from attack-
tant behavior) provide clues that something eral wooden clubs decorated with shells are ing other creatures and welcomes the
strange is going on, culminating in the propped against the far wall of the alcove opportunity to vent its rage (such as it
presence of draconic kobolds and the black and a large clay pot holds what appears to is) on “safe” creatures.
dragon egg in the hatching chamber. be water. Mosquitoes buzz noisily. The vine clings to the western wall
The lair is a dynamic place; the inhabit- above the compost pile. Because it is
ants don’t simply wait in their rooms for This alcove holds a few extra weapons surrounded by mangaroo growth, it
the PCs to arrive. One or two creatures for lizardfolk going on guard patrol or blends in well with its camouflage
wander from one sleeping room to another hunting. The water pot is partly to refresh ability, and that same growth gives it
about every 30 to 60 minutes, making it anyone coming in or out but has a minor plenty of useful material for its entangle

30 DUNGEON SEPTEMBER 2005


ability. Because it cannot flee, the plant Creatures: The two harpies that live Harpies (2): 31 hp each, Monster Manual 151.
fights to the death. here are guardian pets of the lizardfolk. Treasure: The harpies keep a small
Assassin Vine: 30 hp; Monster Manual The reptiles give the harpies a safe place to cache of treasure hidden here at the
20. This vine has speed 0 and 10 � reach. sleep, tasty carrion to eat, and occasional location labeled C on the map. This
humanoid sacrifices to “play” with, and in treasure can be discovered with a DC
4. Harpy Nest (EL 5) return the harpies watch over the lair at 20 Search check, and consists of 171 cp,
night. Because the harpies have darkvision, 320 sp, 195 gp, three pieces of quartz
This place stinks of bird droppings and the they’re much better night guards than the worth 20 gp each, a dirt-encrusted circlet
floor is covered with layers of white and lizardfolk, and they are adapted to a night- of persuasion, and a pair of boots of strid-
gray avian waste. Several thick branches time schedule, waking around sundown ing and springing made out of exotic red
or roots grow horizontally here, and the and going to sleep a few hours a�er dawn. scaly leather.
scratches on them make it evident some- The unusual acoustics and other dis-
thing large has used them for perches. tracting noises of the lair mean that the 5. Garbage Room (EL 4)
if the harpies use their captivating song
This room is close enough to the outer ability inside, it only reaches about 20 Surrounded by roots and earth, this room
edge of the mangaroos that shadowy light �. beyond their room; creatures out- smells like a garbage pit built on a cesspool.
filters in during the daytime. Unlike the side of this area have normal chances Puddles of fouled water are everywhere
other rooms in the lair, this room has a to hear the song but are not affected by among the filth, and animal and vegetable
high ceiling (15 �.) and a concealed exit its magic. The harpies speak Common matter is heaped about in low piles, some
near the ceiling leading outside, which and Draconic. of it covered with bright spotted mush-
the harpies use to get in and out of the The EL of this encounter is reduced rooms, others being rolled into spheres by
lair. At night the harpies take turns hunt- from 6 to 5 because the harpies have hand-sized beetles.
ing in the swamp and watching over the limited mobility within the small room
lair from several perches on its outer and can’t use their flight (and Flyby Attack Creature: This is the tribe’s gar-
surface, so if the PCs come to this room feat) to its fullest extent. Outside the lair, bage pit and also the home of their
at night both harpies are usually gone. harpy encounters are at their full EL. pet otyugh. The creature was captured
ENCOUNTER AT BLACKWALL KEEP BY SEAN K REYNOLDS

when very young and raised by the bite +3 (1d4+1) for the worms, destroying any chance for
tribe; now it’s grown almost too big Space 10 �.; Reach 10 �. (15 �. with tentacle) a peace between the tribe and the PCs.
to get out of the lair. The otyugh rests Base Atk +6; Grp +12 A DC 20 Heal check reveals the infes-
under a heap of trash near the entrance Atk Options constrict 1d6+2, improved tation for what it is. Remove disease or a
to the room, leaving only its eyestalk grab (tentacle) similar effect can save the lizardfolk. If the
exposed. It’s an eager creature and likes Special Atk disease (DC 14) PCs cure him, any lizardfolk in the area
to immediately pick through whatever Abilities Str 14, Dex 14, Con 17, Int 5, Wis are impressed enough with their actions
the lizardfolk bring it. It rears up and 14, Cha 4 to encourage the PCs to seek out the sha-
attacks any non-lizardfolk that come Feats Alertness, Combat Reflexes, Weapon man Hishka to report their findings.
into the room or within reach. Unlike Focus (tentacle) Lizardfolk (21): 11 hp each; Monster
most of its kind, the otyugh speaks Skills Hide +1 (+9 in lair), Listen +8, Spot +8 Manual 169.
Draconic rather than Common. Treasure: Each lizardfolk has 50 cp, 30
Treasure: The dung beetles are 6A–6E. Lizard Lairs sp, and 10 gp. Half of them carry an egg
harmless. The mushrooms are unusual, (EL 4 or 5) carved out of exotic hardwood, a reli-
though, and any creature who makes a gious fertility symbol worth 10 gp.
DC 15 Knowledge (nature) check rec- This room has more than ten sleeping pal-
ognizes them as a more benign vari- lets of swamp grass and mud. Mangaroo 7. Lieutenant and
ant of the poisonous striped toadstool. roots twine all over the walls but the floors Prisoners (EL 5)
A spotted mushroom cap is about the are otherwise clear.
size of a Portobello mushroom, and Four thick bundles of roots divide this room
if eaten it cures 1d4 points of Intel- Creatures: The configuration and into two smaller areas. One large sleeping
ligence, Wisdom, or Charisma dam- inhabitants of these five rooms is essen- pallet covers much of the floor in the north-
age (whichever is the most damaged, tially the same, home to several lizard- ern part and a half-eaten carcass of a man-
random if there is equal damage), folk who attack any “so�-skin” who sized snake lies in the southern part.
but the creature must make a saving dares to enter their lair. Each room is
throw (Fortitude DC 15) or be dazed normally the sleeping area of ten to Creatures: A large lizardfolk wearing
for 3d6+10 minutes (treat this dazed twelve lizardfolk, but many of the tribe armor made of spider-carapace and a
state as a poison effect). There are were at Blackwall Keep so there are normal-sized lizardfolk dwell here. The
eight mature mushrooms growing currently 5 lizardfolk staying in each of bigger one has a black tinge to the scales
in this room (immature mushrooms these rooms. The 4 patrolling lizardfolk around his mouth. The larger armored
have no effect), and they retain their are drawn from those staying in these lizardfolk is Kotabas, the lieutenant of
potency for one week a�er harvesting. rooms, so there are normally 21 lizard- the lizard king (area 9) and is utterly
A character with Knowledge (nature), folk spread among these five rooms at loyal to him. Like the king, he drank
Survival, or Profession (apothecary, any particular time (4 rooms of 4 lizard- the alchemical dragon elixir provided
cook, or herbalist) can spend one hour folk, 1 room of 5 lizardfolk). by Ilthane and has unusual abilities
preparing and drying the mushrooms One of the lizardfolk in 6C is an unsus- because of it. The normal lizardfolk
so they remain potent indefinitely. The pecting host of an undead parasite. This is the lieutenant’s mate and is loyal to
mushrooms can be sold in most mar- creature swallowed a slow Kyuss worm him (while he lives, she will not leave
kets for 100 gp each (market price 200 (see sidebar) in a potion provided by the his side); she uses flanking and the aid
gp). Eating a mushroom is the same tribe’s shaman (originating from Ilthane) another action to augment him in com-
as consuming a potion (it requires a and is now hosting a growing colony of bat. The lieutenant is a brute and enjoys
standard action, provokes an attack of worms within his flesh. In a few days he’ll bullying other creatures; if there are
opportunity, and so on). succumb to the parasites and turn into a any Small PCs he preferentially attacks
spawn of Kyuss, but if killed by the PCs them, though he doesn’t ignore larger
Advanced Otyugh CR 5 he falls dead and one round later the des- threats just to pursue his cruelty.
N Large aberration perate worms crawl out of his flesh and Two human soldiers captured from the
Monster Manual 204 die on the floor. Any other lizardfolk that keep are here, bound and unconscious.
Init +2; Senses darkvision 60 �., scent; see the worms are horrified, remember- If the battle goes poorly for the lieuten-
Listen +8, Spot +8 ing the loss of their eggs two years ago, ant and his mate, they may threaten to
Languages Draconic and flee to tell the shaman and king what harm the captives to convince the PCs
AC 19, touch 9, flat-footed 17 happened (to the point of ignoring the to back off or offer the captive to the PCs
hp 60 (8 HD) PCs). Depending on the circumstances of in exchange for allowing the lizardfolk to
Fort +5, Ref +4, Will +8 the infected reptile’s death (for example, retreat. The lieutenant is cruel enough
Spd 20 �. if killed by a spell rather than a weapon), that he may attack a captive just to taunt
Melee 2 tentacles +8 (1d6+2) and the other lizardfolk may blame the PCs the PCs into action.

32 DUNGEON SEPTEMBER 2005


Kotabas CR 5 Creatures: A stooped lizardfolk wear- Slow Worms
Male lizardfolk barbarian 4 ing necklaces and bracelets of animal’s
While the spawn of Kyuss carry green
CE Medium humanoid (reptilian) teeth stands at the ready, a snake coiled
worms that rapidly convert other crea-
Monster Manual 169 nearby. In one corner of the room are tures into spawn, the obvious zom-
Init +1; Senses Listen +4, Spot +0 two human prisoners—a male soldier bie-like nature of the spawn makes it
Languages Draconic and a female mage—unconscious and hard for them to reach large popula-
AC 21, touch 11, flat-footed 20; trap sense bound. The shaman, Hishka, is wary tion areas because they’re easily spot-
+1, uncanny dodge but not immediately hostile (unless ted. Additionally, these worms cannot
hp 41 (6 HD) the worm-infected lizardfolk in 6C is penetrate the hides of creatures with
Resist acid 5 dead and witnesses told the shaman high natural armor. However, there is
Fort +8, Ref +5, Will +1; trap sense +1 that the PCs are responsible for the a different kind of worm—the “slow
Spd 30 �. worms). Hishka is one of the chosen worm”—that works more slowly and
subtly, taking days or even weeks to
Melee 2 claws +9 (1d6+3) and few of Semuanya, a sterile hermaph-
convert its host and revealing its pres-
bite +6 (1d4+1) rodite gi�ed with an unusually keen
ence only at the last minute.
Ranged javelin +6 (1d6+3) mind. The shaman is unhappy with Infection happens when a host crea-
Base Atk +5; Grp +8 the aggressive stance of the new king, ture swallows a slow worm. The worm
Atk Options rage 2/day believing that open hostilities against begins to multiply within the host’s
Combat Gear 2 potions of cure moderate wounds the much larger population in the body, slowly taking over healthy flesh.
Abilities Str 16, Dex 13, Con 18, Int 6, Wis Free City will only spur the humans to An infected host must succeed at a
10, Cha 12 greater excesses of aggression against DC 15 Fortitude saving throw every
SQ fast movement, hold breath, illiteracy the lizardfolk tribes, but is at a loss as to day or lose 1d4 points of Constitu-
Feats Improved Natural Attack (claw), how to remove the king from his posi- tion. When the creature’s Constitu-
Multiattack, Weapon Focus (claw) tion of power. tion reaches 0, it dies and rises as a
spawn of Kyuss 1d6+4 rounds later.
Skills Balance +3, Intimidate +5, Jump +10, Hishka believes that survival of their
Until the host becomes a spawn, its
Listen +4, Swim +3 tribe (and the lizardfolk race) is crucial;
worms cannot survive exposure to
Possessions combat gear, +1 hide despite any bloodshed the PCs have air; if the host dies from some other
armor, 5 javelins, amulet of natural caused in the lair, the shaman wants to cause before the worms kill it, the
armor +1, pouch of 320 cp, 75 sp, negotiate a peace, preferably one involv- worms crawl out of the dead host one
and 81 gp ing the PCs killing or chasing off the cur- round later and expire.
Rage (Ex): When raging, Kotabas’s stats rent king and his lieutenant. If the PCs Slow worms can enter an indefi-
change as follows: agree to get rid of these aggressive lead- nite hibernation state if kept in
AC 19, touch 9, flat-footed 18 ers, Hishka hopes to convince the rest of liquid, awakening when they enter
hp 53 the tribe to cease its raids for at least a warm flesh. Worshipers of Kyuss are
Fort +10, Will +3 month or two, hopefully long enough for known to hide the worms in potions,
wine bottles, and beer barrels, hop-
Melee 2 claws +11 (1d6+5) and the PCs to arrange a treaty with the Free
ing to infect large numbers of vic-
bite +8 (1d4+2) City. Hishka doesn’t know much of the
tims with the worms and causing a
Ranged javelin +6 (1d6+5) ways of civilized folk, but believes that if horrible outbreak of spawn when the
Grp +10 the PCs can get them to agree in writing hosts succumb to the infection. If the
Abilities Str 20, Con 22 to leave their tribe alone, they’ll honor worm is in a dark or opaque liquid
Skills Jump +12, Swim +5 it. Hishka speaks Draconic and a little or container, a creature drinking it
Lieutenant’s Mate, normal lizardfolk bit of Common, and offers the soldier must succeed at a DC 20 Spot check
(1): 11 hp, Monster Manual 169. prisoner in exchange for an agreement to realize they’ve swallowed some-
to get rid of the current leaders, and the thing solid (the Spot check is DC 10
8. Shaman and mage when the PCs have taken care of if the worm is visible within the con-
Prisoners (EL 7) the problem. Hishka also accepts offers tainer), otherwise they are unaware
of the infection.
to have someone trustworthy guard their
Anything that kills or delays a normal
This room is different from the others in eggs, and can even be bribed if there’s
spawn worm has the same effect on a
the lair. Decorations made of wood and enough money involved (at least 2,000 slow worm. Other variants of Kyuss
clay beads hang from the walls, with egg gp worth, enough to relocate the tribe, worms exist as well, including some
symbols the most common element. A make gi�s to new allies, and so on). capable of creating more powerful
small pit of stone and clay holds the rem- When the lizard king recognized spawn that retain their abilities from
nants of a fire, and several open pots of that Marzena was a spellcaster, he life in undeath, and others capable of
herbs stand near the fire pit. A pool of broke her jaw and many bones in her creating the horrific creatures known
water surrounds a cluster of tree trunks hands to prevent her from using spells as the worms that walk.
in the center of the room. to escape; the shaman has tended her

SEPTEMBER 2005 DUNGEON 33


ENCOUNTER AT BLACKWALL KEEP BY SEAN K REYNOLDS

Init –1; Senses Listen Seskitar CR —


+6, Spot +6 Medium viper animal companion
Languages Common, N Medium animal
Draconic, Druidic, Monster Manual 281
Sylvan Init +9; Senses scent; Listen +5, Spot +14
AC 16, touch 10, AC 22, touch 15, flat-footed 17
flat-footed 16 hp 27 (6 HD)
hp 60 (8 HD) Fort +5, Ref +10, Will +3; evasion
Fort +8, Ref +4, Spd 20 �., climb 20 �., swim 20 �.
Will +8; resist Melee bite +9 (1d4 plus poison)
nature’s lure Base Atk +4; Grp +4
Marzena Spd 30 �. Abilities Str 10, Dex 20, Con 11, Int 1, Wis
Melee 2 claws +7 12, Cha 2
(1d4+2) and SQ devotion, link, share spells
bite +5 (1d4+1) Feats Ability Focus (poison),
Base Atk +5; Grp +7 Improved Initiative, Stealthy,
Special Atk wild shape 2/day Weapon Finesse B
Combat Gear 4 potions of cure Skills Balance +13, Climb +13, Hide +11,
light wounds, potion of cure Listen +5, Move Silently +7, Spot +14,
moderate wounds, potion of Swim +8
detect thoughts*, potion of Poison (Ex): Injury, DC 15, 1d6 Con/1d6 Con
fly*, 2 potions of neutralize
poison, potion of protection Marzena CR 5
from arrows*, potion Female human sorcerer 5
of resist fire NG Medium humanoid
as best it could Spells Prepared (CL 6th, +4 Init +2; Senses Listen +1, Spot +1
given the circum- ranged touch): Languages Common
stances (she’s uncon- 3rd—cure moderate wounds, AC 12, touch 12, flat-footed 10
scious and due to be spike growth (DC 16), water hp 19 (currently 0) (5 HD)
sacrificed in a few days breathing Fort +2, Ref +3, Will +5
anyway) but only time or 2nd—chill metal (DC 15), fog Spd 30 �.
healing magic can mend her cloud, lesser restoration, warp Melee unarmed strike +1 (1d3–1)
bones. The shaman could cure her wood Base Atk +2; Grp +1
broken bones, but isn’t brave enough 1st—charm animal (DC 14), cure light Spells Known (CL 5th, +4 ranged touch):
to go against the king quite yet. wounds (2), entangle 2nd (5/day)—flaming sphere (DC 16),
If the PCs choose to attack, Hishka 0—cure minor wounds (2), detect poison, mirror image
fights back sadly, relying on sum- light, mending 1st (7/day)—burning hands (DC 15), feather
moned creatures and Seskitar for Abilities Str 15, Dex 8, Con 16, Int 14, Wis 17, fall, mage armor, sleep (DC 14)
defense. A survivalist at heart, Hishka Cha 12 0 (6/day)—detect magic, disrupt undead,
is willing to abandon its animal com- SQ animal companion (Medium viper flare (DC 14), ray of frost, read magic,
panion if such a sacrifice can guaran- named Seskitar), hold breath, nature resistance
tee escape (preferably toward area 10 sense, trackless step, wild empathy +7, Abilities Str 8, Dex 14, Con 12, Int 10, Wis
and eventually to the egg chamber at woodland stride 13, Cha 16
area 12). A wise creature and a skilled Feats Alertness, Brew Potion, Multiattack SQ summon familiar (owl named
priest, Hishka knows its value to the Skills Balance +8, Climb +4, Ahiloor, but the lizardfolk have
lizardfolk race is more important than Concentration +9, Diplomacy +7, already eaten it)
dying at the hands of “soft-skins.” Even Handle Animal +4, Heal +9, Jump +11, Feats Combat Casting, Scribe Scroll, Spell
if everyone in this tribe dies, the sha- Knowledge (nature) +10, Listen +6, Spot Focus (evocation)
man is sure it can find can find a place +6, Survival +8, Swim +11 Skills Concentration +9, Knowledge (arcana)
in another tribe. Possessions combat gear, ring of protection +8, Spellcra� +10
+1, amulet of natural armor +1, leather
Hishka CR 7 pouch containing 31 cp, 25 sp, and 110 gp Ad-Hoc Experience Award: If the PCs
Hermaphrodite lizardfolk druid 6 *These items were gi�s from Ilthane and are negotiate a truce with Hishka, they gain
N Medium humanoid (reptilian) contaminated with slow worms, although experience as if they had defeated the
Monster Manual 169 Hishka doesn’t know it. shaman in combat.

34 DUNGEON SEPTEMBER 2005


9. Lair of the Lizard Shukak CR 8 Ranged +1 returning trident +12 (1d8+5/19–20)
King (EL 8) Male lizardfolk fighter 7 Base Atk +8; Grp +12
CE Medium humanoid (reptilian) Combat Gear potion of cure moderate wounds
This large room has a raised throne-like Monster Manual 169 Abilities Str 18, Dex 15, Con 18, Int 11, Wis
area at the north end built out of wood and Init +6; Senses Listen +3, Spot +3 12, Cha 12
large animal bones; the ground in front Languages Common, Draconic SQ hold breath
of the throne is stained with old blood. AC 22, touch 12, flat-footed 20 Feats Alertness, Dodge, Improved
A small pool of water to the west of the hp 83 (9 HD) Critical (trident), Improved Initiative,
throne splashes with small fish. Resist acid 15 Improved Natural Armor, Multiattack,
Fort +9, Ref +7, Will +3 Weapon Focus (trident), Weapon
Creature: Reclining on the throne Spd 30 �. Specialization (trident)
is a strong-looking lizardfolk with a Melee +1 returning trident +14/+9 Skills Balance +11, Intimidate +8, Jump +13,
mottled pattern of black scales and (1d8+5/19–20) and Listen +3, Sense Motive +4, Spot +3, Swim +8
forward-sweeping horns. Quick as a claw +10 (1d4+2) and Possessions combat gear, +1 returning
flash of lightning, he leaps forward bite +10 (1d4+2) trident, amulet of natural armor +1, bracers
with claws extended and a snarl on his of armor +3, pouch containing 31 cp, 35
scaly lips when the PCs intrude in his sp, and 210 gp
throne room.
This is Shukak, the “king” of the Treasure: Shukak has stacked
tribe. Captured young when his origi- Marzena’s gear in a small pile
nal tribe was slaughtered, he was raised behind his throne, but has not yet
as a slave in the Free City Arena. He had a chance to sort through
eventually escaped back to his native it all to see what he likes.
swamp, where Ilthane found him Her gear consists of a wand
and whispered words of vengeance of burning hands (CL 3rd,
in his ear. The dragon steered 22 charges), a ring of
Shukak to the Twisted Branch protection +1, a +1 dag-
tribe, where he challenged and ger, and a cloak of
killed its leader. Coupled with the resistance +1.
tribe’s loss of its hatchlings two years
ago, the Twisted Branch lizardfolk were
easy to goad into an alliance with the
dragon and the attack on the keep.
Confronted by the PCs in his own lair,
the “king” knows he must defeat them
to maintain his status and the tribe’s
morale. Ilthane gave him a special elixir Shukak
made of alchemically-treated dragon’s
blood and he has some atypical abilities
because of it.
Shukak knows that spellcasters are
his most dangerous opponents and
often the easiest to drop, so while
his experience and pride urges him
to deal with fighters, he goes after
spellcasters first, then sneaky-looking
rogue types, then all others. He makes
as much noise as possible in order
to draw assistance, taunt his foes
(in Draconic and halting Com-
mon), and gain an audience
for his prowess. He knows that
without this tribe he loses the
dragon’s support, so he fights
to the death.

SEPTEMBER 2005 DUNGEON 35


ENCOUNTER AT BLACKWALL KEEP BY SEAN K REYNOLDS

10. Submerged Tunnel (DC 15 Spot check to notice the cords), Creatures: Eight black-scaled
though as the cords define a 10-foot kobolds stand guard in this area,
This tunnel slopes downward into an area stretch of water and the snare spells armed with spears and wearing rusty
of shallow water extending westward. The only fill half of that it’s not a guaran- chain shirts. The kobolds are “gifts”
ceiling declines as well, and it’s possible the tee that strangers will recognize the from Ilthane, stationed here to guard
entire hall goes underwater farther ahead. actual dangerous areas. Because the the lizardfolk eggs (ostensibly to pro-
snare is underwater, the Search DC to tect them from intruders, but actually
The tunnel becomes completely find it is 27 instead of the normal DC to keep the lizardfolk from interfer-
submerged 40 feet beyond the start of 23. The snare isn’t configured to lift a ing with Ilthane’s plans for the eggs).
the water and winds generally west- creature off the ground, just to slow While not half-dragons, they are the
ward for 100 feet before fully emerging it down long enough for the tribe to result of several generations of tribe-
again shortly before area 11 on the Egg catch up to it. slavery, selective breeding, and elixir
Chamber map. PCs must hold their use by Ilthane, and are superior to
breath and make DC 10 Swim checks 11. Kobold Guardians normal kobolds. The draconic tem-
to cross this area. (EL 8) plate they possess is detailed fully in
Trap: This section of tunnel is pro- the Draconomicon.
tected by several snare spells. The walls A wall of stacked rocks makes up the south- The draconic kobolds attack any non-
along the first 10 feet of the pool bear west part of this room, and beyond the lizardfolk who enter the area, as well as
knotted leather cords tied to the roots northwest end is another room with water any lizardfolk who seem hostile or intent
marking the general area of the traps on the floor. on moving the eggs.

Ilthane’s Kobolds (8) CR 2


Draconic kobold rogue 1

���� LE Small humanoid (reptilian)


Monster Manual 161 (kobold)
Draconomicon 150 (draconic creature template)
������� Init +3; Senses darkvision 60 �., low-light
vision; Listen +5, Spot +7
Languages Draconic
AC 20, touch 14, flat-footed 17
hp 10 (1 HD)
Resist acid 15
Fort +1, Ref +5, Will +1; +4 against sleep and
�� paralysis
Weakness light sensitivity
Spd 20 �.
Melee mwk rapier +2 (1d4) and
claw –4 (1d2)
Ranged mwk hand crossbow +5 (1d3/19–20)
�� Base Atk +0; Grp –4
Atk Options sneak attack +1d6
Abilities Str 11, Dex 17, Con 12, Int 10, Wis
12, Cha 10
Feats Toughness
Skills Cra� (trapmaking) +6, Hide +9,
Intimidate +2, Listen +5, Move Silently
+5, Profession (miner) +7, Search +6,
Spot +7, Tumble +5
� �� Possessions chain shirt, masterwork
rapier, masterwork hand crossbow with
10 bolts, 10 gp

Treasure: In a north corner of the room


������������������� is a small, unlocked chest that contains
four dark glass vials—potions of cure light

36 DUNGEON SEPTEMBER 2005


wounds, each contaminated with a slow placed one of her own eggs here as a token hatch, the worms will bore through the
worm. The kobolds are under orders of trust with the tribe, and dug the western black egg’s shell, swim through the water,
from Ilthane to not open the chest or tunnel to give herself easier access. and infect all of the hatchlings, giving
use what’s inside; it’s intended as a trap If any lizardfolk come to this area Ilthane (and Dragotha) a small army of
for any creature that slays them. while the PCs are here, they are extremely new spawn of Kyuss to overwhelm the
cautious about their eggs, going out of adults of the tribe and any other crea-
12. Egg Chamber (EL 8) their way to not provoke the invaders to tures that oppose them.
harm the eggs, but retaliating brutally if The dragon egg has hardness 5 and 5
This large chamber has a roof of inter- any damage occurs (+2 morale bonus on hit points. If broken open with weap-
twined mangaroo roots and trunks. attack rolls and weapon damage). ons or weaponlike spells, the worms
Shallow water no more than a few inches The eggs extend above the water- inside spill out and begin boring
deep covers the floor of the chamber, line and are easily spotted but are so into the lizardfolk eggs, advancing at
lapping at the bottom of hundreds of numerous that any creature moving a rate of 5 �. per round through the
tiny pale leathery eggs. On the north- through the area must make a DC 5 watery area (their progress is obvious,
ern end of the pool, looming over the Balance check each round they travel as they stir up the water when they
other eggs like a malignant gargoyle, is more than half speed; failure means move). Once a worm invades a small
a halfling-sized black egg. A wide hall- they break 1d2 eggs. Area attacks that egg, the hatchling inside breaks free
way leads west over a low dirt embank- deal 1 or more hit points of dam- 1d4 rounds later as a Kyuss spawnling,
ment with three wooden chests on it and age automatically kill all eggs in the an undead swimming thing intent
beyond to another watery area. affected area. on killing all living creatures it dis-
Creatures: Unbeknownst to anyone but covers. The worms may slither up a
This chamber holds all of the tribe’s the dragon, the black egg doesn’t contain character’s legs, but since they aren’t
eggs, an unusually large number for a tribe a growing dragon, but a large number quite mature yet, they cannot trans-
this size. The black dragon Ilthane offered of Kyuss worms provided by Dragotha. form larger humanoids into spawn of
to guard the eggs as a favor to the tribe, Ilthane’s intent is that when the eggs Kyuss and are ultimately harmless.

SEPTEMBER 2005 DUNGEON 37


ENCOUNTER AT BLACKWALL KEEP BY SEAN K REYNOLDS

Kyuss Worm Paste poured into the water destroys swim- If the lizardfolk believe the PCs are
This cup-sized container of bad- ming worms within a 10 � radius. responsible for the worms in the body of
smelling greenish-brown paste • If it takes 20 or more points of fire the infected individual in 6C, the pres-
renders a creature immune to the damage, the egg and worms are ence of the worms in the egg chamber is
green worms of a spawn of Kyuss. destroyed, resulting in a wet green- “proof ” of the PCs’ guilt and they attack
Any worm from a spawn (or similar brown paste which a character with in a rage (+2 morale bonus on attacks and
worm attacks, such as slow worms) the Brew Potion or Cra� Wondrous weapon damage).
dies instantly if it touches a creature Item feat can use to make 4 doses of Given the number of lizardfolk eggs
protected by the paste. Applying the Kyuss worm paste or Kyussbane oil (see (more than 200), it’s very easy for this
paste is a full-round action and lasts
sidebar) by spending one day per dose situation to grow beyond what the PCs
1 hour. Each cup of paste can pro-
cra�ing the item. No gp or XP expen- can control. Moving eggs out of the
tect one creature. If the container is
thrown at a normal spawn, it trans- diture is necessary to make either of water, establishing a solid barrier that
forms the creature into a normal these items as long as the character the worms can’t cross, or draining the
zombie, just as if remove curse had has the feat and the raw paste. A DC 20 water are the best options once the
been used. Knowledge (arcana or religion) check worms are unleashed, though using
Faint abjuration; CL 5th; Cra� Won- is enough for a character to recognize an area attack to damage all infested
drous Item, neutralize poison; Price this quality of the burnt worms. areas also works but kills all eggs in
750 gp. that area. If the spawnlings aren’t
Kyuss Spawnlings (6 per EL 5 encoun- destroyed, in about a week they trans-
Kyussbane Oil ter): hp 9 each; see Appendix. form into a walking form that can
This rank oily substance gives a Treasure: Underwater near the dragon survive out of the water and become a
weapon the undead-bane property for egg is a waterproof chest of oiled wood dangerous menace in the swamp and
1 hour. Any spawn of Kyuss or simi- that is Ilthane’s final contingency against eventually other nearby terrain under
lar creature (including Kyuss himself ) the destruction of her horde of spawn- the direction of Ilthane.
struck by the affected weapon takes lings. The box contains a fair amount of Ad-Hoc Experience Award: The
+1d6 damage in addition to the +2d6 treasure intended to lull the PCs into a encounter level listed for this area
from the bane property.
false sense of security about their vic- assumes the PCs end up releasing the
Faint transmutation; CL 5th; Cra�
tory. The chest contains 5320 sp, 1,930 gp, worms and fight some of the Kyuss
Wondrous Item, summon monster I;
Price 750 gp 21 pp, and six dark glass vials—potions spawnlings. If the PCs manage to destroy
of bull’s strength (2), cure serious wounds all the worms without killing any lizard-
(2), haste, and invisibility, each contami- folk eggs, award each PC a CR 8 experi-
Other methods of attacking the dragon nated with a single slow Kyuss worm. ence award. If some but less than half of
egg produce different effects. The chest also contains a minor spell stor- the eggs are killed, award each PC a CR
ing ring. The ring currently contains no 4 experience award. If most or all of the
• If the egg takes 10 or more points of spells; Ilthane intended to keep a remove eggs are killed, the PCs do not get any
cold damage, the worms inside it are disease spell in the ring in case of acci- bonus XP for this encounter. Award an
stunned for 1 round. Any cold damage dental worm infestation, but never got additional 500 XP per PC if they con-
applied to an area of water stuns the around to it. vince the tribe of their good intentions,
worms in that area for 1 round (delay- Development: If the lizardfolk see such as by helping rescue eggs from the
ing their movement) but also kills any the worms, their reaction depends on advancing tide of worms.
lizardfolk eggs in that area. earlier events. If the infected warrior
• Remove curse or remove disease (and more in area 6C is still alive, the lizardfolk 13. Large Submerged
powerful versions of these spells) kills realize that something is very wrong Tunnel
all the worms in the egg but doesn’t and the dragon is probably responsi-
otherwise affect its shell. The caster ble. They try to keep the worms from This wide tunnel quickly slopes downward
can also direct the spell at the water, getting to their eggs, charging into and plunges underwater. The water is stag-
affecting a number of 5-foot squares the egg chamber and carrying eggs to nant and covered with a layer of scum and
equal to the caster level and killing safety. If the PCs help in this endeavor, tiny floating plants
all swimming worms within that the lizardfolk gratefully accept their
area, though if used in this manner it assistance and this act helps smooth Ilthane uses this tunnel to access the
doesn’t affect worms that have already relations in the a�ermath of the worm egg chamber, though she hasn’t been
infected a hatchling (that requires a battle. As the Kyuss spawnlings are here in over a month. The tunnel runs
targeted use of the spell). unable to leave the water at this time, northwest for about 200 feet and finally
• Pouring silversheen onto the egg destroys removing the eggs from the water emerges at the bottom of a deep pool of
it and its contents instantly. Silversheen makes them safe. water in the Mistmarsh.

38 DUNGEON SEPTEMBER 2005


Scaling the Adventure secrecy, even Marzena didn’t know
“Encounter at Blackwall Keep” about the captive spawn, as she was
is designed for a group of four told the last mage went mad and
5th–6th-level PCs, but with a little wandered into the swamp one night.
work it can be adapted for use with The soldiers can describe what their
3rd–4th or 7th–8th-level characters, friend looked like when he changed
mainly by adjusting the number of (a zombie-like creature with green
creatures encountered. worms crawling in his flesh) and
3rd–5th-level parties: Reduce the the glimpses they’ve had since then
number of lizardfolk at the siege and
confirm this appearance.
in the lair. Remove the druid from the
Three spawn now wander the base-
siege. Use the lieutenant stats for the
lizard king, the siege druid stats for ment level of the keep, forcing the sol-
the shaman, and drop the lieutenant diers to share space in the upper levels.
from the lair. Use one harpy in the lair The undead trio batter at the soldiers’
instead of two. Remove 3–4 of the dra- barricade every day, and when they break
conic kobolds. through they grab any soldier within
7th–8th-level parties: Add more liz- reach, two or more of them grappling
ardfolk to the siege and lair. Use the their captive, hauling him back to the
lieutenant stats for the siege cham- basement to let the worms do their work
pion. Add the half-dragon template (and giving the soldiers time to rebuild
to the lizard king and lieutenant.
the barricade). This shows the monsters
Increase the draconic kobolds to 2nd-
aren’t mindless zombies and use tactics.
level rogues. Add another advanced
otyugh and another harpy to the Like all spawn created recently in the
respective lairs. service of Ilthane and Dragotha, their
objective is to multiply rather than kill,
so they snatch opponents one at a time
PART THREE: rather than trying an open battle where
TERROR BELOW potential prey may be killed.
When the PCs return to Blackwall Depending on how long the PCs
Keep, they find the soldiers in a panic. took to deal with the lizardfolk, sol-
It seems that one of the lizardfolk dier reinforcements from Diamond
who entered the keep on the initial Lake should be at the keep. Though
raid reached the basement level and Allustan remains at Diamond Lake,
smashed the lock on a certain door in he gives the captain of the reinforce-
the ground floor, thinking the extra ments a letter for the PCs asking them
security meant treasure was inside. to escort Marzena to Diamond Lake so
The monster once locked behind the he may discuss what she knows about
door is now free to roam the keep and the green worms.
has snatched two soldiers, dragging
them into the basement. The soldiers CONCLUDING
have used spare wood and doors to THE ADVENTURE
barricade the entrance to the base- When the PCs bring Marzena to Allustan,
ment, but the creatures (they now he is grateful for their help and eager to
hear more than one creature mov- hear the news of their most recent adven-
ing around so they know the mon- tures. Marzena tells Allustan what’s she’s
ster hasn’t eaten the two captives) are heard about green worms in the Cairn
strong enough that it’s only a tem- Hills, but unfortunately her news offers
porary solution. They apologize to little new information apart from confir-
the PCs for not telling them about mation that spawn of Kyuss are increas-
the threat earlier, but they still felt ing in number throughout the Cairn Hills.
reluctant to kill the creature that was This information and the PCs’ report
once their friend, and thought that convinces Allustan that there is some-
by locking it away it would die or thing larger going on, and he tells the PCs
they would find a way to save him. As about an “old friend” in the Free City, a
an example of the strength of their sage named Eligos who knows a great deal

SEPTEMBER 2005 DUNGEON 39


ENCOUNTER AT BLACKWALL KEEP BY SEAN K REYNOLDS

about strange monsters. Their next step is coil and drip from its needle-toothed jaws a full-round action. The corpse ani-
to visit Eligos in the Free City and share and empty eye sockets. mates as a spawn of Kyuss 1d6+4 rounds
Allustan’s compiled notes and their own later.
experiences. Armed with this information, These morbid little undead mon- Poison (Ex): Injury, Fortitude DC 10, ini-
the sage ought to be able to determine what sters are one of many variations of tial damage 1d6 Con, secondary damage 1d6
sort of threat the green worms represent Kyuss’ spawn. Designed to undermine Con. The save DC is Constitution-based.
to the region and how it can be countered. the morale of the lizardfolk while cre- Vulnerability to Remove Disease (Ex):
Note that if the PCs agreed to talk to Free ating a way for the worms of Kyuss to A remove disease spell (or any other
City officials on behalf of Hishka, the need penetrate the natural armor possessed similar effect) automatically destroys a
to meet Eligos gives them a convenient by lizardfolk (among other creatures), Kyuss spawnling. D
excuse to travel there and arrange for a the ultimate success of the Kyuss
treaty between the Free City and the liz- spawnling depends on how many Sean K Reynolds was born in a coastal town
ardfolk of the Mistmarsh. of the undead hatchlings the PCs in southern California. A professional game
allow to escape. designer since 1998, he’s best known for his
APPENDIX: A Kyuss spawnling weighs 5 pounds. work on the Forgotten Realms Cam-
NEW MONSTER paign Setting, Greyhawk, and the 3rd
Kyuss Spawnling Combat edition Monster Manual. He spends his free
Tiny Undead (Aquatic) Despite its small size, a Kyuss spawnling is time reading, painting miniatures, and writing
Hit Dice: 1d12+3 (9 hp) an aggressive combatant. A Kyuss spawn- 2–3 sentence biographies.
Initiative: +4 ling attacks by biting with its tiny, razor-
Speed: Swim 40 �. sharp teeth and injecting a burning toxin
Armor Class: 18, touch 16, flat-footed 14 into the victim’s blood.
Base Attack/Grapple: +0/–11 Create Spawn (Su): A Kyuss spawn-
Attack: Bite +6 melee (1d3–3 plus poison) ling can infest any human-
Full Attack: Bite +6 melee (1d3–3 oid corpse it touches
plus poison) with worms as
Space/Reach: 2-1/2 �./0 �.
Kyuss
Special Attacks: Create spawn, poison
Spawnling
Special Qualities: Darkvision 60 �., fast
healing 3, scent, undead traits, vulner-
ability to remove disease
Saves: Fort +0, Ref +4, Will +3
Abilities: Str 4, Dex 18, Con —, Int 2, Wis
12, Cha 14
Skills: Listen +3, Spot +3, Swim +12
Feats: Toughness, Weapon FinesseB
Environment: Any swamp
Organization: Solitary, pair, or swarm
(3–20)
Challenge Rating: 1
Treasure: None
Alignment: Always
chaotic evil
Advancement: 2–4
HD (Small), 5–8 HD
(Medium)

This wretched little men-


ace appears as a rotting lizardfolk
hatchling. Bits of eggshell cling to its
foul hide, and writhing
green worms

40 DUNGEON SEPTEMBER 2005


#126
MAP & HANDOUT SUPPLEMENT
PRODUCED BY PAIZO PUBLISHING, LLC.
WWW.PAIZO.COM

Joachim Barrum

ENCOUNTER AT
BLACKWALL KEEP
by Sean K Reynolds

The wizard Allustan requests the party’s com-


pany on a trip to Blackwall Keep, a militia out-
post on the border of a treacherous swamp.
But what of the green worms and unkillable
zombies plaguing the region, and what fell
secret is locked in the keep’s forlorn basement?
An Age of Worms Adventure Path scenario for
5th-level characters.

Dungeon #126 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

1 DUNGEON 126 Supplement


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Robert Lazzaretti Robert Lazzaretti

Dungeon #126 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

2 DUNGEON 126 Supplement


Spawn of Kyuss

Marzena

Eva Widermann
Eva Widermann

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Robert Lazzaretti Robert Lazzaretti

Dungeon #126 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

3 DUNGEON 126 Supplement


Lizardfolk
Lair 1

6e
5

c
4

6d 2

6a
6c 3

6b N
7
8

10

One Square = 5 feet

Robert Lazzaretti

Robert Lazzaretti

Dungeon #126 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

4 DUNGEON 126 Supplement


Steve Prescott

Steve Prescott

Dungeon #126 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

5 DUNGEON 126 Supplement


Kyuss
Spawnling

Eva Widermann

Shukak

Eva Widermann

Dungeon #126 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

6 DUNGEON 126 Supplement


RUNNING “ENCOUNTER AT
BLACKWALL KEEP” IN THE FORGOTTEN REALMS
by Eric L. Boyd

I
Lizard Marsh Encounters
n the Realms, the town of Dagger- local lordlings is Baron-
ford (Diamond Lake) lies along the ess Piann Cromm (LN The following table replaces the “Mistmarsh Encounters”
north bank of the River Delimbiyr, female Tethyrian human table found in Dungeon #126, page 28.
some thirty or so miles inland. Instead of Aristocrat 2) of Cromm’s d% Encounter
flowing freely into the Sea of Swords, the Hold (Blackwall Keep). 01-05 1 young black dragon (EL 5)
River Delimbiyr dissolves into a morass of The redoubtable baroness 06-15 1 ceratosaur (EL 7)
waterways threading beneath cold-weather lost her husband and only 16-25 2 pternadons (EL 5)
cypress trees festooned with hanging moss, son to lizardfolk raiders of 26-40 5 lizardfolk (EL 5)
known as the Lizard Marsh (Mistmarsh). the Blue Feather tribe over 41-50 1 gargantuan monstrous centipede (EL 6)
Possible encounters on the way to the Liz- a dozen years ago. Since 51-60 4 dire toadsMM2 (EL 5)
ard Marsh (see “Encounters on the Road” in then, she has ruled her 61-70 4 monitor lizardsMM (EL 5)
Dungeon #126, page 19) include religious husband’s holdings with a 71-100 Roll once on Mistmarsh Table
pilgrims of Lathander (St. Cuthbert), orcs or firm but fair hand, grimly
goblins from the High Moor, or lizardfolk holding on to this dangerous territory in In addition, there is a prominent portrait of the
of the Blue Feather Clan (notable for their memory of their loss. baroness with her late husband and son.
ornamental belts and baldrics laced with When the PCs arrive at Cromm’s Hold,
distinctive blue feathers). the garrison commander Baroness Piann Redeye
The Lizard Marsh is home to several tribes and thirteen soldiers (LN male and female Redeye is the king of the Redeye tribe and an
of lizardfolk, including the Blue Feather Clan Tethyrian and Illuskan human Warrior 1) ally of the black dragon Ilthane. This power-
and the Redeye Tribe (Twisted Branch Tribe), are the remaining survivors holding out fully built lizardman stands nearly 7 feet tall,
dinosaurs such as ceratosaurs and pternadons, against the assault. (The Realms variant with the clawed hands, long tail, and toothy
detailed in Serpent Kingdoms, and several black has one less soldier and the “garrison jaws typical of his race. Whereas most lizard-
dragons, including Ilthane. The presence of commander” has survived.) The assault is folk have a thin white membrane that grows
dinosaurs so far from their native Chult has being led by lizardfolk of the Redeye Tribe, hard scales ranging in color from onyx black
led some sages to speculate about the pres- notable for their baldrics of red-brown to olive green to mud brown, Redeye’s skin
ence of a portal in the marsh, while others pelts and red “eye” tattoos encircling their and scales are a putrescent, almost glowing,
believe the dinosaurs sprang from eggs lost left eye. A DC 15 Knowledge (local) check green hue.
during the wreck of the Jungle Queen, which reveals that the Redeye tribe was once one Redeye (Shukak) was once a divine cham-
was driven into the marsh and wrecked dur- of the more peaceful lizardfolk tribes, led pion of Semuanya, tolerant of other races
ing a terrible storm over a century ago on its by a shaman named Redeye, who was nota- and willing to negotiate with humans. In
way back to Waterdeep from an expedition to ble for his willingness to negotiate with the Year of the Wave (1364 dr), Redeye was
the northern coast of the Jungles of Chult. humans. According to reports (which dif- leading a lizardfolk hunting party that
The region around the marsh is ruled by fer significantly from the truth), Redeye crossed paths by chance with the Company
various human lordlings (most of whom (Shukak) was slain a decade or so ago by of the Black Claw, a band of adventurers in
claim the title of baron) who trace their a party of adventurers, only to return as a the employ of Ilthane, whose territory lay
lineage back to Delimibiyran, the King- lich. Since that time, Redeye has report- near Redeye’s tribal lands. The two groups
dom of Man. Traditionally, these lordlings edly transformed his followers into a quickly came to blows.
have allied themselves with the Duchy of brutal band of raiders bent on vengeance Unbeknownst to Redeye, Ilthane had
Daggerford, tithing some of their monthly against humanity. recently agreed to enter into Dragotha’s ser-
income to the duke in exchange for assis- Conversion notes for the Fields of Pesh, vice. She had sent the Company of the Black
tance in keeping the lizardfolk of the Rod of Seven Parts, Queen of Chaos, and Wind Claw to Daggerford to meet with an agent
marsh contained. Since the death of the Dukes of Aaqa are detailed in the Realms con- of the undead dragon and bring back a set
duke, this traditional alliance has begun to version notes for “The Whispering Cairn.” of potions. The potions contained alchemi-
break down, and the Lords of Waterdeep The Commander’s Quarters (area 8 of cal additives with which the black dragon
(Free City) have quietly taken an increased Cromm’s Hold) should have a slightly richer set planned to begin her activities on behalf of
role in supplying supplemental troops to of furnishings than described in the adventure. Dragotha. At the end of the battle, Redeye lay
contain the lizardfolk tribes. One of the dying amongst the corpses of his friends and

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7 DUNGEON 126 Supplement


foes. In desperation, Redeye fed on the fallen Redeye CR 8
body of a cleric of Talos and drank several of Male lizardfolk barbarian 6/divine champion 1
the tainted potions the cleric carried. [Talos]
In the wake of the battle, Redeye returned CE Medium humanoid (reptilian)
to his people a changed creature and quickly Monster Manual 169
seized control of the tribe from its aging Init +6; Senses Spot +1, Listen +1
king. Redeye credited his survival to Talos Languages Common, Draconic
the Destroyer, hoisting alo� a shield bear- AC 23, touch 12, flat-footed 21; improved
ing the Destroyer’s symbol as proof of his uncanny dodge
conversion. Under Redeye’s leadership, the hp 89 (9 HD)
Redeye tribe (as it came to be known) began Fort +11, Ref +7, Will +3
an aggressive series of raids against the sur- Spd 40 �.
rounding human communities. A�er several Melee +1 returning trident +14/+9 (1d8+5/19–20) and
townsfolk witnessed Redeye’s fanaticism, bite +10 (1d4+2)
rumors spread among the human commu- Ranged +1 returning trident +12 (1d8+5/19–20)
nities of the region that some sort of aspect Base Atk +8; Grp +12
of Talos was leading the lizardfolk. Special Atk rage 2/day
Meanwhile, Ilthane had reestablished con- Abilities Str 18, Dex 15, Con 18, Int 11, Wis 12, Cha 12
tact with Dragotha’s agents and acquired a new SQ hold breath, lay on hands 1 point/day, trap sense +2
set of Kyuss worms. Eventually, Ilthane real- Feats Improved Critical (trident), Improved
ized that the reports of a lizardfolk aspect of Initiative, Multiattack, Weapon Focus (trident)
Talos began shortly a�er the disappearance of Skills Balance +8, Intimidate +7, Jump +12, Knowledge
the Black Claws and that the two events were (religion) +3, Sense Motive +4, Swim +8
probably related. A�er her initial attempt to Possessions shield of the destroyer (+1 heavy steel
infect the lizardfolk with masses of undead shield), +1 returning trident, bracers of armor
worms failed, Ilthane approached Redeye and +3, Redeye (single eye of the eagle made of a
forged her alliance with the tribe. Now, in translucent ruby lens), pouch containing 31 cp,
addition to her plot to incubate a new crop of 35 sp, and 90 gp.
worms in the tribe’s eggs, Ilthane keeps close Rage (Ex): While he is raging, Redeye’s statistics
watch over Redeye, observing how he unknow- change as follows:
ingly serves her needs. AC 21, touch 10, flat-footed 19; improved
uncanny dodge
hp 107 (9 HD)
Fort +13, Will +5
Melee +1 returning trident +16/+11 (1d8+7/19–20) and
bite +12 (1d4+3)
Ranged +1 returning trident +12 (1d8+7/19–20)
Grp +14
Abilities Str 22, Con 22
Skills Jump +14, Swim +10

RUNNING “ENCOUNTER AT
BLACKWALL KEEP” IN EBERRON
by Keith Baker

“ E ncounter at Blackwall Keep”


brings the heroes into conflict
with a tribe of misguided lizard-
folk, who have become tools of those who
seek to usher in the Age of Worms. Only a few
had a long-standing conflict with the local
lizardfolk, and that the keep was built to hold
these lizardfolk raiders in check. However, in
Eberron, we’ve set the Free City as Sharn, and
there aren’t any lizardfolk near Sharn.
Over the last century, lizardfolk have been
found in other dark corners of Khorvaire.
Explorers and soldiers seeking refuge
have found lizardfolk in a variety of caves,
swamps, and jungles, including the King’s
changes are required to adapt the adventure Or are there? Forest of Breland.
to Eberron, but these create ideas that you In modern-day Khorvaire, the largest The King’s Forest is a a rain forest that cov-
may wish to explore in the future. concentration of lizardfolk can be found in ers thousands of square miles, stretching out
Q’barra. But the lizardfolk are reclusive by north and east of Sharn. Although hunting is
The Lizardfolk of the King’s Forest nature—and until humans settled Q’barra prohibited, the King’s Forest has long been a
“Encounter at Blackwall Keep” is based around during the Last War, no one knew about the haven for poachers and brigands, as well as
the idea that the people of the Free City have reptilian civilization hidden in the jungle. monsters and magical beasts that were hunted

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8 DUNGEON 126 Supplement


down and killed if they ventured into the are on edge; aggressive PCs could provoke The Mistmarsh
open. The lizardfolk of this region fought the them to violence. The Mistmarsh is an exceptionally swampy
Dhakaani goblinoids and the minions of the Lizardfolk: As lizardfolk are not common area of the jungle to the east of Blackwall
Daelkyr thousands of years ago, and learned in the region, this party is from the same Keep. The rough terrain has kept hunters
to fear outsiders. For centuries they have been tribe that is attacking Blackwall, and they from exploring it thoroughly, which made
living under the noses of the human invaders, attack humans on sight. it a haven for the lizardfolk and dangerous
hidden in the heart of the forest and avoid- Orcs: Instead of encountering orcs, beasts rarely found in the open woods. It
ing all contact with the so�skins. But then the a result of 86–90 results in an encoun- can be used as a marshy region within a vast
plague of worms struck down their children. ter with 3 Unhinged Soldiers (EL 4). The rain forest, and not a freestanding swamp.
The dragon Ilthane came to their hidden vil- powers of Khyber and Xoriat are always The ghouls encountered in the Mistmarsh
lages and told them the humans and the other lurking in the shadows of Eberron, and are the remnants of a band of soldiers of
so�skins were to blame for the catastrophe, the horrors of war have driven these Brel- the Emerald Claw. The Claw sent this unit,
and for the last decade she has nutured the ish soldiers to the worship of the Dragon composed of a priest and several soldiers,
flames of rage in the hearts of the lizardfolk. Below. They have become ravenous can- to Breland to perform acts of sabotage dur-
The lizardfolk have never attacked Blackwall nibals and only emerge from the King’s ing the war. A�er some of the soldiers were
Keep, until now. Forest to prey on travelers on the road. killed by beasts in the forest, the priest ani-
Characters who make a DC 20 Knowledge They are filthy: their clothes are torn, mated their corpses as ghouls. A�er the
(nature) or bardic knowledge check upon their eyes are mad, and they are covered priest fell to a Brelish patrol, the ghouls ran
seeing the lizardfolk recall stories about with dirt and dried blood. They have lost wild, killing and transforming the rest of the
hunters who claimed to have seen lizardfolk the ability to speak and are driven only soldiers. People familiar with Karrnath may
in the King’s Forest. These stories depict the by hunger and instinct. If any of the PCs recognize the distinctive uniforms of the
lizardfolk as shy and peaceful. While the liz- served Breland in the war, perhaps they Emerald Claw (see page 226 of the Eberron
ardfolk have druids, they do not follow any recognize one of these unfortunates as a Campaign Setting).
of the Eldeen druidic traditions presented in former comrade-at-arms.
the Eberron Campaign Setting. The Lair
Unhinged Soldier CR 2 The harpies found in area 4 served Breland
Blackwall Keep Male human warrior 2/barbarian 1 as mercenary scouts during the Last War.
This fortress is located 130 miles north of N Medium humanoid A�er they were severely wounded in battle,
Sharn, where the King’s Forest reaches out Init +1; Senses Spot –1, Listen +3 the harpies were found and healed by the
toward the banks of the Dagger River. It Languages Common lizardfolk. The lizardfolk treat them well,
is part of a chain of small fortresses set AC 15, touch 11, flat-footed 14; Dodge, Mobility and the harpies have chosen to remain with
along the trade road, which both watch the hp 18 (3 HD) their new allies. Shukak, the Lizard King,
shores of the Dagger and combat poach- Fort +5, Ref +1, Will –1 was not raised as a slave, but he was cap-
ers, bandits, and other threats that emerge Spd 40 �. tured by a hunting expedition and pressed
from the King’s Forest. The swampy jun- Melee longsword +4 (1d8+1/19–20) into fighting in the Burning Ring of Sharn.
gle east of Blackwall Keep has an unusu- Base Atk +3; Grp +4 This is against the Code of Galifar—but
ally high percentage of dangerous magi- Special Atk rage 1/day people liked watching the creature fight,
cal beasts, and the keep has always had a Abilities Str 12, Dex 13, Con 11, Int 8, Wis 9, Cha 10 and Hoas Junter paid the Watch to look
skilled battle mage on hand to handle these Feats Dodge, Mobility, Toughness the other way.
monsters. At present, that is Allustan’s Skills Climb +3, Intimidate +6, Jump +3, Listen +3,
friend Marzena. Survival +4 Ilthane
Possessions longsword, studded leather armor, You may wonder how the dragon Ilthane fits
Encounters on the Road heavy wooden shield into the grand scheme of things: aren’t the
Goblins and orcs are not inherently savage in Rage (Ex): While he is raging, an unhinged dragons of Argonnessen the ancient ene-
Eberron, and this is too deep in Breland for soldier’s statistics change as follows: mies of the Lords of Dust? This fact makes
raiders from Droaam or Darguul. Revise the AC 13, touch 9, flat-footed 12 the corruption of a dragon to the cause of
following encounters: hp 24 (3 HD) darkness all the sweeter. More informa-
Goblins: The goblins are poachers, who Fort +7, Will +1 tion about Ilthane, her master Dragotha,
rely on the game they find on the edge of the Melee longsword +6 (1d8+3/19–20) and their ties to the oldest evils of Eberron
forest to feed their families. While they are Grp +6 will be revealed in future installments of
not evil or innately hostile, they are return- Abilities Str 16, Con 15 this appendix.
ing from the hunt with illegal venison and Skills Climb +5, Jump +5

Dungeon #126 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

9 DUNGEON 126 Supplement


T he Free City: a shining gem in
the crown of cultured civiliza-
tion. A place where a pauper
can become a prince and everyone has
a chance at prosperity. Yet beneath the
surface of this bustling metropolis is a
sisting of 12 adventures, several “Backdrop”
articles to help Dungeon Masters run the
series, and a handful of poster maps of key
locations. For additional aid in running this
campaign, check out Dragon’s monthly
“Wormfood” articles, a series that provides
rot, festering in the darkness, manipu- additional material to help players survive
lating the lives of those unaware of its this campaign. Your PCs should hit 8th
presence. Now, a small adventuring band level at some point in this adventure, and
from out of town may be in over their if they decide to take some time off from
heads. Their actions in Diamond Lake adventuring to sample what city life has to
have attracted the wrath of one of the offer, check out issue #336 of Dragon for
city’s hidden masters. A gang of infiltra- five attractions to tempt your PCs to spend
tors and an enigmatic mastermind plot some of their hard-earned loot. This issue
their destruction, and only tracing the of Dragon also features an Ecology of the
rot to the root can stop the onslaught. Spawn of Kyuss, one of the central creatures
“The Hall of Harsh Reflections” is a featured in this campaign.
Dungeons & Dragons adventure designed Of course, you can also run “The Hall
for four 7th-level characters. It is also the of Harsh Reflections” as a stand-alone
fourth installment of the Age of Worms adventure, or even as a part of a campaign
Adventure Path, a complete campaign con- of your own design.

BY JASON BULMAHN
BY JOACHIM BARRUM, STEVE PRESCOTT, AND EVA WIDERMANN
BY ROBERT LAZZARETTI
AGE OF WORMS CALLIGRAPHY BY DARLENE
ADVENTURE PATH MID–LEVEL (6TH-12TH) URBAN & DUNGEON CRAWL

OCTOBER 2005 DUNGEON 35


THE HALL OF HARSH REFLECTIONS BY JASON BULMAHN

Adventure Background old friend of their patron Allustan. into the possession of an ominous
Loris Raknian, retired gladiator and direc- They bring with them numerous arti- item: a green segmented worm in a jar
tor of the Free City Arena, has his hands facts, clues to the cult’s plans, and a of preservative fluids, which he hopes
full organizing the upcoming Champion’s host of questions they hope the sage to have identified. Unable to leave his
Games, when fighters from around the can answer. small town due to other commitments,
world gather in a festival of violence and the sage offers to pay the PCs to take the
pageantry that should put all previous Adventure Synopsis jar to the Free City and have the con-
expositions to shame. Despite this enor- “The Hall of Harsh Reflections” begins tents identified. Allustan suggests that
mous logistical challenge, he still manages as the PCs approach the Free City, the party contact Eligos, a scholar who
to keep up with his fellow cultists in the unaware of the danger that awaits them. lives in the Free City. For their services,
Ebon Triad, including the secretive cell sta- A�er encounters with a corrupt gate Allustan offers to pay the party 500 gp
tioned below the corrupt mining village of guard, an apocalyptic street preacher, per member.
Diamond Lake. Raknian recently learned and a perilous parade, the party finally In fact, by changing the nature of the
that this cell was destroyed and its secret reaches the estate of Eligos the sage. clues found in Zyrxog’s lair, you can use
research stolen by a group of locals. Angry The sage informs the PCs that although “The Hall of Harsh Reflections” as a great
at the loss of his associates and concerned he can find the answers they seek, it will way to tip off the PCs about any number
about the missing research, Raknian is take time, giving the party a chance to of possible burgeoning conspiracies.
worried that someone has stumbled onto idle away the days at a local inn, the
the cult’s hidden plans. Worse, the sinister Crooked House. The Journey
tiefling Bozal Zahol, the cultist who con- The doppelgangers attack soon a�er to the Free City
verted Raknian to the Ebon Triad and who the PCs arrive, impersonating the PCs As the adventure begins, Allustan has
dwells in a secret temple deep below the and committing a crime in their names, helped the PCs compile the notes and
Free City Arena, has decreed that if Rak- hoping to turn the locals against them. discoveries they’ve made about the Ebon
nian doesn’t take care of the problem in The party must foil this plot, and in so Triad and the spawn of Kyuss in Dia-
Diamond Lake soon, things will get very doing learn the location of the shape- mond Lake and the Mistmarsh. He gives
uncomfortable for him. shi�ers’ hidden base down on the water- them the address of a friend named Eli-
When Raknian learned, through an front. This leads them to a confrontation gos, a sage who lives in the Free City who
ally hidden in Diamond Lake, that those with the dangerous charlatans in their can help make sense of the discoveries
responsible for the cult’s destruction were demented house of mirrors. Defeating and find out what exactly the cult is up
on their way to the Free City, he breathed Telakin, the lord of the doppelgangers, to. The journey from Diamond Lake to
a sigh of relief. Far too busy with prepa- reveals a deeper threat, a hidden master the Free City is about 85 miles on a road
rations for the upcoming Champion’s directing their actions. Before the PCs through hills (overland movement modi-
Games to deal with the upstarts himself, can escape the hideout, Zyrxog himself fier of ×3/4). Consult pages 162–164 of the
Loris contacted Zyrxog, a mind flayer living attempts to destroy them, with the aid of Player’s Handbook to determine how long
beneath the city streets and an old associate his drow minions. it’ll take a party to make this journey—if
of the arena master. Loris tasked Zyrxog Tracking down the mind flayer, the your group travels at a speed of 30 feet it’ll
with destroying the PCs and recovering any PCs invade his alien lair deep beneath take close to five days.
missing clues they might have concerning the city streets. Here they can defeat The journey is not without peril. The
the cult’s nefarious plot. Zyrxog, and learn about the aberration’s roads are not as safe as they once were,
Zyrxog and a coterie of drow thralls recent dealings, including numerous with bandits and worse prowling the
came to the Free City years ago and transactions with Loris Raknian, master night. The PCs likely pass several patrols,
quickly set up operations a�er domi- of the Free City Arena and host of the groups of traders or farmers, and gaggles
nating a gang of doppelgangers based in forthcoming Champion’s Games. of pilgrims on the road—you can incor-
the city’s waterfront. Using them as his porate these as you see fit, perhaps using
eyes, ears, and hands on the streets above, Adventure Hooks some of the encounters listed on page 19
the mind flayer has been manipulating Having defeated the cultists in Diamond of Dungeon #126 as inspiration.
events, replacing important officials, Lake and the undead lurking under There’s a 10% chance of a dangerous
and gathering oddities according to his nearby Blackwall Keep, the PCs are told encounter occurring—make two checks
alien designs. Tasked with destroying the by Allustan to seek out Eligos in the Free per day (one during the day and one at
meddlesome party from Diamond Lake, City to learn more about these diabolical night). If the PCs neglect to take appro-
Zyrxog quickly sets his doppelgangers cults and their worm-ridden servants. priate precautions when they set up camp
into motion, tracking them down and If the adventure is used indepen- (setting guards or finding a safe place to
planning their ruin. dently, Allustan, an eminent sage, con- camp with a DC 15 Survival check), the
Meanwhile, the PCs travel to the Free tacts the party in hopes of contracting chance of a night encounter increases
City seeking Eligos, a learned sage and their services. The sage recently came to 20%. Unless your players particularly

36 DUNGEON OCTOBER 2005


enjoy these encounters, though, you PART ONE: sighs, the guards inform the party that
should limit the number of encounters WELCOME TO some of their gear may need to be con-
to no more than two during the journey THE FREE CITY fiscated. Although patently untrue, the
unless you’re trying to boost the party’s guards are looking for a small bribe (5
level up to 7th. All of these encounters Perched on the banks of a broad, slow-mov- gp or more) to ease the party’s passage
have an average EL of 7. ing river, the glistening Free City comes into the city. A successful DC 20 Sense
into view. Larger than any other, this city is Motive check makes this clear. Should
Encounters on the Road home to tens of thousands, living together the PCs proclaim their innocence force-
d% Encounter with the hope of a better life. Tall spires and fully and repeatedly, the guards let them
01–40 1d3 bandits gabled roofs crowd together and peek out in without much protest. Should any
41–60 1d6+3 worgs over the high stone walls that surround of the PCs actually possess contraband
61–75 1d6 owlbears the bustling metropolis, while smaller, less (such as poison or drugs) it is confis-
76–90 1d6 displacer beasts opulent buildings spread from its walls in cated and the PC is fined 20 gp per dose
91–100 2 trolls nearly every direction. Scores of common or banned item.
folk, along with carts and wagons laden with Once they’re inside the Free City, read
Bandits: 1d3 human 5th-level rogues wares for market, form a long line slowly or paraphrase the following to the PCs.
are out looking to make some easy trudging toward the nearest gate.
money by charging exorbitant tolls to The streets of the Free City are cobbled
passing travelers. Failure to pay the toll Gaining access to the Free City is a with well-worn stones and scored by deep
(all the money a group is carrying) invites lengthy endeavor that involves waiting wagon ruts. Throngs of people of all races,
attack. If one of the bandits is slain, the in line for 2 hours, followed by an inspec- some bearing exotic raiment, crowd the
others attempt to flee. Use the stats for tion performed by the guards at the gate. streets. The creak of wagons and neighing
the thieves on page 38 for these bandits. Although the Free City is open to all and of horses is interrupted by the call of mer-
Worgs, Owlbears, and Displacer relatively safe, the city militia has strin- chants hawking their wares and the shouts
Beasts: These predators hunt in packs, gent laws against contraband (namely of customers haggling over prices. The air
and stalk the PCs hoping for one of them destructive magic, drugs, and any poi- hangs heavy with the smell of civilization,
to lag so they can pounce. A PC can dis- son that causes Constitution damage). If the stench of sweat and refuse mixed with
cover them with a successful Spot or Lis- disguised as commoners with a Disguise the aroma of fresh baked bread and fire-
ten check. They break off the attack if check (opposed by three +4 Spot checks roasted meats.
half their number are slain. by the guards), the party is let through
Trolls: Two troll brothers named the gate a�er a simple questioning of The Free City is a blank slate. It could
Murnk and Nathk are the only two their name and business. Otherwise, be the City of Greyhawk, Waterdeep,
survivors of a recent raid on a troll read or paraphrase the following when Sharn, or any large city in your home
lair by a band of adventurers. The the PCs approach the gate. campaign. Feel free to place the various
trolls are trying to make some money encounter areas in this adventure (or the
to hire an ettin or hill giant to get “Well what do we have here? Fancy folk diversions detailed in Dragon #336’s
revenge on the three adventurers. The here to spend their coin in the Free City,” “Wormfood”) wherever you wish. The
only way they know to make money, the guard calls out from the gate. “Well, Crooked House and Eligos’ manor can
unfortunately, is by attacking more what’s your business here? And be prepared be anywhere in the city, of course, while
adventurers. Trolls aren’t that smart. to turn out your pockets.” Sodden Hold should be located on a
If one of the trolls is killed, the other waterfront. Next issue’s “The Champion’s
begs for his life, offering the last of While the guards (LN male human Belt” continues the adventure in the Free
their money (87 silver pieces and one warrior 3) have nothing against the PCs, City, and also includes a Backdrop article
gold piece) as a bribe. If asked about they tend to give a hard time to those called “The Free City” which details the
the adventurers that ruined their lair, outfitted better than themselves. A�er small neighborhood surrounding the
the trolls describe a quick female elf recording the names of all the party Crooked House and contains numerous
with a bow, a large loud man with a members, the guards ask to take a look small adventure hooks to entertain the
shiny belt, and a horrible bearded man at their possessions, citing the need to PCs between adventures.
that threw lots of fire. Astute PCs may search for contraband. They look very The following two encounters occur
recognize the descriptions of local suspiciously at all weapons and unusual while the party travels between various
adventurers Tirra, Auric, and Khellek, gear, especially any odd talismans, jars locations on the streets of the Free City.
or they may not. The trolls don’t know containing green worms, or obviously They can be used any time during the
who they were, but they do know they magic items. After the inspection, adventure, and are designed to breathe
were too tough for a group of five of which is conducted with a healthy dose life into the urban environment and fill
their brothers to handle. of concerned looks and disapproving in the gaps during slow periods.

OCTOBER 2005 DUNGEON 37


THE HALL OF HARSH REFLECTIONS BY JASON BULMAHN

Event 1: Parade Aregen and Sald CR 5 a few coins, a potion, or a sheathed


of Thieves (EL 9) Male human rogue 5 dagger or wand.
While making their way through the Free CN Medium humanoid Developments: Should the PCs kill the
City, the PCs find their progress blocked Init +7; Senses Listen +7, Spot +7 chimera, the performers are clearly sad-
by a parade of street performers and a Languages Common, Dwarf dened, but they understand the necessary
small menagerie making its way down the AC 16, touch 13, flat-footed 13; Dodge, use of force. If the chimera is instead merely
street. A large crowd has gathered on both uncanny dodge knocked unconscious, the performers are
sides of the street, hoping to get a glimpse hp 25 (5 HD) very grateful and reward the PCs with two
of exotic monsters and daring jugglers. Fort +3, Ref +7, Will +0; evasion potions of resist energy (lightning) 20.
Spd 30 �. If either Argen or Sald are killed, the
The intersection ahead is packed with a Melee mwk short sword +7 (1d6+1/19–20) PCs must explain themselves to the local
throng of people, straining their necks and Ranged light crossbow +6 (1d8/19–20) watch captain, who does not look lightly
cheering as a pair of jugglers, preceded by Base Atk +3; Grp +4 on such harsh retribution. He warns the
a large metal cage, makes its way down Atk Options sneak attack +3d6 party that vigilantism will not be toler-
the cross street. The parade continues to Combat Gear potion of cure moderate wounds, ated, and that further acts could land
roll past, displaying the talents of numer- potion of invisibility, 2 tanglefoot bags them in the stocks (or worse).
ous street performers and various caged Abilities Str 13, Dex 16, Con 14, Int 10,
beasts. One large and extravagant cage on Wis 8, Cha 12 Event 2: Street Prophet
a horse-drawn wagon actually consists of SQ trapfinding, trap sense +1 Most major communities have their fair
two cages. The inner cage is made of iron Feats Dodge, Improved Initiative, Weapon share of prognosticators, some crazed and
bars, with panes of glass mounted outside Finesse raving about the future, others quiet and
the bars on all four sides. Within is a three- Skills Bluff +7, Disguise +9 (+11 acting), lurking, waiting for the signs they know
headed monstrosity with the heads of a Escape Artist +11, Hide +11, Listen +7, are coming. The Free City is no exception.
goat, a lion, and a brilliant blue dragon. As Move Silently +11, Sleight of Hand +13, While some are clearly mad, occasionally
the parade trundles along, the beast roars Spot +7, Tumble +11 one lone voice is a prophet, knowing
over and over as its dragon head blasts the Possessions combat gear, masterwork more than any man should.
iron cage with bolts of electricity that play studded leather armor, masterwork short
along the metal bars. sword, light crossbow with 20 bolts, Up ahead, standing atop a covered rain
disguise kit, peasant outfit, 23 gp barrel, a man screams at a public that
Creatures: The parade, an annual Chimera: hp 76; blue dragon head; seems keen to ignore his ravings. Dressed
event in celebration of the coming Monster Manual 34. only in a ratty robe and waving a long,
Champion’s Games, makes its way charred staff, the balding human man
through the streets of the Free City to Tactics: The chimera is furious and seems to be shouting himself horse, yet
the entertainment of all. Unfortunately, bent upon gaining a bit of revenge upon the crowd still passes him by without pay-
the garish event also attracts a number the folk that taunted it. Once free of its ing much attention at all.
of thieves, who use the distracting event cage, it moves to attack the nearest target,
as cover for their larcenous ways. Any most likely one of the fleeing townsfolk The party can easily avoid or ignore the
character that mingles in the crowd to or performers. A small child le� behind crazed man. If they happen to ask one of
get a better look is a likely target for the makes an easy target should the party the common folk about him, they learn
pair of rogues in the crowd. back away from the dangerous beast. The that he is here every day, shouting about
As an added danger, the beast in the chimera’s wings have been clipped. As a this and that. Last week he shouted about
cage, a chimera, has ambitions beyond result, it can fly but must land by the end “the dragons of the ri� and the sins they
those of a sideshow attraction. The of its movement. proclaim” or some such nonsense. No
parade organizers did an excellent job Once the chimera is free, Argen one’s really sure of his name, and most
ensuring that the chimera’s breath and Sald try to flee the scene quickly call him the Rain Barrel Man as a result.
weapon wouldn’t hurt anyone on the unless one has been discovered in If the PCs bother to listen to his rant,
street, and while the lightning isn’t doing his thievery. Should this happen, the read them following.
much damage to the glass panes, it has rogues support each other as much
been slowly weakening the iron bars of as possible, flanking any target that “Listen to me, you children of the Free
the inner cage. presents itself. If successful in their City, and hear the doom that builds before
Just moments a�er the rogues have Sleight of Hand checks, the rogues your blind eyes. You in your house of gold
had a chance to ply their trade, the chi- make off with whatever the PCs hap- and you in your hovel of mud and even
mera’s cage breaks, loosing the beast as pen to carry in their belt pouches or you in your mail of metal, none of you
the crowd flees in panic (along with the a small item from their packs. This are safe from the doom, from the Age of
rogues, if they have not been spotted). should amount to nothing more than Worms. Oh yes, it is coming. Have you

38 DUNGEON OCTOBER 2005


not heard the dead dragons roar? Have are asked to wait by
you not smelled the rot festering under the austere manser-
your very nose? Have you not dreamt of vant. A�er serving the
the worm that walks, bringing decay to all party a fine wine (or
he touches? Fools, you are all fools! Your water) along with fresh
doom is upon you! The end is in sight and fruit, Pollard leaves the
none of you shall be spared. Decay is the party to await the sage.
future and the future is here!” The parlor is lined with
packed bookcases, framed
The Rain Barrel Man does not allow by various oil paintings of
interruptions to his rant until the end faraway places and fantastic
Eligos
and begins anew a�er a few moments. locales (such as a great road of
Should the PCs ask questions about his bones, a bustling city set inside a
rant, he only stares at them, with no dormant volcano, and an abstract
answers forthcoming. He refers to him- painting of a vast feature-
self as “the prophet of the golden eye” less ashen plain). All
and refuses to share any of his secrets. of the furniture is
He is more than willing to repeat his gilt with fine gold
rant, but seems to have no further infor- tracery and pad-
mation about his tale (and in fact, does ded with plush red
not seem to know anything about it when velvet cushions.
not telling it in its entirety). The floor is polished
wood, but covered
PART TWO: by a well-worn carpet
ELIGOS AND THE depicting some forgotten
CROOKED HOUSE battle between the forces
Eligos lives in one of the more affluent of good and evil. A�er a few
parts of the Free City, known as the Garden minutes of waiting, Eligos joins
District. Although the guards at the gates the party in the parlor.
to this district look at the PCs with sus-
picion, they do not bar their entry. When A middle-aged man wearing an open red unless they mention Allustan. At that
the PCs arrive at the address Allustan pro- robe with a silver breastplate underneath point he raises and eyebrow and says,
vided, read them the following. enters the room. His eyes are sharp wells “Hmm, I never thought I would hear
of deep gray accented by specks of red. His from him again. But nonetheless, please
A white stone wall surrounds a manicured hair, red like the setting sun, shows the first continue.” If asked about the sage of Dia-
yard of trimmed hedges and exotic fauna. signs of receding. “My manservant, Pollard, mond Lake, Eligos flatly states that they
A cobbled path, flanked by a pair of pools tells me that you wish to speak to me,” he were both beholden to the same master
and rearing dragon statues, leads to a white says in a calm, even voice. “My name is Eli- for a time. He speaks no more of the
marble manor house with gilded double gos. How can I be of assistance?” matter, but does warm up to the party
doors and flickering golden lanterns. a�er their relationship with Allustan
Eligos (LN male human fighter 2/wizard is established.
As the party approaches the front door 7/loremaster 2) is a patient, levelheaded Eligos is intrigued by their queries,
to the opulent manor, it opens as if they man, respected throughout the Free City especially those concerning the jar con-
are expected. Pollard (N male elf expert for his obscure knowledge and skill in taining the green worm, Zosiel’s silver
2), Eligos’s aged elven manservant, asks the arcane. Like Allustan, Eligos was once diadem, the two demon horns, the talis-
the PCs their business at the estate and apprenticed to the powerful archmage man of the sphere from the Whispering
invites them inside to wait for the sage Manzorian. Unlike Allustan, Eligos still Cairn, and any tales of the Age of Worms
(assuming they mind their manners). serves the archmage as one of Manzorian’s or the nefarious cults in nearby Dia-
Once inside the manor, the party chief agents in the Free City. mond Lake. A�er hearing their request
is escorted through the grand foyer, A�er allowing the party to introduce for answers, the sage thinks on it a bit
dominated by a marble staircase lined themselves, Eligos plainly asks what with two fingers raised to his lips and
with suits of ancient armor, and topped their business is with him. Although then speaks.
by an ancient battle banner used patient, his time is valuable and he does
as a curtain. Off to one side, a short not suffer fools. He listens to the PCs’ “Although not my area of expertise, I do
hallway leads to a parlor, where the PCs request calmly, without asking questions know a bit of what you speak and am greatly

OCTOBER 2005 DUNGEON 39


THE HALL OF HARSH REFLECTIONS BY JASON BULMAHN

disturbed. I will look into this matter, but it the party might have missed, discover- of its foundation have failed, resulting in
will take some time. There are many books ing “additional” information they might a building out of sorts. The inn boasts
to consult, and most are kept in the Great find useful. At the very least, you can use few right angles, and none of the floors
Library. I should be able to gather the infor- him to point the PCs to any other loca- are level. However, the place has a charm
mation you seek within the week. While you tions in the Free City you may wish to not seen in many of the other buildings in
wait, might I recommend that you stay at have them visit. the district. Its owner, Tarquin Shortstone
the Crooked House in the Foreign Quarter? Be wary not to reveal too much. Infor- XXIV, takes pride in his establishment, and
It is an excellent inn and the keeper and mation from the first three installments despite its condition he keeps everything
I are old friends—mention my name and of the Age of Worms Adventure Path in working order, clean, and mostly safe.
he’s sure to give you a discount on rooms. should be generally available if the PCs Tarquin (NG male gnome expert 3) runs
I shall contact you there when I have found could have learned it themselves through an honest business, catering to both locals
the knowledge you seek. Until then, I sug- their exploits. Hidden background infor- and visitors alike. Many of the owners of
gest you enjoy the comforts the Free City mation may be revealed in later install- local businesses stop by the Crooked House
has to offer.” ments and should be kept secret until that for a pint a�er closing up for the evening.
time. In the end, it’s up to you to decide Tarquin encourages this by cutting most
Eligos asks for no payment in these what Eligos discovers, but it should serve of them a good deal and engaging them
dealings so long as the party mentions to drive the plot forward, fill in some of in lively conversation about business
Allustan. Otherwise, he merely asks for the gaps, and raise further questions. and local events. He is equally friendly to
future considerations should the need If you are not running this adventure newcomers, offering up his rooms for the
arise. He does not know what this entails, as part of the Age of Worms adventure modest price of 6 sp per night, including
but he assures them it will be nothing path, Eligos can reveal whatever infor- a small meal in the morning.
dangerous. To complete the research, mation is needed to drive your plot. The The taproom of the Crooked House is
Eligos needs to keep any objects the sage can become a valuable asset to the o�en busy late into the night, and things
party desires investigated. party, leading them to further adventures can sometimes get rather lively, especially
You should use Eligos to answer any and solving some of the riddles that have when a local bard or street performer stops
number of questions the PCs might plagued them. by to entertain the guests. The PCs are free
have. In addition to answering direct Their business completed, Eligos to take a turn on the small stage as well if
questions, he can also fill in plot points summons Pollard to escort the party they possess the skill. Tarquin does not
out, promising to contact them once his take a cut of the earnings made by any of
research is complete. his performers, and instead offers them
Campaign Seed: free drinks so long as their performances
The Mistmarsh Accord The Crooked House draw more business.
If the PCs made an agreement with Inside the inn, the taproom is deco-
Hishka the lizardfolk shaman in One of the larger buildings in the neigh- rated with numerous trophies, primarily
“Encounter at Blackwall Keep” to help borhood, the Crooked House, is just that— owlbear heads, of which Tarquin is rather
arrange for a treaty between the Free a bit off tilt. Its walls are all at odd angles fond. The tables have uneven legs so that
City and the lizardfolk of the Mistmarsh,
while none of its windows and doors are they sit level on the slightly sloping floor.
a successful DC 15 Gather Information
quite square. Despite this, the building The staircase leading upstairs is a bit
check is enough to establish that the best
route would be to contact the city guard looks to be in good repair, freshly painted treacherous, as it has shi�ed significantly
and government with the request. and clean. over the years. The rooms are all of good
How much time you spend on this quality, containing a straw mattress bed,
subplot depends entirely on how much The Foreign Quarter is a diverse and wardrobe, and table with an oil lamp.
your players enjoy political intrigue and busy neighborhood, packed with shops When the party arrives, Tarquin is busy
roleplaying. You can certainly gloss from dozens of nations and numerous serving up a meal and asks if the PCs
over the meeting by having a PC make inns that cater to merchants and travel- are interested in joining. He has a num-
a DC 25 Diplomacy check to success- ers from far away lands. The buildings ber of rooms available, all singles. His
fully negotiate the treaty. Alternately, here reflect this diverse ethnicity, as double rooms and party rooms are cur-
you could develop an entire cast of
few look alike and construction styles rently rented out to a merchant caravan
politicians and aristocrats that the PCs
vary wildly from building to building. that just arrived in the Free City. How-
must appease or convince of the merits
of signing such a treaty. In the long Structures made from stone, fancifully ever, should the PCs mention that Eligos
run, the relations between the Free City carved wood, and countless other more sent them, Tarquin cuts them a deal (4
and the Mistmarsh have little impact exotic materials. sp per night) and throws in free drinks.
on the remainder of the Age of Worms Located in a part of the Foreign Quar- Eligos and Tarquin are old friends and
plotline, so you can make as much or ter known as “Midnight’s Muddle,” the frequently meet at a local dragonchess
as little of this subplot as you wish. Crooked House has seen better days. Parts parlor for a friendly game.

40 DUNGEON OCTOBER 2005


It is about this time that Loris Rak- Thieves’ Guild, visit his temple, go shop- changing shape, characters with the Still
nian, director of the Free City Arena, ping, or anything else that may lure PCs Spell and/or Silent Spell feats, characters
learns of the party’s arrival in town. He apart in the Free City), so much the bet- that can wild shape, characters that can
contacts Zyrxog and arranges for their ter. Take that PC into another room and cast dimension door, and so on.
destruction the same day. Although run the encounter with Ixiaxian. If the PC Finally, you should be prepared for what
events are starting to move against defeats the doppelganger, you can either try could happen if the other PCs discover the
them, the PCs have a few days to explore again with an identical doppelganger and a deception early. True seeing can reveal the
the Free City, make purchases, and relax different PC later, or you can congratulate deception, as can an awkwardly placed zone
before the action begins. that PC on his luck and skill and continue of truth spell combined with some unfortu-
with the adventure as written, replacing the nate questions. And even though in com-
Body Thief (EL 6) encounter in area D15 with the aranea. bats against other doppelgangers, Ixiaxian’s
While the PCs take time off, Tarquin A third possibility is to run the situation kin try to avoid hurting him, there’s always
encourages them to have a good time as a conspiracy. At some point before this the chance that Ixiaxian could get killed
while staying at the Crooked House. adventure begins, pick the player you think elsewhere. Once a doppelganger is slain,
The doppelganger agents who work for will best be able to play Ixiaxian instead of its body reverts to its true from, revealing
Zyrxog have already begun to observe the his character; ideally, this should be a PC the deception for what it is. The good news
PCs, however, learning their habits and that Ixiaxian can mimic the abilities of for the duplicated PC at this point is that
abilities while in the guise of common with ease, like a rogue. Tell this player that his character didn’t really die. The bad news,
folk. One of them, a rogue named Ixiax- at some point, his character will be taken of course, is that the duplicated PC is still
ian, has been charged with infiltrating the over by a doppelganger. The player should imprisoned until rescued. In this event, you
party. The switch occurs at some point continue to play his character normally, should engineer events so that the impris-
a�er the PCs speak to Eligos but before since Ixiaxian wants to observe the party oned PC is rescued sooner rather than later.
event 3 begins. Ixiaxian remains hidden in and gather intelligence; his goal is not to Perhaps the imprisoned PC can be recov-
the party until the real PC is rescued later betray them or attack them until the group ered from the cells in area D6. The impris-
in the adventure (see area D15). reaches area D15. oned PC might even escape and make his
Before going ahead with this nefari- Once a PC has been replaced with a own way back to the party.
ous plot, you should carefully gauge your doppelganger, allow that PC to continue Finally, you shouldn’t penalize the cap-
group. Pulling off this deception requires to play the doppelganger as if it were tured PC’s experience points, even if his
you to enter a conspiracy with one player his own character. The doppelganger character is technically not adventuring with
against the rest of the group, a practice certainly takes the time to equip itself the other PCs for a time. Allow the captured
that is generally not recommended. If you with the PC’s gear, and in its attempt to PC a full share of experience, as if he had
feel that this would offend your group, remain in “character” would certainly participated in the encounters he missed.
feel free to omit this plot entirely. make the same decisions the PC would
There are three ways you can handle make as regards purchasing new equip- Ixiaxian CR 6
this potentially disruptive plot device. ment, using one-shot or charged items, Doppelganger rogue 3
First, you can opt to ignore the subplot and the like. You can even go as far as N Medium monstrous humanoid (shapechanger)
if you think recruiting one of the play- to let the PC continue using his own Monster Manual 67
ers as a double agent would disrupt the character’s stats rather than handing Init +3; Senses Spot +12, Listen +12
campaign. In this case, simply remove him Ixiaxian’s stats—this method isn’t Languages Common, Elven
Ixiaxian from the adventure and replace as precise, but it has the dual benefit of AC 17, touch 13, flat-footed 14; Dodge
the encounter with doppelgangers in keeping Ixiaxian’s true capabilities secret hp 35 (7 HD)
area D15 with a group of araneas. as well as being the least invasive method Immune sleep and charm effects
Alternately, there are numerous points as far as the player is concerned. Fort +3, Ref +10, Will +7; evasion
during the adventure in which one PC can Since Ixiaxian is a rogue, and since Spd 30 �.
be separated from the rest of the group. A the real PC is going to probably spend Atk slam +9 melee (1d6+3)
PC may be arrested at some point and taken several days imprisoned, he is careful to Base Atk +6; Grp +9
to jail apart from the rest of the group (pos- select a PC that not only closely matches Atk Options sneak attack +2d6
sibly as the result of event 3). A PC could be his capabilities and skills, but one that Special Atk detect thoughts (DC 17)
jumped by Ixiaxian while he scouts ahead won’t be able to escape being mana- Abilities Str 16, Dex 17, Con 12, Int 13,
of the rest of the group while they explore cled and imprisoned. Ixiaxian avoids Wis 14, Cha 15
the upper level of Sodden Hold. If you can selecting characters who can make a DC SQ change shape, trapfinding, trap sense +1
engineer Ixiaxian’s attack to coincide with 35 Escape Artist check, and characters Feats Dodge, Great Fortitude, Ability Focus
a point at which a PC voluntarily leaves the that can make a DC 28 Strength check. (detect thoughts)
rest of the group (such as if a PC decides He also avoids taking characters that can Skills Bluff +14 (+18 when reading minds),
to go off on his own to try to contact the use magic or special abilities to escape via Diplomacy +7, Disguise +13 (+23 when

OCTOBER 2005 DUNGEON 41


THE HALL OF HARSH REFLECTIONS BY JASON BULMAHN

is unfriendly. Either side winning the


The Crooked House Tavern check by 5 or more can sway their atti-
tude one step in either direction. Since
these checks take 1 minute, sleeping
Private PCs have plenty of time to join the
Storage Hall commotion caused downstairs.
1
up
Elaxan CR 8
First Doppelganger fighter 2/rogue 3
Floor 2 N Medium monstrous humanoid (shapechanger)
Monster Manual 67
Init +4; Senses Spot +7, Listen +7
Kitchen Languages Common, Elven
3 AC 23, touch 14, flat-footed 19; Dodge, Mobility
hp 57 (9 HD)
Stage Immune sleep and charm effects
Fort +9, Ref +11, Will +6; evasion
One square = 5 feet
Spd 30 �.
Second Melee +1 short sword +13/+8 (1d6+4/19–20) or
and up slam +11 melee (1d6+3)
Third Floor Ranged dagger +12/+7 (1d4+3/19–20)
4
Base Atk +8; Grp +11
Atk Options Power Attack, Spring Attack,
N 1
5
sneak attack +2d6
Special Atk detect thoughts (DC 16)
Combat Gear potion of cure moderate

W E 2 6
wounds, potion of invisibility
Abilities Str 16, Dex 18, Con 14, Int 13,
Wis 12, Cha 15
SQ change shape, detect thoughts (DC 16),
3 7 trapfinding, trap sense +1
S Feats Dodge, Great Fortitude, MobilityB,
Power Attack, Spring AttackB, Weapon
Focus (short sword)
Skills Bluff +11 (+15 when reading minds),
using change shape, +27 when also members that has gone to bed. He comes Diplomacy +11, Disguise +12 (+22 when
reading minds), Intimidate +4, Listen +12, back downstairs, walks up to Tarquin using change shape, +26 when also
Sense Motive +12, Spot +12 and stabs him with a dagger. He then reading minds), Intimidate +10, Jump
tries to run back upstairs before anyone +10, Listen +7, Sense Motive +5, Spot +7,
Event 3: Betrayal can respond. Once out of sight, Elaxan Tumble +15
at the Bar (EL 9) promptly reassumes the merchant guise Possessions combat gear, +2 studded leather
Three nights a�er the PCs arrive at and comes back downstairs to incite the armor, +1 short sword, 4 daggers
the Free City, Zyrxog’s minions make crowd against the PCs.
their move to eliminate the PCs. A�er Tarquin survives the attack but falls Tavern Patron (14) CR 1
impersonating one of the PCs and unconscious behind the bar (at –2 hit Male human commoner 2
committing a terrible attack, a dop- points and bleeding) with the dagger NG Medium humanoid
pelganger named Elaxan tries to turn still in his chest. The crowd of assem- Init –1; Senses Spot –1, Listen –1
the tavern patrons against the PCs in a bled patrons quickly begins shouting Languages Common
massive brawl. at the PCs as Elaxan attempts to use his AC 9, touch 9, flat-footed 9
Creatures: Waiting until at least one Diplomacy skill to turn them against hp 11 (2 HD)
of the PCs has gone to bed, Elaxan the PCs. If none of the PCs counter this Fort +1, Ref –1, Will –1
goes upstairs in the guise of a simple with Diplomacy of their own, this is a Spd 30 �.
merchant. Once out of sight of the simple DC 15 check. Should the PCs Melee knife +2 (1d3+1/19–20)
patrons in the common room, Elaxan resist, it becomes an opposed role. The Ranged bottle –4 (1d4+1)
assumes the identity of one of the party crowd’s initial attitude toward the PCs Base Atk +1; Grp +2

42 DUNGEON OCTOBER 2005


Abilities Str 13, Dex 9, Con 12, Int 11, Developments: Four minutes a�er Tar- character to recognize the design on the
Wis 8, Cha 10 quin is attacked, the city watch arrives on key as the same as a design over several old
Feats Skill Focus (profession), Toughness the scene and arrests the party unless they warehouses in the River Quarter, although
Skills Handle Animal +5, Profession (any can prove their innocence (see the cast most of these warehouses have been torn
one) +7, Use Rope +4 article in Dungeon 118 for some sample down and replaced with newer buildings.
Possessions two bottles, knife, 4 sp city watchmen). If the PCs have killed any If none of the PCs figure this out, a DC
of the tavern patrons, they are arrested 15 Gather Information check uncovers the
Tactics: As this fight occurs in the tap- whether or not they prove that they did same clue. In addition, the informant can
room of the inn, you should determine not hurt Tarquin. Should the PCs kill tell the PCs that the octopus standard was
if any of the PCs are wearing armor and Elaxan, he reverts to his true form, much the mark of a now-dead merchant who
what weapons they carry before the fight to the shock of all present. This evidence once owned several warehouses along the
begins. Tarquin finds it rude to be fully alone is enough to clear the PCs of any waterfront. Most of these buildings have
armed and armored in his establishment, charges by the crowd and guard. Should been sold off and rebuilt, but one still
but lets it pass if the PCs are insistent or Elaxan be searched, he has daggers that stands—Sodden Hold.
sweet talk him with a DC 20 Diplomacy match the one used to attack Tarquin. If the PCs are arrested, they spend the
check. Unarmed PCs can fight using the Without this proof, convincing the city night in jail, stripped of all their gear and
same weapons as the patrons, knives (treat constables requires a DC 30 Diplomacy spell components. In the morning, using
as daggers that deal 1d3), bottles (impro- check and a rather good explanation. their agents within the city watch, the
vised weapons that deal 1d4) and chairs Elaxan’s pouch contains a strangely doppelgangers have the PCs delivered
(improvised clubs). Throughout the fight, crooked key attached to a small keychain. to their hideout as noted in the sidebar
Elaxan uses Spring Attack to move up into The key’s head bears a unique design of a “Delivered into Danger.”
a flanking position, take an attack, and ship being pulled underwater by a huge Assuming Tarquin survives, he is very
back away before the PCs can retaliate. If octopus. This key can unlock the front door grateful to the party if they prove their
dropped to below 10 hp, he attempts to flee, to the doppelganger’s hideout, a warehouse innocence. He offers them free room and
changing shape to that of a peasant woman down by the river called “Sodden Hold.” A board for a month as reward. If the poor
the moment he is out of sight. DC 20 Knowledge (local) check allows a innkeeper dies as a result of the attack on

Sodden Hold

D7
D9

D8
D19 S

A D
D12
B D6 E D10 T
D5 D13
C
D11 D11 D11 D14
S

T
S S
catwalk

D1 D2 D15
S

D16

D3 D4
N
T
T
D17
W E T
D18

T S

One square = 5 feet S

OCTOBER 2005 DUNGEON 43


THE HALL OF HARSH REFLECTIONS BY JASON BULMAHN

his life, his son takes over the business also opens this door. A DC 20 Survival reset; DC 25 Reflex save avoids; 40 �. deep
soon a�er. Obviously, if the party mem- check by a character with the Track feat (4d6 fall); pit spikes (Atk +10 melee, 1d4
bers do not prove their innocence, they are reveals that these doors have been used spikes per target for 1d4+5 each); Search
forced to leave the fine establishment. frequently despite the warehouse’s aban- DC 28; Disable Device DC 25.
doned appearance.
PART THREE: D3. Abandoned Office
SODDEN HOLD D2. Storage Hall (EL 7) The door leading into this chamber is
Down on the banks of the Selintan River, locked, requiring a DC 25 Open Lock
outside the city walls, a large district has The doors open into a large space domi- check to pass.
been built to service the docks and water- nated by dozens of crates and barrels of
ways around the Free City. In among the various sizes. Lit by a number of faintly This dark chamber is absolutely packed
warehouses, taverns, and shops catering flickering torches above, a thick layer of dust with boxes and bookcases overflowing with
to mariners is a relatively unremarkable covers much of the cargo stored here. ledgers and papers in no apparent order.
warehouse marked “Sodden Hold” in
faded green paint. This stone warehouse This room is used by the doppelgangers These papers detail a business that
has a moss-covered roof and is home to to keep up appearances should any local once ran in this building over 10 years
a band of doppelgangers, led by Telakin officals stop by for an inspection. Most of ago. Going through all of the papers
and controlled by a secretive mind flayer the crates and barrels are filled with cheap crammed into this room takes 10 min-
named Zyrxog. goods such as rough cloth, spoiled ale, utes per Search check. A successful DC
This group of shapechangers has spent and chainmail links. There are numerous 25 Search check uncovers a ring of swim-
years infiltrating the government of the ways out of this chamber, including two ming accidentally discarded by the dop-
Free City, from minor nobles to town doors on the south wall (both locked), a pelgangers when they moved all of the
guards, and it is from this warehouse and trapped false door on the north wall, and refuse to this chamber.
the warrens below it that they plan their two doors up at the level of the catwalk
insidious schemes. Tasked by their hid- that runs along the east side of the room D4. Rickety Ladder
den master to destroy the PCs and claim (one of which is hidden). The door leading into this chamber from
their gear, the band of doppelgangers has The catwalk on the east side of the room the ground floor is locked, requiring a DC
set events into motion to draw the PCs to is 15 feet above the floor. The door on the 25 Open Lock check to open. The door
their hideout. south side of the catwalk leads to area D4 above on the catwalk is unlocked. This
and is not locked. The door on the north small chamber contains a decrepit lad-
Warehouse Level side of the catwalk is hidden, requiring der leading up to a platform level with
Unless otherwise stated, each chamber a DC 25 Search check to locate. A DC 15 the catwalk in area D2. This chamber is
of the Sodden Hold warehouse is lit with survival check by a PC with the Track feat littered with loose stones and dust.
everburning torches suspended from the identifies the location of the door by the Attempting to climb the ladder causes
ceiling 30 feet above. Both the interior boot prints leading to it, but does not it to collapse, bringing down a portion of
and exterior walls are superior masonry reveal how to open it. This hidden door the catwalk above as well. This deals 2d6
walls, while the doors are made of strong leads to area D5 and it is not locked. points of damage from falling debris to
wood (see pages 90–91 of the Dungeon Creatures: Three of the crates and barrels all those adjacent to the ladder. A DC 15
Master’s Guide for their statistics). in this chamber are not what they appear to Reflex save halves the damage.
be. The doppelgangers keep a trio of mim-
D1. Sodden Hold ics in this chamber to ward off any intruders D5. Storage Cell
that might break in. A Spot check opposed The secret door from the catwalk leads to
Lurking at the water’s edge like a rotten by the mimics’ Disguise checks notices the top of a staircase that descends into an
log washed ashore, the warehouse marked them hidden among the other crates before oblong chamber with only one exit. Along
“Sodden Hold” is built mostly of stone with they attack. One of the barrels in this cham- the north wall, a number of unlocked
a wood shingle roof thick with long, ropey ber contains a sour alcohol strong enough chests contain the belongings of the
moss. The entire building has a green hue, to dissolve the mimics’ adhesive. prisoners (Ilya and Gattel) in the cells of
owing to the large patches of moss and Mimics (3): hp 52; Monster Manual 186. area D6. One chest contains Ilya’s periapt
mold that grow on its walls. Trap: The false door leading out of of health, signet rings, and embroidered
this chamber is trapped. The door is not sky blue cloak (worth 200 gp). Another has
A tall set of iron double doors marks locked, but attempting to open the door Gattel’s bag of holding (type I) containing
the only entrance to the warehouse, as it sets off the trap, opening a wide pit in 863 gp. The other chests here contain the
has no windows. The doors are locked front of the door. PC’s gear if they are captured and put in
with a good-quality lock, requiring a DC Wide Mouth Spiked Pit Trap: CR 7; one of the holding cells (as noted in the
30 Open Lock check to open. Elaxan’s key mechanical; location trigger; manual sidebar “Delivered into Danger”).

44 DUNGEON OCTOBER 2005


D6. Cells (EL 8) because the mind clone procedure on Delivered into Danger
him failed and they need to continue to If the party is arrested for the attack on
This tall chamber contains five cells, each impersonate him to collect funds. Tarquin (or any other crime), they soon
with a wall of iron bars facing the corri- Cell D: Aside from some blood-soaked find themselves delivered to the dop-
dor that runs between them. A number of straw, this cell is empty. pelgangers late at night. A small squad
the cells are occupied, one with a young Cell E: This cell contains two ordinary of guards puts them into a wagon cell
elven woman, one with a pair of young human men, both a bit soiled and tired pulled by a pair of horses and drives
men, and another with what appears to looking. If spoken to, they claim to be them down to Sodden Hold, where they
be a dead man. Martal and Regim, members of the town are transferred to the cells in area D6.
The PCs are split up into two groups, half
guard captured a week ago. They speak in
in cell B and the other half in cell D.
These cells are used by the doppelgangers vague terms of the horrible things that
Every night, a pair of doppelgang-
to keep prisoners they plan to impersonate, happen here, including probing into ers (see area D6 for stats) comes to the
but do not yet wish to eliminate. Each cell their minds, severing and then reattach- prison to drag one of the captured char-
consists of three reinforced masonry walls ing limbs, and worse. acters into the hall and beat him into
and one wall made of iron bars (treat as an Creatures: In reality, Martal and Regim unconsciousness using nonlethal dam-
iron portcullis). There is a simple straw are the doppelganger guards of this small age. Once unconscious, the PC is taken
mat, ceramic water bowl, and waste bucket prison. The door to their cell has a hid- below and a mind clone is made. This
in each cell. The entire room is lit by a pair den latch allowing them to open it from proceeds until all of the PCs are cloned,
of everburning torches suspended from the the inside. Underneath their straw mat- at which time they are taken one at a
ceiling of the hallway. Each of the cells is tress they have stored a few pieces of gear. time from their cells and killed.
Escaping from the cells is not easy,
locked with an average quality lock, requir- The duo begs to be released, but attacks
but it’s far from impossible. The cells
ing a DC 25 Open Lock check to open. the party once the door is opened. An
contain plenty of sticks and straws that
Cell A: This cell contains a young elven opposed Sense Motive check versus the could be used to pick the locks (at a
woman, Ilya Starmane (LG female elf doppelgangers’ Bluff checks avoids being –2 penalty on the roll). The party could
aristocrat 4), who was abducted by the surprised on the first round of combat. attack the guards when they come to
doppelgangers nearly a month ago (not take one of the characters below. One
that her family knows this). She is cold Martal and Regim (2) CR 6 of the previous occupants of cell B
and untrusting of anyone that comes Doppelganger fighter 4 partially tunneled through the exterior
to speak with her, as the doppelgang- N Medium monstrous humanoid (shapechanger) wall of his cell, hidden behind the straw
ers have been toying with her the whole Monster Manual 67 mattress. However, there is no tool to
time, delighting in her anguish. Her Init +7; Senses Spot +5, Listen +5 continue the work in the cell. Gattel
has a bent spoon that would work, but
family is one of the lesser noble families Languages Common, Dwarven
convincing him to give it up requires a
in the Free City, one of the key trading AC 22, touch 13, flat-footed 19; Dodge
DC 20 Diplomacy or Intimidate check.
partners between the city and the nearby hp 64 (8 HD) Once acquired, tunneling through the
elven kingdom of Celene. She has seen Immune sleep and charm effects outside wall requires another 16 hours
hundreds of different individuals come Fort +10, Ref +8, Will +6 of work.
through this area in the past month, Spd 30 �. The guards in cell E do not leave
rarely the same person twice. Melee +1 longsword +13/+8 (1d8+6/19–20) or their cell unless the party manages
Cell B: This cell is empty. slam +11 (1d6+3) to free themselves from their cells, at
Cell C: Although the resident of this Base Atk +8; Grp +11 which point they attack.
cell appears to be dead, he is barely alive Atk Options Power Attack If the entire party is captured in this
(stable at –7). The man, Gattel Watam (CN Special Atk detect thoughts (DC 16) way, the gang goes to the inn and col-
lects any gear they le� behind (in their
male human expert 5), was once a local Abilities Str 16, Dex 16, Con 16, Int 13,
guise), which is added to any gear that
tax collector before being captured by Wis 12, Cha 15
was confiscated when the PCs were
the doppelgangers 2 years ago. As one SQ change shape arrested. All of this gear is stored in
of the first subjects of the mind clone (see Feats Dodge, Great Fortitude, Improved the unlocked chests in area D5.
area D17), Gattel’s mind has shattered, Initiative, Power Attack, Weapon Focus
and if he’s revived this becomes readily (longsword), Weapon Specialization
apparent. Gattel goes through periods (longsword) Possessions masterwork studded leather,
of intense weeping, childish laughter, Skills Bluff +13 (+17 when reading an heavy steel shield, +1 longsword
and haughty talk as if he were a high- opponent’s mind), Diplomacy +4,
born noble. He is only occasionally lucid Disguise +10 (+20 when using change Developments: Once freed, Ilya and
enough to identify himself, an act usu- shape, +24 when using change shape and Gattel seek to leave this place as soon
ally followed by an attempt to end his reading an opponent’s mind), Intimidate as possible. Ilya gi�s her periapt to the
life. The doppelgangers keep him alive +8, Listen +5, Sense Motive +7, Spot +5 party as reward for saving her, while

OCTOBER 2005 DUNGEON 45


THE HALL OF HARSH REFLECTIONS BY JASON BULMAHN

Gattel does not claim any of his gear, not DC 12 Balance check to avoid falling if requires a DC 10 Swim check to move
recognizing any of it. struck. The stalkers know this and try to at half speed. At the bottom of the sha�,
knock as many PCs as possible into the a 20-foot-long passageway leads west to
D7. Collapsed dangerous waters below. area D9, which is also flooded. There is
Chamber (EL 9) Those falling into the water are sub- no light down this sha�, and the water
ject to 1d4 attacks from the weapons is very salty.
Much of the floor of this ruined chamber has (+10 melee dealing 1d6+4 points of dam- The other hole in the floor of this
given way, revealing a large stagnant pool of age each). The water below is very calm, chamber leads to a stagnant pool of river
water below. Rusted spears and broken swords requiring a DC 10 Swim check to move water trapped underneath this section of
break the surface of this pool throughout the at half speed, but this provokes more 1d2 the building.
room. A framework of soggy timbers that more attacks from the weapons placed in
might have once supported the floor still the water per 10 feet traversed. It’s a DC Warren Level
stands, stretching out across the void. 10 Climb check to clamber up a piling This deep underground sanctuary
back to the floor above. is where the gang of doppelgangers
Navigating this chamber is quite dan- Treasure: The doppelgangers o�en hatch their nefarious plots and rest
gerous. Moving at half speed across the toss the bodies of those they have slain from their trials. Unless otherwise
wooden planks requires a DC 12 Bal- into this fetid pool, along with any gear noted, a pale blue everburning torch
ance skill check, as they are a bit slip- they find to be of little value. A DC 15 mounted on the wall lights each cham-
pery from mildew. Failing this check Spot check notices these corpses under- ber. The walls of this level are hewn
by 5 or more results in a fall down into neath the water, between the spears. A stone and all of the doors are iron (see
the water below. The shaded planks all DC 25 Search check reveals a golden glint pages 90–91 of the Dungeon Master’s
lead to a piling that is not structurally among the bodies. This is a golden wand Guide for their statistics).
sound. If a Medium or larger character of spiritual weapon (26 charges) acciden- These rooms are meticulously well
steps onto one of these planks, the piling tally discarded by the gang in their haste kept. None of the dust and dirt of the
collapses, dropping anyone on a shaded and not yet recovered. warehouse above is present here. The
plank down into the water below. The walls in most of the chambers are carved
doppelgangers have placed dozens of D8. Water-filled Pit with an intricate flowing scrollwork that
weapons in the water below, making it never seems to repeat itself.
very dangerous to traverse or fall into (as This large chamber is empty aside from two
noted under Tactics). holes in the floor, one a jagged rip where D9. Water Control
The far wall of this chamber used to the floor has fallen away, the other a per- Chamber (EL 8)
contain doors for accepting river cargo, fectly square opening with a sha� leading When the party first enters this cham-
but these have been boarded over. The down. The sha� is full of water a�er about ber from area D8, they emerge 40 feet
only exit out of this chamber is a door thirty-five feet and a wooden barrel bobs on beneath the surface of the water. A 10-
out of sight when the PCs first enter. the surface. A crude rope ladder descends foot wide pillar of stone in the center of
This door is locked, requiring a DC 25 to the surface of the water the room rises up to a point 10 feet above
Open Lock check to open. the top of the water. A short metal ladder
Creatures: This room is home to a The doppelgangers use this room to reaches from the top of the pillar to the
pair of invisible stalkers. Allied with the gain access to their underground war- surface of the water.
doppelgangers, they allow anyone who rens. Traditionally, the members of the On top of the pillar is a large metal lever.
says the word “deception” to pass without gang sit in the barrel, floating in the Tripping the lever opens wide drains on
incident. Those not speaking the pass- water as the level slowly drains down 40 the floor, and both the water level and
word before crossing out onto the planks feet to the floor below, just outside area pillar sink at an equal rate (about 4 feet
are subject to attack. D9. When they wish to go up, they simply per round). A�er one minute, the pillar is
Invisible Stalker (2): hp 52; Monster reverse the process, sitting in the barrel only 10 feet tall and the room (including
Manual 160. as the water level is slowly raised. This area D8) is devoid of water. Tripping the
Tactics: The invisible stalkers use process takes a full minute. lever again reverses this process, raising
the element of surprise to attack the Unfortunately, for the party, the water the pillar and flooding the room.
PCs once they have begun to cross the is currently raised and the mechanism A stone platform, 50 feet above the
planks. Any character that attempts to to raise and lower the water is in another floor of the room (at the same level as
fly or bypass the planks becomes an room. Characters wearing metal armor the pillar when fully raised) leads to a
immediate target for these silent kill- can simply jump in and sink to the locked door. Opening this door requires
ers. Those standing on a plank are con- bottom of the sha� in 2 rounds. Oth- a DC 25 Open Lock check.
sidered flat-footed unless they possess ers must actively swim to the bottom. Creature: A giant octopus lives in this
5 ranks in Balance, and must make a As the water is calm, swimming down chamber. Zyrxog gave the creature to

46 DUNGEON OCTOBER 2005


the doppelgangers as a gi� when he had D11. Sleeping leatherworker’s union, the carpenter’s
finished his experiments upon it. When Quarters (EL 5) guild, the stonemasons, the courts, the
the water is drained, it escapes the room These rooms are practically identical. Each militia, and the directing oligarchy.
through one of the drains at the bottom, contains two comfortable beds, a washbasin, Discovering the extent of this corrup-
only to return when the water level rises. two full-length mirrors, and a large ward- tion takes 2 hours of rifling through the
If severely wounded, the octopus flees in robe packed with different styles of cloth- maps and papers and a successful DC 15
a cloud of ink to the nearest drain. ing. All of the outfits in the Player’s Hand- Search check.
Giant Octopus: hp 47; Monster book can be found in one of the rooms. The southeast corner of this room
Manual 276. Creatures: Two doppelgangers are in contains a well-concealed door behind a
Developments: A secret door is hidden each of these rooms at any given time, short bookcase. Finding the door requires
in one wall of this room. It can only be home from covert operations around a DC 30 Search check. The doppelgangers
found with a DC 35 Search check, although the Free City. If not asleep, they are busy had this door and the door in the maze
it is open later, as noted under area D19. practicing one guise or another, trying on installed as a hidden escape route.
This passageway leads to the Free City sew- various outfits and altering their form. Treasure: If the PCs hand over the
ers and Zyrxog’s lair. Doppelgangers (2): hp 22; Monster maps and papers detailing the doppel-
Manual 67. ganger corruption to the authorities, they
D10. Trapped Tactics: If a general alarm is raised, can expect not only the welcome thanks
Hallway (EL 8) the doppelgangers in these rooms (six of many important individuals in the Free
doppelgangers in all) quickly mobilize to City, but a reward of 800 gp per PC.
Iron double doors cap this long hallway attack any intruders they see in area D10
at both ends. The far wall has four doors who move toward either area D13 or D14. D14. False Bedroom
spaced evenly along its length, with only a They attack in their natural forms, but if This bedroom looks just like all the others
lone door on the other side. combat goes poorly the survivors try to (area D11), but without any of the jewelry.
escape into area D16 to regroup. Unlike the other rooms, the east wall of
All four doors on the southern wall Treasure: Various bits of jewelry this chamber is an illusory wall (caster level
are locked, requiring a DC 25 Open (brooches, amulets, and rings) are scattered 11th) hiding a small chamber beyond.
Lock check to open. This hallway is throughout the wardrobes of these rooms The small hidden chamber is dark save
generally devoid of activity unless the with a total value of 500 gp in all. Each room for a simple iron door that lets in a pale
party makes a great deal of noise, which also contains a single noble’s outfit and a blue radiance from the room beyond.
summons the doppelgangers in area single royal outfit, in addition to numerous The door is not locked.
D11 to investigate. other outfits totaling 250 gp in all.
Trap: The east end of this hallway is D15. Hall of
actually a dead end, with a trap door D12. Lavatory Deception (EL 9)
covering the floor in a 10-foot by 10-foot This simple bathroom is used by the
area in front of the door. Those walk- gang and holds nothing of value. The walls of this tall octagonal chamber are
ing into the area risk falling into the pit mirrored with a dark black glass reflecting
below, which is deeper than it appears. D13. Planning Room ghostly blue flames from a trio of torches
An illusory wall spell (caster level 11th) is suspended above. In the center of the room
placed 30 feet below the trap door, creat- Two tables, each surrounded by plain wooden is each one of you, manacled and tied to a
ing a false floor. The actual floor is 60 chairs, sit in the middle of this chamber. chair, struggling to escape.
feet beneath the floor of the hallway in Unorganized heaps of maps, notes, and
the area of a magical silence (also at caster books cover each table. A large map of the As noted earlier, one of the characters
level 11th) To those outside the pit, the Free City hangs on the opposite wall. has been replaced by a doppelganger. That
character falls through the floor and character is actually tied to one of these
upon triggering the trap door again and Telakin and his band of doppelgang- chairs. The others here are actually dop-
investigating inside the pit there is no ers use this room to chart their progress pelgangers, assuming the guise of the rest
sign of the missing PC. The walls of the and plan their next moves as they slowly of the PCs (one for each). The figures are
pit are extremely smooth and greased, infiltrate the government and aristoc- dressed in tattered clothes, and each is
making it impossible to climb. racy of the Free City. Although the docu- gagged with a dirty rag. The real PC tied up
Devious Spiked Pit Trap: CR 8; magi- ments specifically avoid mentioning the here does not know that any of the others
cal and mechanical; location trigger; no actual names of any individuals replaced, are doppelgangers, and has little memory
reset; DC 25 Reflex save avoids; 60 �. deep they do detail numerous noble fami- of anything other than having been locked
(6d6 fall); pit spikes (Atk +10 melee, 1d4 lies and government institutions that in this room for days. Once every several
spikes per target for 1d4+5 each); Search have been corrupted by their influence. hours, a doppelganger comes into the
DC 29; Disable Device DC 25. This includes merchant councils, the room to give the victims food and water

OCTOBER 2005 DUNGEON 47


THE HALL OF HARSH REFLECTIONS BY JASON BULMAHN

and to remove buckets of waste, but other- within melee range, they attack those Aranea (4): hp 22; Monster Manual 15.
wise the captive PC has no real concept of that they copy, hoping to surprise the Treasure: In addition to all of the
how long he or she’s been kept here. characters. This undoubtedly requires duplicated PC’s gear, Ixiaxian carries a
The southern secret door requires a DC a number of Bluff, Disguise, Sense mind clone created from that character’s
25 Search check to locate. If the lights in Motive, and Spot checks to resolve. memories. This mind clone is a sapphire
the chamber are extinguished, a thin pale Obviously, the doppelgangers all move worth 2,000 gp.
light can be seen coming from the pas- to attack the PCs if they are attacked or
sageway beyond, requiring only a DC 10 if the deception is foiled. D16. Mirror Maze (EL 9)
Search check to locate the secret door. This is also the point when the doppel-
Creatures: The doppelgangers here ganger hiding within the group reveals his Beyond the door is a dizzying array of light
are not securely bound; their manacles betrayal, attacking the most vulnerable or and reflections. Polished metal mirrors
are rigged so that a DC 10 Escape Artist wounded PC using all of the powers at his stretch from floor to ceiling, forming a maze
check allows them to wriggle free. The disposal. Once the deception is revealed of endless corridors and reflected images.
real character is securely bound with and Ixiaxian attacks the other PCs, the PC
masterwork manacles, requiring a DC 35 who was playing the doppelganger imme- Although there are many routes
Escape Artist check to slip the bonds or diately resumes play as their actual PC, through this maze, pressure plates
a DC 28 Strength check to break free. who is manacled and tied to the chair. throughout raise additional mirrored
Once the PCs enter, the doppelgang- Ixiaxian: hp 35; see page 41. walls that can separate and bewilder
ers attempt to escape their bonds one Doppelgangers (variable): hp 22; Mon- the party. Both of the squares on either
at a time (as should the real character), ster Manual 67. Instead of Dodge, each of side of the dashed lines on the map con-
moving to embrace the characters as these doppelgangers has the Haunting tain pressure plates. Only when both of
their saviors and crying out that their Similarity feat (see sidebar). these plates have been triggered does the
corresponding character in the party Note: If none of the party members are wall between them raise into place with
is false. This continues until all the replaced by a doppelganger, this encounter blinding speed. Those adjacent to a rais-
doppelgangers are free and arguing should be swapped with a den of aranea. ing wall can attempt to dive to the other
with the group over who is real and Instead of mirrored walls, this chamber is side with a DC 25 Reflex save. Walls can
who is an impostor. Once they are filled with thick silvery spider webs. be lowered by triggering a hidden switch

48 DUNGEON OCTOBER 2005


New Feats gangers know the locations of all the slid- Creature: As the PCs arrive, the dop-
ing walls and use them to withdraw from pelganger leader Telakin is ready for
Haunting Similarity [General]
combat or further separate the group. them. He’s assumed the form of Allustan,
Your ability to assume another’s
The DM should have the PCs make Spot the sage of Diamond Lake. When the
form is so precise that it disturbs
those you imitate. checks to see through approaching dop- PCs enter this chamber, he rises from
Prerequisite: The ability to assume pelganger disguises even if it’s actually his throne and addresses them. “So kind
another’s appearance through alter fellow party members approaching. of you to join me. It is time for me to
self, polymorph, or a similar ability. show you the truth of things. Come and
Benefit: You get a +2 bonus on D17. Telakin’s Hall (EL learn what lies beyond!” If the party does
Disguise checks to impersonate an 10) not know Allustan, Telakin instead takes
individual creature (as opposed to the form of someone important to them
a “generic” creature). In addition, if The door opens on a large chamber with a (such as Eligos). Telakin’s chamber is also
the creature you impersonate dam- vaulted ceiling high above. Along one wall, protected by several traps.
ages you, that creature is shaken for 1
a macabre assembly of vats and tubes con-
round. Creatures immune to fear are
nects to a table with numerous straps and a
also immune to this effect.
strange silver helmet. On the far side of the
Improved Toughness [General] room, a raised dais supports a throne. Telakin
You are significantly tougher than normal.
Prerequisite: Base Fortitude save The device to the west is used by the
bonus +2. doppelgangers to extract memories and
Benefit: You gain a number of hit points knowledge from victims they’ve captured.
equal to your current Hit Dice. Each time They then encode this information into
you gain a HD (such as by gaining a level), gemstones called mind clones (each of
you gain 1 additional hit point. If you lose
which musst be worth a minimum of
a HD (such as by losing a level), you lose 1
2,000 gp). A creature can then access these
hit point permanently.
Special: A fighter may select memories using detect thoughts
Improved Toughness as one of his or telepathy as if he were con-
fighter bonus feats. tacting the actual person they
This feat originally appeared in were duplicated from. The
Complete Warrior. procedure requires the victim
to be strapped to the table for
10 minutes, during which time
built into the floor (DC 30 Search check he may make a DC 20 Will save
to locate) or with a successful DC 25 Dis- to resist the process. Failure
able Device check. doesn’t harm the victim in
Creatures: This insidious maze is any way, but does result
home to Telakin’s personal guards. Three in a mind clone that others
doppelganger guards lurk here, tasked can then use to interrogate.
with preventing anyone from penetrat- A recorded mind still gets a
ing the maze. They patrol the maze look- saving throw to resist detect
ing for intruders until the party enters thoughts and similar attacks.
the maze, at which time two of them use The fantastic cost of
their potions of invisibility to sneak up to producing a mind clone
the party and attack. The other goes to (or purchasing one, for
warn Telakin (area D17) before joining that matter) ensures
the others in assaulting the party. that Telakin never
Doppelganger Guards (3): 64 hp; see has enough on
page 45. hand to do
Tactics: The guards sneak around the what he really
maze, waiting for the right moment to wants, and
strike, usually when walls separate the this leaves
group. Once their invisibility ends, they the dop-
use their ability to change shape, taking pelganger
on the appearance of party members to in a perpetual
close in and sow confusion. The doppel- bad mood.

OCTOBER 2005 DUNGEON 49


THE HALL OF HARSH REFLECTIONS BY JASON BULMAHN

Telakin is the thrall of Zyrxog, a pow- Barbarian Form: Bragat (CE male orc bar- D18. Telakin’s Sanctum
erful mind flayer. He wears the illithid’s barian 8), a brutal mercenary, was sought
symbol on his brow in most of his out by Telakin solely for the purpose of Behind the throne is a small chamber filled
assumed forms, save for when he wishes consuming his identity. When in Bragat’s with ostentatious accoutrements. There is
to blend into a crowd. The master tasked form, Telakin gains the fast movement (+10 a bed, wardrobe, desk, and a small table
Telakin with destroying the party using �.), illiteracy, improved uncanny dodge, in this room. The walls are covered in rich
every means at his disposal. Since the trap sense +3, and DR 1/—. He also gains red velvet curtains and a strange rug of
party has made it this far, the task now the ability to rage 3 times per day, gain- shi�ing, writhing geometric patterns on
rests with the greater doppelganger. ing +4 Str, +4 Con, and +2 Will saves while the floor. A large, full-body mirror stands
Telakin, greater doppelganger: hp 58; taking a –2 penalty to AC. This rage lasts 7 in one corner of the room.
see Appendix. rounds or until Telakin changes form. He
Tactics: If warned of the party’s uses a +1 frost greataxe in this form. Treasure: The rug is a minor magic
approach, Telakin switches into his Traps: This chamber contains a total item that is worth 500 gp but does noth-
wizard form and casts a number of of four traps, two identical pit traps and ing more than change patterns.
protective spells, including false life and two pressure plates that set off a poi- The chest is locked, requiring a DC
resist energy (choosing an enegry type soned spear trap. The pit traps occupy 30 Open Lock check to open (although
frequently used by the party assuming 10-foot by 10-foot squares on both sides Telakin’s key ring has the key). Inside
the doppelganger has advanced infor- of the room in front of the stairs lead- the chest is a host of forged and original
mation on them). The gang leader casts ing up to the throne. The pressure plates documents detailing Free City treaties,
extended mage armor every morning take up the 5-foot by 5-foot area at the top merchant dealings, and religious papers.
a�er preparing his spells. A�er prepar- of the stairs near the throne, triggering a Although not pertinent to the party, they
ing himself, Telakin uses clairvoyance to poison spear from the ceiling above. clearly illustrate the level of infiltration
watch the approach of the party and to Wide Spiked Pit Trap: CR 4; mechani- the gang possessed. In addition to these
gauge their abilities. cal; location trigger; no reset; DC 20 there is a sack containing 1,500 gp, a scroll
Telakin remains up near his throne Reflex save avoids; 40 �. deep (4d6 fall); of dominate person, and a missive written
unless sorely pressed, hoping to draw the pit spikes (Atk +10 melee, 1d4 spikes per with a strange alien hand. The message
party into his traps while devastating them target for 1d4+5 each); Search DC 20; Dis- reads: “I have a task for you, thrall. Meet
with his spells (while in wizard form). Once able Device DC 20. me at the sewer junction beneath the
engaged in melee, Telakin assumes his orc Poisoned Ceiling Spear Trap: CR 6; cold forge and I will give you the details.
barbarian form and rages, only switching mechanical; location trigger; no reset; Atk There are some troublesome small minds
again if sorely hurt. +20 melee (1d8+8 plus poison, spear); poi- that must be removed.” The document is
Telakin has a number of magic items son (Large monstrous scorpion venom, DC signed with some sort of symbol made to
on his person including a +1 frost greataxe, 14 Fortitude save resists, 1d4 Con/1d4 Con); look like a spiraling tentacle (identical to
a ring of protection +2, a scroll of fireball (CL Search DC 20; Disable Device DC 20. that on Telakin’s forehead).
8th, DC 14), and a wand of cure moderate Treasure: Two mind clones sit in locked Aside from the contents of the chest, the
wounds (26 charges). (DC 30 Open Lock) containers near the wardrobe contains every outfit in the Play-
Wizard Form: Once a member of Tela- device to the west. One is the mind of a er’s Handbook as well as 500 gp in jewelry.
kin’s gang, Valdagan (NE male human foppish nobleman, Syra Viniira, who is The large mirror is magic—once per day,
wizard 8) attempted to betray the dop- an expert on wine and etiquette. Another for a period of 10 minutes, it can be com-
pelganger to the town watch. Telakin is a captain of the militia, Durgan Shat- manded to show the true form of a creature
consumed Valdagan’s mind and o�en terhelm, expert of the watch routines that is physically disguising its shape (it has
assumes the old hawkish wizard’s form and patterns. Each is contained in a gem no power to penetrate illusions). Telakin
when angered. In addition to the Extend worth 2,000 gp. All the other samples are prefers to look upon his true form, as he
Spell and Scribe Scroll feats, Telakin has in use about the city. The subjects of these feels that all other forms are inferior to the
the following spells when in Valdagan’s particular mind clones are both dead, their perfection of his actual shape. This mir-
form (CL 8th, +12 ranged touch). bodies rotting in the pool above. ror is large and cumbersome (it weighs 250
4th—confusion (DC 17), wall of fire Development: Once Telakin is pounds), but it’s worth 10,000 gp.
3rd—clairvoyance, dispel magic, fireball (DC defeated, the PCs are free to look about
16), slow (DC 16) the chamber. Telakin has little on his D19. Zyrxog’s
2nd—false life, extended mage armor, resist person aside from his magic items and Entrance (EL 7)
energy, scorching ray a key ring with keys to every room in Zyrxog, Telakin’s mind flayer master has
1st—charm person (DC 14), grease (DC 14), Sodden Hold. A DC 20 Search check of been watching events unfold through
magic missile (2), ray of enfeeblement the stone throne reveals a hidden button the use of his scrying pool. When he sees
0—daze (DC 13), detect magic, mage hand, that opens the door to Telakin’s private Telakin defeated, the mind flayer comes to
read magic sanctum behind the throne. investigate with a few of his drow thralls.

50 DUNGEON OCTOBER 2005


When the PCs return to area D9, the secret Blind-Fight to offset the concealment pipes with no currently accurate maps.
door is open and Zyrxog and his minions penalties. Although they fight to the Finding the entrance to Zyrxog’s domain
are here waiting for the party to return. death, they do not carelessly throw their by tracking the drow requires 1d6+3 DC
Creatures: Although Zyrxog is pres- lives away. They use their powers and 25 Survival checks by a character with the
ent here, he does not wish to personally their alchemical items to best effect. The Track feat. Each check takes 1d3 hours of
combat the party at this time aside from drow wear boots caked with yellow phos- exploration. A DC 20 Knowledge (nature)
launching a mind blast to open up combat phorescent fungus. check is enough to reveal that Beggar’s
(unless the drow are in the way). He hopes Zyrxog remains in the darkness Gold o�en grows in sewers where run-
that his drow minions are sufficient to deal throughout the fight, but anyone with off from smithies or forges can be found.
with the PCs and flees at the first sign of darkvision can make out the mind flayer With this information, the Survival check
danger to himself, using plane shi� to go and can see that he wears the same sym- to Track them drops to DC 15.
ethereal and return to his sanctuary. bol found on the papers in Telakin’s A DC 20 Gather Information or Knowl-
The drow are thralls to Zyrxog and remain room and on Telakin’s forehead. edge (local) check is enough to locate the
to fight to the death no matter the odds. Developments: Zyrxog does not pursue smithy called Cold Forge. The owner of
the party, allowing them a chance to rest this smithy, a foul-mouthed man named
Drow Thrall (2) CR 5 and recuperate from their trials. Once com- Crusty Patten, is unaware of the danger
Male drow fighter 4 bat is over, the party is free to explore the that lurks under his establishment.
CE Medium humanoid (elf ) tunnel leading out of this area. A�er only If the party is searching for phospho-
Init +3; Senses darkvision 120 �.; Spot +4, 50 feet it joins the Free City sewer system, rescent mold, finding Zyrxog’s domain
Listen +5 and tracking the group becomes difficult. only requires a DC 10 Survival check
Languages Common, Drow, Elven, The only clue the PCs have to the mind without the need of the Track feat.
Undercommon flayer’s location is the note from Telakin’s Every hour spent searching comes with
AC 19, touch 13, flat-footed 16 room and the residue on the drow’s boots. an 8% chance of an encounter. If a battle
hp 30 (4 HD) This fungus can be identified with a DC breaks out, feel free to use a portion of the
Immune sleep 15 Knowledge (nature) check as a relatively Map of Mystery on the last page of this issue
SR 15 rare harmless fungus called Beggar’s Gold to run the combat. Roll on the following
Fort +5, Ref +4, Will +1 (+3 vs spells) that grows in underground urban environ- table to determine what is encountered.
Weakness light blindness ments. It is not present in any of the nearby
Spd 30 �. tunnels or sewers. Free City Sewer Encounters
Melee mwk rapier +8 melee (1d6+4/18–20) d% Encounter
Ranged mwk hand crossbow +8 ranged PART FOUR: 01–30 Male human body rotting in
(1d4/19–20) ZYRXOG’S DOMAIN the water with a large hole in
Base Atk +4; Grp +6 Although the party has defeated Telakin its skull
Atk Options Combat Expertise, Improved and his doppelganger clan, they have 31–40 Zyrxog’s symbol on the
Disarm only just begun to discover the con- sewer wall (+5 on the next
Combat Gear potion of cure moderate spiracy arrayed against them. Tracking Survival check)
wounds, alchemist’s fire (2), tanglefoot bag down the mind flayer requires investi- 41–55 1 gelatinous cube (EL 3)
Spell-Like Abilities (CL 4th): gation below the streets of the Free City 56–70 1d6 darkmantles (EL 5)
1/day—dancing lights, darkness, faerie fire in the sewers beneath a business called 71–75 1d4 gricks (EL 5)
Abilities Str 14, Dex 17, Con 12, Int 14, Cold Forge, an armor and weapon smith 76–80 1d4 carrion crawlers (EL 6)
Wis 10, Cha 11 located in the Artisan’s Quarter. 81–95 1d3 centipede swarms (EL 6)
Feats Blind-Fight, Combat ExpertiseB, Sewer access can be gained via any one 96–100 1 black pudding (EL 7)
Improved DisarmB, Weapon Focus of a number of local grates. As most of
(rapier), Weapon Specialization (rapier)B these are in the middle of city streets, this Drow Caves
Skills Climb +8, Hide +2, Listen +4, Move is difficult to do during the day without A large patch of Beggar’s Gold marks the
Silently +2, Spot +5 being accosted by the city watch, who are entrance to Zyrxog’s domain, just off an
Possessions combat gear, chain shirt, suspicious of anyone venturing into the ancient and particularly deep (60 feet
heavy steel shield, masterwork rapier, depths and seek to prevent such explora- underground) sewer tunnel. The path
masterwork hand crossbow with 20 bolts tion whenever possible. to the mind flayer’s personal domain
Once in the sewers, finding the entrance crosses through an area of natural caves
Zyrxog, mind flayer mastermind: hp to Zyrxog’s domain is no easy task. The pri- occupied by his drow thralls, who are
98, see page 57. mary sewer tunnels are 10 feet wide and are generally not allowed in the main com-
Tactics: A�er Zyrxog uses his mind half full of brackish water, up to 3 feet deep plex. The ceiling of these chambers and
blast, the drow move in to attack, cloak- in some places. The tunnels are a maze of connecting corridors is 20 feet high
ing the area in darkness and relying on small chambers, large cisterns, and small unless noted otherwise.

OCTOBER 2005 DUNGEON 51


THE HALL OF HARSH REFLECTIONS BY JASON BULMAHN

M12

M13
Zyrxog’s Lair
M11

M14

M10
M3
M9

M4

M8
M6

M5
N M7
M2

W E
M1

S
One square = 5 feet

None of these caves are lit unless approaching the area. The shriekers emit Spot check. The cave wall leading up to
noted. The walls are unworked stone a piercing wail if any light or creature them is relatively smooth, requiring a
and the floors are uneven in most places, comes to within 10 feet. This shrieking DC 20 Climb check.
making the ground difficult terrain. persists for 1d4 rounds and is audible If not warned of the party’s presence,
throughout the cavern complex. the drow are reclining out of sight, rely-
M1. Fungus Cavern (EL 6) Shriekers (4): hp 11; Monster Manual 112. ing upon their keen ears to hear intrud-
ers approach.
Patches of phosphorescent fungus light M2. Drow Sentries (EL 7) Drow Thralls (3): hp 30; see page 51.
this large underground chamber, which This section of cavern corridor is rela-
is littered with huge swaths of bright tively unremarkable. It slopes down M3. Spirit Pool (EL 9)
yellow fungus and toadstools of various toward area M3, where running water
sizes, some gigantic. can be heard and reflected light glim- The gently sloping passageway ends in a
mers in the distance. large chamber dominated on the far side by
The center of this room is covered in Creatures: Hiding above the passage- a pool of water formed by a leaking cistern
yellow mold (Dungeon Master’s Guide way is a trio of drow thralls tasked with above before flowing out of the room in a
76) cultivated by Zyrxog to keep the drow guarding the corridor. A ledge 10 feet thin stream. Something in the pool glows
from leaving their caves and prevent above the passageway leads to a small pale green, bathing the room in shi�ing
intruders from wandering in. The yellow alcove where the drow wait in absolute curtains of light.
mold is very similar in texture to Beggar’s silence. If warned by the shriekers, these
Gold, and it takes a DC 20 Knowledge three set up an ambush, coating the The drow avoid lingering in this cham-
(nature) check to identify it properly as floor below in flammable oil and pre- ber, fearful of the creature that lurks near
a result. Zyrxog uses levitate to move over paring to throw alchemist’s fire down the pool. When traveling through this room,
the mold by clambering along the wall at the party to ignite it. Once ignited, they stay along the west wall, gathering what
near the ceiling 20 feet above. the oil burns for 2 rounds, dealing 1d4 water they need from the stream before it
Creatures: In addition to the yellow points of fire damage to anyone in the disappears through a crack in the wall.
mold, this room is also home to a number affected area. Spotting the oil before Creature: This chamber is home to
of shriekers that warn the drow of anyone walking into the trap requires a DC 15 Fassash, a spirit naga with little respect

52 DUNGEON OCTOBER 2005


for the drow that live nearby. Fassash is their time on the floor below, training, Trickery
on friendly terms with Zyrxog, but not relaxing, or preparing food. Spell-Like Abilities (CL 8th):
under the mind flayer’s control. When The pen off to the side contains a 1/day—dancing lights, darkness, faerie fire
the party enters this chamber, the spirit half-starved cow and a number of pigs, Abilities Str 14, Dex 14, Con 12, Int 12, Wis
naga is relaxing, coiled around one of the brought down here to feed the drow. 16, Cha 11
stalagmites near the pool. They gather the rest of their sustenance Feats Improved Toughness, Lightning
Fassash, spirit naga: hp 76; Monster from the various types of fungus and Reflexes, Power Attack
Manual 192. moss that grow throughout the caves. Skills Concentration +12, Hide +8,
Tactics: Fassash is not spoiling for The gated corridor to the south leads Knowledge (religion) +12
a fight unless the party takes hostile to the chattel pen, used to keep Zyrxog’s Possessions +1 light fortification breastplate,
actions. When the party approaches, the food and a few undead minions. heavy steel shield, +1 spell storing
naga uncoils to look at them, subjecting Combat: A total of six drow rest in this morningstar (hold person [DC 15]),
those that have come too close to its gaze. room at any given time: two up in the sleep- masterwork hand crossbow with 20 bolts,
The naga then demands an apology from ing area, and four on the floor. Myrianaas, key to area M5
the party for disturbing its slumber. Arro- cleric of Lolth, leads this group. All are com-
gant and cruel, the spirit naga assumes pletely loyal to their mind flayer overlord Drow Thralls (5): hp 30; see page 51.
that he is greater than any humanoid and fight to the death to prevent intruders Tactics: If warned of the party’s approach,
and demands deference. Should the party from gaining access to his sanctum. the drow are all awake and ready for a fight.
show the proper respect to the mighty Myrianaas prepares by casting magic vestment
serpent and offer it at least 1,000 gp Myrianaas CR 9 on her shield (increasing her Armor Class
worth of treasure, Fassash lets the PCs Female drow cleric 8 (Lolth) by 2) and arranging her forces. She places
by without incident. If sufficiently pam- CE Medium humanoid three of the drow on the floor between her
pered with a DC 30 Diplomacy check, Init +2; Senses darkvision 120 �.; Spot +5, and the entrance, while the other two are
he might even reveal a few cryptic clues Listen +5 up near the sleeping area prepared to fire
about what lies beyond. Languages Common, Drow, Undercommon their crossbows and join the combat from
If combat does break out, Fassash uses AC 20, touch 12, flat-footed 18 the flank when the time is right. Myrianaas
invisibility to flee the area and prepare him- hp 56 (8 HD); light fortification only casts her short-duration spells when
self with divine favor, shield of faith, and dis- Immune sleep the PCs draw close (possibly while they deal
placement before returning to deal with the SR 19 with the spirit naga). These spells include
party, tracking them down if necessary. He Fort +7, Ref +6, Will +9 (+11 vs spells) bear’s endurance, divine favor, prayer, and shield
prefers to use fireball followed by summon Weakness light blindness of faith. She saves divine power until the PCs
swarm before engaging in melee. Spd 20 �. approach her in melee combat.
Treasure: The naga’s pool glows due Melee +1 spell storing morningstar +9/+4 Myrianaas flees to area M7 if sorely
to a phosphorescent fungus that grows melee (1d8+3) pressed, making her last stand there
at its bottom, but this is also where his Ranged mwk hand crossbow +9 ranged while assuring that Zyrxog is warned of
treasure is kept. Scattered around the (1d4/19–20) the party’s approach.
bottom of the pool are 8 pp, an emerald Base Atk +6; Grp +8 Treasure: Aside from their gear, the
worth 200 gp, and a small crystal jug that Atk Options smite (1/day, +4 to attack roll, drow have little else of value. Myrianaas
is actually an eversmoking bottle. +8 damage), Power Attack maintains a small shrine to Lolth up
Special Atk rebuke undead 3/day (+2, 2d6+8, in the sleeping caves, which includes a
M4. Drow Enclave (EL 11) 8th), spontaneous casting (inflict spells) small jade statue of the spider goddess
Spells Prepared (CL 8th): worth 300 gp.
The cavern opens up to a vast chamber, 4th—cure critical wounds, confusionD (DC
over forty feet in height with a shelf twenty 17), divine power M5. Chattel Pen (EL 3)
feet above the floor off to one side. A short 3rd—contagionD (DC 16), deeper darkness, A wall of iron bars running from floor to
cage containing pent-up livestock has been dispel magic, magic vestment, prayer ceiling blocks the entrance to this cham-
constructed on the opposite side of the 2nd—bear’s endurance, cure moderate ber. An iron door is set into this wall of
cave. A parred off passageway is set into wounds, invisibilityD, sound burst (DC 15), bars, but it is locked and only Myrianaas
the south wall. Faint patches of glowing spiritual weapon has the key. A DC 25 Open Lock check
moss light this chamber. 1st—cure light wounds, divine favor, doom opens the door if the key is missing.
(DC 14), inflict light woundsD (DC 14),
This chamber is used by the drow as sanctuary (DC 14), shield of faith Just inside the iron door stand four rotting
a residence and training ground. The 0—cure minor wounds (2), detect magic, corpses with large gaping holes in their
chambers up above are used for sleeping, detect poison, read magic, resistance heads. Beyond them is a chamber full of
while the majority of the guards spend D: Domain spell. Domains: Destruction, debris, scraps of cloth, mounds of straw,

OCTOBER 2005 DUNGEON 53


THE HALL OF HARSH REFLECTIONS BY JASON BULMAHN

and pools of filth. Dark corridors stretch (all targets within 5 �.); Search DC 28; Zyrxog created this chamber to break
out from one side of the chamber. Disable Device DC 28. the will of particularly stubborn thralls
who required too much of his atten-
Zyrxog uses this chamber to store M7. Tentacle tion to properly “convert” to his way of
those destined to become his next meals. Guardians (EL 9) thinking. The brain in the center of the
The dark corridors lead to a small area room is a sentient magic item, whose
where a few prisoners currently await Set into the cavern wall of this forebod- personality is a clone of Zyrxog’s. Able
their fate. The current crop includes a ing chamber are a pair of tall white mar- to communicate telepathically with
pair of merchants captured on their way ble double doors, streaked with veins of anyone in the room (and Zyrxog, if he
into the Free City, an elven cra�sman, a faintly glowing purple mineral. Flanking is within a 1-mile radius), the brain’s
and two young women caught heading the doors are a pair of tall ivory columns, primary function is to break the minds
home a�er a long day’s work at a nearby each bearing a tentacular symbol burned of those chained to the benches. It can
tavern. These five do not dare attempt an into their surface. perform the same onslaught on anyone
escape, in part because of the zombies within 15 feet. None of the manacles
guarding the door and because of the The symbol on the columns is Zyrxog’s are currently occupied, but some show
deadly drow that lie beyond. personal seal, seen on Telakin’s forehead signs of recent use.
If freed of their bondage, these five are and on the floor of the previous chamber. Trap: Once per round, the stone brain
immensely grateful and quickly flee the The doors are not locked, but they are performs a mental assault against one tar-
area, assuming the party helps them get by barred from the inside and must be bat- get in the chamber. It moves from target
the yellow mold. This group can describe tered open. The doors have hardness 8 to target, attempting to force compliance.
the mind flayer that comes to collect them and 120 hp, but they can be burst open On a failed Will save, the target is affected
every few days. Aside from that, they know with a DC 25 Strength check. by a dominate person, becoming loyal to
very little about this complex. Those that Creatures: Zyrxog stations a group of Zyrxog and hostile to the rest of the party.
go deeper in do not come back out. creatures he’s created here—terrestrial If the target makes its save, it instead takes
Creatures: The four rotting corpses mollusks called octopins. The octopins 1 point of Wisdom damage.
standing just inside the door are ordi- stay out of sight, hidden behind col- The brain has hardness 8 and ceases
nary zombies. They have been ordered to umns, stalagmites, and stalactites up functioning a�er taking 50 points of dam-
prevent anyone from escaping, but have near the ceiling. They use their pene- age. If destroyed in this way, all creatures
no orders about anyone entering the trating gaze to keep an eye on the doors under its influence are freed (although
chamber. If the party attempts to leave without revealing their presence. When any Wisdom damage remains).
this room or attacks the zombies, they the party approaches the door, they move Dominate Person Trap: CR 7; spell; prox-
attack, fighting until slain. out of hiding, hoping to surprise the PCs imity trigger; automatic reset; spell effect
Human Zombie (4): hp 16; Monster from every direction. (dominate person, 9th-level caster, DC 17
Manual 266. Octopins (3): hp 52; see Appendix. Will save negates but deals 1 Wis damage);
Search DC 30; Disable Device DC 30.
M6. Warding Glyph (EL 5) Zyrzog’s Sanctum
These last chambers make up the mind M9. Laboratory (EL 10)
The cavern corridor widens into a small flayer’s private hold, visited only by his
chamber before continuing onward. The floor most trusted allies. All of the walls are At the end of a long staircase, an odd cham-
has been smoothed here, and in the center is carefully carved marble with a repeating ber reveals itself. A number of tall book-
a large faintly glowing purple symbol. tentacle pattern. Unless otherwise noted, cases, a desk, and a large tank full of green
each of these chambers has a 40-foot-high liquid takes up half the room. A stone door
The symbol on the floor is a permanent ceiling, while the corridor ceilings are stands closed on the opposite wall.
illusion, placed here to mark the bound- only 20 feet high. The doors are stone and,
ary of Zyrxog’s domain. aside from the entry doors, unlocked. This chamber is Zyrxog’s laboratory,
Trap: The real danger in this chamber where he created the octopins and per-
is a powerful glyph of warding scribed on M8. Stone Brain (EL 7) fected a number of his other insidious
the room’s ceiling set to go off when any experiments. The bookshelves are full of
nonevil creature passes under it. A detect In the center of this tall domed chamber is books on anatomy and arcane fusion tech-
magic spots this hidden glyph, as does a a large brain, carved from a single block of niques. The desk contains numerous logs
DC 28 Search check. purple-veined white marble. Its veins seem pertaining to the creation of the octopins,
Glyph of Warding (Blast): CR 5; spell; to pulsate with every breath you take, as if along with notes on a new experiment
spell trigger; no reset; spell effect (glyph of aware of your presence. Four stone benches that has yet to begin. In this new experi-
warding [blast], 12th-level caster, 6d8 acid, are arrayed around the room, each with a ment, Zyrxog hopes to create a parasite
DC 14 Reflex save half ); multiple targets pair of iron manacles bolted to the top. that hides inside its host and makes it very

54 DUNGEON OCTOBER 2005


susceptible to suggestion, something he Abilities Str 27, Dex 12, Con 19, Int 8, The location viewed must be well
tentatively calls a “mind worm.” The door Wis 11, Cha 15 known to the viewer. Specifying an area
in this chamber leads to Zyrxog’s scrying SQ penetrating gaze never seen before results in the pool
pool and is not locked. Feats Ability Focus (gaze), Alertness, Blind-Fight, going dark. When the PCs enter, the
Creature: The tank in this chamber Cleave, Improved Initiative, Power Attack pool is viewing Telakin’s throne room
contains a large and rather nasty octo- Skills Climb +18, Listen +2, Search +5, as it currently appears.
pin that Zyrxog has been specially grow- Spot +17 The hallway beyond leads to a small
ing. Although not quite mature, it is still balcony overlooking the cathedral of the
mobile and comes crawling out of the Treasure: Although most of the equip- mind (area M13). This balcony is 45 feet
open-top tank when disturbed. When ment is too bulky to move and of little above the floor of that chamber, with no
the party enters the room, it is hiding value in its current state, the library is apparent way down.
out of sight in the murk. worth 1,000 gp if sold to a collector with
dubious purposes (or 500 gp if sold to a M11. Museum (EL 9)
Advanced Octopin CR 10 respectable dealer).
LE Large aberration In the center of this large chamber is
Init +5; Senses darkvision 60 �.; Spot +17, M10. Viewing Pool a grotesque ebony statue of a vulture-
Listen +2 headed humanoid with large feathery
AC 19, touch 10, flat-footed 18 In the center of a small round chamber is a wings and razor sharp talons at the end
hp 136 (16 HD) perfectly calm pool of water, glowing with of avian digits. The rest of the room is
Immune electricity a faint blue light. A reflective green light taken up by large glass cases, each full of
Fort +9, Ref +6, Will +10 flows out of a hallway, opposite the entry. dark twisted artifacts, from a shrunken
Spd 30 �.; climb 30 �. head to a tome chained shut and a num-
Melee 2 tentacle claws +19 melee (2d6+8) This small chamber contains Zyrxog’s ber of jars containing the severed parts of
Space 10 �.; Reach 10 �. (15 �. tentacle claw) viewing pool. Anyone sitting on one of numerous creatures.
Base Atk +12; Grp +24 the benches and looking into the pool
Atk Options Cleave, Power Attack, rend can view any location within 5 miles, This chamber is full of dangerous rel-
(4d6+12), slowing gaze (DC 22) as though using the spell clairvoyance. ics and things best le� undiscovered.

OCTOBER 2005 DUNGEON 55


THE HALL OF HARSH REFLECTIONS BY JASON BULMAHN

Zyrxog has spent most of his time in Vrock: hp 115; Monster Manual 48. community of his ilk. The pool swims
the Free City collecting and selling such Tactics: If animated, the vrock quickly with the mind flayer tadpoles, still years
oddities, having them imported or stolen uses its mirror image ability while releas- from maturation and not yet ready for
when the owner proved difficult. ing its spores. It follows this up with a ceremorphosis (the process by which a
A permanent alarm spell (caster level stunning screech before engaging in mind flayer tadpole gestates in a host
11th) wards this room, alerting Zyrxog of melee. It does not use its summon tanar’ri and becomes a full-grown mind flayer).
intruders with a silent mental alarm. ability during combat, Although disgusting, they are harmless
Case #1: Sitting on the top shelf of this preferring instead to rely at this stage in their lives.
case is the preserved head of a juvenile black upon its melee abilities. The column at the back of the pool
dragon whose eyes glow a faint green. This is enchanted with powerful magic, cre-
case also contains an odd black metal cage, M12. Hallway ating an unhallow effect throughout the
covered in thorns, with nothing inside. This long hallway slopes room. This gives Zyrxog and his min-
Resting on a large velvet pillow is a +2 unholy down 30 feet before it ions a +2 bonus on saves
dagger that brings horrible misfortune to reaches the floor of the and to AC against
any that wield it (DM’s discretion). On the cathedral of the mind the attacks
bottom are a kyton’s chains that twitch and (area M13). The walls of of good
wiggle of their own volition. this hall are painted with
Case #2: The top shelf of this case con- a long frieze, depicting mind Zyrxog
tains four blank books labeled “unspeak- flayers marching across the
able tome.” A fi�h book hides behind surface of the world, with no
them, a vacuous grimore. Beneath these is sun overhead and all the races
a weathered and tarnished bronze griffon of the surface bowing before
figurine of wondrous power. Unfortunately, the tentacled horrors.
when used, the griffon is fiendish, and
attacks the wielder until slain at which M13. Cathedral
time it returns to its statue form. This case of the Mind (EL 12)
also contains four jars, each containing the
preserved eyestalk of a beholder. There are At the end of the long ramping hall,
six other empty jars behind these. a grand chamber opens to a height
Case #3: A petrified pseudodragon sits of eighty feet. Opposite the entry is
on top of this glass case. If returned to a tall octagonal column of jet-black
flesh, it could be convinced to serve as a stone, glowing with green symbols
familiar if the caster takes the Improved running up one of its faces. A deep pool
Familiar feat. The top shelf of this case of placid green liquid stands before the
contains a stuffed doll that bears an column, bathing the entire chamber in
uncanny (but coincidental) similarity an otherworldly light.
to one of the PCs—the doll is pierced
with 20 spikes from a spiked devil. The If warned of their approach, Zyrzog is
doll radiates strong necromancy, but has present in this chamber, waiting for them
no apparent effect. A 4-inch-thick tome to enter. Continue with the following.
wrapped in chains sits next to the doll.
The book is a tiny animated object and Floating above the pool is a humanoid form
flies around the room, attacking every- with strange rubbery purple flesh, dressed
one until slain. The book lists the names in black robes, wielding a staff of red hot
of 100 demons, including their home metal. Its head is hairless and bulbous, with
and details of their conquests. On the four long tentacles where its mouth should
bottom shelf is a battered berserker sword be. Inside your head you hear an alien voice.
and a golden periapt of foul rotting. “You dare enter my sanctum! Fools. I shall
Creature: In the center of the room is a finish what Telakin could not. Your weak
vrock statue. Although bound in this form, minds will be a sumptuous feast, your terror
the magic holding the fiend in place is set a pleasing garnish!”
to release if the statue or any of the cases is
disturbed. The effect can be disarmed like a Zyrxog created this cham-
trap if discovered (DC 30 Search check) and ber as a place that he one day
disabled (DC 30 Disable Device check). hopes will play host to a small

56 DUNGEON OCTOBER 2005


creatures. It also prevents any nonevil Feats Combat Casting, Combat Expertise,
outsiders from being summoned into the Cra� Wondrous Item, Improved Initiative,
room. Finally, it protects all evil creatures Improved Toughness, Weapon Finesse
in the room with resist energy, granting Skills Bluff +21, Concentration +19 (+23
them fire resistance 20. when casting defensively), Diplomacy
Creatures: If warned, Zyrxog and two +10, Disguise +6 (+8 acting), Hide +12,
octopins wait for the PCs in this room. Intimidate +12, Knowledge (arcane) +19,
Zyrxog floats 40 feet above the end of Listen +14, Move Silently +17, Sense
the pool under the effects of levitate. Motive +8, Spellcra� +17, Spot +14
The octopins cling the wall above the Possessions combat gear, boots of
entrance to the room, 30-feet above the elvenkind, cloak of resistance +2, ring of
floor. If the party avoids warning the counterspells (dispel magic), key to chest
mind flayer, he is in his chamber (area in area M14
M14), studying his notes.
Octopin (2): hp 52; see Appendix.
Zyrxog CR 11 Tactics: If warned of the party’s approach,
Mind flayer sorcerer 7 Zyrxog prepares himself by casting false life
LE Medium aberration and resist energy (of a type the mind flayer
Init +8; Senses darkvision 60 �.; Spot +14, saw the PCs use in their fight against Tela-
Listen +14 kin). If given the time, the mastermind also
Languages Common, Drow, Dwarf, Elven, casts shield and displacement. When combat
Undercommon begins, Zyrxog uses mind blast against the
AC 17, touch 14, flat-footed 13 party before his octopins charge down the
hp 98 (15 HD) wall to engage them. A�er this, he uses
Resist fire 20; SR 32 mind blast when possible and his metamagic
Fort +8, Ref +10, Will +17 rod to empower his lightning bolts when that
Spd 30 �. is not an option. He uses suggestion to urge
Melee 4 tentacles +13 melee (1d4) targets to throw all of their weapons to the
Base Atk +9; Grp +9 bottom of the spawning pool or to take
Atk Options improved grab off heavy armor. Even if pressed, Zyrxog
Special Atk extract, mind blast (DC 23) does not plane shi� away in a vain hope of
Combat Gear potion of cure serious wounds defeating the party to prevent them from
(2), necklace of fireballs type III, lesser raiding his private chambers and destroy-
empower metamagic rod ing the tadpoles, ruining his plans and
Spells Known (CL 7th, ranged touch +13): years of work.
3rd (5/day)—displacement, lightning bolt The octopins charge down the wall
(DC 19) seeking to expose the party to their gaze,
2nd (8/day)—false life, resist energy, while tearing into the weaker members
scorching ray in the rear.
1st (8/day)—alarm, grease (DC 17), magic Treasure: Aside from Zyrxog’s gear, the
missile, ray of enfeeblement, shield tadpoles in the pool are worth 1,000 gp if
0 (6/day)—acid splash, arcane mark, detect sold to the right shady dealer. However,
magic, flare (DC 16), mage hand, read if all the tadpoles are destroyed, the party
magic, touch of fatigue (DC 16) should be awarded 2,000 XP for elimi-
Psionics (CL 8th): nating such a dangerous threat.
At will—charm
monster (DC 20), M14. Zyrxog’s
detect thoughts (DC Private Chamber
18), levitate, plane shi�, Behind the black column, Zyrxog main-
suggestion (DC 19) tains his private quarters, where he rests
Abilities Str 10, Dex 18, and contemplates his plans. The room
Con 14, Int 19, contains a desk, two bookshelves full of
Wis 19, Cha 22 books pertaining to the Free City and the
SQ summon areas beneath it, and a locked chest (Zyrxog
familiar (none) carries the key). Lying open on the desk

OCTOBER 2005 DUNGEON 57


THE HALL OF HARSH REFLECTIONS BY JASON BULMAHN

is a ledger, written in Undercommon. It In any event, as the PCs approach Eli- take on the shapes of those they encoun-
details the mind flayer’s recent business gos’s estate, a young boy darts past, rush- ter. Unlike their lesser cousins, greater
transactions in rare and dangerous items ing about posting flyers on every tree, doppelgangers can flawlessly assume the
with patrons throughout the Free City. wall, and message board he can find. The identity of those they devour, gaining
The most recent lists a payment for the flyers read, “The Free City Champion’s their power and memories. In its natu-
sale of an ancient relic listed as the Apos- Games are coming!” Just below is an ral form, the creature looks more or less
tolic Scrolls. This transaction is between the illustration of the Free City arena and at humanoid, but bony and frail, with gangly
mind flayer and Loris Raknian, director of the bottom, “Loris Raknian, Director.” limbs and half-formed features. The flesh
the Free City Arena. Of more import to the is pale purple and hairless. Its large, bulg-
PCs is a note that Raknian also paid Zyrxog APPENDIX: ing eyes are yellow with slitted pupils.
to assassinate the PCs. Discovering Rak- NEW MONSTERS Greater doppelgangers are o�en the
nian’s motivations and the truth behind masterminds behind a cell of doppelgang-
the Apostolic Scrolls is covered in “The Doppelganger, Greater ers, hatching evil schemes while searching
Champion’s Belt,” the next installment of Medium Monstrous Humanoid for greater personalities to consume.
the Age of Worms Adventure Path. (Shapechanger) It is natural form a greater doppelganger
Treasure: Opening the chest requires a Hit Dice: 9d8+18 (58 hp) is 6 feet tall and weighs 125 pounds.
DC 30 Open Lock check. The chest con- Initiative: +3
tains large bags full of coins. The bags Speed: 30 �. (6 squares) Combat
contain 950 cp, 220 sp, 300 gp, and 25 pp. Armor Class: 19 (+3 Dex, +6 natural), In its natural form, a greater doppelganger
A fi�h bag contains loose gemstones touch 13, flat-footed 16 strikes with its powerful fists. In the shape
totaling 1,500 gp in value. Base Attack/Grapple: +9/+10 of another, it employs all the abilities of
Attack: Slam +10 (1d6+1) that form, o�en wearing armor, wielding
CONCLUDING Full Attack: 2 slams +10 (1d6+1) weapons, and even casting spells.
THE ADVENTURE Space/Reach: 5 �./5 �. Detect Thoughts (Su): A greater dop-
Should the PCs fail in their mission, they are Special Attacks: Detect thoughts, pelganger can continuously use detect
more than likely dead. Should they survive, polymorph rend thoughts as the spell (caster level 18th;
they have undoubtedly learned that they Special Qualities: Change shape, con- Will DC 17 negates). It can suppress or
have a powerful enemy in the Free City— sume identity, immune to sleep and resume this ability as a free action. The
Loris Raknian. As long as the PCs remain in charm effects, magic item use save DC is Charisma-based.
the Free City, they are in danger. Saves: Fort +5, Ref +9, Will +11 Polymorph Rend (Sp): Greater dop-
A few days a�er the PCs defeat Zyrxog Abilities: Str 12, Dex 17, Con 14, Int 17, pelgangers are masters of shape and
and have had a chance to rest and recu- Wis 17, Cha 15 form, even when such changes affect
perate, but before they have a proper Skills: Bluff +16, Diplomacy +6, Dis- other creatures. A greater doppelganger
chance to act on the information they’ve guise +16 (+18 acting), Intimidate +4, can make a touch attack against a crea-
learned about Raknian and his mysteri- Listen +13, Search +13, Sense Motive ture under the affect of alter self, baleful
ous interest in their livelihood, Eligos +13, Spot +13 polymorph, polymorph, shapechange or any
sends them a note inviting them to his Feats: Blind-Fight, Combat Expertise, other similar effect (such as wild shape).
estate for dinner. If you intend on run- Dodge, Iron Will If the attack hits, it deals 6d6 points of
ning the next adventure in the Age of Environment: Any damage as it rends the altered flesh. A
Worms Adventure Path, that adventure Organization: Solitary, cell (2-5) DC 17 Fortitude save halves the damage.
begins with this meeting. If you’re run- Challenge Rating: 9 The save DC is Charisma-based.
ning “Hall of Harsh Reflections” as a Treasure: Double standard Change Shape (Su): A greater doppel-
stand-alone adventure, use the following Alignment: Usually neutral evil ganger can assume the shape of any Small
to give this adventure some closure. Advancement: By character class or Medium humanoid. In humanoid form,
Once the PCs arrive, the sage invites Level Adjustment: +6 the doppelganger loses its natural attacks.
them in and enjoys a sumptuous feast A doppelganger can remain in its human-
with them, while discussing the results With smooth gray skin pulled taunt over a oid form until it chooses to assume a new
of his research. He is disturbed by what skeletal frame, this humanoid moves with a one. A change in form cannot be dispelled,
he has learned and by the recent events flowing grace. Its face bears a pair of purple but a doppelganger reverts to its natural
that have plagued the party, and sincerely octopoid eyes but no other features. Small form when killed. A true seeing spell or
hopes that the party is searching for a ripples run across its flesh, slightly changing ability reveals its natural form.
way to stop those behind these nefarious its color and texture. If assuming the form of a creature
plots. He returns any materials loaned to whose identity the greater doppelganger
him, wishes them luck in their quest, and Like their lesser cousins, greater doppel- has consumed using its consume iden-
bids them farewell. gangers are strange beings that are able to tity ability, it does not need to make

58 DUNGEON OCTOBER 2005


Disguise checks. Its control of the con- can read an opponent’s mind, it gets a Special Attacks: Rend 2d8+6, slowing gaze
sumed identity is perfect. A greater dop- further +4 circumstance bonus on Bluff Special Qualities: Darkvision 60 �., immu-
pelganger can change shape once per and Disguise checks. nity to electricity, penetrating sight
round as a free action. This creature originally appeared in Saves: Fort +4, Ref +4, Will +6
Consume Identity (Su): A greater dop- Monsters of Faerûn. Abilities: Str 19, Dex 14, Con 15, Int 8,
pelganger that eats the brain of a Medium Wis 11, Cha 15
or smaller humanoid absorbs the mind, Octopin Skills: Climb +14, Listen +2, Search +5,
memories, and personality of that vic- Medium Aberration Spot +13
tim. This act must be performed within 1 Hit Dice: 8d8+16 (52 hp) Feats: Ability Focus (slowing gaze),
hour of a victim’s death and takes 1 min- Initiative: +6 Alertness, Improved Initiative
ute. A�er consuming a victim’s identity, Speed: 30 �. (6 squares), climb 30 �. Environment: Underground
a greater doppelganger can assume the Armor Class: 18 (+2 Dex, +6 natural), Organization: Solitary or
victim’s form with 100% accuracy and pos- touch 12, flat-footed 16 pod (2–7)
sesses the victim’s memories, abilities, and Base Attack/Grapple: +6/+10 Challenge Rating: 6
alignment. While in that victim’s form, a Attack: Claw +10 (1d8+4) Treasure: none
greater doppelganger can use all of the Full Attack: 2 claws +10 (1d8+4) Alignment: Always
victim’s class features, including spells and Space/Reach: 5 �./5 �. (10 �. with claw) lawful evil
bonus feats. This effect does not alter the
greater doppelganger’s base attack bonus,
hit points, saves, feats (unless granted by
a class feature), skills (except languages),
divine spells, paladin class features, or
other features granted by deities.
A greater doppelganger can only retain
a limited number of identities in this
fashion, up to twice its hit dice in class
levels. Each class level possessed by a con-
sumed victim counts toward this limit.
When an identity is consumed that would Octopin
exceed this limit, a stored identity must
be discarded, as decided by the greater
doppelganger. The class levels of any one
consumed identity cannot exceed the
greater doppelganger’s hit dice.
If the greater doppelganger commits an
act in violation of its assumed alignment,
it immediately reverts to its true form for
1d10 rounds. A greater doppelganger can
draw on the memories of all its consumed
identities no matter its form, but not on
the victim’s class features.
Magic Item Use (Su): A greater doppel-
ganger can use magic items requiring
spell completion and spell trigger
activation as if it possessed the
necessary class features regardless
of its form. It always succeeds at
caster level checks for scrolls.
Skills: A greater dop-
pelganger has a +4 racial
bonus on Bluff and Dis-
guise checks. When using its
change shape ability, a greater doppel-
ganger gets an additional +10 circum-
stance bonus on Disguise checks. If it

OCTOBER 2005 DUNGEON 59


THE HALL OF HARSH REFLECTIONS BY JASON BULMAHN

Scaling the Adventure employed as guards, octopins are ceaseless


“The Hall of Harsh Reflections” is in their duties and relentless in their hunt
designed for a group of four 7th–8th- for intruders that enter their domain.
level characters, but with a little work A full-grown octopin stands just over 5
it can be adapted for use with 5th–6th- feet tall, with tentacles capable of reach-
level or 9th–10th-level characters. Be ing targets 10 feet away. They weigh 150
sure to adjust the amount of treasure pounds. Their color ranges from deep
in the adventure as appropriate. Adjust purple to forest green, with a match-
the class levels of all enemy NPCs by ing iris. They eat through small ori-
a number equal to that which the
fices located inside their claws. Octopin
PCs’ average level deviates from 7th.
reproduce asexually once per year, laying
Specific changes to encounters in the
adventure are as follows. a single ivory egg. Young take only one
5th–6th-level parties: Replace the month to mature, during which time
chimera in event 1 with a six-headed they eat voraciously.
hydra or a wyvern. Remove one of Octopins understand Undercommon
the mimics in area D2. Make the but cannot speak. They rely upon com-
unstable piling in area D7 stable, and plicated tentacle gestures and eye move-
remove one of the invisible stalkers. ment to communicate with each other.
Replace the giant octopus in area D9
with a chuul. Decrease the Search Combat
and Disable Device DCs for all traps
The octopin favors attacking from above,
by 1–2. Make Fassash a water naga
climbing down walls to surround and sur-
or a dark naga. Remove one of the
drow thralls from area M4. Remove prise its prey. It relies on its slowing gaze
one of the octopins from area M7. to hinder opponents while it tears them to
Replace the vrock in area M11 with pieces with its deadly tentacle claws.
an erinyes or a hellcat. Remove the Rend (Ex): If an octopin hits with both
octopins from area M13. tentacle claw attacks, it latches onto the
9th–10th-level parties: Advance the opponent’s body and tears the flesh. This
chimera in event 1 by 4–8 Hit Dice, and attack automatically deals an additional
the octopus in area D9 by 4 Hit Dice 2d8+6 points of damage.
(or by 6 Hit Dice and make it Huge). Slowing Gaze (Su): Slow for 1d6
Give each of the mimics in area D2 1–2
rounds, 30 feet, Will DC 18 negates. The
fighter levels. Give the invisible stalkers
save DC is Charisma-based.
in area D7 1–3 rogue levels. Increase
the Search and Disable Device DCs for Penetrating Sight (Su): An octopin can
all traps by 1–2. Give Fassash 2–3 levels see through up to 2 feet of wood, 6 inches
of sorcerer. Add 1–2 large spiders to of stone or metal, and 1 inch of lead as if
area M4. Increase all octopins encoun- it were only a ghostly image. Octopins are
tered in the adventure by 3–6 Hit Dice. immune to visual figments (such as major
Replace the vrock in area M11 with a image) and glamers (such as invisibility). It
gray slaad or a barbed devil. still requires line of effect to a target in
order to utilize its slowing gaze.
Advancement: 9–12 (Medium), 13–20 (Large) Skills: An octopin has a +8 racial bonus
Level Adjustment: — on Climb checks and can always choose to
take 10 on a Climb check, even if rushed
Six purple tentacles support a bulbous alien or threatened. Octopins have a +4 racial
eye dripping with a viscous slime. Rarely bonus on Search and Spot checks. D
blinking, the star-shaped pupil moves rapidly
about, scanning the area. Two longer ten- Jason Bulmahn recently moved from Mil-
tacles end in razor-sharp claws and undulate waukee, WI to Seattle, WA to take on the job of
hypnotically in the air around it. Associate Editor for Dragon where he works
night and day on D&D. He was 28. He leaves
Formed in a fusion of magic and con- behind a long-term career in architecture, a
trolled breeding, the octopin is a perverse love of bratwurst, and an unquenchable thirst
creation of mind flayers bent on fashion- for beer. He is survived by his Saturday gam-
ing a servant loyal to their alien ways. O�en ing group and parents.

60 DUNGEON OCTOBER 2005


#127
MAP & HANDOUT SUPPLEMENT
PRODUCED BY PAIZO PUBLISHING, LLC.
WWW.PAIZO.COM

Joachim Barrum

THE HALL OF
HARSH REFLECTIONS
by Jason Bulmahn

The Free City: a shining gem in the crown


of cultured civilization. Beneath the surface
of this bustling metropolis is a rot, fester-
ing in the darkness, manipulating the lives
of those unaware of its presence. Now a
small adventuring band from out of town
may be in over their heads. Their actions in
Diamond Lake have attracted the wrath of
one of the city’s hidden masters. A gang of
infiltrators and an enigmatic mastermind
plot their destruction, and only tracing the
rot to the root can stop the onslaught. An
Age of Worms Adventure Path scenario for
7th-level characters.

Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

1 DUNGEON 127 Supplement


Zyrxog

Telakin

Eva Widermann

Eva Widermann

Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

2 DUNGEON 127 Supplement


Octopin

Eligos

Eva Widermann

Eva Widermann

Steve Prescott

Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

3 DUNGEON 127 Supplement


Robert Lazzaretti
One square = 5 feet
The Crooked House Tavern
Private
Hall

3
2
1

6
5

7
Stage

up

3
2
1
up

Third Floor

E
Second
and
Storage

Kitchen

S
N
Floor
First

Robert Lazzaretti

Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

4 DUNGEON 127 Supplement


Sodden Hold

D7
D9

D8
D19 S

A D
D12
B D6 E D10 T
D5 D13
C
D11 D11 D11 D14

S
T

S S
catwalk
D1 D2 D15

S
D16

D3 D4
N
T
T
D17
W E T
D18

T S

One square = 5 feet S


Robert Lazzaretti

Robert Lazzaretti

Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

5 DUNGEON 127 Supplement


M12

M13
Zyrxog’s Lair
M11

M14

M10
M3
M9

M4

M8
M6

M5
N M7
M2

W E
M1

S
One square = 5 feet

Robert Lazzaretti

Robert Lazzaretti

Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

6 DUNGEON 127 Supplement


RUNNING “HALL OF HARSH REFLECTIONS”
IN THE FORGOTTEN REALMS
by Eric L. Boyd

I n the Realms, Waterdeep (Free City)


lies north and slightly west of Dagger-
ford (Diamond Lake) on the protected
shore of Deepwater Harbor (Selintan River).
Waterdeep is a walled city divided into seven
While friendly and trustworthy enough,
Dagsumn is a stickler for details. Capable
of creating his own magic items and spells,
Dagsumn still prefers to collect them as
payment with a minimum of risk. He can
kin is one of the nine greater doppelgang-
ers, whose personal ambitions have long
involved controlling economic activity in
Dock Ward. Toward this end, Telakin and
its agents have infiltrated the ranks of the
wards (districts/quarters), including Castle be somewhat of a bore and pest when he City Guard, several merchant houses, and
Ward (Garden District), Dock Ward (River catches wind of a new item, constantly bela- several guilds, all of which are key players
Quarter), North Ward, Trade Ward (Foreign boring guests for details. in the daily affairs of Dock Ward. Telakin
Quarter), Sea Ward, South Ward (Artisan’s never shows his brand openly, for to do so
Quarter), and the City of the Dead. There are Midnight’s Muddle would invite Hlaavin’s wrath.
no walls between wards in the City of Splen- The neighborhood known as Midnight’s Telakin’s lair, the Sodden Hall, lies down
dors, but Waterdeep has an extensive sys- Muddle occupies one block within City by the docks at the southern end of the small
tem of sewers beneath the streets (see City of Ward, just southeast of the Market. Mid- block between Full Sails (D35) and Seaswealth
Splendors: Waterdeep, pages 121–126, for details, night’s Muddle is bounded by Bazaar Hall (D39) on the map found in City of Splen-
including expanded encounter tables). Street, the High Road, Lamp Street, and dors: Waterdeep, page 104. (Simply rotate the
Conversion notes for Prendergast “Gast” the Street of Bells. map in the adventure 180 degrees, so that the
Brokengulf (CE male Tethyrian human The Crooked House lies at the northern water is south of the warehouse and assume
fighter 13) (Loris Raknian), and the Field of tip of the block, at the corner of the High the building actually extends out over the har-
Triumph (Free City Arena) ($77) are given Road and Bazaar Street. Tarquin Shortstone bor, rather than stopping just a few feet short
in the Realms conversion appendix for The XXVI, proprietor of the Crooked House, is an as shown on the Waterdeep map.) The illithid’s
Champion’s Belt. old friend of Dagsumn. He frequently meets secret passage (D19) is a tertiary tunnel that
Dagsumn for a friendly game of lanceboard leads east to the primary tunnel that connects
Dagsumn (dragonchess) at the Elfstone Tavern (C32). SF54 with the harbor on the sewer map found
Gaunt and ghostly-pale, Dagsumn (LN in City of Splendors: Waterdeep, page 123.
male Illuskan human wizard 7) (Eligos) is The Unseen The prisoners found in area D6 of Sodden
an austere man of moderate height, given The Unseen is a consortium of shapechang- Hall include Tryssia Lanngolyn (CN female
to bulky blue and green robes. Despite his ers, thieves, illusionists, and assassins that Lantanna aristocrat 4) (Ilya Starmane), heir
apparent physical failings, he is a skilled has been growing in strength and numbers to House Lanngolyn, and Gattel Watam, a
practitioner of the Art with a hunger for in Waterdeep for nearly three decades. The former city magister. Ilserv’s note, found in
magical power. Dagsumn hails from Port Unseen began as a druuth (a cabal of dop- Telakin’s sanctum (area D18) uses the words
Llast and had a brief apprenticeship with pelgangers led by illithids), tasked to infil- “Brian’s forge” instead of “cold forge.”
Malchor Harpell (Manzorian) at the Tower trate and spy on the City of Splendors for
of Twilight (Fortress of Unknown Depths). the Underdark city of Ch’Chitl. The death Tentacles of Ch’Chitl
While the two did not part company as ene- of the elder brain of the Kingdom Below has Ilserv (Zyrxog) has long served as emissary to
mies, they have not spoken in over 25 years. forced the druuth to operate independantly, Waterdeep for Ch’Chitl, the Kingdom Below.
Dagsumn came to Waterdeep to make his enabling a greater doppelganger named An ill-fated alliance with old Xanathar (a
fortune, but his brief adventuring career Hlaavin (NE half-illithid greater doppel- beholder since replaced by the Eye as leader
gave way long ago to casting spells and ganger sorcerer 9) to emerge as the leader of of the Xanathar Thieves’ Guild) led to a con-
tutoring lesser mages. He can usually be the now-autonomous band. The Unseen are frontation with the Gray Hands during
found at the Elfstone Tavern (C32) (Web’s detailed further in City of Splendors: Waterdeep which old Xanathar petrified Ilserv, forcing
Dragonchess Parlor) and lives in an opu- and in an upcoming issue of Dragon. the illithid to spend several years in the gar-
lent apartment (Eligos’s manor) nearby with The leaders of the Unseen are nine den of Mirt’s Mansion (C52) before it could
his wife, Kyrss Wands (LG female Tethyrian enigmatic mirrorkin, known more com- engineer its escape. A�er fleeing to the King-
human aristocrat 3) (Pollard), the youngest monly as greater (or elder) doppelgang- dom Below, Ilserv has returned to Waterdeep’s
child of Maskar Wands. Dagsumn prefers ers. Although they work together closely sewers to reestablish illithid control over the
to engage in spellcasting in the City of the to expand their influence in the City of Unseen, without exposing the errant druuth’s
Dead, protected by hired guards, where few Splendors, each mirrorkin has its own activities in Waterdeep (and undermining the
can glean his secrets through observation. particular personality and agenda. Tela- point of such a takeover).

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7 DUNGEON 127 Supplement


Ilserv began the process of making Telakin but it needs Telakin’s knowledge of the arti- or because Telakin discovers its presence,
a thrall by offering the greater doppelganger fact in order to use it effectively. Ixiaxian bargains with the PCs for its life.
access to the mind clone. Telakin agreed with- Some weeks ago, Hlaavin tasked the doppel- Hlaavin’s agent offers to trade Telakin (if
out the knowledge of Hlaavin, who it hopes ganger Ixiaxian with keeping an eye on Telakin. still alive) or itself (if Telakin is dead) for the
to someday supplant as leader of the Unseen. The leader of the Unseen instructed his lackey to abducted PC, if the rest of the PCs agree to
Although Telakin received the device and its watch for an opportunity to move against Telakin destroy Telakin’s hidden master. If the PCs
influence within the Unseen has grown as and his mysterous master through the manipula- acquiesce, Hlaavin arranges an ambush by
a result, the negotiations brought Telakin tion of a third party (such as the PCs). Mask’s Conscripts during the prisoner swap,
into close proximity with Ilserv, which gave While spying on Telakin’s agents, Ixiaxian again fearing that the PCs have learned too
the illithid the opportunity to enslave the observes their interest in the PCs. At the first much about the operations of the Unseen. If
greater doppelganger. opportunity, Ixiaxian replaces one of the PCs this ambush fails, Hlaavin arranges a second
Ilserv’s lair lies beneath Brian the Sword- with the assistance of other doppelgangers attempt during the events of “The Spire of
master’s Smithy (Cold Forge) (S7), just south loyal to Hlaavin. Ixiaxian’s objective is not to Long Shadows,” as noted above.
of the secondary passage that runs east from betray the PCs in area D15, as discussed in the
the junction room (SF55, no surface connec- adventure, but to use them as a defensive shield A Night on the Town:
tion) located under the wide part of Candle behind which it can spy directly on Telakin’s Wormfood #4 in the FORGOTTEN REALMS
Land, west of the Way of the Dragon. (Simply operations. (Change encounter D15 to be all Entertainment can be found in every quarter
rotate the map in the adventure 180 degrees, doppelgangers and not include the missing PC. of the City of Splendors, as detailed in City of
so that the illithid’s lair is south of the sewer The EL remains unchanged, as Ixiaxian does Splendors: Waterdeep and the 2e product, Volo’s
passage.) Waterdeep’s sewers, including pas- not betray the PCs here, but one additional Guide to Waterdeep (still available online in PDF
sage widths and encounters, are fully detailed doppelganger is present in the guise of the PC format from various vendors). Four locales
in City of Splendors: Waterdeep. Ixiaxian already replaced.) If possible, Ixiaxian detailed in Dragon #336 are easily placed
seeks to avoid damage to the Telakin’s device in Waterdeep. The Blueberry Theatre is best
Hlaavin vs. Ilserv and keep Telakin alive (for now), but its primary placed in the southeastern corner of Castle
One additional sub-plot revolves Telakin’s objective is to ferret out the identity of Telakin’s Ward. The Checkered Circle is usually found
relationship with Hlaavin. Hlaavin suspects suspected secret master and, if possible, have in Dock Ward. Thaddeus Tightfist is in the
that Telakin has fallen under the influence of the PCs bring him down. Once Ilserv is dead, employ of Elaith “the Serpent” Craulnobur,
an illithid of Ch’Chitl, but so far the leader Ixiaxian arranges an ambush at a later date by a the infamous elven crime lord who secretly
of the Unseen has little evidence. Hlaavin doppelganger loyal to Hlaavin, fearing that the owns the operation. Honest Axebeard’s House
has no desire to see Ilserv or the Concord of PCs have learned too much about the opera- of Dice is also well suited for Castle Ward, at
Elders in Ch’Chitl reestablish control over tions of the Unseen. This ambush occurs dur- the northern end of the district just south of
the druuth, but Hlaavin wants to avoid openly ing the events of “The Spire of Long Shadows” the Market. Josiel’s Bathhouse is appropriate
moving against them until the group’s posi- in the village of Longsaddle (Magepoint). for the northern end of Trades Ward, just east
tion within the social fabric of Waterdeep is If Ixiaxian’s deception is discovered by of the Market. None of these locales lies on
more secure. In addition, the leader of the the PCs during the course of the adven- a major road, but all are famous enough to
Unseen wants control of Telakin’s mind clone, ture, whether through their own actions come to the attention of the PCs.

RUNNING “THE HALL OF


HARSH REFLECTIONS” IN EBERRON
by Keith Baker

“ T he Hall of Harsh Reflections”


brings the adventurers to the
Free City, where a mind flayer
tries to destroy them through use of his doppel-
ganger thralls. Here are a few ideas for convert-
d% Encounter
01–10 3 angry warforged (male personality
warforged fighter 2) (EL 4)
11–20 4 unhinged soldiers (male human
warrior 2/barbarian 1) (EL 5)
Lord of Blades, and are filled with anger
towards the humans who “built them to
die.” They will be hostile toward any party
including members of House Cannith;
otherwise they are simply unfriendly. They
ing this scenario to the world of Eberron. 21–25 2 thieves (male and female human are spoiling for a fight, but if the party acts
rogue 3) (EL 5) in a conciliatory manner (especially if a
Journey to the Free City 26–30 2 harpies (EL 6) warforged PC acts as party spokesman)
The roads of Breland are dangerous, but the 31-35 2 trolls (EL 7) hostilities can be avoided.
danger is more likely to come from people than 36–40 1 warforged insurgent (female personality Unhinged Soldiers: These crazed warriors
monsters. Wild creatures rarely strike on the warforged rogue 4/artificer 3) (EL 7) are described in the web enhancement for
road, but in the a�ermath of the Last War, other 41–00 none “Encounter at Blackwall Keep.” Driven mad
travelers may be far more dangerous than ani- Angry Warforged: These warforged have by the war, they will attack with no concern
mals. Here’s an alternative encounter chart: been stirred into a frenzy by agents of the for self-preservation.

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8 DUNGEON 127 Supplement


Thieves: These brigands are former Villains: Telakin and Zyrxog ness and blindsight. They will use their long
scouts from the Cyran army. They steal Telakin and his band of doppelgangers have tentacles to trip enemies, taking advantage
both as a matter of survival, but also out no connections to the Tyrants of Sharn. The of reach and Combat Reflexes to keep oppo-
of a desire to avenge their fallen coun- greater doppelgangers are creatures of the nents on the ground.
try. They won’t attack a group containing Dragon Below, the result of generations of
Cyrans, although they may approach the daelkyr and illithid experimentation. Telakin Dolgaunt Monk CR 5
adventurers and encourage the Cyrans to was sent to this city to aid a local mind flayer, Male dolgaunt monk 3
join their fight. and has lured followers from among the dop- Eberron Campaign Setting 281
Harpies and Trolls: These creatures were pelganger community with promises of power. LE Medium aberration
brought over from Droaam to fight in the If you wish to have this group play a long-term Init +5
Last War; with the war over, they are slaking role in the game, they could actually be rivals Senses blindsight 360 �.; Spot +9, Listen +8
their bloody instincts as bandits. of the Tyrants. Tyrant One has his own plans Languages Common, Goblin, Orc,
Warforged Insurgent: Trained to serve as to spread changeling influence across Sharn, Undercommon; can silently communicate
an assassin in the Last War, this warforged and his agenda doesn’t match that of Telakin’s with other dolgaunts within 30 feet.
soldier has whole-heartedly embraced doppelganger-only society. If adventurers AC 22, touch 19, flat-footed 17
the ideology of the Lord of Blades. She think the Daask/Boromar conflict makes life hp 29 (5 HD) DR 5/byeshk or magic
has been preaching to the warforged of difficult, wait until they are caught in a middle Fort +4 Ref +8 Will +10 (+12 vs enchantment); evasion
the region, but she also takes pleasure in of a gang war between two different gangs of Spd 40 �. (8 squares)
hunting creatures of flesh. She is patient shapeshi�ers! The Tyrants do not have access Melee 2 tentacles +7 (1d3+4) or
and will stalk the party, waiting for people to the mind clone; but once they learn of it, they unarmed strike +7 (1d6+4) or
to sleep; she will then use cat’s grace and will certainly want to acquire it. unarmed strike +5/+5 (1d6+4)
personal weapon augmentation, sniping at As for Zyxog, Sharn already has a local mind Space 5 �. Reach 5 �. (10 �. with tentacles)
the guards and hoping that sneak attack flayer: Chyrassk, mentioned on pages 102 and Base Atk +3; Grp +11
damage and the effect of the augmented 175 of the Sharn: City of Towers sourcebook. The Atk Options Combat Expertise, Improved
weapon can quickly incapacitate foes. If a simplest path is to replace Zyrxog with Chy- Grapple, Improved Trip
warforged is with the party, the insurgent rassk: keep the statistics given in the adventure, Special Atk vitality drain
will focus on the other members of the but use Chyrassk’s name and his home in Khy- Combat Gear potion of cure moderate wounds,
party, planning to speak to the warforged ber’s Gate. However, if Chyrassk has already potion of mage armor, oil of darkness,
once she has eliminated the humanoids. played a significant role in your campaign, alchemist’s fire (2), tanglefoot bag
Zyrxog can simply be an additional mind flayer Abilities Str 18, Dex 21, Con 12, Int 14, Wis 18, Cha 8
Welcome to the Free City who shares the city with Chyrassk. The Cults Feats Combat Expertise, Combat Reflexes, Deflect
The Free City is one of the most fabulous cit- of the Dragon Below are splintered by nature; Arrows, Improved Grapple, Improved Trip,
ies in the world—and in Eberron, it should if Chyrassk and Zyrxog are pursuing different Improved Unarmed Strike
come as no surprise that this becomes Sharn, projects, it’s wouldn’t be surprising for them to Skills Balance +11, Climb +8, Hide +12, Jump +11,
the City of Towers. The party enters the city remain apart from one another. Listen +8, Move Silently +12, Spot +9, Tumble +15
through Wroann’s Gate in Lower Tavick’s Possessions combat gear
Landing, with the massive statue of Queen Chapter Three: Sodden Hold Vitality Drain (Ex): On a successful grapple check,
Wroann ir’Wynarn raising her sword high Sodden Hold is located in the Grayflood dis- the dolgaunt deals one point of Constitution
above the gate. trict of Cliffside. Everything else about this damage in addition to normal damage. If
The Parade of Thieves: The parade is part section can be used just as it stands. If the injured, it also heals 2 points of damage.
of House Phiarlan’s Carnival of Shadows, DM wants to add local flavor, Ilya Starmane
showcasing the fabulous beasts the circus could be replaced with Cyra ir’Tain (Sharn: City Myrianaas CR 9
has brought to town. of Towers page 86); rescuing her will earn the Female dolgaunt monk 1/cleric 8 (Dragon Below)
party a powerful ally in the ir’Tain family. Eberron Campaign Setting 281
Chapter Two: LE Medium aberration
Eligos and the Crooked House Swapping the Drow Init +4
Eligos lives in the Platinate district of Upper In Eberron, the drow have no ties to Khorvaire Senses blindsight 360 �.; Spot +5, Listen +5
Menthis. Eligos himself is an agent of the or to Khyber, and it would be very unusual Languages Common, Goblin, Undercommon;
Chamber; while he is a powerful wizard, he for the mind flayer to have drow servants. can silently communicate with other
has chosen to keep the full extent of his arcane Instead, Zyrxog is assisted by agents of the dolgaunts within 30 feet.
skills hidden from the general populace. He Dragon Below: the dolgaunts. Use dolgaunt AC 25, touch 20, flat-footed 20
is not aligned with any of the wizard’s circles, monks in place of the drow thralls, and the hp 71 (11 HD)
and is known merely as a sage and scholar, revised version of Myrianaas as given below: DR 5/byeshk or magic
albeit one of considerable skill. a ghastly female dolgaunt who channels the Fort +10 Ref +8 Will +15
The Crooked House makes an excel- power of Xoriat itself. Spd 30 �. (6 squares)
lent addition to the Underlook district of Like the drow, the dolgaunts will use dark- Melee 2 tentacles +9 (1d3+4) or
Middle Dura. ness to their advantage, relying on oil of dark- +1 morning star of spell storing +10 (1d8+5) or

Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

9 DUNGEON 127 Supplement


unarmed strike +9 (1d6+4) or 2nd—cure moderate wounds, death knell (DC 17), Deflect Arrows, Greater Spell Focus
unarmed strike +7/+7 (1d6+4) or hold person (DC 19) (2), touch of madnessD (DC 19) (enchantment), Improved Grapple, Improved
Space 5 �. Reach 5 �. (10 �. with tentacle) 1st—cure light wounds (2), divine favor, cause fear Trip, Improved Unarmed Strike, Spell Focus
Base Atk +5; Grp +13 (DC 16), lesser confusionD (DC 18), sanctuary (enchantment)
Atk Options Improved Grapple, Improved Trip (DC 16), shield of faith Skills Balance +11, Climb +8, Concentration +12,
Special Attacks rebuke undead 3/day (+1, 2d6+8, 8th), 0—cure minor wounds (3), detect magic, detect Hide +11, Jump +6, Knowledge (religion) +7,
spontaneous casting (inflict spells), vitality drain poison, resistance Listen +5, Move Silently +7, Spot +5, Tumble +14
Combat Gear potion of barkskin +2, potion of blur D: Domain spell. Domains: Dragon Below, Madness Possessions combat gear, +1 morning star of spell
Spells Prepared (CL 8th, +9 melee touch): Abilities Str 18, Dex 20, Con 14, Int 12, Wis 20, Cha 8 storing (hold person [DC 19]), bracers of armor +2
4th—confusionD (DC 21), cure critical wounds, SQ Once per day, may add +3 to one Will save Vitality Drain (Ex): On a successful grapple check,
divine power, freedom of movement or Wisdom skill check (Madness domain the dolgaunt deals one point of Constitution
3rd—bestow curseD (DC 18), cure serious wounds, granted power) damage in addition to normal damage. If
deeper darkness, dispel magic, prayer Feats Augment Summoning, Combat Reflexes, injured, it also heals 2 points of damage.

Udon with Chris Stevens, Mark Sinclair & Kevin Yan

THE HIVE
by Philip Larwood
Hehranna
The once-dwarven wizard Hehranna knows that her previous
race, for all its pride and skill, is hampered and distracted
by lesser concerns—family, friendship, emotion. Once they
join the Hive, they won’t begrudge a few moments of pain in
exchange for the industrious awakening she has to offer them.
A D&D adventure for 5th-level characters.

Udon with Chris Stevens,


Mark Sinclair & Kevin Yan

Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

10 DUNGEON 127 Supplement


Udon with Chris Stevens, Mark Sinclair & Kevin Yan

Hiveblood
Ettin

Udon with Chris Stevens,


Mark Sinclair & Kevin Yan

Jason Engle

Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

11 DUNGEON 127 Supplement


Jason Engle

Jason Engle

Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

12 DUNGEON 127 Supplement


Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

13 DUNGEON 127 Supplement


T he Champion’s Games are here!
This annual event, organized
and produced by well-known
and well-liked public figure Loris Rak-
nian, has long been a much-beloved tra-
dition in the Free City. Gladiators come
monthly “Wormfood” articles, a series
that provides additional material to help
players survive this campaign. Your PCs
should hit 10th level at some point in
this adventure, and if they need a place to
spend their winnings from participating
the Champion’s Games has created a solid
flow of income into the city’s coffers since its
inception. This year’s games mark the 10-year
anniversary of their creation, and Raknian
has promised the Free City an event that even
the gods themselves will remember.
from distant lands to participate in the in the Champion’s Games, check out issue Yet in spite of his success and fame, the
games, and the winner gains the honor of #337 of Dragon for guidelines on what ageing Raknian has lived every day since
wearing the Champion’s Belt for the next they can purchase in the Free City. his retirement in fear. Fear of death. His
year, when he must defend his title from Of course, you can also run “The narcissistic personality could not tolerate
all challengers. Yet this year, something Champion’s Belt” as a stand-alone adven- the inevitable decline of his mortal body,
dire festers in the arena’s foundations, ture, or even as a part of a campaign of and as the once indomitable gladiator of a
for its director plots one of the final your own design. thousand fights watched his hair turn gray
omens heralding the Age of Worms. and felt his bones begin to ache, he real-
“The Champion’s Belt” is a Dungeons Adventure Background ized time was the only opponent he could
& Dragons adventure designed for four Twelve years ago, the mighty gladiator Loris not beat. Raknian secretly grew more and
9th-level characters. It is also the fi�h Raknian retired a�er a brilliant career in the more jealous of the impudent, ambitious
installment of the Age of Worms Adven- Free City Arena. He used his influence to young gladiators who fought for glory
ture Path, a complete campaign consist- gain control of the arena, became a manager in his arena. Yet he dared not endanger
ing of 12 adventures, several “Backdrop” for promising gladiators, and invested most his public image, so he kept his jealousy
articles to help Dungeon Masters run the of the wealth he had amassed thus far in suc- well hidden. Over the years, this jealousy
series, and a handful of poster maps of cessful business activities. Today, Raknian’s festered and ate at him from within. Rak-
key locations. For additional aid in run- star is ascendant. He is well-loved by the nian began to use his vast resources to
ning this campaign, check out Dragon’s citizens of the Free City, and his creation of search for a method to restore his vigor

BY TITO LEATI
BY JOACHIM BARRUM, STEVE PRESCOTT, AND EVA WIDERMANN
BY ROBERT LAZZARETTI
AGE OF WORMS CALLIGRAPHY BY DARLENE
ADVENTURE PATH MID–LEVEL (6TH-12TH) URBAN & DUNGEON CRAWL

NOVEMBER 2005 DUNGEON 31


THE CHAMPION’S BELT BY TITO LEATI

and youth, but as one solution a�er the the Free City Arena refrained from seeing She puts the PCs in contact with one of
other proved false, his fear continued to other women and focused on his office. In her friends, a bard named Ekaym Small-
grow. He turned to questionable allies his off hours, he spent much of his time cask who is seeking a band of gladiators to
and sinister sources as less distasteful with Bozal, learning more with each pass- sponsor in the Games. Ekaym has a hidden
methods of preserving his youth failed. ing night of Bozal’s god Kyuss and his dark motive for his gladiators, for it was his sis-
He formed a close friendship with a cleric promises. Raknian was intrigued by Bozal’s ter Lahaka who went missing months ago
of Hextor named Theldrick during these words, recognizing many similar themes to in the arena. He hopes that the PCs get a
during these dark times, and eventually the teachings of his old belief in the Ebon chance to explore the chambers below the
became a hidden financial support of the Triad. Yet Bozal’s words seemed strangely arena in between their public fights and
Ebon Triad, Theldrick’s heretical cult. In more potent to Raknian. The two began to discover what happened to his sister.
return for Raknian’s donations, Theldrick secretly prepare the ritual to mark Raknian As participants to the tournament, the
put the aging gladiator in contact with as a favorite of Kyuss, since escape from PCs must spend several days in the arena
a mysterious cleric the Ebon Triad had decay was a favor granted only to his most understructure, where they also have a
gone to for advice before. This was the devout worshippers. Such an unholy mir- chance to discover the Apostle of Kyuss
sinister tiefling Bozal Zahol. acle also required a massive sacrifice per- and prevent its terrifying rise. During
Bozal Zahol spoke of secret rituals and formed by one of the Apostles of Kyuss and the day, they must battle other gladia-
potent prayers that, if offered to his mys- involving the “Blood of a Champion.” tors in the arena to reach the final, fateful
terious god, could halt the aging process. Raknian is now firmly in Bozal’s match of the Champion’s Games.
Bozal explained that his deity held the clutches. The two have chosen this year’s
keys to decay, and only he could exempt a Champion’s Games as the altar for their Adventure Hooks
human from old age. Raknian was natu- sacrifice to Kyuss, as Raknian has come “The Champion’s Belt” is meant to serve as
rally suspicious, and when Bozal Zahol to believe that the gladiators scheme an episode of the Age of Worms Adventure
wouldn’t offer him proof or reveal the against him and wait eagerly for his Path. If you have played through the pre-
name of his god, Raknian had the cleric demise so one of them can replace him vious four installments of the adventure
escorted from his palace—but not before as the younger, more handsome director path, the heroes suspect that Loris Raknian
accepting a small magic token that would of the Free City Arena. One gladiator in is an associate of the Ebon Triad, as he
allow Raknian to contact Bozal if (when) particular, the fighter Auric, has become attempted an assassination against them.
he changed his mind. That would have synonymous with Raknian’s paranoia, Raknian is a very powerful figure in the Free
been the end of the story, if not for a and if all goes according to plan, it will City, and is also very popular in his role of
young woman named Lahaka. be Auric’s blood that anoints the Apostle director of the arena. This means that the
Raknian kept many lovers and consorts of Kyuss on the eve of the final game. heroes have little hope to turn the authori-
over the years; as a man of wealth and Raknian’s recent discovery of the ties against him in a short time, even with
power, he never lacked for companionship. destruction of the Ebon Triad cell in Dia- the evidence from the mind flayer’s led-
Lahaka was an intriguing, exotic jewel from mond Lake (along with the loss of his old ger from “The Hall of Harsh Reflections.”
the distant south, and she caught Raknian’s friend Theldrick) concerns the old gladia- Raknian is reluctant to take direct action
eye two years ago. He took her as his lover, tor greatly. What if these adventurers dis- against the heroes at this time as he is very
and for a year they were happy. Yet Lahaka covered the link between him and Thel- busy with his office and his dark schemes.
grew tired of Raknian’s ego and self-impor- drick? Raknian took no chances, and in the If the heroes accept Celeste’s suggestion to
tance, and when a young gladiator named previous adventure tried to have the PCs enroll in the Champion’s Games, the direc-
Auric won the Champion’s Games for the killed. tor of the arena actually sees this fact as an
second year in a row, she made no secret opportunity to get rid of them, and eagerly
of her admiration for the youthful, hand- Adventure Synopsis observes the PCs as they make their way to
some warrior. When Raknian confronted “The Champion’s Belt” allows the PCs to the last round of the tournament.
her about this, she spurned him and said participate in the Champion’s Games, and This adventure serves well outside the
he had grown too old to satisfy her. In the gives them a chance to prevent the sacri- context of the Age of Worms Adventure
grip of rage, Raknian strangled Lahaka. It fice to Kyuss scheduled for the last day Path for any city with a gladiatorial arena
was in this state of anger, madness, and of the celebration. Further, it gives them and a party in need of an infusion of cash.
morbid depression that Raknian called a chance to defeat Raknian, whom they In this case, the subplot of discovering
upon Bozal and told him he was willing learned at the end of the previous adven- what happened to Ekyam’s sister becomes
to accept his wisdom in return for escape ture, “The Hall of Harsh Reflections,” had the primary plot of the adventure.
from the horrors of old age. paid for their assassinations. Yet Raknian In any event, the one thing the PCs
With the cleric’s aid, the distraught Rak- is a well-loved public official, and as such need to know about before starting this
nian was able to hush up Lahaka’s murder he is difficult to reach. adventure is that Loris Raknian recently
and dispose of her body. Soon, her disap- The answer comes from a beautiful purchased an item called the Apos-
pearance was forgotten. The director of and mysterious woman named Celeste. tolic Scrolls from a disreputable source.

32 DUNGEON NOVEMBER 2005


If you’ve played “The Hall of Harsh Some of the items the PCs give Eligos has never seen so many references to
Reflections” the PCs probably learned (Zosiel’s silver diadem, the two demon it from so many different sources as
this by investigating Zyrxog’s ledger. horns, and the inactive talisman of the the information the PCs provide him.
Otherwise, you should have the PCs dis- sphere) have nothing to do with the Age Something is certainly building.
cover this information in a prior adven- of Worms. Eligos can tell them some
ture, perhaps in the form of a receipt in tidbits of information (the horns once If the PCs don’t mention Loris Rak-
a smuggler’s den. belonged to a fiend named Kizarvidexus nian’s purchase of the Apostolic Scrolls
who was slain by a wind duke named on their own, they’ll certainly be moved
PART ONE: Icosiol, for example), but the true finds to do so when Eligos mentions them.
AN OPPORTUNITY are: the preserved Kyuss worm, the slow Upon finding out that these fabulously
FOR VIOLENCE worm tainted potions, Theldrick’s jour- rare scrolls are in town, and worse, that
Give the PCs time to recover from their nal, Grallak Kur’s encrypted scribblings, someone as important as Loris Raknian
battles against Zyrxog the mind flayer and news of infested dragon eggs. You has purchased them, Eligos’s counte-
before starting this adventure. The PCs are should roleplay the sage’s lecture to the nance turns dark. He can tell the PCs
probably itching to confront Loris Rak- PCs, but make sure he conveys the fol- little about the Apostolic Scrolls save that
nian or considering the wisdom of skip- lowing key pieces of information before they are reputed to have been penned by
ping town, but give them some time to ending the encounter. Kyuss himself and detail the creation of
talk over their plans. At some point before the ulgurstasta. These massive undead
they take matters into their own hands or • All of these clues point to the involve- creatures are capable of consuming the
flee town, they receive word from Eligos ment of a minor deity of the creation living and regurgitating them as undead.
that he’s got some information for them and mastery of undead called Kyuss. The Apostolic Scrolls are said to contain
about their discoveries in Diamond Lake, • The worm-infested undead are the rituals that allow an ulgurstasta to cre-
and invites them to dinner at his house in most notorious (and the least danger- ate even more powerful undead, spewing
the Garden District of the Free City. ous) of Kyuss’ spawn. Their presence in them out at a tremendous rate.
Eligos’s house is a white marble manor. the region, combined with the discov- As their meeting draws to a close, Eligos
The interior is equally ostentatious and ery of the various worms, indicates that recommends that the PCs investigate Loris
impressive. A more detailed description the cult of Kyuss is certainly becoming Raknian and his unsettling interest in the
of his manor appears in “The Hall of more active in the area. Spawn of Kyuss Apostolic Scrolls. If the PCs tell him that Rak-
Harsh Reflections,” in Dungeon #127. are especially dangerous in that they are nian’s already tried to have them killed, Eli-
When the PCs arrive, they are shown horrifically fecund. gos nods and observes that this just further
into the parlor by Eligos’s aged elven • The cult of Kyuss has traditionally been damns the director of the Free City Arena.
manservant Pollard (N male elf expert small, o�en consisting of single priests Obviously, he learned of the PCs’ actions in
2). Eligos (LN male human fighter 2/wiz- who live double lives as upstanding citi- Diamond Lake and took matters into his
ard 7/loremaster 2) is already waiting for zens. Recent evidence suggests that the own hands. Eligos recommends caution;
them, seated in a tall, velvet-upholstered Ebon Triad may have involved the smaller Raknian is a powerful man and remains
chair. Several other chairs sit in the room (but older) cult of Kyuss in its schemes. quite popular with the city government. Any
(one for each PC), arrayed around a low Eligos suspects some dark purpose direct confrontation would only reveal to
table set with several tantalizing dishes. behind this sinister alliance, possibly him the extent of the PCs’ knowledge, and
Eligos rises as the PCs enter the room. related to the coming Age of Worms. force him to cash in a few of the numer-
• Tales of the Age of Worms itself are as ous favors the city government owes him. A
“Good evening, my friends! I trust you old as anything. O�en known by other wiser course of action would be to infiltrate
brought your appetites? I tend to eat din- names (the End Times, The Dark Age, the arena itself and find more concrete evi-
ner as I get the chance, and I hope this and the Eternal Ruin among others), dence that Raknian’s up to no good. If the
somewhat informal repast doesn’t offend the Age of Worms is an ancient set of PCs can find proof that he means ill will to
you. Good, I thought not. In any event, prophecies that speak of a transfor- the Free City itself, they’ll have no problems
let’s eat—a�er dinner, I’ll tell you what I’ve mation of the world, of a time when convincing the government to help. And if
learned of your little green worms.” life gives way to something else. These they can recover the Apostolic Scrolls (and find
prophecies are recorded in certain out what Raknian intends to do with them)
The dinner itself should be pleasant rare texts like the Book of Vile Darkness, while they’re at it, so much the better.
and idle, with Eligos asking the PCs to Libris Mortis, the Necronomicon, and Raknian obviously knows who the PCs
recount tales of their adventures up to the Apostolic Scrolls, and are inscribed are, and normally this would make it diffi-
this point. When dinner is over, he takes on the walls of ancient ruins across cult for them to get into the arena to inves-
the various items and notes that the PCs the world. Many cults and soothsay- tigate the director. Fortunately, the Champi-
had given him to research and begins ers have developed their own theories on’s Games are starting in a few short days,
telling them what he’s learned. about the Age of Worms, but Eligos and Raknian doubtless has much else on his

NOVEMBER 2005 DUNGEON 33


THE CHAMPION’S BELT BY TITO LEATI

mind. In fact, Eligos says he might have just few magic items or explore the surround- handcra�er which is detailed in the Shack-
the opportunity the PCs are looking for. He ing neighborhood. Refer to the “Back- led City Adventure Path.
tells them that one of his friends came to drop: The Free City” article in this issue A�er introductions, Celeste says that
him just yesterday, seeking a group of heroes of Dungeon for inspiration. Eventually, a her friend Eligos told her that the PCs
to enter the Champion’s Games. What bet- day or two before the Champion’s Games are seeking a sponsor for the Champion’s
ter way to sneak into the arena than under are set to begin, the PCs are visited at the Games. She suspects that they may have
the guise of gladiators? Eligos promises the Crooked House (or wherever they may be their own reasons for wanting to get into
PCs that he will put his friend, a woman staying in the city) by Celeste, a beauti- the arena, but trusts Eligos enough that she
named Celeste, in contact with them as soon ful human woman who is more than she doesn’t need to know the details. All that
as possible. Until then, they should rest and concerns her is that the PCs come highly
recover from their adventures. recommended by the sage and should be
able to help her friend Ekaym.
Meeting Celeste Celeste informs the PCs that all partici-
Give the PCs time to recover from their pants in the Champion’s Games must fight
previous adventures and perhaps make a for a licensed manager. These licenses are
difficult to come by, but fortunately for the
A Familiar Face PCs Ekaym happens to posses just such a
license but has no gladiators to fight for
(sort of)
him. Ekaym is a visiting merchant from
Players and DMs who have been
the distant south, in the Free City for an
through the Shackled City Adven-
ture Path no doubt remember extended period. He asked Celeste for
Celeste from that campaign, in which help in recruiting some gladiators.
she was investigating rumors of a A little flamboyant and loud, Ekaym
dangerous cult hidden in the city of is still a likable-enough fellow. He seems
Cauldron at the request of her master, to be up front about his
the archmage Manzorian. Celeste serves Celeste interest in the Champion’s
Manzorian as a diplomat and a spy in Games—managing a suc-
regions as close as the Free City or cessful group of gladiators
as distant as Cauldron. When on is a great way to make a lot
mission, she typically adopts a
of money and meet a lot
disguise (using disguise self)
of women. If the PCs
to allow her to more handily
blend in with her targets. tell him about their
In the Shackled City Adven- personal goals in the
ture Path, she was investi- arena, he cuts them
gating rumors of corruption off before they get
in the nobility and adopted too far into it. As long as
the guise of a visiting noble their antics don’t jeopar-
woman. In the Age of Worms, dize their fights, he doesn’t
her quarry is seedier—she’s care what the PCs are up to.
investigating a smuggling net- Of course, Ekaym has another,
work that may be connected to a
deeper motivation—his older sister
notorious band of slavers to the south. As
was Lahaka, the woman Raknian secretly
such, she’s adopted the guise of a rough
and ready rogue. When speaking to the seems (see the sidebar “A Familiar Face”). murdered a year ago. An entertainer of some
PCs, though, she allows her true person- Celeste (CG female ghaele eladrin bard 4) fame, Lahaka’s disappearance has tormented
ality to shine through—that of a good- is accompanied by a handsome but rather Ekaym for months and only recently has
natured and funny woman who values short fellow in his late thirties who wears he managed to track down her last-known
friendship greatly. a fine blue robe, polished knee-high boots, location, as one of Raknian’s favored con-
If a PC uses true seeing or other means and carries a lute slung on the shoulder. sorts. Arriving at the Free City a few weeks
to penetrate her disguise, they see Celeste This is her close friend Ekaym Smallcask ago, Ekaym found out about the Champion’s
in her true form—that of a beautiful (NG male human fighter 3/bard 4/high Games and purchased a manager’s license
elven woman that radiates light. Celeste handcra�er 3), a member of a secret society at great expense on the Free City black
is a ghaele eladrin bard 4; her statistics
of merchants known as the Chisel. Ekaym’s market. He’s found that recruiting a com-
are not presented here, as she has other
stats are not presented here as he is unlikely petent, trustworthy group of “gladiators”
matters to attend and doesn’t have time
to directly aid the PCs. to get into combat—he possesses levels in is a more difficult prospect, and turned
a specialized prestige class called the high to Celeste for aid. He hopes that the PCs

34 DUNGEON NOVEMBER 2005


snoop around the arena and find out what games themselves consist
may have happened to his sister. of a massive four-round
Assuming the PCs are interested in becom- elimination event, inter-
ing gladiators, Ekaym shakes their hands and spersed with spectacle fights
offers to buy them dinner while he goes over that pit gladiators against
the competition’s rules. Celeste takes her exotic monsters and other
leave of the party, but as she does she says unique foes. A single team
that if they do well in the games, she may have can consist of no more than
need of their services again in the future. eight members. Familiars
Ekaym initially asks for 50% of the tourna- do not count as members,
ment winnings, but a Diplomacy check can but larger animal compan-
reduce his share. With a DC 15 Diplomacy ions, mounts, and cohorts do.
check, he agrees to lower his share to 30% of Finally, each team of gladiators
the total winnings. With a DC 30 Diplomacy must identify itself with a name and Ekaym
check, he agrees that splitting the winnings designate a leader. Smallcask
evenly between himself and all of the PCs is The tournament is fought in
acceptable. Once the deal is set, the PCs must four successive rounds of
sign their names to his gladiator license. He elimination. The first
tells them they may spend the next few days round consists of six
as they wish, but that they must be at the Free battles of free-for-
Dinner at no later than 6:00 pm the evening all combat between
before the games begin or they’ll be disquali- groups of four
fied before they start. teams. The second
day is for rest-
PART TWO: THE ing and recu-
CHAMPION’S GAMES perating. The six
The Champion’s Games is a five-day- winners of the first
long gladiatorial tournament that takes round of battles
place annually in the Free City Arena. The are paired off into

NOVEMBER 2005 DUNGEON 35


THE CHAMPION’S BELT BY TITO LEATI

Champion’s Games Timeline We Won’t Play Gladiator!


Day 0, 6:00 pm: Event 1—The Free Dinner If the PCs don’t want to prove themselves in the Champion’s
Day 0, 8:00 pm: Event 2—Into the Coenoby Games, don’t push them to become gladiators, since they’ll
Day 1, 10:00 am: Event 3—First Battle probably resent your attempt at railroading. Make it clear, how-
Anytime a�er Event 3: Event 4—Ekaym’s Request ever, that the decision to not take part in the tournament can-
Day 3, 2:00 pm: Event 5—Second Battle not be reconsidered once the Games have begun.
Day 4, 12:00 pm: Event 6—Madtooth the Hungry The PCs can still watch the Champion’s Games as specta-
Day 5, 12:00 pm: Event 7—Final Battle tors. The PCs can still place bets on gladiators involved in the
Champion’s Games with the local bookmakers.
Champion’s Prizes Although the PCs will miss the excitement of the arena
Prizes are awarded a�er each fight. Loris Raknian personally hands battles, they must still plan their infiltration of the arena sub-
over the trophy and the cash prize to the gladiator team’s manager structure. Penetrating this area from outside is a difficult task,
up in the stands, while the winning gladiator team gets a few for Raknian’s guards are constantly stationed at every entrance
moments to bask in the glory of their win before the crowd before and don’t allow just anyone to enter. A DC 40 Diplomacy check
they are escorted back to area H and thence back to the Coenoby. is good enough to convince the guards to let the PCs in (or a
Traditionally, the team’s leader keeps any trophies and splits the DC 25 Diplomacy check, along with a bribe of at least 500 gp).
cash payout with the gladiators. Reaching the understructure without risking a major fight with
The prizes for each day break down as follows. Raknian’s troops is impossible, and alternative ways require
Day 1: Winning teams of the first round recieve a bronze trophy appropriate magic and/or skill.
depicting a bull (worth 100 gp) and a cash payout of 2,000 gp. A safer way to reach the understructure is via dimension
Day 2: No fights occur on this day. The winning teams can rest door or teleport, but the use of these spells is limited by the
and relax in the Coenoby while the arena above is utilized for games, party’s knowledge of their destination. Any ex-participant of
demonstrations of magic, and non-tournament mock battles. the tournament (DC 20 Gather Information to locate) can sup-
Day 3: Winning teams of the second round recieve a silver ply the necessary information about the Coenoby and other
trophy depicting a dwarf gladiator (worth 500 gp) and a cash locations he visited.
payout of 5,000 gp. As a last resort, the PCs can make a DC 25 Gather Informa-
Day 4: Winning teams of the third round recieve a gold tro- tion check to learn of rumors that a secret passage somewhere
phy depicting a human gladiator (worth 1,000 gp) and a cash in town leads to the old tunnels that run under the arena foun-
payout of 10,000 gp. dations. This passage eventually connects to the Service Level of
Day 5: The winner of the Champion’s Games wins the right the undestructure (area 15). The location of the secret passage is
to wear the Champion’s Belt (worth 2,000 gp) for a year, along up to you, and finding/using it can be an interesting side trek
with a cash payout of 20,000 gp. in the Free City.

three team-versus-team battles on the third are placed as the nobles have the opportu- of the ancient structure’s watchtowers, cre-
day. On the fourth day, two of the three nity to meet the gladiators and evaluate their ating an effective safety cordon around the
remaining teams fight each other, while the might and commeasure the first bets. arena itself. Raknian built a large barracks
third team fights a special exhibition match A�er the Free Dinner, the gladiators for his guards into a section of the arena
against an exotic monster. The fourth and are escorted to a huge underground cave terraces and has chosen a nearby building
final round is a face-to-face battle between below the arena. This is the Coenoby as his personal residence, expanding it and
the two remaining teams on the fi�h day. (pronounced see-no-bie), and it is home connecting it to the arena’s main tribune
As a general rule, the team that fought the for the gladiators until their elimination (see the Arena Grounds map).
monster the day before tends to have a slight from the competition or the end of the The arena can seat 18,000 spectators if
advantage over the other team, since the Games. During the time the gladiators are they squeeze, but the Champion’s Games
monster fight usually ends up consuming confined to the Coenoby, they are allowed usually draws (still respectable) crowds of
fewer resources than a full-on battle against meetings with their managers every other about 10,000. Seating occurs in 12 banks of
another team of gladiators. The winner of day. Any team not responding to a fight’s 1,500 seats each. All the seats offer splendid
each round is awarded a generous prize to roll call or found guilty of violating any views of the field. During the Champion’s
be shared among the team members and rules of the tournament is immediately Games, there are three types of seats for sale.
their manager. disqualified and expelled from the Coe- The majority of the seats are high in the
The first day of the Champion’s Games noby by Raknian’s elite guards. tiers and sell for 1 sp per day. The lower seats
begins with the Free Dinner, a sumptuous closest to the action sell for 1 gp a day. The
outdoor banquet held on the battleground of The Arena Grounds 500 most expensive seats are situated in the
the arena itself at sundown. The Free Dinner The Free City Arena stands on a hillock in section nearest Raknian’s palace. These seats
involves hundreds of people and is open to the northern part of the Free City. During are cushioned, shaded, and well-staffed by
Loris Raknian and his retinue, the licensed his time as director, Loris Raknian has pur- vendors; they sell for 50 gp a day.
managers, the gladiators, and the most afflu- chased many of the buildings surrounding During the day, the main gates of the
ent among the Free City’s nobility. Wagers the arena, and has seen to the renovation arena are open to the public, and everyone

36 DUNGEON NOVEMBER 2005


Raknian and his guests use when visiting
the Service Level.
+15 F. This 15-foot-deep, 2-foot-wide chim-
ney leads to the Coenoby kitchen (area
17). The chimney top has an iron grate
over the top (hardness 8, hp 30, Break DC
+30
A 28). A DC 15 Climb check is required to
A Warden’s navigate the chimney.
Barracks
+15 G. This 3-foot-wide maintenance man-
B
hole leads to the sewer system that can
A eventually lead the PCs to the sewer col-
lector room under the arena (area 22).
Raknian’s H. This is a li� to area 1 of the Service
A A H Palace Level. This is the entrance that gladiators
use to enter and exit the arena.
The D
C Loris Raknian
Free City E Loris Raknian o�en wanders the arena
Arena grounds during daylight hours, supervis-
ing the work or rebuking some hapless
laborer. The director of the arena always
A Games
appears fully armed and accompanied
F Administration
A Building by a group of his bodyguards. Raknian
encounters the PCs numerous times
Bodyguard’s
G during the adventure, so his statistics
Barracks are presented here.
A A Loris Raknian is a tall, heavily muscled
+30
man in his early 50s. Famous for his great
N strength, Raknian remains an exception-
ally hardy man today. He has short grizzled
200 ft. hair, a strong jaw, and small gray eyes.

Loris Raknian CR 13
Male human fighter 13
can watch workers prepare the arena for the during games. Their primary purpose is LE Medium humanoid
games. As the Champion’s Games become to add ambience to the proceedings, but Init +4; Senses Listen –1, Spot –1
imminent, carpenters, smiths and stage in the case a fight gets out of control and Languages Common
workers work feverishly to get everything spills into the crowd they are expected to AC 22, touch 12, flat-footed 22
ready. As they toil, a robed figure super- do what they can to contain panic. hp 102 (13 HD)
vises them—this is Talabir Welik (N male B. A passage in the basement of the War- Fort +10, Ref +4, Will +5
human wizard 7), the tournament’s referee. den’s Barracks leads to the Service Level (area Spd 20 �.
A neutral wizard and totally extraneous to 1). This entrance is used by guards who patrol Melee +1 mighty cleaving bastard sword
Raknian’s evildoing, Talabir is concerned the Service Level, as well as visitors to the +19/+14/+9 (1d10+6/17–20)
primarily with making sure the games lower levels (such as gladiator managers). Ranged mwk dagger +14 (1d4+3/19–20)
themselves run smoothly. He takes his C. A passage from Raknian’s Pavilion Base Atk +13; Grp +16
responsibility as referee of the Champion’s leads to the Service Level (area 5); this Atk Options Cleave, Improved Bull Rush,
Games very seriously, and follows the rules entrance is used by servants who work Power Attack
literally. Welik’s toad familiar, Dreemik, in the Service Level. Combat Gear potion of cure serious wounds
spends most of the time dozing in the wiz- D. The entrance to this hidden passage Abilities Str 16, Dex 11, Con 14, Int 11,
ard’s coin pouch, pretending to be a dragon in the wall of one of Raknian’s wine cellars Wis 9, Cha 16
sleeping on his hoard. can be found with a DC 25 Search check. It Feats AthleticB, CleaveB, Exotic Weapon
The following brief descriptions apply leads to the Shrine of Kyuss (area 30). Proficiency (bastard sword)B, Greater Weapon
to the map of the Free City Arena. E. This passage leads from the ground Focus (bastard sword)B, Improved Bull Rush,
A. These watchtowers are all manned floor of Raknian’s Palace to area 5 of the Improved Critical (bastard sword)B, Improved
by four Arena Wardens (human warrior 2) Service Level. This entrance is the one Initiative, Iron Will, Leadership, Power

NOVEMBER 2005 DUNGEON 37


THE CHAMPION’S BELT BY TITO LEATI

AttackB, Toughness, Weapon Focus (bastard escapades. The same does


sword)B, Weapon Specialization (bastard not hold true for Captain
sword)B Okoral. Okoral is a mid- Loris
Skills Climb +18, Handle Animal +13, dle-aged and quite skilled Raknian
Intimidate +13, Jump +4, Ride +10, Swim –3 assassin with a power-
Possessions combat gear, breastplate of ful yet lithe figure. He is
command, +2 buckler, +1 mighty cleaving tanned, clean-shaven and
bastard sword, 3 masterwork daggers, sports a thick crew cut, and
cloak of Charisma +2, ring of protection +2 looks younger than his age.
(shaped like coiling serpents) He is rarely seen with Rak-
nian in public, but has peri-
Raknian’s Security odic meetings with him to
Raknian employs a small army of guards, discuss questions of security
including an elite group of ex-gladiators and intelligence. When Rak-
and ex-adventurers for the arena’s secu- nian needs something shady
rity. These guards are well paid, but their handled, and he can’t trust the
loyalty to Raknian is equally inspired by matter to outside agents (such
the director’s legendary lack of mercy as the mind flayer Zyrxog), he
when dealing with incompetence, insub- turns to Okoral.
ordination, and sloth.
The majority of Raknian’s guards are Captain Okoral CR 10
the Arena Wardens, 2nd-level human Male human rogue 3/fighter 4/
warriors armed with short bows and assassin 3
shortspears and clad in studded leather LE Medium humanoid
armor. These guards reside in the War- Init +7; Senses Listen +10, Spot +10
den’s Barracks and patrol the arena Languages Common, Draconic, Infernal
grounds, man the watchtowers, and AC 20, touch 14, flat-footed 17; Dodge,
guard the outlying buildings. They wear uncanny dodge Skills Balance +4, Bluff +10, Climb
blue cloaks with large clasps shaped like hp 45 (10 HD) +6, Disable Device +8, Diplomacy
Raknian’s bastard sword. Fort +6 (+7 vs poison), Ref +10, Will +2 +3, Disguise +7 (+9 acting), Gather
During big events like the Champion’s Spd 30 �. Information +7, Hide +13, Intimidate +7,
Games, the wardens are augmented by a Melee +1 wounding short sword +13/+8 Jump +2, Listen +10, Move Silently +13,
number of Pouncers (human commoner (1d6+4 plus wounding) or Open Lock +9, Search +8, Sleight of Hand
2) hired by Raknian for crowd-control pur- +1 wounding short sword +11/+6 (1d6+4 +8, Spot +10, Tumble +8
poses on the arena terraces. The pouncers plus wounding) and Possessions combat gear, +2 chain shirt,
are unarmored humans or half-orcs armed +1 short sword +11/+6 (1d6+3) +1 wounding short sword, +1 shortsword,
with clubs, and are active only during day- Ranged mwk light crossbow +12 (1d8/19–20) masterwork light crossbow with 20 bolts,
light hours. They are recognizable only Base Atk +8; Grp +9 ring of protection +1
for their blue tabards. Pouncers patrol in Atk Options sneak attack +4d6
pairs, and report to the warden sergeants Special Atk death attack (DC 15) Bodyguard CR 5
stationed in the watchtowers. Combat Gear potion of cure moderate Human fighter 5
Raknian’s 30 personal guards, the wounds, potion of haste, potion of resist LN Medium Humanoid
cream of his forces, reside in the Body- fire 10, 8 doses of blue whinnis poison, 2 Init +1; Senses Listen +1, Spot +1
guards’ Barracks and are under the direct doses of purple worm poison Languages Common
command of Raknian’s trusted cohort, Spells Prepared (CL 3rd): AC 18, touch 11, flat-footed 17
Okoral. These bodyguards wear distinc- 2nd (1/day)—cat’s grace, invisibility hp 42 (5 HD)
tive purple cloaks and are charged with 1st (3/day)—disguise self, feather fall, true strike Fort +6, Ref +2, Will +4
three directives: protect Raknian from Abilities Str 13, Dex 17, Con 10, Int 14, Spd 20 �.
direct attacks, respond to alarms raised Wis 8, Cha 12 Melee mwk longsword +10 (1d8+5/19–20)
in Raknian’s Palace or the arena under- SQ poison use, trapfinding, trap sense +1 Ranged mwk light crossbow +7 (1d8/19–20)
structure, and patrol the Service Level of Feats Alertness B, Dodge, Improved Initiative, Base Atk +5; Grp +8
the understructure a�er hours. Improved Two-Weapon Fighting, Two- Atk Options Improved Bull Rush, Improved
While these bodyguards are loyal, they Weapon Fighting, Weapon Finesse B, Sunder, Power Attack
do not share Raknian’s cruelty, nor do they Weapon Focus (short sword) B, Weapon Combat Gear potion of cure moderate wounds
know the full story behind his personal Specialization (short sword)B (2), potion of fly

38 DUNGEON NOVEMBER 2005


Abilities Str 16, Dex 13, Con 14, Int 10, Two great bonfires burn north of the seat- provide a copy of these rules on paper for
Wis 12, Cha 8 ing area, and scores of cooks, scullions, the PCs as you see fit.
Feats Improved Bull Rush, Improved and waiters are busy there with spits, A�er the rules are explained, Loris Rak-
SunderB, Iron WillB, Power Attack, grills, and platters. nian takes the stage again and declares all
Weapon Focus (longsword) B, Weapon When the PCs and Ekaym arrive, Ekaym gladiators “Champions of the Free City”
Specialization (longsword)B presents his license and a clerk records the for the duration of the Games (more
Skills Climb +8, Intimidate +7, Ride +9 PCs’ names, the name of their group, and applause), and then signals for the Free
Possessions combat gear, masterwork takes a note on the group’s leader. A�er Dinner to begin. Several bards take the
breastplate, +1 buckler, masterwork being admitted, the PCs are shown their stage and begin performing as servants
longsword, masterwork light crossbow table and servants soon provide plenty of carry huge platters of food out to the vari-
with 10 bolts, masterwork manacles delicious food and drink. The arena fills ous tables. Several events can take place
quickly with guests and attendants, and during the dinner, as detailed below.
Event 1: The Free Dinner shortly before 6:00, Raknian enters the Placing Wagers: Although a team’s man-
The Free Dinner that precedes the Cham- arena with his retinue (Captain Okoral, ager is typically the one responsible for any
pion’s Games is a spectacular event, with Talabir, and six bodyguards) and the crowd public relations work during the banquet,
more than 200 guests and half again as greets him with thunderous applause. Rak- the PCs can easily become involved in dis-
many servants, cooks, musicians, and nian is quick on the pleasantries, and sits cussions about the Games or their own
other entertainers. The event itself takes at a prominent table between the central skills. Bookkeepers, merchants, and noble-
place under the open sky on the arena bonfire and the stage. The current holder men, all seeking the best odds on wagers,
battleground. Numerous long banquet of the Champion’s Belt, the gladiator take advantage of their invitation to the
tables are arrayed in a circle around a Auric, and his teammate Khellek also sit Free Dinner to interview the gladiators.
central wooden stage that gives enter- at Raknian’s table. When Raknian presents Several certainly want to have a word with
tainers a place to perform. The entire Auric to the crowd, he is greeted with even the PCs about their strengths and weak-
area is festooned with flowers, ribbons, more applause. nesses, giving the characters a chance to
and multicolored pennants. The arena Next, Talabir takes the stage and runs brag about their past exploits. As untested
gates open for the event at 5:00 pm, and down the specific rules for arena combat. newcomers, the PCs’ group has fairly high
a patrol of Raknian’s wardens takes posi- The rules are encapsulated in the Rules odds. Gladiators are allowed (and o�en
tion before each one, checking invita- of Battle sidebar on page 41. You can role- encouraged) to place bets on themselves or
tions and keeping an eye on the situation. play Talabir’s speach, or you can simply other teams, but must arrange for payment

NOVEMBER 2005 DUNGEON 39


THE CHAMPION’S BELT BY TITO LEATI

Gladiator Ranks two of his allies (Zyrxog Master Thief. The Master Thief, impressed
Gladiator rank determines the payout you get when a the illithid and Theldrick by accounts on the PCs he has heard, thinks
team you bet on wins a match. A team’s rank increases as the cleric), and Raknian’s that they have a good chance at winning the
they achieve success in the games in one of three ways: initially not sure how to final match and could thus dethrone Auric’s
handle the PCs, nor is he Warband. He wants to place a big bet on
• Each time a team wins a competition, its rank
sure if they know he hired them with the arena bookmakers, many of
increases by +1.
Zyrxog. He decides to let whom are under Raknian’s control. For the
• A successful Bluff check made during the Free Din-
ner can reduce or increase a team’s rank by 1. things go for now, but if final round, the bookmakers have offered
• Each time a team member scores a critical hit on the PCs make it through the Thieves’ Guild special odds for wagers
an enemy gladiator, there’s a 25% chance the team’s the first battle, he begins against Auric’s Warband. Tirra informs the
rank increases by +1. to plot against them. For PCs that if they can defeat Auric, Khellek,
now, he plays coy. If the and their leatherworks (flesh golems), the
Bluff DC
PCs approach him to speak Guild is willing to split a portion of their
Gladiator Rank Payout to Alter
1 (minimum) 1 gp pays 10 gp 40 with him, he treats them as winnings amounting to 7,500 gp to the
2 1 gp pays 5 gp 30 any other group of gladia- group if they’re willing to part with 2,500
3 (initial PC rank) 1 gp pays 3 gp 25 tors—honorably if tersely. gp of their own up front. If any of the party
4 1 gp pays 2 gp 20 If the PCs don’t take the members are looking for an angle to get
5 1 gp pays 1 gp 15 hint, Captain Okoral and into the Free City Thieves’ Guild, Tirra
6 2 gp pays 1 gp 20 his guards ask the PCs to whispers to them that paying up and win-
7 3 gp pays 1 gp 25 return to their tables. If ning the Champion’s Games may well be
8 5 gp pays 1 gp 30 the PCs continue harass- enough to get them in. Finally, she asks the
9 (maximum) 10 gp pays 1 gp 40 ing Raknian or accuse party for a personal favor: if they do go up
him of any crimes, they against Auric, she hopes they’ll fight merci-
through their manager. If a team can’t pay are escorted from the arena and disquali-
up their wager, it is their manager who fied from the games. Raknian takes other
must pick up the tab. Consult the Game routes to handle them (such as sending
Wagers sidebar for details on how the Okoral a�er them) in this event.
Champion’s Games betting pool works if Ekaym’s Obsession: At some point dur-
the PCs want to get in on the action. ing the dinner, allow PCs who have spent
Adjusting the Odds: The PCs, as any significant amount of time near Ekaym
unknown gladiators, begin as rank 3 gladi- a DC 20 Sense Motive check. Success
ators. During the Free Dinner, the PCs can indicates that the PC notices that Ekaym
try to adjust these odds with Bluff checks. seems to be more interested in observing
The party can attempt to adjust their odds and listening to Raknian than in promot-
up to three times during the Free Din- ing their team to the bookkeepers. If con-
ner. The PC with the highest Bluff modi- fronted, Ekyam tries to play
fier makes the primary roll, and can be off his apparent obsession
assisted by any other PCs who make a DC as an interest in all things
OKORAL
10 check—each success grants the pri- political and spends the rest
mary PC a +2 bonus to his roll. The DC to of the evening representing
alter rank depends on what rank the PCs the party well. Of course,
are currently at. You can only increase or Ekaym is watching Rak-
decrease your rank by a maximum of 1 per nian to see if he can pick
check. As the adventure continues, the PCs’ up any clues as to his
rank continues to increase as indicated in sister’s fate.
the sidebar. The rank of other gladiators Tirra’s Visit: At some
shi�s as well, but not as quickly, since you point during the Free Dinner,
can assume that they’re not as aggressive the PCs receive a visit from
about presentation. Tirra (N female elf rogue 9),
Raknian’s Interest: Any PC that watches an adventurer associated with
Raknian for any amount of time may make a Auric’s party. Dressed in stun-
DC 15 Sense Motive check. Success indicates ning soirée attire, the beautiful
the PC notices that Raknian seems to have rogue (herself a member of the
an unusual interest in them. Of course, this Free City’s Guild of Thieves) has a
is due to the fact that the PCs have defeated proposal for one of the PCs from the

40 DUNGEON NOVEMBER 2005


Rules of Battle Game Wagers Meet the Competition
• All battles are potentially lethal, but The Champion’s Games are inexo- Although “The Champion’s Belt”
a gladiator always has the option of rably tied to betting and wagers. details only a few encounters between
surrender. To surrender, a gladiator Several merchants and bookkeepers the PCs and the other gladiators,
must drop his weapons, kneel, and (sponsored by Raknian) keep track of chances are that the PCs talk to the
hold both hands in the air. A gladia- the odds on a large slate board in the competition more than once. This list
tor who attacks a surrendering foe is arena, but there is no central booking of gladiators is provided to aid any ad-
immediately disqualified (and likely agency in place. Bets are handled on lib encounters you may need to run
arrested for assault or murder). A a personal level between individuals, between the PCs and other groups.
gladiator who surrenders and then but by mandate of the city govern- There are 24 teams of gladiators in
attacks another gladiator is also ment, taking bets requires ownership all. Their group names, ELs, and initial
immediately disqualified. of a booking license. These licenses ranks are detailed below.
• Gladiators that can fly or levitate may are available for the low price of 100
do so up to a height of 40 feet. A gp from the city—it’s much easier to Team Name EL Initial Rank
gladiator that flies any higher is dis- collect your taxes up front than trying Arcane Auriga 10 6
qualified. Burrowing into the arena’s to chase down the winners a�erward. Auric’s Warband 12 9
floor is forbidden. All of the gladiator teams have a Badlands Revenge 9 5
• A match persists until one team is vic- rank, and this rank determines the Chuko’s Ravens 7 4
torious, either through the death or payout ratio for wagers. These ratios Draconic Brood 11 7
the surrender of all opposing teams. are listed in the “Gladiator Ranks” Drunken Devilry 6 3
• Winning gladiators have no right to sidebar. Wagers generally have a maxi- Final Phoenix 7 3
the spoils of the fallen. A defeated mum of 250 gp, but a successful DC 25 Guttuggers 8 4
gladiator keeps his gear, or in the case Gather Information check can uncover Iron Hill Monkeys 5 3
of death, ownership of gear reverts to some high rollers who accept wagers Night Owls 4 2
his team or manager. up to 500 gp. One of Us 4 2
• Any tactic that endangers spectators is Some of the gladiators are return- Pitch Blade 12 8
grounds for immediate disqualifica- ing competitors from previous years, Rauth’s Dragoons 6 3
tion and possible legal action. while others are new and untested. Sapphire Squad 9 5
• A disqualified gladiator must cease Rankings are given in the “Meet the Snow Leopards 9 4
fighting at once and must move to the Competition” sidebar. Teeth of Kord 5 3
edge of the field of battle immediately. If the PCs place wagers on other The Crazy Eight 6 4
Failure to comply results in the dis- battles, you can run those battles on The Fisthammers 8 4
qualification of the entire team. Once a a round by round basis a�er generat- The Gravediggers 8 3
gladiator is disqualified, he may no lon- ing stat blocks for each of the groups The Skull of Murq 9 5
ger take part in any remaining battles. involved in order to determine who The Unhumans 7 4
• Awards are given a�er each battle. wins. This is, of course, horrifically The Woodchuckers 3 1
time-consuming. Instead, try to Varmint Patrol 5 2
encourage the PCs to place bets on (Player Characters) — 3
fully. Auric and Khellek are her friends, and (or even against) their own battles.
she’d like to see them make it through the If the PCs insist on placing bets on the other gladiators are led to area H on
games. If asked why she’s not taking part, other games, one quick and easy way the arena grounds, and over the course of
Tirra makes a wry face and observes that, to determine the winner of a battle is an hour each group is lowered down to
“Brawling with gladiators is bad for busi- to have each group of gladiators make area 1 of the understructure. Then, with
ness.” If any of the PCs in your group has a d20 check modified by their group’s over a hundred fellow gladiators of the
already established a relationship with Tirra EL. The winner of 3 out of 5 of these most widely varying races and callings,
earlier in the campaign, she may well spend checks is the winner of that battle. the PCs are led even deeper underground
the rest of the evening at that character’s (via the stairs in area 5) to the large, partly
side, trading stories and companionship a pyrotechnics spell and several illusions natural, partly artificial cave called the
until the dinner is over. cast by Talabir Welik. In the sudden Coenoby (area 16).
Fireworks Display: The Free Dinner silence that follows, the dancers fall to the The Coenoby is unusually comfortable,
ends with an impressive show of fire- ground and Loris Raknian announces in smoothly floored, well-lit and warm, and
works. A group of dancers surrounds a deep baritone voice: “The Champion’s outfitted with an underground stream of
the central bonfire and begins whirling Games have begun!” fresh water. Here the PCs are given one
around it, their lean bodies outlined by of the twenty-four underground lodges
the roaring flames. As the dance builds, Event 2: Into the Coenoby available to the gladiators (see Part Three
an impressive display of explosions and A�er the banquet, the PCs must part with for a description of these quarters). The
arcs of fire and lightning burst upward Ekaym (and Tirra, if she’s still present), place is very crowded, but everyone knows
into the air from the bonfire, thanks to who wishes them good luck. The PCs and that the number of gladiators is going to

NOVEMBER 2005 DUNGEON 41


THE CHAMPION’S BELT BY TITO LEATI

drop to one sixth by the end of the follow- Gladiators are expected to remain in this One rumor that the PCs should hear at
ing day, so nobody worries too much. chamber until the games begin the next some point suggests that ghouls once
Numerous Arena Wardens patrol the day. See the description of the Coenoby dwelt in the area of underground build-
Coenoby, their presence o�en being the in Part Three if the PCs start to explore. ings to the south known as the Titan’s
only thing that keeps the peace. Apart If the PCs wish to socialize, they’ll find House. This rumor says that Raknian
from the gladiators and the guards, most of the other gladiators too ner- himself beat back the ghouls and plugged
the only others present are the team of vous, excited, or just too unfriendly to the entrance to their warren with a stone
chefs and waiters who cater to the par- want to talk. Nonetheless, you can use seal in the pool in the Titan’s House, but
ticipants. This personnel is accompanied this opportunity to introduce the PCs to no gladiator has ever tried to open the
by a strong force of guards and prepares some of the gladiators they’ll be fighting plug to verify these stories.
three meals a day before the morning, against in the days to come. Every hour,
a�ernoon, and evening periods. The save for the hours between 10:00 pm and Event 3: First Battle (EL 12)
kitchen doubles as the infirmary, where 6:00 am, a servant sounds a low horn a When the PCs awake on the first day,
Palemon Nodor (N male human expert number of times to announce the hour. they find a crowd has gathered near the
5; Heal +17), an old barber and surgeon A�er the battles begin, many of these meal tables at the north end of the Coe-
hired by Raknian, is available to treat rooms double as recovery chambers. Pale- noby—the day’s battles have been posted
gladiators who are in peril of their life mon is on hand to provide what aid he can, to the wall near the door to area 17 and the
with his Heal skill. Palemon is a strictly but his attentions are limited. Typically, a gladiators are eager to see who they’ll be
professional person who rarely lets him- gladiator’s manager brings healing potions fighting. The PCs are scheduled to fight
self be involved in evil (or good) pursuits. or a cleric to the Coenoby the day a�er a in the second round, starting at 10:00 am.
He is quite knowledgeable about the fight, but otherwise, the PCs must tend to Their opponents are the following teams:
Free City, the Coenoby, and the Titan’s their own ills. “Arcane Auriga,” “Badlands Revenge,” and
House. Palemon can be a useful source During their stay in the Coenoby, “Sapphire Squad.” The first battle is sched-
of information for the PCs during their characters may hear all sorts of gossip uled for 8:00 am, so the PCs should have
stay in the arena understructure. and rumors. Some of these might be tall some time to appraise or even interact
Due to the high number of tenants tales about the other gladiators, while with members of these three teams. If they
in the Coenoby, the control of Raknian’s others could be actual and useful tidbits don’t, the other gladiators certainly seek out
guards is very strict during the first night. about a gladiator team’s weaknesses. the PCs to do the same.

42 DUNGEON NOVEMBER 2005


Arcane Auriga: This team consists of Badlands Revenge first. Korush fights win this one quite easily, and the fight
four elven women, exiles from the court using a unique and artistic fighting style, proceeds fairly throughout. The guards
of Celene for scandalous behavior unb- and if he befriends the PCs he may offer retreat to the edge of the battlefield,
efitting a noble. The elves don’t talk about to teach them this style. Characters who and when Loris Raknian orders the
their checkered past, and tend to keep wish to focus in this style may take the battle to begin, a trumpeter announces
quietly to themselves. They assume any Graceful Edge feat the next time they its start with a brilliant peal from
men who attempt conversation are boors earn a new feat. his instrument.
seeking companionship, and are quick to Creatures: At 10:00, a group of guards Note: Spells, potions, and wands in the
send such away with insults and threats. gathers the PCs and the members of the stat blocks below that are marked with
Rennida Auriga is the leader of this group other three teams and escorts them back asterisks have been used by their own-
of fighters; the others are her daughter up to area 1. The groups are raised up ers during the few minutes before the
Krinasa and two cousins, Eelyssa and Ane- to the battlefield above, one at a time, as battle begins. The stat blocks themselves
tah. Their initial attitude is unfriendly—if Talabir Welik (using a magically ampli- incorporate the benefits granted by these
made helpful, they agree to work with the fied voice so all can hear) announces each effects as appropriate. Unless the battle
PCs to defeat Badlands Revenge and the of the teams, along with the name of the itself lasts for more than 2 minutes, you
Sapphire Squad before fighting the PCs. team’s leader and a short description of can assume that these spell effects last
Badlands Revenge: Led by a human the team’s specialty. For Arcane Auriga, for the duration of the battle.
barbarian/druid named Joren, Badlands he comments on the elves’ deadly pre-
Revenge is a particularly savage group of cision with their arrows. For Badlands Rennida CR 9
gladiators. Joren leads three gnoll fight- Revenge, it’s the team’s frothing savagery. Arcane Auriga
ers he hired specifically for their skill For Sapphire Squad, it’s the team’s skill at Female elf fighter 5/wizard 3/arcane archer 1
with halberds and their capacity to do a mounted combat. Try to find something N Medium humanoid
lot of damage in a short amount of time. equally “iconic” about your PCs’ group to Init +6; Senses low-light vision; Listen +3, Spot +3
Joren’s band is even less communicative announce as well. During this time, gladi- Languages Common, Draconic, Elven, Sylvan
than Arcane Auriga, but observes the PCs ators o�en take advantage of the time to AC 21, touch 15, flat-footed 16
carefully, seeking a weakness to exploit. cast longer-duration on themselvest spells hp 53 (9 HD)
Their initial attitude is hostile—if made or drink potions. Since it only takes 2 min- Immune sleep
helpful, the best the PCs can expect from utes for the battle to begin once gladiators Fort +8, Ref +10, Will +3
this group is a promise to not strike death start appearing on the battlefield, any spell Spd 30 �.
blows if the chance arises. Joren’s primary with a duration of longer than 2 minutes Melee adamantine short sword +8 (1d6/19–20)
reason for entering the games is to avenge is still in effect when the battle begins. If Ranged +1 frost longbow +15/+10 (1d8+3/×3) or
the hundreds of animals killed every year the PCs don’t think of casting spells before +1 frost longbow +13/+13/+8 (1d8+3/×3)
in the arena by Raknian’s gladiators. He the battle, they’ll certainly see Joren and Base Atk +7; Grp +7
hopes that by defeating Auric he’ll deprive Rennida doing so. Atk Options Manyshot, Point Blank Shot,
Raknian of fame, honor, and income. The Free City Arena is a huge place. At Precise Shot, Rapid Shot
Sapphire Squad: The swashbuckling standard miniatures scale, a map of the Combat Gear potion of cat’s grace*, potion of
janni Korush and his pair of blue-cloaked arena would have to be over 3 feet wide cure serious wounds
human mercenaries are the most pleas- and 6 feet long. If your gaming table is Spells Prepared (CL 3rd; ranged touch +13,
ant of the three groups the PCs face. big enough, you could theoretically pres- 15% spell failure):
Korush is more than happy to spend ent the entire arena as a battlefield. For- 2nd—Melf’s acid arrow, mirror image*
the last few hours before the fight trad- tunately for the rest of us, a standard 1st—jump*, ray of enfeeblement, true strike
ing stories with the PCs. He entered the battlemat is probably enough. The bat- 0—acid splash, daze (DC 12), ray of frost,
Champion’s Games as much as to show tleground is open terrain, and a�er the resistance
off his combat skills as to have a chance four groups are announced, each is led Abilities Str 10, Dex 22, Con 12, Int 14,
at the prize money. Egotistical and proud, by a group of guards to a marker on the Wis 8, Cha 12
Korush levies his doubtful charms (con- ground. Each group starts the battle at SQ summon familiar (weasel named
sisting primarily of his battle prowess and one of the corners of a 100-foot square. Ogistille)
improbable stories about his virility) on Splashes of blood in the sandy ground Feats AlertnessB (when Ogistille is in arm’s
any female adventurers present, hoping here and there testify to the savagery of reach), Manyshot, Point Blank ShotB,
to undermine their resolve against him the previous combat. As everyone gets Precise Shot, Quick Draw, Rapid ShotB,
in the fight to come. His initial attitude in place, the sound of the crowd in the Scribe ScrollB, Weapon Focus (longbow) B,
is indifferent (or friendly, if there are any surrounding stadium swells into a roar. Weapon Specialization (longbow)
female PCs on the team)—if made help- The first battle of the Games is a Skills Climb +7, Concentration +10, Cra�
ful, he agrees to ally with the PCs and to free-for-all clash between four groups (bowmaking) +10, Jump +27, Ride +11,
aid them in defeating Arcane Auriga and of combatants. The PCs are likely to Spellcra� +5, Swim +6

NOVEMBER 2005 DUNGEON 43


THE CHAMPION’S BELT BY TITO LEATI

Possessions combat gear, +1 mithral 2nd—barkskin*, bear’s endurance*, cat’s grace* Graceful Edge
breastplate, +1 frost longbow with 40 1st—cure light wounds, longstrider*, Choose one type of one-handed slashing
arrows, adamantine short sword produce flame, speak with animals* melee weapon, such as a scimitar or long-
sword, for which you have already selected
0—cure minor wounds (2), guidance (2), light
the Weapon Focus feat. You wield this
Elven Archers (3) CR 5 Abilities Str 17, Dex 14, Con 18, Int 12,
weapon with an almost unnatural grace.
Arcane Auriga Wis 17, Cha 8 Prerequisite: Weapon Finesse,
Female elf fighter 5 SQ animal companion, nature sense, Weapon Focus (any one-handed slash-
N Medium humanoid resist nature’s lure, trackless step, ing weapon), base attack bonus +1
Init +10; Senses low-light vision; Listen +3, trap sense +1, wild empathy +6, Benefit: If you do not wield a shield or
Spot +3 woodland stride weapon in your off-hand, you treat your
Languages Common, Elven, Sylvan Feats Diehard, Endurance, Power AttackB, chosen weapon as a light weapon.
AC 20, touch 16, flat-footed 14 Self-Sufficient , Track If you do not wield a shield or weapon
hp 37 (5 HD) Skills Concentration +14, Handle Animal in your off-hand, you also gain a +1 shield
Immune sleep +6, Heal +15, Intimidate +6, Knowledge bonus to your AC while wielding your
chosen weapon. When you are fighting
Fort +5, Ref +7, Will +2 (nature) +13, Listen +10, Ride +11,
defensively or using the total defense
Spd 30 �. Survival +14, Swim +9
action, this shield bonus increases to +2.
Melee mwk short sword +6 (1d6/19–20) Possessions combat gear, +1 hide armor, +1 Special: A fighter may select Graceful
Ranged +1 longbow +13 (1d8+3/×3) or large wooden shield, +1 spear, +1 sling with Edge as one of his fighter bonus feats.
+1 longbow +11/+11 (1d8+3/×3) 20 bullets You may take this feat more than
Base Atk +5; Grp +5 Raging Crocodile: While raging and in the once—each time you do, it applies to a
Atk Options Point Blank Shot, Rapid Shot shape of a crocodile, Joren’s stats change new one-handed slashing weapon you
Combat Gear potion of cat’s grace* as follows have Weapon Focus in.
Abilities Str 10, Dex 22, Con 12, Int 12, AC 17, touch 11, flat-footed 14; uncanny
Wis 13, Cha 8 dodge AC 14, touch 11, flat-footed 11
Feats Improved Initiative, Point Blank ShotB, hp 110 (8 HD) hp 34 (3 HD)
Rapid Shot, Weapon Focus (longbow)B, Fort +15, Ref +5, Will +10 Fort +9
Weapon Specialization (longbow)B Spd 40 �., swim 30 �. Melee 2 claws +9 melee (1d4+7) and
Skills Climb +8, Handle Animal +7, Ride +16 Melee bite +15 melee (1d8+12) or bite +4 melee (1d6+4)
Possessions combat gear, +1 studded tail slap +15 melee (1d12+12) Grp +6
leather armor, +1 longbow with 20 arrows, Grp +15
masterwork short sword Atk Options improved grab (bite) Joren’s Halberdiers (2) CR 3
Abilities Str 27, Dex 16, Con 25 Badlands Revenge
Joren CR 9 Male gnoll fighter 2
Badlands Revenge Scriminaduro CR — CN Medium humanoid
Male human barbarian 4/druid 5 Badlands Revenge Monster Manual 130
CN Medium humanoid Male dire badger animal companion Init +1; Senses Listen +5, Spot +4
Init +2; Senses Listen +10, Spot +3 N Medium animal Languages Gnoll
Languages Common, Druidic, Gnoll Monster Manual 62 AC 16, touch 11, flat-footed 15
AC 21, touch 12, flat-footed 19; uncanny dodge Init +3; Senses low-light vision, scent; Listen hp 39 (4 HD)
hp 86 (8 HD) +6, Spot +6 Fort +9, Ref +1, Will +1 (+2 against fear)
Fort +12, Ref +4, Will +8 AC 16, touch 13, flat-footed 13 Spd 40 �.
Spd 40 �. hp 28 (3 HD) Melee mwk halberd +8 (1d10+13/×3)†
Melee +1 spear +11/+6 (1d8+5/×3) Fort +7, Ref +6, Will +4 Base Atk +3; Grp +8
Ranged +1 sling +10 (1d4+1) Spd 30 �. Atk Options Cleave, Power Attack
Base Atk +7; Grp +10 Melee 2 claws +7 melee (1d4+5) and Combat Gear potion of aid*, potion of
Atk Option Power Attack bite +2 melee (1d6+3) longstrider*
Special Atk rage 2/day, wild shape 1/day Base Atk +2; Grp +4 Abilities Str 20, Dex 13, Con 16, Int 8,
Combat Gear scroll of summon nature’s Special Atk rage Wis 12, Cha 6
ally IV, wand of bull’s strength* Abilities Str 18, Dex 17, Con 19, Int 2, Feats CleaveB, Improved Natural Armor,
(13 charges, used on self and on Wis 12, Cha 10 Power Attack, Weapon Focus (halberd)B
Scriminaduro) Feats Alertness, Toughness, TrackB Skills Listen +5, Spot +4
Spells Prepared (CL 5th, +9 ranged touch): Skills Listen +6, Spot +6 Possessions combat gear, masterwork
3rd—cure moderate wounds, greater Rage: Once Scriminaduro takes damage in studded leather armor, masterwork
magic fang* (cast on Scriminaduro’s combat, he enters a rage on his next turn. halberd
natural weapons) His stats change as follows: †Includes adjustment for 3-point Power Attack.

44 DUNGEON NOVEMBER 2005


Korush CR 7 Melee +1 scimitar +10 (1d6+6/18–20) the death, but if both gnolls are slain,
Sapphire Squad Ranged mwk composite longbow +7 Joren surenders if brought below 5 hit
Male janni swashbuckler 3 (1d8+3/×3) points and he’s no longer raging.
N Medium outsider (native) Base Atk +5; Grp +8 Sapphire Squad Tactics: Korush and his
Monster Manual 116, Complete Warrior 11 Atk Options Ride-By Attack, Spirited Charge two men quickly mount up; Korush casts
Init +10; Senses darkvision 60 �.; Listen +10, Abilities Str 16, Dex 13, Con 14, Int 8, speak with animals so he can direct their
Spot +10 Wis 12, Cha 10 mounts easier. He’s into the battle for the
Languages Auran, Celestial, Common; Feats Mounted ArcheryB, Mounted glory and the thrill, and tends to grandstand.
telepathy 100 �. CombatB, Ride-By Attack, Spirited He sends his two mercenaries in to make
AC 23, touch 16, flat-footed 17; Dodge, Charge, Weapon Focus (scimitar)B, ride-by attacks each round while he hangs
Mobility Weapon Specialization (scimitar)B back for the first two rounds and uses change
hp 61 (9 HD) Skills Handle Animal +8, Ride +11 size on two enemies to reduce their size. He
Resist fire 10 Possessions +1 chainmail, masterwork heavy only uses invisibility as a last-ditch attempt to
Fort +10, Ref +13, Will +7 steel shield, +1 scimitar, masterwork escape peril—he’d rather be seen in battle.
Spd 30 �., fly 20 �. (perfect) composite longbow (+3 Str) and 20 arrows, His mercenaries surrender if brought below
Melee +2 scimitar +18/+13 (1d6+10/18–20) cloak of resistance +1, heavy war horse 10 hit points, but he won’t surrender until
Ranged mwk composite longbow +16/+11 Heavy War Horse (3): hp 30 each; Mon- brought below 5 hit points.
(1d8+4/×3) ster Manual 273. Development: When the last of the PCs’
Base Atk +9; Grp +13 Arcane Auriga Tactics: A minute or so opponents are defeated or surrender, the
Special Atk change size 2/day before the battle begins, Rennida drinks crowd cheers as Raknian proclaims them
Spell-Like Abilities (CL 12th): her potion of cat’s grace and casts mirror the victors. Ekaym is given the awards
3/day—invisibility (self only), speak with image and jump on herself. Her daugh- (the trophy and 1,500 gp) and the PCs are
animals* ter and cousins each drink a potion of escorted back down to the Coenoby. You
1/day—create food and water (CL 7th), cat’s grace as well. Even if they didn’t ally should determine at this point which of
ethereal jaunt with the PCs, the elves focus their ini- the other five gladiator teams also won,
Abilities Str 18, Dex 22, Con 15, Int 18, tial attacks on Badlands Revenge (unless since they are now the only other teams
Wis 12, Cha 12 the PCs go before them and attack them housed in the Coenoby. Auric’s Warband
SQ elemental endurance, grace +1 first). They do their best to stay at range and Pitch Blade must be two of these five
(bonus to Reflex), insightful strike (Int so they can use their arrows. Rennida (since they are the teams the PCs will face
bonus to light melee weapon damage), opens her first two rounds of combat on day 3 and day 5), but the remaining
plane shift with a ray of enfeeblement and a Melf’s acid three can be any teams you choose.
Feats Dodge, Graceful Edge (scimitar), arrow. She saves true strike to use against If the PCs are defeated, the adventure
Improved InitiativeB, Mobility, Weapon a foe she thinks she can drop with one isn’t over. Although they’re disqualified
FinesseB, Weapon Focus (scimitar) attack. The elves surrender if reduced to and escorted from the arena, they can still
Skills Appraise +13, Bluff +10, Concentration 6 hit points or less. return as patrons or explore the under-
+11, Cra� (bowmaking) +13, Cra� Badlands Revenge Tactics: A minute structure using stealth or other options.
(weaponsmithing) +13, Diplomacy +10, before the battle begins, Joren casts speak
Escape Artist +17, Listen +10, Move with animals, barkskin, bear’s endurance, Event 4: Ekyam’s Request
Silently +14, Ride +14, Sense Motive +13, cat’s grace, and longstrider on himself. He At some point a�er Event 3 but before the
Spot +10, Tumble +15 uses his wand of bull’s strength on him- PCs have a chance to really start exploring
Possessions +1 mithral chain shirt, +2 self and his animal companion Scrimi- the understructure, Ekyam pays them a
scimitar, masterwork composite longbow naduro, and casts greater magic fang on visit in the Coenoby. Armed with a toothy
(+4 Str) with 12 +1 arrows, gloves of Scriminaduro to enhance all three of his smile, he offers to pay the PCs their share
Dexterity +2, heavy war horse natural attacks by +1. He does not cast of the winnings now. He’s also more than
any spells on his gnoll thugs, but they willing to hold on to their winnings for
Korush’s Mercenaries (2) CR 5 each drink a potion of aid and a potion of them for now (although he won’t do any-
Sapphire Squad longstrider. In combat, the gnolls rush to thing foolish with the money). A�er he
Male human fighter 5 close in melee with the PCs or with who- congratulates them, his manner grows
LN Medium humanoid ever attacks them first, making full Power more serious. He takes the party aside to
Init +1; Senses Listen +1, Spot +1 Attacks with their halberds. Joren hangs their chambers, and in a low voice he tells
Languages Common back and casts produce flame, throwing them he has a confession to make.
AC 19, touch 11, flat-footed 18 fire at the closest target each round until
hp 42 (5 HD) his gnolls fall or he is engaged in melee. “While it’s nice that you turned out to be pretty
Fort +7, Ref +3, Will +3 When this occurs, he wildshapes into a good gladiators, I must admit that I had a hid-
Spd 20 �. crocodile and rages. The gnolls fight to den motive for entering you in the games.

NOVEMBER 2005 DUNGEON 45


THE CHAMPION’S BELT BY TITO LEATI

You see… my sister Lahaka disappeared here takes great pride in the gladiator team he’s Rage: When raging, their statistics change
last year, not long a�er the previous Cham- assembled, and believes that they’ll have no as follows:
pion’s Games. I’ve been looking for her for problem defeating the PCs in combat. The AC 25, touch 13, flat-footed 23; improved
months now, but I’ve hit a dead end. She was a members of Pitch Blade don’t know that uncanny dodge
traveling entertainer, a bright joy that brought Okoral and Raknian want the PCs dead, hp 140
happiness to cities throughout the world. It but they fight fiericely nonetheless. Okoral Fort +14, Will +6
seems that her travels eventually brought her has ordered Pitch Blade to avoid contact Melee +1 flaming adamantine bastard sword
here, to the Free City, and more to the point, with the PCs to prevent them from learn- +13/+8 (1d10+12/17–20 plus 1d6 fire)†
she caught Loris Raknian’s eye. I believe that ing about any weaknesses the team may Grp +16
they became lovers. What I do know is that have, so until the battle begins, this team †Includes bonus for 5-point Power Attack.
she vanished the day a�er the Champion’s remains in their lodge. A DC 20 Gather
Games ended. I’ve paid for divination spells to Information check reveals details of the Tactics: The two dwarves drink their
learn more, but alas have learned little. And so two dwarves’ tactics and strengths. potions (save for their healing potions)
I decided to come to the games themselves. Creatures: Pitch Blade consists of two before battle, and as they wait for the fight
I hoped that by entering some gladiators in dangerous killers, a pair of dwarf barbar- to start they shout, curse, and otherwise
the competition, I’d have a chance to explore ians named Drusfan and Pharbol. Although try to intimidate the PCs. When the battle
the area, talk with Raknian, and maybe find the PCs doubtless outnumber the pair, begins, both dwarves rage and leap into the
out what happened to Lahaka. But so far, I’ve Pitch Blade’s strengths are impressive and air, using flight to close the distance between
found nothing. Raknian’s nearly impossible a fight against them shouldn’t be easy. themselves and the PCs as quickly as pos-
to get to, and I’ve uncovered no clues in the sible. The dwarves have been well-briefed on
outlying buildings. There’s two places I’ve not Drusfan and Pharbol CR 10 the party’s strengths, and aim to take down
been able to reach—his palace and the arena (Pitch Blade) the group’s healers first. Against foes who
understructure. This is where you come in, my Male dwarf barbarian 10 have powerful weapons, the dwarves use
friends. If you can slip away from the Coenoby CN Medium humanoid Improved Sunder (remember that their ada-
between battles and search the surrounding Init +2; Senses darkvision 60 �.; Listen +14, mantine weapons ignore hardness). Neither
rooms for clues as to what happened to my Spot +1 dwarf even considers the option of surren-
sister, I’ll turn over all of the winnings from Languages Common, Dwarven der, and both fight to the death. They’ve been
the games to you. What do you say?” AC 27, touch 15, flat-footed 25; improved told by Okoral to kill the PCs if possible,
uncanny dodge even if they ask for surrender—if it comes
Assuming the PCs decide to aid him, hp 120 (10 HD); DR 2/— to this, Okoral has promised to pay the two
Ekaym thanks the PCs profusely. Just in Fort +12 (+14 vs poison), Ref +5, Will +4 (+2 handsomely to make up for their certain dis-
case, he provides them with a descrip- vs spells) qualification a�er such treachery.
tion of his sister, although he fears she Spd 40 �., fly 60 �. Development: The crowd cheers louder
has long since been murdered. He also Melee +1 flaming adamantine bastard sword than before when the PCs defeat Pitch
promises to do what he can to bring them +11/+6 (1d10+10/17–20 plus 1d6 fire)† Blade, and in several sections the enthusi-
additional healing supplies over the fol- Base Atk +10; Grp +14 astic spectators begin chanting the group’s
lowing days. He can bring in 1,200 gp in Atk Options Improved Sunder, Power Attack name. Others chant the name of any PC
healing magic each day. If the PCs want Special Atk rage 3/day who particularly distinguished himself in
to communicate with anyone outside or Combat Gear potion of barkskin +4*, potion the battle. Characters who observe Raknian
purchase additional supplies from the of bull’s strength*, potion of cure moderate and make a DC 20 Spot check are entitled
city, he’s also willing to act as their go- wounds, potion of fly*, potion of shield of to DC 20 Sense Motive checks. A success-
between so they don’t have to leave the faith +3* ful Sense Motive check is enough to notice
arena and risk disqualification. Abilities Str 18, Dex 14, Con 20, Int 8, that Raknian is both surprised and angry
Wis 12, Cha 8 that the PCs survived, but when it comes
Event 5: Second Battle SQ dwarf traits, fast movement, illiteracy, time to give Ekaym the prize money and
(EL 12) trap sense +3 trophy, he hides his anger well.
At daybreak of the third day, the remain- Feats Improved Critical (bastard sword), If the PCs leave either dwarf alive,
ing gladiator teams waken to discover that Improved Sunder, Exotic Weapon (bastard one (or both) may try to kill the PCs in
the fight schedules for the second round sword), Power Attack, Weapon Focus revenge for their humiliating defeat. This
have been posted. The PCs have been (bastard sword) attack can come later in the evening (a�er
scheduled to fight at 2:00 against “Pitch Skills Climb +17, Jump +21, Listen +14, Okoral arranges for the dwarves to sneak
Blade.” Although the PCs likely have no Survival +14 in to the Coenoby past the guards) or later
reason to suspect otherwise, this match is Possessions combat gear, +1 chain shirt, +1 in the campaign, as you see fit.
no accident—Pitch Blade is managed by heavy steel shield, +1 flaming adamantine In any event, that night the Coenoby is
Captain Okoral, Raknian’s cohort. Okoral bastard sword, amulet of health +2 particularly quiet. Only three gladiator

46 DUNGEON NOVEMBER 2005


teams remain; the PCs, Auric’s Warband, This is, of course, another trick Froghemoth
and a third team of your choice. pulled by Raknian, who hopes
to run out the durations on
Event 6: Madtooth any spells the PCs
the Hungry (EL 13) may have cast
Late in the evening on day three, the fight on themselves
schedule for the next day is posted. The when they
PCs soon discover that Auric’s Warband were expect-
and the other gladiator team will be fight- ing the fight
ing to determine who goes on to the final to only be a few
match on the fi�h day. The PCs themselves minutes away.
are scheduled to do battle with a mysteri- Just as the crowd
ous monster referred to as Madtooth the seems to be
Hungry. Many are somewhat shocked to preparing for
discover that Auric’s Warband won’t be a riot, the east-
fighting Madtooth—traditionally, the pre- ern gates to the
vious year’s winner takes part in the beast arena open and
battle as a point of honor. a team of a dozen
At some point during the night, the PCs soldiers dragging a
overhear some guards talking about Mad- massive iron cube
tooth. During this conversation, one of the on an oversized
guards complains about how difficult it is chariot enter
to keep Madtooth’s cage so cold, and how the arena. The
he’ll be glad once the games are over and sides of the
they can return the enormous frost sala- cage bear the
mander back to the frozen north. A charac- word “Madtooth”
ter who makes a DC 22 Knowledge (arcana) in bright red letters
check knows that frost salamanders radiate clenched in the massive jaws unfold and fall away, revealing the
deadly cold and are themselves most vul- of some huge monster. Brackish water terrible froghemoth in all its glory.
nerable to fire attacks. Of course, even PCs sloshes and leaks from under the cage. Froghemoth: hp 220; see Appendix.
who don’t make the check are likely to real- Characters expecting to fight a frost sala- Tactics: As soon as the froghemoth is
ize that creatures native to arctic climates mander may be confused by the apparent unleashed, the guards run. The massive
are o�en vulnerable to fire. lack of ice on the cage. The wagon’s prog- aberration roars and blinks its three eyes
Unfortunately, these guards were asked ress is slow as the guards drag the mas- against the sudden sunlight, and suffers
by Raknian to stage this conversation for the sive iron cage into the center of the arena. a –4 penalty on its Initiative check as a
PCs to trick them into thinking they were As they do, the cage shakes and trembles result. Once it realizes what’s going on,
learning about Madtooth’s weaknesses. Rak- as some enormous monster within roars it mindlessly charges at the nearest mor-
nian hopes to trick the PCs into preparing incessantly. The spectacle drives the crowd sel and attacks. Raknian paid for a heroes’
defenses and offenses that work best against wild, and in moments they’re chanting feast spell (CL 11th) for the froghemoth
what they believe is a creature vulnerable to “MADTOOTH! MADTOOTH! MAD- to consume early in the morning. The
fire. In truth, Madtooth is a dangerous beast TOOTH!” As the guards move the cage in monster’s cavernous gullet handled the
Raknian’s agents captured earlier in the year to place about 50 feet from the PCs, they spell with ease, and it has gained the fol-
in the distant Barrier Peaks—a constantly- each take hold of different ropes attached lowing benefits as a result:
hungry (and remarkably fire resistant) aber- to strategic pins and clasps in the cage’s • 10 temporary hit points (included above)
ration known as a froghemoth. sides. Each guard retreats out 100 feet, • Immunity to fear and poison
The next day at 11:00, the PCs are brought holding a rope in his hands. • +1 morale bonus on attack rolls and
once again up to the battle arena. Once The crowd grows momentarily silent Will saves
again, Talabir announces the PCs, but this again as Talabir speaks. “And now, the The froghemoth itself is straightfor-
time they see no obvious foe to fight. Talabir moment you’ve been waiting for! Watch in ward in its tactics, focusing on the largest
reveals that the beast-wranglers are having fear as these brave gladiators pit their skills target in sight and fighting to the death.
a tough time with Madtooth, but that the against the eternal hunger of the worst the Development: The spectacle of this battle
monster is on its way. Ten long minutes Barrier Peaks have to offer! I give you… leaves the crowd in a frenzy. As the froghe-
drag on, as the crowd grows increasingly MADTOOTH THE HUNGRY!” moth is slain, they begin chanting the party’s
impatient and Talabir does what he can With this final cry, the guards each group name, and Raknian’s shock and dis-
to keep them from becoming too angry. tug on their ropes. The walls of the cage comfort is plainly visible for several seconds

NOVEMBER 2005 DUNGEON 47


THE CHAMPION’S BELT BY TITO LEATI

to anyone watching. Eventually, Talabir gets Ranged mwk light crossbow +13/+8 Abilities Str 8, Dex 18, Con 13, Int 19,
the crowd under control and Raknian, his (1d8/19–20) Wis 10, Cha 12
composure regained, gives Ekaym the tro- Base Atk +10; Grp +14 SQ summon familiar (rat named
phy and prize money and congratulates the Atk Options Cleave, Power Attack, Spring Attack Zulamakian)
PCs on their tremendous skill. Combat Gear potion of barkskin +3*, potion Feats Alertness (as long as familiar is in
That night, with only Auric’s Warband of bear’s endurance*, 2 potions of cure arm’s reach), Cra� WandB, Cra� Wondrous
remaining in the Coenoby, things are quiet. light wounds, potion of fly*, potion of ItemB, Greater Spell Focus (enchantment),
shield of faith +2* Improved Initiative, Quicken Spell, Scribe
Event 7: Final Battle (EL 13) Abilities Str 18, Dex 14, Con 18, Int 10, ScrollB, Skill Focus (concentration), Spell
The final battle is scheduled to take place at Wis 8, Cha 12 Focus (enchantment)
noon on the fi�h day. The PCs are brought Feats CleaveB, Dodge, Greater Weapon Skills Concentration +17, Knowledge (arcana)
to the field of battle second, and when they Focus (greatsword)B, Improved Critical +15, Knowledge (history) +8, Knowledge
arrive they find Auric, Khellek, and the (greatsword), Improved InitiativeB, (local) +9, Knowledge (the planes) +8,
three flesh golems known as the Leather- Mobility, Power AttackB, Rapid Reload, Knowledge (religion) +8, Listen +2, Profession
works that the band uses as thugs waiting Spring AttackB, Weapon Focus (gambler) +12, Spellcra� +19, Spot +2
for them. The crowd goes wild as the PCs (greatsword), Weapon Specialization Possessions combat gear, masterwork
take their position; a scan of the surround- (greatsword)B dagger, headband of intellect +2, ring of
ing seats reveals that they are packed nearly Skills Climb +16, Intimidate +14, Jump +16 protection +1, cloak of resistance +1, silver
to capacity today. It seems almost that the Possessions combat gear, +1 breastplate, +1 Seeker ring worth 200 gp, 500 gp worth
entire Free City has turned out to watch. animated heavy steel shield, +1 greatsword, of diamond dust, 123 gp
Creatures: Although Auric and Khellek masterwork light crossbow with 20 bolts,
are tough customers on their own, they cloak of resistance +1, gauntlets of ogre The Leatherworks, flesh golems (3): hp
are augmented well by three flesh golems power, champion’s belt, 90 gp 79 each; Monster Manual 135.
Khellek created using flesh golem manuals †Includes bonus for 2-point Power Attack. Tactics: Auric’s Warband fights in the
supplied to him by Raknian for this exact most straightforward and deadly way. A�er
purpose. The golems themselves are kept Khellek CR 10 the group sets up their magical defenses,
in storage in Raknian’s palace until they are Auric’s Warband Auric and the Leatherworks charge the PCs
needed for battle; Auric and Khellek do not Male human wizard 10 and engage them in melee while Khellek
bring them into the Coenoby. NE Medium humanoid supports them with offensive spells from
In the time since they tried to explore the Init +8; Senses Listen +2, Spot +2 a point 40 feet above the ground (and just
Stirgenest Cairn near Diamond Lake, Auric Languages Common, Draconic, Elven below the limit for flight).
and his allies Khellek and Tirra have not AC 22, touch 15, flat-footed 18 Development: If the PCs have not dealt
spent their days idly. They defeated a band hp 51 (10 HD); DR 10/adamantine with the ulgurstasta in area 32, this event
of trolls that had been harassing caravans Fort +7, Ref +8, Will +8 transforms into something altogether
in the Cairn Hills and took down a smug- Spd 30 �. horrible as detailed in Part Four.
gling operation that had been stepping on Melee mwk dagger +5 (1d4–1/19–20) Otherwise, as the PCs defeat the current
the toes of the Thieves’ Guild. As a result, Base Atk +5; Grp +4 champion, the crowd explodes into chaos.
all three have gained several experience lev- Combat Gear potion of barkskin +3*, 2 potions of The entire arena becomes a deafening roar
els since the PCs have met them last, and cure moderate wounds, scroll of dispel magic, as nearly 18,000 souls rise to their feet to
although Tirra does not fight with the two scroll of shatter, wand of glitterdust (4 charges), cheer the party’s victory, chanting their
in this battle, the rival adventurers should wand of mage armor* (CL 5, 15 charges), wand names over and over. If the ulgurstasta did
still pose quite a threat to the PCs. of scorching ray (CL 8, 43 charges) not appear, Raknian realizes something
Spells Prepared (CL 10th, ranged touch +9): horrible has gone wrong with his plans
Auric CR 10 5th—feeblemind (DC 21), quickened shield and he retreats into the temple of Kyuss
Auric’s Warband 4th—stoneskin*, confusion (DC 20), to investigate. Continue with Part Four.
Male human fighter 10 dimension door, fear (DC 18)
N Medium humanoid 3rd—deep slumber (DC 19), fly*, PART THREE:
Init +6; Senses Listen –1, Spot –1 displacement*, fireball (DC 17) THE HIDDEN
Languages Common 2nd—cat’s grace*, false life*, mirror SHRINE OF KYUSS
AC 26, touch 14, flat-footed 24; Dodge, Mobility image*, Tasha’s hideous laughter (DC On the first night the PCs stay in the Coe-
hp 99 (10 HD) 18), touch of idiocy noby, security is fairly tight. There are a lot
Fort +12, Ref +6, Will +3 1st—charm person (DC 17), grease (DC 15), of gladiators in the Coenoby, and as a result
Spd 20 �., fly 40 �. magic missile, ray of enfeeblement (2) a lot of guards. Sneaking off to explore the
Melee +1 greatsword +15/+10 0—acid splash (2), touch of fatigue (DC 14), understructure is a plan best put off until
(2d6+13/17–20)† mage hand a�er the first battles on day 1.

48 DUNGEON NOVEMBER 2005


E
Arena’s Understructure Up to Raknian’s Palace

C Down to
Up to Arena’s the Coenoby (Area 16)
Main Tribune 5

Down to area23
6a 6b Dome of
Ulgurstasta’s
6c 6d Chamber
4 (Area 31)
B
6e 6f 12
Up to
Warden’s Barracks

1 11
N
2
13

3 8 9
H Down to the 7a 7b
Shrine 10
Lift up to Arena Grounds
of Kyuss
(Area 25) 7c

15

One square = 5 feet


14

A�er the first night, the surveillance in the legacy in the shape of the ring that sur- decorated with the realistic carvings of fruits
Coenoby is much less intense. As long as the rounds the service level. This level is used and a bull’s skull.
PCs are at least passably subtle about their primarily to store supplies and to confine
intentions, no one really notices if they slink unruly gladiators and beasts. Ceiling height The hall is used as a storage area for re-
off to explore. During the day, the major- averages at 10 feet and walls are of reinforced usable materials used to build more elaborate
ity of the guards are posted up topside to masonry. Illumination is provided by iron battle arenas above. The large southern alcove
provide security for other fights and events lanterns hanging from short chains. houses the main hoist of the arena, a complex
taking place in the arena, and at night the During the day, this level is crowded with and efficient machine that can li� up to 4,000
majority of the guards are so exhausted that busy servants, and it would be very difficult pounds to the surface above with the effort of
they’re asleep. There are no regular patrols to explore it without being noticed and four laborers at the capstan. The li� is le� in
in the understructure as a result. reported to the arena wardens. At night, its raised position, effectively blocking intru-
If the PCs are caught outside of the Coe- things are much quieter, with only a sin- sion from area H above.
noby by guards, a DC 25 Diplomacy check gle patrol of four of Raknian’s bodyguards The stairway to the west connects the hall
to make the unfriendly guards friendly con- watching the area. These guards spend via a long passageway to the Wardens’ Bar-
vinces them to not report the incident if the most of their time in area 11, making a lazy racks (area B). The circular stairway in the
PCs agree to return to the Coenoby imme- patrol of the level once an hour. middle of the room leads down to the Arena
diately. A Bluff check convinces the guards Caverns (area 23). The stairs also lead up for
that the PCs have permission to be where 1. Western Hall about 10 feet before ending abruptly in a
they are, but the guards have a +10 on their stone plug—they once led up to the arena
Sense Motive check to see through this bluff This hall shows signs of intense recent traf- above but were blocked off when the entire
since it’s hard to believe. Finally, a bribe of fic. The ceiling is supported by a rectangular surface structure was rebuilt and expanded.
50 gp (per guard encountered) is enough to pillar and by the shell of a circular stairwell.
buy that particular patrol’s silence. A wooden, life-sized statue of a muscular, 2. Workshop
half-naked man holding a spear and a horn
Service Level lies in the southwest corner, where an arcade This large room houses a workshop. Tools
The original Free City Arena was a much leads to the space of a large hoist. A heap of and simple machines mix with scraps of raw
smaller, circular structure. The arena itself metal bars, hinges, and locks sits along the materials, rags, and litter le� by busy workers
was rebuilt and expanded many decades north wall, near a ten-foot-wide, three-foot- during the previous day. The odor of sawdust,
ago, but one can still see the original arena’s tall segment of a wooden frieze. The frieze is leather, wax, and glue lingers in the air.

NOVEMBER 2005 DUNGEON 49


THE CHAMPION’S BELT BY TITO LEATI

The workshop is well equipped for The domesticated leopards in the cage 8. Wine Cellar (EL 7)
wood, leather, and textile working, are hostile toward intruders and are likely
although not for blacksmithing. to raise the alarm with loud roars if not This small cellar contains several barrels and hun-
silenced or beguiled. The lion and the boars, dreds of glass bottles on shelving on the south
3. Armory on the other hand, are unwilling prisoners, wall. The air is thick with the smell of vinegar.
and are just plain unfriendly.
Two wooden racks line the west and east Leopard (2): hp 19; Monster Manual 274. This room stores wine and other,
walls of this room, holding dozens of the Lion: hp 32; Monster Manual 274. stronger spirits. An open barrel near the
odd and picturesque weapons traditionally Boar (3): hp 25; Monster Manual 270. east wall contains vinegar, and its smell
used by gladiators. fills the room (handy in covering up
7. Death Row the unpleasant odors coming from the
This room contains several racks of These cells hold prisoners who have been Shrine of Kyuss).
gladiatorial and wooden weapons used for condemned to death and are scheduled for A carefully-hidden swiveling wall sec-
fighting and training in the arena. Nets, execution in the arena. The bodies of exe- tion in the northwest corner can be dis-
tridents, polearms, clubs, and spiked chains cuted prisoners are supposedly burned, but covered with a DC 30 Search check. This
are the most common weapons found here. in fact Bozal Zahol has been claiming them secret door opens onto a landing at the
None of the weapons are remarkable. for his uses in the Shrine of Kyuss below. top of a narrow flight of stairs that leads
Two of these cells are empty, but one to area 25. The foul rotten smell of the
4. Secondary Lift (area 7b) holds a prisoner. The prisoner shrine of Kyuss is immediatley apparent
is a nameless, deaf-mute, insane tramp once anyone steps into this stairway.
A li� with two small capstans occupies (CN human commoner 2), captured by Trap: A greater glyph of warding guards
almost all the space of this room. The Raknian’s bodyguards and scheduled to be the upper landing of this secret staircase.
machine appears to be locked in the raised sent down to Bozal Zahol soon. The vaga- Greater Glyph of Warding Trap (slay liv-
position with chains and nails. bond is insane, and cannot answer ques- ing): CR 7; spell; spell trigger; no reset;
tions coherently as a result. Still, the poor spell effect (glyph of warding [slay living],
This li� can raise up to 3,000 pounds soul can be communicated with if the PCs 11th-level cleric, DC 19 partial); Search
near the center of the arena. In prepara- can make a DC 20 Bluff check. The vaga- DC 31; Disable Device DC 31.
tion for the Champion’s Games, it has bond is terrified—just two days ago he saw
been blocked to a raised position and Bozal Zahol enter the cell opposite and 9. Combustibles
covered with a layer of tiles and sand. place a Kyuss worm on the face of the pris- Storage
oner kept there. That prisoner’s transfor-
5. Northern Hall mation into a spawn of Kyuss (that Bozal This storage room contains a half-dozen stirrup-
then promptly controlled) shattered the vases and scores of stoppered clay flasks. The
This large, irregular hall seems to be a vagabond’s already shaky mind. If the PCs distinct odor of tar hangs heavily in the air.
major junction—many stairways and pas- communicate with him, he simply draws
sages lead in and out. crude illustrations of worms in the dirt The stirrup-vases are full of tar and
and dust of his cell floor and points at the clay flasks contain alchemist’s fire. There
This hall allows direct access to the cell opposite. He saw Bozal enter and leave are 60 flasks in all.
Coenoby (area 16), to Raknian’s Palace via death row from area 8, and not knowing
a stairway to the north (area E) and to the of the secret door there, he’s convinced the 10. Mess Hall
main tribune of the arena above via a stair- tiefling priest and his new undead minion
well in the northwestern corner (area C). are still in that room. Four columns support the vaulted ceiling of
Remove blindness/deafness restores the vag- this large hall. Three long tables with stools
6. Beast Cages (EL 7) abond’s hearing and thus removes the need provide dining space for about forty people.
to make a Bluff check to communicate with
Six identical cells open along this corridor, him. It takes a heal or a greater restoration During the day, this hall is used as a canteen
each one closed by a metal gate. The growl to completely cure the vagabond, in which by the arena attendants to take their meals.
of a large feline breaks the silence, followed case he tearfully thanks the PCs and tells
by several porcine grunts. them everything he knows about the activ- 11. Guardroom (EL 9)
ites going on in the arena before fleeing.
Creatures: These six cages contain ani- Development: In the early morning This elongated, irregular room features a
mals used alternately as guard beasts and hours of Day 4, Bozal Zahol visits this cell central square pillar, a living area with two
creatures for gladiator fights. The steel with a preserved Kyuss worm, transforms round tables and a narrow passage in the
gates that close the cages are padlocked the tramp into a spawn, and returns with his northwest corner. Three copper braziers in
(Open Locks DC 20). new minion to the shrine below. the corners light the room.

50 DUNGEON NOVEMBER 2005


Arena Caverns
The Coenoby, The Titan’s House, and The Old Caves
G
Up to manhole
at street level

to stream Up to the F
Service Level Up to chimney
(Area 5) at street level

17

Up to Shrine of Kyuss
(Area 30)
16
22
to stream 23

walled-in
drainage
well

Up toShrine of Kyuss
(Area 24)

21

to stream

18

20 19

To Ghoul
Warren

Area with shallow water

Tight submerged passage


One square = 5 feet

NOVEMBER 2005 DUNGEON 51


THE CHAMPION’S BELT BY TITO LEATI

The passage in the northwest corner is neglected tunnels used for storage. At your sacrifice and the chaos of organizing the
barely 4 feet wide and leads to a small door option, a secret passage in one of these tun- Games that he doesn’t have time to watch
painted in blue. Behind the door is an unre- nels can lead to a basement within the walls the PCs as closely as he would like.
markable and reasonably clean lavatory. of the Free City.
Creatures: During the day, arena atten- 17. Kitchen and Infirmary
dants use this room for breaks. During Arena Caverns
the night, a patrol of four of Raknian’s The arena caverns are the deepest level of These two adjoining rooms, a kitchen and an
bodyguards are stationed here. Once every the complex, about 30 feet under the Ser- infirmary, are used to cook meals for the hun-
hour, two of them patrol the surrounding vice Level. This is a vast and varied complex, gry and administer first aid to the wounded.
chambers (this takes 10 minutes). partly natural and partly worked stone. The
Bodyguards (4): hp 42 each; see page 38. caverns are connected to the Free City sewer Both rooms are clean and well equipped
system and are crossed by an underground for their use, although nothing special or
12. Pantry stream which surfaces here and there, form- valuable is le� here during the night. A
ing shallow pools of cold water. In most sink on the north wall of the kitchen con-
This small room contains craters and jars of cases, the subterranean stream travels in nects to the sewer system of the Free City
all sizes and shapes. Several dozen sausages tight 2-foot-wide submerged passages. through a tiny drainage pipe. The cowl of
hanging from the ceiling emanate an intense With the exception of the Coenoby the fireplace in the northwest corner has
and pleasant smell of smoked meat. (area 16), no guards patrol this area. a very large flue, which could be ascended
by a PC to reach the surface (area F).
Preserved foods of all kinds (cheese, sau- 16. The Coenoby
sages, honey, and hardtack) are stored here. 18. The Titan’s House
This enormous cave resembles some sort
13. Dormitory of underground village. The cave walls are This huge cave resembles the Coenoby, but
finely hewn and the floor paved with smooth is in a state of century-old abandonment. It
This spartan dormitory contains four beds and slabs of stone. Many artificial and natural pil- looks like a surface structure once stood here,
four wooden cupboards with three shelves lars support the relatively low ceiling fi�een a cluster of stone houses that were buried
each. Four rucksacks sit on the shelves. feet above. Wooden doors on the cave’s walls under a million tons of rubble a long time
lead to a circle of underground dwellings, the ago. In the labyrinth of ceiling-high sections
During the day, the four bodyguards lodgings of gladiators during the Champion’s of ruined walls, the only remarkable feature
stationed in area 11 sleep here. The ruck- Games. A pair of similar doors on the north is the idol that gives this cave its name, the
sacks contain unremarkable personal wall leads to a kitchen and an infirmary. An ten-foot-high, alabaster statue of a powerful
effects and belongings. underground stream runs in the middle, giant armed with a mattock. Now the silent
crossed by a wooden bridge that leads to a guardian of the Titan’s House, the statue
14. Kitchen dining area with two long tables. The rela- stands in an almost completely enclosed
tively fresh air, murals of famous gladiators space in the northeast part of the cave.
A large angular fireplace dominates this well- on the walls, and the so� illumination pro-
equipped, clean kitchen, where several metal vided by amber-colored light globes hanging The source of this catacomb of stone
grills and spits are neatly arranged. A circular from the ceiling makes this cave a true marvel buildings predates even the Free City itself.
well sits in the southeast corner. A passage to of underground architecture. Built by an ancient cult of demon-worship-
the east leads to a small door, where a few, half- ers who performed human sacrifices on a
empty sacks of flour are stacked on the floor. The Coenoby was once an ancient cata- hillock above, all that remains are these
comb similar to the nearby Titan’s House well-built but empty ruins.
The arena attendants prepare meals (area 18). Three years ago, Raknian remod- This catacomb is frequently visited by
here for themselves, the prisoners, and eled the Coenoby into the subterranean gladiators staying in the Coenoby a�er
the animals in area 6. guesthouse it is today. Especially designed the first day, as the rooms are a safe and
for the Champion’s Games, the Coenoby relatively private place for meditation or for
15. Circular Hallway can accommodate the twenty-four start- more carnal pursuits. The cave floor slopes
A series of identical stairwells, accessible ing teams with reasonable comfort. down to the south where a 10-foot-deep
through archways closed by steel gates, are Two groups of arena wardens are sup- pool of water is located. A submerged tun-
spaced evenly along the inner wall of this posed to keep an eye on the Coenoby dur- nel here once led up to area 19, a cavern that
hallway; each of these stairwells leads down ing the Champion’s Games, but a�er day leads to a large network of ghoul warrens to
to area 23 and once led up to the arena 1 has come and gone, the majority of the the southeast. Raknian had his men install
above (although they’ve all been blocked guards here are tired and easily distracted, a large stone plug in this submerged tunnel
with stone). Other, lesser archways lead out when they’re even present at all. Raknian to keep the ghouls out. The plug is visible
from the central ring to narrow, dusty and himself is so distracted by the coming from the surface with a DC 15 Spot check.

52 DUNGEON NOVEMBER 2005


Shrine of Kyuss a languid pace can be easily navigated by
most humanoids.
D Under the Free City Arena
Up to Raknain’s Palace
21. Sewage Grotto (EL 9)

N This low-ceilinged grotto is completely


flooded by murky, foul-smelling water. Piles
of drenched rubbish, debris, and rotting flot-
sam bob everywhere. The dirty water flows out
Up to Area 15 constantly from a sloping sewer conduit on
Down to Area 23 the north wall. Thick sheets of rancid-looking
slime cling to the ceiling in pale yellow gobs.
S
31 30 29 This grotto is where the refuse thrown in
the pit of area 24 is dropped a�er a slow roll
down a sloping conduit to the north. The
water is fairly shallow at only 1 or 2 feet deep,
32 28 but the uneven ground makes for difficult
terrain. The ceiling is only 10 feet high.
26 Creatures: With the help of his alkilith ally
Up to Area 8 (see area 30), Zahol has captured and con-
tained a group of four ochre jellies. These
S

25 27
24 oozes cling to the ceiling of this cave, and can
slither about with ease, reaching anything
Down to Area 21 from above with their pseudopods. They’ll
pursue prey relentlessly from this chamber.
Ochre Jellies (4): hp 69; Monster
Manual 203.
One square = 5 feet
Treasure: A DC 25 Search of this
room uncovers a severed arm on which
remains a gauntlet of rust.
Stone Plug: 1 foot thick; Hardness 8; Creatures: A pack of ghasts dwells here
hp 180; Break DC 34. now. Zahol encountered the ghasts several 22. Sewer Collector
months ago and struck a deal with them— This wretched space is filthy beyond imag-
19. Ghastly in return for his disposing of nice ripe dead ination, being a collector for several drain-
Convention (EL 9) bodies in this chamber on a weekly basis, age pipes of the arena complex above. The
the ghasts serve him as guards to make walls and ceiling are riddled with sewage
Rubble and old bones of humans and ani- sure no one approaches the areas to the spouts of all sizes, and rancid water con-
mals clutter the floor of this fi�een-foot-high northwest. There are nine ghasts here. stantly flows out of them.
cave. A terrible stench of decay hangs here. Ghasts (9): hp 29 each; Monster This collector is accessible from the
Manual 119. Free City sewer system and a nearby
This cave was once used by ancient sewer access (area G). Zahol’s personal
cultists as an ossuary for the bones of 20. Pool Cave lavatory (area 30) is located directly above
sacrificed victims. The cave has been the room, and its 6-inch-wide drain pipe
frequented by corpse-eating undead for A shallow pool of water occupies the south- drops vertically into it.
centuries as a result, and is in fact the ern part of thus fi�een-foot-high cave. Sev- The passage southeast of here once
northwesternmost portion of a large eral geometric graffiti are etched here and connected to a central drainage well, but
and tangled warren filled with ghouls, there on the walls. it has been filled with rubble when Rak-
ghasts, and more terrible undead. The nian and Bozal created the chamber for
extent and exact occupants of these tun- This cavern is empty, but any amount the ulgurstasta (area 32).
nels are beyond the scope of this adven- of loud noise or light is likely to attract
ture, but provide an interesting (and the ghouls from area 19 if they haven’t 23. Circular Hallway
dangerous) optional route of entry for yet been encountered. The river leading This 15-foot-high circular hallway corresponds
PCs who don’t want to take the gladiator to the west is not completely submerged, to the one above (area 15). A 10-foot-wide pas-
route to infiltrate the arena. and as it is only 3 feet deep and flows at sage leads east to the Coenoby (area 16).

NOVEMBER 2005 DUNGEON 53


THE CHAMPION’S BELT BY TITO LEATI

Shrine of Kyuss Spawn of Kyuss (3) CR 5 creatures become normal zombies. Spawn
This part of the complex is situated below CE Medium undead (and spawned zombies) are not under the
the Service Level but above the caverns. It Monster Manual II 186 control of their parent but usually follow a�er
originally served as a secret shrine for wor- Init –1; Senses darkvision 60 �.; Listen +0, whatever spwan created them. Any creature
ship of Kord by the original builders of the Spot +6 that touches a spawn with an unarmed strike
arena, but when the above-ground struc- Aura fear (40 �. radius, DC 14) or other natural weapon is immediately
ture changed ownership and was rebuilt Languages Common attacked by 1d4 worms.
into its current configuration, knowledge AC 11, touch 9, flat-footed 11 Curative Transformation (Ex): Remove curse
of this hidden shrine passed from view. hp 29 (4 HD); fast healing 5 or remove disease (or more powerful effects
Raknian discovered the shrine not long Immune undead traits that duplicate these spells) transforms a
a�er he became director, and when he Fort +1, Ref +0, Will +4 spawn of Kyuss into a normal zombie.
solidified his alliance with Bozal Zahol, he Weakness curative transformation Fear Aura (Su): Continuous effect in a 40-�.
allowed the Kyuss cultist to take control of Spd 30 �. radius, as a fear spell (panicked), Will negates
the shrine and make it his own. Melee slam +7 (1d6+6 plus worm and Kyuss’ DC 14. A creature that makes its save against
Today, the entire place reeks of a charnel gi�) or the aura is immune to it for 24 hours. Caster
house and is dark, except where otherwise touch +6 melee touch (0 plus worm) level 7th. The DC is Charisma-based.
noted. All the doors of this level are modern Ranged worm +1 ranged touch (special) Kyuss’ Gi� (Su): Supernatural disease,
fixtures of strong wood, and open smoothly. Base Atk +2; Grp +6 incubation time 1 day. The disease deals
Special Atk create spawn, fear aura, Kyuss’ gi� 1d6 Constitution and 1d4 Wisdom damage
24. Pit Room Abilities Str 18, Dex 9, Con —, Int 6, per day, manifesting as rotting flesh and
Wis 11, Cha 15 dementia. Healing magic has only half
This circular room has a five-foot-wide SQ turn resistance +2 effect on the victim, though remove disease
pit in the middle of the floor. An oil lamp Feats Toughness, Weapon Focus (slam) cures it normally. Fortitude DC 12.
hanging from the center of the ceiling illu- Skills Hide +0, Jump +7, Move Silently +3, Spot +6
minates the pit. Create Spawn (Su): If a spawn of Kyuss hits with 26. Pump Room
a slam attack, as a free action it may transfer
The pit drops 15 feet down to a sewer a worm from its body to that of the target (it The north part of this room is occupied by a
conduct that slopes toward area 21 through may also do this as a touch attack or have a piece of ancient machinery built of stone and
a ramp of tiny waterfalls. Zahol uses the pit worm leap as a ranged touch attack with a metal, but seems not to have been in use for
to get rid of rubbish and to throw food to range of 10 feet). The worm is a Fine vermin centuries. The machinery is connected to the
his ochre jellies. Climbing the pit’s slippery with AC 10 and 1 hit point. During this time, northeast wall by a very large pipe.
walls requires a DC 25 Climb check. the worm can be killed by normal damage
or the touch of silver. On the spawn’s next A DC 20 Knowledge (architecture
25. Coffin Storage (EL 8) turn, the worm burrows into the flesh of its and engineering) check reveals that this
target (creatures with natural armor +5 or machine was once a magical water pump
This square room contains three plain more are immune), making its way toward the capable of siphoning enormous quantities
wooden coffins. Two coffins lie along the brain and causing 1 hit point of damage per of water into a nearby conduit (the central
south wall, while a third has been placed in round until it reaches the brain 1d4+1 rounds drainage well under the arena). Although
the north part of the room. Several empty later. When inside a victim, the worm can be the machine is broken, it still connects to
sacks are piled near the third coffin. destroyed by remove curse or remove disease (or the well (area 32) by a horizontal, two-foot-
spells that duplicate these effects); dispel evil or wide lead pipe. A Small PC (or a Medium
These coffins are used to transport and neutralize poison delays its progress for 10d6 one making a DC 30 Escape Artist check)
contain bodies delivered to the shrine minutes. These spells affect multiple worms can clamber into the machinery and tra-
from Raknian; they are all currently empty within the same victim. Worms cannot survive verse the pipe to an opening in the wall of
but show signs of heavy use. The sacks are outside of a host for more than 1 round. A DC area 32. At that point, the PC finds further
empty, but contain traces of sand. 20 Heal check extracts the worm and kills it. progress blocked by the force sphere created
Creatures: Three spawn of Kyuss guard Once the worm reaches the victim’s brain, it by the Apostolic Scrolls (see sidebar). Although
this chamber. These nasty undead were inflicts 1d2 points of temporary Intelligence the PC likely cannot progress further, he is
once prisoners, but Bozal Zahol claimed damage per round until it is destroyed or nonetheless presented with a terrifying view
them and transformed them into spawn the victim reaches 0 Intelligence, at which of the semi-dormant ulgurstasta within.
using Kyuss worms. A spawn of Kyuss point the host dies and rises as a spawn of
resembles a nearly skeletal zombie, save Kyuss 1d6+4 rounds later. Small, Medium, 27. Training Hall (EL 11)
that it is infested with writhing green and Large creatures become spawn of Kyuss
worms that bulge and drip from its eyes as described above; smaller creatures quickly The air in this large hall is particularly noi-
and mouth. putrefy rather than becoming spawn, larger some. The northern wall is almost completely

54 DUNGEON NOVEMBER 2005


covered by the remains of a wooden book- and power until the right moment, much Spells Prepared (CL 11th, ranged touch +8)
shelf, whose contents have long ago crum- like a chrysalis. The glowing beam of light 6th—antilife shell, harmD (DC 20)
bled to dust. The southern part of the aisle is is a manifestation of the link between 5th—slay livingD (DC 19), spell resistance,
occupied by dusty pieces of ancient, ruined the Apostolic Scrolls and the sphere of summon monster V
machinery that may have once comprised force in area 32; it can be passed through 4th—cure critical wounds, death wardD,
sets of semi-automated combat dummies. without ill effect, and blocking its path divine power, summon monster IV
does nothing to interrupt the effect. The 3rd—contagionD (DC 17), blindness/deafness
This chamber was once used by the Apostolic Scrolls themselves are under (DC 17), dispel magic, invisibility purge,
faithful of Kord as a training hall, but a temporal stasis effect, and cannot be speak with dead, summon monster III
now their once-impressive dueling moved, damaged, or otherwise interacted 2nd—death knellD (DC 16), cure moderate
machines are ruined and broken. with until the entire effect is removed. wounds, resist energy, shatter (DC 15),
Creatures: Bozal Zahol uses this large See area 32 for details on how the PCs summon monster II, undetectable alignment
chamber as a “barracks” for the undead he’s might be able to undo this effect. 1st—command (DC 14), cure light wounds (2),
created since he moved in. Raknian sus- Bozal has placed an unhallow spell in this doom (DC 15), inflict light woundsD (DC 15),
pects Bozal has been stockpiling an undead chamber, which creates a zone of silence for protection from good, sanctuary (DC 14)
army, but as long as he can deliver on his all non-worshipers of Kyuss in this room. 0—cure minor wounds, detect magic, detect
promises, Raknian doesn’t really care. Creature: If the PCs arrive here during poison, guidance, read magic, resistance
Currently, this chamber contains a sin- the night, Bozal Zahol stands before the D: domain spell; Domains: Death, Destruction
gle mohrg and six spawn of Kyuss. The altar, meditating on the Apostolic Scrolls Spell-Like Abilities (CL 11th)
undead wait patiently for commands, and communicating telepathically with 1/day—darkness
but are intelligent enough to recognize the semi-dormant ulgurstasta to learn Abilities Str 12, Dex 10, Con 12, Int 12,
intruders for what they are and attack at its unfathomable dark secrets. Wis 17, Cha 12
once. One of the spawn of Kyuss breaks Bozal Zahol is a middle-aged tiefling SQ spontaneous casting (inflict spells)
away from combat to shamble north to with a flaccid and misshapen figure. His Feats Combat Casting, Iron Will, Spell Focus
warn Bozal while the remaining undead fiendish ancestry is evident in the unnat- (necromancy), Weapon Focus (club)
do their best to ruin the PCs. urally green, almost fluorescent color of Skills Bluff +3, Concentration +10, Cra�
Mohrg: hp 91; Monster Manual 189. his eyes, his twitching tail, the vestigial (painting) +6, Diplomacy +6, Hide –2,
Spawn of Kyuss (6): hp 29 each; see horns on his brow, and his hoofed feet. Knowledge (arcana) +6, Knowledge (history)
page 54. Zahol expects the cult of Kyuss to grow +6, Knowledge (religion) +9, Spellcra� +8
considerably a�er the Age of Worms Possessions combat gear, +1 chainmail, +1
28. Altar Room (EL 11) begins, and plans on being one of the light fortification light wooden shield, +1
leaders of the cult. unholy club, periapt of health, a strand of
Two braziers in the northeast and southeast prayer beads, jade holy symbol of Kyuss
corners light this rectangular room. A simple Bozal Zahol CR 11 worth 100 gp, ring of keys
altar of stone sits in the middle of the east Male tiefling cleric 11 (Kyuss)
wall, facing a large set of stone double doors NE Medium outsider (native) Tactics: If Bozal has advance warning that
to the west. On the altar is a scroll, which Monster Manual 209 the PCs are nearby, he immediately casts anti-
glows with an unnatural green light. A writh- Init +0; Senses darkvision 60 �.; Listen +3, life shell. Once this is up, he casts death ward,
ing green beam of light emanates out of Spot +3 spell resistance, invisibility purge, resist energy (of
these scrolls to strike the doors to the west, Languages Abyssal, Common, Infernal a type the PCs have used in any gladiatorial
bathing them in the same green glow. AC 18, touch 10, flat-footed 18 battles so far), and shield of faith.
hp 64 (11 HD) Bozal then moves toward the sound
A�er Loris Raknian sealed his unholy Resist cold 5, electricity 5, fire 5 of battle, at which point he begins sum-
deal with Bozal Zahol and procured a copy Fort +8, Ref +3, Will +12 moning monsters to add to the fray.
of the Apostolic Scrolls from the illithid Spd 20 �. If forced into melee, he starts by cast-
Zyrxog, Bozal used a ritual in the scroll Melee +1 unholy club +11/+6 (1d6+2) ing divine power and then fights until
to conjure a massive undead monster Base Atk +8; Grp +9 brought below 20 hit points, at which
called an ulgurstasta from its lair far to Atk Options smite 1/day (+4 on attack rolls, point he uses his darkness spell-like abil-
the north in the Wormcrawl Fissure into +11 damage) ity to retreat, heal, and return to combat.
a special underground chamber nearby Special Atk death touch 1/day (11d6), rebuke If Bozal is reduced to fewer than 5 hit
(area 32). The ritual created a special undead 4/day (+3, 2d6+12, 11th) points, he loses his nerve and takes a
containment sphere of force around the Combat Gear potion of cure serious wounds, standard action to release the ulgurstasta
creature, putting it into a semi-dormant scroll of restoration, scroll of heal, brooch in area 32, cursing the PCs at the same
state that not only protects it from outside of shielding (35 points), wand of inflict time and promising them “the true wrath
molestation but allows it to grow in size moderate wounds (32 charges) of Kyuss” for forcing his hand early.

NOVEMBER 2005 DUNGEON 55


THE CHAMPION’S BELT BY TITO LEATI

29. Bozal Zahol’s Room subjected to detect magic. Made of darkwood and servant. An investigation of the zombie
(EL 10 or 11) and bound with steel, the trunk measures (DC 15 Heal check or DC 20 Search check)
36x18x18 inches. A steel plaque represent- reveals that she was killed by strangulation;
A central pillar of green marble carved in ing a screaming skull infested by worms, even now, a year a�er her death, her undead
the likeness of a segmented worm supports the unholy symbol of Kyuss, is nailed to flesh still bears the angry red indentation on
the ceiling of this square room. The room is the lid. The side panels are painted in tones her neck from Raknian’s distinctive serpent-
dimly lit by a single incense burner that sheds of black and green with a cycle of apoca- styled ring of protection +2. Anyone who’s inter-
a sweet, fruity aroma. The room is lined with lyptic images that runs around the trunk acted with Raknian can make the connection
woolen tapestries depicting coiling green like a frieze. The images are divided into with a successful DC 21 Wisdom check.
worms, and contains a bed, an armchair, and two horizontal strips, underground and Bozal Zahol: hp 64; see page 55.
a cupboard. Near the bed is a small nightstand aboveground, by a cutaway of the earth’s Human Zombie: hp 16; Monster
and an ornate, elongated trunk. crust. Underground, the horrible figure of Manual 266.
a man made of worms lies imprisoned in a Trap: The trunk’s steel lock was warded
The cupboard contains the personal effects huge stone monolith. The figure has been by Zahol’s mentor (a monstrous high
and clothing of a traveling cleric, including represented in perspective on all the trunk’s priest of Kyuss) with a particularly hor-
an ebony walking stick, a dark traveling out- four sides. Huge green worms writhe in the rific magical trap. Anyone who opens the
fit, and a rucksack. On the bedside table are surrounding caverns and break through chest without uttering a complex prayer to
a hooded lantern, a jug of red wine, a clay the cavern’s crust to invade the aboveg- Kyuss must make a DC 20 Will save. Suc-
cup, and a pair of round goggles with smoky round part of the paintings, where a sickly cess means that the character only takes 2
quartz for lenses. The trunk is locked (Open green light illuminates a blasted landscape. points of Constitution damage as a foul
Locks DC 25) and trapped. There, the writhing worms tower over a green worm bursts from his flesh near
The trunk is an art object both dis- population of monstrous undead and where he touched the chest to drop onto
gusting and fascinating, and emanates naked, terrified victims. the floor and turn to goo. On a failed save,
an aura of abjuration and necromancy if Creature: If the PCs explore the com- the lock snaps shut and the character’s body
plex during the day, they find Bozal Zahol winks out of the Material Plane, leaving all
Bozal resting in his room, either lying on the clothing and equipment behind. Immedi-
Zahol bed in a nightmare-filled sleep (50%) or ately a�er, a tiny representation of the char-
relaxing in the armchair and “sharing” acter, naked and helpless, appears on one of
cup of wine with the room’s other occu- the trunk’s side panels as one of the victims
pant (50%). of the undead horde. While trapped in the
When Raknian murdered Lahaka a year chest’s painting, the character experiences
ago, he called on Bozal for aid in continuous, sanity-blasting nightmares,
destroying the body. Bozal ensnared in the writhing dreams of Kyuss.
was only too happy to do This is a necromantic effect.
so, and told Raknian Each hour the character remains trapped,
later he destroyed her he takes 1d4 points of Intelligence, Wisdom,
body by feeding her to and Charisma drain. When one of these
the alkilith in area 30. ability scores reach zero, the character’s
In fact, Bozal did no image on the trunk animates long enough
such thing. He instead to be eaten by the worms, and is then gone.
animated Lahaka as a The trapped character can be freed with a
zombie as a strange successful dispel magic against caster level
sort of insurance pol- 20th. Alternately, antimagic, dispel evil, free-
icy. He commanded the dom, miracle, Mordenkainen’s disjunction, or
zombie to head up to Rak- wish cast on the trunk can rescue the char-
nian’s Palace if she doesn’t acter—once the image is gone, only miracle,
see Bozal for 24 hours. Bozal true resurrection, or wish can return him to
wasn’t sure at first how much life. Upon being rescued from the terrible
he could trust Raknian, so if the direc- trap, the character reappears next to the box,
tor turned on him this zombie would naked and and unconscious.
soon therea�er show up in his house to The trapped trunk can be disabled with a
cause possibly irreparable political dam- DC 35 Disable Device check; doing so frees
age, depending on whom she attacked any trapped characters as detailed above.
first. Until such a time, Bozal uses Lahaka’s Destroying the chest also frees any trapped
zombie as a silent drinking partner characters, but each time a creature damages

56 DUNGEON NOVEMBER 2005


THE CHAMPION’S BELT BY TITO LEATI

the chest (from any range), it must make a room to help Zahol anywhere else in the Cloudkill Form (Su): As a full-round action, an
DC 20 Will save as if he tried to open it. complex even if it hears the sounds of alkilith can assume the form of a cloud of
Dreams of Kyuss Trap: CR 10; Hardness combat. The alkilith surges out of its urn noxious green vapor. The alkilith is gaseous
8; hp 60; Break DC 30; magic device; touch the instant it sees or hears anything on the (as if by the gaseous form spell) in this form,
trigger; automatic reset; Will DC 20 to take other side of the curtain. and anyone inside the cloud suffers as if from
2 Con damage and resist above effects; a cloudkill spell at caster level 11th. Returning
Search DC 30; Disable Device DC 35. Alkilith Demon CR 14 to solid form is a full-round action.
Treasure: The trunk contains a bag of 300 CE Medium outsider (chaotic, evil, Summon Tanar’ri (Sp): Once per day, an
gp, four deep green spinels worth 100 gp extraplanar, tanar’ri) alkilith may attempt to summon 1 hezrou
each, three aquamarines worth 500 gp each, Fiend Folio 46 with a 50% chance of success.
a potion of cure moderate wounds, a scroll of Init +7; Senses darkvision 60 �.; Listen +19, Spot +19
death ward, two scrolls of ethereal jaunt, three Languages Abyssal, Common; telepahty 100 �. Tactics: The alkilith’s first action when
doses of dust of tracelessness, seven blocks of AC 23, touch 17, flat-footed 16; can’t be flanked it sees trouble is to prepare an action to
exotic incense worth 200 gp each, two blocks hp 82 (11 HD); DR 15/good, half damage use cone of cold once anything pulls aside
of incense of meditation, a wand of restoration from bludgeoning attacks the curtain. Otherwise, it pulls the curtain
with 36 charges, and a Muryland’s spoon. Lastly, Immune acid, critical hits, electricity, aside itself once at least three people are in
three vials containing oil of gentile repose each harmful gas, paralysis, poison, polymorph, the northern portion of the room (and thus
contain a Kyuss worm. These worms are in sleep, stench, stunning can be exposed to the trap). Its first action
stasis—if exposed to the air they live for one Resist cold 10, fire 10; SR 23 then is to fill the room with a stinking cloud.
round and try to infest any living creature (or Fort +10, Ref +14, Will +10 The alkilith then uses wall of ice to block
corpse) they can reach. Spd 40 �. ranged fighters and spellcasters from
Melee 4 slams +19 (1d8+3 plus acid) targeting it and uses enervation and addi-
30. Kyuss’s Visage (EL 14) Base Atk +11; Grp +14 tional cones of cold at anyone still nearby.
Special Atk cloudkill form, summon tanar’ri It continues using spell-like abilities until
A brazier in the northwest corner lights this Spell-Like Abilities (CL 11th, ranged touch +18) attacked in melee, at which point it fights
rectangular room. A green and black check- At will—contagion (DC 20), desecrate, detect back with its acidic slams. If reduced to
ered curtain hanging from a steel bar fixed magic, dispel magic, enervation, greater teleport fewer than 25 hit points, the alkilith tele-
near the ceiling conceals the south wall. (self plus maximum load of objects only), ports into the passageway to the north just
hold monster (DC 21), magic circle against beyond the secret door. It then assumes
A swiveling section of wall in the middle good, stinking cloud (DC 20), wall of ice (DC 21) cloudkill form and seeps back into this
of the north wall can be found with a DC 3/day—cone of cold (DC 22), unholy blight (DC 21) room to try to poison the characters. The
25 Search check. The passage beyond this Abilities Str 16, Dex 25, Con 16, Int 14, strictures of the planar ally spell prevent
secret door leads to a long corridor that Wis 17, Cha 15 the alkilith from fleeing completely, but
ends in another secret door in the base- SQ command ooze if brought below 10 hit points it teleports
ment of Raknian’s palace (area D). Feats Alertness, Combat Reflexes, Weapon to area 28 to seek out Bozal for healing. If
The curtain itself is made of magically Finesse, Weapon Focus (slam) he’s dead, the demon tries to collect the
enhanced spider silk; creatures on the Skills Bluff +16, Concentration +17, ochre jellies from area 22 for reinforce-
southern side can look through the cur- Diplomacy +20, Disguise +2 (+4 acting), ments. If this fails, it returns to patrol the
tain as if through thick fog (concealment Escape Artist +21, Hide +21, Intimidate shrine of Kyuss a�er attempting to sum-
applies to anything on the north side), +18, Listen +19, Move Silently +21, Sense mon a hezrou to aid it, hoping the PCs
whereas creatures from the north cannot Motive +17, Spot +19 have le� but ready to fight to the death if it
see through the curtain at all. It conceals the Acid (Su): Anyone struck by the alkilith’s slam encounters them again.
southern section of the room where a six- must make a DC 18 Fortitude save or take Trap: A symbol of fear has been incorpo-
foot-tall black earthenware urn stands near an additional 1d6 points of acid damage. rated into the mosaic on the wall. Zahol
the middle of the south wall. The south wall This acid damage continues over the incorporated a password that the alkilith
is completely filled with a mosaic of tiny next 1d6 rounds. Additionally, each time uses to avoid being subjected to the symbol.
green tiles depicting the horrible skull of a character fails a Fortitude save against Symbol of Fear: CR 7; spell; spell trig-
Kyuss. The urn is the resting place of an this attack, one of his items (determined ger; no reset; spell effect (symbol of fear,
amorphous demon: an alkilith summoned randomly as if he had rolled a natural 11th-level cleric, DC 20 Will negates);
by Zahol with a planar ally spell. 1 on his saving throw) suffers the acid Search DC 31; Disable Device DC 31.
Creature: The alkilith has been used by damage as well. Treasure: The pinpoints of green
Zahol to “domesticate” the ochre jellies in Command Ooze (Sp): An alkilith can control light in the demigod’s eye sockets on
area 21, and has been stationed as a guard the actions of any ooze within 60 feet as the mosaic have been rendered with two
in this room. The demon is not too happy a free action. The ooze is allowed a DC 17 emeralds worth 1,000 gp each. The spi-
with its servitude, and does not leave this Will save to resist. dersilk curtain is worth 250 gp.

58 DUNGEON NOVEMBER 2005


31. Lavatory A large portal of stone, covered with the obscene Aura 40-�. (tendrils)
depiction of an orgy of dead, worm-ridden Language Common (cannot speak)
This small room contains a latrine and a corpses blocks the passage. In the middle of AC 23, touch 14, flat-footed 20
porcelain washbasin. A silver pitcher lies on the macabre mass, a carving of the horrible skull hp 204 (17 HD); DR 10/magic piercing
the floor near the washbasin. of Kyuss utters a silent scream of triumph. Immune acid, cold, undead traits
SR 21
The latrine drain drops directly over Note that the portal is within the contain- Fort +7, Ref +8, Will +13
a collector room of the Free City sewers ment sphere that protects the ulgurstasta, Spd 70 �.
below (area 22). and cannot touched by anyone but Bozal Melee 2 bites +16 (3d6+16)
Treasure: The silver pitcher is of elven Zahol (see “The Apostolic Scrolls” sidebar). Space 20 �.; Reach 20 �.
manufacture and is worth 30 gp. This containment sphere created by the Base Atk +8; Grp +29
Apostolic Scrolls is a shell with a diameter Atk Options Cleave, Great Cleave, Power
32. Ulgurstasta of 20 feet that protects the monster as its Attack, improved grab (bite), swallow whole
Chamber power increases. The shell is impervious to Special Atk breath weapon, necromantic
all attacks and most magic (including dimen- acid, spawn of Kyuss
A huge, vaulted chamber lies ahead, dimly sional and planar effects), and exists both in Abilities Str 32, Dex 15, Con —, Int 18,
illuminated by a green light. There a colos- the Material Plane and Ethereal Plane. Wis 16, Cha 19
sal, disgusting behemoth similar to a gigan- The ulgurstasta within the sphere has Feats Cleave, Combat Reflexes, Great Cleave, Great
tic, yellowish grub lies on a heap of rubble, already achieved its full growth—all that it Fortitude, Improved Initiative, Power Attack
bones, and rotting foulness. The creature waits for now is the moment when Bozag Skills Intimidate +24, Knowledge (arcana)
seems immersed in a magic slumber, and releases it into the arena above. If the PCs +24, Knowledge (history) +24, Knowledge
its horrid body seems to pulsate with an release it earlier (see the sidebar on how this (religion) +24, Knowledge (the planes)
abominable, ever-increasing power. task can be accomplished), it roars in rage +24, Listen +23, Search +24, Spot +23
and immediately attacks anyone nearby. Breath Weapon (Su): 1/day; 60-foot cone of
Use the description above if the PCs necromantic acid; 3d6 Constitution drain (or
get a glimpse of the chamber from Apostle of Kyuss CR 13 1d6 Constitution damage with a DC 18 Reflex
area 26. If the PCs approach the cham- Enhanced ulgurstasta save). Creatures killed by this attack animate
ber from area 28, read the following CE Gargantuan undead in the next round as spawn of Kyuss (if
to describe the sealed portal outside Fiend Folio 180 humanoid) or skeletons under the ulgurstasta’s
the chamber. Init +6; Senses darkvision 60 ft,; Listen +23, Spot +23 control. Dormant undead in the ulgurstasta’s

NOVEMBER 2005 DUNGEON 59


THE CHAMPION’S BELT BY TITO LEATI

gut are vomited forth and animate as well


The Apostolic Scrolls
at this time (this ulgurstasta has 2 spawn This minor artifact of the cult of Kyuss consists of a 5-foot-long sheet of vellum sewn to a pair
of darkwood rollers. Several copies of the scrolls are thought to exist, and all have the same
of Kyuss and 6 skeletons created before its
purpose—providing the user with the ability to contact one of the “Apostles of Kyuss” so it can
unholy enhancement in its gut at this time).
perform a mass sacrifice in honor of its master. The scrolls are written in Abyssal and contain
For 24 hours a�er it uses its breath weapon, a long and complex litany filled with horrific imagery and descriptions. Performing this ritual
no creatures swallowed by the ulgurstasta take takes 24 hours, but it can be split into three 8-hour shi�s over the course of three days.
damage from necromantic acid. Once activated, the scrolls transport an ulgurstasta from the Wormcrawl Fissure to a
Necromantic Acid (Su): A swallowed victim single point within 100 feet of the scrolls as directed by the reader. The scrolls create a
takes 1d8 points of Constitution drain each special containment sphere to protect the ulgurstasta during its growth period. The sphere
round, and animates as a spawn of Kyuss (if is a 20-foot radius sphere of force similar to a wall of force. The scrolls themselves are
humanoid) or skeleton upon death. Undead protected by temporal stasis, and the two are connected by a beam of writhing green light.
created in this manner remain dormant Each day that passes, the ulgurstasta gains 1d8 hit points, up to the maximum allowed by
until the ulgurstasta vomits them up. its hit dice (204 hit points for a 17-Hit-Die specimen). This hit point gain is permanent.
During this stage, anyone who touches the scrolls can “feel” the ulgurstasta’s evil mind
Spawn of Kyuss (Su): As a full-round action,
and can communicate with it telepathically. The ulgurstasta is ready to perform the final
an ulgurstasta can vomit dormant undead
portion of the ritual once it reaches maximum hit points
in its gut. For 1d6 rounds a�er being The containment sphere is invisible, and feels like a cold, transparent barrier of
regurgitated, these undead are covered rubbery material. The reader of the scrolls who created the sphere can touch it safely,
with necromantic acid and deal 1 point of but any other creature who touches it takes 12d6 points of damage from negative
Constitution drain with each successful energy (DC 20 Fortitude save for half damage).
attack in addition to their normal damage. The reader of the Apostolic Scrolls can cause the sphere to vanish at any time as a
Swallow Whole (Ex): An ulgurstasta can swallow standard action. The sphere can also be destroyed in one of the following ways.
a single creature that is at least one size • The sphere can be destroyed with a disintegrate, Mordenkainen’s disjunction, rod of
category smaller than itself by making a cancellation, miracle, wish, or a sphere of annihilation
successful grapple check against a creature • The sphere can be destroyed by successful turn undead check. The cleric must make a
it has already grappled. Once inside, the DC 20 turn undead check, followed immediately by a DC 20 caster level check. Failure
victim is bathed in necromantic acid (see on either roll causes a backlash of negative energy that inflicts 1d4 negative levels on the
above). A successful grapple check allows character. Success on both rolls weakens the sphere enough that a successful dispel magic
the swallowed creature to climb out of the cast at it in the next 1d4 rounds against caster level 20th causes it to vanish.
stomach and return to the creature’s maw, • If the original reader of the scrolls is slain, the ulgurstasta ceases to gain hit
where another successful grapple check is points and instead loses 1d8 hit points per day until it reaches average hit points
for a specimen of its size. At this point, the sphere vanishes and the ulgurstasta is
needed to escape. Alternately, a creature can
released into the environs, likely in an extraordinarily foul mood.
try to cut its way out with a light slashing
• If the reader of the scrolls releases the ulgurstasta once it has reached maximum hit points,
weapon. Dealing a total of at least 25 points it shimmers with a green light and permanently gains the benefits of haste, shield of faith,
of damage to the stomach (AC 19) in this way and bull’s strength (caster level 20th). Finally, an ulgurstasta enhanced in this manner now
creates an opening large enough to permit creates spawn of Kyuss rather than skeletons of any humanoid creature it swallows.
escape. Once a single swallowed creature • Each copy of the Apostolic Scrolls works only once. When the sphere of containment
exits, muscular action closes the hole. An is taken down and the ulgurstasta within is released, the scrolls become nonmagi-
ulgurstasta’s gut can hold 2 Huge, 8 Large, cal. The lore within remains, however, and if consulted it grants a +4 bonus on any
32 Medium, or 128 Small or smaller foes. Knowledge (religion) checks made about Kyuss and his cult.
Tendrils (Ex): An angry ulgurstasta extrudes a Strong necromancy [evil]; CL 20th; Weight 1 lb.
whipping storm of millions of thin tendrils
to a range of 40 feet. This storm of tendrils
renders the ulgurstasta immune to nonmagical has been weakened by Bozal, and it’s only Auric begins, Bozal releases the ulgurstasta,
ranged weapon attacks and deals 1d12 slashing a DC 24 Strength check to burst through which immediately begins hammering on
damage each round to any creature within into the arena above; with the ulgurstasta’s the roof of area 32. It makes a +11 Strength
40 feet. Creatures in this area other than the +11 Strength modifier, it’ll escape into the check once per round against DC 24.
ulgurstasta take a –2 penalty on attack rolls. outside world soon enough. If it does, it Failure indicates a large section of ground
immediately runs amok in the arena and shakes and bulges upward ominously.
Tactics: If released, the ulgurstasta into the Free City beyond if not stopped. Success indicates that the massive undead
becomes enraged. It cannot escape into worm plows up into the arena. The crowd
area 28, but attacks anyone it can reach PART FOUR: BLOOD falls silent for a stunned moment, and in
from area 32. If it can’t reach anyone, it OF A CHAMPION this silence Raknian steps up and shouts,
surges upward through the stone between If the PCs don’t defeat Bozal Zahol, Event “Lo! The Apostle of Kyuss is among us!
the top of this chamber and the battle- 7 quickly transforms into a scene of hor- THERE! THERE ARE THE CHAMPIONS
field of the arena above. The roof above ror. One round a�er the final battle with YOU SEEK!” As the ulgurstasta roars and

60 DUNGEON NOVEMBER 2005


Raknian points at the gladiators below, the himself the night before the final battle they find both Eligos and Pollard are
audience erupts into a riot of panic. when he tries to contact Bozal to make quite dead—their killers are nowhere to
The Apostle of Kyuss’ goal in this battle sure everything is in place to proceed. In be found. Okoral himself fades into the
is to swallow Auric (or any other charac- this event, Raknian himself procures a rod shadows once Raknian falls from promi-
ter with at least one level in fighter) and of cancellation from contacts in the black nence, and may hold a grudge against the
transform him into a spawn of Kyuss. market and releases the ulgurstasta himself PCs in the future.
Once it does so, the final conditions of during the final games, leaving the ceremo- A search of the estate turns up one
the ritual Raknian and Bozal performed nies themselves to Talabir to perform. item of interest. With a DC 20 Search
fall into place. Three things happen in The best solution to this adventure is check, the party discovers a bundle of
rapid succession at this point: for the PCs to destroy both Bozal and the notes and observations that catalog what
ulgurstasta before the final games. If the Eligos has learned of the Age of Worms.
• The ulgurstasta is immediately healed PCs manage this, Raknian morosely car- This bundle is kept in a small coffer on
back to maximum hit points. ries through with the rest of the games, the shelf of Eligos’s study and was simply
• The spirits of the myriad dead that have but his actions are noticeably subdued overlooked by Okoral in his rush to do
died in the Free City Arena rise up, a wail- and depressed. The evening a�er the final the job and get out. A note on the top
ing, writhing blanket of rage and nec- games, he retreats to his personal cham- of this bundle is addressed to Allustan,
romantic ruin. All creatures still within bers, gathers his gear, and slips out of the and reads, “My dear friend Allustan—
the arena immediately suffer 1d4 nega- Free City to start a new life elsewhere. What your adventurers have stumbled
tive levels before the spirits fade away. into sickens me to my soul. Every new
Creatures drained to zero levels by this CONCLUDING leaf I turn reveals an even darker secret.
burst of necromantic power die, only THE ADVENTURE Here are my notes. You must take them
to rise as wights 1d4 rounds later. The As long as the PCs prevent the tragedy of to our one-time master—although I fear
repercussions of thousands of wights in the mass sacrifice from occurring, they that even he may be ill-equipped for
the Free City are grim indeed. still have a chance to win the final prize what writhes in all of our futures. Until
• Raknian himself cries out in triumphant money. Raknian is likely not the one to then…” The note is not finished.
pain as Kyuss, pleased with the display hand out the award, but Talabir Welik is For now, the PCs should be able to rest
of power and faith, grants his wish for only too happy to honor the PCs with easy. They’ve likely not only prevented a
immortality and transforms Raknian their rightful prize. terrible tragedy from striking the heart
into a death knight. This undead tem- If the PCs discovered Lahaka’s zombie of the Free City, but may have become
plate is detailed on page 207 of the Mon- in area 29, Ekaym is devastated. Still, he Champions themselves. Certainly, the
ster Manual II, but exact stats for the new honors his agreement and allows the PCs events at this year’s Champion’s Games
Raknian are likely unecessary at this to take the full award for their success are on the tongues of everyone in the city.
point. His first action upon becoming a in the Campion’s Games. If the zombie Give the PCs some time to bask in their
death knight is to summon a nightmare, is still animated, he destroys it and then newfound fame and glory. They may feel
mount it, and then flee into the Etheral returns with the body south to the city of that they’ve come to a dead end in their
Plane. In this event, Raknian travels north Cauldron to see about having his beloved investigations into the truth behind the
to the Wormcrawl Fissure to join Kyuss’ sister brought back to life (or at the very Age of Worms, but this is not the case.
undead legions there—he may appear least, buried in the Hall of Carvings in If they don’t find the package of notes
later in the campaign to torment the PCs the village of Redgorge). Eligos prepared for Allustan, the PCs
further, but for now, the director of the Yet despite the PCs’ successes (or in soon learn of another reason to return
Free City Arena is out of the picture. addition to their failures) one last trag- to Diamond Lake.
edy waits to be discovered. It seems that a dragon has come to town.
Ideally the PCs can kill the ulgurstasta At some point during the Champion’s
before this tragic event takes place. If the Games, Raknian learns troubling news. APPENDIX:
PCs manage to defeat the ulgurstasta, Rak- It seems that a notable sage named Eli- NEW MONSTER
nian is dumbfounded for a few moments gos has been asking around about Kyuss,
but quickly recovers. He flees back to his the Apostolic Scrolls, and the Age of Woms. Froghemoth
palace and then tries to flee the city, dis- At Bozal’s urging, Raknian sends his Huge Aberration (Aquatic)
graced and on the run. You might wish to cohort Okoral on an assassination mis- Hit Dice: 20d8+120 (210 hp)
have him surface later in the campaign, sion against the sage. Okoral takes along Initiative: +5
perhaps as a fugitive hiding in the city of a couple of elite guards to help with the Speed: 20 �., swim 50 �.
Alhaster in “The Prince of Redhand.” job, and has little trouble invading the Armor Class: 21 (–2 size, +1 Dex, +12 natu-
If the PCs defeat Bozal but leave the sage’s home the night before the Final ral), touch 9, flat-footed 20
ulgurstasta in its sphere of force, Raknian Battle and murders him in his sleep. Base Attack/Grapple: +15/+35
learns of the unfortunate turn of events Should the PCs return to Eligos’s house, Attack: Tentacle +25 melee (2d6+12)

NOVEMBER 2005 DUNGEON 61


THE CHAMPION’S BELT BY TITO LEATI

SCALING THE ADVENTURE


Skills: Hide +7*, Jump +22*, Listen +5, Combat
“The Fireplace Level” is designed for a
Spot +17 The froghemoth is a terror in battle,
group of four 9th-level characters, but
Feats: Alertness, Improved Initiative, Improved charging toward prey with great thun-
with a little work it can be adapted for
Natural Attack (tentacle), Iron Will, Great derous bellows. It attacks with its tongue,
use by 7th–8th-level characters or 10th–
Fortitude, Multiattack, Skill Focus (Hide) tentacles, and bite, o�en splitting these
11th-level characters. Simply adjust all
Environment: Temperate swamp attacks between different targets in a
NPC character levels up or down as
Organization: Solitary or pair desperate gluttonous attempt to gather
appropriate by a number equal to that
Challenge Rating: 13 up as much food as it can. Stupid to a
which the average party level of your
Treasure: None fault, a froghemoth rarely if ever breaks
group deviates from 9. Don’t forget to
Alignment: Always neutral off combat to escape possible death.
modify the amount of treasure found
Advancement: 21–24 HD (Huge), 25–40 Improved Grab (Ex): To use this ability,
in the adventure appropriately. Specific
HD (Gargantuan), 41–60 HD (Colossal) the froghemoth must hit with its tentacle
changes to the adventure include:
or tongue attack. It can then attempt to
7th–8th-level parties: Remove one of
This monster is huge and weird. Vaguely frog- start a grapple as a free action without pro-
the archers from Arcane Auriga, one of
like in shape, it has four writhing tentacles in voking an attack of opportunity. If it wins
the halberdiers from Badlands Revenge,
place of front legs. Its head is mostly mouth, the grapple check, it establishes a hold and
and one of the mercenaries from Sap-
and its mouth is mostly teeth. A retractable immediately inflicts constriction damage.
phire Squad. Take away Pitch Blade’s
stalk protrudes from the front of its head, at It can attempt to swallow whole a grappled
potions of fly and barkskin. Replace
the end of which stare three bulbous eyes. The opponent in the following round.
froghemoth with a 10- or 11-headed
massive thing is a dark green save for its belly, Powerful Bite (Ex): A froghemoth’s jaws
pryohydra. Remove one of the flesh
which is pale. A powerful tongue tipped with are extraordinarily powerful. Even though
golems from Auric’s warband. Replace
barbs lolls wetly from its mouth. its bite is a secondary attack, it applies 1-
the alkilith demon with a 16-HD bebilith
1/2 times its Strength modifier to damage
and replace the enhanced ulgurstasta in
The dread froghemoth is a dangerous done with its bite. Its bite threatens a criti-
area 32 with an ordinary ulgerstasta.
and powerful predator that has few natu- cal hit on a natural roll of 18–20.
10th–11th-level parties: Add an archer
ral enemies. The presence of a froghe- Swallow Whole (Ex): A froghemoth can
to Arcane Auriga, a halberdier to Bad-
moth in a swampland typically manifests try to swallow a grabbed opponent of up
lands revenge, and a third barbarian to
in a marked decrease in any other large to two size categories smaller by making a
Pitch Blade. Advance Froghemoth by
swamp-dwelling animals or monsters. successful grapple check. Once inside, the
6–8 Hit Dice (making it Gargantuan)
The creature’s croaking roar can be victim takes 2d6+12 points of bludgeoning
and have on of Raknian’s mages cast
heard for miles. damage plus 1d8+4 points of acid damage
stoneskin on it before the fight begins.
Froghemoths have not always plagued per round. A swallowed creature can cut its
Replace the flesh golems in Auric’s War-
the swamps of the world. The first froghe- way out using a light slashing or piercing
band with stone golems. Replace the
moth was encountered in a strange unnat- weapon by dealing 25 points of damage to
ochre jellies in area 21 with black pud-
ural cavern deep in the Barrier Peaks by a the froghemoth’s stomach (AC 13). Once the
dings, and add two additional mohrgs
group of adventurers, but news of its feroc- creature exits, muscular action closes the
to area 27. Advance the Alkilith demon
ity spread quickly and attracted the atten- hole; another swallowed opponent must
by 4 Hit Dice. Make Bozal Zahol a half-
tions of all manner of collectors, hunters, cut its own way out.
fiend instead of a tiefling, and give the
and cultists from around the world. The A Huge froghemoth’s stomach can hold
ulgurstasta the evolved undead template
discovery of several banks of huge, pre- 4 Medium, 8 Small, 16 Tiny, 32 Diminu-
from Libris Mortis page 99.
served, yet still viable froghemoth eggs tive, or 64 Fine or smaller opponents.
made a small group of adventuring mer- Partial Electrical Immunity (Ex): The
Full Attack: 4 tentacles +25 melee (2d6+12) chants quite rich until they were murdered froghemoth is partially immune to elec-
and tongue +23 melee (1d8+6) and bite and their remaining supply of eggs were trical damage. Each time it would nor-
+23 melee (2d6+18/18–20) stolen by intolerant cultists of an obscure mally take damage from an electrical
Space/Reach: 15 �./15 �. (30 �. with tongue) hopping deity of the swamps. This particu- attack, it takes no damage but is instead
Special Attacks: Constrict 2d6+12 (tenta- lar sect of cultists made it their mission to slowed for 1 round.
cle) or 1d8+6 (tongue), improved grab, introduce these eggs to numerous swamp- Skills: A froghemoth gains a +16 racial
powerful bite, swallow whole lands throughout the world. And unfortu- bonus on Jump checks. In swampy terrain it
Special Qualities: Amphibious, darkvi- nately for the denizens of these swamps, gains a +8 racial bonus on hide checks. D
sion 60 �., partial electrical immunity, the froghemoths are thriving. Today, while
resist fire 30 still rare, stories of froghemoth sightings Tito Leati’s previous credits in Dungeon
Saves: Fort +14, Ref +7, Will +17 can be heard throughout the world. include “Irandel,” “The Seventh Arm,” and
Abilities: Str 35, Dex 12, Con 23, Int 1, A froghemoth stands 18 feet tall and “The Demonskar Legacy” (part four of the
Wis 16, Cha 13 weighs 5 tons. Shackled City Adventure Path).

62 DUNGEON NOVEMBER 2005


#128
MAP & HANDOUT SUPPLEMENT
PRODUCED BY PAIZO PUBLISHING, LLC.
WWW.PAIZO.COM

Joachim Barrum

THE CHAMPION’S BELT


by Tito Leati

The Champion’s Games are here! Gladiators


from around the world converge in the Free
City! Yet this year, something dire festers in
the arena’s foundations, for its director plots
one of the final omens heralding the Age of
Worms. An Age of Worms Adventure Path sce-
nario for 9th-level characters.

Dungeon #128 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

1 DUNGEON 128 Supplement


Celeste

Ekaym
Smallcask

Eva Widermann Eva Widermann

Loris Raknian
Okoral

Eva Widermann

Eva Widermann

Dungeon #128 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

2 DUNGEON 128 Supplement


Bozal Zahol Froghemoth

Eva Widermann
Eva Widermann

Steve Prescott

Dungeon #128 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

3 DUNGEON 128 Supplement


Robert Lazzaretti Robert Lazzaretti

Robert Lazzaretti Robert Lazzaretti

Dungeon #128 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

4 DUNGEON 128 Supplement


Robert Lazzaretti

Robert Lazzaretti

Dungeon #128 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

5 DUNGEON 128 Supplement


Robert Lazzaretti

Dungeon #128 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

6 DUNGEON 128 Supplement


Robert Lazzaretti

Dungeon #128 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

7 DUNGEON 128 Supplement


RUNNING “THE CHAMPION’S BELT” IN THE FORGOTTEN REALMS
by Eric L. Boyd

C onversion notes for Waterdeep (Free


City), Dagsumn (Eligos), and Kyrss
Wands (Pollard) are given in the
Realms conversion sidebar for “Hall of Harsh
Reflections.” Conversion notes for Theldrick, a
areas 16, 21, and 22) are actually tertiary pas-
sages that connect with the secondary sewer
passage (and its east fork) that leads north
from the primary passage west of SF18, as
shown in City of Splendors: Waterdeep, page 123.
Aridarye’s plans unraveled eight days a�er
the funeral of Urtos I, when Lord Urtos II
(LN afflicted werewolf [augmented Tethyrian
human] fighter 10) returned unexpectedly, two
months a�er his disappearance. The mantle of
priest of Bane (Hextor), are given in the Realms The nearest surface sha� is area SF18 (which lordship passed to Urtos II, and Aridarye was
conversion sidebar for “Three Faces of Evil.” corresponds to area G on the map), which is reduced to the role of tolerated stepmother.
actually placed roughly south of area 20 on the Within a year of his return, Lord Urtos II
Field of Triumph map and opens on the surface in a cul-de-sac married Lythis Mhairuun (NG female Tashlutan
The Field of Triumph (Free City Arena) ($77) is opening northeast of Toalar’s Lane. human aristocrat 5), sole heir to the Tashlutan
one of the chief attractions of the City of Splen- merchant family’s watchspider business. She
dors. This huge open-air stadium is the site of House Phylund bore him three sons, but the Lords of Water-
various spectacles staged for the populace of House Phylund has long been known for train- deep have barred any of them from inheriting
Waterdeep. From late spring to late autumn, ing and procuring fierce monsters. In the Year the patriarchy of House Phylund (presumably
thousands of people flood through the awe- of the Turret (1360 dr), Lord Urtos Phylund I because they fear the taint of lycanthropy that
inspiring Lion Gate to witness shows of magic, (Lahaka), the widowed patriarch of House Phy- has infected their line). As such, Urtos III, half-
martial skills, horse races, and exhibitions of lund and director of the Field of Triumph, fell brother of Urtos II and son of Aridarye, remains
monstrous creatures big and small. The field for the charms of Lady Aridarye (NE female the heir. Urtos II is primarily involved with the
also acts as a public forum for mportant public Tethyrian human aristocrat 7), who had moved raising of his young family and tending to the
events such as the Open Lord’s proclamations to Waterdeep the year before as the consort fortunes of House Phylund.
to the city and gatherings for foreign dignitar- of an Amnite trader and soon found herself Although he keeps a civil relationship with
ies. The Field of Triumph is closely associ- at home amongst the parties and intrigues of his former stepmother, Urtos II recently dis-
ated with the church of Tempus (Kord). An Waterdeep’s merchant nobility. A�er Aridarye covered that the bones of his late father had
old shrine of Tempus beneath the arena (now set her sights on Urtos I, she quickly arranged gone missing from the family vault, renewing
a shrine of Kyuss) has been abandoned in favor the death of her former lover by setting him his longstanding suspicions that there was
of the House of Heroes. up to pay for some illicit goods in a Dock Ward something mysterious about his father’s death
The Field of Triumph is mapped in City of alley with counterfeit coins. Aridarye married and that Aridarye might have been involved.
Splendors: Waterdeep, page 99. The House of Lord Urtos I in the month of Ches and gave As such, Urtos II has hit upon the idea of
Heroes ($58) (the primary church of the Lord of birth to a baby boy, Urtos III, in the Year of the sponsoring a team of gladiators in this year’s
Battles in Waterdeeep), is located just north of Wave (1364 dr). During this time, Lady Aridarye Champion’s Games and using them to search
the Field of Triumph across Jelzar’s Stride. Pren- was instrumental in orchestrating the sharp for clues beneath the Field of Triumph. When
dergast’s Villa (Raknian’s Palace) lies in the south- increase of House Phylund’s fortunes. Event 4 unfolds, Urtos II explains that his old
east corner of the block just west of the House In the Year of the Sword (1365 dr), two trag- friendship with Prendergast and complicated
of Heroes, across Jelzar’s Stride from the Field of edies struck House Phylund. First Lord Urtos II relationship with Aridarye make it difficult for
Triumph. The Games Administration Building, (Ekaym Smallcask), eldest son and heir of Urtos him to search for clues beneath the arena. He
Prendergast’s Bodyguards Barracks (Raknian’s I, fell victim to a wolf pack during a hunting trip implicates Aridarye, not Prendergast, in the
Bodyguards Barracks), and Raknian’s Stables are to the Phylund Hunting Lodge in Ardeep Forest murder of his father, and is unwilling to con-
the three adjacent buildings due west of Prend- during the month of Alturiak and was presumed sider any implication that Prendergast might
ergast’s Villa (with the stables actually opening dead. (A servant in the hunting party seeking have been involved.
onto the small alleyway that runs north/south to curry favor with Lady Aridarye employed a
through the center of the block). The chimney scroll she provided to summon a huge pack of House Brokengulf
(area F) that leads up from the Coenoby kitchen wolves, but the magic of the scroll “accidentally” In addition to exploration and guiding, House
(area 17) opens into the southern end of the alley consumed him as well.) A grief-stricken, sullen Brokengulf has made its fortune hunting and
in the block due east of the House of Heroes. Urtos I fell soon a�er, having apparently grown procuring exotic beasts for sale in the City
The Warden’s Barracks and the west entrance careless while transporting a caged owlbear into of Splendors. Prendergast “Gast” Brokengulf
into the Field of Triumph (not shown) face onto a holding cell beneath the Field of Triumph. The (CE male Tethyrian human fighter 13) (Loris
Seaeye’s March. The passage (B) from area 5 to cage wasn’t locked properly, costing the patri- Raknian), heir to the lordship of House Bro-
Prendergast’s Villa actually runs under Jelzar’s arch of House Phylund and six beast handlers kengulf and uncle of the current lord, fell
Stride. The eastern entrance to the Field of Tri- their lives. Aridarye, playing the grieving widow, to Aridarye’s charms in the Year of the Wave
umph is the aforementioned awe-inspiring Lion laid her husband to rest and compensated the (1364 dr). At the time, Lord Prendergast was
Gate. The south entrances into the Field of Tri- families of the deceased for their losses. She a noted hunter and prominent gladiator
umph (not shown) open on to Julthoon Street. planned to have her young son named lord and with many victories on the Field of Triumph.
All areas on the Hidden Shrine of Kyuss map herself named regent, giving her complete con- Despite his close working relationship with
marked “To Stream” (including those found in trol of the Phylund family fortune. Lord Urtos I and friendship with Urtos II,

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8 DUNGEON 128 Supplement


Prendergast succumbed to Aridarye’s wiles a way to keep him young. Still consumed with dresses, favoring blue and purple, and is
and arranged the accident that killed Lord guilt over his role in the death of Urtos I and never without her ornate dagger.
Urtos I in the tunnels beneath the arena. morbidly depressed over Aridarye’s rejection, Aridarye is the consummate business-
In the years that followed, Prendergast and Prendergast used the token to contact Bozal and woman, able to foresee trends in the mar-
Aridarye continued their twisted relationship, convince him to return to Waterdeep. In his off ketplaces of Waterdeep and the Sword Coast.
eventually marrying in the Year of the Banner hours, the director of the Field of Triumph spent She is far more practiced at bookkeeping
(1368 dr). Despite his fear of aging and death, much of his time with Bozal, learning more with and business than most other Waterdhavian
his all-consuming guilt over his misdeeds, and each passing night of Kyuss and his dark prom- nobles. Despite her appearance, Aridarye is a
Aridarye’s endless manipulations, Prendergast ises. Under Bozal’s direction, Prendergast began private woman, not prone to revealing secrets.
became director of the Field of Triumph and was funneling much of his monthly income to back Among the social-climbing, money-conscious
instrumental in arranging the first Champion’s Theldrick and the Ebon Triad, unaware that in nobility, she is noted for her flawless tact and
Games (at Aridarye’s urging) as a way to increase so doing he is funding one of his wife’s former grace. Her customers and fellow merchants
the market for the wares of House Brokengulf lovers. (Aridarye has caught wind that Prend- comment on her good business sense. She
and House Phylund. During this period, Prend- ergast is spending time and money on some- is famous for her bell-like laugh, but always
ergast’s narcissistic personality could not toler- thing, but she has yet to figure out where the remains tight-lipped and in control while in
ate the inevitable decline of his mortal body, and funds are going.) Prendergast and Bozal began to public. To her servants, family, and close asso-
as the once indomitable hunter and gladiator secretly prepare the ritual to mark Prendergast ciates, she is a high-handed martinet with a
of a thousand fights watched his hair turn gray as a favorite of Kyuss, since escape from decay great need to feel in control. When pleased,
and felt his bones begin to ache, he realized time was a favor granted only to the most devout she carries the subtle yet unmistakable air of
was the only opponent he could not beat. Pren- worshipper of Kyuss. Such an unholy miracle a promiscuous hedonist.
dergast secretly grew more and more jealous of also required a massive sacrifice performed by Aridarye is aware that something is afoot,
the impudent, ambitious young gladiators who one of the Apostles of Kyuss, the “Blood of a but she remains ignorant of the depths of
fought for glory in his arena. Yet he dared not Champion,” and the bones of a victim murdered her husband’s desperation or his renewed
endanger his public image, so he kept his jeal- by the would-be favorite of Kyuss. To meet the involvement with Bozal. She continues
ousy well hidden. Over the years, this jealousy, last requirement, Prendergast had the corpse of her affair with Auric during his infrequent
coupled with his lasting guilt over his role in Lord Urtos I stolen from House Phylund’s fam- visits to the city, while at the same time
the death of Lord Urtos I, festered and ate at ily tomb and gave them over to Bozal. she tightens her control over the fortunes
him from within. Prendergast began to use his Prendergast is now firmly in Bozal’s clutches. of House Brokengulf and House Phylund.
vast resources to search for a method to restore The two have chosen this year’s Champion’s Aridarye stays by her husband’s side during
his vigor and youth, but as one solution a�er Games as the altar for their sacrifice to Kyuss, as the Free Dinner and subsequent gladiato-
another proved false, his fear only grew. Prendergast has come to believe that the gladi- rial events and remains a wild card in the
In the Year of the Unstrung Harp (1371 dr), ators scheme against him and wait eagerly for throughout the adventure. She finds her
Aridarye arranged a meeting between her aging his demise so one of them can replace him as former stepson’s sudden interest in the
husband and a mysterious cleric from the Inner the younger, more handsome director of the games suspicious and worries that he is
Sea Lands named Bozal Zahol (referred to her Field of Triumph. One gladiator in particular, plotting to supplant Prendergast as direc-
by her former lover, Theldrick). Bozal Zahol the fighter Auric, has become synonymous with tor of the Field of Triumph. Likewise, she
spoke of secret rituals and potent prayers that, Prendergast’s paranoia, and if all goes accord- finds her husband’s mysterious new com-
if offered to his mysterious god, could halt the ing to plan, it will be Auric’s blood that anoints mitments worrisome and wonders what
aging process. Bozal Zahol told of how his deity the Apostle of Kyuss during the final game. is afoot. During the dinner, the PCs may
held in his hand the keys to decay, and only he observe Aridarye’s close observation of
could exempt a human from old age. Although Lady Aridarye Phylund Brokengulf both Prendergast and Urtos II with a DC
Aridarye was intrigued, Prendergast was natu- Lady Aridarye Phylund Brokengulf is a viper 20 Sense Motive check.
rally suspicious, and when Bozal Zahol wouldn’t in a comely human shell who expertly wields
offer him proof or reveal the name of his patron, people and money as tools and has infallible Aridarye has informants among the
Prendergast had the cleric escorted from his trade instincts. She has played a key role in the employees of the Field of Triumph, and if
villa—but not before accepting a small magic ongoing familial intrigues of House Phylund they observe any suspicious behavior on the
token that would allow Prendergast to contact and Brokengulf over the past fi�een years. part of the PCs, word quickly gets back to
Bozal if (when) he changed his mind. That would Often mistaken for a much younger Lady Aridarye. Aridarye then has the PCs
have been the end of the story, if not for the ever- woman, Aridarye has attractive, slender fig- watched, trying to determine what they are
changing whims of Aridarye. ure and hair that falls to her waist, though she up to and what they have learned. She is
In the Year of Wild Magic (1372 dr), Aridarye normally wears it piled in elaborate coiffures not above attempting to seduce one of the
became involved with a handsome young gladia- confined by her favorite golden headdress. PCs if there is no other way to obtain the
tor named Auric, but word of their affair got back Her eyes are a warm chestnut brown, but information she needs. Eventually, Aridarye
to Prendergast. Lady Aridarye coldly informed many who cross her swear they turn scarlet concludes that the PCs are a threat to her
her husband that he was no longer welcome in with her fury. Her smile can dazzle a suitor position, for they might expose her hus-
her bed, saying he had grown too old to satisfy or freeze the blood of an assassin. Aridarye band’s crimes. As such, she does her best to
her and that he had rejected her efforts to find wears expensive, form-flattering gowns and undermine them, possibly by using inter-

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9 DUNGEON 128 Supplement


mediaries to cast doubt on the motives and Arcane Auriga is composed of exiles from The Hidden Shrine of Kyuss
nature of Urtos II. Evereska (Celene). The zombie made from the corpse of Lord
Joren is a member of the Gray Wolf Urtos I is also necessary to complete the rit-
The Gladiators Uthgardt tribe and his team, the Spine’s ual. It waits patiently within the Ulgurstasa
Tirra is a member of the Shadow Thieves Revenge (Badlands Revenge) is named for Chamber (area 32, not area 29) and is clearly
(Guild of Thieves), a newly resurgent thieves’ the Spine of the World mountain range far visible from the Pump Room (area 26). The
guild outlawed over a century ago by the Lords to the north. Apostle of Kyuss consumes the zombie before
of Waterdeep and now firmly ensconsed in The Sapphire Squad hails from bursting through the floor of the arena to
the power structure of Amn. Calimshan. attack Auric.

RUNNING “THE CHAMPION’S BELT” IN EBERRON


by Keith Baker

I n “The Champion’s Belt” the adventur-


ers battle for supremacy in the arena of
the Free City in the hopes of stopping
Loris Raknian from making a terrible sacrifice
to Kyuss. Here are a few ideas for converting
Celeste and Manzorian
The Lords of Dust are not unopposed in
their quest to reshape Eberron, and their
most implacable foes are the dragons of the
Chamber. Manzorian is one such dragon,
Towers; while run by halflings, the Boromars
employ thieves of all races. The master thief
is Saidan Boromar.

The Gladiators
the adventure to the world of Eberron. and Celeste is one of his agents. Despite The members of Arcane Auriga are exiles from
their personal power, they are bound by dra- Aerenal, expelled for their violent tendencies
Who is Kyuss? conic law and the dictates of the Prophecy: and misuse of magic. The gnolls of Badlands
The Age of Worms is driven by the schemes of if Katashka-Kyuss is to be truly defeated, it Revenge were recruited from the Brother-
the Cult of Kyuss. But how does this group fit must be accomplished using the tools of the hood of Droaam. Joren is a half-orc from the
into Eberron? In this adventure, Eligos tells Prophecy: the player characters. Shadow Marches, although his motivation is
the party of the threat that lies ahead. Celeste could be le� as an eladrin, a rare unchanged. Korush of the Sapphire Squad is
In Eberron, Kyuss is not a god. He is a wiz- outsider who has chosen to leave her home an exotic traveler, as Janni are rarely seen in
ard born in Sarlona over two thousand years plane to fight evil on Eberron. However, in Khorvaire; he may tell tales of a fabulous city
ago, who was driven to Khorvaire by those who keeping with her role as an agent of the Cham- of Janni in the depths of Xen’drik, hidden
feared his dark magics. He established a city ber, it makes more sense for her to be a dragon from human eyes. Korush is sponsored by
in the region now known as Q’barra, where he (CG female silver dragon) in human form. House Lyrandar, and is especially friendly to
continued his study of necromancy. But Kyuss any member of that house.
was not content with mortal magic. He learned The Arena
of an ancient power of undeath: Katashka the In Eberron, the Free City Arena is replaced The Froghemoth
Gatekeeper, one of the overlords of the Age of with the Hollow Tower in Middle Dura, men- The froghemoth was brought to Sharn from a
Demons. Kyuss pledged himself to Katashka tioned in Sharn: City of Towers. Death-matches vast, marshy region of Xen’drik; it’s never been
and learned his terrible secrets, including the are not normally allowed under the Code of seen on Khorvaire before, but others could be
creation of worm-infested spawn. Ultimately Galifar, but aggressive sports are fine as long as encountered on future trips to Xen’drik.
Kyuss sought to become a physical vessel for healers are on hand to care for the losers. How-
Katashka’s power, and he sacrificed his city of ever, accidents do happen and there have been The Shrine of Kyuss
followers to accomplish this task. But some- less enlightened times in the past, allowing for This was previously a shrine dedicated to the
where along the way he had miscalculated, by the “spirits of those who died in the arena” to war god Dol Dorn, and the desecrated sym-
joining his soul to the spirit of Katashka, he rise up in Part Four of the adventure. bols of Dol Dorn and the Sovereign Host can
bound himself into the demon’s prison. Kyuss While the arena is located in Middle Dura, be seen throughout the area.
had doomed himself for eternity. it nonetheless still has the caves beneath it,
However, with the return of the spawn of along with the other chambers described in Bozal Zahol
Kyuss and the reappearance of Kyuss’ cult, the adventure. The Hollow Tower is located Bozal is descended from fiends, but not devils
it’s clear that sages were too quick to dismiss in the district of Hareth’s Folly, which is or demons. The blood of his ancestors was
the threat. The obscure prophecy of the Age renowned for its bizarre architecture. In this twisted by traffic with the rakshasa. As such,
of Worms had drawn little attention until case, the coenoby is not remotely natural; the Bozal does not have horns or hooves. His tail
now, but Eligos believes that it speaks of the mad architect Hareth ir’Talan created an arti- is the tail of a great cat, and his eyes are large
release of Katashka-Kyuss and heralds an ficial cavern beneath the arena. and yellow, with vertically slit pupils. His
age of terror. dark hair has orange tiger stripes, and his
Eligos believes that fiendish servants of The Thieves’ Guild ears are long and pointed. Mechanically, he
Katashka are behind the reemergence of the Sharn includes a number of criminal guilds. retains the powers of a tiefling; but anyone
Cult of Kyuss, and that these Lords of Dust Tirra is a member of the Boromar Clan, which who makes a DC 20 Knowledge (the planes)
have also been manipulating the Ebon Triad. is described in more detail in Sharn: City of check recognizes his rakshasa ancestry.

Dungeon #128 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

10 DUNGEON 128 Supplement


BACKDROP: THE FREE CITY BY RICHARD PETT

BY RICHARD PETT
BY MATT DIXON
BY ROBERT LAZZARETTI

64 DUNGEON NOVEMBER 2005


T
he fourth and fi�h adventures This Backdrop instead presents a small neighborhood—Nevern Walk, Bobclay’s
in the Age of Worms Adventure portion of one of the Free City’s many Alley, and Muddle Street. These streets are
Path take place in the Free City, districts, focusing on a single neighbor- traveled by locals, for the most part, and the
a massive metropolis that holds limit- hood of a few dozen buildings. It is an looming walls of the surrounding build-
less opportunities for adventure, excite- older part of the Free City, in which the ings keep them in perpetual shadow save
ment, and intrigue. A proper and full houses and hovels sag and lean, and stone for an hour or two during midday.
exposé on this city could easily take up surfaces are weathered smooth like grave- Building walls are very rough and can
an entire issue (or more) of Dungeon. stones marking forgotten souls. Above the be scaled with a DC 10 Climb check. Roofs
Further, the Free City itself is intended streets, towering chimneystacks rise high vary between 20 and 40 feet in height
to be completely adaptable to your cam- above rat-infested shingles, and ravens (although a few buildings described are
paign. If you’ve set the Age of Worms in call into the perpetual twilight of the taller), and are wood shingled unless indi-
the Forgotten Realms, the Free City is cavernous alleys beneath. cated otherwise. The narrow streets are
Waterdeep. In Eberron, it is the city of The locals call this corner of the city slightly raised in the center so rain washes
Sharn. In the World of Greyhawk, it is Midnight’s Muddle. filth to gutters on either side. Drains in
Greyhawk City itself. In your home cam- the gutters down to the sewer below o�en
paign, it could be anything else. A full MIDNIGHT’S MUDDLE back up during the rainy season.
accounting of the Free City would thus The streets of Midnight’s Muddle are The southeastern face of Midnight’s
ironically limit its usability in the various narrow and unlit, and chimneys o�en Muddle faces the Free City’s Low Mar-
campaigns, since each of these potential cloy the alleys with the tangy stink of ket, a large square that hosts crowded
cities has a different look and feel. woodsmoke. Three streets pass through the daily markets that draw customers and

NOVEMBER 2005 DUNGEON 65


BACKDROP: THE FREE CITY BY RICHARD PETT

entertainers from throughout the city’s prepares delicious (and tangy) greenvise
less affluent districts. If there’s anything salads. Mobber himself talks very slowly,
the PCs seek that can’t be found for sale a side-effect from spending too much
in Midnight’s Muddle, chances are that time conversing with plants that have all
they can probably find it for sale some- the time in the world to listen.
where in the Low Market.
4. Crowmar’s Magnificent
1. Tarquin’s Manor Lantern Emporium
Tarquin Shortstone XXIV (NG male gnome Crowmar Footly (NG male human expert
expert 3) is a small gnome who seems to 2) is a very tall and stocky man with a pen-
have every color of the rainbow in his flam- chant for Tarquin Shortstone’s barley wine.
boyant attire. The owner of the Crooked Crowmar’s made a lot of money selling
House (area 2) next door, Tarquin dwells lanterns, sunrods, and other illuminating
in this impressive townhouse, where he objects over the years—many of the lan-
leads a flamboyant life and is o�en seen terns found in Midnight’s Muddle are his
in the early morning singing hymns from design. Yet recently he’s fallen on
his roo�op balcony. Tarquin keeps seven hard times. A few months ago
extraordinarily well-behaved but still dan- he had a large purse of money
gerous hounds as protectors and friends. He and a bursting enthusiasm for a
o�en pays customers to walk them. great idea he believed would rev-
Tarquin’s house reflects his charac- olutionize lanterns. He came up
ter—color, color, and more color. Clas- with this plan whilst working as a
sical statues cram his chambers (all of miner a foul Diamond Lake mine.
them extravagantly painted) and huge His plan was simple: a safe, portable
canvases of exotic landscapes dominate means of illumination for miners—spe-
the manor’s rooms. He keeps a staff of cially engineered fire beetle cages. Crow-
four at his house; all of which are visibly mar’s initial design was a cage with special Tarquin
scared of his hounds. Tarquin’s distant leg holes so that the fire beetle locked inside
relative Fosdike recently moved into the could still move around, to the limits of a 6. Ret’s Taxidermy
neighborhood (area 10), and the two o�en tiny chain attached to a bootstrap. Sadly, A stuffed otyugh stands watch outside this
spend long hours here playing with the Crowmar overestimated the cooperation cluttered shop front. The young halfling
hounds, repainting statues, or drinking of the humble (and stupid) fire beetle, and named Ret Mallenkask (LG male halfling
into the wee hours of the night. when a large number of imported fire bee- expert 5; Cra� [taxidermy] +14) who owns this
tles escaped, he very nearly had to sell his shop o�en wears a bloodstained apron, even
2. The Crooked House shop to cover the damages. Fire beetles can when out at night. He’s an expert at stuffing
One of the larger buildings in the neighbor- still be found in Midnight’s Muddle, and it’s trophy heads and animals and monsters of
hood, the Crooked House is just that, a bit off rare that a week doesn’t go by with stories all sizes, and claims that he once stuffed an
tilt. Its walls are all at odd angles and the win- of a child or pet being bitten by an angry entire dragon turtle for an eccentric (but
dows and doors aren’t quite squared. Despite beetle. These stories hurt poor Crowmar very rich) adventurer. Although the stuffed
this, the tavern and inn is in good repair. The almost as much as they hurt his savings. otyugh out front of his shop has seen better
Crooked House is detailed in full in “The days, he really is a talented taxidermist. He
Hall of Harsh Reflections,” in issue #127. 5. Murdo’s Pantry typically charges 50 gp per Hit Die to stuff
Murdo Aberankus (NG male dwarf expert an animal or monster.
3. Mobber’s Tasty Vegetables 2) cooks an incredible array of food daily,
A fine, three-story townhouse rises here. favoring foods he has specially imported 7. A Tinge of Vellum
Mobber Blaskenabby (LN male dwarf from foreign lands. His food is expen- Madame Alexia Tinge (LG female human
expert 2), the owner, uses the ground sive (double the normal prices found in expert 3) is a bookish, reed-thin woman
floor of this fine building to sell veg- the Player’s Handbook) but the cuisine who dresses in woolen clothes. She sells
etables he grows with the help of a (a mixture of spiced dumplings, pies and quality vellums (along with paper, parch-
friendly druid named Ilakarus Hoben- cakes) is exceptional. His eatery boasts a ment, quills, and inks) from this shop,
tak (LN male human druid 2) in a secret fine upper-floor terrace where customers and is never afraid to give her customers
garden a day’s travel south of the Free can get away from the bustle of the streets a somewhat shrill report on the rising
City. Mobber’s wares vary by the week. and enjoy a spectacular view of the Free prices of producing fine writing materi-
On some days he sells leaves from a sin- City. Murdo himself is astonishingly fat als in this modern day. A life-long spin-
gle colossal cabbage, while on others he and usually covered in flour. ster, she shares the upper floor with her

66 DUNGEON NOVEMBER 2005


three older (and equally shrill) sisters 11. Wake’s Construction Muddle depressed and suspicious—
Agatha, Tyara, and Zelaria. Kared Wake (LG male human commoner rumors abound that the fire was delib-
3/expert 1) is a strong but lean man in his erate. Those who arrived to help fight it
8. Moxitled’s Alchemical Wares thirties. His current trade keeps his ware- insist that the windows and doors were
Moxitled Jhrenn (CN male half-elf expert house full of timbers, stone, and iron. A ensorcelled and made impervious to harm,
3/wizard 2) is an eccentric man with wild, pair of 3rd-level human warriors guards preventing anyone from breaking into the
bushy hair. He spends much of his time in the building—Kared himself lives else- building to save Varda. Others hold that
his cellar laboratory, manufacturing alchem- where in the city with his family and only this is a flimsy excuse Varda’s supposed
ical wares for his twin sons Doran and Nor- visits this location to requisition building “friends” are spreading to explain why no
dan to sell in the cramped shopfront on the materials as he needs them. one was brave enough to enter the burn-
ground floor above. A�er his wife perished ing building. In any event, the church of
in a mysterious fire several years ago in a 12. Ruined Shrine Heironeous is strangely quiet on the mat-
distant city, Moxitled and his sons le� town Once a small shrine dedicated to Heiro- ter, and many who once worshiped the
and settled here. He is rarely seen by his neous, this building burnt down a few Invincible One have become disenchanted
neighbors, but his sons are common sights weeks ago. The only priest, a respected with their faith as a result.
at the Two-Necked Swan (area 26). man named Varda, was killed in the fire.
His body has been interred in the crypt 13. Burnt Hovel
9. Two-Boy Theatre below the Free City’s glorious Sanctum This building was consumed in the fire
The tiny theatre is run by a pair of young of Heironeous. The loss of Varda and that started at area 12. The family that
men who escaped the clutches of a wer- his shrine has le� many in Midnight’s once lived here has le� the city—the
erat orphanage owner on the other side
of the city. The older of the two is Danifar
(CG male human expert 2/bard 1), a hand-
some lad with short, dark hair and a ready Midnight Muddle
smile. Hestek (NG male human expert 3)
is the younger of the two, and his skill at
creating puppets is in large part the rea-
son for the success of their venture.
The boys put on plays in this tiny ten-
seat theatre (itself little more than a shed),
using silhouette puppets and their own
acting skills in religious miracle stories.
The boys generally give good account
of themselves, yet charge only 1 sp per
38
performance. Both boys believe that Lud- 28
wick, the wererat orphanage owner they 37
escaped a year ago, perished in the fire 25
that consumed his lair. Whether or not
24
27
this is in fact the case is unclear. 36 21 23
26 18
35
10. Shortstone Wines 20
A former temple to St. Cuthbert that fell 34 22
30
on hard times a�er its priest was exposed 29 33 19 17
in a scandal involving slavery and smug- 31 32 15
16
gling, this building’s new owner is a 14
gnome entrepreneur named Fosdike 11
Shortstone X (LN male gnome expert 13
2/rogue 1). Unusually tall and broad for 3 4 7 10
a gnome, Fosdike wears a monocle and
12
dresses in dark velvet suits. He is in the
process of converting this one-time tem-
9
1
ple into a warehouse to import and export 8
wine. Fosdike is the third cousin twice 6
removed of Tarquin (area 1), and the two 2 5 0 100
are the best of friends. feet

NOVEMBER 2005 DUNGEON 67


BACKDROP: THE FREE CITY BY RICHARD PETT

building is now used by vagrants and 17. Lobbly the Butcher name like “Thu N’arkik Wun” on its metal
vagabonds as an impromptu shelter. Lobbly Drent (N male human expert 2) is head before returning triumphantly (and
a miserable and lonely soul who seems possibly half an hour a�er being asked) to
14. Burnt Shop to take singular delight in chopping up the PCs. He charges full price (+10%), of
As with area 13, this shop went up in the meat. He never married, his parents are course. If the PCs confront him with the
fire that destroyed area 12. Its owner was a dead, and his only friends are his astound- truth (say, a�er casting detect magic on the
struggling apothecary named Laslo. The ing collection of knives. Still, his wares are halberd) he sputters and rages and refuses
day a�er the fire he threw himself into always fresh and his prices fair. to sell them anything more.
the Millstream north of the Muddle and
drowned. The local homeless avoid this 18. Marik’s Buns 20. Shrine of the Weeping Woman
ruin out of suspicious fear that Laslo’s Marik Larathka (LG female human expert Tucked under a bent yew tree of great age
ghost may now haunt the place. 1) is a portly lady who keeps her gray hair is a small, unassuming shrine. The little
tied in a bun. She makes very fine cakes building houses a statue of a female angel
15. Mistress Crump’s Hovel and buns, frequently using strong aro- that purportedly cried actual tears some
Mistress Oriana Crump (LN female matic spices such as nutmeg and cin- six years ago. A number of priests exam-
human aristocrat 2/commoner 3) is a namon to give her wares a unique taste. ined the statue a�er the event but found
chinless, toothless hag with such a pen- She and her six children run this bakery it to be nonmagical. Identification of the
chant for profanity that she is incapable with love and devotion, and start work- angel itself or of the statue’s mysterious
of uttering a sentence without betraying ing before dawn every day. The smells sculptor escaped the priests as well, and
a paucity in her vocabulary by swearing. from this bakery are a welcome addition they eventually cataloged it as a hoax.
She’s lived in the Muddle for decades, ever to the day, and many of the locals have The shrine is currently owned by For-
since her once proud family fell on hard made a ritual of starting their day sitting well Hog (NE male human druid 7/vermin
times and was forced to sell its estate. The on benches and chairs out front. lord 1), a tall, thin man who walks with the
local children enjoy tormenting her while aid of a stick. He claims to worship an
the local adults enjoy avoiding her. 19. Horatio Rib’s Everything obscure aspect of Heironeous called the
Aging Horatio Rib (LN male gnome aris- Weeping Woman, one of Heironeous’s
16. Tattoo Parlor tocrat 1/expert 3; Bluff +10) wears a thick lesser servitors and a patron of martyrs. He
Although many locals call him the Painted velvet robe and claims to have one of every- has several devoted followers in the neigh-
Man due to his fearsome appearance (he’s thing for sale in his tiny but crowded shop. borhood—all elderly souls who have lost
covered in tattoos of writhing worm-like His shelves and cupboards certainly have children in recent wars. Forwell dwells in
dragons), Jharan Hubris (NG male human all of the standard equipment listed in the a small cluttered chamber behind a timber
expert 2/bard 4; Cra� [tattoo] +14) is a Player’s Handbook as well as most mun- door at the back of the shrine.
kindly soul. The tattooist stands over 6 feet dane items. He actually has few magic items In truth, Forwell uses the shrine as a
tall and weighs 250 pounds, and generally (anything worth more than 300 gp is proba- front, and is the head of a small but dan-
walks around half-naked to show off his bly not for sale here) on hand, but claims to gerous religious sect called the Cult of the
wares. Hubris’s favorite subject is dragons, have many more in “storage out back.” His Festering One. Forwell was once a reclu-
but he is generally skilled at cra�ing any prices are a little high (10% over standard), sive druid who lived in the southern Cairn
tattoo. His works are not cheap, with a a surcharge Horatio says covers the fact that Hills. One fateful evening, he discovered a
small tattoo the size of a coin costing 1 his shop’s so well stocked. Sadly, Horatio’s strange cairn in which laired a particularly
gp. An apple-sized tattoo can cost up to 10 belief that he has everything for sale here intelligent and charismatic phase spider
gp, while large tattoos (such as the sinu- is a manifestation of his mild dementia. If warlock called the Festering One. The spi-
ous dragon that coils along his shoulders the PCs ask for something he doesn’t actu- der captured Forwell, and over the course
and down his right arm) can cost 100 gp or ally have, he attempts to Bluff the heroes of the next several months of torture and
more. His greatest works are magic tattoos that he actually has what they want if they’ll telepathic inquisitions, Forwell’s mind
that store spells. These tattoos function as only wait a few minutes for him to step finally snapped, and he began worshiping
potions—once used, they vanish. Jharan in back to retrieve the item from storage. the spider. He emerged from the Festering
can make magic tattoos of the following He then slips out of the building, races to One’s cairn a vermin lord—this prestige
spells: alter self, cat’s grace, cure light wounds, another shop or into the Low Market, and class is detailed in the Book of Vile Darkness,
detect magic, disguise self, or expeditious retreat. buys a stand-in for the requested item, tak- but enough details are provided here so
Their cost equals the cost of a potion of the ing a minute to spruce up the item before you can run encounters with this villain
same spell. Creating a magic tattoo takes returning with it in hand. If, for example, without requiring access to that book.
one day, and only the one who bears the a PC asks for a +2 anarchic halberd, Horatio Forwell charges 1 gp for visitors to see the
tattoo can be affected by its magic. Activat- dashes out to Zud’s Towering Armory (area statue, but allows his small (but growing)
ing a magic tattoo is a standard action that 27) buys a halberd, ties some colorful rib- congregation to visit and pray free of charge.
provokes an attack of opportunity. bons around its ha� and scratches an exotic Once in a while, one of his flock vanishes,

68 DUNGEON NOVEMBER 2005


fact that the skin on his torso and Possessions combat gear, bracers of armor +2,
back has grown rigid and chitinous. masterwork dagger, threadbare robes and cloak
A PC who interacts with Forwell can *This feat is from the Book of Vile Darkness;
make a DC 20 Knowledge (religion) any time a vermin is about to attack
check. Success indicates that he may Forwell, he can make a DC 20 Charisma
seem sincere in his worship, the angel check. If this check succeeds, that vermin
statue itself has no real connection to refuses to attack him for 24 hours.
Heironeous, and there is no known entity Chitin (Ex): A vermin lord gains a +1 natural armor
called the Weeping Woman who serves bonus to Armor Class from the chitinous plates
him. With a DC 30 check, the character that begin to grow on his flesh.
notices several tiny incongruities in the Vermin Servant: A vermin lord gains a
shrine or in Forwell’s manner that servant in the form of a vermin of up to 1
make it obvious he does not HD. This servant is treated as a familiar; its
actually worship Heirone- intelligence increases, and it is considered
ous. Forwell is quite versed a magical beast. Forwell’s vermin servant is
in matters religious and has a a Small monstrous spider.
fairly good Bluff check—this,
combined with his low profile, 21. Meply’s Alchemical Curatives
have kept his secrets safe so far. The short, balding Meply Molabian (N male
human sorcerer 6) is an alchemist with a
Forwell Hog CR 8 clever rouse. When he arrived in the Free
Male human druid 7/vermin lord 1 City a year ago, he struggled to make money
Forwell NE Medium humanoid as the competition constantly undercut him
Hog Book of Vile Darkness 73 and slandered his trade. To combat this, he
Init +2; Senses Listen +8, Spot +8 came up with a trick—he became his own
but since his worshipers are the forgotten Languages Common competition. Meply lives two existences,
elderly, no one really notices. The other AC 15, touch 12, flat-footed 13 running shops right next door to each
members of his cult believe that their miss- hp 46 (8 HD) other. The abuse Meply and “Din” heap on
ing friends have been called up to heaven Fort +6, Ref +4, Will +9 each other is so legendary in this area that
by the Weeping Woman to rejoin their mar- Spd 30 �. it is assumed they are mortal enemies. The
tyred children, and themselves look forward Melee mwk dagger +5 (1d4–1/19–20) constant war ensures that both their names
to the day Forwell invites them into his Ranged mwk dagger +8 (1d4–1/19–20) are never out of local gossip—which pro-
inner sanctum for the same reward. He’s Base Atk +5; Grp +4 vides both shops plenty of free advertising.
careful to not accept any worshipers from Special Atk wild shape 3/day Meply’s shop focuses on alchemical sup-
the neighborhood, accepting aspirants only Combat Gear wand of contagion (18 charges) plies and potions, and it is open for 8 hours
from other parts of the city. So far, no one’s Spells Prepared (CL 8th, ranged touch +7): during the day from 8:00 in the morning to
noticed there’s anything unusual going on 4th—cure serious wounds, giant vermin 4:00 in the a�ernoon. His ring of sustenance
here, a testament to Forwell’s subtlety as 3rd—cure moderate wounds (2), remove disease allows him to run both this shop and the
much as to society’s willingness to ignore 2nd—barkskin, chill metal (DC 14), flaming one next door with ease.
the possibility of something terrible hap- sphere (DC 14), reduce animal (DC 14) A DC 20 Search check of Meply’s per-
pening next door. Forwell is responsible for 1st—cure light wounds (2), magic fang, sonal chambers in the back of the shop
the fire that killed Varda and burnt areas obscuring mist, produce flame reveals a secret door that allows access to
12–14, but he covered his tracks well. He lit 0—detect magic (3), light, read magic, virtue the shop next door.
the fire a�er Varda learned a little too much Abilities Str 8, Dex 14, Con 12, Int 10,
about his true nature. Wis 15, Cha 15 22. Din Danly’s
Forwell is currently working at expand- SQ animal companion (none currently), Alchemical Curatives
ing the basement below his shrine into a chitin +1, nature sense, resist nature’s The bearded Din Danly has an outstand-
space large enough to house the Fester- lure, trackless step, vermin servant, wild ing head of red hair—his pride and joy. Of
ing One itself. Once this space is ready empathy +9, woodland stride course, this is all a disguise—Din is actu-
in a few months, he hopes to smuggle the Feats Combat Reflexes, Persuasive, Skill ally Meply Molabian, disguised with a hat
phase spider into the city so he can be Focus (Bluff), Verminfriend* of disguise. Din’s shop is open from 6:00
closer to his patron. Forwell himself is a Skills Bluff +17, Diplomacy +4, Hide +5, in the evening until 2:00 in the morning.
lanky man with stringy hair and sunken Intimidate +6, Knowledge (nature) +8, His shop focuses on poisons and magi-
eyes. He always wears a ratty gray cloak Knowledge (religion) +5, Listen +8, Move cal powders, elixirs, and other one-shot
and darker colored robe that hide the Silently +5, Survival +4, Spot +8 wondrous items.

NOVEMBER 2005 DUNGEON 69


BACKDROP: THE FREE CITY BY RICHARD PETT

23. Yalexex’s Abode why the worms appear in his paintings—if the layout of the public area and the his-
The eccentric artist Yalexex (CN male confronted, he may even accuse the PCs tory of any notable battles there.
human expert 10) who lives here was of painting them in just to mess with
attracted by the cheap rent and lives in pov- his head. The truth behind these hidden 27. Zud’s Towering Armory
erty in his roo�op garret. The floor below worms is le� for you to develop. Zud Yabberchap (LN male halfling expert
is a rickety open space in which he stores 4) is a wild-eyed, red-haired man who fos-
painting supplies. The paintings them- 24. Weft Tower ters a pathological hatred of Souf (area 28).
selves (all wonderful and masterfully done This three-story tower is the home of Ulous Zud makes a brisk living selling armor and
portraits of famous citizens of the Free City) We� (CN male human commoner 3/rogue weapons, most of which he’s cra�ed him-
are kept in a stack under a ratty blanket in 3), a failed rogue and trickster with long gray self. Anyone who insults or badmouths
the corner. The handsome brown-haired, hair. He moved to the neighborhood several Souf earns Zud’s immediate friendship
fair-skinned artist is o�en covered in col- years ago amid rumors of his fabulous wealth and a 10% discount on anything they buy
orful paint, and he talks quickly and o�en and stories of relatives who were successful here. Zud’s hatred of the lizardfolk stems
changes subjects in mid-sentence. adventurers. A broken and bitter man, Ulous from a childhood tragedy when his village
Yalexex paints people who catch his never receives visitors. The penniless man was accidentally flooded by a dam con-
eye—most of his portraits are of average lives alone, save for a large number of rats structed by a group of lizardfolk.
people he met on the street who possessed he’s been unable to exterminate.
some hidden aspect that intrigued him. If 28. Souf’s Paraphernalia
any of the PCs has a Charisma score of 16 25. The Boat Souf (NG male lizardfolk expert 2) is some-
or higher, Yalexex might notice them in A large sign hanging in front of this shop thing of an oddity and a local legend. A
the neighborhood and ask them to come brazenly proclaims “The Boat—She sails cultured and so�-spoken lizardfolk, Souf
to his home to sit for a painting. The the ocean of commerce!” The sign depicts a abandoned his tribe to move to the Free City
process takes 1d4 days, and the resulting colorful boat with a larger-than-life image in an attempt to educate its citizens about
portrait just happens to be a masterpiece of the owner’s red rosy cheeks and grin his people. Over the past several years, he’s
worth 500 gp. Yalexex, of course, is dis- emblazoned on a foresail. This is Cobly managed not only to establish himself as a
satisfied with it and tries to destroy it. A Weent (LG male human expert 3), a large respectable citizen, but a shopkeeper as well.
DC 25 Diplomacy check is enough to con- man who dresses in red silks that match His place is a tower of clutter. The rooms,
vince him to sell it to the PC for as little his rosy red cheeks. Cobly lives here with doorways, stairs, and floor are crammed
as 1 gp, provided the PC gives him time to his wife, his three children, his mother, and with items—piles of books about ant hills
paint over his signature (Yalexex doesn’t his infirm grandmother, all of whom are lie on top of others about horse barding, a
want his name attached to anything of packed tightly into the upper floor apart- ballistae hangs from a wall under a banner
such obvious low quality). ments. The lower floor is a shop front that of frog-men fighting a group of badgers,
Yalexex’s other works are quite well sells all manner of furnishings, carpets, and a stack of six crates of sunrods leans
made—a DC 20 Appraise check reveals statues, and other goods for dressing up perilously next to the counter. Souf dresses
that each of the two dozen portraits he a home. The interior of this shop is cun- like a human merchant and is more than
has on display could fetch as much as 100 ningly built to resemble the below-decks willing to give his customers the luxury
gp from collectors. Yalexex has no real chambers of a massive merchant ship. of looking around without dealing with a
interest in selling his works, though, and pushy salesman. Souf has had several acci-
treats his finished pieces with passive 26. The Two-Necked Swan dents lately, and his arm is currently broken
disinterest, unaware of how good they The roughest ale-house in Midnight’s and in a sling a�er a timber fell on him
really are. If a PC convinces him to show Muddle is run by Tudge (CN male half- from one of the rickety buildings nearby.
them to a collector (a task requiring a DC orc warrior 5) and Ruck (CN male half-orc He suspects Zud is behind these “accidents”
30 Diplomacy check), Yalexex becomes an warrior 3/expert 1), bald half-orc broth- but can’t prove it, so he’s taken to avoiding
overnight success and soon moves out of ers who won the bar in a bet. The place the hateful halfling as much as he can.
Midnight’s Muddle into a much nicer flat has a well-deserved reputation for being
in the northern end of the Free City. How a den of gamblers, lowlifes, and cheap 29–35. The Muddle
the artist treats his PC patron a�er he’s prostitutes. A small circular amphithe- This cluster of buildings comprises the
discovered is le� to you. ater in the basement is always open for bulk of the residences in the Muddle.
One strange manifestation of Yalexex’s business. This fighting pit hosts battles Each building is a tenement that houses
eccentricity is the fact that he always incor- between warriors, between warriors and anywhere from 10 to 30 people in small,
porates a tiny green worm into his por- beasts, and between beasts. Tudge and cramped apartments. The tenants here are
traits. The worm is usually quite hard to Ruck are frequent visitors to the Free City nevertheless friendly and open. The build-
find (DC 30 Search check), but it is unmis- Arena, and if the heroes can change their ings themselves all belong to a man named
takable once located. Yalexex is unaware attitude from indifferent to friendly, they Kerril Besk (LN male human aristocrat 2/
of this quirk, and has no explanation as to provide details on the place, in particular expert 1), a fair and just landlord who makes

70 DUNGEON NOVEMBER 2005


a tidy fortune on rent gathered from these influences from the Far Realm or his obses-
buildings (and several others like them sion with doors. For example, a magic suit
scattered throughout the Free City). Kerril of armor made by him is embossed with
himself lives elsewhere in the Free City and layers of colored enamel depicting pupil-
only visits the Muddle when he’s forced to less eyes around filigree work of writhing
do so to collect on late rent. There are cur- tentacles and open doorways.
rently no vacancies in these buildings.
37. Web’s Rooftop
36. Ph’xeris the Miracle Dragonchess Parlor
Ph’xeris (CN male human aristocrat 2/wiz- Aging minor noble Ermelda Web (LG
ard 7) is an artist who glimpsed the Far female human aristocrat 7), a double-
Realm and has never been the same since. chinned snob who wears expensive jew-
Independently wealthy, he usually walks elry and clothes, runs a smart dragonchess
around his house naked, exposing his piti- parlor from the upper floor and roof of
fully thin body. His huge house is a series of her manor. Her velvet-lined gaming tables
extended breezy open balconies crammed and floors attract the finest clientele in the
with insane paintings, statues of iron, and Muddle and beyond. Ermelda provides a
clay sculptures of twisted things, (including selection of fine wines and delicate sea-
many aberrations) so real looking he must food for her guests, who can only enter by
have used living examples as reference. invitation (requiring a DC 25 Diplomacy
Ph’xeris is obsessed with having the build- check or a bribe of no less than 500 gp). In
ing with the most number of doors in the the Muddle, only Zud and Tarquin Short-
Muddle and has personally installed hun- stone are members of her elite circle.
dreds of them (many of which open outside
on upper floors) in his manor over the years. 38. Shrine to Obad-Hai
Although eccentric, he’s fairly harmless and Anlathi Merilain (NG female elf cleric 5)
would be willing to cra� magic items on is a well-liked priest of Obad-Hai, and the
commission for the PCs. Bear in mind keeper of this small shrine of the god of
that anything he cra�s incorporates subtle nature. Her shrine is the only functional
place of worship in Midnight’s Muddle,
Ermelda and is located near a small section of unde-
Web veloped land she’s managed to claim from
the city government in Obad-Hai’s name.
Much of her time is spent ensuring that
new construction and development in the
Free City is undertaken responsibly, but
with the loss of the local shrine of Heiro-
neous, many of the Muddle’s inhabitants
have turned to her for religious guid-
ance. She’s a little overwhelmed at the
sudden shi� in attention, but does what
she can to tend to the sick and needy of
the Muddle nevertheless. E

With thanks to building engineer Mike


Whiteoak for his advice, the Muddle is also
dedicated to my old mate Mark Crowfoot, one
of the most shamefully ludicrous role-players
its ever been my pleasure to DM. Along with
the self propelled fire beetle cage (“oh come
on, how can that not work Rich?”), one of
Mark’s many proposals was to try to per-
suade me that his wizard could lie flat on
his back and horizontally levitate along the
ground and past some guards.

NOVEMBER 2005 DUNGEON 71


Mat Dixon

BACKDROP: THE FREE CITY


by Richard Pett

Welcome to Midnight’s Muddle, a lively Free City neighborhood packed with friends and foes alike. As the Age of Worms marches ever forward,
the Muddle offers your PCs new contacts and a new home.

Midnight Muddle
Tarquin

38
28
37
25
24
27
36 21 23
26 18
35
22 20
30 34
29 33 19 17
31 32 15
16
14
11
13
3 4 7 10
12
9
1
8
6
2 5 0 100
Mat Dixon
feet
Robert Lazzaretti

Dungeon #128 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

11 DUNGEON 128 Supplement


Forwell Hog

Ermelda
Webb

Mat Dixon

Mat Dixon

MIDNIGHT’S MUDDLE IN THE FORGOTTEN REALMS


by Eric L. Boyd

T he neighborhood known as Mid-


night’s Muddle occupies one block
within City Ward, just southeast of
the Market. Midnight’s Muddle is bounded by
Bazaar Street, the High Road, Lamp Street, and
9. Two-Boy Theatre
Ludwick, the wererat orphanage owner, is
or was a member of the lycanthropic gang
known as the Plague Rats. The ruins of his
orphanage can be reached from Deloun Alley.
29-35. The Muddle
The Muddle only occupies three buildings in
Waterdeep (numbered 29, 30, 31). These build-
ings are owned by Kerril Husteem (Kerril Besk),
a member of House Husteem and cousin of the
the Street of Bells. Thanks to its close proximity (See City of Splendors: Waterdeep, page 57.) current patriarch, Lord Orbos Husteem.
to the Market, the neighborhood suffered some
damage during the Time of Troubles, but not 10. Shortstone Wines 37. Cragsmere’s (Web’s) Rooftop
enough to be substantially rebuilt. As a result, This building was formerly a shrine of Helm. Lanceboard (Dragonchess) Parlor
Midnight’s Muddle is a little more rundown than This building is owned by Ermelda Cragsmere
the surrounding area and is more akin to Dock 12. Ruined Shrine (Ermelda Web), a member of House Cragsmere
Ward than neighboring North Ward. A single This building was formerly a shrine of Tyr. and paternal aunt of the current patriarch,
alley, Midnight’s Muddle (Nevern Walk, Bobclay’s Japhyl “The Hawk” Cragsmere. One member
Alley and Muddle Street) curves through the 16. Tattoo Parlor of Ermelda’s regular clientele is “Hurlblar Cor-
heart of the block, reachable via two narrow lanes Jharan Hubris escaped slavery in Thay, where thyn,” who appears to be a book collector who
connecting to the Street of Bells to the west. he learned his cra�. (He has the Tattoo Magic dwells in modest upper rooms above Ragathan
Conversion notes for Waterdeep (Free City), feat, detailed in Races of Faerûn, page 170, Furriers (N43). Further details on “Hurlblar” may
Dagsumn (Eligos), and Kyrss Wands (Pollard) and Lords of Darkness, page 189.) Since the be found in City of Splendors: Waterdeep, page 31.
are given in the Realms conversion sidebar Thayan’s opened an embassy just north of Hurlblar is friends with Ermelda and views her
for “Hall of Harsh Reflections.” the market (C70), he has kept a low profile, continued safety with parental concern due to
fearful that someone might recognize him his long-forgotten ties to House Cragsmere.
1. The Crooked House and have him kidnapped and returned to
The Crooked House lies at the northern tip his old master. 38. Shrine to Silvanus (Obad-hai)
of the block, at the corner of the High Road This building is a shrine to Silvanus.
and Bazaar Street. Tarquin Shortstone XXVI 20. Shrine of the Weeping Woman
is an old friend of Dagsumn and proprietor Forwell Hog purports to worship an
of the Crooked House. He frequently meets obscure Ilmatari saint known as the Weep-
Dagsumn for a friendly game of lanceboard ing Woman, the patroness of children lost
(dragonchess) at the Elfstone Tavern (C32). in war.

Dungeon #128 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

12 DUNGEON 128 Supplement


W hen the PCs return to
Diamond Lake to con-
sult with their friend
Allustan, they find the town in shambles
and Allustan missing. Locals tell tales
of a terrible dragon’s rampage through
should hit 12th level at some point in
this adventure, at which point those who
have studied the cult of Kyuss and read
through the Apostolic Scrolls they recovered
in “The Champion’s Belt” may qualify for
the wormhunter prestige class, a highly
town. Unfortunately for the characters, customizable five-level prestige class
the dragon is only the beginning. detailed in Dragon #338’s “Wormfood.”
“A Gathering of Winds” is a Dungeons Finally, you can head online to paizo.com
& Dragons adventure designed for four to download “Age of Worms Overload,” a
11th-level characters. It is also the sixth free PDF that includes details on the hin-
installment of the Age of Worms Adven- terlands surrounding Diamond Lake, stat
ture Path, a complete campaign consist- blocks for nearly everyone in town, and
ing of 12 adventures, several “Backdrop” provides a detailed outline of the entire
articles to help Dungeon Masters run the Age of Worms Adventure Path.
series, and a handful of poster maps of Of course, you can also run “A Gather-
key locations. For additional aid in run- ing of Winds” as a stand-alone adventure,
ning this campaign, check out Dragon’s or even as part of a campaign of your
monthly “Wormfood” articles, a series own design.
that provides additional material to help
players survive this campaign. Your PCs

BY WOLFGANG BAUR
BY JOACHIM BARRUM, STEVE PRESCOTT, AND EVA WIDERMANN
BY ROBERT LAZZARETTI
AGE OF WORMS CALLIGRAPHY BY DARLENE
ADVENTURE PATH MID-LEVEL (6TH–12TH) DUNGEON CRAWL
PLAYTESTERS: CLINT GOLDSCHMIDT, SEAN PAYNE, ERIC ANDERSON, GREG VAUGHAN, TED ALBERT

DECEMBER 2005 DUNGEON 39


A GATHERING OF WINDS BY WOLFGANG BAUR

Adventure Background of tomb for another Wind Duke (Zosiel, bers hold potential deathtraps or an
In ages long past, before the rise of elves, slayer of the demon Kizarvidexus) known encounters with unusual monsters, all
dwarves, or humans, the legendary Wind today as the Whispering Cairn. designed to protect that single item—
Dukes of Aaqa ruled a vast empire, bring- and the memory of the Wind Duke’s
ing Law and elemental magic to many Adventrue Synopsis ancient triumph.
barbaric worlds. Air and lightning pow- This adventure begins with the PCs’
ered the their magic, and their ties to the return to Diamond Lake. They find the Adventure Hooks
Plane of Elemental Air were very strong. miserable town in much worse shape A�er “The Champion’s Belt” the PCs
In time, they mastered other elements than they le� it, for a powerful black learn that their contact in the Free City,
as well, and as they grew more and more dragon has come to town and destroyed the sage Eligos, has been murdered.
powerful, dozens of other elemental and several buildings. When the PCs seek out Before he was killed, he collected his
lawful races swore fealty to them, from Allustan, they find his house leveled, but notes on the nature of the Age of Worms
the lo�y djinn and the proud salaman- his body is nowhere to be found. A�er in a small box; attached to the box is a
ders to the least of the mud sorcerer investigating, the PCs discover that short note.
cults and the inevitables, servants of the Allustan has been spending a lot of time
Wind Dukes. At its peak, the empire of in the Whispering Cairn, and that no “My dear friend Allustan—What your
the Wind Dukes comprised most of the one’s seen him since a few days before adventurers have stumbled into sickens me
elemental planes, from the oceanic pal- the dragon attack. In fact, Allustan has to my soul. Every new leaf I turn reveals
aces of the marid to the City of Brass. uncovered a portal from the Whisper- an even darker secret. Here are my notes.
The Inner Planes were harmonious, ing Cairn to the distant but magnificent You must take them to our one-time mas-
united under one rule, and their civili- tomb of Icosiol, deep under what were ter—although I fear that even he may be
zation thrived—until forces led by the once known as the Fields of Pesh. ill-equipped for what writhes in all of our
demonic Queen of Chaos rallied slaad, The dragon responsible for the town’s futures. Until then…”
demons, and others against them. plight is Ilthane, a minion of the great
The fight against the Queen of Chaos undead dragon Dragotha. Arriving in The note is unfinished. The contents
was long and relentless, and it culmi- Diamond Lake to avenge the disruption of the box consist of several books about
nated in the Battle of Pesh. The Wind of her machinations in the Mistmarsh apocalypse cults, undead, and ancient
Dukes won a pyrrhic victory there—the (see “Encounter at Blackwall Keep” in history, along with any discoveries that
loss of so many of their greatest leaders Dungeon #126), Ilthane sought to slay the PCs may have given Eligos. The PCs
(including the great Wind Duke General Allustan for his meddling before moving should seek Allustan and deliver this box
Icosiol) weakened their hold on not only on to track down the PCs themselves. of research to him. If they don’t, word of
the Material Plane but the Inner Planes She assaulted Diamond Lake but found a dragon attack on Diamond Lake may
as well. Over time, their elemental allies the mage missing. A�er devastating the convince them to return to their old
drifted away, and more realms were town, she learned from captured citizens stomping grounds.
sealed from the planar byways. that Allustan had traveled north to inves- If you’re running “A Gathering Of
The decline of the Wind Dukes took tigate a cairn. Ilthane ambushed him as Winds” on its own, Allustan instead
centuries. In that time, they built enor- he emerged, but was unable to slay the becomes a local wizard who became
mous tombs to honor their dead, choos- wizard, who retreated back into Icosiol’s trapped in Icosiol’s Tomb. The PCs may
ing sites on the Material Plane near to tomb in search of an item he could use have arrived in Diamond Lake with a
where they fell as the locations of their to defeat the dragon. need to speak with the wizard. Alter-
eternal rest. One of the greatest of these When the PCs arrive at the Whispering nately, one of the PCs could have heard
tombs was that of Icosiol, the general Cairn, they find Ilthane waiting for them rumors of a new cairn’s discovery near
who defeated the Queen of Chaos and and must defeat the dragon if they wish to Diamond Lake. Research indicates that
her lackey, Miska the Wolf Spider. Icosiol enter the cairn. A�er overcoming Ilthane, this cairn may in fact be a doorway to an
used a potent artifact called the Rod of the PCs can pass through a strange black even greater ancient tomb.
Law to cast them into the outer darkness. oval into Icosiol’s Tomb—unexplored
This great victory came at a significant until Allustan entered it the day before PART ONE: RETURN
cost, for the Rod of Law fragmented to and eventually became the victim of one TO DIAMOND LAKE
become the Rod of Seven Parts, and Ico- of its numerous traps. Designed long ago In the time between the third and sixth
siol himself was slain in the final battle. to honor the renowned warrior Icosiol, adventures, while the player characters
Millennia later, the Wind Dukes have the tomb’s deepest chamber also pro- have been strutting around the Free City,
passed into legend, and this tomb still tects a fragment of the fabled Rod of Seven Allustan has examined and explored the
remains hidden under the Fields of Pesh, Parts, a potent magical artifact. remaining secrets of the Whispering
its entrance concealed hundreds of miles The Wind Dukes lavished the tomb Cairn. He suspected that a powerful arti-
to the south behind a collapsed section with traps and guardians. Many cham- fact was buried somewhere inside, and

40 DUNGEON DECEMBER 2005


hopes that this artifact may prove valu- establishments in town. Several citizens asked her to track down the PCs and
able against current-day enemies. were slain in the dragon’s attack, and their mentor Allustan and kill them in
Over time, Allustan performed a series now the survivors cower in their homes. reciprocation for their acts against the
of excavations and experiments with cer- Feel free to add any NPCs that the PCs Ebon Triad cell based under Diamond
tain dead-ends and interdimensional ele- know to the list of the dead as you see Lake, she agreed readily. The payments
ments of the dungeon, most notably the fit. in gold and magic the Triad promised
collapsed passage near the entrance (area The Heroes Return: Not long a�er the her were almost an a�erthought. Ilthane
3 in “The Whispering Cairn”). Allustan PCs arrive in town, they are approached traveled south to Diamond Lake, intend-
summoned elemental creatures to help by a group of guards from the garrison. ing to slay Allustan and then move on to
him excavate that passage, and in so These guards recognize the PCs on sight, the PCs, but found the wizard wasn’t at
doing uncovered a long-hidden chamber and beseech them to slay the dragon that home. When she learned he’d spent the
with a strange portal. A slave to curios- has come to town. They describe the last few days in the Whispering Cairn,
ity, Allustan passed through the portal dragon as a 30-foot-long black monster Ilthane ambushed the wizard that night
and discovered Icosiol’s Tomb on the with a devastating acid breath weapon. as he emerged from the tomb, wound-
other side. He explored a few rooms, but Allustan’s home was the first thing the ing him greatly before he managed to
realized he needed to gather more gear dragon destroyed, and it moved on escape. For the last few days, Ilthane has
before venturing further. He returned from there in a rage, smashing houses bided her time, resting and recovering
to the Whispering Cairn, intending le� and right until it reached the town from her wounds and waiting patiently
to retrieve supplies from his home in square. The creature then began gather- for Allustan to emerge from the Cairn.
Diamond Lake, but was ambushed by ing wounded victims in the square and She knows Allustan can’t yet cast teleport,
Ilthane upon exiting the cairn. Allustan demanded Allustan’s location. A dozen but has started to wonder if he might
retreated back to Icosiol’s Tomb. He people were killed before someone was have escaped via some other route when
became trapped by one of the tomb’s able to answer the dragon—Allustan had the PCs arrive in the area.
wards not long a�er. been spending his time of late at the Creature: The reduction of Ilthane’s
Whispering Cairn. The dragon secured glorious hunt to a drawn-out wait out-
A Town In Ruin directions to the now infamous local side a glorified mousehole wasn’t what
When the PCs return to Diamond tomb, then flew off to the north. the dragon pictured when she took this
Lake, they find the town in much worse This was three days ago. The towns- job. She’s a bit impatient and more than
shape than when they le�—Ilthane has folk have been living every day since in a little annoyed at the failure of her first
destroyed several buildings and le� the fear that the dragon could return at any venture into killing-for-hire. She’s also
entire town in chaos and fear. The fol- moment. No one knows why the dragon smart enough to be wary of the PCs, and
lowing notes apply to the map of Dia- is a�er Allustan, or where it came from, she prefers to attack on ground of her
mond Lake and the Backdrop article that only that no one in town could withstand own choosing. Ilthane considers the
appeared in Dungeon #124. its fury. area around the Whispering Cairn open
Ruined Buildings: Allustan’s home If you’re playing the Age of Worms enough for an aerial assault, and free of
has been destroyed, as has the Empo- as a campaign, you should take some the complications that would accompany
rium. Several of the unlabeled buildings time now to let the PCs interact with the an attack in or near the town of Diamond
between these two structures are also townsfolk. They may wish to catch up Lake. She has memorized the terrain and
gone. All of them appear to be partially with old friends, torment old enemies, awaits her opportunity. A party in dis-
crushed in places, and in others melted. or otherwise wrap up loose ends le� over guise offering to help her “get the wizard
Sections of ground are scarred and bar- from their prior adventures in Diamond out of the tunnel” might secure Ilthane’s
ren from blasts of acid, including a large Lake. Eventually, they should head up to cooperation, but it would require quite a
black swath in the middle of the town the Whispering Cairn to find out what good Bluff check (opposing Ilthane’s +21
square. Feel free to have several other happened to Allustan, who hasn’t been Sense Motive check).
buildings in town destroyed as well. seen in town since the day before the Ilthane is a bit more dangerous than
Dead or Missing: The sage Allustan is dragon attack. the average adult black dragon. She’s a
missing and presumed dead. Everyone gi�ed alchemist, and under Dragotha’s
in town assumes that, by now, the dragon The Whispering Cairn tutelage has developed several potent
has found and killed him—Ilthane made (EL 13) elixirs that infuse the living with dra-
no secret of the fact that he was the one The black dragon Ilthane had already conic power. The PCs may have already
she was looking for. Several of the Empo- planned to assault the PCs for ruining tangled with some of the results of
rium’s employees have le� town, includ- her plans to infect the Twisted Branch Ilthane’s elixirs (several of the lizard-
ing Shag Solomon (whom the PCs will lizardfolk (see “Encounter at Blackwall folk and kobolds from “Encounter at
meet again in “The Prince of Redhand”), Keep”). When agents of the Ebon Triad Blackwall Keep” were augmented in this
while others have sought shelter at other based in Alhaster contacted her and manner). Now, they’ll be confronted with

DECEMBER 2005 DUNGEON 41


A GATHERING OF WINDS BY WOLFGANG BAUR

the results of her greatest discoveries— Skills Bluff +15, Climb +21, Diplomacy +5, in six-hour shi�s (from noon to dusk
elixirs she has used on herself to gain Hide +17, Intimidate +14, Listen +16, and from midnight to dawn), relying
persistent enhancement bonuses to her Move Silently +21, Search +10, Sense on an alarm spell she casts on the cairn
ability scores, immunity to poison, and Motive +22, Spot +20, Swim +26 entrance to alert her to intruders during
a dangerous augmentation to her breath Breath Weapon (Su): Ilthane’s breath these hours.
weapon. weapon exudes toxic fumes in addition As soon as she notices anyone
to inflicting acid damage. Anyone who approaching the cairn, she casts mage
Ilthane the Black CR 13 suffers damage from Ilthane’s breath armor and leaps into the air, flying low
Female adult black dragon weapon must make a DC 23 Fortitude around the backside of the hill and
CE Large dragon (water) save or take 1d4 points of Strength as quietly as she can to approach the
Init +1; Senses blindsense 60 �., darkvision damage. One minute later, the character party from behind. Characters who
120 �., keen senses, low-light vision; must make another DC 23 Fortitude save make a Listen or Spot check (opposed
Listen +16, Spot +20 or take another 1d4 points of Strength by her Move Silently and Hide checks
Aura frightful presence (DC 20, 180 �., HD damage. but penalized by –5 for distance) catch
18 or fewer) *Includes adjustments for 6-point Power a glimpse of her approach, or hear the
Languages Common, Draconic, Aquan Attack. beating of her wings.
AC 29, touch 10, flat-footed 28 Tactics: Ilthane watches the entrance On the first round of combat, Ilthane
hp 218 (19d12+95 HD); DR 5/magic to the Whispering Cairn from a small tries to catch as many of the PCs as she
Immune acid, paralysis, poison, sleep copse of trees on a hilltop 100 feet from can with her breath weapon. She then
SR 18 the tomb’s entrance. Even a�er dark, her lands between the party and the cairn
Fort +16, Ref +12, Will +12 senses are keen enough that she auto- entrance, perhaps perching right above it,
Spd 60 �., fly 150 �. (poor), swim 60 �. matically notices anyone who attempts attacking anyone in reach. As she fights,
Melee* bite +20 (3d6+13) and to approach the cairn without bother- she roars out in Common, “Dragotha
2 claws +17 (1d8+9) and ing to hide. Since she’s 100 feet away, she take you all! The wizard is mine!”
2 wings +17 (1d6+9) and takes a –10 penalty on Listen and Spot Ilthane pursues the PCs into the
tail slap +17 (1d8+16) checks to notice anyone else approach Whispering Cairn, but does not follow
Space 10 �.; Reach 5 �. (10 �. with bite) the cairn entrance. She sleeps twice a day them into Icosiol’s Tomb if they make
Base Atk +19; Grp +30 it that far. She instead
Atk Options Flyby Attack, Power waits outside for up to
Attack another week, planning
Special Atk breath weapon to ambush the PCs as
(80 �. line of acid; 12d4 they exit the tomb.
plus poison; Ref DC 23 Development:
half; 1d4 rounds between Ilthane’s lair is hidden
uses) far to the north near
Spells Prepared (CL 3rd, +19 the town of Alhaster.
ranged touch) The PCs may get a
1st (6/day)—alarm, charm chance to find it (and
person (DC 12), mage armor the strange alchemical
0 (6/day)—daze (DC 11), treasures it contains)
detect magic, flare (DC 11), in part 8 of the Age of
open/close, ray of frost Worms Adventure Path.
Spell-Like Abilities (CL 6th)
3/day—darkness PART TWO:
1/day—corrupt water (DC 20) ICOSIOL’S
Abilities Str 25, Dex 12, Con 21, TOMB
Int 12, Wis 13, Cha 12 Once they defeat Ilthane,
SQ water breathing the party can enter
Feats Flyby Attack, Improved the Whispering Cairn
Natural Armor, Improved unopposed. It’s possible
Natural Attack (bite), to track Allustan’s
Multiattack, Power Attack, progress through the
Weapon Focus (bite), The Black Seal Whispering Cairn and
Wingover Icosiol’s tomb with a

42 DUNGEON DECEMBER 2005


DC 24 Survival check by someone with vated from its long sleep when Allustan AC 27, touch 13, flat-footed 27; Dodge,
the Track feat. first used the portal. The ghoul effectively Mobility, uncanny dodge
Even if the PCs can’t track him, it occupies the square the portal is in; in hp 104 (16 HD)
should be obvious to those who have vis- order to pass through the portal and Immune electricity; undead traits
ited the Whispering Cairn before where into Icosiol’s Tomb beyond, a character Resist acid 10, cold 10, fire 10; SR 20
he went. The last time the PCs were in must Tumble or overrun the ghoul to Fort +5, Ref +10, Will +12
the Cairn, one of the passageways to the move through the its space. Becoming Spd 40 �.
east had been collapsed. Allustan has ethereal also allows free passage by the Melee 2 front claws +15 (1d4+7 plus disease) and
cleared this passageway out, revealing ghoul. A dimension door, teleport, or similar rear claws +13 (2d4+3 plus disease)
the Black Seal at area 1. spell cast while a character is touching Base Atk +8; Grp +15 (drain 1d6 Wis on a
Once the PCs reach Icosiol’s tomb, the door also allows free passage through successful pin)
the atmosphere is dry and cool. Periodic the portal into Icosiol’s Tomb (this is Atk Options sneak attack +5d6, improved
and playful gusts of wind haunt the halls, how Allustan entered the tomb without grab (if both front claws hit)
keeping dust from accumulating and destroying the ghoul). The ghoul cannot Special Atk wisdom drain
filling the tomb with a constant susur- be moved out of the doorway with bull Abilities Str 25, Dex 16, Con —, Int 14, Wis
rus. Walls are of reinforced masonry, and rush or similar tactics. 15, Cha 18
doors are of basalt. A DC 20 Knowledge The ghoul can be attacked without Feats Dodge, Improved Initiative, Lightning
(architecture and engineering) check penalty by anyone who is in contact with Reflexes, Mobility, Multiattack, Spring Attack
is enough to establish the fact that the the portal—the ghoul gains total conceal- Skills Balance +20, Climb +20, Hide +20,
tomb is incredibly ancient, but was built ment and cover from all other attackers, Jump +23, Move Silently +20, Tumble +20
to last eons and has weathered the pas- gaining a +4 bonus to its Armor Class and Disease (Ex): Fortitude DC 18, incubation
sage of time well. a 50% miss chance. In addition, the por- period 1 day, 1d6 Constitution. Each time
tal’s hardness 16 applies to attacks against a creature suffers Constitution damage,
1. The Black Seal (EL 10) the ghoul from sources not in contact it must make a DC 18 Fortitude save or
with the portal. Any attack directed at the 1 point of the damage taken becomes
The walls of this passageway are scarred ghoul from someone not in contact with Constitution drain instead.
and dented, indicating that this whole area the portal also damages the portal. If the Development: The abyssal ghoul is
has been, until recently, collapsed. At the portal is destroyed, it shuts down imme- mildly insane and can offer few clues
end of the tunnel stands a glossy black diately and releases the ghoul into the if captured. If the party releases the
surface with a raised sphere in the center, Whispering Cairn or Icosiol’s Tomb (50% ghoul and then leaves or rests to heal
like the boss in the center of a shield. The chance of either location). If the ghoul is a�er defeating Ilthane, they may find the
glossy black surface resembles a heavily slain or banished, the portal can be passed ghoul cleaning up a�er them. (It eats the
lacquered door. through freely. A successful turn undead dragon’s corpse from the inside out.) The
check forces the ghoul out of the portal ghoul spends at least a week scaveng-
The strange black doorway appears (equal chances of ending up on either ing dragon meat before moving on to
solid, but objects striking it make it side). Rebuke undead does not have this explore Diamond Lake.
shiver and ripple as if it were a verti- result, but does render the ghoul docile If the portal is destroyed, the PCs will
cal wall of water or so� gelatin. A DC enough to allow passage through the por- have a bit of trouble reaching Icosiol’s
20 Knowledge (arcana) check identifies tal without opposition. Tomb. The portal can be repaired by any
the object as a portal. The doorway can The ghoul can attack anyone within character that has Cra� Wondrous Item
be passed through by simply walking 5 feet of the portal; since it has total and knows gate, greater teleport, plane shi�,
through it—doing so is like walking concealment against targets not in con- teleport, or teleportation circle—doing so
through a particularly viscous wall of tact with the door, it applies its sneak requires an expenditure of 25,000 gp,
warm mud. Passing through the portal attack damage automatically. If no one 2,000 XP, and 50 days of work. Since
is a full-round action, and only one crea- is in reach, the ghoul can withdraw com- Allustan is currently trapped in stasis
ture may do so at a time. Unfortunately, pletely into the portal, at which point it and the Age of Worms campaign is not
doing so provokes attacks of opportunity cannot be targeted or harmed (the portal on a countdown, there’s really no reper-
from the door’s guardian. itself can still be damaged, of course). cussions (apart from the expenditure of
Portal to Icosiol’s Tomb: Hardness 16; resources) on the PCs if they choose this
hp 60; Break DC 28; Caster Level 20. Abyssal Ghoul CR 10 route. Of course, the PCs have no way
Creature: Anyone who touches the por- CE Medium undead (extraplanar) of knowing this, and likely balk at the
tal is immediately subject to the attack Init +7; Senses blindsight 90 �, deathwatch prospect of taking 50 days and thousands
of the door’s guardian, an abyssal ghoul. 90 �, Listen +2, Spot +2 of gp and XP to repair the portal.
Magically bound into the door ages ago Languages Abyssal Fortunately, there is an alternative. A
by the Wind Dukes, the ghoul was acti- Fiend Folio 13 character who studies the ruined portal

DECEMBER 2005 DUNGEON 43


A GATHERING OF WINDS BY WOLFGANG BAUR

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with a detect magic (or a similar spell) check correctly identifies this volcano stand someone) and forcing a DC 25
and makes a DC 20 Knowledge (arcana), as the legendary White Plume Moun- Concentration check to cast spells
Spellcra�, or bardic knowledge check tain. There is no physical entrance to with verbal components.
notices that, while the portal itself is Icosiol’s Tomb from this region, and if The small noisemaking projections
destroyed, the portal at the far side still the PCs decide to explore the area, you’ll in the hall can be broken off relatively
operates, and its magic is still linked to need to develop additional adventures easily with blunt weapons (hp 5, hard-
the ruined portal. As a result, a character as you see fit. ness 3). If all twelve stone noisemakers
that touches the ruined portal and casts are broken, the noise stops. For each
a plane shi�, teleport, or greater teleport 2. The Howling Gallery once broken, reduce the DCs listed
spell can transport himself (along with (EL 11) above by one.
however many other characters the spell Creatures: This tunnel is delightful
allows) to the far portal, as if the current This sharply sloped hallway is filled with terrain for six belkers, ancient protec-
portal were still functional. rushing, screaming wind and smoke. Small tors of the tomb who enjoy the fresh
Characters who step through the por- hollow projections in the hallway seem to outside air that filters into this cham-
tal are transported to area 2. Although be making the noise, but it’s obvious that ber. The belkers are in smoke form to
shown on the map as if the two points air inside is being pushed out at an unusual begin with and use that form to quickly
are physically connected (and to the PCs’ rate. The noise makes hearing and speak- appear all around the party. They attack
perception, this is how it should seem), ing difficult. any non-elemental creatures entering
Icosiol’s Tomb is in fact deep under the the hall. The wind itself, while loud,
ancient Fields of Pesh, in a region about This tunnel was meant to purify vis- isn’t particularly strong. It does reduce
500 miles northeast of Diamond Lake. itors with blasts of elemental air. The the fly speed of a belker in smoke form
If the PCs somehow manage to travel screaming winds in the first tunnel by 20 feet, however.
up from the tomb through 1,000 feet of are created by the tunnel architecture Belkers (6): hp 38 each; Monster Manual 27.
bedrock, they emerge in a barren stretch itself as air moves over the projections.
of plains. To the north, a single volcano The tunnel magnifies the sounds, mak-
looms, a plume of steam dri�ing from ing communication almost impossible
its peak. A DC 20 Knowledge (geography) (DC 25 Listen check to hear and under-

44 DUNGEON DECEMBER 2005


3. The Hall of Poison lation of these runes, as does comprehend like fog. When this vapor is created, it runs
Winds (EL 11) langauges. The runes mention “glorious up along and melds with the bas-reliefs
Icosiol,” an “Incomparable Army,” and on the wall, generating a fluid image that
This tall, temple-like chamber has a forty- similar terms of praise as part of a general shows Icosiol at the battle of Pesh, fighting
foot-high ceiling. Carved stone pillars description of the Battle of Pesh. Speak- twisted creatures of chaos. The last image is
reach up to the ceiling in elegant lines, but ing Icosiol’s name aloud in this room rendered in some detail, and depicts Icosiol
strange clusters of spikes stick up from the deactivates both traps for one hour. forming an alliance with a powerful marut
floor in two distinct areas, like barricades. The doors to the north are false doors, inevitable. At the end of the display, the
Near the doors to the north, south, and two of many in the tomb placed to con- gas fountains show Icosiol holding a large
east stand carved stone images of tall, found and confuse tomb robbers. square seal in one hand and a long rod or
elongated humanoid forms. A series of Trap: Two traps, one wind-based and staff in the other, as if to display them to
small openings, each about one inch in one using poisonous, magical gas, guard the viewer. The vapor that animates these
diameter, festoon the wall between these this chamber. images is poisonous, affecting any creature
forms. Beneath these openings are small The first trap is linked to the blade within 10 feet of the room’s walls.
basins, each about the size of an apple. barricades. Anyone stepping on a square Windpsike Trap: CR 5; magic device;
Strange undulations make the doors and marked with a “T” triggers the trap, caus- location trigger; automatic reset; blast of
nearby walls seem more like a curtain than ing a powerful blast of wind to strike that hurricane-force wind (DC 20 Fort, Huge
a level surface. Twisting runes wind over character and hurl him onto the spikes. or larger creatures unaffected, Large
the walls. The floor has channels carved There were once many more pressure creatures knocked prone, smaller crea-
in it, as if to transport water, but nothing plates to activate this trap, but time has tures thrown onto spikes for 4d6 points
flows there now. ruined most of them. of piercing damage); Search DC 32; Dis-
The second trap is linked to the tiny holes able Device DC 32.
The wall runes are written in an ancient in the walls and the small basins along the Poison Gas Trap: CR 10; magic device;
language called Vaati, considered by many floor. The basins radiate faint transmuta- location trigger; automatic reset; gas; never
to be the original written form of Auran. tion magic, and when triggered by some- miss; onset delay 1 round; poison (DC 18
A DC 25 Decipher Script check made by one standing on a square marked “GT,” they Fortitude save resists, 1d4 Dex/2d6 Dex);
someone who speaks Auran allows trans- generate a plume of white vapor that looks Search DC 32; Disable Device DC 32.

DECEMBER 2005 DUNGEON 45


A GATHERING OF WINDS BY WOLFGANG BAUR

4. Collapsing Pillar Hall the Wind Dukes as tomb guardians. The If his elementals are defeated, Antyress
(EL 8) current guardian is Antyress Redpike of flees to hide elsewhere in the tomb and
Coalchester, and he is bored by his duty bide his time for revenge. He may seek
This long hall contains a twin set of pil- and by the lack of visitors. He remains in out Flycatcher to recruit the shadow
lars, leading to a large set of doors at the this room unless he hears the sound of spider’s aid.
far end. These are columns made of large combat or traps being triggered nearby, Treasure: Antyress wears a platinum cir-
marble blocks shaped like drums; not all in which case he begrudgingly slithers clet worth 1,000 gp on his brow, a symbol
have aged quite the same, so their colors out to investigate. of his office as Earl of Coalchester. Like-
vary from gray to white to tan. Antyress and his elemental bodyguard wise, his +3 longspear is emblazoned with
Smoughed do not immediately attack his personal runes and sigils. He keeps
Trap: This hall is little more than a intruders. The salamander is very chatty, his other treasures in the chest. The chest
dead end and a trap against chaotic even while he fighting. His ego and nar- is locked (DC 30 Open Lock) but Antyress
intruders. The doors at the far end are cissism are forces to be reckoned with— carries the key. The chest itself is made
false and open onto a blank stone wall the only subject that he enjoys more than of a black stone (basalt) bound together
marked with the arrow symbol of Law. himself is complaining about the miser- with red gold, copper, and rusted iron,
If a chaotically aligned creature steps able duties he is forced to perform here. and weighs 300 pounds all by itself, 450
within five feet of a pillar, it immedi- It’s possible that the PCs can talk him out pounds with all its contents. It contains
ately topples down onto that character. of attacking them. His initial attitude is 2,300 gp, a knitted copper drawpurse con-
Opening the false doors at the north end unfriendly, and if made friendly he agrees taining 300 pp and 2 large honey-golden
of the hall cause all of the pillars to col- to turn a blind eye toward the party. He topazes (both worth 600 gp), and a nar-
lapse, potentially affecting everyone in can be bribed with gems or jewelry—each row brass scroll case containing a wand
the room. 500 gp in value offered increases the of invisibility (9 charges). The chest also
Falling Pillar Trap: CR 8; magic device; Diplomacy check result to adjust his atti- contains four thick crystal decanters of
proximity trigger (detect chaos); repair tude by 1. If made helpful, Antyress also an efreeti brandy called scarlet ambrosia
reset; multiple targets (all within 5 feet warns the party about the Keeper (area 10), (worth 200 gp each), all four cushioned in
of pillar); 8d6 crushing damage; DC 22 the xorn at the gate (area 11). a small portable bar of hammered brass.
Reflex half; Search DC 32; Disable Device The one thing Antyress won’t men-
DC 32. tion to the PCs is the shadow spider 6. The Sword of Law (EL 9)
Development: The shadow spider Fly- Flycatcher. Not long ago, Flycatcher told
catcher (see area 9) may also attack here, Antyress of the existence of the true tomb This intersection is lit by six flickering orange
grabbing a PC and immediately retreating. of Icosiol, and the salamander dreams and yellow lanterns that float around a cen-
of escaping the oaths that hold him and tral statue of grey stone. The statue shows
5. The Earl of plundering the treasures said to be hid- an androgynous Wind Duke wearing robes
Coalchester (EL 13) den there. He has tried and failed several that seem to be stirred by a breeze. The
times to reach the tomb on his own, and figure may be a symbol of justice or war, for
A rush of superheated air flows from this hopes some day to earn Flycatcher’s trust it holds a glittering sword outstretched in
room like the heat from a forge. Glowing so the two can work together to realize one hand and carries a balance in the other.
hot coals cover the room’s floor. A pair of this goal. The statue is eight feet tall and stands on a
copper double doors stand at the far end of Antyress Redpike, Earl of Coalchester four-foot-tall pedastal.
the room. A small chest of black stone sits (noble salamander): hp 112; AL LE; Mon-
in the far corner of the room. ster Manual 219. Trap: This passage and intersection is
Smoughed, Huge Fire Elemental: hp trapped by the word of law. Three traps
The temperature here is extreme; 136; Monster Manual 99. exist in the passageway itself, while the
creatures inside take 1d6 fire damage Tactics: If attacked, Antyress prefers statue itself is a trap. The noise of their
per minute. In addition, creatures must to avoid direct melee by hiding behind firing alerts the salamander in area 5 to
make a Fortitude save every 5 minutes his elemental. If he suffers more than 30 the party’s presence. These traps trigger
(DC 15, +1 per previous check) or take 1d4 points of damage, Antyress summons a as soon as a non-lawful creature enters
points of nonlethal damage. Creatures second Huge fire elemental to defend a square marked with a W, or as soon as
wearing heavy clothing or armor take a him. He claims to not want to fight at all, any creature touches or manipulates the
–4 penalty on their saves. Those wear- but pretends he is “compelled by conju- statue or its sword.
ing metal armor or touching metal are ration,” cheerfully spouting things like, The Word of Law: CR 8; magic device;
affected as if by heat metal. “So sorry to stab you in the vitals like that, proximity trigger; automatic reset; spell
Creatures: A noble salamander and his old chap. I’m compelled by conjuration. effect (dictum, 13th-level cleric); Search
fire elemental servant have been bound Can’t be helped.” These are lies, of course, DC 32; Disable Device 32.
here by ancient elemental vows to serve but Antyress is a pretty good liar.

46 DUNGEON DECEMBER 2005


Treasure: The excellently crafted The chandeliers are shaped similar to complex, and cannot leave it under any
statue is worth more than 2,000 gp, but wagon wheels with unusual spokes; each circumstances.
it’s made of solid granite and weighs spoke consists of a long sha� terminat- Elder Black Pudding: hp 290; Monster
just over 3 tons. The statue’s sword is a ing in a black metal hoop. These spokes Manual 201.
mithral greatsword, and can be removed are identical to the shape of the inactive Treasure: Each of the chandeliers is
from the statue with relative ease. talisman of the sphere that the party may worth 800 gp and weighs 100 pounds.
The levitating lanterns are enchanted have found in area 25 of the Whispering
with continual flame. These lanterns are Cairn. Tiny statuettes on one chandelier 8. The Courtesan’s
removable, though they continue to float show a dog-headed demon surrendering Tomb (EL 12)
and may dri� away unless tethered or its weapons to General Icosiol. Another
shepherded by hand. shows a horned demon covered with This small but well-appointed room has
Development: If the PCs didn’t encoun- many eyes kneeling before Icosiol (this a delicately arched ceiling. The walls are
ter Flycatcher in area 4 yet, they may meet is the oculus demon imprisoned in area painted with garden scenes featuring two
the shadow spider here. He knows that 24). On outer spokes, similar surrenders Wind Duke lovers, and the center of the
the patch of slick silk next to one of the of abyssal ghouls, vrocks, beholders, and room contains a large urn with a dark red
word of law traps gives him a good chance chaotic froglike humanoids to the Wind glaze and gold decorations. Six small boxes,
to capture a PC, and the other word of law Duke armies is depicted. Some of the each carved of some black substance bound
traps should cover his retreat. wind warriors depicted in these tiny glow- with corroded metal, line the back wall.
ing statuettes hold items similar to the Chairs sit in each corner.
7. The Silent Gallery talisman of the sphere, and use these to ward
(EL 12) off black globes in a battle scene. This room contains treasures from
The frescos and wall decorations show Icosiol’s life off the battlefield, includ-
This two-tiered hall shines with purple light a lumbering inevitable reaching for a ing the cremated remains of his cour-
from four large chandeliers. A large black square stone covered with runes on a tesan Marisella.
sphere hangs between them. The chan- platter carried by small glowing crea- Trap: The urn holds Marisella’s ashes,
deliers seem to be sculpted with small tures. Three runes seem to be spilling and is heavily trapped, firing an energy
humanoid figures in silvery metal. A sec- from the creature’s mouth. These runes drain spell at anyone who tampers with it.
ond-floor gallery with arches and spiral- are written in Vaati (see area 3 above for Urn Energy Drain Trap: CR 10; magical
striped pillars runs the length of the hall- deciphering rules), and give the com- device; touch trigger; repair reset; spell
way to a second set of large double doors. mand words necessary to allow someone effect (energy drain, 17th-level wizard, Atk
The black tile floor absorbs the light from to handle and transport the Seal of Law +16 ranged touch, 2d4 negative levels);
the chandeliers, and even sound in this safely. See the appendix for more infor- Search DC 34, Disable Device DC 34.
chamber seems muted and dull. mation about the Seal of Law. Treasure: The chests are all locked
Creature: The guardian of this cham- (Open Lock DC 35), and contain various
The strange sound-muffling quality ber is an elder spawn from the brood pits treasures: a wand of eagle’s splendor (15
of this room causes a –10 penalty on all of Bwimb, a great menace of elemental charges), a set of three clay tablets carved
Listen checks made in this chamber. The ooze who fought against Aaqa in the great with the elemental glyphs of the Wind
chandeliers are magic, lighting whenever war against the Queen of Chaos. Although Dukes (love poems written in Vaati worth
anyone moves within 60 feet of them. The mindless, it remains a lord among oozes. 500 gp each), a set of scrolls long since
black sphere hanging from the ceiling is This elder black pudding hides in plain crumbled to dust, a set of silk gowns and
in fact the personal symbol of an ancient sight in a depression in the floor just robes that turn to dust as they are li�ed
elemental lord. A DC 30 Knowledge (the below the four chandeliers, its dull black up (but set with 200 tiny 25 gp pearls and
planes) check identifies this symbol as surface almost indistinguishable from 40 50 gp turquoises), and a wicker basket
that of Bwimb, a great and cruel general the surrounding tiles. A DC 30 Spot check containing a matching platinum neck-
of the Para-elemental Plane of Ooze who sees through the clever camouflage. lace, ring, and earrings worth 8,000 gp
allied with the Queen of Chaos long ago The elder black pudding remains for the set (or 1,500 gp each).
in the war against the Wind Dukes. This calm as long as no one tries to walk on
sphere radiates moderate conjuration it or attempts to damage or steal any 9. The Shadow Web
magic, but its only purpose is to periodi- of the room’s contents. A creature that (EL 11)
cally provide nourishment for the crea- steps on it is subjected to an automatic
ture that guards the chamber. trip attempt by the elder black pudding. This rectangular room has small columns
A close examination of the chandeliers Once it attacks, the ooze pursues its prey around the edges that partially hide the
reveals that each tier of lights are tiny relentlessly, returning to this chamber carvings along the walls. Pale white light
humanoid wind warriors fighting against only if no living creatures are within 60 glows from two large wheel-shaped chan-
the armies of Chaos in the Battle of Pesh. feet. It is magically bound to the tomb deliers, casting overlapping shadows

DECEMBER 2005 DUNGEON 47


A GATHERING OF WINDS BY WOLFGANG BAUR

throughout the room. Blue metal double a captured PC from the game for an Flycatcher CR 13
doors stand at the top of a flight of stairs extended period of time. Male shadow spider sorcerer 3
opposite the main entrance, guarded by In any event, if Flycatecher manages LN Huge magical beast (extraplanar)
two warrior figures with raised double to catch someone, he uses that victim Monster Manual II 184
swords, as well as a single doorway to the as a bargaining chip. He claims that he Init +6; Senses darkvision 60 �. low-light
south and double doors to the north, also could be convinced to release the cap- vision; Listen +4, Spot +4
guarded by warrior statues. tured character if the party agrees to Languages Common
slay someone he calls the “Marquis of AC 20, touch 10, flat-footed 18
This chamber is the entrance hall to the River.” hp 175 (16 HD); DR 10/magic
the lower chambers of Icosiol’s Tomb. Flycatcher speaks of Moreto, a true SR 23
Once guarded by several powerful air ghoul, one of a race of undead who pop- Fort +17, Ref +13, Will +9
elementals that animated the statues ulate cities in a forgotten reach of the Spd 50 �., climb 30 �.
in the room, the chamber now serves Underdark called the White Kingdom. Melee 4 claws +20 (2d4+8) and
as the home of an even stranger beast. Flycatcher tells the PCs that Moreto bite +18 (2d6+4 plus paralysis)
The stairs, floor, doors, and walls of this dwells in a cavern deep under these Space 15 �.; Reach 10 �.
chamber are crisscrossed with tiny tan- tombs, a cavern accessible via a “river of Base Atk +14; Grp +30
gles of shadow—these are the webs of blood” that flows through the tomb. If Atk Options improved grab (two claws)
the shadow spider Flycatcher. They are the PCs agree to bring Flycatcher More- Special Atk silk slick
not sticky, but Flycatcher can sense when to’s head, the shadow spider agrees to Spells Known (CL 3)
anything touches or passes over them. return their friend. 1st (6/day)—comprehend languages, shield,
Creatures: The unusually intelligent Flycatcher’s initial attitude toward the true strike
shadow spider sorcerer that has taken PCs is unfriendly. If the PCs can make him 0 (6/day)—detect magic, ghost sound (DC 12),
such an interest in Icosiol’s Tomb refers friendly, he’ll agree to ransom a captured mage hand, prestidigitation, read magic
to himself by several names, including character for 20,000 gp (or the equivalent Spell-Like Abilities (CL 10)
Blackleg, Walker Across the Threshold, value in magic items), promising to return At will—shadow walk (DC 18)
Spitgob, Cornerweaver, Hungry Prince, the item once the PCs kill Moreto. If the Abilities Str 26, Dex 15, Con 22, Int 8, Wis
or (most o�en) Flycatcher. The party may PCs make him helpful, he is so impressed 10, Cha 14
come to think that several spiders stalk that he returns the abducted character as SQ summon familiar (none currently)
them, but it’s really just Flycatcher under a sign of good will, but still demands the Feats Great Fortitude, Improved Initiative,
his various aliases. Flycatcher discovered PCs kill the true ghoul. Improved Natural Armor, Iron Will,
the tomb accidentally while shadow walk- The shadow spider is evasive about his Lightning Reflexes, Multiattack
ing many years ago, and quickly became reasons for wanting Moreto killed. If asked, Skills Bluff +5, Climb +20, Hide –2 (+18 in
obsessed with the tomb, returning here he claims that Moreto has tormented him shadows), Listen +4, Spot +4
o�en from his home on the Plane of for ages and Flycatcher just wants revenge. Possessions bracers of armor +5
Shadow to bask in the tomb’s secrets. In This is a lie, and since Flycatcher’s not that Paralysis (Ex): Anyone bitten by a shadow
that time, he’s come to think of himself good at Bluff, the PCs will doubtless real- spider must make a DC 24 Fortitude save
as the tomb’s guardian, his dementia and ize this. Flycatcher’s actual reason is more or be paralyzed for 4 rounds.
madness seizing on the location for rea- complex. Several days ago, Moreto and his Silk Slick (Su): As a full-round action, a
sons unknown even to himself. undead minions invaded the tomb. The shadow spider can spray a layer of spider
Flycatcher doesn’t react well to intrud- true ghoul managed to steal a potent arti- silk over any solid surface. It can cover up
ers, whom he suspects (with good rea- fact from area 10 and escaped back down to 100 square feet with this substance,
son) are here to rob the tomb of its great the Falling River before Flycatcher could which dries and evaporates in 13 rounds.
treasures. He regularly patrols the upper stop him. The shadow spider is paranoid The silk slick functions in all other
chambers of the tomb, and may run into now about leaving the tomb ungarded, and respects like a grease spell (caster level 13,
the PCs in area 4 or 6. He attempts to dares not pursue Moreto down the cavern Reflex save DC 20).
catch a PC that looks physically weak below. The shadow spider’s been wracking Tactics: Flycatcher uses hit-and-run
and then retreats with his prey to this his brain for a way to get the Seal of Law out tactics in combat, trying to abduct char-
chamber, where he waits for the rest of of Moreto’s clutches, and views the PCs as acters and strand them on the Plane of
the PCs to seek him out. You should have his best chance. Shadow using his shadow walk ability.
Flycatcher target a henchman, cohort, or While Flycatcher can be bargained He abandons the tomb completely if
perhaps even a familiar or animal com- with, he is a bizarre conversationalist, brought below 20 hit points.
panion—if he manages to snatch some- speaking in a stream-of-consciousness Treasure: If the party can reach the
one, he’ll wrap the victim in spider silk gibberish. He considers the entire tomb Plane of Shadow (perhaps with a shadow
and stash him in a cage on the Plane of his territory, though his main hunting walk spell of their own), they can eas-
Shadow, which could effectively remove grounds are elsewhere. ily find Flycatcher’s larder on the Plane

48 DUNGEON DECEMBER 2005


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of Shadow in approximately the same This was the private room of a Wind and now obsesses about the lost item,
location as this chamber. In addition Duke servitor named Zifforian. A DC 25 muttering constantly about the “the� of
to any characters the shadow spider has Spot check reveals that another item once the shrine treasures by the foot soldiers.”
abducted, the larder is littered with the rested in a recessed spot next to the statue He mindlessly attacks anyone that enters
possessions of previous victims, includ- of the Wind Duke hero. This less-dusty this room, stepping in through the door
ing 1,800 sp, 4,000 gp, an empty decanter niche is where the Seal of Law once sat— painted on the wall.
of cut quartz with a carved, star-shaped Moreto snatched it and then promptly Zifforian, Dread Wraith: hp 104; Mon-
quartz stopper worth a total of 1,000 gp, a fled with it down the Falling River. ster Manual 258.
black pearl worth 600 gp, a clearly flawed Creature: Zifforian was a Wind Treasure: The dusty armor is a suit of
ruby worth 800 gp, a silver parade helmet Duke servitor who watched over the +2 electricity resistance banded mail.
with gold inlays worth 1,500 gp, and a tomb—every decade or two, a new ser-
necklace of gold set with dozens of small vitor would arrive to relieve the pre- 11. The River of Blood
pearls worth 2,000 gp. vious tombkeeper. The post was con- (EL 11)
sidered an honorable one, if hopelessly
10. The Keeper’s dull. That changed when Zifforian A river surges through the tomb here, its
Chambers (EL 11) was forgotten during the Wind Dukes’ red water as bright as blood. A stone bridge
decline. When the poor wretch found crosses the river, but the pilings have been
A set of dusty and archaic armor rests in the portal leading out of the tomb had undermined by erosion over the centuries,
front of a small shrine, apparently long been sealed and warded with an abys- and the bridge arches are barely holding.
abandoned. The weapon stand before the sal ghoul, he accepted his fate stoically. In several places, the bridge tilts danger-
armor lies empty except for flakes of rust. He spent centuries watching over the ously to the side. On the far side of the
Behind the armor is a small altar loaded site, but eventually age drove him to a river is a fortified gatehouse, dimly visible
with dusty offerings from years past. A lingering death. and secured by an enormous rusted gate.
statue of a regal Wind Duke sits in a small Zifforian slowly lost his mind over The gate must be fi�een feet tall and just
nook above the altar, and a door is painted those years, and a�er his death he rose as wide.
on the wall to the right. as a dread wraith. He was gone when the
Seal of Law was stolen a few weeks ago,

DECEMBER 2005 DUNGEON 49


A GATHERING OF WINDS BY WOLFGANG BAUR

Despite appearances, the river that 12. The Tomb the floor, but it is badly worn and the col-
flows through the tomb here is not made Gatehouse ors have faded—only small patches of the
of blood. The unusual color of the water complete pattern remain.
is a result of a large deposit of minerals The entrance to this gatehouse is made
upriver from this location. Nonetheless, of flaking, rusting iron, with hinges on This formal shrine was meant for
the Wind Dukes appreciated the mor- the other side and a series of glyphs and Wind Duke officials and visitors to bring
bidity of the river as a fitting testament protective amulets inset in the iron. Some offerings and prayers for Icosiol. Its
to the blood that was shed during the of the amulets look almost like feathers, main feature is a four-foot-tall statue of
great war between Law and Chaos. while others seem more like mill wheels the Wind Duke Icosiol made of ceramic
Crossing the bridge on foot is dangerous; or maybe latches or levers. The thick rust and nickel-plated iron and covered with
the sloping sections are treacherous, and makes it difficult to say what the engravings a thin layer of gold.
the footing is bad throughout. It requires are really meant to be. Some seem to be Creatures: The bas-reliefs to either side
a DC 15 Balance check to cross the bridge; smudged with black dirt or ashes. of the shrine show Icosiol triumphant
failure by 5 or more indicates a character over the Wind Dukes’ enemies—basic
has fallen into the river below. The bridge This false gatehouse has a set of iron propaganda, but well-done nevertheless.
collapses entirely (dealing 3d6 damage to doors overlaid with elaborate warding The reliefs also show many Wind Duke
anyone on it when it falls) if more than 500 magic, multiple castings of Nystul’s magic soldiers attending Icosiol. Two of these
pounds of weight are placed on it at any aura, carved and inlaid glyphs, semi- soldiers are in fact unusual constructs
one time. It’s a 30-foot-fall to the frothing precious seals, and a scattering of dials, called relief golems, stationed here to
red waters below. knobs, and levers—most of which serve guard the room. If the PCs damage any-
The riverbanks are steep, slippery no purpose but to encourage tomb rob- thing in the room or try to steal any of
cliffs that can be scaled with a DC 20 bers to waste time and resources. The the gemstones, the two relief golems
Climb check. The river itself is only 10 small walkway and arrow slits are part of clamber out of the wall and attack. They
feet deep at its deepest point, and flows the façade. pursue creatures from this room only if
rather swi�ly. A DC 15 Swim check is With a DC 25 Disable Device check that creature carries any treasure stolen
required to navigate the river, and the made on the gate, something clicks into from here.
current washes anyone in it downriver place within the door, and a new device,
at a speed of 20 feet toward area 20. Of dial, or lever slides into view. The main Relief Golem (2) CR 9
course, characters in the river quickly iron gate stays closed unless someone N Large construct
attract the attention of its guardians (see makes a DC 35 Disable Device check, Dragon #334 42
area 16). at which point it opens to reveal a less Init +0; Senses darkvision 60 �.; Listen +1,
Creatures: This chamber has become battered but equally complicated door Spot +1
the lair of a group of six xorns who have behind it. AC 23, touch 9, flat-footed 23
been following the river’s path for the These doors can become a huge time- hp 129 (18 HD); DR 10/piercing or bludgeoning
past few weeks, foraging on the delicious waster for tinkering parties. A DC 30 Immune magic, construct traits
ore deposits that run along its length and Search of the mechanisms themselves Fort +6, Ref +8, Will +7
give it its ruddy coloration. The xorns rather than the door reveals that some Spd 20 �.
are protective of their territory, and of the levers are not even connected to Melee 2 slams +18 (2d8+6/19–20)
especially hate gnomes (due to a recent anything that opens this door. Space 10 �.; Reach 10 �.
ambush by svirfneblin in the Underdark). Iron Gatehouse Doors: 2 in. thick; Base Atk +13; Grp +23
They attack gnomish PCs in preference Hardness 10; hp 60; Break DC 28. Atk Options Cleave, Great Cleave, Improved
to others during this encounter. Sunder, Power Attack
The xorns hide in the stone in the 13. The Wind Duke’s Abilities Str 23, Dex 10, Con —, Int 8, Wis
locations indicated on the map; when Antechamber (EL 11) 12, Cha 1
anyone comes within 5 feet of a xorn, it SQ meld into stone, phase door
rears up out of the ground and attacks, A small statue of an armored Wind Duke, Feats Cleave, Great Cleave, Improved Critical
with any other xorns in the room joining his le� hand resting on a sword, his right (slam), Improved Natural Attack (slam),
the fray soon therea�er. held up to shield his eyes, stands at the far Improved Sunder, Lightning Reflexes,
Xorns (6): hp 48 each; Monster Manual wall of this room as part of a small shrine. Power Attack
261. The statue seems to be made of gold, with Skills Hide +6 (+26 when merged into a
sparkling blue gems for eyes; a beam of wall), Move Silently +11
bright light shines onto the statue from Immunity to Magic (Ex): A relief golem is
above. The walls are carved with bas-reliefs immune to any spell or spell-like ability
of Wind Duke servants bowing and sol- that allows spell resistance, with a few
diers saluting. An elaborate carpet covers exceptions. A stone to flesh spell prevents

50 DUNGEON DECEMBER 2005


it from using its meld with stone and phase Trap: Any creature entering the room from bleeding to death. Once the globe
door abilities and negates its damage is struck by a bolt of lightning from the is removed, he immediately begins to
reduction for 1 hour (no save). A so�en metal spike protruding from the ceiling. bleed again. If the PCs used a dispel magic
earth and stone slows the golem for 2d4 The spike can generate one bolt per per- to suppress the globe and they don’t drag
rounds (no save). Transmute mud to rock son, inflicting 8d6 points of electricity the unconscious wizard out of the room
heals it of all lost hit points. damage (or half on a DC 20 Reflex save). before it reactivates, he’ll probably die.
Meld into Stone (Sp): A relief golem can enter The tempest globe serves a second Once the PCs return Allustan to con-
a stone surface at will as a standard action function as well—it is a prison. As long sciousness, he is momentarily confused
as per the spell meld into stone. While as the globe in the middle of the room but recovers quickly. The PCs likely have
inside a wall, any carvings or paintings on is empty, any creature that takes dam- quite a lot of questions for him at this
the wall shi� and alter to accommodate age from the spike’s electrical bolt must point, but his first order of business is to
the image of the relief golem that appears make a second DC 20 Reflex save or be find out if Ilthane has been defeated. If
where it has merged. A relief golem can instantaneously transported inside the the PCs are on good terms with Allustan,
see and hear out of the stone surface; this globe of electricity and placed in tempo- he agrees to answer some of their ques-
effect lasts until the relief golem decides ral stasis. Prisoners of the tempest globe tions as soon as he feels safe enough to
to exit the stone. This effect operates at remain trapped eternally unless rescued, do so. His answers to probable questions
caster level 18. Casting stone shape on a but as long as a prisoner is in the globe are listed below.
wall containing a relief golem forces it to it cannot capture additional victims. Where have you been? “I’ve been inves-
leave immediately. The Wind Dukes used tempest globe tigating the Whispering Cairn. Several
Phase Door (Sp): A relief golem can walk traps to capture creatures for study, or days ago, I uncovered a new portal—
through wood, plaster, and stone walls as prisons for dangerous enemies. It’s Since you’re here, I assume you’ve seen
at will as per the spell phase door as a possible to deactivate the tempest globe it. Beyond, I found this tomb. I’ve been
standard action. Such portals can only be with a DC 35 Disable Device check, but exploring it ever since.”
used once and the relief golem cannot remember that the spike continues to What happened to you? “I was jumped
take other creatures through. The caster launch electrical bolts at anyone in the by a dragon. It nearly had me, but I man-
level for this effect is 18. room. Alternately, the device’s magic aged to escape back into this tomb. I was
Treasure: The statue’s eyes are pale blue can be suppressed for 1d4 rounds with looking for some sort of magic or tool
topazes worth 1,000 gp each. The statue a successful dispel magic against caster to help defeat the dragon, entered that
itself is worth more than 9,500 gp as a level 17. This frees Allustan, but if he damnable room, and that was that.”
work of ancient art, but it weighs 2,500 remains in the room once the trap’s What is this place? “I believe it is one of
pounds and would require strong bearers magic returns he may simply be cap- the great tombs of the Wind Dukes. It
to carry it out. If the gold is stripped, it’s tured again. Finally, destroying the would appear that it is none other than
worth 800 gp as raw materials. metal spike above the globe renders the Icosiol’s tomb, in fact.”
tempest globe inactive. The spike does Who was Icosiol? “He was one of the
14. The Tempest Globe not generate bolts of lightning at crea- greatest generals of the Wind Duke
(EL 10) tures that target it with magic or attacks army—one of the seven so-called Wan-
from beyond this room. dering Dukes, champions of Law who
This room is full of flickering bluish light Tempest Globe: CR 10; magic device; forged a powerful artifact called the Rod of
and a breeze that smells like thunder- location trigger; automatic reset; no Law, and used it to end the war against the
storms. The floor slopes down toward the attack roll required (8d6 electrical, DC 20 Queen of Chaos. That defeat shattered the
center from all directions, like a funnel. At Reflex half plus possible temporal stasis); rod, transforming it into what is known
the bottom crackles a sparkling globe of Search DC 10; Disable Device DC 35. today as the Rod of Seven Parts.”
lightning. A metallic spike protruding down Iron Spike: Hardness 10; hp 180; Break Why are you exploring this tomb? “Isn’t
from a stone block in the ceiling touches DC 36. that obvious? This place is important.
the very tip of the globe’s upper curve. Development: Allustan has been A powerful general is entombed here,
Inside the globe floats a human figure, a trapped in the tempest globe and held and a lot of powerful magic is entombed
man with a long dark beard wearing torn in stasis for several days. He does not age, with him. The Wind Dukes had a habit
and stained red robes. grow hungry or thirsty, or even dream of burying their weapons with their dead
while inside the globe. Nor can he escape in the months a�er the their victory over
The figure in the sphere of electric- on his own. Chaos. Not to honor the dead as much
ity is Allustan, as anyone who knows the If the PCs manage to rescue him, as to store these weapons in a safe place,
wizard can immediately identify. He has Allustan collapses to the ground uncon- so that should Chaos rise again, the
fallen victim to this room’s dangerous scious. The bolt of electricity that struck weapons would be available to them. I
trap, and until rescued, remains in stasis him and trapped him reduced him to –3 believe that something powerful indeed
inside the tempest globe. hit points, but the stasis effect kept him is hidden somewhere in this tomb, and

DECEMBER 2005 DUNGEON 51


A GATHERING OF WINDS BY WOLFGANG BAUR

I believe it can help us in the dark times invisibility, web (DC 17) Once the passageway to area 14 seals,
that face us today. Plus… how could I 1st—charm person (DC 16), identify, magic the secret doors to the northeast and east
resist exploring a place like this?” missile, magic weapon, shield open. Unfortunately for the occupants of
Allustan becomes distraught if the 0—detect magic, mage hand, mending, this room, the northeast door opens into
PCs tell him his home has been ruined, read magic the river bed. A wall of red water surges
but he regains his composure quickly Spellbook: Allustan carries a traveling down the tunnel, into this chamber, and
enough, stoically reminding himself that spellbook with all his currently then sluices down the second tunnel
at least he’s still alive and he had the fore- prepared spells. toward area 20.
sight to bring a traveling spellbook with Abilities Str 8, Dex 14, Con 12, Int 18 (20), Once the secret doors open, the PCs
him. He handles news of Eligos’s mur- Wis 14, Cha 10 have a single round to react. At the end
der stoically as well, observing that they SQ familiar (none currently) of this round, the waters of the river cas-
have all stumbled into something bigger Feats Brew Potion, Combat Casting, Dodge, cade into this room, filling the chamber
than all of them. If given Eligos’s note, he Empower Spell, Improved Initiative, to a depth of 10 feet and washing any-
agrees that it might be time to go speak Scribe Scroll thing inside out to area 20. The waters
with his one-time master, the infamous Skills Concentration +12, Knowledge carry loose objects and PCs along at a
archmage of Magepoint—Manzorian. (arcana) +16, Knowledge (history) +13, speed of 20 feet toward area 20. A DC
But first, Allustan asks the PCs to con- Knowledge (local) +11, Knowledge 20 Swim check is required to navigate
tinue exploring Icosiol’s Tomb, encour- (planes) +13, Listen +6, Spellcra� +18, these turbulent waters, and those who
aging them to seek out any weapons or Spot +6 try to swim “upriver” must spend 20 feet
magic that the Wind Dukes may have Possessions combat gear, masterwork of movement for that round just to over-
hidden herein—such resources will cer- dagger, amulet of natural armor +1, bracers come the current. A creature next to a
tainly come in handy in the future! As for of armor +3, ring of protection +1, headband protrusion (such as a ladder rung, a wall
Allustan, feel free to use him in any way of intellect +2, cloak of resistance +2, pearl corner, or a spike driven into the ground)
you wish. If you think the PCs could use a of power (1st), 2 doses of diamond dust can cling to that protrusion with a DC
little extra help, he could accompany them worth 250 gp each, 225 gp. 15 Strength check; failure indicates the
on their further explorations of the tomb. Ad Hoc Experience Award: Give the character is washed away.
If the PCs have done well so far, Allustan PCs experience as if they had defeated a Anyone washed into area 20 faces a
may wish to return to Diamond Lake to CR 12 creature if they rescue Allustan. long fall—see the description of that
see about rebuilding his home. One thing area for details.
should be clear, though—the PCs have 15. Flooding Tunnel Trap Flooding Tunnel Trap: CR 10; mechan-
now grown more powerful than their old (EL 10) ical; location trigger; repair reset; mul-
friend. He may once have been a mentor tiple targets (all creatures in the tunnel);
and a guardian, but here in Icosiol’s Tomb The stairs leading down from the north- floodwaters (see above for mechanics);
he may actually become a liability. ern chamber end at a pit. This room’s floor Search DC 30; Disable Device DC 30.
lies forty feet below the bottom step, and
Allustan CR 8 sparkles with an intricate pattern of scarlet 16. Under the River
Male human wizard 8 tiles that create a swirling mosaic. A set of (EL 11)
N Medium humanoid metal rungs protrudes from the wall just This river’s current flows at a speed of
Init +6; Senses Spot +6, Listen +6 below the stairs. Two hallways extend out 20 feet. It’s a DC 15 Swim check to swim
Languages Common, Elven, Dwarven of the room at ground level below—one to these waters, but each round, the current
AC 17, touch 13, flat-footed 15; Dodge the east and one to the northeast. carries swimmers 20 feet closer to area
hp 29 (8 HD) 20. The river is 10 feet deep and there’s
Fort +5, Ref +6, Will +10 Trap: This area contains a dangerous always at least 10 feet of headroom
Spd 30 �. trap. The floor of the small chamber between the river surface and the cavern
Melee mwk dagger +4 melee (1d4–1/19–20) directly south of area 14 is a large pres- ceiling above.
Ranged mwk dagger +7 ranged (1d4–1/19–20) sure plate that triggers once at least 50 The smaller dead-end tributary to the
Base Atk +4; Grp +3 pounds of pressure are put on it. A�er northeast of the main river is sheltered
Combat Gear wand of magic missiles (CL 5th, a delay of 2 rounds, an iron panel slides from the current. Here, the water is much
8 charges) out of the wall at the base of the stairs, more shallow, ranging from 5 feet deep
Spells Prepared (CL 8th, +6 ranged touch): sealing this room off from area 14 to the in the southern arm to only a foot deep
4th—dimension door, empowered north and cutting any ropes hanging in the northern spur. The ceiling height
scorching ray, stoneskin down into this room. Characters within here is 15 feet above the water surface.
3rd—deep slumber (DC 18), dispel magic, 5 feet can leap to the other side of the Characters moving in the shallows can
fireball (DC 18), fly door with a DC 15 Reflex save. do so as if through difficult terrain.
2nd—resist energy, scorching ray, see

52 DUNGEON DECEMBER 2005


At the furthest reach of the eastern Huge clots of animate blood, these ooze- Fort +3, Ref +8, Will +2
arm of these side tunnels, the tempera- like undead monstrosities are mindless Spd 30 �., climb 20 �.
ture drops alarmingly and the languid guardians that react with violence to Melee slam +7 (2d6+6 plus blood call)
waters change to red ice. A DC 20 Spot anything that enters this area. The blood Space 15 �.; Reach 10 �.
check allows a character to notice that a amniotes have amorphous bodies, and Base Atk +5; Grp +17
7-foot-diameter patch of ice on the ceil- can move around these tunnels with ease Atk Options blood call
ing is actually only a few feet thick, and a and without penalty. Driven by an ines- Abilities Str 19, Dex 20, Con —, Int —, Wis
larger chamber can be seen through the capable craving for blood, they slither out 1, Cha 1
cloudy red ice. With a bit of work, it’s of this area if they notice anyone in the SQ self spawn
possible to hack a hole in this ice to gain river to the south. Although they do not Blood Call (Su) Whenever a blood amniote
access to area 17 above. pursue food underwater, they can climb strikes a living creature, its touch causes
To the west, the ceiling soon dips along walls with shocking ease and thus the target’s body to expel a portion of its
down to the surface, making it difficult pursue victims anywhere in the tomb. own blood through the pores. This blood
to navigate for air-breathing creatures. In The blood amniotes o�en travel down- gathers and flows across the intervening
any event, the river itself soon narrows river to feed in the underdark, and have distance between the prey and the blood
down to impassible cracks in the rock, wiped out entire kuo-toa caravans in the amniote. This attack deals 1d4 points of
as water leaches into the area through past. Ancient commands from long-dead Constitution damage to the foe.
a network of high-mineral strata from Wind Dukes ensure the undead return to Self Spwan (Su) Once a blood amniote
aquifers far above. this area before long, however. drains as many points of Constitution as
Ice Sheet: 3 �. thick; Hardness 8 (fire its full normal hit point roll, it splits into
bypasses); hp 60; Break DC 40. Blood Amniotes (2) CR 9 two identical blood amniotes, each with a
Creatures: Intrigued by the naturally N Huge Undead number of hit points equal to the original
red waters of this lake, the Wind Dukes Libris Mortis 87 blood amniote’s full normal total. Both
decided to place a pair of unusual undead Init +5; Senses blindsight 60 �., darkvision of these blood amniotes are only 8 points
guardians within this area to prevent 60 �.; Listen –5, Spot –5 away from self spawning.
unwanted intrusions into the tomb via AC 26, touch 13, flat-footed 21
the river. These two guardians remain hp 65 (10 HD); fast healing 5; DR 10/—
here still—a pair of blood amniotes. Immune ooze traits, undead traits

DECEMBER 2005 DUNGEON 53


A GATHERING OF WINDS BY WOLFGANG BAUR

17. Hall of Ice (EL 11) Immunity to Magic (Ex): An ice golem is creature exposed to the pool’s cold must
immune to any spell or spell-like ability make a DC 15 Will save each round to
This hall is cold. Crusted red ice cakes the that allows spell resistance. Fire spells and avoid suffering 1d6 points of Charisma
floor and walls, and two large humanoid effects affect the golem normally, even drain as their personality is frozen and
statues of the stuff stand at each end, their if they permit spell resistance. A magical muted. A lawful creature exposed to the
frozen scarlet surfaces scribed with smok- attack that deals cold damage heals an pool’s cold instead gains a +4 enhance-
ing white runes. ice golem of 1 point of damage for each ment bonus to his Charisma score as
3 points of damage such an attack would the ice purifies his body and mind. This
The floor of this hallway is caked with otherwise deal. If the amount of healing bonus persists for 24 hours before fad-
slippery ice, the result of ancient magic would cause the golem to exceed its full ing. These effects are generated by Sion-
placed by the architects of this tomb normal hit points, it gains any excess as siar’s spirit, and can be banished forever
to honor the memory of the creature temporary hit points. if dispel law is cast on the pool.
entombed in area 18. It costs 2 squares
of movement to enter any square in this 18. Sionsiar’s Tomb 19. The Passage of
hall, and the DC of Balance and Tumble Honor (EL 11)
checks increases by 5. A DC 10 Balance This room has a low ceiling, about eight
check is rquired to run or charge across feet high, and is caked with ice. The air is This hall is watched over by six statues of
the ice. strangely cold. Where the floor should be is Wind Duke nobles—three against each
Creatures: The two rune-covered fig- nothing more than a slowly churning pool wall. The central statue to the east stands
ures are ice golems, le� here to guard of almost liquid snow and slush. before a stone door. The statues all have
the entrance to Sionsiar’s tomb (area cupped hands in front of them, and float-
18). One golem stands at either end of One of the greatest resources uti- ing on a cushion of air above these hands
the hall, and both animate and close to lized by the Wind Dukes were elemen- are intricate carvings of strange buildings
attack any intruders. tal weirds—strange beings of elemental and towers. The statue before the door does
energy that have potent gi�s of prophecy not hold a carving. The air here is cold, and
Ice Golems (2) CR 9 and prescience. The weirds did not dis- moves in faint whispers. A passageway to
N Large construct (cold) pense their prophecies for free, and the the north opens into a large room lined
Frostburn 137 Wind Dukes o�en had to bring mighty with red ice, sheets of which extend along
Init +0; Senses darkvision 60 �., low-light gi�s and offerings to them when they the floor of this room.
vision; Listen +0, Spot +0 sought advice for the defeat of the Queen
AC 22, touch 9, flat-footed 22 of Chaos. Each of these statues bears the like-
hp 96 (12 HD); DR 10/bludgeoning Icosiol formed a close bond with one ness of one of Icosiol’s fellow Wander-
Immune cold, magic such oracle, a snow weird named Sion- ing Dukes. Their cupped hands cradle
Fort +4, Ref +4, Will +4 siar. It was in large part due to her pre- miniature statuettes of magnificent
Weakness vulnerable to fire dictions and advice that Icosiol’s exploits Vaati buildings constructed by ancient
Spd 30 �.; icewalking during the Chaos War were so successful. architects. These figurines rest upon a
Melee 2 slams +15 (2d8+7) Alas, the snow weird perished in one of so� current of air immediately above the
Space 10 �.; Reach 10 �. the final battles, when desperate agents of statues’ cupped hands.
Base Atk +9; Grp +20 the Queen of Chaos launched an offen- The chamber to the east of this room
Atk Options improved grab (slam) sive against the weirds in an attempt to was originally intended to be a tomb for
Special Atk ice shards cut the Wind Dukes off from their potent Icosiol’s son, but the collapse of the Wind
Abilities Str 25, Dex 10, Con —, Int —, Wis advice. Distraught by Sionsiar’s death, Duke empire saw to it that his son’s body
10, Cha 1 Icosiol made arrangements to have her was lost and never placed within.
Ice Shards (Su): As a free action once every interred in his tomb in this chamber. The floor of this room is caked with
1d4+1 rounds, an ice golem can generate The snow pool is less than half the ice—see area 17 for details on how this
a spray of ice shards from its body, dealing size of a standard elemental weird’s impacts movement.
2d6 points of piercing damage and 1d6 pool—15 feet across and 10 feet deep. Creature: Only five of these statues are
points of cold damage to all creatures A character who enters the pool imme- real. The “statue” that stands in front of
within 10 feet. Living creatures damaged diately takes 1d6 points of cold damage the eastern door is in fact a guardian—a
by this attack must make a DC 16 Fortitude per round and must make a DC 15 Swim kolyarut inevitable. The kolyarut has
save or be blinded for 1d4 rounds. check to keep from sinking. This pool is been bound to this chamber to serve as
Icewalking (Ex): This ability works like spider the source of the cold that suffuses this an eternal guardian. It uses disguise self
climb but applies to all icy surfaces—an ice room and area 17. to appear as one of the five statues and
golem can move normally on any icy surface. Additionally, the snow pool is strongly stands motionless before the eastern door,
infused with forces of law. A chaotic

54 DUNGEON DECEMBER 2005


waiting for the opportunity to defend the
approach to Sionsiar’s Tomb.
The kolyarut’s first action in combat is
to take a move action to trigger a hidden
lever (DC 25 Search to locate) that drops
����
an iron portcullis down over the north
and south entrances to this chamber,
attempting to split the party by trapping
����������
some of them in the room. It then moves
to attack, opening with enervation rays
and following up with vampiric touches.
���������
It is not armed with a magic sword, and
�����
switches to its slam attack only if its vam-
�������
piric touches seem ineffective.
Kolyarut Inevitable: hp 91; Monster �����
Manual 159. ��������
�������
Treasure: Each of the five statuettes ������
held by the statues is worth 100 gp.

20. The Falling River


(EL 13) ��������

The red river plummets over the edge here,


cascading down a thirty-foot-diameter pit
with a roar. There’s some room to maneu-
ver around and climb the walls on the far
side of the waterfall, where many narrow
ledges beckon, but the stone is all very slick.
The spray and mist make it impossible to ����
tell how long the waterfall descends into ����� ���������
the darkness below. Above, the vast cavern
arches upward into darkness. ����������

It should be fairly obvious to even


casual observation that this cavern is
immense in its depth. It’s possible to �����������
start the climb down along the walls of
the cavern, since at first there are plenty
of handholds and footholds. The ledges
are horribly slick, though. Navigating ��������������
these ledges and climbing down requires
a DC 15 Climb check.
This deep tunnel of cave stone
descends for hundreds of feet, and not
entirely in a straight line. Characters
who cannot fly should find navigating
this cavern extremely perilous. The cave ������������
walls leading upward from this area are
drier, but also have no ledges to speak
of—climbing up is a DC 25 Climb check.
Ultimately, the cavern leads up for about
500 feet before ending in a vaulted ceil- ��������������������
ing with no other exits.
The Falling River is the path to Icosi-
ol’s true tomb, the entrance of which is

DECEMBER 2005 DUNGEON 55


A GATHERING OF WINDS BY WOLFGANG BAUR

hidden about 400 feet down. The cavern


itself bottoms out at 750 feet in area 21.
Consult the map of the Falling River to
����������������
track the PCs progress down this vertical
cavern, or to determine how much fall-
ing damage a character takes if he slips
and falls. A few key points along the cav-
ern deserve special mention.
First Narrows. The cavern narrows to
a diameter of 20 feet only 60 feet down
from area 20, which means the spray of
water is more dangerous, making climb-
ing difficult for 25 feet—it’s a DC 20
Climb check to navigate this stretch. ��
The Lake. A very high ceiling here
makes this an excellent spot for an aerial
ambush. The wind warriors (see Crea-
tures, below) stage their first attack here,
utilizing their crossbows from range
before flying down deeper into the cav-
ern to the Cascade to stage their second
defense. The crimson waters of the river
gather in a dark lake here that is home to

legions of small white crabs who eat what
little food drops down with the waterfall.
There is nothing of interest in the lake.
The Basin. There are no beaches to
move around on in this section of cav-
ern, so PCs must either swim or climb
along walls to navigate further.
The Cascade. The waterfall hits a series �������������������
of projections here, creating lots of mist,
cascading water, and difficult climbing
due to the spray of water. It’s a DC 20 It’s a DC 20 Climb check to navigate this Advanced Wind Warriors (6) CR 8
Climb check to navigate this 75-foot 30-foot-long stretch of spelunking. N Medium elemental (air, extraplanar)
stretch. This is also the location of the Creatures: A group of elemental sol- Dungeon #124 47
second assault on the party by the wind diers, foot-soldiers in the Wind Duke Init +6; Senses darkvision 60 �.; Listen +0,
warriors—this time, they engage the PCs army ages ago, guards this cavern. These Spot +0
in melee. They do not pursue the PCs if are wind warriors like the ones the PCs Languages Auran (cannot speak)
they continue deeper into the caverns may have fought in the Whispering AC 20, touch 16, flat-footed 14
below, but do their best to prevent them Cairn, although these warriors are much hp 117 (14 HD)
from reaching the stairs. more powerful than their lesser kin. Immune elemental traits
The Stairs. This approach hides the true The wind warriors fight anyone not Fort +6, Ref +17, Will +4
entrance to Icosiol’s Tomb (area 23). The holding the Seal of Law, which is cur- Spd 30 �., fly 80 �. (good)
entrance to this flight of stairs is hidden rently at the bottom of this abyss (see Melee mwk longsword +15/+10 (1d8+3/19–
by a secret door that can be found with area 21). Because the cavern is only about 20) and
a DC 30 Search check. A lawful creature 30 to 40 feet across but hundreds of feet mwk longsword +15 (1d8–1/19–20)
that carries the Seal of Law automatically deep, the best way to represent this Ranged mwk light crossbow +17/+12
notices this secret door, seeing its out- encounter on a map is to draw a 30-foot- (1d8/19–20)
line flare with so� white light. wide corridor on a map and represent a Base Atk +10; Grp +13
Second Narrows. Again, the tunnel is only PC’s or wind warrior’s vertical position Special Atk sonic blast
20 feet wide for a short stretch, channel- within the sha� by their position along Abilities Str 16, Dex 22, Con 14, Int 8, Wis
ing the water’s energy and filling most of that corridor. In other words, make the 11, Cha 11
the passageway with either water or mist. horizontal tabletop stand in for the verti- SQ body suffusion, superior two-weapon
cal sha� for this encounter. fighting

56 DUNGEON DECEMBER 2005


Feats Dodge, Lightning Reflexes, Mobility, White Kingdom, and Moreto
Rapid Reload, Weapon Focus (longsword) its citizens and rulers
Skills Balance +8, Jump +5, Tumble +23 are true ghouls, unruled
Possessions 2 masterwork longswords, by the feral hunger and
masterwork light crossbow with 20 bolts mindless savagery present
Sonic Blast (Su): As a standard action, a wind in their lesser, far more
warrior can clang its longswords together common kin.
to produce a discordant sonic blast in a The reason for
20-foot line. This effect deals 2d6 sonic Moreto’s exile from
damage to all within the area (Reflex DC 19 the White Kingdom
half ). The save DC is Constitution-based. is tied to current
Body Suffusion (Ex): A wind warrior’s spirit events on the
keeps its body together. If disarmed, its surface world.
weapons age thousands of years in an In his studies,
instant, crumbling to dust before they Moreto learned
hit the floor. At any time therea�er, the of a powerful
wind warrior may generate a replacement undead dragon
weapon as a standard action. that once dwelt
Superior Two-Weapon Fighting (Ex): A wind on the surface
warrior’s essence suffuses its entire body, world. This
granting it supreme control over its was Dragotha,
movements. Wind warriors do not take and accord-
a penalty on attack or damage rolls for ing to several
attacking with two weapons. prophecies
he discovered
21. The Star Chamber in w o r m-
(EL 13) eaten texts,
the undead
The red waterfall crashes into a pool of jag- dragon would
ged rocks in this large cave at the bottom of soon stir,
its descent. An outlet of slow-moving red- awaken, and
dish water that seems almost black gurgles usher in the advent
away to the south. The cavern beyond is of a new time of
large and wet, longer in the north-south writhing decay.
direction and roughly fi�y feet east to west. Moreto had discov-
A pale greenish-yellow light reflects off the ered the prophecies
river and walls downstream, perhaps a of the Age of Worms.
hundred feet away to the north—the same Intrigued, he tried to
light flickers and refracts off tiny crystals in convince the rulers
the roof above, almost giving this cavern of the White King-
the feel of being open to the night sky. dom to fund an
expedition to the
This large cavern has always existed surface world
deep under Icosiol’s Tomb, yet at the time to investigate
of the tomb’s construction access to this the prophe-
chamber was much more difficult, pos- cies, for if
sible only through a narrow underwater indeed this Age of Worms was nigh, route to the surface was said to parallel
channel. In time, the waterfall eroded a perhaps the true ghouls of the White the River of Blood. His journey upward
larger passageway through to this cave, Kingdom could return to the world has been taxing, and now two mohrgs are
which is part of the vast network of cav- above. Yet the rulers of the White King- all that remains of his once formidable
erns known as the Underdark. dom did not share Moreto’s interest in band.
Creature: The current occupant of this returning to the surface—the Under- Moreto suspects he is very close to the
chamber is a refugee from a region deep dark suited them just fine. They branded surface, and even managed to make it all
below the surface ruled by a society of Moreto a heretic and exiled him and his the way up into Icosiol’s Tomb a few weeks
the undead. This nation is known as the servants. Moreto knew that the closest ago. He began looting rooms, knowing

DECEMBER 2005 DUNGEON 57


A GATHERING OF WINDS BY WOLFGANG BAUR

that he would need wealth to re-establish on a boulder studying the Seal of Law by prophecy worth 500 gp each, files for
himself on the surface, and managed to ghoul-light. sharpening teeth and claws
reach area 10 without much problem by Mohrgs (2): hp 91 each; Monster
using command undead and halt undead to Moreto, Marquis of Ravenstone CR 11 Manual 189.
hold back the tomb’s guardians. There, Male noble true ghoul sorcerer 8/fighter 2 Tactics: If the PCs attack, Moreto is
he discovered an item that radiated LE Medium Undead more than ready to respond in kind: his
potent magic indeed—the Seal of Law. Init +5; Senses darkvision 120 �., lifesense ghoul-light lantern grants him protection
As he took the Seal, the shadow spider 60 �.; Listen +9, Spot +13 from invisible or stealthy approaches,
Flycatcher finally arrived and attacked. Languages Abyssal, Draconic, Infernal, and his morghs and summoned undead
Their battle ended in a draw, with both Undercommon can keep most groups at bay long enough
managing to inflict grievous wounds on AC 23, touch 17, flat-footed 18 for Moreto to cast his defensive spells in
the other, but Moreto still managed to hp 57 (70 with false life active) (14 HD) the opening rounds of combat.
escape back to this cavern with the Seal of Immune undead traits If Moreto is reduced to fewer than 15 hit
Law. Since then, he’s been studying and Fort +6, Ref +8, Will +14 points he breaks off combat and attempts
investigating the relic, hoping to find Spd 30 �. to flee back into the Underdark, intending
a way to use it against Flycatcher and Melee +2 greatsword +17/+12 (2d6+11/17– to seek an alternate route to the surface.
finally reach the surface world above. 20) and He abandons the Seal of Law in this case,
If the PCs are carrying light sources bite +12 melee (1d6+3 plus paralysis and hoping that his pursuers will be distracted
with them or are particularly loud, ghoul fever) by the valuable-looking relic long enough
chances are that Moreto notices their Base Atk +8; Grp +14 for him to make good his escape.
approach. He recalls his two remaining Atk Options Combat Expertise, Improved If Moreto is killed he’ll immediately
mohrgs to his side and sneaks toward Disarm become a spectre. He is driven mad by
the PCs to spy on them. When he sees Combat Gear wand of enervation (14 the transformation due to the fact that,
that the PCs aren’t shadow spiders, he charges), wand of halt undead (20 charges), as he died in exile, he is now barred from
presents himself to them and lets the potion of inflict moderate wounds (4) entering the Ghostly Court. He does his
PCs make the first move, be it an attempt Spells Prepared (CL 8th, ranged touch +13) best to eliminate the PCs in this event,
to parlay or an attack. 4th (4/day)—lesser globe of invulnerability fighting to his own destruction.
If the party is diplomatic and 3rd (7/day)—dispel magic, lightning bolt Development: While it’s possible that
approaches more-or-less openly, Moreto (DC 20) the PCs enter an alliance with Moreto,
treats them as guests (he’s bored silly). 2nd (8/day)—command undead (DC 19), keep in mind the fact that he is a despi-
He’s especially amused if they are wet false life*, levitate cable and cruel undead menace. Once
and injured, but offers to use prestidigi- 1st (8/day)—charm person (DC 18), he’s secured a route to the surface, the
tation to clean them up. Moreto’s ini- expeditious retreat, feather fall, mage best the PCs can hope for is to be aban-
tial attitude toward the PCs is indiffer- armor*, magic missile doned by him. It’s more likely that he’ll
ent. His only real desire is to reach the 0 (6/day)—acid splash, dancing lights, detect hang around long enough to ambush or
surface and seek out Dragotha, but he magic, disrupt undead, ghost sound (DC 17), abduct one of the PCs, using magic like
knows better than to reveal his plans to mending, prestidigitation, read magic charm person to ensure their servitude.
strangers. Instead, he plays the part of *Already cast once today
an explorer while he pumps the PCs for Abilities Str 23, Dex 20, Con —, Int 16, Wis 22. Entrance to the
information about Icosiol’s Tomb, Fly- 19, Cha 25 True Tomb
catcher, and the surface world. SQ spectral transformation, summon familiar
If the party made a deal with Flycatcher (bat named Eyrix), +4 turn resistance The walls and floor of this cave have obvi-
to kill Moreto and they admit as such to Feats Alertness, Combat Expertise, Cra� Magic ously been partially finished by stonework-
the true ghoul, he laughs and makes a Arms and Armor, Extend Spell, Improved ers. More impressive by far are the massive,
counteroffer. He’ll give the PCs the Seal Critical (greatsword), Improved Disarm, fi�y-foot-tall doors to the north. These dull
of Law if they agree to kill the spider. If Multiattack, Weapon Focus (greatsword) black doors are carved with both gigantic
made friendly, he even volunteers to aid Skills Balance +8, Bluff +15, Climb +17, Cra� and tiny runes, some at eye level and others
the PCs in the fight against Flycatcher. (weaponsmith) +11, Diplomacy +9, Hide much larger. The metal of the door seems
Note that although Moreto knows the +15, Jump +13, Knowledge (arcana) +15, pristine and freshly forged.
words to speak to safely handle the Seal Move Silently +10, Spellcra� +17, Spot +13
of Law, he may “forget” to teach them to Possessions combat gear, +2 greatsword, The doors are made of stone but
the PCs if they annoy him. cloak of the bat, ring of protection +2, encased in adamantine plates. The
It’s possible that Moreto doesn’t notice ghoul-light lantern (see appendix), Seal of runes on the door are written in Vaati
the characters’ arrival. If the PCs catch Law, 5 rare books on magical theory and and comprise combinations of Icosiol’s
him unawares, they find him perched personal glyph and a series of curses

58 DUNGEON DECEMBER 2005


against Chaos. One phrase in particular
is inscribed in a place of prominence
just over the massive handles. Written �������������
in Vaati as well, this phrase reads, “Dare
not enter the tomb of Icosiol, Lord of � �
Aaqa, Wandering Duke, and Bearer of
the Rod of Law.” His righteous peace �
and glorious memory are best le� to � �
the ages, and his enemies are best le�
��
forever sleeping.” �� �
These symbols of Law are imbued with

potent magic, and duplicate the effects of
an antipathy spell (caster level 17) as long �

as the doors remain closed. The antipa-
thy only affects creatures with a chaotic �
alignment—these creatures must make a
DC 21 Will save or be unable to approach ��
within 20 feet of the doors. Even if they
make the save, their Dexterity scores are
reduced by 4 as long as the doors remain


closed and in sight.
The doors themselves are sealed with a
permanent arcane lock (caster level 17). Note
that the extreme size of the doors prevents
knock from being able to open them. The
arcane lock must be dispelled or bypassed
(or the doors themselves destroyed) if the
PCs wish to pass beyond them. ��������
Any character that holds the Seal of
Law alo� before the doors suddenly
feels a sense of weightlessness as sev-
�������������������
eral words manifest in his mind. These
words are “Aaqa” (the name of the Wind
Duke empire), “Icosiol” (the name of
the Wind Duke entombed within), and visible—in its place is a pit filled at a depth This chamber was built to impress
“Pesh,” the volcanic plain on which the of eighty feet with glowing blue fog. Swirl- upon both visitors and tomb robbers
Wandering Dukes defeated the army ing patterns of wind and lightning dance alike the true power and strength of
of Chaos. Speaking these three names and howl along the walls and ceiling of the the wind and the lightning at the Wind
aloud in this order causes the doors chamber, filling the room with a tumultu- Dukes command. The columns them-
to swing soundlessly open and remain ous roar. selves form a path of sorts to the far side
open until they are physically closed or Each of the seven columns appears of the room. Navigating the columns is a
the carrier of the Seal of Law speaks the slightly different. The closest column’s top dangerous prospect, made moreso by the
three words again. is level with the ground in the entrance presence of two greater air elementals
Tomb Doors: 5-foot-thick stone plated room to the west. The next column is two charged with preventing any creatures
with 1-inch-thick adamantine; Hardness feet higher. The third rises up to the ceil- in the room from using flight to defeat
20; hp 980. ing forty feet above. The fourth is three feet the room’s obstacles.
higher than the second one, but rotates Each of the columns is labeled with
23. The Rising Path slowly in place. The fi�h column’s upper a letter; specific qualities of each are
(EL 12) surface seems to be covered with a thick summarized below. Check page 77
layer of what looks like tar, and is about one of the Player’s Handbook for a list of
This chamber contains seven stone col- foot higher than the last. The sixth column Jump DCs.
umns, each slightly taller than the next, is two feet higher than the previous one but Column A: This section is just 5 feet
rising slowly from the entrance to a small is made of a lighter colored stone. A larger from the entryway.
platform at the far end of the room before column, nearly twice the diameter of the Column B: This column is 2 feet higher
a second set of enormous doors. No floor is others, stands to the le� of the main row. than A, and 7 feet away from it.

DECEMBER 2005 DUNGEON 59


A GATHERING OF WINDS BY WOLFGANG BAUR

pillar to rise up at a rate of 5 feet per


round toward the ceiling above. The
pillar stops its ascent at a point 10
feet below the ceiling, at which
point anyone standing on or
above the Seal of Law is li�ed up
through an illusory wall in the
ceiling above, arriving in the
westernmost alcove of area
24. Characters nearing
the ceiling in this manner
are protected from the
hurricane-force winds
and the lightning on the
walls, but those who pass
through this opening
without using the Seal of
Augerric Law are not. Once this
entrance has been acti-
vated, it remains active
for one hour, even if the
Seal of Law is removed
from the room.
Column G: This column is
made of unstable stone. If any
amount of weight in excess of
25 pounds is placed upon it, the
column crumbles to dust. A crea-
ture on the column can make a DC
20 Reflex save to get a chance to leap to
a nearby column.
Column H: This column abuts the two
large adamantine doors at the far end.
Unfortunately, these doors are false and
do not open. Any attempt to force them
make a DC 12 Balance check to to open causes the elementals to attack.
keep his footing. Failure by 5 or more Any character that falls into the fog-
indicates the character falls off. filled abyss below plummets 500 feet
Column E: The tar-like substance into a featureless stone pit, suffering
Column C: A permanent image disguises smeared on top of this column is in fact 20d6 falling damage on impact. The
this pillar. While it is in fact only a foot a magically elastic coating of sludge. A glowing blue fog fills most of this pit,
higher than column B, the illusion makes creature that stands or lands on this stuff obscuring vision beyond 5 feet. It’s a DC
it appear that the column extends all the bounces and finds keeping his footing 25 Climb check to scale the walls back
way to the ceiling. A character who inter- quite difficult. Each round, a creature up.
acts with the illusion (such as by trying standing on this column must make a Any non-elemental approaching within
to throw a rock at the pillar) can disbe- DC 20 Balance check to avoid falling off. 5 feet of the north or south walls or the
lieve it with a successful DC 19 Will save. Jump checks made from this pillar gain a ceiling is struck by a blast of hurricane-
Characters who try to jump onto this col- +10 circumstance bonus. force wind and a bolt of lightning. The
umn but do not disbelieve the illusion Column F: This larger column marks lightning deals 10d6 electrical damage,
suffer a –5 penalty on their Jump check. the actual entrance to Icosiol’s tomb. A or half on a DC 20 Reflex save. The blast
Column D: This entire column rotates DC 20 search of the column’s surface of wind has different effects depending
slightly, and its top is about a foot higher finds a shallow circular indentation in on the target’s size and whether he’s fly-
than column C’s top. Jump checks onto the center. This indentation is the same ing or not—see page 95 of the Dungeon
it suffer a –5 penalty, and each round a width as the Seal of Law. Placing the Seal Master’s Guide for details.
character stands on this column he must of Law in this indentation causes the

60 DUNGEON DECEMBER 2005


Creatures: Two greater air elementals carved as if to hold an object. Placing none of the traps or guardian monsters
serve as this chamber’s wardens. They the Seal of Law in these hands causes the in Icosiol’s tomb will harm the PCs, with
remain hidden in the fog 45 feet below, sarcophagus to lower to the ground. One the exception of Flycatcher.
gaining a +20 circumstance bonus on Hide round later, the top of the sarcophagus If any of the PCs is carrying the inac-
checks for a net total of +22 on their Hide fades away, leaving the Seal of Law sus- tive talisman of the sphere they may have
checks (remember to account for distance pended in the air above Icosiol’s remains found in the Whispering Cairn, that PC
penalties when having the PCs make Spot below. The sarcophagus can also be bat- instinctively knows that this item has
checks to see the elementals). tered open with force, or by spells like been restored to full functionality by
If anything tries to “cheat” this room disintegrate or stone shape. Icosiol’s blessing. Likewise, if Zosiel’s
by flying, or once they are spotted, the Icosiol’s Sarcophagus: 6-inch thick silver diadem is present, Icosiol’s bless-
elementals fly up out of the fog to attack stone; Hardness 8; hp 90; Break DC 32. ing restores this ancient item to its full
the party. They prefer to attack non-flying Creatures: Of course, Icosiol’s tomb is potential as well, transforming it into a
targets, and use their whirlwind attacks not ungarded. Before the PCs can place circlet of Wisdom +4 that functions also
to capture these creatures and then drop the Seal of Law and gain the blessing of as a circlet of persuasion and grants its
them into the pit below. Icosiol’s spirit, they must first defeat the wearer the ability to speak and under-
Greater Air Elementals (2): hp 178; creature of chaos that has been bound stand Auran. If the owner of the diadem
Monster Manual 96. to this chamber to serve as its eternal tries to sell the item, Icosiol’s blessing
guardian. This guardian is an ancient fades and it becomes a circlet of Wisdom
24. Icosiol’s Mausoleum fiend known as Augerric, an oculus +2 again.
(EL 13) demon from the primal Abyss. Auger- Ad Hoc Experence Award: If the PCs
ric lurks in the western alcove under recover the treasures kept here and earn
This chamber is modestly sized but has a the cloak of invisibility and mirror image. the respect of the Wind Dukes, award
very high ceiling: nearly sixty feet high. The When he notices the PCs enter the room, them experiance as if they had defeated
room is lit by elongated metal lanterns that he immediately attacks them with eye- a CR 15 creature.
glow with the colors of the rainbow. A white bolts. Doing so makes him visible, which
marble sarcophagus floats in the air at the of course exposes the party to his para- CONCLUDING THE
far end of the room, ten feet off the floor. lytic gaze. Augerric uses invisibility to ADVENTURE
The sarcophagus bottom is carved with an position himself for advantageous uses This adventure ends as the PCs recover
image of a sleeping Wind Duke, two swords of his spell-like abilities or eyebolts dur- the fragment of the Rod of Seven Parts and
resting on his chest and a winged helmet ing combat, but if directly engaged in return to Diamond Lake. They find the
at his feet. melee he has no qualms about fighting townsfolk worried and nervous. Even
The walls are carved to depict a funeral back with his physical attacks. proof of Ilthane’s death does little to
procession that winds up in a spiral, show- Augerric, Oculus Demon: hp 187; brighten their spirits. The miners and
ing Wind Dukes, djinni, air elementals, and see Appendix. knaves of Diamond Lake can feel in their
other elemental servants of Law in mourn- Treasure: Icosiol’s body is nothing bones that things are about to change,
ing as they attend the body of a fallen gen- more than dust and fragments of bone and likely not for the better.
eral. A�er the first spiral, the upper sections now, but several potent-looking items Allustan himself is understandably
show the general’s ascension into a primal remain within his tomb. These are a morose and depressed about the turn of
vortex of wind and thunder. Many-eyed ring of the Wind Dukes, a lightning Sword, a events. The recovery of the Rod of Seven
abominations, frog-like humanoids, and sword of Aaqa, and a fragment of a strange Parts fragment and the other Wind Duke
tentacled demons are trampled beneath metal rod. This is, in fact, the final por- treasures brightens his mood a bit, but
his feet as he rises into a golden doorway tion of the infamous Rod of Seven Parts. even these mighty treasures can’t fix his
at the end of the fresco. All four of these objects are magic items ruined home, the lives lost to Ilthane’s
of great power. If the PCs claim them, attack, or the seemingly unstoppable
This is the burial chamber of the Wind they feel a momentary rush of anger and advance of the Age of Worms. Allustan
Duke Icosiol. There is relatively little of jealousy, but this rush quickly gives way may be the smartest man in Diamond
interest in this austere chamber save for to a feeling of peace and welcome. The Lake, but as he looks upon the ruins of
the sarcophagus itself. spirit of long-dead Wind Duke Icosiol his home and the once-desperate char-
A search of the sarcophagus reveals can feel the impending doom that is the acters who have become true heroes in
that there seems to be no way to open Age of Worms, and understands that the their own right, he realizes that his role in
it; there is no lid. The carving on the weapons of the Vaati must be used once the developing saga has come to an end.
top side depicts the same sleeping Wind again to fight against the encroaching There is only one more thing he can do
Duke seen on the underside (Icosiol), dark. His blessing settles over the PCs to aid the PCs. He can show them the way
but this carving’s hands are empty and with a so� sigh and a feeling of content- to his one-time mentor, the archmage
protrude out of the top and seem to be ment and support. From this point on, Manzorian. Allustan encourages the PCs

DECEMBER 2005 DUNGEON 61


A GATHERING OF WINDS BY WOLFGANG BAUR

to take what they know to Manzorian’s Advancement: By character class damage 1d4 Con and 1d4 Cha per day.
home to the north in the coastal village Level Adjustment: — The save DC is Charisma-based.
of Magepoint. Surely the archmage can An afflicted humanoid who dies of
help put an end to the threat? His clothes are the genteel, rotted garments of ghoul fever rises as a ghoul at the next
Allustan himself retreats into his stud- a generation ago, and he speaks in the tones of midnight. A humanoid who becomes
ies, in search of further information, a reasonable man. His skin is sallow, almost a ghoul in this way retains none of the
and begins to strengthen his home with parchment-like in texture. Only his taloned abilities it possessed in life. It is not
wardings and magical fortifications. A fingers, black split tongue, and cruel hooked under the control of any other ghouls,
great darkness is close at hand, and the teeth betray his deep corruption. but it hungers for the flesh of the living
wizard fears what is to come. For the PCs, and behaves like a normal ghoul in all
this adventure marks a turning point. No True ghouls (also called shadow ghouls or respects. A humanoid of 4 Hit Dice or
longer are they in the dark. No longer are greater ghouls) are much more human than more rises as a ghast.
they forced to react to the machinations common ghouls and ghasts. They are as Paralysis (Ex): Those hit by a true
of Kyuss’ dark plans. Soon, they shall well-spoken and cultured as they are utterly ghoul’s bite or claw attack must succeed
gaze upon the Spire of Long Shadows, ruthless and evil. True ghouls have pale on a DC 16 Fortitude save or be para-
and the sinister origin of Kyuss himself skin, sharp teeth, a long black tongue and lyzed for 1d6+1 rounds. The save DC is
shall be laid at their feet. sunken eyes. Unlike most undead, the true Charisma-based.
ghouls are not the product of necromantic Lifesense (Ex): True ghouls can sense
APPENDIX I: NEW tinkering or magic. They are evolved ghouls life energy within 60 feet well enough
MONSTERS who have managed to overcome their bes- to locate living creatures, even in magi-
tial and feral natures, or at the very least, cal darkness. When a true ghoul detects
True Ghoul have learned to control them. life, the exact location of the source is not
Medium Undead True ghouls speak Undercommon. revealed—only its presence somewhere
Hit Dice: 4d12+3 (29 hp) These creatures originally appeared within range. The true ghoul can take
Initiative: +3 in Dragon #252, and were featured a move action to note the direction of
Speed: 30 �. (6 squares) in Dungeon #70’s “Kingdom of the the life. Whenever the true ghoul comes
Armor Class: 19 (+3 Dex, +4 chain shirt, +2 Ghouls” adventure. DMs seeking more within 5 feet of the source, the true ghoul
natural), touch 13, flat-footed 16 information concerning true ghouls and pinpoints the creature’s location. A true
Base Attack/Grapple: +2/+6 the White Kingdom they rule are encour- ghoul with the Track feat can follow tracks
Attack: Longsword +6 melee (1d8+4/19–20) aged to seek out these sources. of living creatures with this ability, mak-
Full Attack: Longsword +6 melee ing a Wisdom (or Survival) check to find
(1d8+4/19–20) and claw (1d4+2 plus Combat or follow a track and ignoring the effects
paralysis) and bite +4 melee (1d6+2 plus True ghouls are organized, canny fight- of surface conditions and poor visibility.
paralysis and ghoul fever) ers who seek to gain surprise whenever The typical DC for a fresh trail is 10. This
Space/Reach: 5 �./5 �. possible. Whenever possible, they send DC increases or decreases depending on
Special Attacks: Ghoul Fever, paralysis slaves and minions (troglodytes, drow, the number of creatures and the age of the
Special Qualities: Darkvision 120 �., life- goblins, undead, or other slave races) trail. For each hour that the trail is cold,
sense 60 �., spectral transformation, +4 into battle first, to throw their enemies the DC increases by 4. The ability other-
turn resistance, undead traits into disarray and weaken them. They wise follows the rules for the Track feat.
Saves: Fort +1, Ref +4, Will +6 are capable of marching tirelessly, and Spectral Transformation (Ex): When
Abilities: Str 19, Dex 16, Con —, Int 10, use this ability to surprise their enemies a true ghoul is slain, its animating force
Wis 15, Cha 18 both offensively and defensively. tears free of its body, manifesting as a
Skills: Balance +6, Climb +10, Hide +8, Although a true ghoul’s bite and claws glowing, green phantom of the ghoul.
Jump +6, Move Silently +8, Spot +9 are formidable natural attacks, they pre- This spectral force is usually harmless
Feats: Multiattack, Toughness fer to wield weapons in combat, if only and fades away to nothingness over the
Environment: Underdark to express their superior culture above course of one round. If the true ghoul in
Organization: Solitary, pair, troupe (2–5 their base and feral kin. They prefer question was a noble, this phantom mani-
plus 1–3 ghast servants), patrol (7–12 longswords in combat. Nevertheless, a fests instead as a free-willed spectre that
plus 1 noble), slaving expedition (13–24 true ghoul is quick to use its bite and off- can immediately attack its enemies. The
plus 1d6 underpriests and 1 priest), or hand claw attacks to augment its sword- spectre does not retain any class abilities
legion (70–120 plus 2d6 underpriests, 1d6 play. They prefer light armor, but only that the true ghoul may have had in life.
priests, and 1d10 nobles) rarely use shields. True ghoul spectres o�en retire to roles of
Challenge Rating: 3 Ghoul Fever (Su): Disease—bite, For- advisor to other true ghoul nobles—these
Treasure: Standard titude DC 16, incubation period 1 day, spectres are known as the Ghostly Court.
Alignment: Always neutral evil

62 DUNGEON DECEMBER 2005


Priests and Speed: 30 �. (6 squares), fly 70 �. (good)
Underpriests Armor Class: 28 (+9 Dex, +9 natural), Scaling the
The god of the true ghouls is unknown to touch 19, flat-footed 19 Adventure
most outsiders. It is o�en called the Lord Base Attack/Grapple: +15/+21 “A Gathering of Winds” is designed for
of Rot and Shadow, or simply the Charnel Attack: +1 unholy longsword +22 melee a group of four 11th-level characters,
God. Many scholars believe the creature (1d8+7/19–20) and 3 eyebolts +24 ranged but with a little work it can be adapted
is an Abyssal Lord, though others believe touch (2d8 plus special) for use by 9th–10th level characters
it is some form of greater yugoloth. In Full Attack: +1 unholy longsword or 12th–13th level characters. Simply
fact, this divine power is an ancient and +22/+17/+12 (1d8+7/19–20) and claw +16 adjust all NPC character levels up or
mysterious deity named Mordiggian. melee (1d6+3) and 3 eyebolts +24 ranged down as appropriate by a number
equal to that which the average party
True ghoul clerics of Mordiggian gain touch (2d8 plus special)
level of your group deviates from 11.
access to the domains of Death, Evil, and Space/Reach: 5 �./5 �.
Increase or decrease the Search and
Knowledge. If you use Libris Mortis in your Special Attacks: Eyebolts, paralyzing Disable Device DCs for all traps by the
campaign, his clerics also gain access to gaze, spell-like abilities same amount. Don’t forget to mod-
the Hunger and Undeath domains. Cler- Special Qualities: All-around vision, ify the amount of treasure found in
ics of 4th-level or lower are called under- damage reduction 10/cold iron and good, the adventure appropriately. Specific
priests. Those of 5th–level or higher are darkvision 60 �., immune to electricity, changes to the adventure include:
known as priests. True ghoul priests are immune to fire, immune to poison, neg- 9th–10th-level characters: Make
experts at constructing, commanding, ative energy affinity, resist acid 10, resist Ilthane a standard adult black dragon.
and destroying golems of all types, espe- cold 10, spell resistance 24 Remove 1–2 belkers from area 2.
cially stone and bone. They have a love Saves: Fort +17, Ref +18, Will +9 Remove Smoughed from area 5. Make
the elder black pudding in area 7 a 15-
for automatons of all kinds, and many Abilities: Str 23, Dex 28, Con 26, Int 10,
Hit Die Huge black pudding. Replace
are experts at creating new types of con- Wis 10, Cha 12
the dread wraith in area 10 with a 12-
structs and necromantic servants. Skills: Concentration +26, Diplomacy Hit Die wraith. Remove 1 or 2 xorns
+3, Hide +27, Intimidate +19, Listen +18, from area 11. Remove one of the relief
Nobles Move Silently +27, Search +26, Sense golems from area 13, one of the blood
The deepest reaches of the Underdark Motive +18, Spot +26 amniotes from area 16, and one of the
hide the mysterious White Kingdom, Feats: Dodge, Improved Critical (long- ice golems from area 17. Replace the
a nation populated entirely by true sword), Mobility, Point Blank Shot, Pre- kolyarut inevitable in area 19 with a
ghouls. The leaders of this kingdom cise Shot, Shot on the Run 1st-level fighter zelekhut inevitable.
are nobles who have risen above even Environment: Infinite Layers of the Abyss Reduce the wind warriors in area 20
their kin. If you use Libris Mortis, many Organization: Solitary, pair, flock (3–8) by 1 or 2. Remove one or both of the
mohrgs from area 21. Remove one of
true ghoul nobles possess the evolved Challenge Rating: 13
the greater air elementals from area
undead template. Moreto, the true ghoul Treasure: Double standard plus +1
23. Replace the oculus demon in area
noble encountered in this adventure, is a unholy longsword 24 with a hezrou demon.
minor noble and does not have this tem- Alignment: Always chaotic evil 12th–13th-level characters: Advance
plate. True ghoul nobles typically have Advancement: 16–23 HD (Medium), 24–35 Ilthane’s hit dice by 1–2. Add 2–4 belk-
class levels as sorcerers, fighters, bards, HD (Large), 36–45 HD (Huge) ers to area 2. Give Antyress Redpike in
or rogues. They o�en wear mithril or Level Adjustment: — area 5 1–2 fighter levels, or give him a
adamantine plate armor and wield the second Huge fire elemental compan-
most powerful magic weapons they can The demon blinked a hundred eyes at once, a ion. Advance the elder black pudding
find, with a preference for greatswords, sign of assent. The thing’s eyes were in its head, in area 7 by 4–8 Hit Dice. Add a second
greataxes, longswords, and halberds. its neck, its shoulders, and tiny rolling eyes in dread wraith to area 10. Replace the
six xorns in area 11 with four or five
Ghoul nobles are o�en on good terms its fingertips—and with each step, the tiny eyes
elder xorns. Add a third relief golem
with vampires, liches, yugoloths, and on the soles of its feet squelched and popped.
to area 13, a third blood amniote to
creatures from the Plane of Shadow. area 16, and a third ice golem to area
They display great talent in necromancy, The oculus demon is a creature of 17. Give the kolyarut inevitable in area
constructing undead war machines and ancient days, long ago sworn to serve 19 1–2 levels of fighter. Advance the
battering rams from animated corpses. the Demon Queen of Chaos before the wind warriors in area 20 by 4 Hit Dice.
rise of the tanar’ri. Also called “thou- Replace the greater air elementals
Oculus Demon sand-eye demons,” most were destroyed in area 23 with elder air elementals.
Medium Outsider (Chaotic, Extraplanar, during the Battle of Pesh and subsequent Advance the oculus demon in area 24
Evil) forays against their strongholds and by 2–4 Hit Dice.
Hit Dice: 15d8+120 (187 hp) settlements by the Wind Dukes of Aaqa.
Initiative: +9 Rumors of the source of their creation

DECEMBER 2005 DUNGEON 63


A GATHERING OF WINDS BY WOLFGANG BAUR

abound, with perhaps the most fantas- 70 feet. On a successful ranged touch find the necromantic green glow of
tic claiming that the first oculus was the attack, an eyebolt inflicts 2d8 points the ghoul-light comforting. A ghoul-
byblow of a liaison between a gibbering damage from negative energy. This light lantern can be command to shed
mouther demigoddess and an ancient damage heals undead creatures in the its sickly green glow as a move action.
giant of a hundred eyes, perhaps with a same way an inflict wounds spell does. Once activated, the glow illuminates a
drop of beholder blood somehow added A creature that takes damage from an 20-foot radius and provides shadowy
into the mix. eyebolt must make a DC 25 Fortitude illumination out to a 40-foot radius.
Oculus demons stand at roughly save to avoid the mind-numbing fear Living flesh illuminated by ghoul-light
human height, though much broader and nausea the energy inflicts on liv- feels strangely cold and clammy, while
through the shoulders. Their posture ing souls. On a failed save, the victim’s undead within the light feel more
is hunched, and all such demons have body becomes wracked with pain and energetic. Any living creature within
either two or four horns, depending on fever—the creature becomes sickened 20 feet of a source of ghoul-light takes
their gender. In males, the two horns and takes a –2 penalty on attack rolls, a –1 penalty on Will saves and all Cha-
are straight and long, in female demons weapon damage rolls, saving throws, risma checks (including turn undead
the four horns are round and the tips skill checks, and ability checks. These checks and all Charisma-based skills).
o�en touch over their heads. Some ocu- effects persist for 1 hour, or until they Undead within 20 feet of a source of
lus demons have eyestalks in addition to are removed by anything that removes a ghoul-light gain a +1 profane bonus on
horns. A very few have a sort of crown of fear effect. Will saves and Charisma checks.
eyeballs all the way around their skull; A creature that is already sickened by an Ghoul-light is treated as bright illu-
these demons are driven from the Abyss eyebolt becomes panicked for 1d4 rounds mination against creatures with light
to seek their fortunes elsewhere. if struck by another eyebolt and it fails to sensitivity (such as drow).
Oculus demons always have dozens make the DC 25 Fortitude save. All creatures exposed to ghoul-light
or (in extreme cases) hundreds of eyes. A creature that is already panicked by begin to glow so�ly themselves with the
In cases where they have relatively few, an eyebolt is rendered unconscious if nasty green light. This glow does not
they sometimes tattoo faces featuring struck by another eyebolt and it fails to provide additional illumination, but it
those eyes in the expected location. make the DC 25 Fortitude save. A DC 20 does affect all creatures within 20 feet of
Oculus demon skin is rubbery, with chi- Heal check or any form of magic heal- the source as if by faerie fire, thus reduc-
tinous plates covering their shoulders ing restores consciousness to the victim; ing the effectiveness of invisibility, dis-
and a helmet-like skull. In some such otherwise, he remains unconscious for placement, and similar effects.
demons, these plates can slide over their 1d4 hours. Faint evocation; CL 3rd; Cra� Won-
most exposed eyes to protect them. These additional eyebolt effects are drous Item, creator must be a true ghoul;
Oculus demons speak Abyssal. mind-affecting necromantic fear effects. Price 5,000 gp; Weight 2 lb.
Paralyzing Gaze (Su): Paralysis for 1d4
Combat rounds, 30 feet, Fortitude DC 18 negates. Lightning Sword
Oculus demons prefer ranged combat, The save DC is Charisma-based. The lightning sword is a +2 shocking burst
using spell-like abilities and eyebolts to Spell-Like Abilities (Sp): At will— mithral short sword. Used by the Wind
strike at foes. They prolong this stage of greater arcane sight, blindness/deafness (DC Duke Icosiol on the battlefield of Pesh,
combat as long as possible, and for this 13), detect law, dispel magic, invisibility, the lightning sword is the companion
reason usually serve demonic armies as dimension door, protection from law, tongues, blade to the sword of Aaqa. The lightning
ranged support and scouts rather than true seeing, vampiric touch. 3/day—dispel sword’s pommel is a single huge star sap-
as foot troops. law, chaos hammer (DC 15), mirror image. phire that glitters with electrical energy.
Once hand-to-hand combat begins, Caster level 15. Three times per day by drawing the
they wield a cruel, curved longsword All-Around Vision (Ex): An oculus’s lightning sword, the wielder can gain the
in one hand. This longsword is almost many eyes give it a +8 racial bonus on effects of a fly spell (caster level 9). This
always a +1 unholy longsword. Their off- Search and Spot checks, and they can’t effect springs into being as part of the act
hand claw and bite give them second- be flanked. of drawing the sword.
ary attacks, and they can continue to use If the wielder fights with the light-
their eyebolts even in close range with- APPENDIX II: NEW ning sword and the sword of Aaqa, he
out provoking attacks of opportunity. MAGIC may strike the two swords together as a
Eyebolt (Su): As a free action that standard action to generate 30-foot line
doesn’t provoke an attack of opportu- Ghoul-Light Lantern of sonic energy. All creatures in this
nity, an oculus demon can project three These eldritch lanterns are used by area take 6d6 sonic damage (Reflex DC
separate beams of pale gray negative true ghouls to light their cities and 18 half ). This ability can be used three
energy from any three of the eyes that to augment their undead minds. times per day.
cover its body. Each ray has a range of Although they can see in the dark, they

64 DUNGEON DECEMBER 2005


Moderate transmutation; CL 9th; Cra� have surfaced here and there, o�en in foot in diameter, carved from a single
Magic Arms and Armor, call lightning or times of great need. Unfortunately, the large quartz crystal and polished to a
lightning bolt, fly; Price 35,000 gp. Rod of Seven Parts remains unstable, and glossy finish. One is engraved with three
once its purpose is served it fragments runes; a symbol representing Pesh, the
Ring of the Wind Dukes anew, its components scattering, o�en Last Battlefield, the circular sign of the
This heavy platinum ring is set with four returning to the site of Wind Duke tombs Wind Duke armies, and Icosiol’s per-
large, pale blue sapphires and carved or ruins (as is the case of this fragment). sonal rune. These runes are in ancient
with the crisp runes of Law. The ring The fragment found in Icosiol’s tomb Vaati—translated, they mean “Pesh,”
of the Wind Dukes bestows one negative comes from the tip of the original rod. The “Aaqa,” and “Icosiol.” The other side of
level on any chaotic creature that wears fragment measures 15 inches long, and it the seal depicts a wind duke holding the
it. The negative level remains as long as can be used to cast heal once per day. Seal of Law up before a pair of massive
the ring is worn and disappears when it A nonlawful character who possesses black doors while standing on a float-
is not. This negative level never results a single segment of the Rod must make ing disc of air about the same size as the
in actual level loss, but it cannot be over- a DC 17 Will save each week to avoid seal itself.
come in any way (including restoration becoming lawful. A lawful character who Any non-elemental creature touching
spells) while the ring is worn. holds a segment of the Rod and thinks the Seal without first speaking the three
As long as it is worn, the wearer ignores of it as part of a larger item can deter- runes carved into it summons creatures
the effects of strong winds and gains mine in what direction the next-larger from the Plane of Air to punish the
resistance to electricity 10. Once per day segment lies by making a successful DC transgressor. The first time in a day this
he may use charm monster against any 20 Concentration check. Unfortunately, occurs, the Seal summons 1d4 djinn. The
creature with the Air subtype. Elemen- this segment is the largest fragment of second time, it summons 1d4 invisible
tals suffer a –4 penalty on saving throws the rod, and so cannot be used to find stalkers. The third time, it summon 1d4
against this effect. the others. greater air elementals. Summoned mon-
Once per day as a standard action, the The powers of the remaining frag- sters persist for 2 minutes, during which
wearer of the ring can transform into a 60- ments (as well as the resonating powers time they focus all their rage on the crea-
foot-long line of lightning. All creatures possessed by the reconstructed rod) can ture responsible for their summoning.
in this line suffer 10d6 points of electrical be found on page 154 of the Arms & Equip- Attempts to handle the Seal a�er the
damage (Reflex DC 14 halves). The wearer ment Guide. third summoning in a day are not met
returns to physical form at the opposite CL 20th; Weight 1 lb. with reprisal.
end of the line of lightning. The Seal’s primary function is to serve
Strong abjuration, enchantment, and Seal of Law (Major as a key of sorts to allow safe entrance
evocation; CL 12th; Forge Ring, charm Artifact) into Icosiol’s Tomb. If taken far beyond
monster, lightning bolt, resist energy; Price Icosiol’s personal glyph the boundaries of Icosiol’s Tomb, the
40,000 gp. and seal is a disc of Seal becomes dormant and nonmagic
crystal about a until it is returned to the tomb.
Rod of Seven Parts CL 20th; Weight 8 lb.
(Major Artifact)
This great artifact of Law was forged eons Sword of Aaqa
ago by the Wind Dukes for use in their The sword of Aaqa is a +2 axiomatic mithril
war against the Queen of Chaos. It was long sword with a hilt set with six pale
sundered into seven parts during sapphires the size of grapes. Used by the
the battle of Pesh, and its frag- Wind Duke Icosiol on the battlefield of
ments scattered across the Pesh, the sword of Aaqa is the compan-
multiverse. Over time, ion blade to the lightning sword. When-
fragments of the ever the wielder scores a critical hit on
Rod of Seven a creature with the sword of Aaqa (even
Pa r t s if that creature is normally immune to
damage from critical hits), the sword
creates a powerful blast of windstorm-
Fragment of the force wind. The creature hit can make a
Rod of Seven Parts DC 18 Fortitude save to resist the effects
of the wind. Small or smaller creatures
(or flying Medium creatures) are blown
away by this blast of wind. Creatures on
the ground are knocked down and roll

DECEMBER 2005 DUNGEON 65


A GATHERING OF WINDS BY WOLFGANG BAUR

1d4×10 feet, taking 1d4 points of nonle- Wolfgang Baur is a game designer responsible
thal damage per 10 feet. Flying creatures for more than his share of ghouls, necroman-
are blown back 2d6×10 feet and take 2d6 cers, genies, and assassins. His most recent
points of nonlethal damage. Medium stand-alone project is the Book of Roguish
creatures (or flying Large creatures) that Luck for Malhavoc Press. This is his tenth
fail this save are knocked down. Huge (or appearance in Dungeon, a run that started
land-bound Large) and larger creatures way back in issue #15.
suffer no noticeable effect from the blast
of wind.
If the wielder fights with the lightning
sword and the sword of Aaqa, he may strike
the two swords together as a standard
action to generate 30-foot line of
sonic energy. All creatures in
this area take 6d6 sonic dam-
age (Reflex DC 18 half ). This
ability can be used three
times per day.
Moderate transmutation;
CL 9th; Cra� Magic Arms
and Armor, order’s wrath,
control winds; Price 35,000
gp. E

Sword of Aaqa and


Lightning Sword

66 DUNGEON DECEMBER 2005


A GATHERING
OF WINDS
by Wolfgang Baur
When the PCs return to Diamond Lake
to consult with their friend Allustan,
they find the town in shambles and
Allustan missing. Locals tell tales of
a terrible dragon’s rampage through
town. Unfortunately for the characters,
the dragon is only the beginning. An
Age of Worms Adventure Path scenario
for 11th-level characters.

Joachim Barrum

Dungeon #129 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

4 DUNGEON 129 Supplement


Steve Prescott

Steve Prescott

Dungeon #129 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

5 DUNGEON 129 Supplement


Moreto

Sword of Aaqa
and Lightning
Sword

Eva Widermanna

Eva Widermann

The Black Seal

Eva Widermanna

Dungeon #129 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

6 DUNGEON 129 Supplement


Augerric

Eva Widermann

Fragment of the
Rod of Seven parts

Eva Widermann

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7 DUNGEON 129 Supplement


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Dungeon #129 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

8 DUNGEON 129 Supplement


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9 DUNGEON 129 Supplement


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Dungeon #129 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

10 DUNGEON 129 Supplement


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11 DUNGEON 129 Supplement


RUNNING “A GATHERING OF WINDS” IN THE FORGOTTEN REALMS
by Eric L. Boyd
Conversion notes for Mintarn (Alhaster and This last battle between the genie empires respectively. Spell effects from the Law domain
Redhand), the Redeye tribe (Twisted Branch was ended by elven High Magic, which are replaced by their counterparts in the Chaos
tribe), Manzorian (Malchor Harpell), and bound the endlessly warring genie lords and domain (e.g. word of chaos for dictum, dispel
Magepoint (Longsaddle) have already been many of their most powerful followers into a chaos for dispel law, etc.). Antipathy effects
mentioned in conversion sidebars for earlier single gem, now known as the Calimemnon affect lawful creatures, not chaotic creatures.
adventures in the Adventure Path. Crystal, and transformed the Teshyllal The depictions of demons in the tomb (area 7)
Fields (Fields of Pesh) into the Calim Desert. are replaced by creatures of elemental fire (e.g.
Genies of Ancient Calimshan Further details about this period may be efreeti for glabrezus, salamanders for hezrous,
Circa –7,800 dr, a large force of Djen (Wind found in Empires of the Shining Sea [2nd harsssafs for vrocks, etc.). Likewise, depictions
Dukes, effectively noble djinn) arrived in the Edition] and Calimport [2nd Edition]. of creatures of Law (area 7, 13, and 19) are placed
areas around present-day Calimport, led by by creatures of elemental air (e.g. immoths for
the djinni lord Calim. The Djen spoke Vaati, Icosiol’s Tomb inevitables, noble djinn for wind dukes, etc.).
the base language from which Auran and Icosiol was one of Calim’s greatest generals. The Zifforian was a djinni who survived the Battle
Alzhedo are derived. (Anyone speaking either legendary Djen died during the Battle of Tes- of Teshyllal Fields. He agreed to be interred in
Auran or Alzhedo can attempt Decipher hyllal Fields a�er employing his liege’s fabled the tomb a�er its construction, but the Calim
Script checks for Vaati inscriptions.) Although Scepter of Calim to shatter a newly created Empire’s rapid collapse in the four decades that
not concerned with bringing “Law” to the portal through which Memnon was expecting followed meant that he was never relieved of duty.
Realms, the Wind Dukes of Calim sought reinforcements. Having escaped imprisonment The three words needed to enter the
to subjugate all forms of elemental magic in the Calimemnon Crystal through death, Ico- True Tomb (area 22) are “Akadi”, “Calim”,
to their will, proving the supremacy of siol’s corpse was one of the few sets of remains and “Icosiol.” The phrase inscribed above
elemental air and their goddess Akadi (Zostra). of the leading genies to be interred a�er the the door handles to the True Tomb reads
Intent on colonizing a “barbaric” world rich battle. His tomb was constructed by the surviv- “Dare not enter the tomb of Icosiol, Lord
in resources both magical and mundane, the ing genies who clung to power for some four of the Calim Empire, beloved of Akadi.”
Djen commanded a host of lesser djinn, jann, decades a�er the Battle of Teshyllal Fields. Oculus demons were oft-employed
marids, genasi, enslaved humans (ancestors Icosiol’s Tomb lies hundreds of miles south as slaves of the efreet in the waning days
of today’s Calishites), enslaved hin (ancestors of the Whispering Cairn, deep below the Calim of Memnonar.
of the Sword Coast’s halfling population), and Desert. If the PCs somehow manage to travel up
a handful of marids. A�er their arrival, the from the tomb through 1,000 feet of bedrock Treasures of Icosiel
Djen and their servants began clearing and and sand, they emerge in a barren stretch of des- Icosiel’s tomb holds four treasures of the
seizing all the lands south of the Marching ert. To the west, they spy bright flashes result- Djen: the Lightning Sword, the Ring of the
Mountains, which they claimed as the Calim ing from the sun hitting the Spinning Keep Djen (Ring of the Wind Dukes), the Mosaic
Empire (Aaqa). At its peak, the Calim Empire of Siri’wadjen, which houses the Calimemnon of Icosiel (Seal of Law), the Sword of Teshyllal
encompassed all of modern day Calimshan, Crystal. If the PCs make their way westward far (Sword of Aaqa), and one piece of the Shattered
except for lands along the River Memnon. enough to make out the details of the Spinning Scepter of Calim (Rod of Seven Parts), formerly
Initial conflicts with the Proud Peoples Keep, a DC 20 Knowledge (geography) check known as the Scepter of Calim (Rod of Law).
(elves and dwarves) ended in truce, and the correctly identifies this desert as the Calim Des- The Sword of Teshyllal is a +2 anarchic mithral
Djen drove the dragons and giants out of the ert. There is no physical entrance to Icosiol’s long sword. Nonchaotic characters who pos-
Marching Mountains. The alliance of djinn Tomb from this region, and if the PCs decide sess a single fragment of the Shattered Scepter
and marids collapsed, leading a series of battles to explore the area, you’ll need to develop addi- of Calim risk becoming chaotic. Other powers
known as the Steam Clashes and culminating tional adventures as you see fit. (See Empires of of the items listed above remain unchanged.
in the destruction of the marid city of Ahjuutal. the Shining Sea [2nd Edition] for inspiration.) The Scepter of Calim (Rod of Law) was a
Circa –6,800 dr, almost a thousand years to Area 5 is home to Nadim yr Bluefin, Sultan symbol of Calim’s sovereignty in the lands of
the day a�er the arrival of the Djen, a great of Currentshire (Antyress Redpike, Earl of Coal- the Calim Empire until it was shattered by
horde of efreet called the Army of Fire (Army of chester), a marid, and Drowened (Smoughed), a the elven High Mages of Keltormir. It is now
Chaos), led by the great pasha Memnon (Miska huge water elemental. Their oaths to the Djen known as the Shattered Scepter of Calim (Rod
the Wolf Spider) in service to Kossuth (Queen were given in recompense for their alliance with of Seven Parts).
of Chaos), emerged through a heretofore fallen Ajhuutal during the Steam Clashes mil-
unknown portal just north of the River Agis lennia ago. The temperature here is extremely The White Kingdom
(now known as the River Memnon). While cold; creatures inside take 1d6 cold damage The existence of the city of true ghouls is
the Djen prepared for the inevitable conflict per minute. In addition, creatures must make whispered of only in the highest councils of
to come, the efreet establish the realm of a Fortitude save every 5 minutes (DC 15, +1 per Guallidurth, the Temple City of Lolth that lies
Memnonnar and found the settlements of previous check) or take 1d4 points of nonle- deep beneath the Calim Desert. The White
Memnon, Myratma, and Shoonach. In –6,500 thal damage. Those wearing metal armor or Kingdom lies in the Lowerdark, hidden deep
dr, 200 years of skirmishing erupted into touching metal are affected as if by chill metal. beneath the Lake of Radiant Mists. (See Under-
open warfare, beginning the Era of Skyfire. Traps in the tomb (area 6, 18, and 22) trig- dark, page 173.)
Over the next four centuries, Memnon and gered by the presence of a non-Lawful or
Calim brought their forces to bear against each chaotic creature are actually triggered by the
other in 22 cataclysmic battles, culminating in presence of a non-Chaotic or lawful creature,
the Battle of Teshyllal Fields (Battle of Pesh).

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12 DUNGEON 129 Supplement


RUNNING “A GATHERING OF WINDS” IN EBERRON
by Keith Baker

In “A Gathering of Winds”, characters venture It’s up to the DM to decide which (if any) of Allustan was certainly surprised to be
into an ancient tomb in search of a powerful these theories is the truth. What is known is attacked by a dragon, but if questioned on
artifact. When converting the adventure to the that the Wind Dukes were Medium humanoid the matter will emphasize that, while the
Eberron Campaign Setting, consider the fol- creatures with tremendous magical might and dragons fought the fiends in the first age,
lowing ideas. the ability to bind elementals and outsiders— they are by no means noble or benevolent as
The Wind Dukes and that they were utterly destroyed in the a race. Dragons have their own agendas, and
The battle between the Wind Dukes and the war against the spawn of Khyber. may be beholden to powers far older than
Armies of Chaos was one part of the long war The name of Zostra, the lawful goddess of human civilization.
of the Age of Demons, which ended with the the Wind Dukes, can be changed to Zolarra;
imprisonment of the rakshasa overlords; the a character who makes a Knowledge (religion)
check (DC 20) will see common elements Moreto and the White Kingdom
Queen of Chaos and Miska the Wolf Spider
between Zolarra and Dol Arrah, the Sovereign (Area 21)
were two of these spirits. But where do the
goddess of Honor and Sacrifice. Khyber (the Underdark of Eberron) is a
Wind Dukes fit in? There are a number of
largely unexplored land filled with deadly
possibilities. A character who succeeds at DC
mysteries. There’s no reason that a nation
25 skill checks on both Knowledge (history)
Ilthane of true ghouls couldn’t be hidden in the
and Knowledge (the planes) has heard of the
The dragons of Eberron are not a monolithic darkness; perhaps they warred with the
Wind Dukes and various theories of their
force. Dragotha has been corrupted by Dhakaani goblinoids or the minions of the
origin and nature. Here are just a few:
darkness and now serves the rakshasa daelkyr in ages past. If others learn of the
• The Wind Dukes came from the plane White Kingdom, a group of followers of the
of Lamannia, home of the djinni and overlord known as Katashka the Gatekeeper,
and Ilthane and others do his bidding. Blood of Vol might fund an expedition to
elementals of air and water. While this reach the ghoul nation, hoping to form an
Ilthane knows nothing of her master’s true
explains their strong connection to the alliance with these powerful undead beings.
devotion, but she believes that Dragotha will
elementals, scholars are troubled by the show her the path to immortality… despite If you wish, the true ghouls of Eberron
lack of evidence of a Wind Duke nation in the long lifespan of a dragon, Ilthane still could continue to worship Mordiggian.
the present day, and argue that there would fears death. However, it would be equally appropriate for
be little incentive for spirits of other planes them to worship the Keeper and the Shadow
to come to Eberron. The Silent Gallery (Area 7) (claiming that the beneficent intervention of
The description of the gallery includes these deities is the source of their undead
• The Wind Dukes were originally dragons.
the following sentence: “On outer spokes, immortality), a variation of the Blood of
They used magic to assume humanoid
similar surrenders of abyssal ghouls, vrocks, Vol (though with no actual connection
forms, only to be trapped permanently in to the line of Vol), or even an imprisoned
these shapes by a rakshasa curse. beholders, and chaotic froglike humanoids
to the Wind Duke armies are depicted.” rakshasa rajah.
• The Wind Dukes were humans: the first
As creatures of Xoriat, beholders were not
human nation, a civilization that rose
present on Eberron during the Battle of Pesh.
Occulus Demons
to power while giants and dragons were The Abyss is not part of the cosmology
The bulk of the enemy forces were native
still savages. Proponents of this theory of Eberron. As the occulus demons were
outsiders—the rakshasa may still be known
say that humans were the first children created to serve the Queen of Chaos—herself
in the present day, but there were also spirits
of the progenitor dragons, and that the one of the overlords of the first age—the
that have been bound since the fall of their
occulus demon should be considered to be a
dragons have deliberately hidden evidence masters and never seen by mortal eyes.
native outsider.
of this mighty human empire to conceal
humanity’s potential from the people of Conversing with Allustan
the present day. These sages also claim that (Area 14)
the gods of the Sovereign Host are in fact When the PCs meet with Allustan, the DM
distorted legends of human heroes from should pick one of the theories for the
the first age. origin of the Wind Dukes for Allustan to
• The Wind Dukes were the forebears of champion. He explains that Icosiol was
a great general of the Wind Dukes in the
titans and storm giants, and their power
war against the spawn of Khyber, and that
over the forces of air is reflected in the
the Rod of Law was the only weapon ever
magic of their descendents. Despite the size created that could truly destroy one of the
of their descendents, the Wind Dukes were overlords of Khyber, although it shattered
Medium creatures; their offspring grew in a�er it was used on Miska the Wolf Spider.
size even as their power was diminished. In general, Allustan will refer to
If this path is true, further secrets of the the “Chaos Army” as the “forces of
Wind Dukes may be hidden in the giant Khyber” or “spawn of Khyber,” since, in
ruins of Xen’drik. point of fact, they were not all chaotic.

Dungeon #129 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

13 DUNGEON 129 Supplement


S ince the beginning of history,
humanity has measured time in
Ages. Ages of Glory and Ages of
Dreams have risen and fallen, each with
its heroes and sorrows. Now, one proph-
a complete campaign consisting of 12
adventures, several “Backdrop” arti-
cles to help Dungeon Masters run the
series, and a handful of poster maps of
key locations. Your PCs should advance
esied age is rapidly approching—an age to 14th level at some point during
of darkness, of decay, and of writhing this adventure, and will likely have
doom. Thousands of years ago a mortal enough experience to obtain 15th level
learned of this unborn age, and knew it by its conclusion. For additional aid
was his destiny to rule it. Now he exists as in running this campaign, check out
dark thoughts of rot and deceit, his name Dragon’s monthly “Wormfood” arti-
spoken only in whispers by people ever cles, a series that provides additional
fearful of his spreading influence. Kyuss, material to help players survive this
once mortal, stands poised to destroy an campaign. Early in this adventure, the
unknowing world. If unopposed, he shall PCs meet with the archmage Manzo-
usher in the Age of Worms. rian, who can provide them with access
“The Spire of Long Shadows” is to strange and powerful magic to aid in
a Dungeons & Dragons adventure their coming trials against Kyuss and
designed for four 13th-level charac- his minions. Issue #339 of Dragon
ters. It is also the seventh installment presents a magical pool owned by Man-
of the Age of Worms Adventure Path, zorian that can give the PCs just the

BY JESSE DECKER
BY JOACHIM BARRUM, STEVE PRESCOTT, AND EVA WIDERMANN
BY ROBERT LAZZARETTI
AGE OF WORMS CALLIGRAPHY BY DARLENE
ADVENTURE PATH HIGH LEVEL (13TH–20TH) URBAN & DUNGEON CRAWL

JANUARY 2006 DUNGEON 59


THE SPIRE OF LONG SHADOWS BY JESSE DECKER

edge they need to survive what awaits The lich spent long hours counseling chance to take some downtime. This
them in the Spire of Long Shadows. Kyuss. At the lich’s urging, Kyuss’ reign might include recruiting a new cohort,
Of course, you can also run “The grew ever more brutal. A tide of blood cra�ing some magic items, or simply
Spire of Long Shadows” as a stand-alone and woe surged throughout his domain relaxing with friends. Soon, Manzorian
adventure, or even as part of a campaign as Kyuss did what he could to fulfill returns from his extraplanar journey and
of your own design. the tragic requirements of the proph- the group can finally avail themselves of
ecy. Many items of power were broken his lore.
Adventure Background upon the altars of Kuluth-Mar. Items Once they enter Manzorian’s Fortress
Two thousand years ago, a man named of holy might and unholy corruption of Unknown Depths, the party gets a
Kyuss walked the earth as a mor- were brought to curry favor with Nerull, glimpse of true arcane power, as the For-
tal. Exiled from the wicked ancient the god of death. Kyuss’ ability to cre- tress is the seat of the mighty archmage’s
empire of Sulm, Kyuss and his follow- ate undead grew a thousand times more strength. After relating their tale to
ers fled south to a vast jungle where potent with the addition of the worm Manzorian, the group is sent to a distant
they founded the city of Kuluth-Mar, into his creations, for now his minions southern jungle on the trail of Balakarde,
a metropolis of monoliths and vine- could themselves beget undead spawn, all a wizard and former companion of Man-
snared idols to alien gods. Kyuss of them beholden to the will of Kyuss. zorian. The archmage has a fragment of
drove his people onward with tyranny Kyuss constructed a massive citadel Balakarde’s journal that suggests that a
and wrath, and preached of a coming to serve as the seat of his power. This human named Kyuss lived in the area
apocalypse that would spare only those was the Spire of Long Shadows, and at ages ago in a grim edifice known as the
who followed his teachings. He spoke its peak he installed a massive monolith Spire of Long Shadows. Manzorian urges
of an Age of Worms, and of prophecies that would serve as a focus and a recep- the group to investigate the seat of Kyuss’
engraved on vast metal plates that fore- tacle for the terror, fear, and adulation ancient power and to learn what they can
told this time of ruin. He led his people of his followers. His tyranny came to an of the coming apocalypse.
to Kuluth-Mar in search of these plates, end in a final bloody rite, wherein Kyuss The rest of the adventure takes place
for he believed that the architects of bound the souls of all of his living fol- in the southern jungles, among the ruins
the prophecy lived nearby. Upon their lowers into this dark monolith in an of Kyuss’ ancient city. The adventurers
arrival, his beguiled followers scoured attempt to fuel his ascension into divin- fight their way through legions of Kyuss’
the darkened jungle for these prophe- ity. What Kyuss did not intend, however, undead followers as well as the horrid
cies until they unearthed them. was to wait an age and more for his time green worms that seem tied to both
The plates did more than confirm of dominion. For when Kyuss stepped Kyuss’ divine power and the coming Age
Kyuss’ apocalyptic premonitions. They out of the mortal realm, he found him- of Worms. The adventurers learn much
galvanized his followers to a new level of self trapped within the monolith, a pris- of the history of Kyuss as they explore
fanaticism. Yet while his people clamored oner of his own power. these ruins, and by the end of the adven-
for his blessings, Kyuss grew obsessed Kyuss’ tale continued elsewhere, a�er ture have some sense of the horrors that
with the plates, and with the strange, six- an ancient dragon named Dragotha lay in store for them and their world.
armed figures depicted so prominently claimed the strange monolith as his own
on some of them. The plates showed these and carried it (and the imprisoned god- Adventure Hooks
creatures as absolute masters of arcane ling within) off to his lair far to the north. If you’re playing “The Spire of Long
magic, and Kyuss saw distinct parallels But the Spire of Long Shadows and the Shadows” as part of the Age of Worms
with his own research into the mysteries ruined city that surrounds it remain, a Adventure Path, the PCs are asked by
of death. It didn’t take long for Kyuss to lingering testimony to pride and cruelty. their old friend Allustan to bring what
discover the truth—these creatures still More importantly the Spire represents a they know of the conspiracy involving
lived in the nearby jungle, where they store of knowledge more valuable than the Ebon Triad and the spawn of Kyuss
toiled at great works of magic unparal- any treasure to those who would seek north to Manzorian, Allustan’s old mas-
leled by any other race. These were the to prevent the ancient prophecies from ter. Allustan himself remains behind in
spell weavers. coming true. Diamond Lake to spearhead the rebuild-
As Kyuss was preparing an expedition ing of those parts of village that were
to a spell weaver enclave, he received a Adventure Synopsis destroyed by the dragon’s attack during
fateful visit. A spell weaver lich, a sinis- Seeking answers to the riddle of the Age the previous adventure.
ter creature steeped in necromantic lore, of Worms, the PCs come to the quiet You can also use this adventure in
came to the city of Kuluth-Mar bearing coastal village of Magepoint to consult a completely different campaign at a
a gi� from a distant reality—a gi� that with the archmage Manzorian who point where your PCs have uncovered
would open the door to Kyuss’ immortal- dwells within a nearby island fortress. the nature of their primary enemy but
ity. Resting in a jeweled, golden box was As they wait for the archmage to return need to find out more about him. In
a single tiny green worm. from another endeavor, they’ll have a this case, their research indicates that

60 DUNGEON JANUARY 2006


Manzorian has information they need. the PCs, and then use greater teleport to in which the PCs attempt to reclaim the
In the end, the key information they’re launch their attack. stolen artifact before the devils have a
looking for should exist as an ancient Six devils in total ambush the charac- chance to ship the Rod off to Visciannix.
book hidden somewhere below the ters, two barbed devils and four bone dev- The pit fiend Visciannix has no fur-
Spire of Long Shadows. ils. The two barbed devils (Imaxian and ther role to play in the Age of Worms,
If you’re running “The Spire of Long Lyrisilak) hate each another but are forced unless you wish to use him as a person-
Shadows” as a stand-alone adventure, to work together at Visciannix’s command. alized recurring villain. His interest in
Manzorian instead becomes the hook. He Each commands a pair of bone devils, and the Rod fragment never wanes. Con-
contacts the PCs with a request—he wants their need to outdo the other is almost stant skirmishes against his servants
to learn more about the secrets hidden in as driving a force behind this ambush as (should the PCs choose to keep the Rod
the ruins of Kuluth-Mar, and sends the their pit fiend lord’s orders. fragment) provide a means for you to
PCs there to explore and investigate. Imaxian and Lyrisilak, barbed devils: work additional encounters into almost
hp 126 each; Monster Manual 51. any of the subsequent Age of Worms
Prelude: Danger on the Bone Devils (4): hp 95 each; Monster adventures. These encounters make an
Road (EL 14) Manual 52. excellent way to provide opportunities
At the end of “A Gathering of Winds” the Tactics: The bone devils start the for groups that fall behind in experi-
PCs made an important discovery—a seg- encounter under the effects of fly and ence points because of character death
ment of the fabled Rod of Seven Parts. While invisibility. Once they teleport in, they and resurrection. They also allow you
this single fragment isn’t particularly start the combat by using dimensional to introduce more tension and urgency
overpowering, it remains a potent mag- anchor on as many of the PCs as they into an adventure should the characters
net for trouble. As long as the PCs retain can to prevent them from escaping with find the challenges a little too easy. If
possession of the Rod of Seven Parts frag- the Rod. They follow up by using walls of the characters are having an easy time
ment, they’ll be hounded by others who ice to separate and isolate the PCs, and in a future dungeon, their lives will get
want the artifact for their own. Some of then swoop in to use their fear auras and a lot more interesting when devils start
these others, like Manzorian, may try to melee attacks. teleporting in and attacking them while
purchase the fragment from them. Others The two barbed devils ready actions to another fight is already in progress!
aren’t so friendly. hit the group with an order’s wrath and an
Creatures: However the charac- unholy blight as soon as the bone devils PART ONE:
ters decide to travel to Magepoint, an use dimensional anchor. The next round, MAGEPOINT
unpleasant surprise waits for them on they reverse their spells, followed by
the road ahead. The fragments of the scorching ray against spellcasters and hold Gentle hills and full green trees cradle the
Rod of Seven Parts never enter the world person against fighter types. As the combat southern reaches of the coastal village of
alone—they tend to be recovered quickly. progresses, the devils demand the PCs Magepoint. Wide streets, plentiful greenery,
The PCs aren’t the only ones who have hand over the Rod again and again. and pleasant wooden buildings speak of
recently claimed a portion of the Rod. As long as either of the barbed dev- peace and ease, yet the community buzzes
A powerful pit fiend named Visciannix ils live, the bone devils do not retreat. with activity. Clearly the village prospers.
recently came into the possession of If both barbed devils are slain, the North of the village lie the dark blue waters
the sixth fragment, and even as the PCs bone devils retreat if brought below 20 of the Lake of Unknown Depths, and rising
claimed the seventh from Icosiol’s tomb, hit points. The barbed devils retreat if from a rocky island about half a mile out
his agents were winging their way across brought below 10 hit points. All devils is a pale blue castle surrounding a tower
the multiverse to do the same, guided to retreat if they manage to secure the Rod capped with a vast faceted dome that glit-
its location by the sixth. fragment the PCs carry. ters like a blue jewel. A twenty-foot-wide
By the time they reach the region, the Development: The loss of the segment stone causeway runs from the village shore
PCs are already on their way to Mage- of the Rod of Seven Parts doesn’t mean all the way out to this castle.
point, and Visciannix’s agents decide that the characters are doomed to failure
to ambush them for the Rod. The exact in the Age of Worms campaign. Far from A community shaped and defined by
nature of the ambush depends on the it—the fragment represents only one the presence of an archmage, the village
route the PCs take to Magepoint and possible tool the PCs can use to defeat of Magepoint offers myriad portals to
the method of their travel. If the PCs Kyuss in “Dawn of a New Age” (the final adventures of surprising breadth and
plan on using greater teleport to travel Age of Worms adventure). If the PCs wish difficulty, a result of the many visitors
to Magepoint, the ambush should take to try to reclaim the stolen artifact, you seeking Manzorian’s advice on a range of
place shortly before they do so. The can use another short adventure from problems. Magepoint has grown consid-
devils themselves use a crystal ball back Dungeon that features devils or cultists erably in recent years, its growth spurred
in their lair (located somewhere quite (such as issue #111’s “Strike on the Rabid by a combination of untapped economic
distant from the Cairn Hills) to locate Dawn”) to stand in for a short side-trek potential, readily available land, and the

JANUARY 2006 DUNGEON 61


THE SPIRE OF LONG SHADOWS BY JESSE DECKER

safety that comes from living within the and he’s certainly the most power- When the PCs first arrive in Mage-
shadow of Manzorian’s power. ful NPC sympathetic to their cause. point, Manzorian is not present—he’s
A�er all but one of his clones were Handle him with care. You don’t want finishing off important business on
destroyed by a treacherous ally sev- the PCs to come to depend on him another plane. Anyone in town can tell
eral years ago, the archmage’s return too much, but his presence shouldn’t the PCs this—they can also tell them the
to Magepoint has ushered in a time of be downplayed. archmage is expecting their visit and has
prosperity for the village. Now the village Magepoint (village): Magical; AL LG; le� word that they are to wait in town for
seems caught between its small, pastoral Population 530; 15,000 gp limit*; Assets his return. They’ll be directed to Mage-
roots and its growing importance to the 397,500 gp; Mixed (80% human, 5% half-elf, point’s only inn, a cozy and comfort-
outside world. Should things continue as 5% elf, 4% gnome, 3% halfling, 3% other). able establishment called the All-Seeing
they have for the past few seasons, Mage- Authority Figures: Archmage Manzorian Eye. The PCs won’t need to pay for their
point might soon gather enough power (LG male human wizard 16/archmage 5); stay—Manzorian has seen to their needs
and wealth that nearby kingdoms would Celeste (CG female ghaele eladrin bard 4); and has arranged both room and board
be tempted to struggle over such a prize. Cymria of Celadon (CG female elf fighter at the All-Seeing Eye for them.
So far, the individual might of Manzo- 1/wizard 5/eldritch knight 7); Agath of The amount of time the PCs need to
rian and his followers has kept even the Thrunch (NG male human cleric 19). wait for Manzorian is not set in stone.
most aggressive rulers from looking too *Magepoint’s gp limit is much higher If they wish to cra� magic items or
closely at the peaceful community. Ten- than normal for a settlement of this learn spells, they’ll have time to do so.
sion continues to rise in and around the size. This is due primarily to the fact Likewise, they’ll have plenty of time to
village of Magepoint, even as it retains that there are a lot of high-level NPCs explore the town, meet the locals, and
the slow and easy feel of its agricultural in town, and as a result potent magic perhaps even recruit a cohort.
roots. Should you wish to introduce is more readily available for purchase
a side adventure or draw the PCs fur- here than normal. In addition, given a Inn: The All-Seeing Eye
ther into the events of your campaign few days’ advance notice, most of the Equipped to cater to the nuanced tastes
world, Magepoint serves as an excellent shopkeeps here can special order more of powerful visitors from all over the
home base for the players as they grow expensive wares from the nearby Free world, the All-Seeing Eye rivals the fin-
in power and offers many opportunities City. In this manner, items worth as est inns and eating houses of the Free
for the characters to build contacts with much as 100,000 gp can be purchased. City. The sprawling three-story building
the mighty. As always, you should feel free to limit houses a collection of well-appointed
Magepoint is an adventurer’s haven. the exact type of items available as you rooms, a grand ball room, two skilled
Many retired explorers and adventurers see fit for your campaign. chefs, and many other minor comforts
call the peaceful community home, and expected by the rich and powerful.
as a result the average level of its inhab- Waiting For Manzorian Celeste (CG female ghaele eladrin
itants is unusually high for a settlement Of the many things that makes Mage- bard 4), the enigmatic woman the PCs
of its size. Magepoint houses many small point interesting to adventurers of the last met in the Free City just before the
shops well equipped to meet the needs PCs’ stature, the dozen or more influ- Champion’s Games, awaits their arrival
of the adventurers, diplomats, spies, and ential individuals that make infrequent at the All-Seeing Eye. When the PCs
couriers who stream in and out of the visits to Magepoint to exchange ideas arrive at the inn, she greets them with
community with surprising frequency. and news certainly rank as one of the a smile and leads them into a small
Because of its attraction to a wide variety most important. These government meeting room behind the bar, where
of those seeking adventure and informa- officials, powerful spellcasters, priests, the PCs may be shocked to see the sage
tion, Magepoint is also an excellent place and noted warriors use Magepoint Eligos (LN male human fighter 2/wizard
for characters to find a cohort or hire- as a safe and out-of-the-way place to 7/loremaster 1); whom they discovered
ling, gather information and rumors, exchange ideas with their peers. The had been murdered at the end of “The
and learn of the goings on in the wider protective presence of the archmage Champion’s Belt.” Also present is a tall,
world. A large temple-library houses a means that they can travel light, bring- thin elf woman with a lean, almost wolf-
massive collection of tomes covering ing their problems and adventure leads ish look. This is Cymria (CG female elf
arcane knowledge, religion, history, and to Magepoint on a frequent basis. More fighter 1/wizard 5/eldritch knight 7), one
other topics. Scholars travel from all over o�en than not the problems are of a of Manzorian’s most trusted confidantes.
the world to study there. magnitude likely to interest adventur- Cymria has been Manzorian’s eyes and
Note that Archmage Manzorian is a ers of levels 10 and up, as these subtle ears in the village of Magepoint for years,
tremendously powerful character—in power brokers deal only in situations of serving the dual purpose of silently back-
fact, he’s one of the most powerful significant import and usually require ing the village’s leaders with Manzorian’s
NPCs the characters are likely to adventurers gi�ed with discretion as might and screening those who wish an
encounter during the Age of Worms, well as combat prowess. audience with the archmage.

62 DUNGEON JANUARY 2006


Magepoint’s Library-
Temple
Agath The most important place of worship in
Magepoint is this library-temple dedi-
cated to several neutral-minded deities.
Its acting caretaker is Agath of Thrunch
(NG male human cleric 19), an expert on
the nighttime sky who recently came to
Magepoint to compare notes with the
scholar-priests of the temple. Agath has
long been an ally of both Manzorian and
Celeste, and he returned the sage Eligos to
life at Celeste’s request. Despite his strong
bonds of friendship to Celeste and Man-
zorian, Agath remains cool toward the
player characters. He sells his spellcasting
services at the normal prices described
in the Player’s Handbook. A dozen priest-
librarians assist Agath, with visiting
priests and scholars o�en swelling the
number beyond twenty or more.
The temple-library houses more than
10,000 volumes of arcane and historical
lore, granting a +6 bonus on Knowl-
edge (arcana), Knowledge (religion),
here at the Knowledge (history), and Knowledge
All-Seeing Eye (the planes) checks made within it. A
has been taken care week’s pass to peruse the library’s vol-
Celeste read- of. She warns the PCs not umes costs only 100 gp. The temple’s
ily apologizes to to approach Manzorian’s for- cenobites waive this fee for those they
the characters for tress, as the place is protected by consider true scholars (and who can
her absence from the powerful magical wards while the impress them with a DC 30 Knowledge
Free City a�er Eligos wizard is away. check of any type), but double or even
was murdered. Cymria, through Celeste Many of the patrons of the All-Seeing triple it for adventurers seeking a quick
and Eligos, already knows much of the Eye take gaming seriously, and a wide answer to some dangerous question.
PCs’ quest and is eager to talk with variety of games are played throughout
them. She asks for details concerning the inn. However, two games, Drag- Magic in Magepoint
what the PCs have learned so far of the onchess and Three Dragon Ante, gar- Manzorian’s Fortress of Unknown
Age of Worms, and once she’s satisfied ner the most attention. Skilled players Depths (and to a lesser extent Mage-
she tells them she’ll contact them the of these two games have the abil- point itself ) sits atop a mysterious well-
instant Manzorian returns from his ity to create connections and contacts spring of arcane power. The origins of
business on Arcadia. with many of the powerful visitors to this power are known only to a few, but
Eligos is quiet during this meeting, the community. many reap its benefits. This power is
but greets the PCs with something akin Dragonchess: Many scholars and intel- concentrated in the fortress, and even
to relief as they enter. Having been lectuals view dragonchess as the game of Manzorian himself has not yet mastered
returned to life by Agath of Thrunch, choice for those who regard themselves its full potential. Even so, arcane spell-
Eligos has completly recovered from as serious thinkers. Several skilled play- casters flock to Magepoint to investigate
the attack in the Free City that saw him ers visit the All-Seeing Eye frequently, or exploit this power.
slain. He has little to say at this point, and there is usually at least one promi- All arcane spells cast within 1,000
and tells the PCs that if they can wait nent game played each evening. yards of the Fortress of Unknown
until the audience with Manzorian, all Three Dragon Ante: Many customers Depths can potentially make use of
will be made clear. enjoy betting their silvers over a game this power. To tap into this power a
Until Manzorian’s return, Celeste tells of Three Dragon Ante, and players can spellcaster must take extra time cast-
the PCs that they’ve got free run of Mage- always find a low-stakes game or three at ing the spell, according to the follow-
point and that their room and board various tables in the inn. ing chart.

JANUARY 2006 DUNGEON 63


THE SPIRE OF LONG SHADOWS BY JESSE DECKER

Normal Adjusted Intrigue in Magepoint Kelloran Blint (CN male human


Casting Time Casting Time You can develop the following NPCs as expert 8): An ambitious trader who
1 swi� action 1 standard action you see fit to provide cohorts, competi- wants to open more trade routes lead-
(or less) tion, enemies, or anything in between ing through Magepoint, Blint wants
1 standard action 1 round for your PCs. None of these NPCs have to gain the benefits of Manzorian’s
1 round 1 minute a larger role to play in the campaign; powerful presence as a deterrent to
1 minute 10 minutes they exist only as inspiration for your outside attack and blatant aggression
campaign or as adventure hooks for side from rivals, and at the same time plans
For spells with a casting time of multi- quests you may wish to run. to aggressively exploit the archmage’s
ple minutes, simply multiply the normal Drace Krennit (NE male human fighter hands-off approach to the community
casting time by 10. 11): Drace is a jealous garrison com- by ignoring many trading laws.
The spellcaster must also succeed at mander who resents that everyone looks Bronnok Holdstone (LG male dwarf
a Spellcra� check against a DC equal to the archmage as the village’s true pro- fighter 7): A wanderer from the Duchy
to 15 + the spell’s level. If this check is tector. He was once a good man but has of Urnst, Bronnok knows the location of
attempted and failed, the spell is cast now fallen in with a group of spies sent by an ancient fortress known as Hellspike
normally (but retains its extra-long Iuz (or a similar despotic ruler from your Prison, and believes that a group of
casting time). If the check is successful, campaign). Drace feeds them information powerful devils has taken up residence
the spellcaster can apply the effects of about Magepoint and the Free City, but therein. He seeks a group of adventurers
one of the following metamagic feats: he’s not yet committed any real betrayal to aid him in clearing Hellspike of its
Empower Spell, Enlarge Spell, or Extend of the region. He knows that he’s doing fiendish occupants.
Spell. Doing so does not increase the something he shouldn’t and is falling fur-
spell’s effective caster level. ther and further into corruption. Audience with
This benefit affects only spells cast by Cannorial El’atherian (CG male elf Manzorian
an intelligent creature. It does not affect ranger 8): Having traveled from the courts A�er the PCs have had a chance to rest
spells cast from items, including wands of Celene, Cannorial hopes to find adven- and reequip for a few days, Manzorian
and scrolls, nor does it affect spell-like turers capable of dealing with a green returns from his travels to Arcadia and
or supernatural abilities. These energies dragon that has recently been lurking in offers to meet with them. Cymria con-
have no effect on magic item creation. the depths of a nearby woodland. tacts the characters and lets them know

64 DUNGEON JANUARY 2006


that Manzorian will see them in the late cares little for grand fanfare and meets “This alone would be enough for it to
a�ernoon of the following day, caution- guests in his study whenever possible. merit further study. But even more inter-
ing them to be respectful of the archmage Observant PCs who have spent time with esting is the fact that in the last few years
and his fortress. The fortress itself can be Allustan and have an interest in drag- several of its predictions have actually
reached by a half-mile-long stone cause- onchess may recognize the arrangement come true. In one prophecy, it predicts
way; Cymria warns against approaching of the pieces on his board—this game in the ‘ruin by fire of a city built in a bowl
the fortress by flight (since hundreds of progress was against Allustan and has yet in the spire’s shadow.’ Just last year, far
trained bloodhawks flock to defend the to finish, as the two wizards had a falling to the south, the city of Cauldron—built
place from flying intruders) or by telepor- out several years ago and haven’t spoken in the caldera of a dormant volcano only
tation (since all teleport spells cast within since. Waiting with Manzorian is a stern a few miles from Kyuss’ one-time home,
1,200 feet of the fortress are immediately middle-aged human dressed in a black the Spire of Long Shadows—was nearly
redirected to a dimensionally locked prison robe covered with stars. This is Manzori- destroyed by a volcanic eruption. Other
cell deep below the fortress if the caster an’s ally Agath, who is present to observe prophecies speak of the recrudescence
fails a DC 30 caster level check). Cym- and to help evaluate the PCs. of the worm-eaten dead, the recovery of
ria herself accompanies the PCs, as do Manzorian is a busy man. He has a great potent artifacts from ancient tombs, the
Celeste and Eligos (since Manzorian has many individuals vying for his attention destructive manifestation of an immense
requested their presence as well). and normally does not grant an audience demonic tree in a distant city across the
A polite guard greets the players at the to unknown adventurers, but Allustan’s sea, the arrival of a ‘Fane of Scales’ amid a
entrance to the fortress, quickly ushering message and Celeste’s endorsement have storm of wind and fire, and the cleansing
them through the courtyard and into the convinced him to hear the PCs out. He of an evil taint from a city besieged in the
beautiful central tower. Although far from listens intently, his expression darken- past by giants.
ostentatious, the fortress and its keep ing as the PCs’ tale draws to a close. As “These events have all come to pass,
speak subtly of great wealth and power. they finish, Manzorian asks to look over and quite recently. In fact, there are only
As the characters move through the for- any clues, documents, or other items the two prophecies remaining to be fulfilled.
tress, currents of arcane power ripple PCs may have collected over the course The first of these mentions the reuni-
through the air and even the fortress itself, of the campaign that are related to the fication of a tripartite spirit—I assume
a reminder that they enter the lair of an Age of Worms. He takes a few moments this is a nod to the goals of the Ebon
archmage. The guard politely gestures for to examine them before he asks what it Triad. The second remaining proph-
the characters to proceed into Manzorian’s is the characters seek from him. ecy reads: ‘And on the eve of the Age of
study, quietly taking up a position a few Manzorian knows a fair amount about Worms, a hero of the pit shall use his
feet down the hall from the entrance. the Age of Worms and Kyuss. You should fame to gi� a city to the dead.’ I believe
roleplay the conversation between him this last line may have been speaking of
This long, airy chamber has a high ceiling and the PCs, making sure to convey the Loris Raknian (certainly a hero from the
and generous adornments. A deep blue following information to them at some gladiator’s pit) and his recent attempt
carpet covers much of the floor. The walls point during the discussion. It’s best to sacrifice thousands at the end of the
are thoroughly covered by a wide range of if this information is provided as the Champion’s Games. Yes, I’ve heard of
paintings, each depicting a different exotic result of questions asked by the PCs, but this, and I know you played a role in its
locale or dangerous region. The paintings if they don’t ask, Manzorian tells them, prevention. It remains to be seen if your
are rendered with extraordinary skill, and at the very least, about Balakarde’s trip to actions actually made a difference or not,
seem almost like windows looking out on Kuluth-Mar. but it would be foolhardy to assume that
remote locations around the world. Several The Age of Worms: “The Age of Worms those who are trying to fulfill the proph-
overstuffed chairs sit throughout the room, is foretold in a prophecy that speaks of a ecies will abate their efforts.”
and at the far end looms a massive antique coming apocalypse, an age of death and DM’s Note: Here, Manzorian is mis-
wooden desk, its surface a tangle of scrolls, writhing doom. Normally such rumors interpreting the prophecies. The men-
books, statuettes, stone tablets, quills, vials should be dismissed—doomsday proph- tion of a “tripartite spirit” does not refer
of ink, and an expensive dragonchess set, ecies are typically the product of nothing to the Ebon Aspect’s overgod, but to the
its pieces arrayed in mid-game. more sinister than madness. This proph- fractured ghost that the PCs will encoun-
ecy is different. It can be traced back, ter in “Into the Wormcrawl Fissure” (a
Manzorian waits for the PCs at his desk. through various incarnations in books, future Age of Worms adventure). As for
A sixty-year-old man, Manzorian remains tablets, and carvings on walls, for over the second prophecy—while Raknian’s
in good health but is not muscular. His two thousand years. It does not change attempt to sacrifice thousands during the
hair is streaked with gray, and he has a in content during this time—it has not Champion’s Games certainly could have
prominent aquiline nose. His blue robes evolved through clumsy attempts of fulfilled this prophecy, its actual subject
bear the sign of a thin scimitar, as this fanatics desperate to reword its predic- is the possible ruin and destruction of
is a part of his coat of arms. Manzorian tions to support their agendas. the city of Alhaster, which is detailed in

JANUARY 2006 DUNGEON 65


THE SPIRE OF LONG SHADOWS BY JESSE DECKER

the climactic adventure in this campaign, ows. Balakarde believed that this spire more than 25,000 gp). The Rod fragment’s
“Dawn of a New Age.” was the site of Kyuss’ ascension to god- true value is in its potential. Nevertheless,
The Ebon Triad: “The Ebon Triad seems hood. Kyuss built a ziggurat to serve as the if the PCs wish to keep possession of the
to be involved, at least on some level, with foundation of the Spire of Long Shadows. Rod fragment, Manzorian respects their
most of the events associated with these Balakarde writes how the ziggurat was a wishes (albeit with a little disappoint-
prophecies. Their involvement merits powerful magical focus for the ritual that ment). PCs who choose to keep the Rod
further investigation, although I believe propelled him to divinity. Much of Kyuss’ fragment may find additional options
that they may in fact themselves be little might has since le� the city of Kuluth- open for them at the end of the Adven-
more than agents for a larger power—per- Mar, but powerful undead servants and ture Path, but those who instead opt for
haps Kyuss himself. Certainly, their goal of lingering touches of Kyuss’ own miasma the personalized magic items should find
unifying Hextor, Erythnul, and Vecna into make the ziggurat a fell and dangerous that getting to the end of the Age of Worms
one overgod seems ridiculous, although place. Balakarde visited the ruined city Adventure Path is a bit easier. In the end,
as far as the Age of Worms prophecies several times, but never penetrated the either choice works—allow the PCs as a
about this tripartite spirit are concerned, spire itself. I never found the journal group to make their decision.
it seems that the actual manifestation of pages that described his earlier visits.” Manzorian has an astounding array
an Overgod is not what is being predicted Artifacts: “The Age of Worms prophecy of magic items available to choose from.
as much as it is predicting the heretical predicts that several major magical arti- You can handle this in one of two ways.
beliefs of the cultists themselves.” facts shall surface in the months before The simplest way is to simply let each
Kyuss: “Kyuss is an enigma—what we the end. It does not indicate that these PC choose a single magic item worth no
know of him is sparse. We know that he artifacts have a role to play in the realiza- more than 40,000 gp from the Dungeon
was once a mortal, a powerful priest who tion of the Age of Worms itself, only that Master’s Guide. A more interesting way
ascended to godhood. He ruled a city their appearance marks that the time is is to look at your party and concoct a list
named Kuluth-Mar far to the south, and near. I know of several that have surfaced of special magic items, either ones you’ve
was famed for the creation of undead. of late; the Black Blade of Aknar Ratalla, harvested from other D&D books or ones
A former companion of mine, a wizard the Tome of the Black Heart, the Obsidian you’ve invented on your own. Keep the
named Balakarde, made an extensive Eye, the Dread Forge, the Bindings of Eriva- rough value of each item as close to 40,000
study of Kyuss and his ways. You might tius, and now, as I’m sure you’re aware, a gp as you can, and make sure to pick items
even say he was obsessed with Kyuss.” fragment of the Rod of Seven Parts. I’m that your particular group of PCs would
Balakarde: “When Balakarde learned sure that more are to come.” like. As a bonus, Manzorian offers to cast
Kuluth-Mar was the likely location of polymorph any object on the magic items
Kyuss’ divine apotheosis, he could barely Manzorian’s Offer once the PCs have chosen; this lets the
restrain himself. I cautioned him against When the PCs have asked all the ques- character personalize the appearance of
going to investigate the ruins. One does tions they wish, Manzorian has an offer his choice however he sees fit.
not simply teleport into an unknown for them. He points out that the recovery
region without doing some research. Yet of the Rod of Seven Parts fragment has PART TWO: IN THE
Balakarde wouldn’t listen. He le� imme- likely placed the party in even more dan- SPIRE’S SHADOW
diately, returning two weeks later with a ger than before. Worse, if the fragment The PCs have learned as much as they
wild look in his eye. He wouldn’t say much falls into the wrong hands at this criti- can about Kyuss and the Age of Worms by
of what he’d found there, and before he cal point, the results could be disastrous. reading and study—all that remains now
moved on he asked me to hold on to some To aid the PCs, he offers to take the Rod is for them to follow in Balakarde’s foot-
of his notes. He promised to return later fragment off their hands and store it in steps and travel to Kuluth-Mar to learn
and tell me more, but that time was short his vault. If asked, he readily admits that for themselves how Kyuss came to be.
and he had to head north to follow a new owning a fragment of the Rod appeals to Manzorian points out that the best way
lead. He vanished without a trace not long him greatly—he won’t hide the fact that to know an enemy is to know what made
therea�er. I intended to try to track him greed is part of the reason for asking for him—and what better place to learn of
down, but unfortunately, other events con- the fragment. Kyuss’ history than an expedition to the
spired to take my attention away. I suspect In return for the Rod, he offers each site of his divine apotheosis? While the
he is dead now. Or worse.” of the PCs their choice of a number of PCs explore the ancient city, Manzorian
Kuluth-Mar: “The notes Balakarde le� powerful magic items from his personal intends to lead Agath, Eligos, and Celeste
with me are unfortunately rather sparse. stores, personalized for each PC. Each of in a session of intense research on the
They confirm that Kuluth-Mar is located these magic items has more powerful Ebon Triad, Kyuss, and the cause of
in the Amedio Jungle, far to the south, effects than the Rod fragment (which, in Balakarde’s disappearance. The findings
and estimate that Kyuss ruled the city fact, does little more than allow the cast- from this research combined with what
more than two thousand years ago from ing of heal once per day—a standard magic the PCs can discover in Kuluth-Mar will
a fortress called the Spire of Long Shad- item that does this would only cost a little show them what steps to take next.

66 DUNGEON JANUARY 2006


Ziggurat of Kyuss

One square = 20 feet

If the PCs ask for Manzorian’s help, the Device or via access to the Magic domain, interrupted only by a twenty-foot gap in
archmage states flatly that it wouldn’t be for example) Manzorian provides the PCs the undergrowth that looks out over an
wise for him to lend a hand. He’s made with two scrolls of greater teleport—one to immense, bowl-shaped valley.
some powerful enemies in his life, and reach Kuluth-Mar and one to return. If no In this valley sits a ruined city. The buildings
were he to actively join in on the search one can utilize scrolls, Manzorian (exas- are in most cases little more than crumbling
for the truth behind the Age of Worms, peratedly) volunteers to cast teleportation foundations overgrown with vines. In places,
these enemies would likely be moved circle to send the PCs to the ruined city. small copses of exotic trees have reclaimed
to join the opposition. Best, for now, to Of course, with this option, the PCs will the ruins, while elsewhere, some buildings
maintain as much secrecy as possible. need to arrange for their own return to still stand. The city’s streets are visible only
When the PCs are ready to go, Manzo- the north, possibly by visiting the nearby as faint lines where the undergrowth hasn’t
rian directs their attention to the numer- city of Cauldron to secure transport. grown as thick. Yet as incredible the spectacle
ous paintings on the walls—to one in par- Of course, Manzorian understands if of this forgotten city is, it is dwarfed by what
ticular. These paintings are of significant the PCs want to hold off on traveling to dominates its center.
locations of historical import through- Kuluth-Mar immediately. He tells them Here, a giant ring of black rock circles
out the world, and each is imbued with that the painting of the city is available to the heart of the city, runes graven upon its
divination magic to aid in teleportation. them whenever they are ready, but warns surface. Within this ring rises an ancient
A character who concentrates on a paint- them not to take too long in their prepa- stone ziggurat. Two openings into cham-
ing can then use magic like greater teleport rations. The Age of Worms won’t wait. bers within beckon on opposite sides of its
to travel to the approximate vicinity of the base. Atop the ziggurat rises an unbeliev-
location depicted, even if he hasn’t been Kuluth-Mar able sight, a towering spire of stone shaped
to the location in question. Kuluth-Mar is almost like a stylized tree or cactus. Arms
approximately 1,800 miles south-south- The air is thick with heat, moisture, and project from the sides of the stone spire in
west of Manzorian’s Fortress, so it’ll take the cacophonous din of the jungle. Chirp- mocking defiance of gravity, either a feat
a teleport spell cast by an 18th-level caster ing birts, cries of hunting predators, and of divine engineering or the product of
or a greater teleport to reach the ruined city. the incessant whir of insects combine to powerful magic. The apex of the spire is
If none of the PCs have access to such create an exotic song. The plants of the missing. Whatever rested at this forgotten
magic but can use scrolls (with Use Magic jungle press in, a wall of color and plantlife peak is long gone.

JANUARY 2006 DUNGEON 67


THE SPIRE OF LONG SHADOWS BY JESSE DECKER

The ruined city of Kuluth-Mar sits


deep in the ancient Ameido Jungle. It
was here that Kyuss gathered much of
the power he needed for his ascension to
godhood. The heart of the city still holds
his corruption and houses secrets long
lost to the rest of the world. These secrets
have slumbered for centuries, a quiet
blight upon the soul of the world. Now
they stir, writhing and crawling their way
out of the ground, harkening to the call
of the prophecy that names the death
of a world—whispers that announce the
coming Age of Worms. Kyuss
Kuluth-Mar housed more than thirty
thousand inhabitants in its prime. The
city lies in ruins now, all but a few of
its central buildings shattered beyond
habitation or repair. Vine-tangled cob-
bles line the streets and jungle plants
wreathe ruined foundations. Although
mostly empty, some wild animals have
found a nook or crevice within the
ruins, and a few large predators hunt the
area, mostly skirting the city’s edge and
retreating to the jungle if threatened.
Rarer still are the intelligent monsters
that occasionally foray into the city for
some fell purpose, seeking the ancient
might that slumbers there. None cross
into the center of the city.
In the city’s heart, Kyuss’ great zig-
gurat still stands, its power and mastery
over the region dormant, but never fully
extinguished. Atop the ziggurat stands
the Spire of Long Shadows itself. It was
from here that Kyuss ruled. The spire,
along with the ziggurat upon which it
rests, has been fenced in, for even the soil
is corrupt. A great obsidian ring, its entire
surface engraved with ancient runes of
power, encircles the spire, holding within
it the taint of Kyuss.
below the spire, they experi- models their discovery
Visions of the Past ence several such visions. Usually, these as a tangible award for uncovering such
Over two thousand years later, the city of visions are triggered when a PC takes obscure bits of forgotten history.
Kuluth-Mar and the Spire of Long Shad- a particular action in a specific area, A vision, once triggered, is experi-
ows still reel from the mighty energies o�en keyed to the destruction of one of enced by all of the PCs. Time may seem
involved in Kyuss’ ascension from mor- the ancient surviving guardians of the to pass during the vision, yet in fact no
tal to deity. Those who wander the area Spire. Each of these visions grants the time passes at all as the scene unfolds.
occasionally catch glimpses out of time, PCs an insight into the nature of their Characters who fail to make a Knowl-
visions of the events culminating in enemy, and in some cases can provide edge check to interpret part of a vision
Kyuss’ grand triumph. As the characters clues on how to defeat him. Each time may attempt to do so at a later date by
explore the ruins of the ancient city and a vision is successfully activated, award researching the vision in a library or by
make their way through the chambers the PCs experience as indicated—this consulting a sage, although in this case

68 DUNGEON JANUARY 2006


the DC for success increases by 5 since Yet even though this adventure focuses as his own, but hasn’t figured out a safe
the PC must operate from memory. primarily on encounters within the cen- way to realize this plan yet.
ter of the city and under the Spire of South Quarter: Much of the southern
Vision 1: King Kyuss Long Shadows, the PCs could very well expanse of Kuluth-Mar has flooded and
Activation: Entering the ruins of decide to explore the outer reaches of transformed into a swamp. Water levels
Kuluth-Mar. the ruins. Perhaps they’ll do so to look aren’t that deep (rarely more than 5 feet)
for a safe place to camp for the night. with clusters of collapsed, overgrown
The ruins of Kuluth-Mar seem to be suf- Maybe they hope to find more clues buildings constituting soggy islands.
fused with a strange taint that hovers just about the nature of the Age of Worms None have claimed lordship of this sec-
beyond the edges of reality. Like an oily (they won’t, but that won’t stop some tion of the ruins, and its watery reaches
stain spreading over a pool, a vision wavers groups from trying). Or perhaps they are home to all manner of wild beasts
in the air. Within the tainted energy is a man simply enjoy exploring lost cities. and monsters like giant crocodiles, man-
seated on a great throne made of green In this case, feel free to spice up the ticores, hydras, and swamp-dwelling
stone. He wears ornate plate armor, and exploration of Kuluth-Mar with some purple worms.
a black circlet rests on his brow. Both the additional encounters. Listed here are a East Quarter: The primary inhabit-
circlet and armor are adorned with silver few sample encounters and mini-adven- ants of the east quarter comprise a siz-
symbols—an overlapping skull and scythe. tures the PCs can take part in during able tribe of yuan-ti led by a cabal of
The vision expands, widening its scope to these explorations. Remember that all of yuan-ti warlocks and evil druids. Their
reveal that the throne is located at the apex the creatures that dwell in the outer ruins holdings are based close to the swampy
of the large ziggurat and in the shadow avoid the center of the city—likewise, the southern quarter, with the jungle ter-
of the spire. The spire itself gleams with dangers of the core itself are contained by rain to the north serving as a buffer
flashes of white light, and at its peak is bal- the obsidian ring that surrounds it. between their numbers and the trolls
anced a fi�een-foot-tall black stone mono- North Quarter: Ballaxxus is a beholder who serve Ballaxxus.
lith shaped like a trapezoid. Around the that sees himself as the self-styled ruler
ziggurat spreads a thriving city, its streets of Kuluth-Mar. In truth, his influence The Obsidian Ring
paved in white stone, its buildings painted encompasses only the northern quad- A 5-foot-thick, 30-foot-high wall of obsid-
and whole. Thousands of figures have gath- rant of the ruins, and he has yet to test ian rings the heart of Kuluth-Mar. On
ered in the large open plaza that surrounds his rule beyond these borders. Ballaxxus closer inspection, it becomes apparent
the ziggurat, all facing the figure seated at has long held sway over a group of trolls. that this ring was made from a single
its center. Their cries are a rhythmic chant, His elite troll scouts constantly scour the giant block of obsidian. An artifact of
surging like waves on the monolith’s shore. ruins for magical trinkets to bring back great power, the ring is featureless except
As these cries rise in volume, threatening to for their insane master to examine. PCs for eldritch symbols that cover the upper
shake the jungle apart, the vision fades and who explore the northern ruins are likely rim, each of which glows as if lit from
is replaced by the ruined city of today. to encounter patrols of 1d4 troll hunters within by molten rock. The runes on the
on just such a scavenger hunt. Ballaxxus ring’s surface are written in Draconic, and
Knowledge (dungeoneering) DC 30: has 24 charmed trolls in all, with four of repeat a single phrase across its surface,
The man’s armor matches that of the them at his side at all times. “Kyuss forever bound.” The ring can be
ancient Flan peoples, who once ruled the West Quarter: The west quarter of touched or flown over without incident
northern continent. Kuluth-Mar was, until recently, fairly by any creature except a minion of Kyuss
Knowledge (religion) DC 15: The wild. The a�ermath of recent events in (including Kyuss worms, wormswarms,
man’s holy symbol is an archaic symbol the nearby city of Cauldron has resulted undead creatures, or living creatures
of Nerull. in a new arrival to the region—a kelu- corrupted by the Wormgod). Minions of
Listen DC 20: The word chanted over bar demodand named Boshliwur who Kyuss are instantly destroyed when they
and over by the crowd is “Kyuss.” became stranded on the Material Plane touch or pass over the artifact. Living crea-
XP: Award experience for witnessing when a portal to Carceri briefly opened tures who are infested with Kyuss worms
this vision as if the PCs had defeated a in the skies above and he fled to this (including slow worms from “Encounter
CR 13 creature. area to escape persecution. Boshliwur at Blackwall Keep”) are instantly cured of
has spent the year since his arrival for- the infestation when they touch or pass
Exploring the Ruins tifying his lair in a partially collapsed over the ring. A character with levels in
When the PCs arrive in Kuluth-Mar via dungeon below a ruined arena, and o�en the wormhunter prestige class (Dragon
teleportation, they appear in a section explores the ruins above via clairaudience/ #338) feels uneasy when he passes over the
of jungle not far from the center of the clairvoyance, in search of new prey. He barrier, but he is not otherwise affected.
ruined city. The map of Kuluth-Mar knows about Ballaxxus, and would like With the exception of the spell weaver
shows this central region, but does not to destroy the beholder so he could have lich Mak’ar (see area 13), the ring does not
encompass the entirety of the ruins. a chance to claim his small army of trolls block teleportation as a means of escape,

JANUARY 2006 DUNGEON 69


THE SPIRE OF LONG SHADOWS BY JESSE DECKER

and while over the years some of the crea- too slow moving to threaten most living magical echo of the monolith that once
tures kept within have managed to escape creatures, any creature that is unable to contained Kyuss’ physical body. Charac-
by these means, most lack this ability and move for any reason (or that sleeps on ters who wish to scale the Spire of Long
have been forced to dwell here for nearly the open ground) must contend with the Shadows can do so with a DC 20 Climb
2,000 years, patiently waiting the Age of horrid worms crawling onto them and check. Characters who approach within
Worms to deliver them to freedom. burrowing through their flesh. 30 feet of the Spire’s missing peak trigger
As Kyuss ascended to godhood, he Should a character become incapable Vision #2.
became trapped in the monolith atop of avoiding these worms, he risks infes- Kyuss’ throne once sat in an open
the Spire of Long Shadows that served as tation. Each worm is a Fine vermin with archway at the base of the Spire, but now
the receptacle for his apotheosis. At the AC 10 and 1 hit point. It can be killed by nothing remains here but rubble. Two
same time, his favored followers achieved normal damage or by the touch of silver. entrances into the ziggurat’s interior can
immortality as they were transformed into A�er one minute of contact with tainted be found at ground level, one to the east
his undead minions. For many years, these ground, the worm burrows into its host. and one to the west. Yet before the PCs
undead minions were a true blight on the The worm deals 1 point of damage each can approach these entrances, they must
land as they sought ways to release their round for 1d4+1 rounds. At the end of contend with the ziggurat’s guardians.
new god from the Spire of Long Shad- that period it reaches the brain. Once Creatures: The external guardian
ows. Before they could realize their goal, it reaches the brain it deals 1d2 points of the Ziggurat is Nezzarin, one of a
a powerful tribe of wild elves allied with of Intelligence damage per round until group of four mortals who were close
a host of ghaele eladrins against them. either the worm is killed or the host dies at hand during Kyuss’ ascension into
Those undead who survived were forced (death occurs at 0 Intelligence). While in divinity. Witnessing this horrific event
to retreat into the Ziggurat of Kyuss, where a host, a worm can be killed by either transformed them into unique undead
they took shelter. Unable to destroy the a remove disease or remove curse spell. A creatures known today as the Knights
remaining undead, the elves and eladrins Small, Medium, or Large humanoid of Kyuss. Nezzarin guards the entrances
wove powerful magic to contain them, slain in this manner rises as a sword of to the Ziggurat and the broken Spire of
sacrificing themselves in the process. The Kyuss (see appendix) 1d6 rounds later. Long Shadows, keeping an unholy vigil
result was the obsidian ring. The artifact Any other creature merely disintegrates for the return of his lord. If Nezzarin
can only be destroyed by a similar mass into rot. notices the PCs approaching the tem-
sacrifice by a host of eladrins and elves, by DM’s Note: Use your discretion on ple, he alerts the two eviscerator beetles
the advent of the Age of Worms, or by the whether or not a character risks exposure who dwell within the upper enclosure
severing the Spire’s remaining connection to the worms in this manner. In general, at the base of the Spire, and the three
to Kyuss (see area 13)—until then, the most mobile living creatures all should be able undead immediately move to engage the
ancient of Kyuss’ minions remain impris- to avoid the worms simply by walking, PCs. This fight could take place at either
oned within. but they should realize that rest here entrance to the Ziggurat of Kyuss, or
The obsidian ring encloses one large means death and that corruption fills even in the grounds within the obsidian
structure, the Ziggurat of Kyuss upon the very ground on which they walk. ring, depending on how fast the charac-
which rests the ruined Spire of Long ters move to enter the temple.
Shadows. The ring also encompasses a The Ziggurat of Kyuss Nezzarin, Kyuss Knight: hp 184; true
large parade ground where Kyuss used (EL 14) seeing; +20 on Listen, Spot, and Initiative
to address his minions, both living and The Spire of Long Shadows was once the checks; see Appendix.
undead. The parade ground was once seat of Kyuss’ mortal power. Its power Eviscerator Beetles (2): hp 117; see
flanked by two long pavilions bearing has waned, but not vanished, and its Appendix.
symbols and imagery sacred to Kyuss’ broken halls will be reborn should the Tactics: Knowing that he lacks a pow-
lord, Nerull. It was Nerull who granted Age of Worms come to pass. The Spire erful ranged attack, Nezzarin prefers to
Kyuss passage from the mortal to the rises indomitably from the peak of the confront the PCs in a location that favors
divine, and Kyuss remained loyal to the great temple, a ziggurat in the city cen- melee tactics. He may attack them once
lord of undeath for all of his mortal life. ter. The temple rises almost 100 feet they’ve entered areas 1 or 2, or he might
The area within the ring is tainted into the air at its central point, rising in wait to attack the PCs once they reach
beyond recall by the magic that Kyuss steps like the ziggurats found in other the top of the ziggurat. Nezzarin and the
wielded to become a god. The presence parts of the Amedio Jungle. The spire eviscerator beetles close with the char-
is so great that tiny Kyuss worms, intent itself rises another 120 feet above the acters, focusing their attacks on a single
on devouring flesh and spreading the temple’s roof. As creatures approach the target if possible.
taint of undeath, writhe through the soil ziggurat, allow them a DC 25 Spot check.
within the ring. Every handful of soil Success indicates that the PC catches a Vision 2: The Sundering
taken from the ground holds at least a faint, shimmering glimpse of something Activation: Approaching within 30 feet of
few of these worms. While the worms are dark at the peak of the Spire—this is a the top of the Spire of Long Shadows.

70 DUNGEON JANUARY 2006


N
Ziggurat 4

of Kyuss
Ground Level
3

1 2

5 One square = 5 feet

The strange dark stain in the air wavers and XP: Award experience for witnessing are made of stone and are carved to
then grows solid. The peak of the Spire of this vision as if the PCs had defeated a represent a writhing wall of worms and
Long Shadows is restored, and affixed to CR 13 creature. grinning skulls.
this peak is a fi�een-foot-tall, three-foot- Beneath the ziggurat, a small system
thick trapezoid-shaped pinnacle of black PART THREE: THE of natural caves and carefully wrought
rock, ten feet wide at the base and five at the WORM’S TRUTH chambers houses powerful minions of
peak. The monolith of stone shimmers and The chambers within and below the Zig- Kyuss along with lore crucial to under-
vibrates with waves of energy, and some- gurat of Kyuss are where the true secrets standing the Age of Worms prophecy.
thing strange and horrible writhes inside of the Wormgod’s genesis lie hidden. When Kyuss ruled as a mortal, a few
its nearly opaque interior. Suddenly, a bril- There are two obvious entrances into of his most powerful and trusted min-
liant red wall of scales fills the view, and these chambers, one at the eastern base ions, along with the priest himself, used
there’s a terrible sound of crumbling stone. of the ziggurat and one at the western these chambers to conduct foul experi-
In an instant, an enormous red dragon is base. Four hidden entrances exist as well; ments with unlife and explore secret
winging away to the north. The spire’s peak these are stairwells that wind down from rituals not to be trusted to lesser follow-
is in ruins, and clutched in the dragon’s tal- the upper temple. The entrances to these ers. The way down into these chambers
ons is the monolith. The vision fades, and stairwells in the upper temple are hid- was once a grand but secret stairway,
the dragon and its prize are gone. den by secret doors that can be located concealed by the altar that Kyuss him-
with a DC 25 Search check. They lead self had dedicated to Nerull, his patron
Knowledge (arcana) DC 44: The dragon directly to area 3. while he was a mortal priest. During
was an ancient red dragon. The chambers themselves are ancient the rite of Kyuss’ ascension, however,
Knowledge (history) or bardic knowl- but exceptionally well-made; even a�er both the altar and the secret stairway
edge DC 30: The dragon in the vision the passage of two thousand years, they that it concealed were consumed in a
was none other than Dragotha. remain sound and safe. The walls of great release of necrotic energy. This
Spot DC 25: The shapes writhing the place are of reinforced masonry in explosion of power le� a gaping hole
inside the monolith seemed to be made areas 1–5, and of hewn stone for areas where the altar to Nerull once stood, a
of worms—worms arranged in the shape 6–13 (with the exception of area 11, hole that reaches all the way down to
of an enraged face. which is of unworked stone). Doors the secret level below.

JANUARY 2006 DUNGEON 71


THE SPIRE OF LONG SHADOWS BY JESSE DECKER

1. Western Entrance but those near the center of the room lie When the PCs descend through the pit
broken—blasted outward by whatever force into area 6, they’ll meet their first three
The walls of this chamber are carved caused the hole in the center of the room. worm nagas as the aberrations attack
to depict an army of armored soldiers Immense stone double doors stand in the them from within their tunnels. Ven-
engaged in the ruin and destruction of a center of each wall. turing into these tunnels brings a 50%
city of helpless men, women, and children. chance of encountering 1d3 worm nagas
Buildings burn, blood washes the streets, The main hall fills most of the zig- with every 10 minutes of exploration.
and dark thunderclouds boil in the skies gurat. The massive columns of stone These nagas, living creatures subject
above. Above them all, directing the army, that line the grand entrance support to hunger and the other needs of the
is an enormous figure dressed in plate the 30-foot-high ceiling. It was in this living, would have died out long ago if
mail. His face is cold and cruel, but also chamber that Kyuss moved from mortal Kyuss’ power did not pervade the entire
quite handsome. He wields an exotic pole- to divine, given power by foul ritual and area. Subsisting off of the endless sup-
arm that combines the features of a pick, the cruel will of Nerull. In the center of ply of Kyuss worms that seemingly need
an axe, and a mace. this chamber, where in ancient times no sustenance yet swarm and multiply
Kyuss held court and performed vile within the confines of the ring, the nagas
This chamber represented Kyuss’ mas- magics, lies the spot of Kyuss’ ascen- face a near-endless life of slow insanity
tery over life. Before the city of Kuluth- sion. Broken pillars surround the spot, under the constant force of Kyuss’ divine
Mar was sacrificed, Kyuss’ living wor- circling a gaping hole where once a will.
shipers approached the central chamber grand stairwell descended into the Worm Nagas (12, encountered in
via this route. lower levels of Kyuss’ temple. Charac- groups of 1d3): hp 126; see Appendix.
ters approaching the hole can sense its Tactics: The worm nagas attack from
2. Eastern Entrance foul power, a lingering vestige of Kyuss’ the entrances to their tunnels as the PCs
ascension. Good or neutral living crea- navigate the sha�. The sha� is never so
The walls of this chamber are carved tures approaching within 30 feet of the wide that a PC on the same level of a
to depict an army of undead soldiers hole feel this palpable evil and suffer a naga is out of range of its gaze attack.
engaged in the ruin and destruction of –2 penalty to all attacks, saving throws, The nagas use enervation, ray of exhaus-
a city of helpless men, women, and chil- and skill checks until they leave the tion, blindness/deafness, and scorching ray
dren. Buildings burn, blood washes the area. This is an enchantment (compul- against PCs, or dispel magic if they use fly
streets, and dark thunderclouds boil in sion) mind-affecting effect. spells or similar methods of navigating
the skies above. Above them all, directing The hole itself is impressively deep—a the sha�.
the army, is an enormous figure dressed noxious pit of rancid vapor that descends If encountered in the naga tunnels,
in a tattered dark gray robe. His visage for 500 feet into area 6 below. The sha�’s a single worm naga confronts the PCs
is only remotely humanoid, a seething diameter recedes from nearly 30 feet while any others hang back behind it
mass of worms in the mocking shape wide at the top to only 8 feet wide as it and cast supporting spells on the one in
of a face, with vast, cavernous sockets exits through the ceiling of area 6. The melee, utilizing ranged spells as they get
for eyes. length of this sha� is pocked by dozens the chance.
of 10-foot-wide cave openings—these Treasure: Every 10 minutes the PCs
This chamber represented Kyuss’ openings lead to a complex labyrinth spend exploring these tangled, twisted
mastery over death. Before the city of of 10-foot-wide tunnels that wind in a caverns, one of their number can make
Kuluth-Mar was sacrificed, those min- tangled maze through the surrounding a DC 25 Survival check. The DC drops
ions who were transformed into undead stone. Characters can explore these tun- by 2 every additional 10 minutes spent
servants in the Chamber of Ascension nels and have a chance of finding some exploring the caves, so that a�er an
le� the temple via this route. treasure once they deal with the crea- hour of stumbling around in the tun-
tures that dwell inside. nels, it’s finally a DC 10 check for suc-
3. The Chamber of If the PCs make too much noise here, cess. Success indicates that they navi-
Ascension (EL 14) they’ll attract the attention of the guard- gate the tunnels efficiently and reach
ians who dwell in areas 4 and 5. These the 15-foot-diameter cavern where the
This once-grand chamber suffers from guardians do not emerge to confront the worm nagas store their treasure, which
long neglect. The dark green stone floor of PCs unless they are commanded to do consists of 2,450 gp, 180 pp, a gold arm-
the temple lies broken in the center, giv- so by Nezzarin, but do take the time to band that looks like a coiled centipede
ing way to a gaping pit. Writhing tendrils prepare for combat. worth 800 gp, a leather choker studded
of sickening green vapor slither up from Creatures: A total of twelve worm with rubies worth 1,200 gp, a master-
this pit only to break apart and fade before nagas dwell in the tunnels surround- work heavy flail, a +1 adamantine chain
seeping much further into the room. Great ing the sha�, although at any one time shirt, a wand of barkskin (42 charges), and
pillars line the outside of the vast chamber, the PCs should face no more than three. gloves of arrow snaring.

72 DUNGEON JANUARY 2006


4. Halls of Corruption three good outsiders slew many of his Atk Options Combat Expertise, Improved
(EL 15) followers, Kyuss eventually captured Disarm, Improved Trip
them, broke their spirits, and corrupted Special Atk gaze weapon
The green walls of this room seem to writhe them with his worms. For the past two Cleric Spells Prepared (CL 14th, 15th for evil
and glow with an unhealthy light. Scattered thousand years, the three have been spells)
around the room are instruments of tor- bound here, eternal guardians of the 7th—blasphemyE (DC 20), mass cure serious
ture—rusted and pitted iron hooks, ancient Wormgod’s temple. wounds, destructionD (DC 20)
blades, and other tools of horrid intent. The glass walls that surround this 6th—greater dispel magic, harm (DC 19),
room contain two wormswarms in all. heal, slay livingD (DC 18, prepared as a
The walls of this chamber are panes 5th-level spell, no metamagic)
of glass that enclose thousands upon Kelvos the Wormtouched CR 13 5th—slay livingD (DC 18), flame strike (DC
thousands of Kyuss worms in a 2-inch- Male corrupted ghaele eladrin 18), righteous might, true seeing
wide gap between the glass and the NE Medium outsider (chaotic, eladrin, 4th—cure critical wounds, death ward, divine
actual stone walls beyond. As long as extraplanar, good) power, restoration, unholy blightDE (DC 17)
the worms remain in this trough, they Init +5; Senses darkvision 60 �.; low-light 3rd—cure serious wounds, magic circle vs.
are harmless. vision Listen +16, Spot +16 goodDE, protection from energy, slashing
Creatures: As Kyuss rose in power and Aura protective aura (20 �.) darkness (3, see page 89)
grew in malevolence, many champions Languages: Celestial, Infernal, and Draconic; 2nd—cure moderate wounds, bull’s strength,
of good tried to end his reign. One of tongues bear’s endurance, death knellDE (DC 15),
the last was a headstrong ghaele eladrin AC 33, touch 11, flat-footed 32 lesser restoration, remove paralysis,
named Kelvos. He came to Kuluth-Mar a hp 65 (10 HD); DR 10/cold iron and good silence (DC 15)
few months before Kyuss became a god, Immune electricity, petrification 1st—cure light wounds (2), divine favor,
intent on stopping the necromancer Resist cold 10, fire 10; SR 28 obscuring mist, protection from goodD,
from realizing his unholy goal. Kelvos Fort +9, Ref +8, Will +10 sanctuary (DC 14), shield of faith
brought with him two sword archons, Spd 35 �. (50 �. base), fly 150 �. (perfect) 0—cure minor wounds, detect magic (2),
powerful winged warriors from Heaven Melee +4 unholy greatsword +21/+16 guidance, light, resistance
who could transform their arms into (2d6+14/19–20) D Domain spell; Domains Death, Evil; E
flaming holy longswords. Although the Base Atk +10; Grp +17 Evil spell

JANUARY 2006 DUNGEON 73


THE SPIRE OF LONG SHADOWS BY JESSE DECKER

Spell-Like Abilities (CL 12th) Angel of the Worm (2) CR 11 throws for 24 hours or until they
At will—aid, charm monster (DC 17), color Male corrupted sword archon successfully hit the archon. A creature
spray (DC 14), comprehend languages, NE Large outsider (archon, extraplanar, that resists or escapes this effect cannot
continual flame, cure light wounds, good, lawful) be affected again for 24 hours. The save
dancing lights, detect evil, detect thoughts Init +7; Senses darkvision 60 �., low-light DC is Charisma-based, and includes a
(DC 15), disguise self, dispel magic, hold vision; Listen +2, Spot +2 +2 racial bonus.
monster (DC 18), greater invisibility Aura menace (20 �.) Corrupted (Su) These sword archons
(self only), major image (DC 16), see Languages Celestial and Infernal have been corrupted by evil. They
invisibility, greater teleport (self plus 50 AC 26, touch 12, flat-footed 23 retain the good subtype (and do not
pounds of objects only) hp 71 (11 HD); DR 10/good gain the evil subtype), but many of
1/day—chain lightning (DC 19), prismatic Immune electricity, petrification their abilities have changed focus, as
spray (DC 20), wall of force SR 26 indicated in this stat block. Creatures
Abilities Str 25, Dex 12, Con 15, Int 16, Wis Fort +9 (+13 vs. poison), Ref +10, Will +9 killed by a corrupted sword archon’s
17, Cha 16 Spd 40 �., fly 90 �. (good) discorporating dive can be brought back
SQ corrupted Melee 2 armblades +20 (1d8+9/19–20 plus to life normally (unlike those killed by
Feats Combat Expertise, Improved Disarm, 1d6 fire plus 2d6 unholy) uncorrupted sword archons).
Improved Initiative, Improved Trip Space 10 �.; Reach 10 �. Discorporating Dive (Su) Three times
Skills Concentration +15, Diplomacy +5, Base Atk +11; Grp +22 per day, a sword archon can attempt
Escape Artist +14, Handle Animal +16, Atk Options Cleave, Flyby Attack, Power to destroy a living enemy through a
Hide +14, Knowledge (arcana) +16, Attack powerful dive attack, literally flying
Knowledge (religion) +16, Listen +16, Special Attack discorporating dive through its opponent. Resolve a flying
Move Silently +14, Ride +16, Sense Spell-Like Abilities (CL 11th) charge attack as normal. If the attack fails
Motive +16, Spot +16, Use Rope +1 (+3 At will—aid, continual flame, divination, to inflict damage, the discorporating dive
with bindings) locate creature, locate object, message attack is wasted. If damaged, the target
Possessions +3 breastplate, +4 unholy 3/day—commune, dispel chaos (DC 18), must make a DC 17 Fortitude saving
greatsword mark of justice, wages of sin (DC 19) throw or be slain instantly. Those who
Corrupted (Su) Kelvos has been corrupted 1/day—touch of adamantine (DC 19) make the save simply suffer damage
by evil. He retains his good subtype (and Wages of sin and touch of adamantine are from the attack as normal. The save DC is
does not gain the evil subtype), but many new spells detailed in Book of Exalted Constitution-based.
of his abilities have changed focus, as Deeds. If you don’t use this book in Magic Circle against Good (Su) A magic
indicated in this stat block. He has lost his your campaign, replace wages of sin circle against good effect always surrounds
alternate form ability completely. with mass suggestion and touch of an archon (caster level 11th). The
Gaze (Su) Slay good creatures of 5 or less HD, adamantine with blade barrier. defensive benefits from the magic circle
range 60 feet, Will DC 18 negates. Even if Abilities Str 25, Dex 17, Con 14, Int 12, Wis are not included in the stat block above.
the save succeeds, the creature is affected 14, Cha 17 Tongues (Su) All archons can speak with any
as though by a fear spell for 2d10 rounds. SQ magic circle against good, outsider traits, creature that has a language, as though
Nongood creatures and good creatures teleport, tongues using a tongues spell (caster level 14th).
with more than 5 HD must succeed on a Feats Cleave, Flyby Attack, Improved This ability is always active.
DC 18 Will save or suffer the fear effect. Initiative, Power Attack Kyuss Wormswarm (2): hp 102; see
The save DCs are Charisma-based. Skills Balance +14, Concentration +13, Appendix.
Protective Aura (Su) Against attacks made Decipher Script +12, Diplomacy +17, Tactics: In the first few rounds of the
or effects created by good creatures, this Disguise +14, Gather Information +15, fight, the sword archons try to maneuver
ability provides a +4 deflection bonus Hide +12, Knowledge (religion) +12, enemies next to a glass wall so they can
to AC and a +4 resistance bonus on Knowledge (the planes) +12, Search +12, break the wall and release the trapped
saving throws to anyone within 20 feet. Sense Motive +14 wormswarms. Once a wall is broken, a
Otherwise, it functions as a magic circle Armblades (Su) As a free action, the wormswarm appears in any square adja-
against good effect and a lesser globe of corrupted sword archon can mold its cent to the broken wall, swarming over
invulnerability, both with a radius of 20 arms into unholy sword blades. The one or more foes as it appears if possible.
feet (caster level 14th). The defensive corrupted archon wields the blades like If any good-aligned divine spellcasters
benefits from the circle are not included longswords and they gain the properties are present, the corrupted celestials
in his statblock. of a +2 unholy flaming longsword. attempt to destroy them first.
Tongues (Su) All eladrins can speak with any Aura of Menace (Su) Any hostile creature
creature that has a language, as though within 20 feet of a sword archon must Vision 3: The Gift
using a tongues spell (caster level 14th). make a DC 20 Will save or take a Activation: Defeat the corrupted eladrin
This ability is always active. –2 penalty on attacks, AC, and saving and archons in area 4.

74 DUNGEON JANUARY 2006


The ruins of the room waver and fade, gave the imbiber instant understanding Treasure: There are a dozen knowl-
replaced by a well-equipped torture cham- of the knowledge contained within the edge worms kept here in all. Each floats
ber. Wailing victims strapped to horrific worm, but also gave the worm a good in a jar filled with necrotic fluid, existing
devices hang in the background from chance to corrupt the imbiber, thus in a timeless state somewhere between
chains. In the foreground stand two fig- binding him to Kyuss and preventing life and undeath. Each worm is covered
ures. One is a handsome man dressed in the knowledge thief from using the lore with strange tiny runes. If removed from
flowing robes. Facing him is a strange, six- against him. this fluid, the knowledge worm must be
armed creature that looks as much insect as The chamber now stores a number consumed within an hour or else it per-
it does humanoid. The insect creature’s eyes of volumes of ancient lore, along with ishes. The worms have no ability to infest
are hollow sockets containing a pinpoint of a dozen of the knowledge worms cre- a host on their own.
light deep within. Its flesh is rotting and ated by Kyuss and his servants. The Consuming a knowledge worm
festering, and the green robes it wears are intact books in this room number in the exposes the imbiber to the dangers of
old and moth-eaten. The creature wields a hundreds, and are sufficient to grant a the worm, which immediately begins
long green crystal rod in one hand, a cruel +2 bonus on any Knowledge (history), to burrow its way through the eater’s
hooked rod in another. In two other hands Knowledge (arcana), Knowledge (reli- body. This inflicts 1 point of damage
it holds a jeweled gold box that it presents gion), or Knowledge (the planes), check per round for 1d4+1 rounds, but at the
to the man, who takes it and sets it upon a made when using them as a reference. same time fills the victim’s mind with
table. He opens it and, using a pair of iron Using these books as a reference in this flashes of obscure knowledge. The victim
tongs, withdraws a writhing green worm. manner extends the required time to automatically realizes that if the worm
The man’s expression changes to one of make the check to 1d6 hours. reaches his brain, this knowledge could
exaltation as he looks upon the worm… One book open upon a podium shows take root—provided the worm doesn’t
and then the vision fades. a strange diagram of a rune-covered kill him first.
worm inside a human head. The worm After the 1d4+1 rounds pass, the
Automatic: The man in the vision is seems to be whispering words into the worm reaches the victim’s brain. The
the same man from Vision 1. human’s brain. A DC 25 Knowledge character must immediately make a
Knowledge (religion) DC 20: The (arcana) check correctly interprets the DC 15 Fortitude save—failure results
worm is a Kyuss worm. diagram as depicting the use of a knowl- in 1d6 points of Intelligence drain.
Knowledge (nature) DC 20: The six- edge worm (see Treasure below). The character must continue making
armed creature is an undead spell weaver. Creatures: Three of Kyuss’ undead Fortitude saves each round until he
XP: Award experience for witnessing warriors led by an undead priest of the is successful or until his Intelligence
this vision as if the PCs had defeated a Wormgod still guard this chamber. They is reduced to 0, at which point death
CR 14 creature. move to attack anything that enters this occurs. Only 1d6+4 rounds later the
room. victim’s body animates as a wormcaller
5. Halls of Knowledge Sword of Kyuss (3): hp 133; see Appendix. (if the victim was a humanoid capable
(EL 14) Wormcaller: hp 90; see Appendix. of casting spells), a sword of Kyuss (if
Tactics: The three swords of Kyuss the victim was a humanoid who could
This long chamber obviously served as a begin by hurling an invocation of the not cast spells), or a zombie of the
library, as dozens of bookshelves line the worm at the party as soon as they enter appropriate type.
walls and stand back-to-back amid the the room. The wormcaller’s first action If a victim makes his Fortitude save,
chamber. In addition to the surprisingly is to hit a fighter with a quickened hold the worm dissolves in his brain, impart-
well-preserved tomes, twelve clear jars sit person, followed by an area greater dispel ing a +2 enhancement bonus to one of
on various shelves, each filled with a thin magic. A�er this, the swords move to the 12 Knowledge skills. This effect is
gray liquid and containing a single writhing engage the PCs in melee, preventing permanent. There are twelve knowledge
green worm. them from moving far into the cham- worms present here, three each corre-
ber. If one of them is brought below 30 sponding to Knowledge (history), Knowl-
This grand hall holds much of the hit points, it creates another invocation edge (arcana), Knowledge (religion), and
ancient knowledge that Kyuss gathered of the worm with itself at the center of Knowledge (the planes). A DC 20 Knowl-
during his mortal reign. Kyuss col- the area of effect, healing undead and edge check in the appropriate field iden-
lected a vast store of powerful magi- harming living creatures at the same tifies which worm is keyed to a particular
cal lore, but remained forever paranoid time. The wormcaller continues to use skill. An unopened, unused knowledge
that it would be turned against him. As its ranged spells on the PCs, using mass worm is worth 1,000 gp.
he rose in power, he perfected a magi- inflict moderate wounds now and then to Remove disease or remove curse destroys a
cal process that stored the most vital heal its allies and harm the PCs. They knowledge worm that is still in a victim’s
knowledge in the flesh of his beloved avoid using flamestrike in here so as to body, but also prevents it from imparting
worms. Consuming one of these worms not damage the books. its knowledge.

JANUARY 2006 DUNGEON 75


THE SPIRE OF LONG SHADOWS BY JESSE DECKER

Ziggurat of Kyuss
Lower Level

9 8
6
7
N
up to
level
one

A
11
B
10 12

13
One square = 5 feet

Vision 4: Kyuss the 6. The Writhing Kyuss’ own fell will. They are not capa-
Student Chamber (EL 15) ble of sophisticated tactics, and simply
Activation: Defeat the guardians of area 5. swarm over the closest creature in an
At first, the floor itself seems writhe and attempt to consume it. While the worms
The chamber wavers and shimmers, and twist in on itself, but a longer look reveals cannot crawl up the sha�, they instinc-
suddenly a human man appears at one of it to be covered with thousands and thou- tively move down an adjacent passage and
the desks nearby. A strange gray-skinned sands of Kyuss worms of all sizes. out of harm’s way should an attack come
humanoid creature with six arms stands from above. Clever groups might be able
at his shoulder. The man studies a col- Once a guard room, this plain cham- to get past this room with little trouble
lection of worn and pitted bronze disks ber now simply writhes with swarms of by lowering one member into the cham-
arrayed on the desk before him. Faint Kyuss worms. These worms are in con- ber, causing the worms to swarm over
etchings adorn the plates, and it seems stant motion, moving down the adja- the unlucky hero, and then blasting the
as if the alien figures and symbols writhe cent corridors and moving freely over area with ranged attacks (against which
together at the behest of some sinister one another. As the PCs enter, all but their companion is hopefully protected).
will. The gray creature points to one of a few sections of floor will be covered The wormswarms will pursue charac-
the plates, and a look of sudden compre- with wormswarms. ters into other rooms, slithering along
hension blooms on the man’s face. The Creatures: A total of six wormswarms underneath those characters that avoid
man, the creature, and the plates then blanket the floor of the chamber and them by flight or by climbing along the
fade away, and are gone. attempt to consume any creatures who walls and providing a constant, slither-
are not devoted to Kyuss that enter the ing threat until they are dealt with.
Automatic: The man in the vision is chamber. Characters who fall down the
the same man from Vision 1. sha� from area 3 land directly in one of 7. Temple of the
Knowledge (nature) DC 20: The six- the swarms; the other five swarms are scat- Fountain (EL 14)
armed creature is an undead spell weaver. tered randomly throughout the chamber.
XP: Award experience for witnessing Wormswarms (6): hp 102; see Appendix. This chamber is lined with the trappings of
this vision as if the PCs had defeated a Tactics: The worms instinctively guard religious ceremony in homage to Kyuss the
CR 13 creature. this chamber, driven by a fragment of Wormgod, but in place of an altar stands a

76 DUNGEON JANUARY 2006


beautiful if disturbing fountain carved from normal zombie of the appropriate size. image shrinks, pulled into the stone mono-
black marble. The spawn of Kyuss are detailed on page lith at the Spire’s peak, imploding with a hor-
186 of the Monster Manual II—if you rific wet burst. In an instant, the city is quiet
This chamber houses a minor artifact don’t have access to this book or a previ- again, yet as the vision fades, the first signs of
of Kyuss’ creation, a fountain that con- ous installment of the Age of Worms that unlife spread through the thousands of dead
tains a small shard of his power and will. contains statistics for these undead, feel bodies strewn around the ziggurat’s base as
A place of worship in the time of Kyuss’ free to substitute another form of undead bodies, now festering with green worms rise
rule, favored sacrifices and priests alike in their place. from death.
were brought here and made to drink Creatures: This sacred chamber is far
from the fountain as part of rituals hon- from unguarded. A trio of wormcallers Knowledge (religion) DC 30: The
oring the Wormgod. Most of these poor remains here, waiting patiently for new wash of energy that was drawn out of
souls succumbed to the power of the converts to arrive and be baptized in the the crowd was not only the souls Kyuss’
fountain and joined Kyuss’ legions as Fountain of Green Temptation. minions, but their faith in their king.
undead soldiers. Wormcallers (3): hp 90 each; see The Spire drew upon their lives and
The Fountain of Green Temptation is Appendix. faith in a way that reverses the chan-
filled with cool, clear water. Anyone Tactics: As soon as they notice the neling of divine power from a deity to
who approaches the fountain becomes PCs, the three wormcrawlers immedi- his cleric, in effect channeling this faith
noticeably thirsty. Those who close ately cast suggestion at three different into a singularity—the monolith at the
within 10 feet of the fountain must suc- characters, suggesting they approach and peak of the Spire. The possibilities
ceed at a DC 20 Will save or be com- drink from the fountain, following with of what a powerful creature could do
pelled to drink from the fountain. This quickened hold person spells on those with this much devotional energy are
is a mind-affecting compulsion effect who resist. The wormcallers can drink staggering—ascension to godhood is
that lasts only as long as the creature from the fountain to activate their worm perhaps the most obvious use for such
is within 10 feet of the fountain. Those healing special quality—doing so does energies. The enormous figure that
who drink from the fountain soon dis- not diminish the number of worms in appeared was Kyuss, yet somehow he
cover the truth—that the fountain is the fountain. was not able to control his apotheosis
filled not with water but with writhing and became trapped in the monolith.
green worms. The drinker must imme- Vision 5: Apotheosis XP: Award experience for witnessing
diately make a DC 20 Fortitude save— Activation: Drink from the Fountain of this vision as if the PCs had defeated a
success indicates he spits the worms Green Temptation, or touch the sea of CR 14 creature.
out in time. Failure indicates the worms worms (area 11).
take root, and the victim takes 2d6 8. North Chamber of
points of damage per round for 1d4+1 The immediate surroundings waver and the Long Sleep
rounds. At the end of that period, the fade, replaced by a bird’s-eye view of the city
worms reach the host’s brain. While the of Kuluth-Mar at its height. The streets are Perfectly preserved corpses cover most
worms are inside a victim, a remove curse empty, as the thousands of citizens seem to of this large chamber’s floor, arrayed
or remove disease effect destroys them, have gathered in a mass in the central plaza head-to-toe in neat rows. Thick dust
and a dispel evil or neutralize poison effect surrounding the Spire of Long Shadows. obscures the walls and floors, signs of
delays their progress for 10d6 minutes. Suddenly, a foul energy wells from the spire the room’s great age, yet no trace of
A successful DC 20 Heal check extracts at the center of the city, sweeping outward decay touches the corpses. The massive
the worms and kills them, although this and felling the living as it passes. For each green stone blocks that line the chamber
check takes 1d3 rounds to perform and creature that falls, you feel a silent but potent are covered with ancient symbols resem-
the worms may reach the brain before sense of wrongness, as some indescribable bling coiling worms.
the Heal check succeeds. part of the creature, perhaps its soul, is drawn
Once the worms reach the brain, the back toward the Spire of Long Shadows to Even before madness set in and he
victim takes 1d6 points of Intelligence be absorbed by the strange black monolith became embroiled in the Age of Worms
damage per round until the worms are of stone balanced at its peak. As the energy prophecy, Kyuss was fascinated with
killed (by remove curse or remove disease) builds around the peak, a shimmering image undead and created new and powerful
or they slay the host (death occurs at 0 of a colossal humanoid figure, its body com- undead servants whenever possible. He
Intelligence). A Small, Medium, or Large posed of a million writhing worms, takes created these chambers to house special
humanoid slain by these worms rises as form around the Spire of Long Shadows, corpses, creatures of such power that
a spawn of Kyuss 1d6+4 rounds later. A its arms raised in triumph. Yet in another they were worthy of his experiments in
Tiny or smaller creature quickly putre- moment, that triumphant pose seems to creating new forms of unlife. Although
fies, and a Huge or larger creature (or change to one of rage, and a soul-wrenching those creatures o�en rested in special
any non-humanoid creature) becomes a cry of fury tears from the undulant face. The coffins or other containers, they were at

JANUARY 2006 DUNGEON 77


THE SPIRE OF LONG SHADOWS BY JESSE DECKER

times le� simply lying on the floor with nests are positioned in the room, a marker Spells Known (CL 14th, +12 ranged touch):
the magic of the room serving as their of an alien will making itself at home amid 7th (4/day)—finger of death (DC 26)
only protection. The rooms are covered the refuse of Kyuss’ arrogance and power. 6th (6/day)—heal, harm (DC 25)
with the symbols of the Wormgod, and 5th (7/day)—slay living (DC 24), spell
have a powerful magical aura. Creatures: Once a ritual and medita- resistance, telekinesis (DC 22)
This room currently holds fifty tion chamber, this plain square room 4th (7/day)—air walk, cure critical wounds,
corpses, arrayed neatly on the floor now serves as home to a particularly enervation, fear (DC 23)
in long, morbid rows. The corpses, all religious worm naga named Sruggut 3rd (8/day)—bestow curse (DC 22), create
humans of Flan ancestry, appear fresh who has moved into this chamber from food and water, dispel magic, ray of
and recently dead. Kyuss worms crawl the naga crawls above. Sruggut has gath- exhaustion (DC 22)
over a few of the corpses, but largely leave ered stacks of ancient books, tablets, and 2nd (8/day)*—blindness/deafness (DC
the chamber alone. scrolls preserved by the magic of the zig- 21), command undead (DC 21), false life,
A powerful magical effect similar to gurat, and spends most of his time study- invisibility, scorching ray
gentle repose has been bound to this room. ing them over and over, hoping to find a 1st (8/day)*—divine favor, cure light wounds,
Corpses in this room do not rot, remain- way to escape the obsidian ringward. In mage armor, shield, shield of faith
ing viable for all manner of necromantic his frantic studies, Sruggut has expanded 0 (6/day)—cure minor wounds, detect
uses regardless of time spent here. Time his knowledge far beyond that of his kin, magic, ghost sound (DC 18), guidance,
that the corpse spends in other locations and has become a potent sorcerer. mage hand, open/close, prestidigitation,
accumulates normally for the purposes Sruggut’s greatest wish is to escape read magic, touch of fatigue (DC 19)
of animate dead and similar spells, regard- Kuluth-Mar. He has long hoped to dis- *Sruggut has already cast a spell from
less of whether that time occurred before cover a means to teleport, yet his stud- this level, so his actual number of
or a�er it was brought into a chamber of ies have not yet unlocked such spells spells available is one less than the
long sleep. The preservation effect can be (in large part due to his close affinity to listed number.
dispelled from the chamber by a targeted necromancy). When confronted by the Abilities Str 21, Dex 16, Con 27, Int 20, Wis
dispel magic spell against caster level 20. PCs, his first instinct is to ask if any of 17, Cha 24
Theoretically, magic can be used to raise them can teleport (a�er suppressing his SQ summon familiar (snake), worm affinity
any of these bodies from the dead. In feeblemind gaze so as to not ruin any Feats Ability Focus (feeblemind gaze),
life, they were all neutral evil low-level spellcasters in the group). If the answer Alertness, Empower Spell, Eschew
commoners, experts, and warriors who is positive, he promises them all of his MaterialsB, Greater Spell Focus
worshiped Nerull. As they were ritually valuable books if they agree to teleport (necromancy), Improved Initiative, Iron
murdered well before Kyuss ascended to him somewhere, anywhere, outside of the Will, Spell Focus (necromancy)
divinity, they should know little or noth- obsidian ring. He does intend to give over Skills Bluff +28, Concentration +27,
ing of any value to the PCs. his collection of books, but he’s still a Diplomacy +9, Intimidate +9, Knowledge
treacherous worm and as soon as he is (arcana) +22, Knowledge (religion) +15,
9. South Chamber of free, he immediately turns on his res- Listen +17, Spellcra� +25, Spot +17
the Long Sleep cuers and attempts to kill them so he Poison (Su): Injury, Fortitude DC 25,
doesn’t have to honor his promise. initial damage paralysis for one minute,
Dozens of skeletons lie on the floor here, secondary damage 1d6 Int. The save DC
neatly arranged on the ground and sur- Sruggut CR 15 is Constitution-based.
rounded by halos of stonework stained with Male worm naga sorcerer 4 Tactics: Sruggut is a dangerous foe in
ancient decay. NE Large Aberration combat. He has already cast false life and
Init +7; Senses darkvision 60 �.; Listen +17, mage armor when the PCs encounter him,
This chamber was once identical to Spot +17 and his first act in combat is to cast invis-
the northern chamber, save that its pres- Languages Abyssal, Common, Draconic, ibility to give himself a chance to cast his
ervation magic failed long ago, and the Infernal, Terran defensive spells. He does so in the follow-
bodies within have decayed away. AC 30, touch 12, flat-footed 24 ing order: spell resistance, air walk, shield,
hp 189 (204 with false life) (15 HD) shield of faith, and divine favor. This done,
10. Chamber of Immune mind-affecting he stays at range and casts finger of death at
Contemplation (EL 15) Fort +13, Ref +7, Will +16 the PCs each round, moving on to enerva-
Spd 20 �., swim 20 �. tion and empowered scorching rays as he
Nests of tattered books, bits of fabric, and Melee bite +14 (2d6+7 plus poison) runs out of higher-level spells. If forced
other refuse lie scattered about the cham- Space 10 �.; Reach 5 �. into melee, he relies on harm and slay liv-
ber, curved troughs each big enough to fit Base Atk +10; Grp +19 ing. He makes sure to keep at least two
a worm the size of a small horse. There’s Special Atk feeblemind gaze (30 �., Will sixth-level spells so he can cast heal when-
a disconcerting symmetry to the way the DC 26) ever he’s brought below 50 hit points.

78 DUNGEON JANUARY 2006


Treasure: Sruggut has collected sev- from the floor of the passageway, while the swim more than 10 feet down underwa-
eral impressive books in his nest, all of ceiling rises to a vault nearly ninety feet ter into the lake itself. The worms here
which have been preserved by ancient above. Low islands of stone protrude here are a physical manifestation, an “echo”
magic. The majority of the books com- and there from the wormy expanse, and of sorts, of Kyuss’ ascension to divinity.
prise a collection of religious studies additional passageways extend out of the Any of the worms in this lake that are
on necromancy. These books grant a sea and back onto solid ground in the wall slain immediately re-appear, creating
+4 circumstance bonus on Knowledge opposite and in the walls to the le� and a perpetual lake of writhing menace. A
(arcana) checks having to do with necro- the right. creature that comes in contact with the
mancy and a +4 circumstance bonus on surface of the lake is treated as if within
Knowledge (religion) checks having to do A terrible testament to the power a wormswarm with effectively infinite
with gods of death and undeath. They are and corruption of Kyuss’ ascension lies hit points. The sea of worms does not
worth 8,000 gp as a collection, and weigh beneath the temple’s grand hall. The possess the obey the wormtouched spe-
50 pounds in all. Additionally, Sruggut sea of worms is in fact a writhing layer cial quality, and thus does not follow the
has found an additional magical tome of wormswarms on top of an immense commands of Kyuss’ undead.
he has yet to fully explore—a manual of lake of stagnant water. The lake itself has Characters who fall into the sea of
bodily health +1 (of little use to him as he sheer sides that drop away and reach a worms (or otherwise come in con-
has already read a similar tome). depth of 30 feet before ending in a bar- tact with the worms) trigger Vision 5
ren bed of ooze. The islands themselves if they have not done so already. The
11. Sea of Worms (EL 16) extend down like stalagmites to connect sea of worms cannot be destroyed by
to the lake bottom. conventional means—although char-
This immense cavern is filled with a horrific The sea of worms contains nearly acters who destroy Mak’ar (see area 13)
sea of writhing green and the nauseating three dozen wormswarms. Fortunately find that one of the results of the lich’s
susurrus of millions of slimy bodies slither- for the PCs, these wormswarms are con- destruction is the ruin of this sea of
ing over each other. There is no floor—the tent to writhe and swim on the surface worms as well.
hallway falls away to the undulating surface of the lake, and do not attack those who Fortunately, the sea of worms need not
of an immense lake of green worms. The pass through the cavern without touch- be destroyed by the PCs in order for them
rippling surface lies about five feet down ing them. Nor do they pursue those who to finish their mission. Unfortunately,

JANUARY 2006 DUNGEON 79


THE SPIRE OF LONG SHADOWS BY JESSE DECKER

there are other creatures in this chamber


as well.
Creatures: Two wormcallers stand
guard on the southern ledge, in the
The Harbinger
entrance to the passageway leading to
area 13. As soon as they notice the PCs,
the wormcallers cast air walk so they can
move about the area with ease and move
forth to engage the PCs. They avoid melee,
using air walk to stand in the air at ranges
of 40 feet so they can attack with slashing
darkness, quickened hold persons, and flame
strikes. The wormcallers can use the sea
of worms to activate their worm healing
special quality as long as they are able to
physically reach the lake’s surface.
The true menace dwelling in this
cavern, though, is an overworm. The
immense worm spends most of its time
floating just below the surface of the
lake, but as soon as it notices anyone in
the chamber (either due to its tremors-
ense and darkvision, or because one of
the wormcallers calls out for its aid), it
rises up from the worm-infested lake to
attack. Although only marginally intel-
ligent, the overworm is smart enough
to use Awesome Blow or Improved Bull
Rush to try to knock characters into the
sea of worms. If it knocks a creature into
the sea of worms, it uses its call of the
Wormgod ability to stun this creature
and force it to stay in the worms until
their unholy work is done.
Wormcallers (2): hp 90 each; see
Appendix.
Overworm: hp 250; see Appendix.

12. The Knights of the


Worm (EL 16) numerous
humanoid civi-
This room seems out of place, given the cold lizations. Dragons with
and barren decor of the other chambers in the heads of worms fly in the skies above, present when Kyuss achieved divin-
the complex. The floor is covered with a thick and towering over them all is an immense ity, once lived within this group of
green carpet, and a long, padded divan sits figure dressed in plate armor and wield- chambers. Today, they dwell here still,
in the room’s center. Small padded stools ing a strange pole-arm that combines the undead mockeries of what they once
surround the divan. The walls are carved features of a pick, an axe, and a mace. The were. These three Knights of Kyuss
with nightmarish scenes of a dual world. man’s face is hidden by the hood of his are Barnos Indarna (the Dreamer of
The lower half of these carvings depict a dark gray robe, but worms drip from under the Green), Kardic (the Shadow Worm),
world of caverns and twisting tunnels that his cowl. and Markath (the Mageslayer). They
are infested with massive worms, creatures pass long years in contemplation, their
that look like humans posing as worms, Creatures: In this chamber, Kyuss undead souls unmoved by the passage
and creatures more horrifying than either. made ready for his ascension and then of time as they stand vigil, knowing that
On the upper half, these worm monsters rose to enter the Spire of Long Shad- their dread lord will return and that
burst from the ground to ravage and ruin ows. Three of his favored knights, all when the Age of Worms begins, they

80 DUNGEON JANUARY 2006


will be given dominion over the ruin spell weavers hold more dear than life 2nd (8/day)*—command undead (DC 21),
of the world. itself ). The end result is the same as that false life, eagle’s splendor, mirror image,
Barnos Indarna, Kyuss Knight: hp 184; of a standard lich. Mak’ar no longer has a scorching ray
see Appendix. phylactery—it was destroyed in the same 1st (9/day)*—expeditious retreat, mage
Kardic, Kyuss Knight: hp 184; see battle with the elves and eladrins that cul- armor, magic missile, protection from
Appendix. minated in the creation of the obsidian ring. good, ray of enfeeblement
Markath, Kyuss Knight: hp 184; see Mak’ar’s close ties with Kyuss are enough 0 (6/day)—acid splash, ghost sound (DC
Appendix. to prevent him from escaping the ring as 19), mage hand, mending, message,
Tactics: The knights are powerful if he were one of the Wormgod’s minions, prestidigitation, ray of frost, read magic,
physical threats with the experience to even though technically he is not—indeed, resistance
back up their abilities with sound tactics. the ring even prevents his escape via tele- *Mak’ar’s already cast a spell from this level,
Unless some other course is obviously portation magic. For the past two thou- so his spells per day are one less than
better, the knights focus on destroying sand years, he has waited here, patiently, normal.
divine spellcasters first, knowing that hoping for the ring’s collapse at the advent **Mak’ar has 3,000 XP to draw upon for
such enemies might have power over of the Age of Worms. casting limited wish spells.
their undead forms. Mak’ar is the most dangerous enemy Spell-Like Abilities (CL 17th):
the PCs face in this adventure. Fortu- At will—detect magic, invisibility
13. The Harbinger (EL 17) nately for the PCs, the fact that he is 1/day—plane shi� (as long as obsidian
imprisoned here within the obsidian ring ringward is intact, Mak’ar cannot use
This chamber, opulent by nearly any stan- means that if the party is forced to retreat, this spell-like ability on himself, but he
dard, seems somehow alien despite its fin- his resources for recovery are limited. can still use it on others)
ery. Furniture placed at odd and uncomfort- Abilities Str 7, Dex 18, Con —, Int 24, Wis
able angles blends with the disconcerting Mak’ar, Harbinger of Worms CR 17 21, Cha 29
imagery of the carpets and tapestries that Advanced spellweaver lich SQ +4 turn resistance, shielded mind, spell
decorate the room. This imagery is some- CE Medium undead weaving
times understandable, depicting scenes Monster Manual 167, Monster Manual II 187 Feats Cra� Rod, Cra� Wondrous Item,
of carnage and torture in great detail and Init +4; Senses darkvision 60 �., see Combat Casting, Empower Spell, Extend
in other places is simply abstract patterns invisibility; Listen +23, Spot +23 Spell, Forge Ring, Spell Focus (Abjuration)B,
drawn by an alien and unsettled mind. Aura fear (60 �. radius, Will DC 26) Spell Focus (Evocation)B, Spell PenetrationB
Languages telepathy 1,000 miles Skills Concentration +9, Knowledge (arcana)
This room contains an architect of the AC 27, touch 16, flat-footed 23 +25, Knowledge (religion) +16, Knowledge
Age of Worms, and the creature that pro- hp 97 (112 with false life) (15 HD); DR 15/ (the planes) +25, Listen +23, Spellcra�
vided Kyuss with the final component bludgeoning and magic +27, Spot +23, Use Magic Device +27
necessary for his mad desires. This crea- Immune cold, electricity, mind affecting, Possessions robe of resistance +5 (as cloak
ture is a spell weaver lich named Mak’ar, polymorph; undead traits of resistance +5), ring of force shield, rod of
but was known to Kyuss only as the Har- SR 21 fury +2, rod of extend metamagic, circlet of
binger of Worms. Fort +10, Ref +18, Will +19 Charisma +6
Creature: Mak’ar had his own rea- Spd 30 �. Shielded Mind (Ex) Attempts made by other
sons for providing Kyuss with the worm Melee touch +13 (1d8+5 negative energy plus creatures to communicate telepathically
that would grant him such infamous permanent paralysis; Will DC 26 halves with a spell weaver or to read its mind
power. By doing so, the spell weaver damage, Fort DC 26 resists paralysis) always fail unless the spell weaver allows
was enabling a series of prophecies he Base Atk +15; Grp +13 the communication to function. A creature
had stumbled across during his planar Spells Known (CL 17th, +19 ranged touch) making such an attempt must succeed at
explorations, prophecies that spoke of 8th (5/day)—maze, power word stun a DC 22 Will save or be confused for 1d6
the End Times of this world. While the 7th (7/day)—limited wish**, power word days. This effect can be dispelled (caster
other spell weavers found these proph- blind, prismatic spray (DC 27) level 17) or removed with heal or greater
ecies to be little more than intriguing 6th (7/day)—chain lightning (DC 26), restoration. The save DC is Wisdom-based.
artifacts, Mak’ar became obsessed with greater dispel magic, repulsion (DC 26) Spell Weaving (Ex) Mak’ar can cast more
them and the necromantic potential of 5th (8/day)—contact other plane, cone of than one spell at a time. Casting a spell
the prophesized Age of Worms. cold (DC 25), hold monster (DC 24), wall occupies a number of the spell weaver’s
Mak’ar was a monstrous humanoid in of force arms equal to the spell’s level. A spell
life. His transformation into a lich involved 4th (8/day)—charm monster (DC 23), weaver can cast more than one spell
different sacrifices than those required by confusion (DC 23), enervation, fire shield simultaneously, as long as the sum of
a humanoid (including the abandonment 3rd (8/day)—displacement, fireball (DC 23), the spell levels is six or less. It could, for
of his chromatic disc, a magic item most slow (DC 22), vampiric touch example, cast one 6th-level spell, one

JANUARY 2006 DUNGEON 81


THE SPIRE OF LONG SHADOWS BY JESSE DECKER

4th-level spell and one 2nd-level spell, or Development: Mak’ar’s continued Rod of Fury
one 3rd-level and three 1st-level spells. A presence is the primary force maintain- Mak’ar’s spiked rod is a rod of fury +2.
single 0-level spell occupies one arm. If ing the power within the Ziggurat of As long the rod is carried in a hand,
it grants its wielder a +2 deflection
Mak’ar casts a spell of 6th-level or higher, Kyuss. His destruction severs the link
bonus to Armor Class. It also allows
he may cast only one spell that round. between this temple and Kyuss—this has
a spellcaster to increase the effective-
Hands that wield objects do not impede several effects. First, it grants the PCs the ness of one spell of 6th level or lower
this ability. sixth (and final) vision. Second, it causes per day, altering it as if it were under
Tactics: Mak’ar is willing to speak all of the long-term magical effects in the effect of the Empower Spell feat.
(via telepathy) with the PCs, but he has the Spire of Long Shadows to fail. Third, Activating this ability is a free action
no interest in forming alliances. He it attracts the unwelcome attention of and does not affect the spell level or
communicates only in an attempt to Kyuss himself—a�er this, the Wormgod casting time of the altered spell (even
learn how many of the Age of Worms knows the PCs represent a real threat to for sorcerers and other spontaneous
prophecies have come to pass—once he his plans. There is little he can do about casters). The rod of fury appeared in
decides the PCs have nothing more to it now, fortunately for the PCs, but as Complete Arcane.
Strong abjuration; CL 17th; Cra�
say to him, he realizes that they may the Age of Worms draws near, they can
Rod, Empower Spell, Spell Focus,
have a role to play in fulfilling at least expect to face Kyuss’ direct opposition.
protection from chaos/evil/good/law,
one of the remaining prophecies, and Among the magical effects in the area creator’s caster level must be at least
unless they attack him first, he does not that are cancelled with Mak’ar’s destruc- three times that of the bonus placed
initiate combat. (The loss of his phylac- tion are the generation of the visions the in the rod; Price 38,800 gp.
tery also plays a part in his willingness PCs have been experiencing, the unset-
to leave the PCs alone.) Of course, if the tling aura in area 3 near the sha� open- the prophecies of the Age of Worms, and as
PCs leave Mak’ar undestroyed, they’ll ing, the Fountain of Green Temptation, and they speak, visions of the prophecies com-
not only have le� one of Kyuss’ great- the preservation effect in area 8. Addi- ing true manifest before you, allowing you
est minions active, they also won’t be tionally, all of the Kyuss worms in the to observe the events as if you were a god
able to experience the final vision that ground above, the wormswarms in the looking down upon a troubled world. The
awaits them. dungeon, and those in the sea of worms visions are violent and horrific. Legions of
Mak’ar casts mage armor and false life melt into ooze and die. Those worms still worm-eaten dead rise from soggy graves.
daily, extending their durations with existing in hosts survive. An immense and demonic tree explodes
his rod. When combat begins, he casts The most dramatic repercussion of into destructive life from the heart of an
repulsion (setting the radius as far out as these effects is the crumbling of the unfamiliar city. A burning comet lances
possible). On the second round, he casts Spire of Long Shadows. The amazing down from the heavens to strike the earth
mirror image, displacement, and expeditious feat of construction, held alo� primar- in a tremendous, mushroom-shaped cloud
retreat. On round three he casts fire shield ily by the divine will of Kyuss, teeters of devastation. Another city, its town square
and scorching ray. If confronted by par- and finally topples like a felled tree, wreathed in a cloud of black smoke filled
ticularly potent enemies, he hits them smashing through and ruining the with eyes, is held in the grip of shadows
with a maze spell. If brought below 30 hit obsidian ring as it falls to the ground. that move independently from their source.
points, he tries to retreat, using limited Characters inside areas 1–5 must make A cackling man attaches a clawed and with-
wishes to cast inflict critical wounds on him- a DC 20 Fortitude save or be thrown to ered hand to the bleeding stump of his
self to heal damage. Le� with no other the ground. Those in areas 6–13 hear arm, and the hand writhes into unholy life.
options, Mak’ar tries to buy his contin- the tremendous sound of the collapse A city built in the heart of a volcano suffers
ued existence by offering his treasures and feel the ground shake, but are oth- tragedy during a partial eruption that sees
and magical gear to the PCs, hoping to erwise unaffected. the collapse of its southeastern quadrant.
survive the humiliating defeat until the As each of these scenes flash by, they are
Age of Worms comes and releases him, at Vision 6: The Age of accompanied by a crushing sense of cer-
which point he’ll spare no expense track- Worms tainty—these events have already come
ing the PCs down to kill them and regain Activation: Destroy Mak’ar, the Harbin- to pass. Yet finally, the whispering voices
his gear. ger of Worms. speak of two more prophecies, and these
Treasure: Among Mak’ar’s possessions are accompanied by blackness. “A tripartite
are several valuable items, including a The room melts away into darkness as the spirit once again becomes one, and at its
jade statue of a green dragon worth 1,000 air fills with strange and frightening whis- advice are the mighty undone,” the voices
gp, a huge black pearl worth 2,000 gp, a pers. It sounds as if a hundred different whisper. And then, “On the eve of the Age
diamond and platinum necklace worth voices speak in a hundred different lan- of Worms, a hero of the pit shall use his
3,000 gp, and three well-preserved paint- guages, but an instant later, the voices have fame to gi� a city to the dead.” A�er this,
ings of Kuluth-Mar in its prime worth joined into one and the language resolves there is only silence. It would seem that two
2,000 gp each. into familiar words. These words speak of prophecies have yet to be realized.

82 DUNGEON JANUARY 2006


Knowledge (religion) DC 14: The as a result. Total up the number of of undead, all twisted and brought into
worm-eaten dead rising from graves are visions the PCs managed to witness— unlife by the vile green worms which
spawn of Kyuss. this total is the amount of Fate Points hold much of Kyuss’ power, was for him
Knowledge (the planes) DC 20: The you should award each character. A an art and a passion, an act as fulfilling
great tree is the physical manifestation Fate Point can be spent at any time for its own sake as for any part it played
of a demon lord named Malgarius. to immediately reroll the result of a in his grand plans for godhood.
Knowledge (arcana) DC 30: The d20 roll, but the character must accept
“comet” that struck the earth was in fact the new result, even if it is lower than Eviscerator Beetle
an anciant tmeple called the Fane of the previous one (unless the charac- (Hound of Kyuss)
Scales that was rumored to have fallen ter spends another Fate Point to reroll The bloated beetle moves with unnatural
from the skies over a remote rural region this new result). Fate Points can help speed, its mandibles clicking and clicking and
two years ago. the PCs manipulate their destinies at clicking in a maddening rhythm. The rotted
Knowledge (geography) DC 25: The city key points during the remainder of the and pitted shell evokes thoughts of ancient
shrouded in blackness filled with eyes Age of Worms Adventure Path. Fate decay and unfathomable corruption, and tiny
is in fact Istivin, a place long held to be Points, once spent, are gone forever. green worms, each a wriggling abomination
cursed and haunted by demonic spirits. It’s possible that certain actions later of terror in its own right, squirm through
Knowledge (arcana) DC 25: The hand in this campaign could grant more these holes in its exoskeleton.
the man attaches to his bleeding wrist is Fate Points to the PCs, but for now,
the notorious Hand of Vecna. the ones they earn from witnessing the Eviscerator Beetle CR 10
Knowledge (geography) DC 25: The city hidden secrets of Kyuss’ genesis are all Always CE Large Undead
built in a volcano’s caldera is Cauldron, they’ll get. Init +7; Senses darkvision 60 �.; Listen +0,
and the disaster that struck it occurred A�er the characters have cleared the Spot +21
about a year ago. ruins of Kuluth-Mar of Kyuss’ minions Aura maddening chitter (120 �.)
XP: Award experience for witnessing and have learned everything they can, AC 27, touch 12, flat-footed 24; –1 size, +3
this vision as if the PCs had defeated a they are due for some well-earned rest Dex, +15 natural
CR 14 creature. back in Magepoint. Upon their return, hp 117 (18 HD); DR 10/silver
they find Manzorian extremely inter- Immune undead traits
CONCLUDING THE ested in what they have learned. It Fort +8, Ref +11, Will +13
ADVENTURE seems certain that it is indeed Kyuss Spd 60 �.
The destruction of the obsidian ring who is prophesized to begin the Age Melee bite +19 (4d6+11 plus 2d6/15–20)
allows any of the surviving creatures of Worms—in order to have a chance 2 claws +14 (1d6+5)
within to escape into the surround- to stop this coming age, the PCs must Space 10 �.; Reach 5 �.
ing jungle, but since the majority of stop a man who has become a god. And Base Atk +9; Grp +24
the worms of Kyuss die when Mak’ar is the one who knows the most about him, Atk Options necrotic bite
destroyed, impact upon the surround- Balakarde, has been missing for years. Abilities Str 32, Dex 16, Con —, Int 2, Wis
ing environment should be minimal. If Fortunately, Manzorian and his allies 10, Cha 14
any of the Kyuss Knights still survive, have made a breakthrough. It seems SQ augmented critical, obey the
they begin the long journey north to that in the days before his disappear- wormtouched, worm healing
rejoin their master in the Wormcrawl ance, Balakarde traveled to the notori- Feats Combat Reflexes, Great Fortitude,
Fissure; if you plan to play “Into the ous bandit city of Alhaster to seek advice Improved Critical (bite), Improved
Wormcrawl Fissure” or “Dawn of a New from someone named Lashonna. What Initiative, Improved Natural Attack (bite),
Age,” you can have the PCs encounter he discovered in Alhaster may be what Iron Will, Lightning Reflexes
these knights at points in those adven- brought about his doom, yet it may also Skills Spot +21
tures if you wish. be a key part in preventing the advent of Environment Any Kyuss-associated
If the PCs defeat Mak’ar and bring the Age of Worms. Organization Solitary, pair, or brood (3–6)
down the Spire of Long Shadows, the Treasure None
magic of the visions that has touched APPENDIX: THE Advancement 19–22 HD (Large), 23–42 HD
them solidifies inside their souls— SPAWN OF KYUSS (Huge), 43–54 HD (Gargantuan)
they are now inexorably bound to As mortal and god, Kyuss was ever anx-
the prophecies. More than ever, their ious to shape new monstrosities with Created ages ago by Kyuss while he was
actions (or inaction) will decide the the power of undeath. No victory was so high priest at Kuluth-Mar, the eviscerator
final outcome of the Age of Worms. As sweet for Kyuss as those in which he not beetles were the first among a category
a result, fate itself has a special place only destroyed his foe but also returned of undead vermin known collectively
in store for the PCs, and each charac- the foe to life as an undead creature at the as the Hounds of Kyuss. The Hounds
ter receives a number of Fate Points mercy of his own foul will. The creation of Kyuss are only rarely encountered

JANUARY 2006 DUNGEON 83


THE SPIRE OF LONG SHADOWS BY JESSE DECKER

outside of areas like Kuluth-Mar or the Obey the Wormtouched (Su): Although Kyuss Knight CR 13
Wormcrawl Fissure, where Kyuss’ touch they are nearly mindless, eviscerator Always CE Medium Undead
is strongest. Other Hounds of Kyuss beetles unerringly follow simple com- Init +0; Senses darkvision 60 �.; Listen +21,
reputed to dwell in the Wormcrawl Fis- mands given by other undead servants Spot +21
sure include the mindkiller scorpions of Kyuss. Languages Abyssal, Flan (or a similar ancient
and the earthcancer centipedes. Worm Healing (Su): Eviscerator beetles language from your campaign)
The Hounds of Kyuss do not speak are healed by the horrid power caught AC 30, touch 10, flat-footed 30; +6 natural,
or understand any languages, but obey in the writhing worms of Kyuss. As a +10 armor, +4 shield
simple mental commands and gestures full-round action that provokes attacks hp 184 (16 HD); DR 10/silver
from other servants of Kyuss. of opportunity, a hound of Kyuss can Immune cold, electricity; undead traits
consume an adjacent wormswarm. This Fort +10, Ref +10, Will +17
Combat heals the hound of Kyuss of all damage Spd 20 �. in armor (30 �. base)
The nearly mindless eviscerators employ and removes any conditions removed by Melee +1 unholy bastard sword +22/+17
simple tactics. When grouped with others the heal spell. The wormswarm is com- (1d10+15/19–20) and
of their kind, eviscerator beetles instinc- pletely destroyed, but makes no move to 2 bites +13 (1d4+9 plus 1d4 Intelligence
tively spread out and converge on their defend itself from this consumption. drain)
target from multiple sides. This instinc- Base Atk +8; Grp +17
tive swarming technique increases the Kyuss Knight Special Atk gi�s of Kyuss
chance of gaining flanking opportunities The figure wears dark armor that hides much Spell-Like Abilities (CL 16th):
and prevents them from being destroyed of his form from view, but his skeletal vis- At will—detect good
by large area attacks. age and horrid stench reveals that he can 1/day—bull’s strength, death knell (DC 17),
Augmented Critical (Ex): An eviscerator be nothing but some kind of undead. Small protection from energy
beetle’s bite attack threatens a critical hit green worms, their mouths filled with row Abilities Str 28, Dex 10, Con 10, Int 12, Wis
on an 18–20; since most eviscerator beetles upon row of jagged teeth, writhe along his 15, Cha 20
also have Improved Critical (bite), their armor, crawling under its plates and panes. SQ dark blessing, martial calling, turn
threat range with a bite attack is 15–20. His most gruesome feature are his eyes, which resistance +4, unholy toughness, worm
Maddening Chitter (Su): The clicking have been replaced by the ravenous mouths of healing
chatter of the eviscerator beetle’s man- two bloated worms. Feats Cleave, Exotic Weapon (bastard sword),
dibles is hypnotic, and living creatures Improved Sunder, Iron Will, Power Attack,
enthralled by the sound do nothing but Weapon Focus (bastard sword)
clutch at their skulls, trying in vain to Skills Concentration +19, Intimidate +24,
rid their minds of the terrible sound. At Knowledge (religion) +20, Listen +21, Spot
the beginning of the beetle’s action, all +21
living creatures within 120 feet that can Environment Any Kyuss-associated
hear the beetle’s chittering must make Organization Solitary, pair, or swarm (3–6)
a DC 21 Will save or be unable to take Treasure +2 full plate, +1 heavy steel shield, +1
any actions that round. For every addi- unholy bastard sword
tional beetle within range of the target Advancement 17–32 HD (Medium)
creature, the DC to resist the maddening *Includes adjustment for 5-point Power Attack
chitter is increased by 2. This is a sonic,
mind-affecting effect. The save DC is When Kyuss sacrificed the liv-
Charisma-based. ing souls of Kuluth-Mar to
Necrotic Bite (Su): Necrotic energy fuel his ascension into
courses through the eviscerator godhood, the necro-
beetle. This energy infuses the mantic backlash of
creature’s mandibles with the raw his transforma-
energy of undeath, causing them tion animated his
to inflict an extra 2d6 points faithful dead as the
of damage from the negative spawn of Kyuss.
energy with each success- The generals of his
ful melee attack. This extra armies became the
damage is not multiplied on swords of Kyuss, and
a successful critical hit, and his priests became the
heals undead rather than wormcallers. The most
harms them. Knight of Kyuss dangerous and potent

84 DUNGEON JANUARY 2006


of his worshipers became something this brief picture of horror in the mind of obvious sensory organs, yet reacts to sound
more. Kyuss had only four of these per- a nearby living creature. This ability has a and movement with surprising speed.
sonal bodyguards, all blackguards, and range of 60 feet. The target creature must
all four of whom were at his side when make a DC 23 Will save or be stunned for Overworm CR 15
he ascended. They took the brunt of the one round, overcome with cataclysmic Always CE Gargantuan Magical Beast
necromantic backlash, and rose as his visions from the as yet unborn Age of Init +3; Senses darkvision 60 �.,
knights. Worms. The save DC is Charisma-based. tremorsense 60 �.; Listen +24, Spot +1
Today, these four souls are the only Kardic’s Gi�s: Three times a day as a AC 26, touch 5, flat-footed 26; –4 size, –1
Kyuss Knights in existence. Each has free action (but only once per round), Dex, +21 natural
virtually identical statistics, save that Kardic can transform a weapon he wields hp 250 (20 HD); DR 15/silver
each possesses two unique gi�s from into shadow, allowing him to resolve Immune mind affecting effects, poison
the Wormgod. As the Age of Worms one attack as a touch attack. Also three Fort +21, Ref +11, Will +7
draws near, new Kyuss Knights may times a day, he can slip into shadow form Spd 20 �., burrow 20 �., swim 10 �.
appear elsewhere in the world with himself as a free action to avoid a blow Melee* bite +21 (4d6+42/19–20)
unique gi�s of their own. that would have hit him, granting him Space 20 �.; Reach 20 �.
a 50% miss chance against that particu- Base Atk +20; Grp +47
Combat lar attack. Kardic must chose to use this Atk Options Awesome Blow, Improved Bull
Although each Kyuss Knight has dif- ability before damage is determined. Rush, Power Attack, improved grab (bite),
ferent gi�s from the Wormgod, their Markath’s Gi�s: Any time Markath suc- swallow whole
basic tactics remain identical. A Kyuss cessfully scores a critical hit against an Special Atk call of the wormgod
Knight is exceptionally alert, and at the opponent with a melee attack, a targeted Abilities Str 40, Dex 8, Con 24, Int 1, Wis 12,
first sign of trouble is quick to cast bull’s greater dispel magic affects that target Cha 8
strength. Unless he has reason to suspect (caster level 16). Additionally, Markath’s SQ obey the wormtouched, worm infested
his enemies use acid or sonic attacks, he bite attacks drain 2d4 points of Intelli- Feats Awesome Blow, Great Fortitude,
also casts protection from energy (fire) on gence on a hit rather than 1d4. Improved Bull Rush, Improved Critical
himself. His strength is in melee, so the Intelligence Drain (Su): Anyone who (bite), Improved Initiative, Improved
Kyuss Knight closes to engage enemies is bitten by one of the Knight’s “eyes” Natural Attack (bite), Power Attack
as quickly as he can. He attacks with takes 1d4 points of Intelligence drain. Skills Listen +24
his bastard sword, and can also attack The Kyuss Knight heals 5 points of dam- Environment Any Kyuss-associated
by extending his “eyes” on long stalks to age each time it drains Intelligence from Organization Solitary, pair, or swarm (3–6)
bite at anyone in reach as well. a creature. Treasure None
Dark Blessing (Su): A Kyuss Knight Martial Calling (Su): A Kyuss Knight Advancement 21–30 HD (Gargantuan), 31+
applies his Charisma modifier as a bonus gains a profane bonus equal to half its HD (Colossal)
on all saving throws. Hit Dice on all melee weapon attacks. *Includes adjustment for 10-point Power Attack
Gi�s of Kyuss (Su): Each Kyuss Knight Unholy Toughness (Ex): A Kyuss Knight
possesses two unique gi�s granted to gains a bonus to its hit points equal to its Whether they are the source of his power
them by their divine patron. Charisma modifier × its Hit Dice. or the expression of his deranged will, the
Nezzarin’s Gi�s: Nezzarin has true see- Worm Healing (Su): The Kyuss Knight worms of Kyuss come in many sizes and
ing (a constant effect that cannot be dis- is healed by the horrid power caught in variety. From the worms of corruption
pelled). In addition, Nezzarin’s vision is the writhing worms of Kyuss. As a full- no larger than a finger to the enormous
supernaturally acute, granting him a +20 round action that provokes an attack of overworm, the one thing that binds their
insight bonus on Search and Spot checks opportunity, a Kyuss Knight can con- kind is their malignant intent.
and on all Initiative rolls. sume an adjacent wormswarm. This Overworms are never less than 80 feet in
Barnos Indarna’s Gi�s: Barnos Indarna is heals the Kyuss Knight of all damage and length, and weigh at least 40,000 pounds.
shrouded with an ephemeral shadow of his removes any condition removed by the
former self. Once per round, this shadow heal spell. The wormswarm is completely Combat
can use one of Barnos’s spell-like abilities destroyed, but makes no move to defend Unless directed by a more intelligent
or invoke visions of the worm as a free itself from this consumption. servant of Kyuss, an overworm focuses
action—Barnos himself need not expend on one foe at a time. Spurred by the mad-
any actions to utilize this ability, but they Overworm ness of Kyuss himself, the worms never
are still treated as if he cast them normally The giant green worm has a vicious maw think of retreat, only of crushing and
for the purposes of resolving attacks of ringed with row upon row of needle-like corrupting living things in their path.
opportunity. The visions of the worm abil- teeth. The worm’s green bulk flattens on its Call of the Wormgod (Su): Although
ity calls forth a shred of Kyuss’ powerful underside, its color lightening and the rings themselves relatively unintelligent, an
visions of the Age of Worms and implants of its musculature becoming tighter. It has no overworm carries within it the writhing

JANUARY 2006 DUNGEON 85


THE SPIRE OF LONG SHADOWS BY JESSE DECKER

and malignant will of its god and cre- Once infested, the victim takes 1d6 Atk Options Power Attack
ator. Once per round as a free action, an points of damage per round for 1d4+1 Special Atk invocation of the worm
overworm can project this foul and can- rounds. At the end of that period, the Abilities Str 28, Dex 12, Con —, Int 12, Wis
cerous will into other living creatures, worms reach the host’s brain. While the 14, Cha 16
targeting any one living creature within worms are inside a victim, a remove curse SQ martial calling, turn resistance +2,
120 �. The target must make a DC 19 Will or remove disease effect destroys them, unholy toughness
save or be stunned, its mind filled with and a dispel evil or neutralize poison effect Feats Ability Focus (invocation), Cleave,
the horrid visions that writhe within delays their progress for 10d6 minutes. Improved Initiative, Power Attack, Weapon
the divine consciousness of Kyuss. Each A successful DC 20 Heal check extracts Focus (greatsword)
round at the start of its turn, the victim the worms and kills them, although this Skills Intimidate +20, Knowledge
may attempt a new saving throw to end check takes 1d3 rounds to perform and (religion) +18, Listen +19, Sense Motive
the effect as a full-round action that does the worms may reach the brain before +19, Spot +19
not provoke attacks of opportunity. This the Heal check succeeds. Environment Any Kyuss-associated
is a mind-affecting effect. This save DC Once the worms reach the brain, the Organization Solitary or patrol (2–6)
is Charisma-based. victim takes 2d4 points of Intelligence Treasure +1 full plate and masterwork
Improved Grab (Ex): To use this abil- damage per round until the worms are greatsword
ity an overworm must hit with its bite killed (by remove curse or remove disease) Advancement 15–28 HD (Medium)
attack. It can then attempt to start a grap- or they slay the host (death occurs at 0 *Includes adjustment for 5-point Power attack
ple as a free action without provoking Intelligence). A Small, Medium, or Large
an attack of opportunity. If it wins the humanoid slain by these worms rises as If the spawn of Kyuss are the footsol-
grapple check, it establishes a hold and a sword of Kyuss 1d6+4 rounds later. A diers of the Wormgod’s legions, then
can attempt to swallow the foe on the Tiny or smaller creature quickly putre- the swords of Kyuss are his elite shock
following round. fies, and a Huge or larger creature (or troops. Sheathed in ornate full-plate
Obey the Wormtouched (Su): Although any non-humanoid creature) becomes a armor of ancient design and wielding
they are nearly mindless, overworms normal zombie of the appropriate size. the dreaded wormblades of Kyuss, the
unerringly follow simple commands Newly created undead are not under the swords of Kyuss are the martial elite of
given by other undead servants of Kyuss. overworm’s control. Kyuss’ forces.
Swallow Whole (Ex): An overworm can Unlike the slumped and shambling
try to swallow a grabbed opponent of at Sword of Kyuss spawn of Kyuss, the swords of Kyuss are
least two size categories smaller than Baroque armor covers every inch of this skel- intelligent and powerful warriors. While
itself by making a successful grapple etal figure, every inch save for two gaping Kyuss walked the earth as a mortal, these
check. Once inside, the opponent takes eye sockets. The ornate steel and silver plate elite soldiers served as his strong right
2d8+16 points of crushing damage plus carries a sickening green sheen, and from one arm, protecting his strongholds and serv-
6 points of acid damage per round from of the armor’s many well-cra�ed joints a ing as heavy infantry in his armies. With
the worm’s gizzard. The victim is also small green worm wriggles to be free. Similar their flesh tainted by undeath, they con-
targeted by the worms that dwell in the worms writhe and slide between many of the tinue to carry out his desires, the twisting
overworm’s body (see Worm Infested, armor’s plates, yet the creature’s grip on its green worms of his powerful will crawl-
below). A swallowed creature can cut its massive greatsword remains firm and hints ing through their minds and bodies.
way out by using a light slashing or pierc- at deadly skill.
ing weapon to deal 25 points of damage Combat
to the gizzard (AC 20). Once the creature Sword of Kyuss CR 10 As elite warriors and shock troops of
exits, muscular action closes the hole. Always CE Medium Undead Kyuss’ legions, the swords of Kyuss are
Another swallowed opponent must cut its Init +3; Senses darkvision 60 �.; Listen +19, capable of sophisticated tactics and
own way out. An overworm’s gut can hold Spot +19 swi� decision making in combat. The
1 Large, 2 Medium, 8 Small, 32 Tiny, or 128 Languages Abyssal, Flan (or a similar ancient swords work well in teams, directing
Diminutive or smaller opponents. language from your campaign) lesser servants of the wormgod and
Worm Infested (Ex): An overworm is AC 26, touch 11, flat-footed 25; +1 Dex, +6 swi�ly completing the orders of their
host to hundreds of smaller worms of natural, +9 armor superiors (such as the wormcallers or
Kyuss. Any creature that attacks an over- hp 133 (14 HD); DR 10/silver the powerful and unique Knights of
worm with a natural weapon, unarmed Immune cold, electricity; undead traits Kyuss). They are fond of using the invo-
strike, or light melee weapon must Fort +4, Ref +5, Will +11 cation of the worm against foes who
make a DC 19 Reflex save or a number Spd 20 �. in armor (30 �. base) are locked in melee combat with other
of worms latch onto his flesh and begin Melee* wormblade +20/+15 melee (2d6+24 undead creatures, damaging their foes
burrowing into his body. The save DC is plus 1d6 acid/19–20) while at the same time healing their
Dexterity-based. Base Atk +7; Grp +16 undead allies.

86 DUNGEON JANUARY 2006


Invocation of the Worm (Su): Three removed by the heal spell. The worm- Languages Abyssal, Flan (or a similar ancient
times per day, a sword of Kyuss can unleash swarm is completely destroyed, but language from your campaign)
a blast of negative energy. The blast fills makes no move to defend itself from AC 27, touch 15, flat-footed 22; +5 Dex, +6
a 20-foot-radius spread anywhere within this consumption. natural, +6 armor
a range of 100 feet + 10 feet per HD of Wormblade (Su): Each sword of Kyuss hp 90 (12 HD); DR 10/silver
the sword of Kyuss. The blast deals 1d6 carries a masterwork greatsword. Their Immune cold, electricity; undead traits
points of damage per Hit Die possessed unholy energies infuse this greatsword, Fort +4, Ref +9, Will +14
by the sword of Kyuss (maximum 20d6). transforming into a +1 greatsword that Spd 30 �.
The blast of a typical sword has a range inflicts an additional 1d6 points of acid Melee 2 slams +7 (1d6+1) and
of 240 �. and inflicts 14d6 damage. Living damage on a hit, as long as the sword of bite +3 (1d6)
creatures caught in the blast can make Kyuss wields the greatsword. It is said Ranged slashing darkness +11 touch (5d8)
a Reflex save (DC 22) for half damage. that each death caused by a wormblade Base Atk +6; Grp +7
Undead in the blast are instead healed adds to Kyuss’ tally of souls, increasing Spell-Like Abilities (CL 12th, +11 ranged touch):
of damage equal to the amount inflicted. his power and drawing the dreaded Age At will—hold person (DC 18), slashing darkness
The save DC is Charisma-based. of Worms closer to its fulfillment. 3/day—air walk, empowered slashing
Martial Calling (Su): A sword of Kyuss darkness, flame strike (DC 21), greater
gains a profane bonus equal to half its Wormcaller dispel magic, mass inflict moderate
Hit Dice on all melee weapon attacks. The stooped creature is sheathed in full plate wounds (DC 22), invisibility purge,
Unholy Toughness (Ex): A sword of armor, over which lies the tattered remains of protection from energy, quickened hold
Kyuss gains a bonus to its hit points equal ancient robes of state. The creature’s shriveled person, suggestion (DC 19)
to its Charisma modifier × its Hit Dice. and tortured limbs teem with writhing hordes Abilities Str 13, Dex 20, Con —, Int 16, Wis
Worm Healing (Su): The swords of of green worms. These worms move over the 22, Cha 22
Kyuss are healed by the horrid power creature’s decayed body, crawling between the SQ rebuke undead, turn resistance +6, worm
caught in the writhing worms of Kyuss. plates of its armor. healing
As a full-round action that provokes an Feats Combat Casting, Empower Spell-Like
attack of opportunity, a sword of Kyuss Wormcaller CR 10 Ability (slashing darkness), Improved
can consume an adjacent wormswarm. Always CE Medium Undead Initiative, Iron Will, Quicken Spell-Like
This heals the sword of Kyuss of all Init +9; Senses darkvision 60 �.; Listen +21, Ability (hold person)
damage and removes any condition Spot +21

JANUARY 2006 DUNGEON 87


THE SPIRE OF LONG SHADOWS BY JESSE DECKER

Skills Concentration +15, Knowledge covered in stringy green hair. The creature’s mouth, Slashing Darkness
(arcana) +18, Knowledge (religion) +18, a round sucker-like orifice ringed with rows of tiny Evocation
Listen +21, Sense Motive +21, Spellcra� teeth is perhaps its most horrid feature. Level: Cleric 3
+20, Spot +21 Components: V, S
Environment Any Kyuss-associated Worm Naga CR 11 Casting Time: 1 standard action
Organization Solitary or cult (2–6) Always NE Large Aberration Range: Medium (100 �. + 10 �./level)
Treasure +1 mithral breastplate Init +6; Senses darkvision 60 �.; Listen +18, Effect: Ray
Duration: Instantaneous
Advancement 13–24 HD (Medium) Spot +18
Saving Throw: None
Languages Abyssal, Common, Infernal
Spell Resistance: Yes
In ancient times, the wormcallers were the AC 25, touch 11, flat-footed 23; –1 size, +2 A hissing, hurtling ribbon of pure dark-
lesser priests that helped Kyuss ascend Dex, +14 natural ness flies from your hand. A creature
from mortal to god. They kept the enslaved hp 126 (11 HD) struck by this ray of darkness takes 1d8
masses in line, speaking always of the glo- Immune mind-affecting points of damage per two caster levels
ries to be found in giving one’s soul to the Fort +10, Ref +5, Will +11 (maximum 5d8). An undead creature
ever-growing power of Kyuss. The devo- Spd 20 �., swim 20 �. instead heals 1d8 points of damage
tion of these fanatics was matched only Melee bite +12 (2d6+7 plus poison) per two caster levels (maximum 5d8).
by their cruelty, as they led the swords of Space 10 �.; Reach 5 �. This spell first appeared in the
Kyuss and lesser servants in the mass sac- Base Atk +8; Grp +17 Miniatures Handbook.
rifices that fueled Kyuss’ ascension. Special Atk feeblemind gaze, spells
Wormcallers are shriveled, zombie- Spells Known (CL 10th, +9 ranged touch): naga. Inspired by the human-headed ser-
like undead creatures, still wrapped in 5th (4/day)—slay living (DC 21) pentine bodies of the nagas, Kyuss fused
the decayed finery they wore when Kyuss 4th (6/day)—air walk, enervation his most promising spellcasters with
lived as a mortal. Over their stooped 3rd (7/day)—bestow curse (DC 19), dispel loathsome Kyuss worms into a new and
frames, they wear fine mithral breast- magic, ray of exhaustion (DC 19) powerful servant of his will.
plates, for they were war priests as well 2nd (7/day)—blindness/deafness (DC 18), Worm nagas are a rarity in Kyuss’ ser-
as partakers of Kyuss’ corruption. command undead (DC 18), invisibility, vice, for they are living creatures rather
scorching ray than undead, and in the time since their
Combat 1st (8/day)—divine favor, cure light wounds, creation a few have turned to their own
The wormcallers are the vessels of Kyuss’ mage armor, shield, shield of faith interests rather than continuing to serve
will, channeling his divine power through 0 (6/day)—cure minor wounds, detect the Wormgod.
their own bodies. They command lesser magic, ghost sound (DC 15), guidance,
servants of Kyuss, including powerful shock mage hand, open/close, prestidigitation, Combat
troops such as the swords of Kyuss and the read magic, touch of fatigue (DC 16) In combat, a worm naga typically opens
lowly spawn and wormswarms. Their cruel Abilities Str 21, Dex 14, Con 25, Int 16, Wis with a ranged spell such as enervation or
intelligence allows them to use their spell- 19, Cha 20 scorching ray, in an attempt to disable foes
like abilities to their fullest, holding those SQ worm affinity before they can engage the naga in melee.
foes likely to have poor Will saves and dis- Feats Ability Focus (feeblemind gaze), Should foes close, the worm naga relies
pelling the effects of opposing spellcasters. Alertness, Empower Spell, Eschew heavily on its feeblemind gaze to protect
Rebuke Undead (Su): A wormcaller can MaterialsB, Improved Initiative, Spell it from spellcasters while it slithers in to
rebuke and command undead as a 12th- Focus (necromancy) use its touch spells and bite.
level cleric. Skills Bluff +19, Concentration +21, Listen Feeblemind Gaze (Su): As feeblemind, 30
Worm Healing (Su): A wormcaller is +18, Spellcra� +17, Spot +18 feet, Will DC 20 negates. The save DC is
healed by the horrid power caught in the Environment warm jungles or marshes Charisma-based.
writhing worms of Kyuss. As a full-round Organization solitary or nest (2–4) Poison (Su): Injury, Fortitude DC 22,
action that provokes an attack of opportu- Treasure standard initial damage paralysis for one minute,
nity, a wormcaller can consume an adjacent Advancement 12–15 HD (Large), 16–33 HD secondary damage 1d6 Int. The save DC
wormswarm. This heals the wormcaller of (Huge) is Constitution-based.
all damage and removes any condition Spells: Worm nagas cast spells as 10th-
removed by the heal spell. The wormswarm Although Kyuss’ power as high priest and level sorcerers and can also cast spells
is completely destroyed, but makes no move now deity was always rooted in the divine, from the cleric list. The cleric spells are
to defend itself from this consumption. he cultivated many servants of great arcane considered arcane spells for a worm
power as well. A�er his transformation into naga, meaning that the creature does not
Worm Naga godhood, he rewarded his most powerful need a divine focus to cast them.
The vile, bloated worm has a thick green body followers by twisting their essences into a Worm Affinity (Ex): A worm naga is
nearly ten feet long. The vaguely human head is new and aberrant form of life—the worm immune to the corrupting effects of

88 DUNGEON JANUARY 2006


the various Kyuss worms (including worms grow in size, they exist as solitary
wormswarms). predators, but in their early stages of life,
they band together by the thousands, cre-
Wormswarm ating deadly swarms and consuming the
A writhing mass of tiny green worms surges enemies of the wormgod.
across the floor, each one a horror of teeth and Kyuss worms are vicious green worms
malignant hunger. with horrid sucker-like mouths and one
simple urge-to destroy living creatures
Wormswarm CR 10 and raise them as further undead min-
Always CE Diminutive Vermin (swarm) ions for Kyuss.
Init +6; Senses darkvision 60 �., Kyuss wormswarms do not speak or
tremorsense 60 �.; Listen +0, Spot +0 understand any languages, but obey sim-
AC 20, touch 20, flat-footed 14; +4 size, +6 Dex ple mental commands and gestures from
hp 102 (12 HD) other servants of Kyuss.
Immune critical hits, flanking, mind-
affecting, sneak attack, weapon damage Combat
Fort +12, Ref +10, Will +4 Kyuss wormswarms mindlessly attack
Weakness swarm weaknesses and devour their opponents.
Spd 30 �., burrow 10 �., swim 30 �. Distraction (Su): Any living creature
Melee swarm (3d6 plus poison) that begins its turn with a wormswarm
Space 10 �.; Reach 0 �. in its space must make a DC 20 Fortitude
Base Atk +9; Grp –8 save or be nauseated for 1 round. The
Atk Options distraction (DC 20) save DC is Constitution-based.
Special Atk create spawn Poison (Ex): Injury, Fortitude DC 20, ini-
Abilities Str 1, Dex 22, Con 18, Int —, Wis tial damage 1d4 Int, secondary damage 2d4
10, Cha 8 Int. The save DC is Constitution-based.
SQ obey the wormtouched, swarm traits, Create Spawn (Su): Any living creature
vermin traits killed by a wormswarm rises as a zombie
Environment any Kyuss-associated in 1d4 hours. A humanoid creature with
Organization solitary, swath (2–4), or 11 or more Hit Dice instead rises as a
infestation (5–12) sword of Kyuss in 1d4 hours.
Treasure none Obey the Wormtouched (Su): Although
Advancement none they are mindless, wormswarms unerr-
ingly follow simple commands given by
The green worms of Kyuss come in many other undead servants of Kyuss. A
sizes and forms, but all are but implements
of his terrible will. Long has that will been Jesse Decker, a former editor-in-chief of
turned to fulfilling an ancient prophecy, Dragon, is now the Development Man-
a prophecy of green wriggling death vis- ager for Wizards of the Coast’s RPG R&D
ited upon hundreds of living creatures. department. His previous Dungeon effort,
The instrument of this cataclysm, this Age “Secrets of the Soul Pillars,” was one of the
of Worms, are the very creatures through most popular installments of the Shackled
which Kyuss works his malice. As these City Adventure Path.

JANUARY 2006 DUNGEON 89


THE SPIRE OF
LONG SHADOWS
by Jesse Decker

Centuries ago, the priest-king Kyuss


sacrificed his nation to fuel his lust
for divinity. He le� legions of the
hungry dead in his wake, along with
a ruined city that now hides the truth
behind the coming apocalypse. A man
became a god in this worm-eaten city,
and the secrets hidden there may hold
the key to his defeat. An Age of Worms
Adventure Path scenario for 13th-level
characters.

Joachim Barrum

Dungeon #130 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

10 DUNGEON 130 Supplement


Agath

Kyuss

Eva Widermann

Knight of Kyuss

Eva Widermann

Eva Widermann

Kyuss monsters

Eva Widermann

Dungeon #130 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

11 DUNGEON 130 Supplement


Steve Prescott

Steve Prescott

Dungeon #130 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

12 DUNGEON 130 Supplement


Harbinger

Eva Widermann

Steve Prescott

Dungeon #130 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

13 DUNGEON 130 Supplement


N

One square = 20 feet

Robert Lazzaretti

Ziggurat of Kyuss

One square = 20 feet


Robert Lazzaretti

Dungeon #130 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

14 DUNGEON 130 Supplement


N

One square = 5 feet

Robert Lazzaretti

N
Ziggurat 4

of Kyuss
Ground Level
3

1 2

5 One square = 5 feet

Robert Lazzaretti

Dungeon #130 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

15 DUNGEON 130 Supplement


N

One square = 5 feet

Robert Lazzaretti

Ziggurat of Kyuss
Lower Level

9 8
6
7
N
up to
level
one

A
11
B
10 12

13
One square = 5 feet

Robert Lazzaretti

Dungeon #130 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

16 DUNGEON 130 Supplement


RUNNING “THE SPIRE OF LONG SHADOWS” IN THE FORGOTTEN REALMS
by Eric L. Boyd

Conversion notes for Bane (Hextor), Bhaal This last step allowed the Lord of the End of This bustling caravan waystop is
(Erythnul), Myrkul (Vecna), Dagsumn (Eligos), Everything to avoid Ao’s oversight, as Jergal famed for the presence of the Harpells,
and Prendergast “Gast” Brokengulf (Loris himself was therea�er unaware of his own a family of wizards known for their wild
Raknian) have already been mentioned in plan and no other single creature knew the and unpredictable use of magic. They
conversion sidebars for earlier adventures in whole plan as well. dwell in the sprawling, heavily warded Ivy
the Adventure Path. Mansion (which contains the equivalent
Origins of Kyuss of Magepoint’s Library-Temple within its
Lord of the End of Everything A�er the collapse of the yuan-ti empire of walls). A two-way portal links another part of
Jergal, Lord of the Dead, is an ancient god Mhairshaulk, the yuan-ti and their distant the Ivy Mansion with the Tower of Twilight
whose origins have long been forgotten. Most cousins, the couatls, battled for control of (Fortress of Unknown Depths) some thirty
scholars believe Jergal to have arisen as the the Chultan peninsula. Around the time of miles to the west. The Tower of Twilight is
Netheril’s founding, the couatl population home to Malchor Harpell (Manzorian, NG
Netherese god of the dead, although few can
declined precipitously, and they sought male Illuskan human Wizard 20/Archmage
explain his bizarre insect-like appearance. (See
another race to keep the western end of the 5). Other notable residents include Agath
the novel Prince of Lies for a picture of Jergal.) Chultan Peninsula free of yuan-ti influence. Harpell (Agath of Thrunch, NG male Illuskan
In truth, Jergal is an alien god, brought Eventually the couatl settled on the human human wizard 10/arcane devotee 9 [Selûne]),
to the Realms millennia ago by a pod of tribes of a distant continent to the southwest Cymria of Ardeep (CG female moon elf
spellweavers who settled in the region now and preached to them the teachings of fighter 1/wizard 5/eldritch knight 7), Drace
known as the Chultengar, located in the Ubtao. Those tribes who accepted Ubtao’s Kennit, who acts as a spy for the Arcane
easternmost reaches of the of the Jungle of message (the most prominent of which were Brotherhood (Iuz), Cannorial El’atherian of
Chult. It is believed that one of the earliest the Eshowe, the Tabaxi, and the Thinguth) Evereska (Celene), who is concerned with a
Netherese archwizards studied necromancy followed the winged serpents in a great green dragon plaguing the Forgotten Forest,
with the spellweavers of the Chultengar before pilgrimage across the seas to the Jungle of Kelloran Blint of Mirabar, and Bronnok
returning to Netheril, and that he founded the Chult (Amedio Jungle) in –2,809 dr. Holdstone of Citadel Adbar in the Silver
church of Jergal upon his return. The tribes landed on the Wild Coast and Marches (Duchy of Urnst).
According to myth (detailed in full in marched inland to the Peaks of Flame, where Characters are likely to stay at the Gilded
Faiths & Avatars), Jergal grew bored of his the avatar of Ubtao welcomed them. A�er Horseshoe (the All-Seeing Eye) but play
role as Lord of the Dead and voluntarily all but a handful of the winged serpents games at the Gambling Golem. In addition to
divided his portfolios among Bane, Bhaal, then withdrew from southwestern Faerûn, dragonchess and three dragon ante, favored
and Myrkul. The truth is rather more sinister. the Father of Chult founded the great city of games at the Gambling Golem include
Jergal harbored great ambitions to bring all Mezro (Sulm) in –2,637 dr and dwelt there fighting frogs and scattershields.
the Realms under his rule, including all for a time among the Tabaxi, the greatest of Longsaddle, including a map of the
the other gods and even Ao, the Overgod. the tribes, while the other tribes scattered village and the Tower of Twilight, as well
However, Ao’s strictures prevented Jergal throughout the jungles. as illustrations of fighting frogs and
from growing beyond the status of a greater In the Year of Reverent Threnody (–653 dr), scattershields, are discussed in Volo’s Guide
god, meaning that he could never force all the a Tabaxi (Flan) named Kyuss and his followers to the North [2nd Edition] and The North [2nd
other gods to bow down before his throne. fled Mezro for the Chultengar, a dark region Edition], both of which are available for free
Undeterred, the Lord of the End of on the eastern border of the Jungle of Chult. download from the Wizards of the Coast
Everything hit upon a plan that would allow There Kyuss founded the city of Kuluth- website (www.wizards.com). The effects
him to evade Ao’s strictures. First, Jergal set in Mar, based upon the worship of a six-armed detailed in the “Magic in Magepoint” section
motion a series of prophecies that would mark god of death named Jergal (Nerull). A�er his cover both the Tower of Twilight and Ivy
the beginning of the Age of Worms, including followers found the plates that spoke of the Mansion, the result of powerful mythal-like
inscribing a process on a set of bronze disks Age of Worms, Kyuss received the spellweaver wards that cloak both structures.
by which an ambitious mortal (Kyuss) could lich who gave him the gi� of a single green Malchor Harpell invites the PCs to the
ascend to godhood. Second, Jergal embedded worm and built the Spire of Long Shadows. Ivy Mansion, where Cymria ushers them
three compulsions in his mind: give away Further details on the history of the into the common room known as the Fuzzy
his portfolios to three gods and profess to be Chultan peninsula and the inhabitants of the Quarterstaff, and from there through a
bored with his role, consume those three gods Chultengar are given in Serpent Kingdoms. innocuous-looking portal into his study in
a�er all three had been reborn, and consume the Tower of Twilight. The PCs may not even
the ascended mortal who followed the Longsaddle realize they have le� the Ivy Mansion. Among
process noted above. Lastly, Jergal extracted The village of Longsaddle (Magepoint) lies
the prophecies that have recently come true,
all knowledge of his plan from his own mind, far to the north of Daggerford (Diamond
Malchor cites the return of a city lost in
other than the latent compulsions, and placed Lake), along the Long Road that connects
shadow, the last rage of dragons, and a war
it within the first green worm. Over time, Waterdeep to Mirabar. The population of
between land and sea.
Jergal’s extracted knowledge was thereby the village proper is 130, while approximately
split among all the worms created by Kyuss. 1,000 people live in the local area.

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17 DUNGEON 130 Supplement


Visions of the Past Knowledge (religion) or Knowledge pulls a familiar green worm out of its ear and
Each time one of the visions is triggered, (history) DC 30: The figure resembles typical places it in a jeweled box.
all characters present should make a DC Netherese depictions of Jergal. Automatic: The god-like insect creature is
15 Knowledge (religion) check. Characters the same as in Vision #2, #3, #4, and #5.
who worship Jergal or who have taken the Vision #5: Apotheosis Automatic: The jeweled box is the same as
Jergal’s Pact feat (detailed in Lost Empires of
Secondary Vision: Three human-like figures in vision #3.
Faerûn) receive a +20 circumstance bonus on
claw their way out of the ground surrounding Knowledge (religion) or Knowledge
such rolls. Assuming at least one character is
successful, the character with the highest result Kuluth-Mar, each one dripping with green worms. (history) DC 30: The figure resembles typical
receives a secondary vision superimposed One figure is clad in full plate mail and bears an Netherese depictions of Jergal.
over the vision described in the adventure. iron scepter, one is heavily cloaked and bears a
The source of the secondary visions is dagger dripping black blood, and one is a lich- In the Spire’s Shadow
unknown, but they may be an unintentional like abomination clad in the black robes of a Exploring the Ruins
side effect of Jergal’s attempt to evade Ao’s necromancer. One by one, a figure in the shape Ballaxxus is an outcast from the beholder city
strictures. Of course, characters who worship of an insect reaches down and consumes the of Zokir, beneath the Alimir Mountains. (See
Jergal or who have taken the Jergal’s Pact feat three worm-infested figures, following up with Drizzt Do’Urden’s Guide to the Underdark for
may or may not wish to share the visions the humanoid in the primary vision. A�er each is more details on Zokir.)
with anyone else, depending on their loyalty Boshliwur dominates the East Quarter (not
consumed, the insect creature sprouts another arm
to the Lord of the End of Everything, once the West Quarter), which is closest to the city
and swells, until in the end it has six and seems
the truth about Jergal is revealed. of Cauldron.
larger than all of Toril.
Vision #1: King Kyuss Automatic: The insect creature is the same The South Quarter is the favorite hunting
grounds of the pterafolk (see Monsters of
The ornate plate armor and black circlet, as in Vision #2, #3, and #4.
Faerûn) who make up the majority of the
both made in the traditional Chultan design, Knowledge (religion) DC 20: The three
Chultengar’s population.
are adorned with silver symbols of Jergal: a figures emerging from the ground resemble The West Quarter is dominated by a tribe
jawless skull and writing quill on a scroll (see archaic depictions of Bane, Bhaal, and of pterafolk ruled by a spirit naga chie�ain.
Faiths & Pantheons). Myrkul. Bane was recently reborn, but Bhaal Small bands of yuan-ti regularly visit the
Secondary Vision: The skull warps from the and Myrkul have been dead since the Time tribe from Narubel, City of Seasnakes bearing
form of a human skull to the skull of a monstrous of Troubles. goods seized by the pirate ships that frequent
humanoid and then back again. Knowledge (religion) DC 25: According Narubel’s harbor. This tribute is offered as
Knowledge (nature) DC 20: The skull is to myth, Jergal was once the Netherese god payment to all the spirit naga chie�ains of the
that of a spellweaver. of the dead, holding all the portfolios that valley for their aid in keeping Narubel isolated
Bane, Bhaal, and Myrkul held up until the from the rest of Thindol for the past century.
Vision #2: The Sundering Time of Troubles.
Secondary Vision: For a moment you catch a Knowledge (religion) DC 30: No myths The Obsidian Ring
A�er Kyuss ascended to godhood (making him
glimpse of an incorporeal insect-creature astride or religious teachings speak of Jergal
a largely forgotten member of the Chultan
the red dragon. consuming worm-infested versions of Bane,
pantheon, as detailed in Powers & Pantheons),
Knowledge (religion) or Knowledge Bhaal, Myrkul, and Kyuss, so this vision could an alliance of couatls, wild dwarves (wild
(history) DC 30: The figure resembles typical be a prediction of the future. elves), and eladrins sacrificed themselves to
Netherese depictions of Jergal. contain him within the Obsidian Ring.
Vision #6: The Age of Worms
Vision #3: The Gift The visions include the return of the City of
Secondary Vision: Above and behind the torture Shade (Knowledge [the planes] DC 25), the
room you see a figure in the shape of a two-armed spectacular meteor shower that followed a
insect-creature. The figure is handing an identical brief, unexpected total eclipse of the sun
jeweled box to the six-armed version. over the Wayrock (Knowledge [arcana] DC 25),
Automatic: The insect creature is the same Sammaster’s Rage of Dragons (Knowledge
as in Vision #2. [aracana] DC 25), the assault on Waterdeep
Knowledge (religion) or Knowledge by the Army of Iakhovas (Knowledge [local]
(history) DC 30: The figure resembles typical DC 25), the rebirth of Bane (Knowledge
Netherese depictions of Jergal. [religion] DC 25), and a city built into the
heart of a volcano suffering tragedy during
Vision #4 Kyuss the Student a partial eruption that sees the collapse
Secondary Vision: Above and behind the desk of the southeastern portion (Knowledge
you see a figure in the shape of a two-armed [geography] DC 25).
insect-creature. It is inscribing words onto bronze Secondary Vision: In the silence that follows
disks, identical except for their new condition. the prophecies that herald the Age of Worms, a
Automatic: The insect creature is the same figure in the shape of a two-armed insect-creature
as in Vision #2 and #3.

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18 DUNGEON 130 Supplement


RUNNING “THE SPIRE OF LONG SHADOWS” IN EBERRON
by Keith Baker

Kyuss and the Spell Weavers mystical powers play a significant role in the the Chamber is shortsighted; he wants to
As outlined in the conversion notes for “The Last War? They are dragons, and the servants encourage trade to pave the way for more open
Champion’s Belt,” the wizard Kyuss was of dragons. Magepoint may appear to be a contact between the cultures.
born in Sarlona and driven to Khorvaire by peaceful village, but it is actually an outpost Audience with Manzorian
those who feared his sinister practices. He of the Chamber: a safe haven for the draconic While this can mostly stand as is, a few
established his city of Kuluth-Mar in the observers who monitor Khorvaire. While things need to be adjusted to account for the
jungles of Q’barra, and it was there that he many of the inhabitants of Magepoint have involvement of the Lords of Dust.
discovered the spell weavers: an ancient race good alignments, the actions of the Chamber The Ebon Triad: “…they are most likely
born in the Age of Demons and devoted to the are dictated by the Draconic Prophecy, and as agents for a larger power—catspaws being
fiendish overlords imprisoned in that battle. such they have stood on the sidelines and let used to serve the purposes of Kyuss. Certainly,
Spell weaver liches taught Kyuss the secrets the Five Nations fall around them. Manzorian their goal of unifying the Keeper, the Mockery,
of the past, and ultimately Kyuss sacrificed is aware of the prophecy of the Age of Worms, and the Shadow into one overgod seems
his thousands of minions to bond with the but he also knows that if it is to be stopped, it ridiculous...”
overlord Katashka. But the spell weavers had must be stopped by the player characters, who Kyuss: “…we know that he was once a mortal,
betrayed Kyuss. He was to serve as the vessel he has identified as the tools of prophecy. a powerful priest who gained the powers of
for Katashka’s release—but not until the rise Manzorian is a dragon in human form (LG Katashka, one of the mighty overlords of the
of the Age of Worms. male wyrm gold dragon archmage 4). He is Age of Demons.”
While the spell weavers are few in number one of the oldest dragons associated with
and largely hidden in the depths of Q’barra, the Chamber, and seeks to temper the wilder Kuluth-Mar
they could be found anywhere in Eberron, impulses of the younger dragons. His fortress The ruined city of Kuluth-Mar lies in
acting in the service of Katashka or an overlord is built on a manifest zone tied to Thelanis, the northeastern jungle of Q’barra, north
with influence over magic, such as Sul Khatesh and this is the force that empowers arcane of Ka’rhashan and far from any human
(see Dragon #327). magic in the region. settlements of the modern age. The various
In Eberron, the Temple of Boccob appears forces within the city have arrived over the ages.
Danger on the Road: Visciannix to be dedicated to Aureon, the Sovereign Lord Ballaxxus emerged from Khyber a thousand
The “Lords of Dust” article in Dragon #327 of Law and Lore. In truth, Agath is a priest years ago; though he once had ties to the
mentions a pit fiend named Korliac of the Gray of Io and a servant of the Chamber, and his Daelkyr lord Belashyrra, he is currently serves
Flame, and Korliac could be used in place of willingness to assist the player characters no master save himself. Boshliwur is a planar
Visciannix: he is still seeking the Rod of Seven is based on the role they have to play in the exile. Yuan-ti are typically found in Xen’drik,
Parts, but he’s doing it from a fortress in the future. It is up to the DM to decide if he asks and as such the DM may wish to replace the
depths of Khyber instead of the Nine Hells. The for compensation for his services, and if so yuan-ti of the east quarter with half-fiend
devil minions in this encounter can remain what form that will take. lizardfolk. Holy symbols to Nerull should be
as listed: these are exiles from Shavarath that Drace Krennit may be an evil human, but he replaced by archaic symbols of a cult of the
Korliac has bound to his cause. could just as easily be an evil juvenile bronze Keeper, the god Kyuss worshipped before the
While Korliac is a member of the Lords of dragon. He has been providing information to spell weavers initiated him into the mysteries
Dust and the Council of Ashtakala, he has no Erandis d’Vol and the Hags of Droaam. of Katashka. References to Flan should instead
loyalty to Katashka the Gatekeeper, nor any Cannorial El’atherian is a member of a be tied to pre-Riedran Sarlona.
knowledge of the Age of Worms. druidic sect known as the Shadows of the
Forest. He has come south from the King’s The Corrupted Celestials (Area 4)
Magepoint and Manzorian Forest, and searches for adventurers to help Celestials from the other planes rarely come
Magepoint is located on the southern coast deal with a pack of troll werewolves that have to Eberron—the archons of Shavarath are
of Breland, just west of Zilspar. The people crawled out of Khyber and are menacing the consumed by their own struggle, and have
of Magepoint are quite powerful: Agath of woods—a threat that may be of special concern no time to fight every evil wizard who rises
Thrunch is a higher-level cleric than the to followers of the Silver Flame. to power on Eberron (which is why Erandis
archheirophant of Sharn. If this concerns As Manzorian wants to keep Magepoint d’Vol and Mordain the Fleshweaver aren’t
a DM, it is always possible to reduce the hidden from the public eye, Kellorian Blint under constant celestial assault). It is possible
levels of the NPCs, but as the characters are may not have a place in Eberron. However, he that Kyuss summoned these corrupted
approaching high levels themselves, it can be could be another disguised dragon. There are creatures himself, binding them and torturing
useful to have powerful allies. So who are these many factions in Argonnessen, and Kellorian them as a test of his powers. Alternatively
people, and why didn’t their considerable could feel that the hands-off approach of the sword archons could be replaced with

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19 DUNGEON 130 Supplement


couatl: these creatures are the native celestials of
Eberron and the ancient enemies of Katashka,
and it would certainly be appropriate for couatl
to have challenged the rise of Kyuss.

Vision 5: Apotheosis
In Eberron, Kyuss does not actually become a
god—he becomes a vessel for a force of godlike
power. Anyone who makes the appropriate
skill check will conclude that the soul energy
was being used in an attempt to breach the
binding power that holds the ancient overlords
in check.

Alhaster
The city of Alhaster is located in the western
lands of the Lhazaar Principalities; it has an
infamous reputation, and will be explored
further in the future.

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20 DUNGEON 130 Supplement


Christopher West

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21 DUNGEON 130 Supplement



I am the soul of this place. When I first
stepped upon this land it was nothing
but mire and moor and emptiness. It
was my work that raised this child, my deeds
that caused this town to rise. Her roots are
campaign, check out Dragon’s monthly
“Wormfood” articles, a series that provides
additional material to help players survive
this campaign. “The Prince of Redhand”
is a unique adventure in that it includes
poison by my tendering, and her people black- relatively few combat encounters. The
ened by the taint of what lies beneath—a climax of the adventure involves a ban-
stain I have nurtured. This place is my babe, quet wherein the PCs must impress the
and my dead blood courses through its veins. decadent ruler of a city of bandits with
It is my gi� to Kyuss, that this land should their social skills, not their fighting prow-
be ruled by a god—and I, Lashonna, shall ess. Characters who show up at this event
be his bride.” dressed in bloody, battered armor will be
“The Prince of Redhand” is a Dungeons turned away at the door, so at some point
& Dragons adventure designed for four during this adventure, the PCs may need
15th-level characters. It is also the eighth to buy new clothes. Issue #340 of Dragon
installment of the Age of Worms Adven- presents guidelines for what the PCs can
ture Path, a complete campaign consist- do to dress to impress, and perhaps eke
ing of 12 adventures, several “Backdrop” out a few precious bonuses on their Diplo-
articles to help Dungeon Masters run the macy checks.
series, and a handful of poster maps of Of course, you can also run “The
key locations. Your PCs should advance to Prince of Redhand” as a stand-alone
16th-level by the conclusion of this adven- adventure, or even as part of a campaign
ture. For additional aid in running this of your own design.

BY RICHARD PETT
BY JOACHIM BARRUM, STEVE PRESCOTT, AND EVA WIDERMANN
BY ROBERT LAZZARETTI
AGE OF WORMS CALLIGRAPHY BY DARLENE
ADVENTURE PATH HIGH-LEVEL (13TH–20TH) URBAN
PLAYTESTED BY EDWARD ALBERT, GREG VAUGHAN, JOE LESSERT, LISA LESSERT, ERIC ANDERSON, SEAN PAYNE, MIKE FREEMAN, MAC MCANALLY

FEBRUARY 2006 DUNGEON 49


THE PRINCE OF REDHAND BY RICHARD PETT

Adventure Background captured and transformed into a vampiric went a�er his time in the jungle. He trav-
In the months leading up to his dis- minion of the Wormgod by Dragotha, the eled to the town of Alhaster to seek the
appearance, the wizard Balakarde undead dragon who served as Kyuss’ voice advice of a woman named Lashonna. As
became obsessed with Kyuss and the and proxy. Over the next several centuries, far as Manzorian can tell, she was the last
Age of Worms. As he learned more Lashonna succumbed to the Wormgod’s person to see Balakarde alive. It’s prob-
about the ancient prophecies, he also evil taint and became Kyuss’ most power- able that Lashonna remembers meeting
grew increasingly paranoid, to the ful priest. And as her devotion to Kyuss Balakarde a decade ago, and might know
extent that he ceased confiding in close grew, so did her hatred and jealousy of more about his fate (or at the very least,
friends like the archmage Manzorian. Dragotha. While she did most of the work the fate of his notes on Kyuss and the
He told no one of his discovery of the organizing events for the Age of Worms Age of Worms).
sinister connection between the Ebon (including the foundation of the Ebon The PCs have several days to explore
Triad and the cult of Kyuss, nor did he Triad with the aid of the avolakia of the Alhaster and get to know its denizens
divulge his theory that the Ebon Triad Wormcrawl Fissure), Dragotha was con- and dangers. They find Lashonna is
itself seemed to have been founded in tent to remain in his lair. Now that the Age unavailable, but also quickly learn that in
the town of Alhaster. His research led of Worms is imminent, one of Lashonna’s a few days, Prince Zeech intends to throw
him there, where he attempted to con- final steps is to remove Dragotha from an invitation-only party at his palace to
tact a woman named Lashonna, one of the equation so that she can take his place commemorate the twentieth anniver-
Prince Zeech’s most trusted advisors at Kyuss’ side. sary of his rule over Alhaster. From what
and the foremost authority on the When she returned to Alhaster and the PCs learn, Lashonna will certainly
town’s occult affairs. learned of Balakarde’s discovery of the be at this event, and it appears to be
Unable to secure an audience with Well of Triptych Knowledge, she imme- the only point at which anyone outside
Lashonna when he first arrived, Bala- diately realized he was a perfect patsy for of her immediate circle of allies could
karde began his own investigations into testing Dragotha’s strength. She agreed conceivably get a chance to speak to her.
the cult, investigations that led him to to meet with him and fed him enough Securing invitations to the festival ends
believe that a hidden shrine of the Ebon knowledge about Dragotha’s connection up being one of several things the PCs
Triad (perhaps the original such shrine) to Kyuss that Balakarde eagerly set off can do in the first half of this adventure.
existed somewhere under the town of to the Wormcrawl Fissure. His eventual They can also investigate the presence of
Alhaster. What he discovered was some- fate is detailed in the Age of Worms the Ebon Triad in Alhaster, discover the
thing far more than a simple shrine—he adventure “Into the Wormcrawl Fissure.” lair of the black dragon responsible for
discovered the Well of Triptych Knowl- Meanwhile, Lashonna learned much of attacking Diamond Lake, and may even
edge, the site where ancient minions of her enemy by scrying upon Balakarde uncover the secrets hidden in the Well of
Kyuss known as avolakia first developed during his last adventure. She now feels Triptych Knowledge.
the Ebon Triad as a sort of “cover cult” she can defeat Dragotha by sending a The last part of this adventure details
for their own nefarious ends. properly armed party of adventures into Zeech’s gala and banquet, in which the
Balakarde was unable to fully explore his lair. PCs meet the movers and shakers of this
the complex, before he encountered a In the intervening years, Lashonna province of the Bandit Kingdoms and
potent magical creature the avoloakia had used her pawn Zeech to see to the con- finally get a chance to approach the mys-
nurtured to serve as a “mock aspect” of struction of a huge ziggurat. Her use of terious Lashonna.
the Overgod the Ebon Triad so desper- dream spells and her subtle manipula- “The Prince of Redhand” is an unusual
ately sought to create. As he fled, Bala- tion of their conversations has con- adventure in that the PCs aren’t expected
karde ordered his own guardian to remain vinced Zeech that the construction of to defeat the enemy. Rather, the thrust of
behind in the Well’s entrance room, in the such a monolith would guarantee him a this adventure is to introduce the play-
hope that if the Triad discovered the well, righteous place at Hextor’s side, when in ers to the city of Alhaster, as it plays an
they would be destroyed by what he le� fact it simply serves as a foundation for important role in the campaign’s climax.
behind rather than retain access to such a the manifestation of a new Spire of Long If the PCs are ultimately successful in
potent and dangerous ally. Shadows, the last component necessary preventing the Age of Worms, they could
Given a few more months, or even to bring Kyuss back into the world and even end the campaign as the inheritors
weeks, Balakarde would certainly have begin the Age of Worms. of Prince Zeech’s crown, becoming the
discovered the fact that Lashonna herself rightful rulers of Alhaster and the entire
was much more than a mere advisor to Adventure Synopsis province of Redhand. “The Prince of
the Prince of Redhand. She is, in fact, a The characters return to the Fortress of Redhand” is thus a tour of the PCs’ future
vampiric silver dragon whose allegiance Unknown Depths to report their findings home, before they even know they’re in
to Kyuss stretches back over 1,500 years. in Kuluth-Mar to Manzorian. A�erward, the housing market. Throughout this
Once allied with a reclusive sect of druids the archmage reveals that he and his adventure, choices the PCs make and
who fought against Kyuss, Lashonna was allies have discovered where Balakarde alliances they forge gain them Authority

50 DUNGEON FEBRUARY 2006


Points. Keep track of these points, since
the number of points they accrue now
can have a significant impact on their
chances for success in the final adven-
ture, “Dawn of a New Age.”

Adventure Hooks
The primary goal for the PCs in “The
Prince of Redhand” should be track-
ing down what happened to Balakarde.
While they were exploring the ruins of
Kuluth-Mar in “The Spire of Long Shad-
ows,” Manzorian and his allies Agath,
Celeste, and Eligos spent their time
researching the Ebon Triad, Kyuss, and
the cause of Balakarde’s disappearance.
A�er the PCs report upon their experi-
ences in Kuluth-Mar, Manzorian reveals
to them the results of their research.
Although they’ve learned little about
Kyuss himself (certainly nothing that
the PCs didn’t learn in greater detail
from their explorations of Kuluth-Mar),
they did manage to unearth some infor-
mation about the Ebon Triad. In several
of the scrolls and books in Manzorian’s chamber, they can hopefully find out
vast library, they found references to This cult made particular use of what how to defeat this group.
Ebon Triad activity, most of which had they called “the Writhing Dead.” The • A�er making a name for themselves
short notes written by Balakarde in the cult was defeated with the aid of one of elsewhere, the PCs find themselves
margins—notes that repeated over and Alhaster’s greatest spellcasters, an elven invited, out of the blue, to Prince
over his suspicion that the Ebon Triad noble named Lashonna, but its leaders Zeech’s celebration. Zeech has heard of
was little more than a front for the cult escaped persecution. In the margins their exploits, and wants them to attend
of Kyuss. Even more curious, in every of this account, Balakarde made a simply to show off to his allies how
book and scroll that mentions Ebon fairly extensive note, a copy of which well-connected he is. When the PCs
Triad activity, Balakarde has underlined Manzorian hands to the PCs to study. arrive in Alhaster, they’ll discover that
the word “Alhaster.” It would seem, from The best route, Manzorian suggests, until the festival, they won’t be able to
reading these notes, that a surprising is to check up on the leads Balakarde speak to Zeech, and will have to spend
number of Ebon Triad leaders hailed indicates in his notes. a week trying to stay out of trouble.
from this town in the Bandit Kingdom If you aren’t running “The Prince of
nation of Redhand. Redhand” as part of the Age of Worms, PART ONE:
On a hunch, Celeste searched the goal of this adventure can change ALHASTER—CITY OF
Manzorian’s library for books about the dramatically. Used in conjunction with SCOUNDRELS
city of Alhaster and found only one—A this issue’s Backdrop on the city of The town of Alhaster is presented in
History of Alhaster. An outdated book Alhaster, you can set the PCs’ goals in detail on the fold-out map that accompa-
about the city’s history, it was written by town to be any number of things. Some nies this issue, and in the Backdrop arti-
a cleric of St. Cuthbert named Rhorsk possible examples include: cle that begins on page 78. The method
only a few months before a despotic ruler • The PCs have heard rumors that potent by which the PCs arrive in Alhaster is
named Prince Zeech seceeded from the and unique elixirs can be found some- unimportant—if they ask Manzorian for
Shield Lands. One section of A History where in Alhaster, and come seeking aid, he’ll be able to lead them to a paint-
of Alhaster recounts the emergence them for themselves or for a patron. ing in his study that depicts the Alhaster
and influence of a cabal of Hextorian • The PCs may discover that one of skyline as viewed from the road known
heretics who attempted to establish an the evil organizations they’ve fought as the Toilway that runs to the east from
underground cult somewhere in the against for the entire campaign was the main gates. Characters who concen-
city, a cult dedicated to the ascension founded in a secret chamber below the trate on this painting treat the gates of
of their god into something greater. town of Alhaster. If they can locate this Alhaster as studied carefully for the pur-

FEBRUARY 2006 DUNGEON 51


THE PRINCE OF REDHAND BY RICHARD PETT

poses of teleportation (Alhaster is only Ebon Triad. He also found a powerful PCs are forced to take command during
a little more than 300 miles away from creature the cult of Kyuss had created to the doom that comes to Alhaster.
Manzorian’s Fortress, so it’s well within serve as an oracle of sorts for the Ebon
range of teleport), and can use this route Triad, and a�er he was forced to flee Rumors in Alhaster
to travel to the city. Other methods, such from this creature he le� one of his own Characters who listen to idle chatter in
as sailing over the Lake of Unknown creations in the complex to prevent other taverns, ask local merchants about cur-
Depths or taking the long way around Ebon Triad members from exploiting it. rent events, or otherwise ask around
on horseback are possible as well; what- He then had his meeting with Lashonna, town are certain to learn something
ever method the PCs choose, the only and she sent him onward to the Worm- interesting, even if what they learn isn’t
time constraint is the date on which crawl Fissure to seek more information always true. Use the following table to
Zeech’s gala is to occur—which, if you about Kyuss. randomly determine a rumor that the
can arrange it, should be a week a�er the Discern location fails to locate Balakarde, PCs might overhear.
PCs arrive in town (no matter what day of as he is currently dead and his soul has
Alhaster Rumors
the year they happen to arrive). been shattered into three bickering ghosts,
As the PCs explore Alhaster, strive to none of which retain enough of the whole d8
present the city’s atmoshpere as one of to qualify as Balakarde anymore—as long Roll Rumor
desperate festivity—everywhere the PCs as his soul persists in this state, even wish 1 “Prince Zeech didn’t invite the
turn in Low Alhaster, they’ll be con- and miracle are powerless to locate him. high-priest of Hextor to his banquet
fronted by hanging banners bearing the The best the PCs can do at this point is to because he’s looking to replace
symbol of Hextor and laborers desper- piece together his trail. Eventually, they’ll the old man! Wonder who Prince
ately preparing for the coming festivals. have a chance to rescue him during “Into Zeech has in mind to take his place?
This part of the adventure is organized the Wormcrawl Fissure.” Certainly it’s someone he DID invite
into a selection of events the PCs expe- to the banquet!” (False; Zeech didn’t
rience during their first week in town Authority Points invite the high-priest simply because he
while they wait for the opportunity to As this adventure progresses, the PCs thinks of himself as the high-priest—the
speak to Lashonna at Zeech’s Anniversary have numerous opportunities to make cleric who holds that title in the church
Celebration. Feel free to omit or add any an impression on the citizens of Alhaster. is nothing more than his mouthpiece.)
encounters as befits your style of play, News spreads quickly, and the arrival of 2 “A couple of my stupid friends heard
but remember that the primary goal of characters as powerful as the PCs makes that the dragon what lives under
“The Prince of Redhand” isn’t to defeat the town sit up and take notice. The the Traitors’ Graves got killed. They
a monster or recover a magic item—it characters’ reputation in Alhaster can be went out there to loot her lair, and I
is to introduce the PCs to a new base of measured by the amount of Authority haven’t heard from them since. Did
operations that may end up being their Points they’ve accrued. I mention they were stupid?” (True;
new home. In the following events and encoun- this dragon was actually Ilthane, but
Finally, if the characters attempt to ters, you’ll be told when to award (or her lair is far from undefended.)
track down Balakarde, they’ll find his trail remove) Authority Points to the group 3 “There’s something strange about
has grown cold in the years since he vis- As they gain Authority Points, the party the Church of Blessed Deliverance.
ited Alhaster. Gather Information checks becomes more well-known. Generally, My cousin heard someone crying in
are met with blank stares, but the use of you should award everyone in the group the chapel one day, but wasn’t brave
magic like commune or divination can gain the same amount of Authority Points, enough to look inside. I think the
some information. If the PCs try to track but in some cases, certain characters may place is haunted.” (True; an undead
Balakarde with magic, you can use the accrue more as a result of their specific cleric, once a priest of the church, lurks
following details concerning his visit to actions. There is no maximum to the in its partially collapsed cellar.)
Alhaster to respond to their spells. number of authority points a character 4 “Lady Lashonna’s lived in Alhaster
When Balakarde arrived in Alhaster, he can accrue. At any one time, a charac- for decades, since before our
asked for an appointment with Lashonna ter has an Authority score equal to the beloved prince gained control. She’s
and ended up having to wait a week. He amount of points he has accrued plus his the only one he seems to defer to.
spent this time investigating the pres- Charisma modifier. Some people think they’re lovers.
ence of the Ebon Triad in town, and also Later in this campaign, characters will Personally, I think the prince is a
managed to track down the remains need to make Authority Checks. This is wonderful man who is simply being
of the St. Cuthbert priest Rhorsk, the a d20 roll modified by the character’s polite to one of his most famous
author of the book on Alhaster’s history. Authority score. These checks feature subjects.” (True, although as much as
His investigations led him to the Well of prominently in “Dawn of a New Age,” Zeech might want it otherwise, he and
Tryptych Knowledge, and there he found where they are used to determine the Lashonna are not lovers.)
proof that the cult of Kyuss invented the outcome of several situations where the 5 “A patrol of Blessed Angels seized

52 DUNGEON FEBRUARY 2006


a cratefull of the latest copy of
wealth by the nobles. Sales end up being of 100 gp. Failure to pay this tax results
the Sinchaser Report and took the
minor discounts for specially imported in the guard denying the group entrance
bookseller who had stored the crate
goods of questionable quality, and even to the city. If the PCs pick a fight or try
in his shop into their Aerie a week
with these discounts, most people can’t to enter the city anyway, the Watcher (a
ago. No one’s heard from him since.
afford to spend much. Street perfor- 6th-level hobgoblin fighter) tries to stop
Good riddance, I say!” (False, although
mances tend to be tired affairs and pale them (unless successfully Intimidated).
the Blessed Angles o�en spread rumors
imitations of events the PCs may have The PCs have little to fear from a single
like this to keep the unknown writers
already seen in the Free City. And over it Watcher, or even a patrol of a half-dozen,
of this antiestablishment newsletter on
all hangs the feeling that it’s only Alhast- but if they continue to make spectacles
their toes.)
er’s richest inhabitants who are actually of themselves, they’ll be confronted
6 “Something needs to be done
having fun—for everyone else, the festivi- by a group of four Blessed Angels who
about that high priest of Kord.
ties only mean more work and toil. Yet to attempt to capture or kill the trouble-
He’s always leering at people
complain is to invite a visit by the brutish makers. In the end, characters who are
and spreading dissent. I heard
Watchers or the sinister Blessed Angels, more interested in fighting their way
he’s planning to organize a riot
so the populace rarely complains. through Alhaster aren’t going to make it
using magic, and plans on using
Visitors to Alhaster are expected to far, so for the remainder of this adven-
it to disrupt things during Prince
enter the city via the docks or one of the ture it is assumed that they at least try to
Zeech’s banquet!” (False.)
three gates along the eastern wall. As avoid causing too many confrontations.
7 “The Ebon Triad might not be as
they do, a passively disinterested hob- Alhaster is openly tolerant of any char-
active in town as it once was. That’s
goblin guard (a member of the Watchers) acter race, but certain classes may find it
certainly due to Prince Zeech’s skill at
gives the group a cursory glance to check more difficult to get things done in this
rooting out those heretics. I heard tell
for anything that might mark a visitor as town. Needs and concerns regarding the
they had a dragon working for them
a rabble-rouser (open display of good- specific classes are touched on below.
at one point, but that it was slain by
aligned faith, dangerous-looking animals, Barbarian, Fighter: No one bats an eye
a group of heroes recently on the far
and large numbers of armed soldiers are at anyone who appears to be a barbar-
side of the Nyr Dyv.” (True; this dragon
three great ways to get unwanted atten- ian or fighter—in fact, Alhaster’s social
was Ilthane.)
tion at this stage). They ask the nature of climate of “might makes right” means
8 “I’m not sure that allowing the
the visitor’s business in town, but for the that those who wear lots of armor or
Scarlet Spire such autonomy in the
most part no one really cares why some- carry lots of weapons find it easier to get
disposal of the dead is a great idea.
one’s come to visit Alhaster. In a place what they want. These characters gain a
I heard they’re building an army
where pirates, bandits, smugglers, and +2 bonus on all Diplomacy, Gather Infor-
of undead in chambers below the
worse walk the open streets without fear, mation, and Intimidate checks made in
boneyard and plan to use these
the guards really have little interest in town against the lower class and the
monsters to stage a coup. I’m sure
stopping people at gates to harass them. city guard (both Watchers and Blessed
Prince Zeech knows what he’s doing
Zeech prides himself on not charging Angels). A character who is not a barbar-
in letting them handle the disposal
docking or gate taxes to visitors, since ian or fighter can disguise himself as
of the dead, but still…” (False.)
he has little need to raise money when one (and get this bonus) with a DC 20
all he needs to do is seize the property of Disguise check.
Event 1: Arrival in one of his citizens when he needs a little Bard, Rogue: Bards and rogues should
Alhaster extra cash. feel most at home in Alhaster of all the
However the PCs arrive at Alhaster, they When the PCs enter town, the char- character classes, for this town is truly
find the city bustling with activity. The acter with the highest Diplomacy skill one where their skills can shine. Most of
locals have been anticipating the festivi- should make a DC 15 Diplomacy check— the merchants and nobles in town feel
ties of Zeech’s Anniversary for months— everyone else in the group can aid this a particular kinship to characters who
even those who aren’t invited to the gala character’s roll with DC 10 Diplomacy appear to be entertainers, swashbucklers,
itself are looking forward to the numer- checks of their own. The primary DC or criminals. These characters gain a +2
ous other events (parades, sales, street increases by +5 for every character who bonus on all Diplomacy, Gather Infor-
performances, and so on) Zeech prom- might strike the guard as a “rabble- mation, and Intimidate checks made in
ised the populace. A feeling of mirth and rouser” (such as a paladin or good cleric town against business owners, nobles,
excitement fills the air, but the longer the openly displaying their faith, a druid or and criminals. A character who is not a
PCs stay in town, the more they should ranger who wants to bring a large animal bard or rogue can disguise himself as
come to realize that much of this joy is into town, or a quiet cloaked spellcaster one (and get this bonus) with a DC 25
feigned. The promised parades end up who carries a staff made of bones and Disguise check
being little more than shameless propa- skulls). If the Diplomacy check is failed, Cleric, Paladin: Clerics of Hextor, Wee
ganda marches for Zeech or displays of the guard demands a tax in the amount Jas, and Kord don’t raise eyebrows if they

FEBRUARY 2006 DUNGEON 53


THE PRINCE OF REDHAND BY RICHARD PETT

display their faith openly, as these dei- make contact with Lashonna. Finding A DC 15 Gather Information check is
ties have functioning churches in town. her home is easy. A DC 10 Gather Infor- enough to determine that a certain num-
Hextorian clerics gain a +2 bonus on mation check is all that’s required to ber of nobles (mostly those from other
Diplomacy, Gather Information, and learn that her estate is known as Mistwall provinces in the Bandit Kingdoms) who
Intimidate checks made against the Manor (area 28). Getting an appointment were invited will not be attending, and
lower class, while those of Wee Jas gain to visit her is another matter. that rather than risk having empty seats
the same against the nobility. Clerics of The approach to Mistwall Manor is at his banquet table (scandal!), Zeech has
Kord gain no particular bonuses, and protected by a 12-foot-high stone wall. given these rejected invitations to Armhin
are o�en greeted with smirks and cruel The entrance to the estate grounds is a Loratio, the owner of the Deluxury (area
jokes since the church of Kord in town small gatehouse attended at all times by 21), trusting him to find suitable folk to fill
is hardly awe-inspiring. Clerics of most a well-dressed guard (LE human male the available slots. Many have approached
other deities typically pass unmolested. rogue 4) who politely informs any would- Armhin for a chance at the invitations, but
Any cleric of a good deity who publicly be visitors that Lashonna is currently so far, he has rejected all hopefuls.
proclaims his affiliation finds himself indisposed, and will be so for some time. There are enough invitations available
shunned by almost every facet of the If the PCs wish to schedule an appoint- at the Deluxury to cover all of the PCs,
town—the guards are more suspicious, ment to meet with the lady, the guard but they’ll need to do more than simply
the locals are afraid to be seen speaking cheerfully informs them that the soonest show up in order to secure them. Zeech
to them, and the nobles find them quaint Lashonna can meet with visitors is in two has asked Armhin to look for “heroic
but foolish. Such clerics suffer a –4 pen- months. With a DC 15 Diplomacy check, types,” since he thinks that the presence
alty on all Charisma skill checks made the guard suggests that if the PCs really of heroes at his table can only enhance
against citizens of Alhaster. Clerics of need to talk to her that badly, they should his popularity. Armhin demands to per-
Hieroneous and paladins are particularly see if they can secure invitations to sonally meet everyone in the group who
vilified in this town, and they suffer a –8 Zeech’s Anniversary Banquet—Lashonna wants an invitation, and asks each PC a
penalty on these checks instead. Zeech is scheduled to be in attendance there. series of related questions about their
has decreed that all religions (even that of names, their accomplishments, and their
Hieroneous) are welcome in his city, but Event 3: Invitation Only future goals. Have each player make a
the city’s reaction to good clerics doesn’t It shouldn’t take long for the characters Diplomacy check while talking to Arm-
bear out this proclamation. to realize that a big event is coming to hin (or a Bluff check if they’re trying
Druid, Ranger: Druids and rangers Alhaster. Banners bearing the coat of to trick him with false tales). Note the
(and any class that seems to be more arms of Alhaster (a variant of the sym- results of these checks in secret, but no
at peace in the natural world, or is fol- bol of Hextor) fly from countless roof- matter what the PCs roll, they’ll all be
lowed everywhere by a loyal animal tops. The streets are filled with street given invitations. A�er the invitations
companion) have a stigma of being performers and merchants offering 10% are given, Armhin takes the character
“country folk.” Alhaster is very much discounts on their wares. A DC 10 Gather who had the highest Diplomacy or Bluff
an urban environment, and locals typi- Information check is all that’s required check aside and confides in him that he’s
cally treat these classes with a mixture to learn what’s coming—Prince Zeech the only one Armhin really thinks will
of amusement and curiosity. has announced a city-wide celebration to fit in, and that the behavior of the other
Monk: Monks are rare in Alhaster, commemorate the 20th year of his rule. characters is on this PC’s shoulders. If
and those who are here are universally While dozens of parades, performances, the others cause any problems, this char-
regarded to be agents for the notorious and other events are scheduled to take acter will be the one to pay the price.
Scarlet Brotherhood far to the south. place, the most impressive will doubt- For the most part, these skill checks
These rumors are enough, however, that less be the Grand Banquet, an invitation- and threats are little more than smoke
obvious monks can enjoy the same ben- only gala hosted at the prince’s palace. and mirrors to impress upon the PCs the
efit as a barbarian or fighter (see above). Everyone who’s anyone in Alhaster will importance of the event. Once the PCs
Sorcerer, Wizard: Arcane spellcasters be at this prestigious event—if the PCs secure their invitations, they can learn
are fairly uncommon in Alhaster, yet they ask specifically about Lashonna, the a little more about what’s expected of
are not particularly hated. Neither are universal opinion is that she’ll be there, them at the party with Gather Informa-
they particularly loved. Characters who since she’s Zeech’s most trusted advisor. tion checks. A DC 20 check is enough
are obviously arcanists receive no par- Some people even whisper that the two for them to learn that they are expected
ticular benefit or hindrance in town. are lovers. to dress well for the occasion, and that
Securing invitations to the Grand Ban- weapons are certainly not allowed
Event 2: Seeking quet is easier said than done. Zeech made (although armor, if well cleaned, is).
Lashonna sure that only a very select group of people A DC 30 check is enough to learn that
One of the first things the PCs should would be in attendance, and there simply Zeech o�en expects gi�s at his parties, as
attend to in Alhaster is to attempt to aren’t a lot of invitations floating around. a way for those lucky few who are invited

54 DUNGEON FEBRUARY 2006


to thank him for his generosity. ber have been violated. The brick-
These gi�s should be significant, lined crypt walls have been torn
worth at least 2,000 gp apiece. down and narrow, claustrophobic
Authority Point Reward: Grant tunnels have been dug through
each character an authority point the stony earth. A DC 23 Spellcra�
when they receive their invita- check reveals these tunnels were
tions to Zeech’s party. created by repeated applications
of stone shape. The tunnels create a
Event 4: The Hungry meandering network of cramped
Priest (EL 10) crawlways that eventually open
Another lead the PCs received is into the equally cramped sewers
the name Rhorsk, the author of and tangled smuggler’s tunnels
A History of Alhaster. Characters beneath Alhaster.
who ask about him in town learn Creature: The crypt has served
nothing of use as no one knows as the home of a pitiful creature
him. If the PCs reveal he was a named Rhorsk for the last twenty
cleric of St. Cuthbert, their ques- years. Once a cleric of St. Cuth-
tions are instead met with deri- bert, he became trapped in this
sion and mockery, and they are basement a�er bandits set fire to
told, “None of them type still live the church above and barricaded
here, despite the fact that Zeech the door leading down here. He
decreed their church should be survived longer than he should
le� untouched. The place is fall- have only because he resorted
ing into ruin, a daily reminder to eating some of the “fresher”
that Cuthbert has no place in bodies that were interred down
Alhaster. You know, some folk here with him. Eventually star-
say the place is haunted!” vation claimed his maddened
The one-time church of St. soul. He rose the next night as an
Cuthbert is known as the Church undead monster. Such was the
of Blessed Deliverance (area 23), extent of his madness and his
and it does indeed still stand, if sins against his ancestors that he
only barely. The building was became a gravetouched ghoul, a
partially burned 20 years ago, and more powerful type of ghoul that
now its sagging, blackened walls retains fragments of its abilities
bear numerous signs that read, and personality from life.
“Condemned by the Order and Rhorsk created the tunnels
Ineffable Wisdom of Almighty Prince is approached from an alleyway), they’ll that lead to the sewers, and uses them to
Zeech—Entry Prohibited!” be able to explore the interior at their scavenge for food. He avoids the Alhaster
Entry into the ruins is indeed prohib- leisure. Little of interest remains, but Boneyard due to a reasonable fear of the
ited, and if the PCs take no precautions a DC 15 Search check reveals a partially Wee Jas clerics who patrol the place,
to hide or disguise their exploration hidden doorway that was once buried instead claiming the rotting dead of the
of the ruin, they are confronted 1d4+4 under rubble. A character with Track can Alhaster Harbor as his banquet. His late-
rounds later by a Blessed Angel who determine with a DC 30 Survival check night scrabblings and howls of despair
teleports into the area to demand they that the rubble was cleared several years have given rise to the rumors that the
leave this “monument to past failures.” ago, about the time that Balakarde would church is haunted.
The erinyes does not expect resistance have been in town. The door is of heavy When the PCs arrive, Rhorsk is so�ly
(unless the PCs are already known to be stone but is not locked. moaning to himself—if he hears any-
trouble-makers); if attacked, she tele- Beyond is a short but very steep circu- one entering his crypt he clambers up
ports back to the Angel’s Aerie, gathers lar stairway leading down to a small crypt the largest mound of bones and imme-
three other Blessed Angels, and then they below the church. In places the ceiling diately begins shrieking in gibberish at
all teleport back here in 1d4 rounds to sags ominously. Despite the appearance, anyone who enters his home. Rhorsk is
attempt to arrest the PCs. the crypt is fairly sound, structurally a cowardly creature, and does not initiate
If the PCs enter the church with stealth speaking. Bones are scattered in tangled attacks unless intruders approach within
(requiring only a passably good plan heaps all over the floor, and the twelve 10 feet or he is himself attacked. He
and a DC 10 Hide check if the church tombs that surround the central cham- appears as a twisted, feral, gray-skinned

FEBRUARY 2006 DUNGEON 55


THE PRINCE OF REDHAND BY RICHARD PETT

man with large jagged fingernails, sharp magic (2) discovered that they had actually been
teeth, red eyes, and festering skin. His D Domain Spell; Domains Chaos, Evil; C set on their path by a mysterious contact
body seems frail and emaciated save for chaos spell known to them only as Mother Maggot.
his belly, which is disturbingly round and Abilities Str 12, Dex 16, Con —, Int 15, Wis 4, This mysterious figure gave the cultists
full. He wears the tattered remnants of Cha 21 the worm-eaten undead they used to
once fine robes of St. Cuthbert over his SQ spontaneous casting (inflict spells), +2 cause so much trouble, and apparently
magic chain shirt, the only possessions turn resistance promised more support if they were suc-
he still retains from life. Feats Alertness, Combat Casting, Cra� cessful in their crusade against Alhaster.
Rhorsk is unaware of the passing of Wondrous Item, Multiattack, Scribe Scroll, Rhorsk never found out what Mother
time a�er his death, in his madness he Skill Focus (Knowledge [history]) Maggot’s true goals in Alhaster were,
believes he is still flesh and blood and that Skills Concentration +12, Heal +9, but he did discover that the heretics met
his chosen meals are not the bodies of the Knowledge (history) +17, Knowldge Mother Maggot in a subterranean room
dead but in fact gi�s from St. Cuthbert to (religion) +14, Listen –1, Spot –1 under a house in the southeast section of
keep him alive until he can rebuild the Possessions +2 chain shirt the city. Rhorsk kept an eye on the region
church above. Proof to the contrary fills Ghoul Fever (Su) Disease—bite; Fortitude for months a�erward, but since nothing
him with terror and forces him to attack. save DC 19, incubation period 1 day, new developed he assumed Mother Mag-
Rhorsk still receives clerical spells, but damage 1d3 Con and 1d3 Dex. A got had moved on to other projects. He
despite his belief that he serves St. Cuth- humanoid who dies from this disease can supply the PCs with the house’s exact
bert, his spells in fact come from a differ- becomes a ghoul at the next midnight (or address (following his directions brings
ent source entirely—they are granted by a ghast if 4 HD or higher). the PCs to Sinner’s Sanctum—area 10).
an obscure ghoul deity who took a mock- Madness (Ex) Rhorsk uses his Charisma If asked about Balakarde, Rhorsk can
ing interest in Rhorsk’s fall from grace. score to determine his spell save DCs, verify that the strange man visited him
bonus spells, and his highest-level spells “just recently” (to Rhorsk, a span of sev-
Rhorsk CR 10 he can cast. eral years is little different than several
Male human gravetouched ghoul cleric 9 Paralysis (Ex) Victims hit by Rhorsk’s bite or days). He also asked questions about
CE Medium undead claw must make a DC 19 Fortitude save or the Ebon Triad and seemed particularly
Libris Mortis 104 be paralyzed for 1d4+1 rounds. Elves have interested in what Rhorsk knew about
Init +3; Senses darkvision 60 �; Listen –1, immunity to this paralysis. Mother Maggot.
Spot –1 Tactics: Rhorsk should pose little If controlled or made helpful, Rhorsk
Languages Common, Celestial threat to the PCs; he does what he can if can even guide the PCs to the exact house
AC 21, touch 13, flat-footed 18 escape isn’t an option, opening with one under which Mother Maggot’s chambers
hp 58 (9 HD) or two spells but resorting to his feral were hidden. He may also offer to heal
Immune undead traits nature a�er a few rounds, biting and the party’s wounds, but in his madness
Fort +6, Ref +6, Will +3 clawing at victims until he is destroyed. he doesn’t realize he’s swapping out
Spd 30 �. Development: Rhorsk’s initial atti- spells to cast inflict wound spells on those
Melee bite +7 melee (1d6+1 plus ghoul fever tude is hostile—in order to make him he thinks he’s helping.
and paralysis) and talk, the PCs will need to make him Ad-Hoc Experience Award: If the
2 claws +5 melee (1d4 plus paralysis) at least friendly with a DC 40 Diplo- PCs manage to successfully interrogate
Base Atk +6; Grp +7 macy check. He won’t talk if turned or Rhorsk and learn the location of the
Special Atk rebuke undead 6/day (+16, rebuked, but if commanded by a cleric Well of Triptych Knowledge, award them
2d6+14) that channels negative energy he’ll experience points as if they had defeated
Spells Prepared (CL 9th; CL 10th for chaos become helpful. Likewise, spells like a CR 15 creature in combat. Do not award
and evil spells; +9 ranged touch): control undead and command undead can them this bonus if they’ve already dis-
5th—dispel lawDC, spell resistance, wall of stone secure his cooperation. Killing Rhorsk covered the Well by other means.
4th—air walk, control water, chaos and then resurrecting him cures his
hammerDC (DC 19), tongues madness and also makes him helpful. Event 5: Heroic
3rd—dispel magic, magic circle against If asked about the book he wrote in Competition
lawD, stone shape (3) life, Rhorsk grows thoughtful and wist- The PCs aren’t the only “heroes” Zeech
2nd—aid, bull’s strength, cat’s grace, ful. If asked about his account of the cult wants at his feast. He’s already invited the
hold person (DC 17), shatterD (DC 17), of Hextor heretics, he actually grows a bit leader of a group of hobgoblin mercenar-
silence (DC 17) agitated, and admits that there’s a little ies who have served his needs numer-
1st—bless, command (DC 16), entropic more to that story than he recorded. In ous times in the past. This hobgoblin
shield, obscuring mist, protection from truth, all of the heretics were captured is a loud and bombastic fighter named
lawDC, sanctuary (DC 16), shield of faith and executed, but in interrogating their B’kruss. He is attended at all times by his
0—detect magic (2), guidance (2), read bodies a�erward via speak with dead, he cohort, a surprisingly clean hobgoblin

56 DUNGEON FEBRUARY 2006


sorcerer named V’juss. A raucous raven outride any one of you!” In
always seems to perch on B’kruss’ shoul- this contest, B’kruss chal-
der—this is Garg, V’juss’ familiar. B’kruss lenges one of the char-
calls his band of bandits the Knights of acters to a mounted race
Redhand, and their accomplishments in around the city. B’kruss’
Redhand (and the neighboring provinces) mount is named Gris-
have earned them a place of notoriety tlegape, a tremendous
in the region. The Knights of Redhand dire boar stabled at
are staying at the Ogre’s Hideout (area the Ogre’s Hideout.
13), but B’kruss and V’juss spend a fair The PC is allowed
amount of their time in the days before to use any mount
the banquet wandering the streets and of his own in this
looking for trouble. It doesn’t take them race, as long as the
long to learn that a group of heroes from mount doesn’t fly.
the south has managed to weasel their B’kruss proposes
way onto the invitation list, at which to start the race at
point they seek out the PCs. the statue of Zeech
Introduce B’kruss at some point a�er in the market-
the PCs have received their invitations place (area 2), run
while they are moving about the streets up Crow Road, turn
of Alhaster. When the hobgoblins find onto Arena Street all
the PCs, B’kruss bows before them the way to the arena
and greets them as guests. His smile is itself, wind through the B’kruss
wide, but a DC 15 Sense Motive check alleys north to the Toilway, alleys. A fall deals 3d6 falling dam-
is enough to see that his politeness is and then return to the statue in the age and incurs 1d4+1 attacks from
a facade. B’kruss asks the PCs where marketplace. This race isn’t about the improvised spikes (+10 melee,
they are from, and observes that their speed as much as it is about navigating 1d4+4 damage). The higher Jump DC
home is a place he had heard is violent around numerous obstacles that get achieved is the winner (assuming the
and lawless—unlike Redhand. B’kruss in the way (pedestrians, other mounts, check was also high enough to clear
immediately follows up his questions piles of rubble, merchant stalls). You the gap).
by asking what it is that the heroes have can simulate the race by having B’kruss • “We hobgoblins have a special way
done that’s so impressive that they got and the PC make seven opposed Ride to decide this type of problem. We
themselves invited to Zeech’s party. No checks. The first to win at least four of call it the Mindless Courage of the
matter how the PCs reply, B’kruss does these checks wins the race. Dreadful Mauling!” This contest is a
his best to belittle their claims, noting • “I once had to leap over a thirty-foot- timed event in which one participant
how he and his boys have accomplished wide chasm filled with lava to get to a (B’kruss) attempts to grapple and pin
even greater tasks here in Redhand. This cowardly dragon. I reckon you would’a his dire boar mount for a minimum of
encounter should play out as a contest of fallen to your death.” For this wager, three rounds. The hobgoblins set up a
one-upsmanship, and eventually B’kruss B’kruss leads the PCs to a nearby makeshi� corral using commandeered
asks one of the PCs to step forward to alleyway and picks two three-story wagons to form a forty-foot-radius
prove their skills to him. buildings on opposite sides of a side circle. B’kruss goes first, and the chal-
B’kruss isn’t looking for a fight—he’s street. The two buildings are thirty lenged PC has to beat B’kruss’ time in
a hobgoblin, but he has little desire to feet apart. He and the challenged PC grappling the dire boar and keeping
attract the attention of the Blessed are to head up to the roof and then it pinned. B’kruss uses his dire boar
Angels. Instead, he proposes a friendly make the 30-foot leap from one roof mount in this match and is quick to
contest between himself and one of the to the other. B’kruss takes the time point out that if the mount is hurt at
characters. If the party refuses to meet to strip off his breastplate to increase all, the match is forfeit. Gristlegape
his challenge, the hobgoblins walk his Jump check. There’s enough room the dire boar has participated in this
away laughing, and are sure to bring up there to get a running start, but contest many times before, and takes
up this incident during the feast. Of it’s still a DC 30 Jump check to make to it with a squealing glee—B’kruss is
course, B’kruss suggests contests that the leap. To simulate the danger of no more safe from accidental goring at
he excels at; sample challenges include lava, B’kruss’ allies clutter the street the tusks of his own mount than are
the following. below with their weapons, arrows, jag- the PCs.
• “Hobgoblins are the greatest riders of ged timbers, and other bits of pointy If the PCs win one of these contests,
all. It’s a well-known fact. I bet I can rubble they gather from surrounding B’kruss and his allies grow sullen and

FEBRUARY 2006 DUNGEON 57


THE PRINCE OF REDHAND BY RICHARD PETT

quiet. They know better than to take V’juss CR 10 strange sense of law and swi� resolution
their confrontation up a notch, but Male hobgoblin sorcerer 10 for which Zeech is notorious.
nurture private hatreds of the PCs CE Medium humanoid (goblinoid)
that may have repercussions later in Monster Manual 153 A large crowd has gathered at the western
the adventure. Init +2; Senses darkvision 60 �.; Listen +0, end of the market. Angry shouting wells
Creatures: B’kruss is a sneaky hob- Spot +0 up from the mob, and it appears that their
goblin captain who is in charge of the Languages Common, Goblin, Orc hatred is directed at a trio of figures who
Northern borders, a region constantly AC 13, touch 12, flat-footed 11 stand on a gallows, nooses limp around
harried by Reyhu orcs. He uses these hp 55 (10 HD) their covered faces. Standing nearby is a
brutal enemies to ensure that his own Fort +6, Ref +5, Will +7 tall man, a symbol of a gauntleted hand
agenda is followed in the land. His Spd 30 �. clutching six downward-pointing arrows
methods are brutal and his justice long Melee mwk dagger +5 (1d4–1/19–20) emblazoned on the front of his black robes;
and cruel. His cohort V’juss is quiet Ranged mwk light crossbow +8 (1d8/19–20) he holds up a hand and the crowd quickly
and observant, and plays the role of a Base Atk +5; Grp +4 falls silent. When the man speaks, his voice
subservient minion well despite his Combat Gear staff of fire (24 charges) is shrill but filled with conviction.
deeply hidden desire to murder B’kruss Spells Known (CL 10th, +7 ranged touch): “By the Grace of his Most Beautiful
and seize command of the Knights of 5th (3/day)—feeblemind (DC 18) Majesty Prince Zeech, I condemn these
Redhand for himself. 4th (5/day)—dimension door, lesser globe of wicked heathens to their fate—they are
invulnerability fortunate that Prince Zeech is merciful, for
B’kruss CR 14 3rd (7/day)—fireball (DC 16), haste, had I the power, their deaths would last a
Male hobgoblin fighter 14 vampiric touch fortnight. And so by His Decree, let these
LE Medium humanoid (goblinoid) 2nd (7/day)—continual flame, invisibility, heretics go to their maker!”
Monster Manual 153 Melf’s acid arrow, summon swarm Shouts of “death to the Ebon Triad!”
Init +3; Senses darkvision 60 �.; Listen –1, 1st (7/day)—burning hands (DC 14), charm well up from the crowd as the robed figure
Spot –1 person (DC 14), color spray (DC 14), turns to his le� and pulls a lever. Trap doors
Languages Common, Goblin feather fall, magic missile snap open in the gallows floor, and the
AC 27, touch 15, flat-footed 24 0 (6/day)—arcane mark, detect magic, three hooded figures drop, kicking for a
hp 119 (14 HD) detect poison, mending, message, ray of few moments before hanging still.
Fort +12, Ref +7, Will +3 frost, read magic, resistance, touch of
Spd 30 �. in armor (40 �. base) fatigue (DC 13) There is little that the PCs can do to
Melee +2 spell storing bastard sword Abilities Str 8, Dex 15, Con 16, Int 12, Wis interrupt this public execution without
+20/+15/+10 (1d10+9/17–20) 10, Cha 17 causing a scene or attracting the atten-
Base Atk +13; Grp +20 SQ summon familiar (raven named Garg) tion of the Blessed Angels. The three men
Atk Options Mounted Combat, Ride-By Feats Combat Casting, Enlarge Spell, being executed are indeed members of
Attack, Spirited Charge, Trample Improved Counterspell, Spell Penetration the Ebon Triad—low ranking cultists that
Combat Gear potions of cure moderate Skills Bluff +16, Concentration +16, bungled an operation in the Free City and
wounds (2) Diplomacy +5, Intimidate +5, Move managed to escape back to Alhaster only
Abilities Str 16, Dex 17, Con 16, Int 10, Wis Silently +6, Spellcra� +14 to be turned over to Zeech by Lashonna,
8, Cha 12 Possessions combat gear, masterwork who was eager to see them punished
Feats Exotic Weapon (bastard sword), light crossbow with 20 bolts, masterwork and to continue to give Zeech the false
Greater Weapon Focus (bastard sword), dagger, amulet of natural armor +1, dark impression that he is still fully in control
Greater Weapon Specialization (bastard velvet robes worth 250 gp of the city. The executioner himself is an
sword), Improved Critical (bastard sword), Gristlegape, dire boar: hp 52; Monster acolyte of Hextor who really knows little
Improved Grapple, Improved Unarmed Manual 63. more than the fact that he was granted
Strike, Leadership, Mounted Combat, Ad-Hoc Experience Award: If the PCs the honor of pulling the lever on these
Ride-By Attack, Skill Focus (ride), Spirited manage to best B’kruss’ challenge, award three heretics.
Charge, Weapon Focus (bastard sword), them XP as if they had defeated a CR 15 What should intrigue the characters
Weapon Specialization (bastard sword) creature in combat. more is the fact that the Ebon Triad
Skills Jump +21 (+29 without armor), Move seems to have a presence here in town.
Silently +3, Ride +23 Event 6: The Justice of If they ask around about the Ebon Triad,
Possessions combat gear, +3 breastplate, +2 Zeech the PCs quickly learn that no one in town
heavy steel shield, +2 spell storing bastard Run this event the first time the PCs wants to talk about them at all apart from
sword (vampiric touch, CL 10), gauntlets of visit the Alhaster Marketplace—this cursing and spitting. Prince Zeech has
ogre power, ring of protection +2, boots of event should give new arrivals in town all but declared war on the Ebon Triad,
striding and springing a good idea of Alhaster’s flavor and the and as a result none of Alhaster’s citizens

58 DUNGEON FEBRUARY 2006


want anything to do with the group and knew only as a mysterious cloaked figure
take great pains to malign their name at called Mother Maggot.
every opportunity. Unfortunately, no one Today, the Ebon Triad’s opera-
really seems to know much about them. tions are winding down. The
Once the bodies are executed, they Age of Worms is at hand,
are brought out to the Traitors’ Graves and those Ebon Triad cult
and strung up on poles. This is standard cells that still operate wait
practice for disposal of Ebon Triad bod- patiently for the manifesta-
ies—what the people of Alhaster don’t tion of their Overgod. The
realize is that this effectively just returns aspect of this Overgod waits
their bodies to the Triad, since for many within the Well of Triptych
years a powerful draconic ally of the Knowledge—a physical mani-
Triad has laired below these graves. festation of their misguided
faith and devotional energies
PART TWO: THE similar to the one the PCs fought
WELL OF TRIPTYCH at the end of “The Three Faces of
KNOWLEDGE Evil,” only much more potent and
Two locations in Alhaster are likely to dangerous, as this ebon aspect has
draw the particular attention of the PCs: been nurtured not by one single
the Well of Triptych Knowledge and Ebon Triad cult, but by them
Ilthane’s lair under the Traitors’ Graves. all.
The PCs can learn of these locations in Once the Age of Worms
numerous ways; via rumor, by speaking begins, Mahuudril intends to Furpo-
to Rhorsk, via divination magic, or even grant control over the Ebon tia is fanatically
at one of the two sites themselves. They Triad to the ebon aspect, loyal to Prince
might not learn of their existence until while she herself maintains Zeech, and fully expects
later in the campaign, and could come control over it. By discovering him to send a healthy sup-
back here to investigate at later dates as and destroying this manifesta- Mahuudril ply of potions of remove dis-
well. Exploration of these two sites is not tion, the PCs can disrupt the Ebon ease as soon as he can afford
required for the successful completion Triad cult once and for all. the expense. She’s been waiting for nearly
of the Age of Worms Adventure Path, The dungeon complex known as the a decade now, but she knows Zeech won’t
although exploring them wraps up some Well of Triptych Knowledge lies directly forget his promise. She doesn’t allow
of the earlier plotlines for the PCs and under a sickhouse known as Sinner’s visitors to the Sanctum unless they’re
should give them additional resources Sanctum (area 10). This squat building obviously sick, in which case she tries
to utilize in the battles to come. was built just under 10 years ago at the to get the poor soul to lie down and wait
The Well of Triptych Knowledge is behest of Zeech the divine (secretly at the for Zeech’s medicine to arrive. The only
where Lashonna, working with an avola- request of Lashonna), and has a single exception is that she allows an acolyte of
kia envoy from the Wormcrawl Fissure heavy timber door. Within, the incense- Wee Jas to stop by every few days to col-
named Mahuudril, founded the tena- laden air fails to cover the unmistakable lect the dead. To the healthy, Furpotia’s
cious cult known to the PCs as the Ebon stink of sickness. A dozen poor souls, all initial attitude is unfriendly—she must
Triad. At the core of their machinations in advanced stages of illness, are tended be friendly before she allows anyone into
is a unique outsider bred and shaped by by a solitary woman named Furpotia (LN her sickhouse. If she or her wards are
Mahuudril and Lashonna to serve as a female human expert 2), an eccentric and attacked, she begins shrieking and flees
focus for the misguided faith and devo- half-mad woman chosen by Lashonna to into the streets amid cries of “MURDER!”
tional energy of the heretics they recruited tend the sick precisely for her insanity. A group of four Blessed Angels arrives
from the churches of Hextor, Erythnul, Those who come to Sinner’s Sanctum do within 1d4+6 rounds to investigate.
and Vecna to populate the cult. Once the not come to get well. They come to die. If a character offers to use magic to
Ebon Triad was established, its agents The threat of sickness and the rumors heal her wards of their sickness, Furpotia
spread throughout the world, working about the crazy old woman who tends is naturally suspicious. Unless she’s first
unknowingly to advance Lashonna’s plans the sick here are enough to keep anyone made friendly, she interprets the PCs’
and make way for the Age of Worms. As from looking too closely at the building, attempt to help as an attack and reacts
the Ebon Triad grew, Lashonna withdrew which is as Lashonna wishes it since the as detailed above. If the PCs manage to
from the project, leaving the day-to-day entrance to the Well of Triptych Knowl- befriend the crazy woman, she thanks
organization of the cult’s actions and edge is hidden in this building beyond a them for their aid but refuses to leave
goals to Mahuudril, whom the heretics secret trap door. the sickhouse, even if all the current

FEBRUARY 2006 DUNGEON 59


THE PRINCE OF REDHAND BY RICHARD PETT

area. When the cult was in its infancy


they utilized sleep spells on the sick and
������������������������������ on Furpotia so they could come and
go without being noticed. (Balakarde
used a similar tactic to enter the place
and search it at his leisure.) If shown
the trap door, Furpotia is genuinely
shocked, but she refuses to go down the
iron ladder. “That hole just feels wrong,
dearie. None of old Furpotia’s business
� � � � can be down there.”
The sha� leads down 100 feet to a
domed chamber (area 1).

1. The Hall of Gathering


(EL 13)

The walls of this domed chamber are made
of red brick and lined with stone beams that
arch up to a point directly overhead where
the sha� leads back up to the sickhouse. An
iron ladder descends from this sha� into
the middle of the room’s floor. The cham-
ber itself is empty, save for several rotting
prayer mats strewn about. Each of these
mats bears a simple black triangle. A five-
foot-wide hallway leads east, and a large
� � heap of tangled rope lies in its entrance.

This chamber is where the archi-


tects of the Ebon Triad spoke to those
they had chosen to be the leaders and
priests of the cult. These heretics were
taught the beliefs of the Ebon Triad, and
were given copies of a book called the
Way of the Ebon Triad that would serve as
their guide once they were in the world,
leading their own cults. Lashonna and
������������������� Mahuudril succeeded beyond their
expectations with the cult, and today,
the Ebon Triad is a self-sustaining orga-
wards are cured. “There’s more sickness (actually Lashonna magically disguised as nization that truly believes in its goal to
to come, dearies. My place is here.” Zeech) as a token of his thanks for caring unite Hextor, Erythnul, and Vecna into
Furpotia is an elderly woman with for Alhaster’s sick. Furpotia thinks the a supreme overgod. So powerful is their
ragged hair and an almost feral look in periapt is merely a token of thanks from belief now that their clerics receive spells
her eyes. She dresses in rags and spends the prince, and ironically doesn’t know of from prayer not from Kyuss, but from
her days concocting “potions and salves” its magical properties. She interprets her the power of their own devotion.
to administer to her wards. Unfortunately, continued health as proof that she has Creature: Balakarde fully intended
these potions are little more than ran- been “chosen” for her work. to return to this dungeon a�er he fin-
cid water and paste made from random The entrance to the Well of Triptych ished exploring the Wormcrawl Fissure,
plants that have no medicinal qualities Knowledge is a hidden trap door in the and planned on bringing several allies
(and indeed, o�en hasten the departure back of the house. It can be found with a to defeat the ebon aspect that dwells in
of those who take them). Furpotia’s only DC 25 Search check. Now that the Ebon area 4. In order to slow or prevent other
possession of value is a periapt of health, Triad is firmly established in the world, members of the Ebon Triad from utiliz-
given to her by Prince Zeech himself its members haven’t returned to this ing the Well until then, he le� one of his

60 DUNGEON FEBRUARY 2006


most potent servants here to guard the DC 19 Fortitude save. The save DC is who are then led like cattle into vast ban-
site. Unfortunately for the PCs, this hang- Constitution-based. quet halls, where they present themselves
man golem can’t really tell the difference Unravel (Ex) Once per day as a standard to the feasters for consumption.
between adventurers and cultists. action, a hangman golem can unravel its Further study reveals that while the
A hangman golem can collapse into form to become a heap of tangled ropes avolakias worship Kyuss above all things,
a pile of rope. As a full-round action, it that fills a 10-foot-by-10-foot area. While they also believe that his power is wax-
piles up into the shape of a 10-foot-tall in this form, it cannot attack or move, ing. The passages suggest that Kyuss
humanoid. The golem attacks as soon but it gains fast healing 10. A hangman himself is trapped in some form of large
as anyone enters this area. It does not golem can reform into its humanoid stone monolith. He managed to partially
pursue characters out of the dungeon. appearance as a full-round action. escape this prison once, 1,500 years ago,
but he was unable to maintain his free-
Hangman Golem CR 13 2. Guardian Niches dom for longer than a few short months
N Large Construct These alcoves once served as guardposts before the defeat of his armies by a force
Monster Manual III 69 for potent undead minions of the cult of the avolakia refer to only as the Enemy
Init +2; Senses darkvision 60 �., low-light Kyuss. These undead have been returned forced him back into his monolithic
vision; Listen +0, Spot +0 to the Wormcrawl Fissure now that the prison.
AC 27, touch 11, flat-footed 25 Well has served its purpose. A DC 20 More obscure mentions include refer-
hp 129 (18 HD); DR 10/adamantine Search of these alcoves is enough to find ence to a location (phonetically translated
Immune magic; construct traits a couple of long-dead dried green worms as M’theskuss) called the Writhing Tab-
Fort +6, Ref +8, Will +6 in the corners. ernacle, the place the avolakias seem to
Weakness vulnerability to fire hold as the most holy site of Kyuss. Men-
Spd 30 �. (can’t run) 3. The Well of Triptych tion is also made of their great ally and the
Melee 2 slams +20 (2d8+8) Knowledge Voice of Kyuss, the Consort of the Five-
Space 10 �.; Reach 20 �. Faced One, the eternal dragon Dragotha.
Base Atk +13; Grp +25 A fi�een-foot-wide pit yawns at the end M’theskuss and Dragotha are detailed
Atk Options constrict 2d8+12, improved grab of the short passage. The walls are lined further in “Into the Wormcrawl Fissure.”
Special Atk rope whirlwind, strangle with bricks and caked with mold and Ad-Hoc Experience Award: If the PCs
Abilities Str 26, Dex 14, Con —, Int —, Wis less-identifiable encrustations, and in the decipher these runes, award them expe-
11, Cha 1 places where these growths aren’t too thick, rience points as if they had defeated a CR
SQ unravel strange figures and runes are visible carved 15 creature.
Immunity to Magic (Ex) A hangman golem into the bricks.
is immune to all spells, spell-like abilities, 4. The Overgod’s Court
and supernatural effects that allow spell The well is 300 feet deep, its walls (EL 17)
resistance, except as follows. Animate rope covered with runes and pictographs
hastens the golem (as if by the haste spell) written in avolakia. A DC 20 Knowl- The well empties through the ceiling of an
for 5 rounds. Rope trick paralyzes the edge (dungeoneering) check identifies immense chamber, its domed roof a full
golem for 1 round (no save). the writing and its source (the avola- fi�y feet over a black floor worn smooth
Rope Whirlwind (Ex) Every 1d4 rounds, a kias are nightmarish intelligent worms by the passage of countless creatures.
hangman golem can extend a number with the capability to assume humanoid Alcoves in the north and south wall hold
of ropes and spin, making a single slam form), but does not decipher its mean- wretched statues of worm-like monsters
attack against each creature within 10 ing. Avolakia writing uses its own alpha- coiled around pillars of skulls and bones. A
feet. A hangman golem can’t use its bet—a combination of hieroglyphics single object occupies the room’s eastern
improved grab ability in conjunction with and curved tangles that doesn’t resem- half—a huge statue of a three-headed, six-
this ability. ble any other known language. If trans- armed monster. It towers thirty feet high, a
Strangle (Ex) When a hangman golem lated by someone fluent in this obscure powerfully built creature missing two of its
grapples a living opponent, it can make language (or by magic), the carvings are le� hands and one of its right. The figure
a strangle attack as a standard action revealed to be monstrously vile prayers seems to be made of some strange stone
against the foe it grapples. The hangman to Kyuss. These prayers can be studied that looks almost like leather in places, and
golem and its foe make opposed grapple with an hour’s worth of work, and con- the one good eye in its gaunt, skeletal face
checks (or the foe can oppose with an tain a wealth of lore about Kyuss and his seems wet, so�, and almost alive.
Escape Artist check). If the hangman avolakia minions.
golem exceeds its opponent’s check by 10 A recurring theme in the prayers is the The worm statues in the alcoves are
or more, it squeezes the breath from him. mention of a ceremony known as The Rav- depictions of avolakias, and are little
In addition to taking constrict damage, enous Awakening. This ritual involves the more than unhealthy-looking statues.
the foe is dazed for 1 round if it fails a animation of huge numbers of undead The “statue” in the center of the room

FEBRUARY 2006 DUNGEON 61


THE PRINCE OF REDHAND BY RICHARD PETT

is something more. A DC 20 Knowledge Bloodthirst of Erythnul (Su) Once per day all, this chest contains 10 potions of cure
(religion) check reveals aspects of Hex- as a free action, the Overgod can enter a moderate wounds, 10 potions of undetectable
tor (the six arms), Erythnul (the bestial terrific fury for the duration of one round. alignment, 10 potions of nondetection, and
shape and face) and Vecna (the missing During this round, the Overgod gains 10 elixirs of truth.
eye and hands) in the statue. Characters damage reduction 15/epic, fast healing Chest 4: This chest contains several
who have played “The Three Faces of 20, and a +8 profane bonus on attack rolls magic items, most of which Lashonna
Evil” doubtless recognize the statue as and damage rolls. recently gained from other victims of her
a depiction of the Overgod, an aspect of Standard of Hextor (Sp) Once per day as a vampiric hunger. She knows what they
which they fought and killed at the end free action the Overgod can cast spiritual all do and can identify them by sight, but
of that adventure. weapon (caster level 20th) as a spell-like has yet to decide which members of the
Creature: The statue of the overgod is ability. The weapon that appears is Hextor’s Ebon Triad have pleased her enough to
not a statue at all, but a primal manifesta- flail. The spiritual weapon attack has a deserve these awards. The items include
tion of the faith and devotion of the entire +33/+28/+23/+18 attack roll and inflicts a ring of evasion, a rod of flame extinguishing,
Ebon Triad, waiting patiently here in the 1d8+5 points of force damage per hit. a wand of lightning bolt (23 charges, caster
depths of the Well of Triptych Knowledge Blessing of Vecna (Su) If a caster fails level 8th), a wand of haste (19 charges), a belt
for the Age of Worms and its appointed to overcome the Overgod’s spell of dwarvenkind, a cloak of arachnida, a harp of
time to emerge into the world above. As resistance with a spell, the Overgod charming, and a small silk pouch contain-
soon as the ebon aspect sees intruders in heals damage equal to twice the level ing four beads of force.
its temple, it lurches into hateful life and of the spell or effect. Also kept here is a large leather-bound
does its best to destroy the intruders. *Includes adjustments for 10-point ledger bearing no title. The contents are
Power Attack protected by a secret page spell (caster
The Overgod CR 17 level 13th) that make the ledger seem to
Advanced Ebon Aspect 4. The Vault be nothing more than an out-of-date list
NE Huge outsider (evil) The wall that separates this chamber from of the vault’s contents. In fact, the ledger
Dungeon #125 area 4 appears no different than any other is an exhaustive list of the members of
Init +4; Senses darkvision 60 �.; Listen +36, wall. A DC 30 Search check is enough to the Ebon Triad, including its numerous
Spot +36 reveal that the wall itself is hollow. It can allies and the locations in which these
Languages Abyssal, Common, Infernal be breached with magic or force. individuals live. Characters who peruse
AC 26, touch 8, flat-footed 26 The chamber beyond this room is these secrets doubtless recognize some
hp 285 (30 HD); DR 15/magic and good one of several vaults kept by Lashonna of the names that have had lines drawn
Immune cold throughout the world. This vault is used through them: “Theldrick,” “Loris Rak-
Resist acid 10, fire 10; SR 26 to store treasure and funds to finance the nian,” “Faceless One.” The ledger gives
Fort +22, Ref +17, Will +20 Ebon Triad. She has also taken to storing only one entry for Alhaster: “Ilthane—
Spd 40 �., climb 20 �. magic items that may some day aid her Traitor’s Graves.” Other entries in the
Melee* bite +30 (3d6+21/19–20) and in a battle against her nemesis, Drago- ledger can enable future strikes against
3 claws +28 (1d6+15/19–20) tha. The air in this vault is long-stale and the Ebon Triad as you see fit. The PCs
Space 15 �.; Reach 15 �. without oxygen, so characters who enter can actually use this book as a checklist
Base Atk +30; Grp +49 the chamber without breaching the wall for all the remaining Ebon Triad cells
Atk Options Awesome Blow, Cleave, between it and area 4 must hold their in the world. The only members who
Improved Bull Rush, Power Attack breath or suffocate. aren’t mentioned in the text are the cult’s
Special Atk bloodthirst of Erythnul, standard Brick Wall: 2 �. thick; Hardness 8; hp architects, Lashonna and Mahuudril.
of Hextor 180; Break DC 37. Lashonna immediately recognizes
Abilities Str 33, Dex 10, Con 20, Int 12, Wis Treasure: Four chests the size of any of the items from this chamber
16, Cha 20 steamer trunks contain the bulk of the if the PCs display them openly in her
SQ blessing of Vecna treasure in this room; each is arcane presence. She must make a Bluff check
Feats Awesome Blow, Cleave, Improved locked at caster level 13th, but none of to maintain her composure and to pre-
Bull Rush, Improved Critical (bite), them are trapped. The contents of these vent a successful Sense Motive from
Improved Critical (claws), Improved four chests are as follows. determining her cleverly hidden star-
Initiative, Improved Natural Attack (bite), Chest 1: 20 leather bags, each contain- tled reaction. She denies recognizing
Multiattack, Power Attack, Weapon Focus ing 1,000 gp. the object in any event, and figures that
(bite), Weapon Focus (claws) Chest 2: A leather bag containing 1,000 by letting the PCs maintain possession
Skills Climb +52, Concentration +38, pp, 9 leather bags each containing 2,000 of these treasures they’ll have a better
Intimidate +38, Jump +48, Knowledge gp in assorted gems. chance of defeating Dragotha. She plans
(religion) +34, Listen +36, Sense Motive Chest 3: Several racks containing to reclaim the items from their bodies
+36, Spellcra� +34, Spot +36 potions and other magical elixirs. In once the Age of Worms begins.

62 DUNGEON FEBRUARY 2006


Ad-Hoc Experience Award: Discover- The Traitors’ Graves are mentioned in A DC 15 Search of the island (likely
ing the true nature of the ledger effec- the Alhaster Backdrop (area 39). This low a�er the PCs deal with the Creatures)
tively gives the PCs the tool they (or island in the Eel River can be reached at turns up a skiff beached in the reeds
anyone else) need to wipe out the Ebon low-tide via a soggy strip of land that con- along the western face of the island.
Triad, and is worth experience points as nects it to the mainland (although some This was the skiff the Watchers used to
if the PCs had defeated a CR 18 creature wading in hip-deep water may still be reach the island. The three bodies of
in combat. required). At high tide, the island itself is the executed Ebon Triad cultists still
surrounded by the muddy waters of the lie heaped in the skiff’s bow. If the right
PART THREE: Eel River. Watchers who bring bodies here questions are asked with speak with dead,
ILTHANE’S LAIR for display typically approach via skiff. any of these bodies can hint at the loca-
The second site likely to invite PC investi- The island itself is pocked with tion of the Well of Triptych Knowledge.
gation is Ilthane’s Lair. They can learn that muddy pools of water in which thou- None of these cultists has actually been
the black dragon they defeated in “A Gath- sands and thousands of mosquito to this site, but they’ve heard rumors of
ering of Winds” lived under the Traitors’ larvae writhe. The air is infested with its existence in southeast Alhaster.
Graves in several ways. They might piece these pests, to the extent that anything The entrance to Ilthane’s lair is a clev-
two and two together a�er hearing rumors that wanders the island must make a erly hidden trap door covered with mud
on the streets, they could discover its loca- DC 10 Fortitude save each minute to and wiry undergrowth. A DC 25 Search
tion a�er reading the ledger in the vault avoid becoming sickened by the thick check uncovers it, but it weighs about
of the Well of Triptych Knowledge, or they humming clouds. In addition, a visit 1,000 pounds—easy enough for a dragon
could even divine its location via magic. to the Traitors’ Graves brings with it like Ilthane to li�, but the PCs might
It’s entirely possible the PCs won’t discover threat of contracting a variant form of have a little trouble if they don’t have
the location of Ilthane’s Lair until later in cackle fever spread by mosquito bites. the four black dragons help them li� the
the campaign. Manzorian might even use a A DC 16 Fortitude save is enough to heavy door. Under the door, a ten-foot-
sending spell to alert them of the lair’s prox- avoid catching the fever. This save wide sha� drops 50 feet to a cavern below
imity a�er he or one of his agents discov- must be made once per visit to the the island.
ers the information while they continue to graves. Any creature with at least a Creatures: A�er the dragon’s defeat at
research the Ebon Triad back home. +1 natural armor bonus or any form the Whispering Cairn in “A Gathering
Of course, there’s also the chance that of damage reduction is immune to Of Winds,” Ilthane’s Lair has remained
the PCs can stumble upon the lair by both the threat of nausea and disease. empty until recently. Upon hearing of
accident. In their investigations of the Watchers who make the trip out here their mother’s demise, four of Ilthane’s
Ebon Triad, they are certain to learn that with bodies carry amulets of natural young returned to her lair to try to
members of the cult who are captured armor +1 to ward off the mosquitoes. claim her treasures as their own. These
and executed are put on display on the Criminals who have been deemed trai- four dragons bickered and fought over
Traitors’ Graves. If the PCs wish to inter- tors to Alhaster (including all members the greatest prize, a fabulous alchemical
rogate one of the most recent bodies of the Ebon Triad) have traditionally been laboratory that had been infused with
via speak with dead or similar methods, put on display here, their bodies strapped the spirit of a watery genie known as
they’ll need to find the body out on the to a Y-shaped frame so that travelers along a marid. This imprisoned marid knew
low island itself, at which point they may the Eel can look upon them and mock many alchemical secrets, and it was
well be assaulted by Ilthane’s brood. their fates. The three Ebon Triad cultists under his guidance that Ilthane was
recently executed (see event 6 above) were able to cra� the strange elixirs she used
The Traitors’ Graves (EL 14) scheduled to be put on display here as to augment herself, her offspring, and
well, but the Watchers who were sent out her minions.
This low, sodden hummock of mud and to arrange this didn’t quite make it. Unfortunately, the four dragons broke
rocky soil rises only a few feet above the Until recently, a large hidden cavern the laboratory apart, and the marid’s spirit
dark brown waters of the slowly-flowing below this island served as the lair of a was able to escape into the surrounding
river. Here and there, tangled patches of cra�y black dragon named Ilthane. A area. The interaction of the genie’s soul
wiry undergrowth grow, interspersed with pawn of Dragotha, Ilthane’s purpose here with the large supplies of rare and exotic
muddy pools of water. Wooden frames in was to keep an eye on Lashonna and the alchemical supplies gave birth to a mon-
the shape of a Y protrude from the island Ebon Triad, a job she performed with strous amalgamation of acid, mud, magi-
here and there, and on some of them surprising skill. She was even contacted cal compounds, and necromantic fury.
still hang the rotting bodies of traitors by the Ebon Triad recently to handle a The resulting creature, an acidwraith,
executed for heinous crimes. A startling problem to the south with some adven- drove the four dragons out of the lair and
number of crows perch on these frames turers and a pesky wizard—unfortunately has lurked therein ever since.
or hop along the ground, where they hunt for Ilthane, these adventurers would be The four dragons have since formed
bugs and worms. her doom. a tenuous alliance, and have tried twice

FEBRUARY 2006 DUNGEON 63


THE PRINCE OF REDHAND BY RICHARD PETT

to defeat the acidwraith on their own


to no success. Their current plan is to ��������������
trick other creatures into entering the
lair and defeating the acidwraith for
them, at which point the dragons intend
to swoop in and finish off their likely-
wounded pawns. Alas, the four juvenile
black dragons haven’t quite figured out a
good way to lure anyone out here. When
the patrol of Watchers arrived recently, ����
the dragons forced them into the lair ��
but were disappointed to see the acid-
�������
wraith defeat them with ease. Now, as
the PCs arrive at the island, the dragons
try again.
Ilthane’s brood are somewhat more
dangerous than typical juvenile black
dragons, as she performed several
alchemical experiments on them as
��������������������
hatchlings. One of the side-effects of �
these experiments resulted in their
eyes, which now smoke with a glowing
green vapor.

Ilthane’s Brood (4) CR 10


Advanced juvenile black dragons
CE Medium dragon (water) ���������������
Monster Manual 70
�������������
Init +6; Senses blindsense 60 �., darkvision
120 �., keen senses; Listen +20, Spot +20
Languages Draconic ������
AC 25, touch 10, flat-footed 25
������
hp 142 (15 HD)
Immune acid, paralysis, sleep
Fort +12, Ref +11, Will +9
Spd 60 �., fly 150 �. (poor), swim 60 �.
Melee bite +20 (1d8+4) and
2 claws +17 (1d6+2) and
2 wings +17 (1d4+2) ��������������������
Base Atk +15; Grp +19
Atk Options Flyby Attack
Special Atk breath weapon (60 �. line, 8d4 the waters nearby and demand an audi- The dragons fight together, but won’t
acid damage, Reflex DC 20 half ) ence with the characters. They tell the risk their lives for their kin. If reduced to
Spell-Like Abilities (CL 4th) PCs that their lair has been invaded by fewer than 30 hit points, a dragon flees to
3/day—darkness (40-�. radius) a tremendous creature, and if they can the north and does not return.
Abilities Str 18, Dex 14, Con 16, Int 10, Wis kill the monster, the dragons are will-
11, Cha 10 ing to reward them handsomely. The Ilthane’s Lair (EL 16)
SQ water breathing dragons are poor diplomats and even
Feats Alertness, Flyby Attack, Hover, worse liars, so when they refuse to settle This earthen-walled cavern reeks of sharp,
Improved Initiative, Multiattack, Weapon on exact terms before the monster in bitter chemicals strong enough to water
Focus (bite) their lair is slain, or when a PC sees the eyes and steal the breath. The walls
Skills Hide +20, Move Silently +20, Listen through one of their Bluff checks when of the cavern are a tangled mess of roots,
+20, Search +18, Spot +20, Swim +30 they promise not to betray them, the mud, and stone. Water drips constantly
Tactics: As the PCs arrive on the dragons instead try to physically force from the walls, gathering in puddles on
island, the four dragons slither up from the PCs into the lair. the floor and collecting in a fuming pool

64 DUNGEON FEBRUARY 2006


to the east. North of the cavern entrance horrific undead creature is insane with and a +1 inherent bonus to Strength.
four large glass canisters once stood, rage—given time, it may be able to collect The second grants a +2 inherent bonus
although they have been shattered and its thoughts enough to focus its anger, at to Charisma. The last elixir grants a per-
their contents allowed to wash away. To the which point it could become a dangerous manent increase of +3 to the drinker’s
northeast, a ledge is heaped with smashed regional menace. For now, the thing knows natural armor class, and in so doing cov-
containers, crates, and other unrecogniz- only hatred, and anything it sees entering ers his shoulders, forehead, arms, legs,
able ruins. To the east, a second ledge is its lair becomes the focus of its wrath. and abdomen in thick black scales. Each
similarly cluttered, only this time with Acidwraith: hp 143; see Appendix. of these elixirs is worth 55,000 gp and
alchemical equipment and large, ruined Treasure: Most of Ilthane’s treasure functions at caster level 17th.
tables of stone and wood. has been ruined by the acidwrath’s cor-
rosive presence. Thousands of corroded PART FOUR: THE DAY
This is where the dragon Ilthane lived, and useless coins and pieces of jewelry OF GREAT REJOICING
kept her treasure, and whiled away the lie strewn about the cavern. Nevertheless, At dawn on the seventh day of the PCs’
hours with her enslaved marid genie a few items of value survived. It takes a visit to Alhaster, the characters are likely
creating and refining alchemical con- DC 25 Search check and a half hour of wakened by a tremendous din. Trum-
coctions and fabulous elixirs. Many of work to uncover this treasure. pets sound across the city, every drum,
these inventions were quite potent, with The minor baubles (coins, surviving horn, and bell in every place of worship
the capability to grant permanent boosts jewelry, and a mithral shield) are worth call out (as instructed) to announce that
to ability scores, enhance breath weap- 4,000 gp in all, but the true treasures to the Day of Great Rejoicing has arrived.
ons, grant immunity to acid, and other be found here consist of three potent The streets throng with happy, smiling
impressive effects. Sadly, when Ilthane’s elixirs. Each vial is made of adaman- faces, the locals cheer and rejoice, babies
brood arrived, their bickering led to the tine, and each elixir grants a perma- are held alo� and patriotic songs about
accidental release of the marid’s soul and nent boon to the drinker. One the divine mercy of Zeech are sung at
the creation of a foul undead monster elixir grants a +1 inherent every corner. Those who listen closely or
that destroyed most of these creations. bonus to Constitution peer into the eyes of the joyful populace
The chemicals in the air of this room
burn and irritate. Any creature in this
cavern must make a Fortitude save each
round to avoid being sickened by the
acrid tang—creatures with any resis-
tance to acid whatsoever are immune
to this effect.
The large pool of tainted liquid
in the east is actually a pool of toxic
chemical waste created by the spill-
age of the glass tanks of liquid to
the west. The stuff deals 1d6 points
of acid damage per round of expo-
sure except in the case
of total immersion,
which deals 10d6
points of acid dam-
age per round. Those
who drink the liquid
or breathe the fumes
around it (which
extend to five feet
from the surface of
the pool) become poi-
soned (Fortitude DC
15, initial and secondary
damage 1d4 Con).
Creature: The acid-
wraith dwells in the large
pool of toxic liquid. The

FEBRUARY 2006 DUNGEON 65


THE PRINCE OF REDHAND BY RICHARD PETT

can see the unmistakable traces of sad- –4 penalty on all Charisma-based skill hat. A sizeable crowd gathers and gawks
ness and despair. Prince Zeech has ruled checks during the gala. Worse, whenever as the PCs board.
Alhaster through two decades of oppres- Authority Points are awarded, such slov- The carriage interior is incredibly
sion and debauchery, and to most of the enly PCs have a 50% chance of failing to sumptuous. The leather seats are padded
city’s citizens, this festival is little more earn any points at all. with down and gold lanterns burn pleas-
than a celebration of two more to come. It’s impossible to overdress for the event. antly-scented oil. A tray contains sev-
Before this event occurs, the PCs If you have players who wish to go all out eral crystal decanters of wine and silver
should take the time to ensure they’ll be on their character’s appearance, consult salvers of sweet-meats (these items are
dressed appropriately. Wearing blood- issue #340 of Dragon for numerous addi- worth a total of 350 gp if anyone should
stained armor to the event is a sure way tional ways the PCs can accessorize their like to pocket them). The driver never
to guarentee that no one will take them gear and impress the prince. speaks, and once the PCs are aboard takes
seriously. A DC 20 Gather Information Assuming the PCs have secured invita- them directly to Zeech’s Palace.
check is good enough to learn what is tions to Zeech’s Banquet (and that they’ve
and isn’t expected. Armor isn’t forbid- opened and read them), they know that a The Palace
den at Zeech’s Gala, although it should few hours before sunset, an official ban- A brief description of Zeech’s Palace
be in good repair, clean, and not terri- quet carriage will arrive at their regis- appears on page 89 of this issue. As the
bly out of style. Weapons are frowned tered lodgings to bring them to Zeech’s gala unfolds, the guests are led from
upon—anyone who wears an obvious Palace (area 33). When it arrives, the one room of the palace to another—the
weapon to the gala is told that “Prince carriage is almost shocking in its deca- events detailed below provide more
Zeech has no gladiatorial fights sched- dence—a gold-plated vehicle of incred- detailed descriptions of these areas.
uled for today. Leave your weapons at ible size and garish ornateness waits for Although the goal of this portion of
home.” Accessories and dress should be, the PCs to board. A group of four trolls the adventure is not combat or looting,
at the minimum, on par with a courtier’s serve as “horses” for this ostentatious the PCs should take note that Zeech’s pal-
outfit (30 gp) with at least 50 gp in jew- monstrosity, each dressed in ill-fitting ace is far from easy pickings for thieves.
elry or other accessories. Such dress is suits designed to call out their hideous Details on Zeech’s guards (including
enough to allow a PC to function with- countenances all the more. The carriage the four erinyes devils that serve him as
out penalty during the gala; characters itself is driven by a lanky, wide-mouthed bodyguards) appear in the description of
who resist dressing to impress suffer a man with black robes and a tall black top his palace in the backdrop in this issue.

66 DUNGEON FEBRUARY 2006


PCs found wandering alone in the palace of decadence and heavy spending has cates that Zeech does the same, but at
are discreetly but firmly directed back to le� him with the countenance of a man the first opportunity he sends a secret
the celebrations by palace guards, and much younger. He wears his hair loose message to the cooks in his kitchens
should this occur more than twice that and just off his shoulders, and dresses at and has that character’s portion of food
PC and any associates are ejected back the cutting edge of the current style. during the feast laced with a special
onto the street. Personality: Zeech is in a somber mood poison he developed over the years—a
during much of the festival, despite the toxin distilled from sea urchins. Zeech
Hosts and Guests furious attempts of the nobles and his ser- calls the stuff Redhand Ikrus. The stuff
Apart from the PCs, Zeech has invited vants to cheer him up. His great task (the is tasteless and impossible to detect
13 other important guests to this gala. construction of the ziggurat and tower) is without magic. Since the effects of this
These guests are detailed in this sec- not yet complete, and his past is troubling poison are delayed, you shouldn’t ask
tion. Note that in addition to these 13 his dreams. He remains fairly quiet during for Fortitude saves as the character
notables are many bodyguards, personal the gala, remaining observant and allow- eats—simply note how many courses
servants, heralds, and other hired help. ing his fool the Ominous Fabler to do the PC takes part in during the feast. Six
These servants generally go unnoticed, most of the talking on his behalf, listen- hours a�er the feast, the character must
but the mass of them certainly can’t be ing closely to whispered words from his make that many DC 18 Fortitude saves
ignored and they help to lend weight and master and announcing them in his own as his body suddenly seizes up in pain-
importance as they cheer (as appropriate) unique manner. Anyone in close conversa- ful spasms and begins to rot. Each failed
at the events of the day. tion with Zeech can make a Sense Motive save results in 1d6 points of Constitu-
The PCs can interact with these guests check opposed by his Bluff check. Success tion drain. Creatures slain by Redhand
in any way they wish; each is presented allows the character to note a terrible sad- Ikrus quickly melt away into noxious
with a description of their appearance, ness hidden under his facade. Discussing green stains, bones and all.
personality, and goals, so you can deter- the Prince’s hidden sadness at any point in Initial Attitude: Unfriendly. Hostile:
mine how they react to the PCs. Befriend- Zeech’s earshot immediately offends him Zeech ejects the characters from the
ing these important guests can result in (see below). gala, and sends four Blessed Angels to
Authority Point awards or other benefits, Goals: Zeech’s initial goal is two-fold— assassinate them later in the evening.
but note that some of Zeech’s guests are he wants to find out which of his guests Friendly: Zeech asks that character to sit
not allies to the PCs’ cause, and it’s possi- support the construction of his project, at his end of the table during the feast.
ble for the characters to give up too much and he wants to reinforce his image as Helpful: Zeech is so impressed with the
information about what they know of the being the most powerful and most “cul- characters that he not only invites them
Age of Worms if they’re not careful. tured” citizen of Alhaster. If every one of to sit at his end of the table during the
Each guest is listed with his or her race, his guests leaves an ally and a stronger feast, but also points out their qualities
class and level, alignment, and any skill supporter than when they arrived, he’ll as things the other guests should strive
check modifiers that may be important count the gala a success. On the morning for. This nets the party an award of 1
during the adventure; all other statistics of the festival, he learns that the PCs have Authority Point, but jealousy creates a –2
are omitted since combat is not the goal of secured invitations and hurriedly con- penalty on all other Diplomacy checks
this section of the adventure. Full statistics sults his advisors about them, learning of made against the other guests for the
for some of the guests appear elsewhere their involvement with the Champion’s remainder of the evening.
in this adventure or in other installments Games in the Free City and their ties to
of the Age of Worms adventure path; in Diamond Lake, but little more. He is an The Ominous Fabler, Zeech’s
these cases, sources for the full statis- excellent judge of character, and upon Fool
tics are given. At the end of each guest’s meeting the PCs realizes that they are CN male spriggan rogue 12/bard 2
description that person’s initial attitude destined for great things. As the gala goes (“Kings of the Ri�,” Dungeon #133)
toward the PCs is listed, along with the on, he pays particular attention to them, Skills: Bluff +20, Diplomacy +10,
conequences of successfully changing this hoping to learn everything he can about Intimidate +17, Perform (comedy) +15,
attitude to something different. them before the night is up. Perform (oratory) +12, Perform (wind
Offending the Prince: At various instruments) +5, Sense Motive +15
Prince Zeech points during the party, it’s possible Appearance: The Ominous Fabler
LE male human fallen paladin 8/ to personally offend Prince Zeech. If looks like a sinister little man who
blackguard 8 (“Dawn of A New Age,” this occurs, the offending PC must stands only two-and-a-half feet high. He
Dungeon #135) immediately make a Diplomacy check constantly clutches a mummified raven
Skills: Bluff +17, Diplomacy +28, Intim- opposed by Zeech’s Diplomacy check. to his chest and always looks nervous.
idate +15, Sense Motive +22 Success indicates that Zeech takes the He’s dressed in crimson leather armor
Appearance: Prince Zeech is a hand- offense as a good-natured ribbing and and wears a strange, three pointed but
some man in his early forties, but a life dismisses it with a laugh. Failure indi- floppy hat wrapped in black and white

FEBRUARY 2006 DUNGEON 67


THE PRINCE OF REDHAND BY RICHARD PETT

The Fabler’s History ribbons and studded with gems. Initial Attitude: Indifferent. Hostile:
Nearly a year ago, a stone-giant chief- Personality: The Ominous Fabler The servant complains to Zeech, who
tain named Thane Kolvant Granite- follows the Prince everywhere he goes, becomes offended. Helpful: The servant
bones had a terrifying dream—he using his considerable talents at insults takes a liking to the PC, and quietly
saw a blackened monolith rising from and sarcasm to mock and belittle the warns him if he offends the prince.
the ground and spitting poison into guests as much as he can. Zeech feigns
the air that caused the dead to rise shock at these comments and swipes at B’kruss
from their graves and the land to be the fool with anything handy, but a DC LE male hobgoblin fighter 14
consumed by worms.
20 Sense Motive check is enough to get Skills: Bluff +1, Diplomacy +1, Intimi-
Thane Kolvant consulted his adviser
the idea that the twisted little man is say- date +1, Sense Motive –1
and fool, a spriggan known as The
Ominous Fabler, who advised his ing what Zeech wants him to say. Appearance: B’kruss is a tall, well-
master to seek the meaning of the Goals: The Ominous Fabler has a secret groomed hobgoblin with a raven perched
dream by consulting an oracle named goal in Alhaster; he’s in town investigat- on one shoulder.
Gryzz. She gave Thane Kolvant a dire ing the nature of the Age of Worms at the Personality: The PCs likely met B’kruss
prophecy that predicted the ruin of request of his true patron, a giant king earlier, and know his facade of politeness
his tribe, and the thane reacted with named Granitebones. and compliments is just that. In fact, the
panic. As he took plans to gather the Initial Attitude: Indifferent. Help- hobgoblin is a petty thug who’ll do any-
giants of the Ri� Canyon together to ful: The Ominous Fabler takes note of thing to achieve his goals.
defend themselves from this coming the PCs—when they meet him again in Goals: B’kruss wants to impress Zeech
doom, he sent the Ominous Fabler
“Kings of the Ri�,” he may provide them at the party and hopefully land some sort
out into the world to seek out the true
some aid. of commission as a bodyguard or assas-
meaning of the prophecies.
The Ominious Fabler, being quite sin. His attempts to curry Zeech’s favor
intelligent and knowledgeable, quickly The Help backfire at some point during the party
determined that the city of Alhaster LN human commoners 1–3 and he offends the Prince, who has him
would play a prominent role in the dark Skills: None noteworthy. poisoned during the feast.
age to come. He came to Redhand to Appearance: These overworked men Initial Attitude: Variable—if he humbled
investigate, and found Alhaster. and women consist almost entirely of the PCs earlier in event 5, his initial attitude
Seeking employment within the pal- freaks Zeech recently hired away from is indifferent (he views the PCs as foolish
ace, the spriggan was unlucky enough Montague Marat. Characters who visited mercenaries barely deserving of his atten-
to be caught stealing in the kitchens. the Emporium in Diamond Lake may tion). If the PCs humbled him, his initial
In the ensuing chase, the guards cor-
recognize some of them—fat ladies, pin- attitude is hostile, and if he’s not made at
nered him on the Vertiginous Terrace
heads, men without legs, women without least indifferent before event 11, he chal-
as Prince Zeech was within. Just as he
was about to be dispatched, the sprig- eyes, and all manner of deformity is on lenges one of the PCs to a duel before
gan begged the prince to give him one display. Zeech fired his regular servants, Zeech at some point before the feast in an
chance to impress him before he was retaining only his cooks and guards while attempt to gain Zeech’s favor by defeating
cast onto the rocks below. Zeech was replacing the rest with these folk, with one of them. A DC 15 Knowledge (nobil-
bored and granted the strange little whom he has a strange obsession. During ity and royalty) check is enough for the PC
man his request, and the Fabler told the course of the celebration the heroes to realize that he can refuse the challenge
an especially brutal tale about a band should be served wine by Afus, the Man honorably since it’s somewhat unseemly
of hateful ravens that collected human with No Head (whose face in his chest), to fight at a party. If the PC accepts the
eyes to create a magic guardian called attended by Madam Hog, the Pig Woman challenge, Prince Zeech brings his guests
a Watching Tree. Of course, Prince
(whose face is more akin to a sow than a to one of the gardens he uses for dueling.
Zeech found the tale quite amusing
human), and led to their chairs by Ekestra, The rules of the duel are up to the PC (as
and immediately promoted the Omi-
nous Fabler to the worst position imag- the Half-Man (who walks on his hands as the challenged) to decide. If the PC fails
inable in the kingdom—Entertainer to he has no lower body). to win the duel, he offends the prince. No
the Prince (previous occupants of this Personality: These men and women matter how this duel turns out, B’kruss
position have been variously boiled, may be overworked, but this is the first automatically offends the prince—his poi-
eaten, and burned alive a�er some time in their lives they’ve been paid a fair soning is assured the instant he makes his
happenstance remark or ill-chosen wage and have been given any privacy; challenge.
phrase before the insane prince.) each has been given their own room in
Of course, this is all according to the palace. They have become quite loyal Hemriss
plan for the Fabler, who now uses his to Zeech as a result, and have nothing ill LE female half-fiend human rogue
position in the palace to gather what
to speak of him. 8/assassin 10 (“Dawn of a New Age,”
information he can about the coming
Goals: Stay on Zeech’s good side. Dungeon #135)
Age of Worms.

68 DUNGEON FEBRUARY 2006


Hemriss fascination Helpful: Hemriss quietly entrusts one of the
w i t h other PCs with her suspicion that Miszen
deformity— has some sinister motives at the party, and
always at the asks the PCs to help try to determine what
back of his mind her true goals are.
is the hope that if
he can understand Hoff
what causes these NE male dwarf fighter 11
conditions, he can offer Skills: Bluff –1, Diplomacy –1, Intimidate
his daughter a cure for +14, Sense Motive +0; Strength check +5
her misshapen form. Appearance: Hoff is an almost impos-
Hemriss is quiet and sibly fat dwarf with a rosy red nose and
unassuming during piggy eyes dressed in browns and reds.
the party, and is Personality: Hoff is foul-mannered
never far from her and slightly insane, but he’s on his best
father’s side. behavior during this party, and lets slip
only a few minor profanities here and
there. He’s o�en found near the food, as
he eats and drinks prodigiously.
Goals: Hoff’s goals at the party are
simple. He’s here to get free food, free
alcohol, and maybe to have a little fun
on the side.
Initial Attitude: Unfriendly. Friendly:
Hoff challenges the strongest-looking PC
Skills: to arm wrestle. Resolve this bout as “best
Bluff +25, Dis- two out of three” opposed Strength checks.
guise +25, Diplomacy If beaten, Hoff becomes unfriendly, but if
+29, Sense Motive +24 he wins, he immediately becomes help-
Appearance: Hemriss is a strange com- ful. Helpful: Hoff invites the PC to join his
bination of the beautiful and the gro- mercenary band. The repercussions of this
tesque. She’s a half-fiend human— choice are beyond the scope of this adven-
her mother was an erinyes devil, ture, but needless to say, a good character
and rumor holds that her father is who works for Hoff can expect to be put
Prince Zeech. She certainly shares in a situation where his morality is tested
Zeech’s piercing blue eyes. Her beauty sooner than later.
is marred by two unfortunate physical If Hoff is made helpful, award the PCs
deformities. First, her face is misaligned; one Authority Point.
the right half of her face is about a half
inch above the le�, giving her nose an ugly Lord Malaven Kilraven
twist and her mouth a perpetual upturned LN male human aristocrat 5/fighter 8
Kilraven
sneer. Second, her back is hunched with Skills: Bluff +11, Diplomacy +13, Intim-
malformed wings; broken feathers pro- Goals: Hemriss’ purpose at the party is idate +18, Sense Motive +7
trude here and here from these mock- simple—she’s there to watch and observe Appearance: Lord Kilraven is an iron-
eries, and she tries to cover them with a for her father, to determine if any of haired, weather-beaten man with a hook
fine cloak but isn’t always successful. Her his guests have ulterior motives and to instead of a right hand. He carries him-
expression is one of bitter cruelty. defend him if the need arises. self with pride and speaks with a strong,
Personality: Hemriss is the vile leader Initial Attitude: Unfriendly. Any Diplo- clear voice.
of a traveling band of warrior-gypsies macy check to curry Hemriss’ favor that Personality: Kilraven is the trusty cap-
who wander Redhand enforcing the incorporates compliments on her appear- tain of the West Border Watch, an hon-
secret will of Prince Zeech. It’s suspected ance (well-meaning or otherwise) suffers a orable man who has served under three
that the deformed woman is Zeech’s –10 penalty on the check. Hostile: Hemriss generations of leaders within Redhand.
daughter, but neither has ever publicly indicates to her father that the PCs may Although his loyalty is to the kingdom
confirmed the relation. Certainly, her be trouble, and he immediately makes the he is dutiful and would never seek to be
appearance lies at the root of Zeech’s secret order to have their food poisoned. called a traitor. He follows the prince’s

FEBRUARY 2006 DUNGEON 69


THE PRINCE OF REDHAND BY RICHARD PETT
Montague Marat
orders as he must. He assumes the PCs speak to the mysterious woman at the start
are mercenaries Zeech took a liking to of the next adventure.
for some heinous trait, and this assump- Initial Attitude: Helpful.
tion colors his initial appraisal of them
in a poor light. Mahuudril
Goals: Kilraven attended the gala only CE female avolakia sorcerer 14 (“Into
because he interpreted the invitation as a the Wormcrawl Fissure,” Dungeon
direct order from his prince. During the #134)
festival, he plays the role of a bemused Skills: Bluff +36, Diplomacy +42,
noble to perfection. Intimidate +38, Sense Motive +18
Initial Attitude: Unfriendly. Friendly: Appearance: To the people of
Kilraven realizes that the PCs aren’t Alhaster, Merchantmaster Mahuu-
Zeech’s agents, and takes note of their dril is an exotic and mysterious
actions and words. Helpful: Kilraven human woman in her late fif-
seeks to befriend the PCs, and given ties with a thin face that has
some privacy, admits to them that aged well. She wears her shock-
he hopes to live to see Alhaster freed ing red hair in braids woven around an
from Zeech’s rule. He believes that the elaborate headdress. Her clothes are rich
majority of its citizens are honest folk, and royal, and she wears too much jew-
and given the chance, would throw off elry. Her expression is mischievous and
Zeech’s rule. He doesn’t quite ask the sneaky, a young grandmother who’s plot-
PCs to aid in staging a coup, as he feels ting the best way to sneak some candy to
that the time is not yet right, but he will a grandchild. In truth, Mahuudril is one
ask them to stay in contact with him as of the wormlike avolakia—she uses her
things advance. polymorph spell-like ability to maintain Champion’s Games, and while she marks
If Kilraven is made helpful, award the her human appearance. If the PCs dis- them as dangerous foes, she does not take
PCs one Authority Point. cern her true form (with true seeing, for any actions against them at this time.
example) and raise an alarm, she tele- Initial Attitude: Hostile. Mahuudril
Lashonna ports to safety. Forcing her to flee puts a cannot be swayed from her opinions of
LE very old vampiric silver dragon brief kink in the party, but Zeech is quick the PCs by diplomacy, but she doesn’t let
(“Dawn of A New Age,” Dungeon #135) to do what he can to smooth things over. her hatred show to them. In fact, if she
Skills: Bluff +17, Diplomacy +28, Intim- If the PCs expose Mahuudril’s true form, gets the idea that the PCs have taken any
idate +15, Sense Motive +22 the resulting chaos brings the party to real notice of her at all, she feigns illness
Appearance: Lashonna’s public figure an abrupt end. In either case, the PCs and leaves the party as soon as she can do
is that of an incredibly beautiful elven offend the prince. In the event that the so gracefully and without drawing too
woman with long silver hair. She is never party ends before the PCs have a chance much attention.
seen in public wearing the same outfit to contact Lashonna, she contacts them
more than once, and her voice is almost herself on the pretense that she wishes to Professor Montague Marat
supernaturally charming and soothing speak to them about the events that led N male human aristocrat 9
to listen to. to the party’s abrupt end. Skills: Bluff +14, Diplomacy +18, Intim-
Personality: Lashonna’s silken tongue Personality: Mahuudril is an enigma— idate +4, Sense Motive +14.
and grace are known throughout Alhaster. not many people in town know much Appearance: This wide-faced human
She is surprisingly easy to get along with, about her, and that’s the way she likes it. man is in his late fi�ies. He has rosy cheeks
yet notoriously difficult to learn any- Her quick wit and sense of humor make and a pair of wire spectacles, and is dressed
thing about. So�-spoken and mirthful, her easy to like or hate. in a clashing riot of flamboyant clothing
her disapproving glance alone has been Goals: Mahuudril’s goal at the party is to and a strange pointed hat. His expression
enough in the past to send those she has size up what the other movers and shak- is one of vivacious energy and glee.
become offended by to commit suicide. ers of Alhaster have been up to. When she Personality: Montague Marat is the
Goals: Lashonna’s goals at the party realizes that the PCs are at the party, she former “associate” of Zalamandra (host-
are simply to be seen; she arrives late and becomes interested in them but doesn’t ess of the Emporium in Diamond Lake),
leaves early, leaving everyone else at the want to appear so interested that they although he abandoned his position some
party grateful and proud that they were at become curious about her in turn. She’s years ago to seek his fortune elsewhere.
the same gathering as she. The one thing heard rumors of the heroes who have He came to Alhaster and found the place
that she does not expect at the party are the caused the Ebon Triad so much trouble and quite matched his temperament. When
PCs, and they’ll have a rare opportunity to who stopped Loris Raknian’s plans for the he heard of Ilthane’s attack on Diamond

70 DUNGEON FEBRUARY 2006


Lake, he sent a boat to invite his one- Miszen remains rather cute in appear- careful to keep business separate from
time employees to join him in Alhaster. ance. She’s got light brown hair, wears an pleasure, and certainly won’t reveal her
In fact, he knew of Prince Zeech’s curi- amulet made of snake scales and teeth, secret unless she believes her lover would
ous fascination with freaks, and when his and dresses in a black cloak and fine be an ally to her cause.
“friends” arrived he hired them away to noble’s clothes in dark shades of blue
the Prince for a healthy profit. and green. Mariss Quemp
Goals: Montague’s primary concern is Personality: Miszen’s a quiet, observant CN male half-orc barbarian 4/fighter 8
to enhance his presence as one of the woman who has an uncanny knack to melt Skills: Bluff +1, Diplomacy +1, Intimi-
newest aristocrats of Alhaster. He does into the crowd. A well-respected merchant date +13, Sense Motive +0
his best to befriend everyone at the party,
in the region, rumors of her powerful Appearance: Mariss is a half-orc,
and if the PCs are accepted warmly by spellcasting capabilities abound. Zeech although as half-orcs go, he’s actually
others, he’s there to ride their coattails.
invited her to the party in an attempt to rather handsome, with his orc heritage
Initial Attitude: Friendly (unless the curry her favor so he can perhaps secure almost unnoticable. Well-groomed and
PCs have already established a different the expensive imported goods he enjoys always dressed in the finest clothing, his
relationship with the Professor). Help- at a less expensive price. towering frame still seems as if it would be
ful: Montague feels a kinship for fellow Goals: Miszen is in fact a spy from more at home in a battle than at a party.
survivors of Diamond Lake, and offers to Dorakaa in the Empire of Iuz. Her goals Personality: Mariss is a reformed bar-
put them up at his expense at the Delux- in the Bandit Kingdoms are to keep an barian. He retains the loud, infectious
ury for a few weeks until they get their eye on politics and to advise her leader laugh of his youth and an equally loud
footing in Alhaster. accordingly, should he ever wish to move voice, but he’s abandoned his rough and
against one of the provinces. Her role foul manner for the cultured way of the
Miszen Mitchwillow as a merchant is completely fabricated, aristocrat. He’s quite popular with the
NE female halfling sorcerer 15 a testament to several months of lay- other nobles, who can’t get enough of his
Skills: Bluff +24, Diplomacy +8, Intimi- ing groundwork for her false identity violent stories and ribald jokes.
date +8, Sense Motive +1 and her skill at lies. Anyone in a long Goals: Mariss has grown tired of his
Appearance: Although slightly over- conversation with her about her busi- current two wives, and hopes to find
weight and a little nervous looking, ness or history may Sense Motive against someone new to bring home to Quemp
her Bluff check; success indicates that Manor at this party.
the character realizes Miszen is hiding Initial Attitude: Indifferent. Friendly:
something. At the same time, if she Mariss may become smitten with a
can make a Sense Motive opposed female PC, and promises her wealth
by the character’s Bluff check, and eternal happiness if she consents to
she may be able to learn that become his bride. If the character agrees,
the character is on to her. he demands that the ceremony take
She hasn’t come this far to place the very next day at the cathedral
risk her cover, so if she of Hextor. That Mariss already has two
gets the idea that her wives doesn’t matter to him, although he
cover is in jeopardy, doesn’t bother to mention this fact until
she politely excuses he and his new bride are married.
herself and teleports If Mariss is made helpful, award the
to safety once she’s PCs one Authority Point.
unobserved.
Miszen has Shag Solomon
no further role to play N male quaggoth aristocrat 6
in the Age of Worms, Skills: Bluff +7, Diplomacy +11, Intimi-
so you can develop her date +3, Sense Motive +7.
specific role in your cam- Appearance: Shag Solomon is a true
paign as you see fit. curiosity. Known as a cultured “wild
Initial Attitude: Indif- man” from the northern pine forests, he
ferent. Helpful: is actually a mild-mannered quaggoth,
Miszen may be a humanoid creature whose kind are
smitten with a normally known for their bestial fury.
male halfling Solomon’s vicious teeth and jagged claws
in the party, contrast with his gentleman’s garb and
Mariss Quemp although she’s cultured demeanor.

FEBRUARY 2006 DUNGEON 71


THE PRINCE OF REDHAND BY RICHARD PETT

Initial Attitude: V’juss


Indifferent. Help- CE male hobgoblin sorcerer 10
ful: Shag Solo- Skills: Bluff +16, Diplomacy +5, Intimi-
mon recognizes date +5, Sense Motive +0
one of the PCs Appearance: A tall, lanky hobgoblin,
from their Dia- V’juss wears long, flowing robes and a bit
mond Lake days, too much perfume for a male hobgoblin.
and promises him Personality: V’juss is quiet and obser-
wealth and fame vant, and has little to say during the gala.
if he helps Shag to Goals: As B’kruss’ cohort, V’juss had
become accepted in little to say when he was told he was
Alhaster’s aristoc- going to this event. He has a feeling that
racy. B’kruss may bite off more than he can
chew, and is ready to cut him loose at the
Toris right time so he can assume command of
NG male gnome the Knights of Redhand.
aristocrat 11 Initial Attitude: Indifferent. When
Skills: Bluff +3, around B’kruss, V’juss takes pains to
Diplomacy +17, support his boss’ opinions, but has none
Intimidate +3, regarding the PCs himself.
Sense Motive +0
A p p e a r - Captain Vulras
ance: Toris is an CG human male ranger 9/rogue 7
extraordinarily long- Skills: Bluff +15, Intimidate +18, Sense
nosed gnome with a Motive +9.
magnificent handlebar Appearance: Vulras is a dark-skinned
moustache. man with a small neat goatee. He is dressed
Shag Solomon Personality: Of the guests at in flamboyant and very expensive robes.
the party, Toris is the most naive. He’s Personality: Vulras commands a band
Personality: Shag Solomon, normally also the only noble from an outlying of rangers to the north who are coldly
calm and collected, has found the move province in the Bandit Kingdoms who efficient and sometimes brutal in their
to Alhaster doesn’t fit him. He had accepted Zeech’s invitation. work against the Reyhu orcs who plague
thought his old friend Montague had Goals: Toris is unsatisfied and the northern reaches of Redhand. Yet
found him a legitimate place in Alhast- depressed by the greed, cruelty, and for all their brutality, Vulras has man-
er’s society, but when he tried to hire hate that festers in his own province, aged to retain a strong core of kindness
him away to Zeech, Shag refused. Zeech, and hopes that Alhaster might harbor a to his fellows.
happy with his acquisition of more society more suited to his tastes. As the Goals: Vulras doesn’t approve of
than a dozen other freaks, allowed the gala goes on, he realizes more and more Zeech’s rule, and secretly hopes to aid
refusal to stand, and since then Shag’s that Alhaster is much worse than home; in overthrowing him at some point. His
spent his time at the Deluxury, sulk- the sight of his blanching face and gap- goal at this party is to appraise the palace
ing and dri�ing in an opium haze. In ing mouth at some of the more deca- and city defenses and to look for weak-
an attempt to rekindle his friendship, dent events during the festival is cause nesses in Zeech’s character that he might
Montague secured an invitation for for much mirth among the other guests, be able to exploit in the future.
Shag to the party. Zeech in particular. Initial Attitude: Indifferent. Helpful:
Goals: Shag initially didn’t want to Initial Attitude: Friendly. Helpful: Toris Vulras confides in the PCs his dissatis-
go to the party, but once he arrives becomes exceedingly friendly with the faction with Zeech, and hints that if the
he finds the attention the others give PCs and follows them everywhere, even PCs ever made a move against him, they’d
him to be quite refreshing and quickly a�er the gala is over, hoping to learn more find support in Vulras and his rangers.
settles back into the role of the story- about them. If there is a female gnome in If Vulras is made helpful, award the
teller and gentlemanly braggart. His the party, Toris tries to win her love with PCs an Authority Point
hidden desire is to replace Montague expensive gi�s (up to a total value of 5,000
in Alhaster’s aristocracy, and given the gp in all) and promises of eternal happi- Events in the Palace
chance he consults with other aristo- ness if she’ll only marry him. Zeech’s gala is scheduled to last for
crats to determine how best this can If Toris is made helpful, award the PCs twelve long hours of feasting, gaming,
be done. one Authority Point. and entertainment. The gala itself is

72 DUNGEON FEBRUARY 2006


presented as several events, each with its ventriloquist’s dummy, he chirps out in a street at night. A wooden moon wa�s over
own opportunities for the PCs to learn a raspy voice: “You may now present your the scene, and suddenly a host of ani-
little bit about their host or work on their gi�s to honor the prince!” and then steps mated skeletons dressed as clowns march
reputations with the nobles of the city. back, giggling quietly as the other guests on stage.
The majority of the adventure’s Author- reach into folds in cloaks and pockets.
ity Point awards can be earned during The play is performed in silence, apart
these events, as the manner in which the Nothing in the invitation indicated from guests applauding as the skeletal
PCs present themselves to the nobles and that the guests were expected to bring clowns perform particularly ridiculous
Zeech himself have the greatest impact gi�s for Zeech, and unless the PCs real- stunts, such as drinking wine, since the
on the city. If the nobles approve of the ized this before the party and secured entire cast is composed of actors whose
PCs, the citizens certainly will as well (at gi�s, they’ll either need to scrounge a gi� previous performances annoyed Zeech.
least, in public they will). from their possessions or do some fast- Each met with an accident, and was sub-
As you run these events, be sure to give talking. Any gi� worth less than 2,000 gp sequently animated as a skeleton by the
the PCs plenty of time to interact with runs a chance of offending the prince, as Ominous Fabler using a wand of animate
the other guests beyond what may occur does giving no gi� at all (unless the PC dead and his Use Magic Device skill. The
during the events themselves. can successfully Bluff Zeech that his gi� entire play is a curious affair, and it soon
is “on the way” and will arrive the next becomes obvious that the whole plot
Event 7. The day). An unwrapped gi� worth at least recounts how each of the skeletons is act-
Celebration Begins 2,000 gp is fine, as long as the PC pres- ing out its own death, always by suspicious
Beyond the gates of Zeech’s Palace is a ents it with a DC 20 Diplomacy check circumstances that aren’t quite accidents.
steep rising path, flanked by polished (otherwise he runs a chance of offending During the play (which lasts for an
skeletons in gibbets. The path winds up the prince). The gi�s from other attend- hour), servants flutter about with wine
the rocky promontory upon which the ees include jewelry, bottles of rare wine, and trays of lightly roasted almond bis-
palace and its grounds are constructed. exotic caged animals, and in the case of cuits of exquisite taste. At the play’s end,
When the PCs’ carriage reaches the top, Mahuudril, a fiendish horse outfitted the curious actors bow and everyone
they are asked to decoach and are then led with horseshoes of a zephyr. applauds. The Ominous Fabler appears,
to the Vertiginous Terrace—a lawn that Notable in her absence is Lashonna. now dressed as a scarecrow on stilts and
overlooks a 200-foot-drop into the Nyr Before the party begins in earnest, Zeech with a hare’s skull where his head should
Dyv. Other guests have already arrived, announces that he’s heard from Lashonna, be. He leads guests across the grounds
and they mill about in small groups, talk- and regrets to inform the partygoers that to the next event, singing a song about
ing quietly. Several of the guests carry business will be keeping her from the boiling sparrows as he goes.
wrapped gi�s for Zeech, and if the PCs day’s events, but that she plans on arriv-
think to ask, they might be able to race ing in time for the feast this evening. Event 9. The Handsome
out and find a gi� for the prince if they Authority Point Award: +1 if at least Slaughter of Curious
didn’t realize this was expected. one PC gi�s Zeech something of little Avians
About 20 minutes later, Zeech arrives material value but gets away with it. –1 if Eventually the guests arrive at the Bal-
amid great fanfare with his fool, the Omi- at least one PC lavishes gi�s worth over cony of Expectorance, a wide deck jutting
nous Fabler. Flanked by his deformed 10,000 gp on him. from the cliffside about twenty feet down
servants, Zeech stands quietly while his from the palace. The Balcony is sheltered
fool steps forth, clutching his mummi- Event 8. The from the wind and the view of the Red-
fied raven, and blows on a strange horn Harlequinade hand coastline is even more magnificent
to attract everyone’s attention (a need- Mortificatio than that from the Vertiginous Terrace.
less move, since by this point everyone’s The first true event of the day takes
attention is already focused on the place immediately a�er the gi� giving. The fool trundles up onto the balcony rail-
prince). The Ominous Fabler clears his Servants appear with padded chairs for ing, somehow managing to balance there
throat, and then speaks in a surprisingly each guest and beg them to be seated. on stilts as he addresses the guests. “And
strong and deep voice. now, welcome to the Balcony of Expec-
The fool appears again and blows his torance, my friends, and the Handsome
“My lords, ladies, and other honored guests! strange horn. “My masters! We beg you Slaughter of Curious Avians!” Two deformed
Prince Zeech bids you welcome, and I trust to enjoy our little tale—‘tis a small thing I servants march out, carrying between
you will enjoy the hospitality of his humble penned myself, a tale of menace, revenge, them a large rack of repeating crossbows.
home!” The strange little man looks around, lust and death which I have called ‘The Har- Another group of guests wheel out a num-
leers at some of the guests, then flaps his lequinade Mortificatio.’” The fool moves ber of cages filled with brightly colored
free arm and li�s the mummified raven up back, and as he does, the servants arrange red birds. “Please, select your weapon, and
on his shoulder. Using the dead bird as a a small stage with a backdrop of a town make ready to...” Prince Zeech cuts him off

FEBRUARY 2006 DUNGEON 73


THE PRINCE OF REDHAND BY RICHARD PETT

with a dismissive slap as he steps forward. now, we come to some lively sports and scrambled with fine meats, and even a
The fool teeters, but manages to catch his baiting, my friends! These rings are ensor- strange cocktail of egg mixed with rum.
balance and clambers down from the ledge celled with magic such that those who wear Cockatrices (2): hp 27 each; Monster
as the prince selects a magnificent-looking it can direct the actions and movements of Manual 37.
crossbow and says, “I’m feeling particularly one who has been… specially prepared, as Feral Cats (12): hp 2 each; Monster Man-
lucky today. If anyone can bring down more a receiver.” He hobbles over to the prince ual 270.
than me, I’ll give the lucky soul a thousand and hands one of the rings to him. “The Authority Point Award: +1 if the PC
gold coins.” prince would like to challenge one of you wins the battle.
to an honest fight, utilizing what lives at
All of the crossbows are masterwork, the other end of these rings as proxies. Are Event 11. Bowling the
with the exception of Zeech’s (which is a there any of you brave enough to meet the Devious Heads
+3 repeating light crossbow). Once everyone prince’s champion on the field of battle?” A�er the cockatrice fight, the Fabler
has selected their crossbow, the guests leads the guests back upstairs and out
take turns as the Fabler releases ten of None of the other guests immediately into a long, narrow garden on the north
the brightly colored corollaxes (bright rise to the occasion, giving the PCs the side of the palace. By this time, twilight
red exotic birds with the ability to gener- opportunity to challenge Zeech. If none has fallen, and the garden has been lit
ate color sprays) into the air. The corollaxes of the PCs wants to take up the challenge, by numerous differently-colored con-
immediately scatter and begin flashing Mariss Quemp eventually accepts the tinual flames cast inside skulls hanging
sprays of color as they wheel in the air. ring and promptly loses to Zeech. from delicate silver and golden chains.
Each guest has three rounds to shoot and Once a PC puts on the ring, he must Here, a curious game has been prepared.
bring down as many of the corollaxes as make a DC 15 Fortitude save to resist A mound of differently colored human
he can before the birds escape around being overwhelmed with the disorient- skulls has been arranged at one end of
the sides of the cliffs. Zeech goes first ing feeling of seeing, feeling, and hearing the garden, and the Fabler takes pains to
and manages to take down six; the other through the body of a cockatrice in one ensure the guests are arranged in a semi-
guests do their best (or in some cases, of the covered cages in the arena below. circle around this mound of skulls.
deliberately do worse than the Prince), The Fabler pulls a silk cord and releases
but none beat Zeech. The PCs are free to a dozen feral cats into the arena—the “And now, my beautiful friends, we come to
try to beat Zeech if they wish. cats immediately begin racing in circles, the final game of the evening. I present to
As the shoot progresses, servants pass fighting and yowling in anger. The Fabler my wondrous prince an unfortunate crimi-
roasted corollax glazed in honey and raises his voice over the rest of the crowd nal named Jack,” announces the Fabler, as
mulled spice wine amongst the guests. and announces “If you can create more he hands the prince a human skull that
Authority Point Award: +1 if the PCs ornaments than the prince, and if you has been painted black. “And to the rest
win but manage to mollify Zeech with a can survive his champion’s wrath, you’ll of you, I present these delicate treasures!”
DC 25 Diplomacy check. –1 if the PCs win win a most fabulous prize indeed!” The Fabler indicates the stack of differently
and gloat. With that, he pulls a second cord and colored skulls. “The prince shall throw Jack
the cages in the pit below open, allowing to the far end of the garden, and the rest
Event 10. Some Lively the two cockatrices within to escape into of you shall toss a chap of your own. The
Sports and Baiting the arena. The fighting pit is thirty feet thrower who comes the closest to Jack shall
A�er the slaughter of the curious avians, square, and the object is to control one’s be declared the winner!”
the fabler leads the party back into the cockatrice and petrify more cats than
house, through a maze of doors and halls, the other cockatrice. Once all of the cats Zeech makes his throw, and Jack lands
and eventually down into the extensive are petrified, the two cockatrices are to near the far end of the garden, about 50
basements. He does so by walking on his fight one another for the win. Allow the feet away from the party-goers. Each guest
hands the entire trip, finally leading the character who took the ring to control selects one of the colored skulls from the
group into one of Zeech’s underground his cockatrice; he attacks and defends pile and then makes a ranged attack roll
miniature arenas. The guests are directed using the monster’s statistics. If the PC to try to come as close to the skull as pos-
to sit on the curved benches surrounding failed his Fortitude save to resist being sible. Each guest takes a shot, along with
the sunken fighting pit (which contains overwhelmed, he suffers a –2 penalty on each of the PCs who wishes to play. Record
two four-foot-square bird cages swathed all attack rolls he makes with the cock- the results of their ranged attacks—the
in dark silks), while the Fabler explains atrice, and also suffers a –2 penalty to character who rolls the highest gets clos-
the nature of the event. Armor Class. est to Jack (possibly by knocking other
If the PC wins, his prize is a golden egg skulls out of the way). The distance and
The misshapen gnome retrieves a small of great size (valued at 1,000 gp). the skull’s awkward balance work together
oak box from a locked chest and opens During the fight, dishes of eggs are to impart a –14 penalty on the attack roll.
it, withdrawing a pair of silver rings. “And served—boiled ones of unusual size, eggs For sake of ease, you can simply roll 1d20

74 DUNGEON FEBRUARY 2006


and assume that the resulting number great quality. A large number of these fea- a character to know which utensils to
is the final result of each of the guests’ ture Zeech himself, although the enigmatic use and when to use them. A character
attack rolls, but you should make the PCs Lashonna, a silver-haired, pale, remarkably that has at least 5 ranks in Knowledge
roll for real. beautiful woman, dominates one promi- (nobility and royalty) automatically
The winner of this competition receives nently placed portrait near Zeech’s place at knows which ones to use. A character
a necklace with a small silver skull with the table. A vast stained glass dome depict- who doesn’t use his utensils properly
ruby eyes worth a total of 2,500 gp. ing what appear to be angels at play arches runs the risk of offending the prince.
During the sport, servants pass around gracefully above, its perimeter decorated by You can arrange the seating for the
gingerbread men without heads. The eve- a ring of severed heads mounted on iron feast as you see fit. The PCs may have
ning grows late as the game ends, and the spikes some twenty feet above the polished earned a place at Zeech’s side, or one
sun sinks behind the horizon marble floor. of the characters may end up having to
Authority Points: +1 if one of the PCs sit next to a guest that they particularly
wins the competition. A DC 20 Spot check is enough to dis- despise. One chair, the one directly oppo-
cern that the “angels” in the window site Zeech, remains curiously vacant—at
Event 12: Setting the are, in fact, erinyes devils, and their least until a few moments a�er everyone
Table “play” is anything but something one has seated. At this point, one of Zeech’s
A�er the bowling of the devious heads would normally associate with angels. servants announces the arrival of the
comes to a close, the peal of an unseen The mounted heads are no mere mortal final guest.
gong sounds the call for dinner—the decapitates—they have been animated
feast is ready! The Fabler leads the guests and given the power to speak. All twenty Event 13: Lashonna’s
back into the palace and thence to the heads cheer and encourage everything Arrival
Great Banqueting Hall. Zeech says in strange and sonorous As Lashonna enters the Great Banqueting
voices powered by magic. Hall, everyone rises from their seats. The
A massive, cylindrical chamber rises The Fabler bids the guests to be woman is dazzlingly beautiful, with ala-
through the heart of Zeech’s Palace. A tre- seated. Each setting bears a name on baster skin and long silver hair set back
mendous round table of polished mahog- a card and a dazzling array of cutlery, with a tiara of black diamonds. Everyone
any dominates the room, the walls of which including ten different spoons. A DC in the rooms feels her gaze settling upon
are decked with portraits and landscapes of 20 Diplomacy check is good enough for them. Lashonna greets Zeech with a nod

FEBRUARY 2006 DUNGEON 75


THE PRINCE OF REDHAND BY RICHARD PETT

but says nothing, and gracefully takes her Each guest is given a small covered Second Course: Four
seat at the opposite end of the table from silver goblet—the PCs may notice flick- and Twenty Blackbirds
the prince. ers of disgust and trepidation flashing For the second course, a single domes-
Lashonna takes part in idle conver- on the faces of other guests with DC ticated manticore enters. It carries an
sations during the feast, but is particu- 20 Sense Motive checks. When all have enormous pie on a silver dish of great
larly interested in the PCs. She has been been served, the Fabler stands and tells size strapped to its back. Pastry beaks
following their progress via reports the guests of a proud Alhaster tradition. of birds cover the pie, and as everyone
from her agents since she learned some One of the founders of Alhaster was a watches, the crust is opened and 24
time ago of their actions against the desperate pilgrim who washed up on the blackbirds emerge, flying around the
Ebon Triad during “The Three Faces of harbor shore. He had not eaten for many room in terror. These blackbirds are a
Evil,” but never risked tipping her hand weeks, and he fell upon the moors to die. programmed illusion, but the birds baked
using more direct methods like scrying. As he did he saw a worm emerge from into the pie are not. The blackbird pie
She knows that they represent her best the ground, and he realized the worm has a delicately sugared and almond
chance to destroy Dragotha, and also was a gi� from the gods that he should crust that tastes surprisingly good. As the
knows that they represent the greatest live—and so he devoured it. In Redhand pie is served, the servants bring in huge
threat to the Age of Worms. She tries to it has always been the tradition to start tureens of vegetables, along with plenti-
mask her interest in the PCs with her a feast with such a celabration of thanks. ful supplies of a locally produced spiced
Bluff skill, but a Sense Motive check The Fabler bids that the guests now do white wine called Redhand Resinwint.
reveals her interest in everything they the same. This wine is particularly potent, and any-
say or do at the feast. If Prince Zeech Inside the silver goblet writhes a fat, one who drinks from it must make a DC
notices the attention she’s giving the greasy worm, its glistening flesh a nasty 13 Fortitude save to avoid suffering a –2
PCs with his own Sense Motive check, shade of green. A DC 15 Knowledge penalty on all Wisdom-based skill checks
he becomes annoyed, but not enough to (nature) check identifies the worm as for the rest of the evening.
become offended and order the poison- a relatively harmless green scrubgrub. A�er the second course is complete,
ing of a later course. Characters who have had the chance to Zeech asks the Fabler for a song. The
If one of the PCs is bold enough to examine a Kyuss worm up close can tell spriggan bows and stands on his chair
ask Lashonna about Balakarde, the Ebon immediately that this grub, while simi- again (perhaps sneering at any PCs who
Triad, or anything else, she rolls her eyes lar in appearance, is not one of these outdid his story a�er the First Course)
in mock impatience, and then whispers vermin. The worm itself is surprisingly and proceeds to perform a catchy little
to that character, “I know of your need tasty, and brings no ill effect once con- tune on his pan pipes. And again, a�er
for knowledge, and I have much to give. sumed. Failure to eat the worm offends his performance, Zeech asks if anyone
We should wait until a�er this quaint the prince. else at the table has a song to share. Allow
little dinner is over to speak.” A�er the first course, Prince Zeech the PCs to make Perform checks if they
commands the Fabler to tell a tale. The wish to play or sing a song, opposed by
First Course: The Feast Fabler clears his throat, stands upon the result of the Fabler’s Perform (wind
of Worms his chair, and tells an amusing story instruments) check. No instruments
about a dryad whose tree is unknow- are available (and the Fabler certainly
Zeech stands and silence falls upon the ingly transplanted into a bitter noble’s won’t loan out his pan pipes), so if the
banquet hall. “My dear friends,“ he begins, garden, and of the delightfully ironic PCs didn’t bring their own instruments
and as he does, the decapitated heads fate she devises for the man. When the they’ll be limited to Perform (song) for
above echo the word “friends” in a ghoul- tale is done, the Fabler bows and takes their check.
ish tone. “I bid you enjoy this feast, eat and his seat, at which point the Prince opens Authority Point Award: Each PC who
drink your fill in my humble abode.” He the floor to any other guests who may beats the Fabler’s Perform (wind instru-
claps his hands once. An instant later the have a tale to tell. ments) check gains +1 Authority Points.
great doors to the kitchen swing open and None of the guests do, but if one of
a trio of manticores enter to the ghoul- the PCs wishes to tell a story they can. Third Course:
ish hoorahs of the heads. Yet these are no Encourage the player to tell the entire Tojbasarrirge
wild monsters—the fire is gone from their story to the group, and at the end of his The Fabler announces the third
eyes, and their wings have been cruelly story, he should make a Perform (oratory) course as a concoction of the prince’s
severed. Even the once ferocious barbs check, opposed by the Fabler’s earlier own—delectable tojbasarrirge for all!
of their long tails have been surgically Perform (oratory) check. Tojbasarrirge is a curious dish involving
removed. Each manticore carries great Authority Point Award: Each PC who an entire tojanida, stuffed with numerous
platters on its back, and a host of distorted beats the Fabler’s Perform (oratory) check gritty basilisk steaks, which are in turn
servants trail behind them, eager to begin gains +1 Authority Points. stuffed with tangy arrowhawk breasts,
serving food. which are finally in turn stuffed with

76 DUNGEON FEBRUARY 2006


an entire boned stirge with three olives made from blackberries and exotic spices. hard enough that the head snaps off and
impaled on its proboscis. C’rosch is even more alcoholic than Red- rolls across the table to land in someone’s
The tojbasarrirge is brought out on a hand Resinwint, and characters who par- lap. If one of the PCs has managed to
huge platter slung between two manti- take and fail a DC 16 Fortitude save suffer particularly annoy Zeech, the head should
cores, upon which rests a great tojanida 1d10 points of Wisdom damage, but gain end up in his lap—otherwise it should
shell, halved and filled with a descend- a +4 alchemical bonus on Charisma-based land on a randomly-determined PC. The
ing mass of meat. The prince himself skill checks for 1 hour. irony causes a few stifled chuckles and
invented this recipe (with aid from his During this course, Kilraven tells giggles, but for the most part the guests
cooks), and unfortunately, the entire stories of how he dispatched dozens of do an admirable job covering their
thing is foul. Reyhu orcs on behalf of the prince. Oth- mirth. Each PC must make a Bluff check
As this course begins, the guests must ers join in (B’kruss in particular), and
make Bluff checks to cover up their dis- an impromptu bragging contest begins.
taste of the dish, opposed by the prince’s Each NPC who takes part in the bragging
Lashonna
Sense Motive. Fortunately, the prince contest must make an Intimidate check;
himself realizes that the food is vile, and the character who rolls the highest is
only a few bites in he suddenly declares declared the winner by Prince Zeech.
the third course complete and com- Authority Point Award:
mands the servants to immediately clear +1 Authority Point if one
the table for the fourth. They haul the of the PCs takes the first
remnants of the failed dish away, throw- taste of purple worm
ing it over the cliff and into the sea. aspic. +1 Authority Point
Authority Point Reward: If a PC to the character who wins
manages to choke down a few bites of the bragging contest.
tojbasarrirge without the prince see-
ing through his Bluff, that PC gains +1 Fifth Course:
Authority Point. Sweet Conclusion
Finally, as the last bowls of purple
Fourth Course: Purple worm aspic are cleared, the smell
Worm Aspic of cloves, honey, and cinnamon
As the fourth course begins, huge cov- wa�s through as a single manticore
ered tureens are brought out. Within enters with a nearly eight-foot-tall
shudders a strange purple jelly. The cake. The cake itself is shaped
Fabler observes that purple worms are like a ziggurat but crowned with
a notorious menace in certain areas of a marzipan figure of Zeech
the world, and their propensity for eat- surrounded by light and with
ing everything that moves is known to angel’s wings.
adventurers far and wide. The tribes- Everyone applauds loudly
men of old learnt of a way of cooking as the cake is levered onto the
the poisonous tail sections of the purple table, but as they do, the cake
so that the poison is neutralized, but the begins to fall apart. Large
recipe has to be precise in its prepara- rents appear on the side, and
tion. As the bowls of shuddering purple the marzipan Zeech begins
glop are placed before each of the guests, to list. The cake is merely
the Fabler wonders if any of the guests unbalancing, but the ironic
at the table is brave enough to taste the symbolism is not lost on
dish before the prince puts his health at the guests. Suddenly,
risk for deliciousness. the marzipan Zeech
Naturally, none of the other guests vol- topples, sliding down
unteer. In fact, all eyes turn to the PCs the side of the cake
to see if one of them will take the first in an avalanche
taste. If no one tastes the food, Kilraven of delectible
eventually makes a big deal about testing frosting to
the dish. The meat is actually quite tasty, strike the
and is perfectly safe to eat. It is served table
with iced C’rosch—a strong local spirit

FEBRUARY 2006 DUNGEON 77


THE PRINCE OF REDHAND BY RICHARD PETT

opposed by Zeech’s Sense Motive check to as you wish—it’s the perfect opportu- Aura corrupting aura (10 �., DC 26)
hide their reactions. nity for the PCs to interact with any Languages Aquan, Common
The hate in Zeech’s eyes is palpable, of the other NPCs they wish to talk to, AC 26, touch 26, flat-footed 16; Dodge,
but just before he orders the execution although at this point Zeech himself Mobility
of his entire cooking staff, the Fabler has little interest in chit-chat. hp 143 (22 HD); fast healing 15
steps in to save the day by making light Eventually, Prince Zeech has had Immune acid, electricity, sonic; undead traits
of the fall, observing that “the cake is enough and leaves in silence—applauded Resist fire 20; SR 28
not made of stone and iron, and that (of course) by his fellow guests as he Fort +7, Ref +17, Will +14
he’ll eat it all if no one else will.” The makes his way to his quarters. The guests Weakness liquid dependency
joke goes over well and gives the guests are led back to the carriages and taken Spd fly 60 �. (perfect)
something to laugh at other than the back to their lodgings. Melee bite +20 (4d6+10 plus 2d6 acid) and
obvious irony, and while everyone of At some point before the party breaks 4 tendrils +15 touch (2d6 acid)
course eats the cake, Zeech does so in up, Lashonna agrees to meet the PCs Space 10 �.; Reach 10 �.
brooding silence. Alternately, a PC can again in a few nights’ time—they have Base Atk +11; Grp —
save the situation before the Fabler by piqued her interest with their antics Atk Options Combat Expertise, Spring
making a joke of his own with a DC 20 at the feast and she agrees to answer Attack, Whirlwind Attack
Perform (comedy) check. their questions. If the PCs ask her Special Attacks breath weapon
Authority Point Award: +1 Authority about Balakarde, the Age of Worms, Abilities Str —, Dex 30, Con —, Int 15, Wis
Point if one of the PCs manages to save or similar topics she simply nods and 12, Cha 25
the situation before the Fabler resorts to warns them, “Save the questions for SQ acidic body
his joke. later. There are too many ears in this Feats Ability Focus (breath weapon), Combat
Ad-Hoc Experience Award: If the PCs place.” The interview with Lashonna Expertise, Combat Reflexes, Dodge,
make it all the way to the end of the feast is detailed in the next adventure, “The Improved Initiative, Mobility, Spring
without causing its premature end, award Library of Last Resort.” Attack, Whirlwind Attack
them a story award in experience points Make sure to keep track of how many Skills Cra� (alchemy) +27, Hide +31,
as if they had defeated a CR 20 creature Authority Points the PCs earn—these Knowledge (arcana) +27, Listen +26, Spot
in combat. Not all battles in the Age of totals will become quite important once +26, Tumble +35
Worms are won with steel and spell… the final adventure, “Dawn of a New Environment aquatic
Age,” begins. Organization solitary
CONCLUDING THE Treasure standard
ADVENTURE “To the dear folk of the Dungeon message Advancement 23–30 HD (Large), 31–66 HD
With the conclusion of the great feast, the boards: please let Richard know if you like (Huge)
Fabler calls for the dance of the dead, the his adventure, as he has been up a tree at
traditional Alhaster close to important home since he wrote it and has refused to The acidwraith, at this point in time, is
ceremonies. Typically, dancers dressed as come back down. He must be getting cold by a unique undead creature. This creature
the dead founding fathers of the city per- now.” —Alison Pett manifested when the soul of a marid
form the dance, but this time the Fabler genie merged with a specific combina-
commands his skeletal minions to do APPENDIX tion of acids and magical alchemical flu-
the duty. As some of the help quickly and ids associated with dragons are mixed
efficiently clear the table the Fabler leads Acidwraith together. In many ways, the genie’s ghost
the guests into the palace ballroom. He The foul, toxic liquid bubbles and surges to has possessed this dangerous combina-
asks for any other characters who dis- noxious life, sliding up onto itself and quickly tion of chemicals, yet it is not technically
played talent with musical instruments filling out into the form of a lumbering, dra- a ghost. The creature’s head is the only
or song to join him and several other conic beast. The thing’s body is semi-translu- really solid part of its body, a collection
members of the staff as a strange, slightly cent and gelatinous, and streamers of acid drip of skulls that shi� between the draconic
off-key but nonetheless exuberant song from its flanks to sizzle on the ground—some and the humanoid. These skulls are real
strikes up. of these strands writhe and crack like whips. bone manifested by the acidwraith’s
Use this dance to conclude events— Its long neck ends in a disturbing tangle of presence; they constantly reform and
partners are switched and changed skulls, some human, some draconic, and some rebuild as the thing’s acidic body eats
and the time for plain talking comes something in between. them away.
under the covering noise of the musi- The acidwraith itself is incorporeal,
cians. Zeech, still angry at the failure Acidwraith CR 16 yet much of is body consists of acidic,
of the fi�h course, does not take part, Large undead (incorporeal, water) poisonous fluid. Close inspection reveals
and instead watches silently from a Init +14; Senses darkvision 60 �.; Listen +26, that the fluid constantly runs out of its
throne. This dance can go on as long Spot +26 body only to be reabsorbed from sur-

78 DUNGEON FEBRUARY 2006


Scaling the deal no physical damage, but all of its
Adventure attacks inflict acid damage on a success-
“The Prince of Redhand” is designed ful hit—it’s tendril strikes need only
for a group of four 15th-level PCs, but make a touch attack do inflict damage
with a little work it can be adapted for as a result.
use by 13th–14th-level characters or Acidic Body (Ex): Anyone striking
16th–17th-level characters. For all of
an acidwraith with a natural attack or
the NPCs at Zeech’s palace, adjust their
unarmed strike takes 2d6 points of
skill bonuses by a number equal to the
amount by which the party’s average acid damage. Likewise, any weapon that
level deviates by 15. Don’t forget to strikes an acidwraith takes 2d6 points of
modify the amount of treasure found acid damage each time it hits.
in the adventure appropriately. Specific Breath Weapon (Su): Once every 1d4
changes to the adventure include: rounds, an acidwraith can exhale a 30-
foot-long cone of burning, noxious
13th–14th-level PCs: Reduce the Over- vapor. The cloud of vapor is acidic and
god’s Hit Dice by 2–4. Remove one poisonous. Creatures in the area of effect
of the black dragons from Chapter take 12d6 acid damage (Reflex DC 30 half )
Three. Make the acidwraith a corpo-
and must make a DC 30 Fortitude save
real undead creature.
to avoid taking 1d6 points of Strength
16th–17th-level PCs: Advance the damage. One minute later, these crea-
hangman golem’s Hit Dice by 3–6, tures must make a second DC 28 For-
and the Overgod’s Hit Dice by 2–4. titude save to avoid taking 2d6 points
Add 1–2 more black dragons to Chap- of Strength damage. The save DCs are
ter Three. Advance the acidwraith’s Hit Charisma-based.
Dice by 3–6. Corrupting Aura (Su): All water within
10 feet of an acidwraith is quickly con-
verted into acid. In a large body of water,
rounding liquid. An acidwraith deprived this merely surrounds the acidwraith
of a constant source of liquid quickly with diluted acid that inflicts 1d6 points
grows powerless. of acid damage per round to anything
Like all incorporeal creatures, an acid- within the area. Creatures with the
wraith can pass through solid objects. water subtype who are within 10 feet of
When it does so, its bony skulls and an acidwraith take 6d6 acid damage per
acidic body slough to the floor. As soon round as their bodies are eaten away.
as the acidwraith emerges, its acidic body Magic water (and non-water liquid such
and skulls reform, as long as the creature as blood and potions) is not affected by
is in a watery area. an acidwraith’s corrupting aura.
The acidwraith is quite intelligent, Liquid Dependency (Ex): An acidwraith
and its skill at alchemy is prodigious. must remain in contact with a body of
Given resources and time, this creature liquid at least as large as its space. Each
could easily create many more similar round it is not in contact with liquid, it
manifestations of undead elementals suffers 2d6 points of damage. An acid-
bonded with the acidic leavings of wraith loses its fast healing when not in
black dragons. contact with a body of liquid. D
An acidwraith is the size of a large
horse. Its liquid body weighs about
1,500 pounds.

Combat
In combat, an acidwraith attacks with a
bite from its skulls and up to four whip-
like strikes with filaments of acid drawn
from its own body. Strikes from its bite
deal physical damage, and it uses its Cha-
risma instead of its Strength to modify
the damage inflicted. Its whip tendrils

FEBRUARY 2006 DUNGEON 79


THE PRINCE
OF REDHAND
by Richard Pett

Prince Zeech, the ruler of the town


of Alhaster and lord of the domain
of Redhand, is throwing a party.
Bandits, slavers, pirates, and worse
have been invited, along with a
mysterious woman who holds
the key to the coming apocalypse.
An Age of Worms Adventure Path
scenario for 15th-level characters.

Joachim Barrum

Dungeon #131 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

11 DUNGEON 131 Supplement


B’kruss

Mahuudril

Eva Widermann

Eva Widermann

Dungeon #131 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

12 DUNGEON 131 Supplement


Acidwraith

Eva Widermann

Steve Prescott

Dungeon #131 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

13 DUNGEON 131 Supplement


Hemriss

Kilraven

Eva Widermann

Eva Widermann

Mariss Quemp

Montague Marat

Eva Widermann Eva Widermann

Dungeon #131 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

14 DUNGEON 131 Supplement


Shag Solomon

Eva Widermann

Lashonna

Eva Widermann

Steve Prescott

Dungeon #131 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

15 DUNGEON 131 Supplement


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Robert Lazzaretti Robert Lazzaretti

Dungeon #131 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

16 DUNGEON 131 Supplement


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Robert Lazzaretti Robert Lazzaretti

Dungeon #131 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

17 DUNGEON 131 Supplement


BACKDROP: ALHASTER BY RICHARD PETT

Alhaster
BY RICHARD PETT
BY ERIC DESCHAMPS, CHAD DULAC AND UDON STUDIOS WITH HERBERT KWAN AND KEVIN YAN
BY ROBERT LAZZARETTI

80 DUNGEON FEBRUARY 2006


T he rugged northern shore of the
Lake of Unknown Depths rises
from icy cold waters. Merchant ships
ping. The town curls around a natural
harbor that shelters numerous ships,
from proud sailing vessels to small
feet of the town, like flotsam washed
up at the seashore.
For many years two structures have
once sped between busy ports along rickety fishing sloops. Buildings have dominated Alhaster’s skyline. In the
the coastline, yet now the domains been crammed onto the rocky prom- center of town rises the ominous
of the Shield Lands lie in ruins, their ontory with such congestion that they Cathedral of Hextor, while on the
people scattered by the fiend-armies almost seem afraid of the gray, fea- highest cliffside stands Zeech’s Palace.
of Iuz. Here and there, the skeletons tureless lands beyond—rotting hills A mongrel display of different styles
of towns and cities perch atop sea- of brown and black and gray stones and tastes, the palace is surrounded by
side cliffs or fester along dark rivers, and vast muddy tidal flats pocked with gardens and perches precariously upon
now populated only by those desper- collapsed structures and stunted trees. the cliffside.
ate souls lucky enough to escape being The town itself is a montage of differ- Today, the palace is dwarfed by a
captured (or worse) by the horde of orcs ent architectural styles, designs, and new construction. A massive ziggu-
and demons that serve Iuz. Meanwhile, cultures. Black towers rise ominously rat of red stone nears completion in
the slaves taken by the invading orcs, along the walls and cliffs surrounding the southwest section of town, where
necromancers, and demons use the the town, while intimidating golden- numerous villas and buildings have
ruined cities as staging grounds for domed temples and pagodas cast been razed to make room for its pro-
shipments of grains and goods back to shadows upon huge wood and stone digious construction.
the Old One. manor houses that reach cathedral And above the town circle crows—
Far to the east, however, the empty height. Interspersed with these are thousands upon thousands of them—like
roads and rotting cities finally give way. endless rows of hovels made from bits black storm clouds. The town sprawled
Here stands a huge settlement—a vast of timber, barrels, sides of boats, and below is Alhaster, and it is here that the
town perched upon a rocky outcrop- rubbish. The shanties spread at the Age of Worms shall begin.

FEBRUARY 2006 DUNGEON 81


BACKDROP: ALHASTER BY RICHARD PETT

Alhaster in Brief
refer to them) has been a stain on the his- nature but still nurtures a terrific hatred
tory of a land already steeped in conflict, for her master, and plots to usurp his
Alhaster is a house divided—the rich wars, and petty lords. Zeech is a tall, thin role as Kyuss’ primary agent in the world.
areas feature stone buildings, some of man with pale skin and long dark hair. He Today, Lashonna serves as the high priest
which are of considerable age. They dresses flamboyantly in silks and gowns of the Ebon Triad, yet for all her power
rub gables with huge timber temples and has an effeminate air about him. His she still rankles at being ranked below
and manors. These streets are regularly voice is quiet and considered until his ire Dragotha in the church of Kyuss. If only
patrolled and kept immaculately clean is raised, at which point his rage is a match there were a way to supplant him…
by an army of gray-clad workers (who for the worst barbarian’s. His cruelty is leg- Lashonna spends most of her time in
themselves are not encouraged to talk endary, and many of his subjects have been the form of an astonishingly beautiful
to visitors). Although Alhaster’s patron executed for nothing more than an inap- elven woman with alabaster skin and long
deity is Hextor, Prince Zeech tolerates propriate glance. silver hair. She retains a powerful presence
other religions here in the interest of Over the twenty years of his rule, Zeech about her, and is quiet, calm, and penetrat-
commerce, including those who worship has distanced himself from those who ing in conversation. She has a strangely
Heironeous (provided they show proper helped him to his throne—allies he never soothing voice and possesses an incredible
deference and don’t cause trouble). trusted or liked and friends he felt himself knowledge of history. At times, this knowl-
In stark contrast to the western third far above. Today, Zeech is a tyrant of the edge almost seems to be first hand.
of the town is the true misery of Alhaster, worst kind, a despot who believes that he Lashonna has been the true ruler of
hovels of flotsam and rubbish crammed has the greater good at heart. He feels that Redhand for centuries, and has quietly
together in tangled heaps, each using his rule is just but firm, yet at the same time, and secretly manipulated a long line of
the other hovel for support as much as he finds it difficult to resist the temptations rulers. Zeech is merely the latest nknow-
the soggy ground below. Despite the of decadence and vice. Some part of Zeech’s ing pawn. In Zeech, Lashonna has finally
poor quality of its buildings and miser- mind realizes Alhaster is drowning in its found a minion with the drive to see to
able state of its citizens, Low Alhaster own sins, but the rest of him revels in his the creation of the ziggurat needed to
is in many ways more important to the power. His latest project exemplifies his bring Kyuss back from the brink, yet the
town’s continued prosperity than High madness. On his orders, a large section of fallen paladin also possesses something
Alhaster, for it is here that the corrupt town has been razed. Those who had the that Lashonna greatly fears: a conscience.
merchants and pirates rule. Alhaster is misfortune to have homes there have relo- It may be suffocated deep below his effete
the only port in the Bandit Kingdoms. cated to other locations in the town. A lucky and despotic exterior, yet it remains a
Much of the trade that passes through few had some of their costs subsidized by weakness that the vampiric dragon hopes
the town would be illegal in more law- the prince, but most of these displaced citi- to keep suppressed, shackled by ambition
ful climates, but here, the law is less zens were forced to fend for themselves. and ideology.
concerned with morality than it is with In the cleared area, Zeech began construc- For decades, Lashonna has also served
maintaining the status-quo. As long as tion of the Great Project, an immense zig- as the unseen guiding hand of the Ebon
the Bandit Kingdoms in the interior gurat that he hopes will ensure his entrance Triad. She is a cruel and manipulative
need imported drugs, food, slaves, and to paradise. He first saw this structure in his genius intent on calling Kyuss to her
weaponry, Alhaster will continue to dreams—a great tower rising into the heart so she can become his bride, and in
prosper. of a storm, but soon these dreams began to this plan, the Ebon Triad is nothing
Alhaster (Large Town): Conventional; come to him while awake. In time, these more than a tool. Her plans and goals
AL LE; Population 4,700; 3,000 gp limit*; visions convinced him that he was the son are destined to involve the PCs them-
Assets 705,000 gp; Mixed (80% human, of Hextor, and that his entrance into para- selves, as will be made clear in the last
8% half-orc, 4% hobgoblin, 4% halfling, dise at Hextor’s side depended on the con- four installments in the Age of Worms
4% other races). struction of the ziggurat. Adventure Path.
Authority Figure: Prince Zeech (LE male Alas, Zeech’s visions and dreams are
human paladin 8/blackguard 8). more than mere fancy, they are false Alhaster’s Citizens
*Although the standard 3,000 gp limit whispers from a highly dangerous and A strange atmosphere of joy permeates
applies to most locations in Alhaster, manipulative agent of Kyuss named the citizenry of Alhaster for one perva-
the prevalence of smuggling and piracy Lashonna. Like Zeech, Lashonna was sive reason: the average denizen of this
in the town raises this limit by a fair formally a paragon of virtue, a mighty oppressed town is petrified to appear
amount in some locations. silver dragon who once fought with a otherwise. They know that the prince’s
band of hermetic druids based in the agents are swi� to quash any dissent or
Alhaster’s Rulers Ri� Canyon. Lashonna was captured in organized troublemakers. Citizens of
Alhaster’s current ruler is a fallen paladin a key battle by the great dracolich Drago- Alhaster greet all strangers with forced
styling himself Prince Zeech. His twenty- tha and transformed into a vampire. She smiles and greetings such as, “Joy to you
year rule (the “Days of Joy,” as he likes to has since succumbed wholly to her evil this day, stranger!” or “A blessing upon

82 DUNGEON FEBRUARY 2006


you for visiting our humble land.” You Prince Zeech is fond of throwing fes- publicly executing rabble-rousers and
may wish to use this façade in varying tivals, parades, and public displays of his traitors. The proud locals are different
degrees—be wary of the fact that some wealth and power. Typically, two similar in private. Helpful locals tell stories of
players will find the endless happiness events occur at the same time. The actual the slave camps known as the Glories, or
hard to bear and may be tempted to lash event takes place in High Alhaster and is of the madness of Prince Zeech and his
out at inappropriate targets. Other play- an invitation-only affair, while the bulk of pointless obsession with the Great Proj-
ers may enjoy being reminded of the the populace mirrors the festivities else- ect (which has already cost hundreds of
despair that eats at Alhaster’s heart. where, typically in the marketplace or the lives). It shouldn’t take long for the PCs
The weather-beaten locals typically Alhaster Arena. Crimson and black prayer to realize that the majority of Alhast-
dress in cast-off clothing from the upper flags to Hextor cloak the streets during er’s populace is comprised of diligent,
class sold by scroungers in the market- these festivals, fluttering in the wind. proud, and hard-working souls who
place. Facial hair is common among Commoners find themselves overcome have been forced into their current state
men, whilst the women favor wearing with love for Zeech and stand crying out by fear and oppression. Open rebellion
their hair long. A typical commoner in their praises to their ruler. Some are so is not in the cards just yet (although the
Alhaster lives a hard life, barely makes overcome with false joy that they throw locals are proud, they are not armed or
enough to pay for food and board, and themselves off bridges or tall buildings. particularly brave), but they do help PCs
thanks his good fortunes every day he Others channel their desperation into whom they interpret as possible heroes.
isn’t robbed, beaten, or worse. This more productive (but more dangerous) The adventure “The Prince of Redhand”
strange attitude spawns an ironically pursuits. Some of these souls risk the outlines how the PCs can gain “Author-
optimistic outlook. wrath of the town guard and the secret ity Points” for their actions in the town.
For entertainment, the commonfolk of police by forming groups of puppeteers The more Authority Points they gain,
Alhaster visit the town’s numerous taverns, or players who act out satirical scenarios the greater their presence in Alhaster
the Alhaster Arena (area 17), and Miomay’s on street corners that depict the ruler of can become.
Playhouse (area 12). Storytelling is a favor- an evil empire being eaten alive by his own
ite pastime for those who cannot afford followers. Others run an underground Alhaster Law
these pursuits. The heroes of the com- movement called the Sinchasers, a group Alhaster is a town known to harbor
mon folk are those who work by stealth of organized radicals who produce a flyer pirates, bandits, thieves, and worse, yet
or guile, since it’s difficult for anyone called the Sinchaser Report on an irregular the town itself is remarkably free of bla-
who grows up in Alhaster to conceive of basis that reports the true atrocities of tant crime. The low crime rate is one of
a direct physical confrontation resulting Prince Zeech. The Watchers and Blessed the primary benefits that draw so many
in anything less than imprisonment or Angels do their best to gather and destroy people to the town, since beyond its
public humiliation at the delicate hands the Sinchaser Reports as they surface, but walls the rule is survival of the fittest. Of
of Zeech’s secret police. One famous yarn they have never been able to capture all course, this is not to say that Alhaster is
called the “Wolfskinner’s Story” tells the the copies. With each edition, more and wholly without crime—far from it. The
tale of a thief who lost his love to a wolf more of Alhaster’s commonfolk become criminal element of the town is evident
pack. The thief caught and skinned a wolf secret collectors and converts. The Sin- everywhere, with the open selling of
and wore its hide to join the pack, and chasers are in fact the brainchild of a bard slaves, dangerous drugs and magic, and
in time he found himself alone on a wild named Miomay, and the flyers themselves smuggled goods. Yet since these pursuits
moor with the pack leader, whom he slew. are produced in secret chambers below are regulated and accepted, they can be
As the pack leader died, it disgorged the her playhouse (see area 12). pursued without the violence that they
bodies of its innocent victims who then Decades of war and toil have made are associated with in more intolerant
rose from death—one of whom was the the locals into a very capable group of regions. Violent crimes still happen in
thief ’s loveer, and the two lived happily smugglers, liars, and bluffers. Most of Alhaster (usually at the expense of the
ever a�er in the moorlands of Redhand. the citizens have Skill Focus (Bluff), a poor), but they are quickly hushed up if
The commonfolk use wild herbs gath- talent that serves one well in a town word of such an event surfaces. It may
ered from the surrounding tidal flats to where the truth is rarely seen. The come as a shock that there isn’t a large,
flavor their meat (they love pork when greatest example of this is the public organized thieves’ guild in Alhaster—
they can get it, but eel and rockfish are love for Prince Zeech. Compliments to such guilds have appeared in the past,
their staples), and use a lot of dumplings his greatness are common, o�en used but Zeech’s agents have grown fairly good
in their food as a cheap and efficient way as interjections in conversations. This at stopping them from growing too large
to round out a meal. Most of the taverns false pride in their decadent leader is and powerful. In a way, most of the city
brew a thick, herby rum which is mixed primarily a result of the omnipresent itself is a massive thieves’ guild, with
with hot water and butter to make a local threat of the Blessed Angels (Alhaster’s Prince Zeech as guildmaster.
brew called Grolg (which, if a little salty, secret police, see area 31), who are effi- Visitors to Low Alhaster tend toward
is very palatable). cient at capturing, tormenting, and the rough, crude, and brutal, and they

FEBRUARY 2006 DUNGEON 83


BACKDROP: ALHASTER BY RICHARD PETT

spawn most of the town’s violent crimes. the church relatively low so that he need
Fortunately for the town’s citizens, these not worry about competition in the eyes Redhand
crimes are curtailed by the presence of of the Scourge of Battle. On the surface, Alhaster is the capital of the Ban-
the Watchers (mercenaries who serve worship of Hextor seems to be the most dit Kingdom province of Redhand.
While the Age of Worms Adventure
as Alhaster’s town guard, see area 30) prevalent, but in fact, most of the citizens
Path has little to do with other loca-
and the lurking menace of the Blessed of Alhaster pay him only lip service and
tions in Redhand, you can use these
Angels. Of course, these two agencies either venerate other gods in private or brief notes to expand your game
are used just as o�en by the prince as have lost their faith altogether. if the PCs seek adventure beyond
tools to bully the populace of Alhaster The other cathedrals have fallen on Alhaster’s walls.
into complacency. O�en, the threat of a hard times as well. The cathedral of Redhand has been poisoned by
visit from one of the Blessed Angels is all Kord is run-down and on the verge of battle and famine and bloodshed—
it takes to convince a desperate man to collapse; only the constant work of its gifts from years of warfare and
agree that the new taxes on his business dwindling faithful keeps it upright. The betrayal. The endless cycle of hate
are quite reasonable a�er all. church of Hextor tolerates them as a has bled the province of its precious
Patrols of Watchers are common source of buffoonery, yet the hardlin- resources. The plains are now mostly
infertile, rocky places filled with
sights on the town streets. These mer- ers hold out against the day that their
briars and the skeletons of ruined
cenary guards patrol in groups of four, numbers will be strong enough to usurp
dreams and hopeless toil. Beneath
and are the primary law enforcement in rule of the town. The priesthood of the wearied land can be seen shad-
the town. A patrol typically takes 2d6+6 Wee Jas has changed the focus of their ows of a dead kingdom—lines of
rounds to arrive at the scene of a dis- venerations from magic to vanity, and once-fine roads, ruins of sprawling
turbance once an alarm is raised. The earns a tidy profit catering to the needs manors, outlines of mighty for-
Watchers have no authority to pass judg- of the town’s nobles. The cathedral of tresses, all waiting for someone to
ment, and are expected to haul anyone St. Cuthbert is now abandoned, and is breathe life into them again.
they arrest to the dungeons under the known only as the Church of Blessed One primary road passes through
barracks (area 32), although those who Deliverance; his worshipers are few in Redhand, a remarkably well-main-
resist are typically beaten or even killed town today, although one of them, a tained track that serves as an artery for
trade between the port and the cities
in the process of resisting arrest. half-mad woman named Furpotia, still
of the interior. Along this road, known
Blessed Angels are less common, but openly practices her faith out of a hovel
locally as the Toilway, are located
hardly a day passes without one wing- known as Sinner’s Sanctum (area 10). numerous villages known collectively
ing through the skies above the town Visitors who worship deities other as the Glories.
on some mission. These erinyes are not than Hextor are generally not harassed Little more than slave camps, each
coy; they do not cloak their true forms by the Watchers, as long as they keep of the Glories has around 500 slave
in magic. Yet they are also quite ordered their worship quiet and out of the public workers watched by a tribe of 50
and well-behaved. They focus their atten- eye. Those who attempt to spread their hobgoblins. The Glories are timber
tions solely on special cases that the faith in public areas are quickly arrested stockades surrounding crude sod-
Watchers are not equipped to handle. If and locked away in the dungeons below thatched longhouses within which
the PCs cause any trouble in Alhaster, the the garrison. Followers of Hieroneous the slaves toil, and despite the ter-
rible cruelty inflicted on them, they
Blessed Angels are the ones most likely are particularly despised by many of
remain indomitable. Each camp
to respond. those in power, and those who display
either contains a quarry, or manu-
their faith can expect to be harassed by factures a crude sort of cement. Cre-
Religion in Alhaster patrols of Watchers at every turn. As long ating the substance requires huge
Before the Shield Lands fell, Alhaster was as a visiting Hieroneoan resists the urge kilns with grinding mills powered by
renowned for its diversity of faith. Cathe- to crusade against the town guard and human treadmills.
drals to Hieroneous, Kord, St. Cuthbert, the church of Hextor, though, openly Day and night, numerous wagons
and Wee Jas formed the center of reli- displaying his faith is not quite a great drawn by ill-tempered oxen deliver
gion, surrounded by smaller shrines to enough offense for arrest. stone from the Glories to Alhaster
to ensure that the Great Project is
Alhaster Map Key
numerous other deities. A�er Alhaster’s
fall and subsequent assimilation into the completed on time. The wagons are
occasionally attacked by tribes of
Bandit Kingdoms, things changed for the Alhaster can be roughly separated into
orcs, common in the wilder northern
worse. Prince Zeech fancied himself the two key districts: High Alhaster and
section of Redhand. The neighboring
son of Hextor, and at his command the Low Alhaster. Low Alhaster comprises bandit kingdom of Reyhu is filled to
cathedral of Hieroneous was desancti- the bulk of the town, and includes areas bursting with orcs—and they could
fied and transformed into a cathedral of 1–18. High Alhaster consists of the west- become a serious problem for the
Hextor. He installed a puppet priest on ern third of the town and encompasses future of Redhand.
the pulpit, but keeps the actual power of areas 19–39. Areas 35–39, the Shanties,

84 DUNGEON FEBRUARY 2006


and Eel Town lie outside of the town a handy highway for the town’s healthy and many of them make meager livings
walls, but are still considered to be part smuggling ring. as porters or shoppers for the nobles in
of the town itself. The following short descriptions town. Patrols of Watchers are constantly
Southeast of the town sits an expan- cover key locations found on the on the move through this waterfront
sive tidal flat on which rows and rows of Alhaster poster map provided with market, and it’s not unknown to see
ramshackle houses have been built. This this issue of Dungeon. Note that most one of the Blessed Angels swoop down
region is known as the Shanties. The buildings do not have numbers, and to confront individuals they suspect of
roads that wind through this region can easily stand in for any locations not fostering discontent.
are poorly-cobbled pathways that run listed in this Backdrop. Characters who visit the market
along the tops of low ridges; during between sunrise and midnight can
high tide, the areas between these 1. Watchtowers find anything costing less than 3,000
roads (and under the buildings them- The six watchtowers that surround gp for sale, usually at prices 10% lower
selves, which rest on soggy wooden Alhaster once served an important than those listed in the core books as
pilings) become churning tide pools. defense against merchants cut their prices to compete
On the highest tides or during storms, pirates with nearby stalls. Certain items that are
the roads themselves are o�en sub- illegal elsewhere (such as poison, drugs,
merged, and many of the lesser and slaves) are more readily available
buildings wash away only to here—the limit on such items is
be replaced in the following 6,000 gp. Characters seeking
months by new hovels. something more expensive can
Those who dwell in ask around among the dozens
the Shanties are the of black market agents who
lowest of the low skulk in the marketplace—a
in Alhaster—nei- DC 30 Gather Information
ther the Watch- check arranges a meeting
ers or the Blessed with someone who can
Angels pay much provide what the character
attention to this is looking for. Items with
forgotten slum, a value of up to 100,000 gp
making it an excel- can be purchased in this
lent place for PCs on manner, although it takes
the run from the law 2d4 days for such items to
to hide out. arrive, since they must be
A second region imported from the Free City.
outside of Alhaster’s city For an additional 1,000 gp, the
walls resides to the north: importer can use teleport spells
Eel Town, a small collection to cut the delivery time down to
of shops, fishermen’s hovels, and 2d4 hours.
shipyards. It is here that the majority Prince Zeech
of Alhaster’s shipbuilding occurs. and bandits. Since Alhaster’s fall, these 3. Angry Rifter Tavern
Statues of Prince Zeech typify all one-time enemies have become many The Angry Ri�er Tavern is the establish-
parts of the town. There are hundreds of the town’s inhabitants and visitors. ment of choice for visitors to Alhaster.
of them—Zeech shielding his eyes as he As a result, the watch towers have fallen The tavern’s location near the main gate
looks heroically to the east, Zeech astride into disrepair. Their ruined interiors are to the city ensures that it’s one of the
a black charger killing a dragon with a dangerously run-down, and are favorite first places visitors stumble across, and
lance, Zeech held alo� by an army of places for vagabonds and squatters to since most of them are thirsty by the
grateful workers—the poses are differ- take shelter. time they get to town, the Angry Ri�er
ent for each statue, and each is kept in does a brisk business. The sign out front
immaculate shape. Even the thousands 2. Alhaster Market shows an enraged bandit rappelling
of crows that infest the city seem to This large marketplace throngs with down the side of the building’s facade
understand this and avoid the statues. activity from sunrise to well a�er sun- with a rope. Those who enter the loud,
Finally, the cliffs below Alhaster are down, as merchants, slavers, smugglers, rambunctious tavern quickly recognize
riddled with sea caves. Some of these thieves, prostitutes, pirates, and merce- the bartender as the same man—this
caves wind up far enough to connect to naries gather. The market is also where is Telgrith Vanerath (CN male human
the city’s crude sewer system, forming most of Alhaster’s citizens go to buy food, fighter 3/rogue 3), a retired bandit who

FEBRUARY 2006 DUNGEON 85


BACKDROP: ALHASTER BY RICHARD PETT

made enough of a fortune in the Ri� (N male human expert 4) is the excep- 7. Alhaster Shipping Concern
Canyon to the north to set up this tav- tion. Ilsan opened this store 30 years Once the center of import and export
ern. Telgrith’s aware of the fact that most ago, before Alhaster joined the Bandit activity in Alhaster, this building’s name
of the locals avoid his establishment, Kingdoms. The combination of his remains only at the idle, ironic whim of
but the business he does with visitors political ambivalence and the need for its new occupants. The Alhaster Ship-
means he doesn’t really care if Alhaster an established store in the early days of ping Concern is now a rough, rowdy, and
accepts him or not. Zeech’s rule resulted in this building dangerous tavern frequented by pirates,
being one of the few that was spared bandits, and other traveling thugs. The
4. The Curious Owlbear during the razing of Alhaster in those building is run by one of the regional
The smell surrounding this large violent days. pirate captains, nominated by popular
butcher shop reveals its function far vote. Once nominated, a captain serves
better than the sign hanging out front 6. Red Blades Merchant as the proprietor (and is responsible for
(which depicts an owlbear leaning Consortium keeping the place well-stocked with booze
through a hole in a wall to look out The Red Blades were founded 18 years and prostitutes) for a year before a new
the other side, ignorant of the fact that ago by a group of mercenaries who had captain is chosen. The current proprietor
above the hole hangs a guillotine blade). grown tired of the danger and discom- is a grizzled hobgoblin with a missing
The thing that sets the Curious Owlbear fort of the mercenary lifestyle. Originally nose and perpetually rotten teeth—this
apart from other butchers is the fact that intended to serve as a place for Alhaster’s is the notorious pirate Mudmouth (NE
its proprietor, an obese and disturbingly merchants to meet on common ground, male hobgoblin fighter 5/rogue 5).
cheerful halfling named Chosk Under- the Consortium succumbed early to gra� The clientele of the Alhaster Shipping
pate (LE male halfling expert 6), spe- and corruption. Now, its members are Concern is closely knit, and they don’t
cializes in exotic meats. His offerings made up of those who can either afford take well to visitors. Anyone who wants
constantly change—one day he might to pay the outrageous entrance fees or to drink or carouse here must make a
have bulette steaks for sale, and the next are already allied with current members. DC 30 Intimidate check to impress the
he might be offering naga sausage or Those kept from joining find it difficult, locals, otherwise Mudmouth secretly
minotaur ribs. The locals still tell tales if not impossible, to make a living in laces their drinks with oil of taggit (Fort
of the zombie banquet he orchestrated Alhaster as a merchant. DC 15, 0/unconsciousness). Anyone who
for Prince Zeech—a banquet in which Recently, control of the Red Blades has is knocked out by the drink is robbed
three zombie centaurs served meat cut been dominated by an elderly woman blind and thrown into the harbor.
from their own delicately-seasoned named Mahuudril. No one seems to
bodies. Chosk takes requests for exotic know where she came from (she’s cer- 8. Tipsy Nymph Brewery
meat, but usually requires several weeks tainly not a local), but her fabulous This is the only tavern in Alhaster that
to fill orders. A sign near his counter wealth combined with the fact that she doesn’t rely on imported or stolen alco-
announces that he is constantly seek- seems to have blackmail material for half hol. It was founded a few years ago by
ing new meat to purchase. Local adven- of Alhaster made her rise to power in an enterprising bandit named Kragen
turers occasionally provide him with the Consortium a swi� and decisive pro- Vachus (LE male human fighter 6/expert
cuts of meat butchered from monsters cess. She treats the Consortium and its 3). Kragen has perfected a method of
they’ve slain. Chosk only buys fresh resources as her personal funds, and as distilling a quite flavorful ale from the
meat (most adventurers use gentle repose the other members come to realize that spores of several mushrooms he grows
spells to preserve their wares), and his they’ve been regulated to little more than in the basement of the brewery. The
prices vary wildly. For most common glorified house-servants, discontent has ale itself is deep purple and has a rich,
monsters, he pays only 50 gp, but for begun to spread. earthy taste. Kragen keeps the source of
truly exotic creatures he’s been known In fact, Mahuudril (CE female avola- his recipe secret, not only because he
to pay 500 gp or more for a sample. kia sorcerer 14) is a wormlike monster fears competition but because he stole
Rumors that Chosk is a cannibal are known as an avolakia. Her kin dwell in the original recipe from a drow outpost
rife in town. Chosk denies these rumors the Wormcrawl Fissure, where they wor- back in his adventuring youth, and he’d
loudly, pointing out proudly that he’s ship Kyuss and prepare for the Age of rather not worry about dark elves com-
never tasted halfling flesh. Worms—Mahuudril serves as a secret ing a�er him.
“ambassador” for the avolakia in Alhaster,
5. Ilsan’s Fine Goods and is one of the few denizens of the town 9. Crafters’ Guildhall
Alhaster has few general goods stores, that knows the truth about Lashonna’s Unlike many towns where the various
as most of the wares one might buy goals. Mahuudril plays a small role in guilds each operate a separate guild-
at such an establishment can typi- “Prince of Redhand,” but the PCs won’t hall, Alhaster sports a single large
cally be purchased in the Marketplace. directly confront her until part eleven: structure that serves as a shared guild-
This store, owned by Ilsan Grekalan “Into the Wormcrawl Fissure.” hall for numerous small but necessary

86 DUNGEON FEBRUARY 2006


guilds. Bakers, smiths, cobblers, scriv- than face execution himself by openly a series of secret rooms below the Play-
eners, carpenters, and more crowd into opposing Zeech, he quietly resigned house basement.
this rickety building, where they con- from his post.
stantly bicker and fight over space and The Laughing Dawn Tavern (named 13. The Ogre’s Hideout
accommodations. None of them have a�er Damsk’s now-deceased wife) may There are several inns scattered
the political clout or physical presence not be much to look at, but it’s always throughout Alhaster—the Ogre’s
to gain an edge over their fellows or well stocked. Its proximity to Miomay’s Hideout is a typical example. Like the
the bandits who run the town, so for Playhouse ensures that it always receives other inns, the Ogre’s Hideout caters
now, the sorry state of Alhaster’s cra�- plenty of business a�er a show. It is per- mostly to visiting bandits, pirates, and
ers seems destined to persist. haps the favorite tavern for the majority adventurers; the place has a rough and
of Alhaster’s commonfolk. dangerous feel to it and sports a well-
10. Sinner’s Sanctum stocked but largely unimaginative tap-
This crumbling hovel looks no dif- 12. Miomay’s Playhouse room and bar on the first floor. The
ferent than any of the other rotting Owned and operated by a beautiful Ogre’s Hideout is noteworthy as it is
homes of Alhaster’s truly desperate and woman named Miomay (CN female the favored inn for several hobgoblin
poor. On the inside, the place’s nature half-elf bard 7), this playhouse represents mercenaries currently visiting Alhaster.
is obvious—it is a sickhouse for the one of the few places the commonfolk of These hobgoblins plan to take part
poor. Numerous rickety beds and cots Alhaster can go for public spectacle and in the coming festivities to celebrate
line the walls of the building’s single entertainment (the other similar outlet Zeech’s 20th year of rule. The leader of
room, and a bed and desk in one cor- is the Alhaster Arena). Rebuilt from an this band (detailed in “The Prince of
ner are used by the sickhouse’s tender, even-more grandiose opera house that Redhand”) rented out all of the rooms
an aged and half-mad woman named burned to the ground during Alhaster’s on the topmost floor, and his all-night
Furpotia (LN female human expert succession from the Shield Lands 20 antics have been keeping the other
2). The majority of Alhaster believes years ago, this playhouse isn’t quite as patrons up at night. The innkeeper, a
Sinner’s Sanctum to be a leper house, grand and impressive. It has, however, jumpy man named Frill Beskered (LN
and they avoid the place and the sur- managed to find equilibrium between male human expert 3), is too cowardly
rounding streets. common vulgarity and high-class to do anything about it.
This reputation also serves the sophistication. The plays performed
agenda of the Ebon Triad, which main- here allow the common folk to feel as if 14. Gallows
tains a secret shrine to the Overgod in they are nobles, while at the same time Law in Alhaster is tough, and trials are
a small complex below the Sanctum. give the nobility a chance to experience short, brutal, and corrupt. Those with
Furpotia doesn’t know about this hid- the seedier side of life. Of course, seat- money or social contacts can generally
den shrine, and assumes the noises she ing for the two elements remains seg- escape punishment even if they’re caught
used to hear coming up from below regated, with the cheap seats (costing 1 with blood on their hands, but the best
were manifestations of her madness. cp per performance) being little more others can hope for is a clean death on
Sinner’s Sanctum and the Ebon Triad than rocks arrayed on the open dirt floor, Alhaster’s public gallows. Despite their
shrine below are detailed further in and the balcony seats (costing 10 gp per name, this array of open-air platforms
“The Prince of Redhand.” performance) are shaded from the sun caters to more methods of execution than
and filled with comfortable chairs and hanging. A headsman’s block, numerous
11. Laughing Dawn Tavern feature delicious refreshments. pillories and stocks, and an array of cru-
This tavern is little more than a shed The playhouse serves two additional cifixion crosses loom malignantly at the
with a low bar rigged against one wall. functions that are somewhat hidden edge of the marketplace in addition to a
Damsk (LN male human fighter 2/ from most casual visitors. First, most large gallows. The method of execution
expert 3) is a fat, bald-headed man of of the actors and actresses Miomay depends as much on the nature of the
considerable size who quietly hums old employs staff a semi-secret, invitation- crime as it does on Zeech’s whim, but
songs to himself as he tends his bar. only brothel. Miomay and her employ- when they occur, they are always well-
Up until a year ago, Damsk was one ees use the contacts they make amongst attended public spectacles.
of Alhaster’s most gi�ed executioners. Alhaster’s nobility primarily to pad their
Many locals believe that when he retired incomes, but also to glean inspiration for 15. Gulg’s Tinctures
to buy this old building and convert it future plays. Resem Gulg (NE male human rogue 4)
into a tavern, he did so because he had The second purpose is even more is an aging, partially blind man who has
lost his nerve for executions. In truth, obscure. Only Miomay and her five lived in Alhaster all his life. He found
Damsk discovered that several of the senior employees know that a semi- the change of rulership twenty years
prisoners he was executing at Zeech’s regular anti-establishment newsletter ago to be much to his liking, as now
command were innocent, and rather called the Sinchaser Report is produced in he can sell his beloved poisons without

FEBRUARY 2006 DUNGEON 87


BACKDROP: ALHASTER BY RICHARD PETT

fear of punishment (as long as he keeps this squat, ugly wooden building. Hoff 21. The Deluxury
up on his monthly payments to Zeech). (NE male dwarf fighter 11) is a foul- This impressive stone and wood build-
His shop is a mass of colorful jars, mannered and slightly insane retired ing is the most prestigious inn, gambling
mounds of carefully mixed spices and bandit who has managed to gather house, and brothel in all of Alhaster, and
herbs, mummified animal corpses, and together no fewer than 14 different is said to be one of the few establishments
alchemical apparatus. All of the poisons mercenary bands. Leaders of these that Prince Zeech himself visits. The staff
listed in the Dungeon Master’s Guide bands are allowed to stay in this bar- of the Deluxury includes exotic per-
can be purchased here (including those racks, and anyone who wishes to hire formers from as far south as the Scarlet
in excess of 3,000 gp per dose)—Gulg a band can do so by speaking to Hoff ’s Brotherhood and as far west as Ket. The
typically has 2d10 doses of a particular assistant in the front room, a horribly place is enforced by a band of mute but
poison for sale at any one time. If he scarred gnome named Scabface (LE constantly looming hobgoblin eunuchs
finds a particular customer to be par- male gnome rogue 2). Hoff has made a (male hobgoblin fighter 6), staffed by a
ticularly offensive or annoying, Gulg is sizable amount of money off his busi- number of attractive men and women
not above selling his poisons in defec- ness, and given a few more years could (human and half-elf expert 4) and owned
tive vials that double the chance of acci- even achieve his goal of being indoc- and administrated by a jolly-looking man
dental poisoning during use. trinated into Alhaster’s nobility. named Armhin Loratio (NE male human
rogue 4/sorcerer 6/arcane trickster 2) who
16. The Scattergut 19. Free Lords’ Embassy always seems to have the best intentions
This rowdy tavern, owned and operated The Bandit Kingdoms are loosely run of his paying customers at heart. Those
by an ex-gladiator named Raktus (LE by a council of men and women known who know him well know the truth—he’s
male hobgoblin fighter 6), is a favorite as the Combination of Free Lords. a greedy sadist who treats his customers
of mercenaries and ex-soldiers who have In Alhaster, Prince Zeech is the only well only as long as they have money.
turned to the Alhaster Arena as a source member of this council, although this Armhin has owned and operated the
of income. The tavern is always full of building is set aside as a place for visit- Deluxury for as long as Zeech has been
loud and thirsty customers a�er a fight ing Free Lords to bunk, meet, or relax. in power. In fact, it was a generous grant
in the arena. At this time, the only resident of the from Zeech (who wanted a “home away
Embassy is Miszen Mitchwillow (NE from home”) that got the place up and
17. Alhaster Arena female halfling sorcerer 15), a woman running. Armhin’s goal with the Deluxury
The design of the Alhaster Arena may who has a small role to play in “The was to create a “heaven on earth” where
bring to mind the Free City Arena, yet Prince of Redhand.” the rich could come and gamble, drink,
this battleground is smaller in size and eat, and enjoy more carnal pursuits in
scale. The director of the arena is one 20. Iomandi’s Wonders an environment that asked no ques-
of Zeech’s own ex-commanders, a one- This stone building is built almost like a tions and told no tales. A typical meal
eyed orc named Mandubulis (NE male bunker. It has no windows, a single iron in the Deluxury runs at 50 gp; a night’s
orc barbarian 4/ranger 3/fighter 4) Zeech door, and a small guardpost atop it that stay (meal and companionship included)
recruited from the Reyhu tribes of the is always manned by a bribed Watcher can cost anywhere between 100 gp and
north. While Mandubulis has little apti- or two. The building’s cramped inte- 1,000 gp. The establishment offers places
tude for social grace, he certainly knows rior is a cluttered and poorly lit curio to gamble, bathe, receive massages, and
how to set up exciting fights in the arena, shop that also serves as Alhaster’s most otherwise escape the town of Alhaster for
and the weekly bouts always draw crowds well-stocked magic shop. The pro- as long as the coin purse can bear.
in excess of a thousand souls, filling the prietor is a perpetually angry woman Characters who remember the Empo-
arena to capacity. Characters who fall vic- named Iomandi (LE female human rium from Diamond Lake will see many
tim to Alhaster’s laws may well find them- wizard 11/expert 2) who retired from parallels between the two businesses,
selves fighting for their freedom here. the adventuring life when she real- although the Deluxury is, all around, a
ized it was safer to buy and sell magic much higher-class establishment. The
18. Hoff’s Solutions items and jewelry. Her store is heavily place also holds two recent arrivals in
Mercenary companies are common warded against the�, to the point that Alhaster—refugees from the recent
in Alhaster. A mercenary band typi- most of Alhaster’s thieves have come dragon attack on Diamond Lake. These
cally consists of up to a dozen grizzled to view the place as not worth the risk. are Professor Montague Marat (N male
ex-soldiers or bandits who follow the Much of Iomandi’s wares have been human aristocrat 9) and Shag Solomon
lead of a veteran. Few have headquar- reworked by her own considerable skill (N male quaggoth aristocrat 6). Other
ters, and when they are not in the to be more fashionable or gaudy. Magic important guests include a mercenary
field they spend their time scattered items worth as much as 6,000 gp can be captain named Vulras (CG male human
among various inns and brothels in purchased here, but the prices are 10% ranger 9/rogue 7) and visiting gnome
town. One of the few exceptions is higher than normal. noble Toris (NG male gnome aristocrat

88 DUNGEON FEBRUARY 2006


11). All four of these NPCs are detailed haunted. Rhorsk plays a key part in “The high priest of the spire is Almerah Kosen
more fully in “Prince of Redhand.” Prince of Redhand.” (LE female human aristocrat 3/cleric 10),
a shrill, aging woman who is impossible
22. Church of Kord 24. Cathedral of Hextor to please and at once both hated and
Once one of the proudest cathedrals in The largest church in Alhaster is the Cathe- admired by her dozens of acolytes.
Alhaster, the church of Kord has fallen dral of Hextor. This towering structure was
on hard times. Its few remaining priests originally a cathedral dedicated to Hiero- 26. Quemp Manor
have had their pride squashed by two neous, but now it serves as the official reli- Of Alhaster’s nobles, Mariss Quemp (CN
decades of living under Zeech’s rule, and gious focus of the city. Tended by a spine- male half-orc barbarian 4/fighter 8) is
spend most of their time repairing their less sycophant named Vierias Spatlepate perhaps the most unusual. A “reformed”
own church, which is slowly falling into (LE male human cleric 7) and a legion of barbarian who played a key role in the
ruin. The high priest is an aging warrior 1st- and 2nd-level clerics, Prince Zeech secession of Alhaster, Zeech awarded
named Lanthis Chax (CG male human has seen to it that the church itself is little Quemp his own manor in the most pres-
cleric 6/fighter 2), whose only hope is more than a shell of what it could become. tigious reach of the city. Mariss Quemp
to live long enough to see Zeech over- Zeech sees himself as the chosen tool of has found that city life agrees with him
thrown. There are only four 2nd-level Hextor in Alhaster, and brooks no com- quite well, and has delegated command
clerics under Lanthis, and if they realize petition in this venue. The church itself is of his barbaric mercenaries to a hand-
that the PCs may be potential allies (by open to the public, and Zeech has decreed ful of brutal underlings who patrol the
having their initial attitude of indiffer- that even obvious worshipers of good dei- lands east of the city. Quemp Manor is
ent shi�ed to helpful), they throw cau- ties (including worshipers of Hieroneous) the smallest of the three major estates,
tion to the wind and offer their church are to be admitted within as a show of his but Quemp makes do with his holdings
as a place for the PCs to stay, covering up power and conviction of his absolute mas- and has transformed the palace into a
their presence if necessary. The priests tery over the rule of the town. Vierias has celebration of violence. Statues of griz-
won’t charge for spells cast in this case. had all of his opposition to these nearly zled warriors, paintings of battlefields,
heretical beliefs beaten from him, and his and servants dressed as barbarians set
23. Church of Blessed simpering haste to please all who visit the the tone for this place, which features its
Deliverance cathedral should surprise visitors who own miniature arena in the center of the
Whereas the church of Kord is in bad have come to view the faithful of Hextor structure where Quemp arranges private
shape, the church of St. Cuthbert in as strong-willed. Small groups of devout battles for his amusement.
Alhaster is dead. Partially burned during followers of Hextor have tried in the past
the town’s secession 20 years ago, Zeech to overthrow Zeech and remove this mock- 27. Kilraven Manor
decreed that the half-standing ruin be ery of their faith, but to date, none of them Lord Malaven Kilraven (LN male human
le� alone as a testament to his victory. have even come close to success. These aristocrat 5/fighter 8) is the captain of
Today, the church is a blackened hulk, failures have, ironically, further validated the West Border Watch, an honorable
a monument to loss and ruin. Melted Zeech’s presence and actions in the eyes of man who has served Prince Zeech for
stained glass depictions of angels, spared many other worshipers of Hextor. the past 19 years a�er his father died
from vandalism only by Zeech’s decree, of the Red Death. Kilraven’s opinion of
appear to writhe in the black kiss of fire 25. The Scarlet Spire Zeech has soured over the years; he has
in those few walls that still stand. This majestic temple dedicated to Wee come to think of the man as little more
The only visitors to this place now are Jas has changed the least of the Alhaster than a petty tyrant more interested in
the few secret worshipers of St. Cuthbert churches under Zeech’s rule. The place his own decadence than the good of
who still dwell in town. They sometimes continues to oversee the caretaking the province, but as long as Zeech is in
come to the place to offer up hidden, duties of the Alhaster Boneyard (area 29), power, Kilraven intends to remain loyal
desperate prayers. The one remaining and its priests, for the most part, have to him and do what he can to better the
living Cuthbertine from the days before been le� free to continue their worship living conditions of the citizens by tem-
Zeech is Furpotia (area 10), but a second as they see fit as long as they don’t dis- pering his lord’s whimsy with advice. It’s
member of the order still “exists” as well, rupt Zeech’s rule. The clergy has actually a loosing battle, unfortunately, and Kil-
the lunatic gravetouched ghoul Rhorsk managed to turn the situation to their raven has begun to despair that Alhaster
(CE male gravetouched ghoul cleric 7), advantage, and their priests have spe- will collapse under Zeech’s rule before
once a worshiper of St. Cuthbert but cialized in the area of vanity and beauty it can be saved.
now a devotee of his own unholy hun- keeping. Their services are for sale to the
ger. Rhorsk dwells in the partially col- rich of Alhaster, and most of the town’s 28. Mistwall Manor
lapsed cellar below, and his simperings nobles visit the Spire weekly for regular The largest estate (not counting Zeech’s
and scratchings have singlehandedly beauty treatments or to have new out- palace itself ) in Alhaster is the myste-
given rise to rumors that the church is fits and accessories made and fitted. The rious and imposing Mistwall Manor.

FEBRUARY 2006 DUNGEON 89


BACKDROP: ALHASTER BY RICHARD PETT

This magnificent estate survived the for a new group of Watchers is in session that it is the Blessed Angels who actually
fall of Alhaster partially due to luck, but (as it is right now), the compound remains run Alhaster, and that Zeech, the nobility,
mostly due to the intervention of an closed and all contact with Alhaster is cut and the Watchers are all nothing more
enigmatic and beautiful woman named off, save for the directors and drill ser- than charmed pawns.
Lashonna. In truth a very old vampiric geants. The current compound director is The truth is actually quite simple. Zeech
silver dragon, Lashonna has been a key a so�-spoken hobgoblin named Jegreshis knew soon a�er he became the ruler of
architect in the current condition of the (LE male hobgoblin fighter 12), a quiet Alhaster that he needed a potent and
town of Alhaster, and her advice to Zeech killer who speaks to new recruits only if mysterious force to not only handle the
(who values her as a trusted friend and he intends to kill them himself. real problems in the town, but to keep
adviser, but to his undying frustration the dissidents and criminal element too
never anything more than that) is the pri- 31. Angel’s Aerie scared to try anything really disruptive. It
mary cause of the city’s current troubles. Perched atop a jagged cliffside overlook- was Lashona who recommended using
Lashonna is in fact one of Kyuss’ great- ing the entrance to Alhaster Harbor is this erinyes, and in truth, it is to her that the
est minions, second only to Dragotha, grim, gothic, many-towered structure of Blessed Angels owe their allegiance. For
and she has worked for the last 20 years dark stone. This is the headquarters for now, however, they are content to follow
to ensure that everything in Alhaster is the true police force in Alhaster—the Zeech’s orders.
ready to usher in the Wormgod’s return. Blessed Angels. Also known as the Black The PCs are likely to run afoul of
Lashonna is one of the primary villains Nuns of Hextor (or even the Brides of some of the Blessed Angels if they are
in the last four installments of the Age of Hextor), these twelve erinyes serve many involved in crimes in Alhaster or are
Worms Adventure Path. roles in the policing of Alhaster. Where suspected of attempting to undermine
the Watchers themselves handle the Prince Zeech’s authority. The Blessed
29. Alhaster Boneyard day-to-day law enforcement, the Blessed Angels are not foolish; they do not con-
The disposal of Alhaster’s dead is the sole Angels handle the high-profile crimes, front their targets alone. Rather, they
province and responsibility of the clerics mediate important matters between pow- watch from afar, learning of weaknesses
of the Scarlet Spire. The church recruits erful visitors, or serve Zeech himself as and habits they can exploit. When they
the citizens of Alhaster itself to help in personal guards or assassins. Their goals move to strike, the angels do so in a
this regard, and pays a cadaver fee of 5 sp and purposes are usually secret, known group of four—this is an EL 16 encoun-
(a fee high enough to make the trip worth only to themselves and Zeech, and there ter, but if the Blessed Angels have a
it for most of the town’s citizens but not are rumors that even Zeech himself isn’t chance to tailor their tactics against the
quite high enough to encourage murder) privy to all of their plans. PCs, it can be particularly devastating.
to anyone who brings a body to the Spire The erinyes are open about their
for disposal. Most of these bodies are appearance, and are frequently seen Blessed Angel CR 12
cremated, but those who are survived by around town or soaring in the skies above. Female erinyes mortal hunter 4
family or friends rich enough to afford a Their constant presence does more for LE Medium outsider (baatezu, evil,
plot in the boneyard are buried here in keeping the law than perhaps anything extraplanar, lawful)
sanctified grounds that the acolytes patrol else. The locals are absolutely petrified of Monster Manual 54, Complete Divine 50
regularly. Rumors that the boneyard is them. Rumors abound of families who Init +6; Senses darkvision 60 �., see in
haunted persist, but in fact the place is, have dared to insult the prince unmasked darkness, true seeing; Listen +17, Spot +17
ironically, one of the safest in the city due by Angels in the guise of loved ones, or Languages Common, Celestial, Draconic,
to the diligence of these clerical patrols. couples whispering to each other only to Infernal; telepathy 100 �.
be overheard and unmasked by invisible AC 28, touch 16, flat-footed 22; Dodge,
30. Watcher’s Compound angels. The locals have a saying: “speak Mobility
This fortified complex serves as a train- falsely, my friend.” In other words, “listen hp 153 (13 HD); DR 5/good
ing facility for Alhaster’s city guards: the to the opposite of that you hear,” since Immune fire, poison
Watchers, composed primarily of humans friends o�en use this method to com- Resist acid 10, cold 10; SR 20
and hobgoblins. The training procedure municate freely. To most of Alhaster’s Fort +19, Ref +15, Will +12
to become a Watcher is as intense as it citizens, the Blessed Angels are viewed as Spd 30 �., fly 50 �. (good)
is violent—fully 30% of those who enter saviors—they keep watch on the town and Melee mwk longsword +20/+15/+10
these gates for the year-long program die prevent outside influences from pervert- (1d8+6/19–20)
at some point. Those who survive emerge ing the true path of the prince. What isn’t Ranged +1 distance light crossbow
as 6th-level fighters and can look forward known is how Zeech managed to secure +20/+15/+10 (1d8+1/17–20)
to a life of accepting bribe money and the loyalty of the dangerous devils, exactly Base Atk +13; Grp +19
bullying the weak, a reward that, for most how many Blessed Angels dwell in the Atk Options mortal hunting +2, smite
hobgoblins and mercenaries, is well worth Aerie, or what serves as their immediate mortals 1/day (+3 to melee attack, +8
the risks of training. As long as training commander. One pervasive rumor holds damage)

90 DUNGEON FEBRUARY 2006


Mortalbane Detect Mortals (Su) This ability duplicates day. If the flesh used is from the exact
The creature can make a spell-like the effect of detect undead cast individual being imitated, the duration is
ability particularly deadly to mortals. by a 15th-level caster, except that permanent. If the flesh is from a being of
Benefit: A mortalbane ability is a mortals are detected. “Mortals” are the same type, the duration is 1 hour. In
damaging spell-like ability that deals
any creature that aren’t elementals, either case, the Blessed Angel can dismiss
2d6 points of additional damage when
outsiders, undead, constructs, or fey. the ability as a standard action.
used against living nonoutsiders, but
only half damage against outsiders, Mortal Hunting (Ex) The Blessed Angel *These spells are from the Book of Vile
undead, and constructs. Mortalbane gains a +2 bonus on attack and damage Darkness; if you don’t have access to
can be applied to each of a creature’s rolls against mortals. She gains the same this book, replace heartache with doom,
spell-like abilities five times per day, bonus on Bluff, Listen, Sense Motive, unnerving gaze with bane, evil eye with
though the feat does not allow the Spot, and Survival checks when using blindness/deafness, and wither limb with
creature to exceed its normal usage these skills against mortals. The damage death knell.
limit for any ability. bonus only applies to ranged weapons
This feat originally appeared in the against targets within 30 feet, and does 32. Alhaster Barracks
Book of Vile Darkness. not apply at all to creatures that are The Watchers of Alhaster bunk in these
immune to critical hits. one-story buildings, and use the large
Special Atk entangle, summon baatezu Mortal Skin (Su) By magically gra�ing bits courtyard to train and as a staging ground
Combat Gear potions of cure serious wounds (2) of mortal flesh to her body, the Blessed for trials. The southernmost wing of the
Mortal Hunter Spells Known (CL 4th): Angel can transform (as polymorph) into barracks includes nicer accommoda-
2nd (3/day)—detect thoughts (DC 19), evil any humanoid mortal form, once per tions for barristers and judges (all of
eye* (DC 19), hold person (DC 19), magic
circle against good, see invisibility, web
(DC 19), and wither limb* (DC 19)
1st (3/day)—cause fear (DC 18), charm
person (DC 18), detect good, heartache*
(DC 18), protection from good, sleep (DC
18), unnerving gaze*(DC 18)
Spell-Like Abilities (CL 12th):
At will—greater teleport (self plus 50
pounds of objects only), charm monster
(DC 21), minor image (DC 19), unholy
blight (DC 21)
Abilities Str 22, Dex 23, Con 24, Int 14, Wis
16, Cha 25
SQ boost spell-like ability, detect mortals,
mortal skin
Feats Alertness, Dodge, Improved Critical
(light crossbow), Mobility, Mortalbane,
Rapid Reload, Track
Skills Bluff +19, Concentration +17,
Diplomacy +13, Gather Information +9,
Hide +18, Intimidate +15, Knowledge
(local) +14, Knowledge (nobility and
royalty) +14, Listen +17, Move Silently
+18, Search +14, Sense Motive +15, Spot
+17, Survival +15
Possessions combat gear, +2 leather armor,
+1 distance light crossbow, masterwork
longsword, cloak of resistance +2, elixirs of
truth (2)
Boost Spell-Like Ability (Ex) The Blessed
Angel can boost the save DC of her spell-
like abilities, increasing the save DC by
+2. She may do so up to three times a day
per spell-like ability.

FEBRUARY 2006 DUNGEON 91


BACKDROP: ALHASTER BY RICHARD PETT

whom are in Zeech’s pocket). Alhaster queting Hall as well as Zeech’s private destroyed by a dragon arrived in town,
punishes its criminals in one of four menagerie and quarters. In all, there Zeech was immediately taken by their
ways—exile, execution, fining, and are some two hundred and fi�y rooms bizarre forms and fired his staff, hiring
imprisonment. The dungeons below within the palace. Zeech constantly the freaks as replacements. Zeech, in
these barracks are filled with hundreds orders the construction of new wings all his misguided ego, feels that by sur-
of those who have been sentenced to and additions in an attempt to capture rounding himself with deformity, he
imprisonment, many of whom have the coliseums of bronze and glass visible more perfectly approximates the true
been forgotten to the outside world. in his dreams, and many of these areas beauty of the human form.
Some of them have been imprisoned are obviously unfinished. Aside from Zeech (and whoever his
since Zeech withdrew Redhand from Zeech is attended at all times by his current lover may be), the only regular
the Shield Lands 20 years ago; it’s cer- personal guards—four invisible Blessed inhabitant of the palace is his daughter, a
tainly possible that some of the previ- Angels who wear rings of invisibility (who reclusive half-fiend named Hemriss who
ous rulers of this once-proud city lan- are themselves not part of the contin- has a minor to play in “The Prince of
guish still in these dungeons. gent in area 31) who are usually within Redhand” and a more important role in
30 feet of him. Approximately fi�y pal- “Dawn of a New Age.”
33. Zeech’s Palace ace guards (all 1st-level human warriors)
The red stone wall that surrounds Zeech’s led by a dozen 5th-level human fighter 34. The Great Project
Palace supports dozens of statues—all of sergeants man the palace, all armed Zeech’s obsession is his “Great Project,”
which are of Zeech. The grounds feature with crossbows and shortswords. If a massive ziggurat of stone. He ordered
many gardens set with beautiful orchids, the palace is attacked or Zeech comes the destruction of several houses (includ-
monkey-puzzle trees and small water- into peril, one of the erinyes imme- ing several noble manors) south of his
falls and ponds. Each garden has a fanci- diately teleports to the Aerie to alert palace, forcing those who lived within
ful title (such as the Vertiginous Terrace), the other Blessed Angels, who in turn to relocate elsewhere (all of the evicted
and Zeech o�en incorporates them into quickly teleport into the palace to aid nobles abandoned Alhaster in protest,
his wild and decadent galas. the prince. Up until recently, the palace and settled in other provinces in the
The Palace itself is a fanciful hodge- staff consisted of human commoners, Bandit Kingdoms).
podge of various styles, but it has a but when a ship full of freaks seeking Now, the area is a huge collection of
central core that houses the Great Ban- a new home a�er their old one was hovels arrayed around the Great Proj-

92 DUNGEON FEBRUARY 2006


ect, homes for the cra�smen and slaves ally a few men lounging here, ready to Whatever the cause, his half-completed
Zeech uses to build the ridiculous ferry visitors across the Eel River for a palace remains here on the banks of
structure. Deaths and terrible injuries 2 cp fare. the Eel. Its proximity to Ilthane’s lair
are common as Zeech forces the work- (area 39) made it a perfect place for the
ers to toil faster. He is constantly forced 36. Eel River Transport dragon to meet with visitors, which has
to replace the workers with desperate This large building is owned and given rise to new rumors that a dragon
laborers or slaves purchased from other operated by an “enterprising” hobgob- lives nearby.
bandit kingdoms. Hobgoblin Watchers lin named Gothtur (LE male hobgob-
patrol the site, and one in five is accom- lin expert 5) who claimed ownership 39. Traitors’ Graves
panied by a worg. These bored guards of this building not long after Zeech A�er Zeech’s madness took hold, he cru-
have been known to “accidentally” let took over. He did so by murdering cified Alhaster’s Knights of Holy Shield-
the worgs run amok in the tentyards. the previous inhabitants and taking ing on this low island in the Eel River,
The workers rise at dawn, eat a frugal over their transport service. At first, so that all who traveled the river could
meal and then toil until darkness on the Gothtur was taken with the novelty of hear their cries of pain as they died.
project, which now rises to two hundred playing at living as a human, but over Some years later, a black dragon named
feet (and is widely believed to be almost the years he has found he actually has Ilthane arrived in the area and carved
finished). A narrow road rises around a taste for running a transport busi- out a lair under this island. Lashonna
the outside of the great building, con- ness. Passage up the Eel River into the took note of the dragon’s arrival, and
stantly filled with oxen that drag he�y inland provinces of the Bandit King- she manipulated events so that the
stones and huge timbers up the slope. doms is fairly cheap, with prices rang- Ebon Triad contacted the dragon and
Poorly constructed cranes lift other ing from 2 sp up to 1 gp, depending on forged an alliance with her. Ilthane is
items up to the heights, yet the whole the destination. likely now dead, slain by the PCs at the
site is so poorly managed that the proj- start of “A Gathering of Winds,” but her
ect is well behind schedule. Visitors are 37. Alhaster Shipyard legacy lives on in the cavern below the
not allowed on site, but security is so lax The collection of buildings north of Traitor’s Graves. D
that it is relatively easy to infiltrate the Alhaster once housed fishermen and
area and explore. shipbuilders, and this large building
The structure itself is constructed of
local red stone. Its walls are built on a
series of arches that support the tower-
was where the majority of the ship-
building took place. During Zeech’s
rule, these buildings have fallen into
Be Heard!
ing walls above—the top of the structure disrepair. Today, vagabonds, landlocked
is clustered under bamboo scaffolding pirates, and other desperate souls dwell
and timber. Anyone making a DC 20 in these buildings.
Knowledge (architecture and engineer-
ing) check can see that the tower is very 38. Radalar’s Regret
close to completion—a few months work The Bandit Kingdoms have a special
will see it done. talent for breeding lunatics, and Red-
Characters who have played “The Spire hand is no exception. One of the most
of Long Shadows” may note the similar- bombastic and public lunatics of recent
ity between Zeech’s project and the zig- years was the eccentric noble Radalar.
gurat and spire they found in Kuluth- When he announced he was unhappy
Mar—this is intentional. Zeech’s inspira- with Zeech’s rule and intended to build
tion for the project comes directly from a new city that would rival Alhaster, the
Lashonna, who intends to use the site, other nobles laughed at him. When he
once it’s finished, to stage Kyuss’ return announced his plan to found this city
and to begin the Age of Worms. (which he dubbed Radalar City) only a
few hundred feet to the east of Alhaster,
35. Alhaster Harbormaster they laughed all the more. Unfortu-
This building once served as a home nately for Radalar, he only got halfway
and office for the Alhaster Harbormas- done with the first building of Radalar
ter, but under Zeech’s rule, there has City before he abruptly vanished one Tell us what you think on
been little in the way of regulation in night. Rumors about his disappear- our messageboards.

paizo.com
the harbor. This building has fallen ance have settled on the obvious—that
into disrepair, and serves as an adjunct he was carried off at night and slain by
for Eel River Transport. There are usu- the Blessed Angels at Zeech’s command.

FEBRUARY 2006 DUNGEON 93


Eric Deschamps

BACKDROP: ALHASTER
by Richard Pett

Tour the dark streets of the only port in the


Bandit Kingdoms—the troubled town of
Alhaster. As the Age of Worms nears its epic
conclusion, his city will become an important
part of the unfolding events.
Prince Zeech

Eric Deschamps

Dungeon #131 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

18 DUNGEON 131 Supplement


Blessed Angel

Chad Dulac and Udon Studios with Herbert Kwan and Kevin Yan

Chad Dulac and Udon Studios with Herbert Kwan and Kevin Yan

Dungeon #131 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

19 DUNGEON 131 Supplement


RUNNING THE PRINCE OF REDHAND AND BACKDROP:
ALHASTER IN EBERRON
By Keith Baker

The Principality of Redhand of the Ebon Triad should be changed to the want to get one established if they want to
The northeast coast of Khorvaire is ruled Mockery (Hextor), the Shadow (Vecna), and communicate with the outer world.
by the Lhazaar Princes. By their very nature, the Keeper (Erythnul). Dol Dorn replaces As the local source for mercenaries, Hoff’s
the Lhazaar Principalities are a collection of Kord, Dol Arrah can be used instead of Solutions may be an arm of House
city-states, and a region where the right to Heironeous, and the Silver Flame takes the Deneith. In this case, Hoff Deneith would
rule must be earned, not simply inherited. place of St. Cuthbert. The worship of Wee Jas be a human instead of a dwarf. He can
This makes the region an ideal location is replaced by the Watchful Rest, a sect that still have a taste for banditry; this is a dark
for Redhand and Alhaster, which can in reveres both Aureon and the Keeper. region, and the people of House Deneith
fact simply be added to the existing map The character levels for some of the NPCs are only human.
of the Lhazaar Principalities. On the map in Alhaster are somewhat high in comparison Miomay’s Playhouse would become an outpost
of the Principalities (Eberron Campaign to many of the known NPCs of Eberron; of House Thuranni, and Miomay herself
Setting, page 186), there is a region of plains at 15th level, Miszen Mitchwillow is more would be an elven heir of that house. House
approximately 100 miles south from the port powerful than any sorcerer mentioned in Thuranni is always interested in increasing
of Skairn. The land between the two massive Sharn: City of Towers. It is up to the DM to its power in the principalities, and with its
forests is Redhand: the port city of Alhaster decide whether to lower the level of some gi� for gathering information it would be
should be placed on the east coast, setting it of these NPCs, or whether Redhand is a a very valuable ally for new rulers… but
between Skairn and Tantamar. nexus for powerful individuals who have a sly ally with great ambitions! While the
The dominant religion of Redhand is a sect come together at this time of chaos to tip Playhouse would be the center for their
unique to the principalities, known simply as the scales one way or the other. activity, the Thuranni would also be deeply
the Deep Brethren. This cult combines the involved with the black market.
worship of the Devourer and the Mockery: The Blessed Angels Chosk Underpate of The Curious Owlbear
a pirate’s religion promising blood on the It is a rare thing to see fiends openly in may be an heir of House Ghallanda, and
water. Its adherents believe that their dark the cities of Eberron, but it is such a rare even if the many inns and taverns aren’t
faith gives them claim to anything that lies occurrence that few people know how to tell Ghallanda outposts, they may very well be
on the seas, but they throw a share of plunder an angel from an erinyes. As noted in the licensed by the Hostlers’ Guild.
into the deep to ward off foul weather. In the Alhaster backdrop, the Blessed Angels truly The Cra�ers’ Guildhall would be an outpost
Five Nations, it is rare to see the deities of the serve Lashonna, and through her the Lords of of House Cannith; Iomandi (of Iomandi’s
Dark Six worshipped openly, but the Lhazaar Dust. This squad of erinyes came to Eberron Wonders) could also be an heir of
Principalities are a cold, dark realm whose a�er a bitter feud in the outer planes, and Cannith.
people face the wrath of the Devourer every swore allegiance to the Council of Ashtakala; House Lyrandar would have an outpost at
day. Alhaster is the greatest temple of the Deep at Lashona’s request, the servants of Kyuss- the harbor.
Brethren, but cultists can be found in many Katashka dispatched the Angels to Alhaster.
of the other principalities. Members of the The Grand Banquet
Deep Brethren do not consider themselves Dragonmarked Houses Many of the notable NPCs of Alhaster attend
to be evil (though most are); their faith is a in Alhaster Zeech’s banquet; here are a few ways to tie
shield and an adaptation to the harsh realities It is up to the DM to decide whether or these individuals to Eberron. The DM can
of life on the Lhazaar Sea. In Alhaster, the not to give the dragonmarked houses also choose to add other NPCs from the
worship of the Deep Brethren is also seen as an interest in Alhaster. It could be that Lhazaar Principalities to the party—one
a curious form of freedom, a joyous refusal Zeech and Mahuudril have used influence, interesting option is Prince Mika Rockface
to accept the limited views of the Sovereign violence, and magic to keep the houses out (Eberron Campaign Setting, page 185). Mika
Host, embracing the powers that others fear. of Redhand. If the houses are in the city, has no agenda at the party; she is simply
Prince Zeech is particularly devoted to the they can serve as allies or enemies for the an old friend and ally of Prince Zeech, and
Mockery. While the most infamous followers PCs once they take power in Alhaster. The the banquet provides an opportunity for
of the Mockery are known for the practice houses have their own interests, and will see the adventurers to encounter this infamous
of self-mutilation, the Mockery is a god of a change of leadership as an opportunity! pirate in a non-combat situation.
deception; Zeech’s youthful beauty is a gi� In adding the houses to Alhaster, consider
from his patron, a handsome mask to hide the following. B’kruss and V’juss
his inner darkness. Likewise, he has managed House Jorasco and Sivis are likely already As a skilled hobgoblin fighter, B’kruss could
to deceive himself as to his true goals. But the in Alhaster, but won’t press for more easily be an emissary of one of the Dhakaani
Mockery is still a god of war—and Zeech is a influence. Communication and medicine clans, such as the Kech Sharaat; along with
deadly warrior when pressed too far. are common needs; if the city doesn’t have the Knights of Redhand, he is learning the
As noted in previous sidebars, the deities a Sivis message station, the new leaders will lay of the land and establishing connections

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20 DUNGEON 131 Supplement


in preparation for the time his clan claims
leadership of the Heirs of Dhakaan, Darguun,
and the lands beyond. A DM who chooses
this path should simply highlight the skill
and discipline of B’kruss and his warriors.
As one of the foremost warriors of the Kech
Sharaat, B’kruss is no brute: he is a cunning
soldier from a proud civilization.
Following Dhakaani tradition, the mystic
V’juss would likely be female. A DM who
wants to go to more trouble could change
her class from sorcerer to bard; this would
make her one of the duur’kala, the dirge
singers who serve as spiritual leaders among
the Dhakaani goblinoids.

Hemriss
Many fiends trapped on Eberron find a home
with the Lords of Dust, and this was likely
the case with Hemriss’ erinyes mother. As
some among the Lords of Dust are tied to the
rise of Kyuss (as detailed in earlier conversion
notes), it is possible that Hemriss and her
warrior-gypsies have a tie to events even
Zeech doesn’t know of; perhaps Hemriss
is still reporting to her mother as well as
working with her father!

Lashonna
Lashonna was once an agent of the Chamber;
she worked with a sect of eastern druids whose
traditions mirrored those of the Gatekeepers.
Like Dragotha, she was captured and
corrupted by the power of Kyuss-Katashka.
Aside from this point of history, her nature
and goals remain the same.

Miszen Mitchwillow
There are a number of ways to keep Miszen’s
role as a spy. If her race is changed to gnome,
she could be one of the top agents of the Trust
of Zilargo, using her magical powers to monitor
the entire east coast of Khorvaire. For a more
sinister story, she could remain as a halfling,
but be a servant of the Dreaming Dark, her
original personality replaced long ago by a
quori mind seed. In this case, she should be a
psion (telepath) instead of a sorcerer.

Toris
Toris is a noble from the gnome-dominated
island of Lorghalen.

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21 DUNGEON 131 Supplement


RUNNING THE PRINCE OF REDHAND AND BACKDROP:
ALHASTER IN THE FORGOTTEN REALMS
by Eric L. Boyd

Conversion notes for Bane (Hextor), Bhaal run by Dunkin Tallmast (Telgrith Vanerath), include Szentarr Ravin (NE male Tethyrian
(Erythnul), Myrkul (Vecna), Tempus (Kord), and festhalls are legendary up and down the human illusionist 10, Armhin Loratio), and
Torm (Heironeous), Agath Harpell (Agath of Sword Coast for both their services and their Bharandas Zhan (LE male Vaasan human
Thrunch), Dagsumn (Eligos), Malchor Harpell danger. Queen’s Cove is dominated by the wizard 12), a renegade mageling of the
(Manzorian), Prendergast “Gast” Brokengulf Cove of the Queen, a temple of the Bitch Zhentarim.
(Loris Raknian), Daggerford (Diamond Lake), Queen, and ruled by the Wavemistress Royal
Longsaddle (Magepoint), Skull Gorge (Ri� (high priestess of Umberlee). The island’s Grand Banquet
Canyon and Wormcrawl Fissure), the Tower only road (The Toilway) connects the capitol Most of the invitees from to the Grand
of Twilight (Fortress of Unknown Depths), city with Queen’s Cove. The Eel River emerges Banquet are pirate captains or minor lords
and Waterdeep (the Free City) have already from a spring in the center of the island and from the Sword Coast or other islands in the
been mentioned in conversion sidebars for runs south to empty into Mintarn Harbor. Sea of Swords (Bandit Kingdoms)
earlier adventures in the adventure path. Fighters, barbarians, bards, and rogues
are welcome in Mintarn. Clerics of Bane, B’Kruss
Mintarn Kelemvor (Wee Jas), Tempus, Umberlee, and B’Kruss is a notorious mercenary whose
Mintarn (Redhand) is a medium-sized island Valkur don’t raise eyebrows if they display company, the Knights of the Nelanther
in the Sea of Swords (Lake of Unknown their faith openly, and these deities have (Knights of Redhand), regularly serve aboard
Depths) several hundred miles southwest functioning temples in town. Clerics of pirate ships and merchant ships dealing in
of Waterdeep. (Note that this puts it some Helm, Ilmater, Torm, and Tyr are particularly illicit cargo.
six hundred miles south-southwest of vilified in Mintarn. Druids and rangers are
Longsaddle, still within the range of teleport.) associated with the “simple” Ffolk of the Rhorsk
Mintarn is best known as a safe haven for southern Moonshaes, whether they hail from Rhorks was a cleric of Helm (St. Cuthbert).
those in flight from authorities. This beautiful there or not. Monks are rare in Mintarn, and (Note that this is a different conversion done
tree-cloaked island is a free port on the Sword those who are here are universally regarded for St. Cuthbert than was done in Daggerford
Coast where no questions are asked and no to be agents of the church of Ilmater, so [Diamond Lake] for the temple of Lathander
one (other than pirate hunters) is turned away. they are accorded the same scorn as clerics [St. Cuthbert]).
Mintarn is part of a small archipelago, and paladins of Helm or the Triad. Arcane
which includes nine islands of any size. spellcasters are fairly uncommon, yet they Miszen Mitchwillow
(Only six are depicted on the map included are neither particularly loved nor particularly Miszen is a spy from Athkatla (Dorakaa), in
in the Forgotten Realms Campaign Setting hated. the kingdom of Amn (Empire of Iuz), who
[3rd edition], but maps from earlier editions See Chapter 7 of the novel Passage to Dawn, serves the infamous thieves’ guild known as
show the entire chain.) The archipelago is by R. A. Salvatore, for a further glimpse of the the Shadow Thieves. Her goals in Mintarn are
nominally under the rule of the Tyrant of port of Mintarn. to keep an eye on politics and visitors and to
Mintarn, but in truth the other islands are advise her guild accordingly, as they move to
largely ungoverned. The second largest Tarnheel Embuirhan take control of trade along the Sword Coast
island, which lies to the north and west of Tarnheel Embuirhan (LE male Tethyrian
Mintarn, is known as Skadaurak, and is home human fallen paladin 8/ blackguard 8 Toris
to Hoondarrh (CE male ancient red dragon), [Bane], Prince Zeech) is the self-styled Toris (NG male Ffolk human aristocrat 11)
the legendary “Red Rage of Mintarn.” (See “Tyrant of Mintarn.” Despite his title, in the hails from the Moonshae Isles (specifically
Dragon #241 or http://www.wizards.com/ early days of his rule his “Tyrancy” (“Most the southern half of the island of Alaron), and
default.asp?x=dnd/wn/20021023a.) Beautiful Majesty”) was known to be open- he is the only noble from the Moonshaes who
The island of Mintarn has two settlements. minded, open-eyed, and open-handed, and accepted Tarnheel’s invitation.
The capital, Mintarn (Alhaster), lies on the traditionally let Mintarn tend to itself in most
southern coast, and a smaller harbor and of its day-to-day dealings. In recent years,
town, known as Queen’s Cove, lies on the however, Tarnheel has grown increasingly
eastern coast. Both settlements are a refuge tyrannical, in keeping with his growing ties
for fugitives from justice, pirates, war to the church of the newly arisen Bane. As
refugees, mercenaries, and others who want Tyrant of Mintarn, Tarnheel keeps order
to transact business (shady or otherwise), (brutally, if the occasion calls for it), keeps
buy arms, or enjoy themselves away from individuals from using force to gain their
the watchful eyes of foreign rulers and more ends on his island, and acts to prevent pirates,
proper authorities. The capital’s wine taverns, other realms, or other scalawags from gaining
such as the Freemantle (Angry Ri�er Tavern) control of Mintarn. His closest advisors

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22 DUNGEON 131 Supplement


Christopher West

Dungeon #131 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

23 DUNGEON 131 Supplement


T he Order of the Storm once stood
proud as a mighty enclave of dru-
idic power, yet today their deeds
and works are forgotten. Their only legacy
is a swirling maelstrom of unthinkable
designed for four 16th-level characters. It
is also the ninth installment of the Age of
Worms Adventure Path, a complete cam-
paign consisting of 12 adventures, several
“Backdrop” articles to help Dungeon
power, a great storm that roils far from the Masters run the series, and a handful of
shore over the Lake of Unknown Depths. poster maps of key locations. Your PCs
A hell of rending winds, earth-shatter- should advance to 17th level at some point
ing thunder, and scorching arcs of flesh- during this adventure, and by the end
sizzling lightning, the tempest conceals should reach 18th level. For additional
within its swirling purple-black clouds a aid in running this campaign, check out
single mysterious island. The answer to Dragon’s monthly “Wormfood” articles, a
a thousand mysteries as old as the world series that provides additional material to
can be found in a hidden fountain on help players survive the campaign. “The
this island, contained in the waters of the Library of Last Resort” is the first (and
Fountain of Dreams. It is here that knowl- only) adventure in the Age of Worms to
edge of the location of Dragotha’s stolen heavily feature wilderness exploration.
phylactery resides, and the PCs aren’t the High-level characters have a staggering
only ones who seek it. array of options at their fingertips for
“The Library of Last Resort” is a exploration and travel, and issue #341 of
Dungeons & Dragons adventure Dragon outlines several of these.

BY NICOLAS LOGUE
BY JOACHIM BARRUM, STEVE PRESCOTT, AND EVA WIDERMANN
BY ROBERT LAZZARETTI
AGE OF WORMS CALLIGRAPHY BY DARLENE
ADVENTURE PATH HIGH LEVEL (13TH–20TH) WILDERNESS

MARCH 2006 DUNGEON 59


THE LIBRARY OF LAST RESORT BY NICOLAS LOGUE

Of course, you can also run “The minded creatures could access their leg- holds that they hid their knowledge in
Library of Last Resort” as a stand-alone acy, the druids sacrificed themselves in the Library of Last Resort.
adventure, or even as part of a campaign a potent rite. The Order of the Storm set Lashonna reveals that this repository
of your own design. the island’s interior apart from the world, of knowledge is hidden somewhere on
and in so doing they were transformed Tilagos Island, the final redoubt of these
Adventure Backround into fey guardians of great power. druids. The PCs travel to this mysteri-
Long ago, an ancient sect of druids called The location of Dragotha’s phylactery ous island, where they discover a strange
the Order of the Storm defeated Kyuss and is but one of countless secrets infused ruin. The maze hides the entrance to the
his undead legions, forcing him to retreat in the waters of the Fountain of Dreams. island’s interior, which resides in a remote
to his nighted prison and averting the Age Tilagos Island has drawn the attention demiplane known to the druids as Last
of Worms in their time. Yet this battle was of thousands of explorers, loremasters Resort. Not long after, they are confronted
not without cost to the Order. The druids and seekers of arcane power in the past, by the wardens of Tilagos, powerful fey
waged a bitter war against the Wormgod’s but the Fountain of Dreams remained known as wild watchers. To impress the
writhing spawn, who were led in battle by undiscovered. Many claim the legend watchers and gain access to the Library of
the demigod’s most dreadful minion, the of the druids’ “magic fountain” is no Last Resort, the party must best a cursed
dracolich Dragotha. The undead dragon more than the cruel joke of some long titan, survive an encounter with an elder
culled most of the Order of the Storm’s dead historian. nightmare beast, breach the depths of
elders in combat, until finally (through Darl Quethos, Hand of the Lich-Lord, Doomshroud Forest, and retrieve a feather
guile, and at no meager cost) a selfless believes otherwise. A powerful cleric of from a living roc. Only then can the PCs
band of druids stole Dragotha’s phylac- Vecna, Darl even now nears landfall on gain access to the Library’s knowledge.
tery from his lair while the dracolich was the mysterious island. If he can only find The “library” is in fact an artifact called
leading Kyuss’ interests elsewhere. The the Fountain of Dreams, he knows that a the Fountain of Dreams. By drinking
druids fled with their prize to a fortress vast array of forgotten secrets would from the fountain, the PCs experience
nestled in the Rift Canyon. There, the become his own, and by extension, his a vivid vision wherein they take part in
Order secured the phylactery in a special god’s. Darl is already much favored by a key battle 15 centuries past, defend-
vault to forever keep it from Dragotha and Vecna, and is the current wielder of the ing an ancient vault from an assault of
his minions. infamous Hand of Vecna. He hopes that Dragotha’s undead. When they emerge
Dragotha sensed the loss of his phy- by recovering the secrets of the Order of from the vision, the PCs realize this is
lactery the instant it was sealed into this the Storm, Vecna will reveal to him the where Dragotha’s phylactery was hid-
vault. Spurred by his sense of self-pres- only secret that matters: the location of den, but unfortunately for them, the
ervation, Dragotha abandoned Kyuss’ the Eye of Vecna. Fountain of Dreams has vanished and the
army and fled the field, taking a sig- secret knowledge it contained has been
nificant group of his forces with him to Adventure Synopsis returned to the world. What the PCs
seek those responsible and reclaim his The adventure begins as the PCs meet know now, Dragotha will soon learn, so
essence before they destroyed it. The loss the mysterious Lashonna in her Alhaster they must hasten to claim his phylactery
of Dragotha’s leadership and his forces manor house. When asked what she before he can reclaim it for himself.
crippled Kyuss’ army, and the Wormgod knows about the Age of Worms and
was forced to retreat. the wizard Balakarde (who went miss- Adventure Hooks
The Order of the Storm did not long ing years ago in search of the secrets of At the end of the previous adventure,
survive their victory over Kyuss. The Kyuss), she offers pages from Balakarde’s “The Prince of Redhand,” the PCs man-
demigod’s cult proved even more dan- journal and reveals that Kyuss’ chief age to finally meet Lashonna. The enig-
gerous after their god’s defeat. These agent on the Material Plane is an undead matic woman revealed to them that she
desperate remnants hunted the druids dragon named Dragotha. Destruction knew much of Balakarde and the Age of
at every turn, murdering them one at a of this dracolich may be the only way Worms, and invited them to visit her at
time until the few remaining elders were to prevent the Age of Worms, since Mistwall Manor in the city of Alhaster at
forced to flee to the isolated island of without his general, Kyuss’ armies and their earliest convenience. You can set
Tilagos in the Lake of Unknown Depths. cults would quickly disband. In order the date of this visit as you wish, perhaps
There, far from the enemy’s grasp, the to destroy Dragotha, Lashonna explains, allowing the PCs some down time to
last members of the Order of the Storm the PCs must first recover his phylac- craft magic items, research spells, or con-
worked their final magic to forever pre- tery, and to do that, they’ll need to find tinue to explore the City of Scoundrels
serve their lore. They created the Foun- out where it has been hidden, since it (detailed in Dungeon #131’s backdrop,
tain of Dreams, and within its waters they was stolen away from the dracolich hun- “Alhaster”). When the PCs decide to meet
placed the entirety of their order’s his- dreds of years ago. Although the last of with Lashonna, begin with Part One.
tory, knowledge, memories, and even the ancient druids responsible for this If you wish to run “Library of Last
their fears. To ensure that only like- feat have long since died off, legend Resort” independently from the Age of

60 DUNGEON MARCH 2006


We Don’t Work For Vampires! discover her true nature via true seeing or a similar effect) and
It’s possible, if the PCs learn about Lashonna’s true nature, that she is unable to talk them out of attacking her by trying to
they’ll refuse to meet with her. They may even hatch plans to convince them that Dragotha is the greater danger, she tries
sneak into her manor and try to kill her. If they decide to do to charm or dominate the party into doing her bidding. As a
this, all is not lost. Lashonna is an incredibly intelligent foe, and very old vampiric silver dragon, Lashonna is a CR 23 mon-
if she realizes that the PCs would rather track her down and ster—she should have little problem defeating a party of 16th-
kill her, she figures that they might just as easily be tempted level characters. Note that she doesn’t try to kill off the entire
to do the same to Dragotha. party; she can still use them if she manages to defeat them
If the PCs make public their intention to attack Lashonna without resorting to killing. If things look dire, she teleports
before they encounter her, she quickly learns of their plans to safety; even if she’s reduced to 0 hit points, she can likely
via one of her numerous agents in town. Rather than con- escape to her hoard and recover. In the meantime, she hopes
front them, she abandons her manor (after relocating any- the “victorious” PCs discover the documents in her manor that
thing of real value) and leaves behind a number of undead point the way to Tilagos Island.
minions to provide a token resistance against the PCs. She It’s unlikely, but possible, that Lashonna can be destroyed by
makes sure to leave behind documents that reveal Dragotha the PCs. In this case, you’ll need to adjust several encounters
is the leader of Kyuss’ forces, and that in order to destroy him in the final Age of Worms adventure, “Dawn of a New Age,”
someone would need to first destroy his phylactery. She also but having the PCs discover her documents about Dragotha,
indicates in the documents that the location of his phylactery his phylactery, and Tilagos Island can put the campaign back
is unknown, and that Tilagos Island holds the key. By leaving on track.
these clues, she hopes the PCs end up seeking out Dragotha’s Lashonna’s statistics appear in issue #135 of Dungeon;
doom anyway. if you need to generate her statistics before then, consult
If, on the other hand, the PCs wait until they meet her to pages 196–197 of the Draconomicon for rules on creating
attack (possibly because during their discussion with her they vampiric dragons.

Worms, you can use one of the following of the town of Alhaster. Her advice to midnight visitors with a disapproving
hooks to send your PCs to Tilagos Island. Prince Zeech (who values her as a trusted gaze, but says nothing to them. A DC 25
friend and adviser, but to his undying Sense Motive check is enough to notice
• The Answers You Seek: The Fountain frustration never anything more than that Kelgorn is charmed. This effect is,
could serve as the solution to any great that) is the primary cause of the city’s of course, one of Lashonna’s methods
conundrum in your own personal cam- current troubles. Lashonna is also one of ensuring the loyalty of the help. The
paign. The identity of a hidden master- of Kyuss’ greatest minions, second only charm monster effect on Kelgorn func-
mind, the genesis (and solution to) a to Dragotha, and she has worked for the tions at caster level 18th, but even if it
centuries-long feud, or the location of last 20 years to ensure that everything is is dispelled, Kelgorn remains loyal to
a holy relic may only be attainable from right in Alhaster to usher in the Worm- Lashonna—fear is a powerful motivator.
the Fountain of Dreams. Alternately, the god’s return. Most of this information He actually knows little about Lashonna
Fountain could hold the key to any mys- remains hidden from the PCs, although if the PCs get him to talk by making him
teries in the PCs’ backgrounds or fam- use of powerful divination magic like friendly (his initial attitude is unfriendly,
ily history. You need only alter Chapter commune can reveal some of these secrets. even if the charm is removed), but he
Four of the adventure, creating a differ- If the PCs take these steps to investigate does know she’s a powerful spellcaster
ent final vision to better suit the situa- Lashonna’s background, don’t play coy. and not someone to be trifled with.
tion in your campaign. Reward them for their insight and use As the PCs arrive at Mistwall Manor,
• Dangerous Curiosity: Someone the of powerful magic and feel free to reveal they are escorted through a luxurious
PCs know has traveled to Tilagos Island to them the truth of Lashonna’s nature, courtyard of fountains and topiaries, into
to uncover the secrets of the druids’ although you should try to keep hidden the front parlor, and are then led up a
power. Unfortunately, this friend isn’t her actual allegiance and devotion to spiraling marble staircase to Lashonna’s
up to the task of surviving the terrors Kyuss for now, if you can. private study and reading room. As the
of the island, and the party must rush Lashonna asks the PCs to visit her at PCs enter this luxurious chamber, read
off in pursuit to save his hide. midnight, saying mysteriously that what them the following:
she has to tell the PCs is not something
PART ONE—THE the sunlit world wants to hear. The silver- The walls of this spacious, tastefully deco-
SILVER SORCERESS haired sorceress arranges for the PCs to rated study are filled with shelves of leather-
Lashonna’s manor is the largest estate be picked up at any location in Alhaster bound tomes on a wide variety of topics. A
(not counting Zeech’s palace itself ) in and driven to her estate by her carriage large desk sits against the far wall, its surface
Alhaster. Lashonna is in truth a very old and driver—a tall, gaunt half-orc named empty save for a stack of tattered pieces of
vampiric silver dragon, and has been a Kelgorn (LE male half-orc expert 2) who yellowed paper. The carpet is a deep shade
key architect in the current condition walks with a limp. He regards his lady’s of crimson, and arrayed on it in a semicircle

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before the desk are several high-backed Remove him now, and it will certainly
chairs fitted with velvet cushions. be centuries before anything has a
chance to release the Wormgod
Lashonna waits here for the PCs, again.
wrapped in a gold-trimmed gown of the “Of course, one cannot simply
very latest fashion and cut to accentu- waltz into a lich’s lair, kill him,
ate her near-perfect figure. As the PCs and be done with it. Dragotha
enter, a delighted smile dances upon may not know where his phylac-
her scarlet lips before she dismisses her tery is, but that doesn’t mean it’s
manservant. “You won’t be needed any useless to him. Destroying him
longer Kelgorn, I’m sure I’ll be quite well before you destroy his phylac-
attended to, with such pleasing guests tery is as good as finding it and
to keep me company. Good night.” The handing it over to him.
half-orc withdraws with a stiff bow as “So your first order of busi-
Lashonna gestures to the chairs before ness should be to find his phy-
her desk. lactery and destroy it. And that’s
Once the PCs are settled, Lashonna where it gets complicated. I
apologizes again for the late hour but have no idea where it may be
assures them that what she has to tell hidden. Obviously, neither
them will make the loss of their beauty does Dragotha, and that’s
sleep worthwhile. She indicates the tat- a good thing. Certainly, his
tered pages on the table, inferring that doubt to its location is the
one of the PCs should take them as she main reason he hasn’t tried
Lashonna
says, “Balakarde’s journal, or what’s left to simply destroy himself as
of it, in any event. You’ll see he’s quite a desperate way to discover dreams, and of course secrets. Secrets are
mad. Obsessed, the poor dear, and with its location. so valuable aren’t they, my darlings? Seems
worms no less. Tiresome. But please, “Balakarde left for the Wormcrawl Fis- the longer they are kept, the more they’re
look it over, and then we can talk.” sure, against my advice, intending to learn worth. If a written account of the secret
Give the PCs a chance to look over the more about Dragotha. He never returned, of what happened to Dragotha’s phylactery
fragments of Balakarde’s journal (repro- but at least he had the foresight to leave his exists, it must certainly be there.
duced as a handout). Once the PCs have journal fragments with me. His journal and “Of course, there are complications—
digested the journal, Lashonna politely his disappearance have become something there always are, right? Before they built
entertains their questions. To throw off of a minor obsession of mine, I must con- this library, the Order of the Storm drove
paranoia and suspicion, she may feign fess. I’ve spent the last sixteen years, on and a lasting bargain with primal elemental
a strong attraction to one of the char- off, studying the lore of Kyuss, of Dragotha, forces. They sacrificed their lives to whisk
acters. If Lashonna is complimented on and associated matters. And while I haven’t the island’s interior off the Material Plane.
her dress, she gushes: “I like to keep managed to determine where Dragotha’s In its place is a barren rock surrounded by
up with all the latest trends.” If anyone phylactery is hidden, I do believe I know an ever-raging storm of such intensity that
comments on her impressive collection where that information might be found. ships that approach within ten miles are
of tomes, she is flattered: “I believe one “As Balakarde mentions in his journal, invariably lost. The island itself appears on
should stay in tune with the past. It the Age of Worms and Kyuss’ resurrec- no maps, but the stories hint that the dru-
often helps us prepare for the future.” tion were stopped fifteen centuries ago by ids left a way for those in need to reach
Lashonna’s goal at this meeting is to the Order of the Storm. Historians believe their secrets while at the same time ward-
convince the PCs that they need to stop that the Order died out not long after this ing the place away from the prying eyes of
Dragotha. She chooses her words care- victory, hunted down and destroyed by Kyuss’ undead fanatics.
fully when she summarizes what she the last surviving members of the cult of “Worse, I’m afraid others have learned
believes must be done to prevent the Age Kyuss. These records are incorrect. The this as well, in part as an unfortunate result
of Worms. Order instead retreated to their strong- of my own research. I have a fair amount of
hold on a remote island in the Nyr Dyv competition in the arena of gathering and
“It seems obvious that Dragotha intends called Tilagos. keeping secrets, and invariably word gets
to release Kyuss from his prison, and in “On this island there is a library of sorts, out that I’ve made a discovery. My enemies
so doing, usher in the Age of Worms. The a repository of the Order’s lore. It has been are always quick to nip at my heals. I speak,
solution seems obvious. A king without his sought for centuries by wizards, scholars, in particular, of a simpering dog of a man
commander is powerless. It’s taken Drago- and explorers, for it is said to be filled with named Heskin who once served me. I’m
tha nearly 1,500 years to reach this point. hundreds of years of history, memories, afraid Heskin has been wooed from my

62 DUNGEON MARCH 2006


side with promises of wealth and power, skin. As he reaches Heskin, he looks down the revelation that the Hand of Vecna
and has taken word of this discovery to a at the man and then looks toward the bow, has entered play. She’s quick to recover,
disreputable man indeed, a powerful priest crying out, “Darl! It looks like your pet might though, and uses the new knowledge to
of Vecna named Darl Quethos.” be taking on water!” With that, the creature urge the PCs to make haste in their jour-
explodes into a tremendous belly laugh. A ney to Tilagos Island.
With this, Lashonna asks the PCs if few moments later, another two figures step During the meeting, Lashonna
they’d like to have a peek at Heskin and into view. The smaller of the two is a shifty- answers any questions the PCs may have
his new friends, producing a small lock eyed humanoid bird who wears a hooded as best she can without tipping her hand;
of hair tied with a gold wire on a fine cloak and carries a repeating crossbow. The remember that her main goal is to get
gold chain—she explains she “procured” other is a towering man clothed in flow- the PCs to take on the task of destroy-
this bit of hair from Heskin’s barber, and ing blue robes trimmed with eye designs. ing Dragotha, and the logical first step in
hints that she’s collected similar bits His cowl protects his face from the wind that plan is to go to Tilagos. Some pos-
from all her competitors to aid in keep- and his hands are obscured by long, rain- sible questions the PCs might ask of her
ing up with their current plans. Assum- soaked sleeves. He squats before Heskin (and her responses) are given below.
ing the characters are interested, she and speaks to him in a low voice, “Only a How did you come into the posses-
produces a scroll of greater scrying from few hours more, Heskin, and we shall see if sion of Balakarde’s journal? “He left it
her desk. you live or die.” with me, sixteen years ago. I assume he
Heskin gets a DC 20 Will save to resist, Suddenly, the blue-robed man’s head meant to come back for it, but he never
although since Lashonna has a lock of whips around to look directly into the scry- did. It’s taken a beating in those sixteen
his hair, he suffers a –10 penalty on his ing sensor. His face is pale but command- years, but I’ve managed to preserve the
save, giving him a total Will save of –3, so ing, and twists into a snarl as he stands. key parts of its contents at least.”
chances are good the scrying attempt will “It seems we have guests, my friends,” he You’re evil/a dragon/a vampire!
be successful. If she successfully scries on says. “Perhaps allies of this cur?” He turns Why should we trust you? “What I am
Heskin, read the PCs the following. back to the bound man, and as he does he shouldn’t matter. I’ve spent years getting
pulls back his left sleeve, revealing a rot- where I am, and I’m not about to see all
A tumultuous scene fades into view in the ten, black-nailed appendage that seems that washed away by Dragotha, and nei-
middle of the room for all to observe, along to writhe and twitch with its own life. “We ther should you. Take care of Dragotha,
with the howling sound of an oceanic tem- can’t have your friends watching us, so and if you still feel that I can’t be trusted,
pest. The image clears to show a deathly it seems your journey comes to an early you know where to find me.”
pale man lashed to a ship’s mast with sev- end, Hesken!” The putrid hand unfurls and Can you come with us, or send some-
eral coils of rope. Although details beyond reaches out to caress Heskin’s brow. Hes- one along to aid us? “I can’t come with
a ten-foot-radius around Heskin are hazy kin shrieks in mortal pain as the fingertip you for reasons of my own, and I’m afraid
and unclear, it’s obvious that the ship is freezes the skin it touches into an angry that any allies that I have simply wouldn’t
caught in a tremendous storm—the decks black scar. The blue-robed man then makes be of any help against the type of things
are awash in foamy water as both waves a fist and utters a single unintelligible word. your group has been facing lately. To tell
and driving sheets of rain torment the ter- As he utters the word, Hesken’s eyes bulge, the truth, I can’t think of anyone other
rified man. Sounds of gruff sailors shout- the cords in his neck throb, and he slumps than your group that could have a chance
ing commands and curses in Orc can be against his bonds, dead. The scrying link is against Dragotha.”
heard under the raging tumult of the storm, broken, and the image fades from view. Why can’t Dragotha just kill himself
and now and then, frantic orc sailors move to find his phylactery? “If he could be
quickly into view and then back into obscu- A DC 20 Knowledge (arcana or reli- sure that such a gambit would be suc-
rity as they busy themselves at securing the gion) or bardic knowledge check is cessful, he would certainly have done so.
ship. At one point, two lithe, cloaked figures enough for any observers to correctly But since he hasn’t, it’s fair to assume he
drop to the deck from the rigging on either identify the significance of the rotting believes that doing so would be like walk-
side of Heskin. They are identically dressed hand—it is none other than the Hand of ing into a trap. He’s no fool; he would
in tightly wrapped silken scarves, small Vecna, a dreadful artifact capable (among expect that if the Order of the Storm
devilish horns sprouting from their heads. other things) of creating a blasphemy went through the trouble to steal his
The cloaked figures spare condescending effect, as the PCs just witnessed. Charac- phylactery and do such a good job hid-
glances at Heskin, their eyes glowing faintly ters who received Vision 6 at the end of ing it that they’d have something ready
with infernal fire before they move out of “The Spire of Long Shadows” recognize in case he tried something as desperate
sight toward the ship’s unseen bow. Soon the man and the hand as the same cack- as self-destruction.”
thereafter, a blazing red-skinned human- ling man and withered hand they saw as Where is Tilagos Island? “Tilagos
oid with an immense, bulging frame strides part of that vision. Island is located in the northern reaches
almost casually through the scene. The rain After the vision, Lashonna returns of the Nyr Dyv. It doesn’t appear on most
sizzles into steam as it strikes his burning to her seat, obviously a little shaken by maps, but I happen to have some that

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THE LIBRARY OF LAST RESORT BY NICOLAS LOGUE

or anything else that might spice up the


journey, but eventually the PCs should
catch sight of the barren, ragged shores
of Tilagos Island.

PART TWO—ISLAND
OF STORMS
To casual observation, Tilagos Island is
nothing to look at—it’s little more than an
inhospitable rock jutting from a tortured
sea. The constant winds and driving rain
have long since scoured anything resem-
bling vegetation or even soil from the
rocks, leaving nothing but jagged spires
of twisted wet stone. The island itself is
roughly oval-shaped, about a mile long
and a half-mile wide. Its highest point is
a jagged pinnacle 500 feet above sea level.
Most of its coastline consists of intimi-
dating 100-foot-high cliffs, with a single
rocky beach on the eastern face. This
beach holds the only unusual feature on
the entire island—a maze of ancient black
basalt walls and standing stones that rise
out of sight into the storm above. These
ruins are all that remains of an Order of
the Storm complex that once served as the
portal to the island beyond. Today, these
ruins hide the entrance to the island’s
interior, brutally torn free of the Material
Plane nearly 1,500 years ago and hidden
in a demiplane of its own.
When the PCs arrive, they do so a few
Fragments from days after Darl Quethos’s ship crashed
Balakarde’s Journals against the jagged rocks that surround
the beach. Darl abandoned his crew as he
give its location. At least, its approximate options that high-level characters can and his most trusted minions searched
location.” take for overland travel. the ruins and discovered the portal to
How can we get to Tilagos Island? “Oh Tilagos Island itself is constantly sur- the island interior.
my, if you need help with that, maybe you rounded by powerful storms, to a radius Allow the PCs to approach the beach-
shouldn’t be tangling with what awaits of five miles. Travelers who wish to reach head and the ruins in any way they wish;
you there. Take a boat? Fly a dragon? the island must contend with these con- apart from endless Balance checks to
Teleport? I’m sure you’ve got plenty of stant hurricane-force winds. This storm clamber over the slippery rocks on the
options available.” is magical in nature, the product of an rest of the island and Fortitude saves to
ancient ritual. As such, it resists attempts resist being knocked around by the hur-
Getting to Tilagos at control. A control weather spell auto- ricane-force winds, there is nothing for
Island matically fails to calm the storm unless them elsewhere on the island. The beach-
The route the PCs choose to reach Tila- the caster makes a DC 30 caster level head is the only part of the island that
gos Island and the method of transport check (Darl tried to calm the storm in exists in a sheltered dome of relatively
they choose to use is left firmly in their this manner but failed, and his ship and calm winds and constant rainy drizzle.
hands. The island itself is located about crew paid the price). A druid or a cleric The storm rages all around the beach (as
20 miles from the northern shore of the with the Air domain gets a +10 sacred indicated on the map), and roars above at
Lake of Unknown Depths and approxi- bonus on this check. a height of about 60 feet, but as long as
mately 100 miles to the west of Alhaster. Feel free to add any encounters with the PCs stay within this zone, they avoid
Issue #341 of Dragon presents several sea monsters, rogue waves, sinking ships, the surrounding maelstrom entirely.

64 DUNGEON MARCH 2006


The Maze of Menhirs

N M6

M4
M5

M2

M3

M1

One square = 10 feet

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M1. Shipwreck Beach Orc Pirates (8) CR 8 +22/+22/+22/+17/+12/+7 (1d8+11/19–20/


(EL 17) Female and male orc barbarian 3/rogue 5 x3) or
CE Medium humanoid +1 speed composite longbow
The beachhead is littered with drift- Init +3; Senses darkvision 60 ft.; Listen +12, +16/+16/+16/+16 (1d8+11/19–20/x3)
wood and the splintered ruin of well Spot +12 Base Atk +16; Grp +22
over a hundred ships. These skeletal Languages Common, Orc Atk Options Improved Precise Shot,
wrecks crowd the rocky shoreline, a AC 18, touch 13, flat-footed 15; improved Manyshot, Rapid Shot
veritable city of barnacle-claimed ves- uncanny dodge Combat Gear oil of align weapon, potion of
sels peopled with dead sailors. Broken hp 62 (8 HD) barkskin, potion of cure serious wounds (2),
skeletons wrapped in threadbare rags Fort +6, Ref +8, Will +1; evasion potion of protection from good
hang out of yawning breaches in the Spd 30 ft. Abilities Str 22, Dex 21, Con 15, Int 8, Wis
ships’ hulls, and tattered sails whip in Melee +1 greataxe +13/+8 (1d12+10/x3) 10, Cha 6
the fierce winds sweeping the shore- Ranged mwk javelin +10 (1d6+6) SQ light sensitivity
line. One ship stands out from these Base Atk +6; Grp +12 Feats Far Shot, Great Fortitude, Greater
weathered hulks—a recent victim of the Atk Options Improved Overrun, Power Weapon Focus (longbow), Greater
wind and rocks, although a victim none- Attack, rage 1/day, sneak attack +3d6 Weapon Specialization (longbow),
theless. This gigantic sailing cog lies Combat Gear potion of cure moderate wounds Improved Critical (longbow), Improved
broken in two against a jagged rock on Abilities Str 22, Dex 16, Con 14, Int 12, Wis Initiative, Improved Precise Shot, Iron
the eastern edge of the beach. Beyond 9, Cha 6 Will, Lightning Reflexes, Manyshot,
the shore, the rocky beach angles up SQ light sensitivity, trapfinding, trap sense +2 Point Blank Shot, Precise Shot, Rapid
slightly to an ancient maze of ruined Feats Alertness, Improved Overrun, Power Shot, Weapon Focus (longbow), Weapon
walls and standing stones. Attack Specialization (longbow)
Skills Climb +12, Hide +12, Jump +12, Listen Skills Intimidate +7, Profession (sailor) +5
The recent shipwreck is that of the +12, Move Silently +12, Profession (sailor) Possessions combat gear, +3 studded leather
Secret Hand, the same ship that the PCs +5, Search +12, Spot +12, Survival +7, armor, +1 animated heavy steel shield, +1
saw in the vision in Lashonna’s study. Swim +3 adamantine greataxe, +1 speed composite
The ruins to the north are a natu- Possessions combat gear, +1 greataxe, +2 longbow (+6 Strength) with 15 adamantine
ral place for creatures to seek shelter hide armor, 4 masterwork javelins arrows, 15 silver arrows, 15 cold iron
from the surrounding storm. As a Rage (Ex) While raging the pirates’ statistics arrows, and 15 arrows, quiver of Ehlonna,
result, they are quite dangerous, with change as follows: belt of giant Strength +4, gloves of Dexterity
several monsters living in an uneasy hp 78 +2, amulet of health +2, cloak of resistance +2
truce with each other. This adds an AC 16, touch 11, flat-footed 13; improved Tactics: As soon as the orcs notice the
unintended wrinkle to the process of uncanny dodge PCs’ arrival, they fan out among the wrecks
entering the extraplanar Tilagos Island Melee +1 greataxe +15/+10 (1d12+13/x3) in order to defend their temporary home.
interior, since the crystals required to Ranged mwk javelin +10 (1d6+8) They aren’t in the best shape for combat,
activate the portal to the demiplane Grp +14 but are ready to do what it takes to make
(area M6) are scattered throughout the Fort +8, Will +3; evasion sure that their efforts to escape the beach
ruins. The orcs that have taken shelter Abilities Str 26, Con 18 aren’t ruined by newcomers. If the PCs
on this beach know about some of the Skills Climb +14, Jump +14, Swim +5 attack, the orcs hurl their javelins at them
monsters, but not about the crystals or and then move among the shipwrecks in
the portal itself. Grogriss Spit-Eye CR 16 an attempt to draw the PCs into ambushes
Creatures: A towering barbarian named Male orc fighter 16 with other hiding orcs. Grogriss Spit-Eye
Grogriss Spit-Eye was the captain of the CE Medium humanoid immediately takes cover and fires on the
Secret Hand, and he and those of his orc Init +9; Senses darkvision 60 ft.; Listen +0, party with his bow, resorting to melee
crew who survived the wreck have been Spot +0 only if forced.
all but abandoned here by Darl. The Vec- Languages Common, Orc Development: If the PCs try to estab-
nan cleric promised Grogriss that he’d AC 24, touch 15, flat-footed 19 lish communication with the orcs (or if
come back in a few days to aid in their hp 124 (16 HD) they capture some of them alive) they find
return to the mainland, but Grogriss Fort +16, Ref +14, Will +9 that the orcs aren’t really looking for a
knows better than to believe these lies. Spd 30 ft. fight. Their initial attitude is unfriendly,
He had his crew salvage what supplies Melee +1 adamantine greataxe but if made friendly they’ll bring the PCs
they could scavenge from the Secret Hand +23/+18/+13/+8 (1d12+10/x3) to talk to Grogriss (or, if he’s been killed,
and the other wrecks, and now super- Ranged +1 speed composite longbow any surviving orc). Grogriss can tell the
vises a desperate attempt to rebuild the +24/+24/+19/+14/+9 (1d8+11/19–20/x3) or PCs that he was hired by Darl Quethos
shattered ship. +1 speed composite longbow a week ago to bring him and his hench-

66 DUNGEON MARCH 2006


men to this stormy isle—the cleric paid remained in this area for many months. start a grapple as a free action without
them a lot of money up front for the task, It waits for creatures to come within its provoking an attack of opportunity. If it
and promised more once they arrived. Of reach before it whips into life (inciden- wins the grapple check, it establishes a
course, the ship wrecked on the jagged tally triggering its frightful presence). If hold and automatically deals bite damage
rocks when they arrived, and Darl and assaulted by creatures at range, the octo- on any succeeding round during which it
his henchmen quickly entered the ruins pus tree responds with call lightning, repel maintains this hold.
to the north. Grogriss and some of his wood (works well against enemies using Regeneration (Ex) An octopus tree takes
crew tried to explore the ruins not long wooden weapons and shields), and walls lethal damage from fire and cold.
after, but were forced to retreat when of thorns to split apart its enemy. Swallow Whole (Ex) The octopus tree can
they were attacked by monsters—crea- attempt to swallow a Large or smaller
tures Grogriss describes as “loud, angry Advanced Octopus Tree CR 16 foe it successfully grapples with its bite
rocks with lots of ropes.” All of the orcs NE Gargantuan plant attack. Once inside, the opponent takes
fear Darl, as they have seen him and the Fiend Folio 130 3d6+14 points of bludgeoning damage
Hand of Vecna in action and know they’re Init +0; Senses low-light vision; Listen +4, and 2d6 points of acid damage per
no match for him. Spot +19 round. A swallowed creature can cut its
Aura frightful presence (30 ft., DC 26) way out using a light slashing or piercing
M2. Pool of Red Languages Common (cannot speak) weapon to deal 20 points of damage
Crystals (EL 16) AC 30, touch 2, flat-footed 30 to the internal cavity (AC 26). Once the
hp 299 (26 HD); regeneration 10 creature exits, muscular action closes the
A murky tidal pool thick with moldering drift- Immune acid; plant traits hole. An octopus tree’s internal cavity can
wood and clumps of seaweed fills this bowl- Fort +22, Ref +4, Will +10 hold 1 Large, 4 Medium, or 16 Small or
shaped opening in the ruins. Growing from Spd 10 ft., swim 50 ft. smaller opponents.
this tangle of wood and water is an immense Melee* 8 tentacles +25 (4d6+19/19–20) and Treasure: In addition to the swath of
black plant. Its roots coil out through the bite +19 (4d8+12/19–20) crystals on the pool’s bed, the remains of
surrounding water and its twisted trunk sup- Space 20 ft.; Reach 20 ft. several sailors, pirates, and explorers who
ports eight rubbery-looking dark branches Base Atk +19; Grp +45 have wrecked on Tilagos and stumbled
that sway gently in the wind. Atk Options Cleave, Power Attack, improved into the reach of the octopus tree await
grab (tentacle, bite) discovery there as well, although they are
This tide pool holds one of the three Special Atk swallow whole covered with a thick layer of silt. A DC
types of crystal needed to activate the Spell-Like Abilities (CL 14th) 30 Search check turns up mostly rotten
portal in area M6. The crystals grow At will—diminish plants, entangle (DC 14), and decaying equipment, although one
along the bottom of the 50-foot-deep obscuring mist, plant growth, warp wood decomposed skeleton still bears a scabbard
pool of water in a 20-foot-square bed. (DC 15) of keen edges with a +2 anarchic longsword
The crystals themselves glow with a faint 3/day—call lightning (DC 16), repel wood, sheathed within. Another algae-plastered
flickering red light, which makes them wall of thorns corpse wears druid’s vestments and slippers
easy to notice for anyone who enters the *Includes adjustment for 5-point Power Attack of spider climbing, and clutches a strand of
murky water and approaches within 10 Abilities Str 38, Dex 3, Con 26, Int 8, Wis 15, prayer beads (with a bead of blessing, bead of
feet. Beyond this range, it’s a DC 15 Spot Cha 16 karma, and a bead of smiting).
check to notice the glowing crystals— Feats Alertness, Cleave, Improved Critical
this DC increases by one for every addi- (bite, tentacle), Improved Initiative, M3. The Forest of Stony
tional foot beyond 10 feet. From above Improved Natural Attack (tentacle), Power Teeth (EL 17)
the surface of the pool it’s a DC 55 Spot Attack, Quicken Spell-Like Ability (warp
check to notice them. wood), Weapon Focus (tentacle) The ruins here are complicated with a new
Creatures: The strange and ominous Skills Spot +19, Swim +36 feature; numerous spindly stone stalag-
plant floating on this pool’s surface is Frightful Presence (Ex) All creatures that mites fill the area. The rocky growths are
in fact a dangerous predator called an have fewer than 26 Hit Dice must make a carved with strange slash-like glyphs along
octopus tree. These intelligent carnivo- DC 26 Will save each round they remain vertical lines, but seem to have no other
rous plants float on ocean currents near within 30 feet of the octopus tree or purpose. A small tangle of green glowing
shipping lanes where they hunt for food; become shaken as long as they remain crystals grows from the base of a stalagmite
this octopus tree drifted too closely to in this area. A successful save leaves that near the center of this area.
the storms surrounding Tilagos and opponent immune to that octopus tree’s
was swept into this calm section of the frightful presence for one day. The runes on the stalgmites are writ-
storm. The monster has no wish to brave Improved Grab (Ex) To use this ability, the ten in Druidic—their topics vary wildly.
the storm again to escape, and despite octopus tree must hit with a tentacle Some of them detail aspects of the nat-
the relatively lean pickings here has or bite attack. It can then attempt to ural world like local weather patterns or

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the eating habits of sharks, while others Although the pile of rubble along the to follow. Krekie’s a bit annoyed at not
are simply gibberish. The stalagmites south certainly looks solid, it is in fact being able to accompany the others into
around the exterior of this area con- a permanent image of a pile of rubble the island interior, but the opportunity
tain various narratives like chapters in placed here by Krekie, Darl Quethos’ to murder a few PCs is enough to keep
an ongoing history, but on the stalag- assassin minion (she used a scroll of her interest.
mites toward the center of the forest of permanent image to accomplish this feat). Krekie spends a fair amount of her time
stone spires, the glyphs are arranged Anyone who interacts with the illusion slinking through the ruins, keeping an eye
in chaotic nonsensical patterns and can attempt a DC 19 Will save to dis- out for signs of intruders, so there’s only a
many of the ideograms seem warped, cern the truth. The area within the illu- 40% chance she’s actually here when the
their meaning difficult to discern. The sion has been claimed by Krekie as her PCs arrive. If she’s not, she returns here
green crystals that grow at the base of campsite—anyone who can see through within the hour and likely notices any
the central stalagmite are one of the the illusion can see the kenku’s simple signs that visitors have been here.
three types of crystals needed to open campsite consisting of a bedroll and an Moments after Krekie hatched from
the portal at area M6. unlit campfire. her egg, her nest of kenku was wiped
Creatures: These stalagmites are actu- Creatures: Darl Quethos knows some- out by a band of human rogues and
ally the product of a bizarre experiment one’s been spying on him, and assumes assassins. The leader of these killers, a
the druids engaged in centuries ago. At it was Lashonna (he knew of her con- man named Skravor, found Krekie and
one time, they had hoped to find a way nection to Heskin). Concerned that she’s decided to keep the pathetic kenku as
to continue recording the history of the after the Library of Last Resort as well a pet. Krekie’s penchant for stealth and
natural world long after the death of and probably sent agents of her own, murder surprised and pleased her new
their order. They combined powerful Darl asked Krekie to stay here on the “father.” Skravor enjoyed the irony of
divination and transmutation magic beach and watch for anyone who tries training the hatchling of his former
to create a new species of roper that
would propagate young bearing accu-
rate accounts of the times encrusted
on their stony hides. The experiment
failed. The offspring’s glyphs range
Krekie
from inaccurate accounts to senseless
combinations of ideograms and warped
runes whose meaning is impossible
to fathom. Although this experiment
eventually inspired the creation of the
Fountain of Dreams (a much more suc-
cessful method of storing knowledge),
the Order of the Storm abandoned their
roper project several years before they
battled Kyuss.
Only eight of these unusual rop-
ers still live, although they are horribly
inbred and lack the strange intelligence
that most ropers posses. They do retain
their instinctual need to catch and eat
anything they see.
Ropers (6): hp 85 each; Int 2; Skills
Climb +4, Hide +10 (+18 in stony or
icy areas), Listen +5, Spot +5; Monster
Manual 215.

M4. Krekie’s Camp (EL 17)

This section of the ruin seems more dilapi-


dated than the rest; an entire section of
wall to the south here has collapsed into
a sizable mound of broken stone at some
time in the distant past.

68 DUNGEON MARCH 2006


enemy as an assassin in his own guild, 1st (4/day)—feather fall, jump, obscuring tal, and doesn’t know about the proper
until he made the mistake of sending mist, true strike way to activate it using the crystals). She
her after Darl Quethos. Darl captured Abilities Str 10, Dex 20, Con 14, Int 16, Wis continues to stalk the party through the
Krekie, but saw great potential within her 12, Cha 8 island interior, attempting to pick them
cold avian eyes. He offered to explain the SQ great ally, hide in plain sight, mimicry, off one at a time as they stray too far
greater mysteries of the universe to her poison use, trapfinding, trap sense +2, from the group. She only reveals herself
in return for her loyalty. The first secret wild empathy +0 and attacks the entire group when they
he revealed was the truth behind Krekie’s Feats Ability Focus (death attack), Dodge, finally confront Darl.
“adoption.” Krekie was enraged, and slew Exotic Weapon Proficiency (Repeating Development: Krekie is a complete
Skravor and his entire guild in a night of Crossbow), Mobility, Spring Attack, Track, and utter zealot, and cannot be reasoned
red ruin to avenge her family’s death. She Weapon Finesse with unless she is magically controlled.
returned to swear allegiance to the Hand Skills Balance +12, Bluff +4, Concentration A charmed or dominated Krekie can be
of the Lich-Lord. The scurrilous kenku +18, Disguise +4 (+6 acting), Escape Artist an excellent source of information about
has since become a fanatical follower of +18, Hide +35, Jump +7, Listen +11, Move Darl and his other minions. She knows
Vecna. Krekie believes this mission to Silently +35, Spot +11, Survival +8, Tumble he’s here to uncover a wealth of hidden
Tilagos to be the greatest achievement +15, Use Magic Device +18 secrets, but knows little else about the
of her life and is giddy to play any part Possessions combat gear, +3 improved island interior.
in its success. silent moves leather armor, +2 mithral
buckler, sword of subtlety, +1 repeating light M5. Crystal Pedestal
Krekie CR 17 crossbow with 40 bolts, amulet of natural
Female kenku rogue 6/ranger 1/assassin 10 armor +1, ring of protection +1, gloves of What once may have been a collection
NE Medium humanoid (kenku) Dexterity +2, headband of intellect +2, boots of four impressive statues of marble and
Init +5; Senses low-light vision, Listen +11, of speed, cloak of resistance +2, ring of basalt has been reduced to a pile of shat-
Spot +11 chameleon power tered rubble. Fragments of the statues lie
Languages Common, Ignan, Infernal, Kenku Great Ally (Ex) When successfully aided on in heaps throughout this area.
AC 26, touch 16, flat-footed 21; Dodge, a skill check or attack roll by an ally, or
Mobility; improved uncanny dodge when aiding another, a kenku applies or These four statues were actually golem-
hp 96 (111 with false life) (17 HD) gains a +3 bonus on its check or attack like guardians of one of the crystal beds
Fort +11 (+16 vs. poison), Ref +21, Will +8; roll (instead of the normal +2 bonus). required to trigger the portal in area M6.
evasion Furthermore, a kenku gains a +4 bonus Darl and his crew came too close to this
Spd 30 ft. on attack rolls against an opponent area on their passage through the ruins
Melee sword of subtlety +18/+13/+8 flanked by an ally. and attracted the golems’ attention. The
(+22/+17/+12 sneak attack) (1d6+1/19–20 Mimicry (Ex) A kenku can perfectly mimic resulting battle was intense, but the Vec-
[1d6+5/19–20 sneak attack]) familiar sounds, voices and accents. nans managed to defeat the golems with-
Ranged +1 repeating light crossbow This ability does not enable the kenku to out taking any casualties.
+18/+13/+8 (1d8+1/19–20 plus poison speak languages it can’t normally speak. A DC 20 Search of the area reveals
[DC 18, 1d6 Str/1d6 Str]) To duplicate a specific individual’s voice, traces of blood sheltered from the con-
Base Atk +12; Grp +12 a kenku makes a Bluff check; a listener stant drizzling rain by an overhanging
Atk Options Spring Attack, death attack familiar with the voice being imitated rock, indicating a battle took place here.
(DC 25), favored enemy +2 (humanoid must succeed on an opposed Sense A DC 25 Search check notices a strange
[human]), sneak attack +8d6 Motive check to discern that the voice flickering blue glow coming from below
Combat Gear flask of dragon bile poison (4), isn’t genuine. the fallen torso of one of the statues. The
Large scorpion venom (10 doses), scroll Tactics: Once Krekie knows the PCs torso weighs 500 pounds; if it is moved,
of hallucinatory terrain, scroll of mirage are in the area, she seeks them out the ground below is revealed to be a
arcana, scroll of permanent image (2), wand under the cover of invisibility and stalks swath of shattered blue crystals. These
of cure light wounds (47 charges), wand them. If anyone sets out on their own or are one of the three crystals required to
of darkvision (17 charges), wand of mirror becomes separated from the rest of the activate the gate at area M6, although
image (27 charges) group, she tries to assassinate that PC. none of them are whole anymore and
Assassin Spells Known (CL 10th) If she fails to kill him, she attempts to they must be repaired with a make whole
4th (3/day)—dimension door, freedom of escape; Krekie has no interest in getting or similar spell (mending is insufficient
movement, glibness, greater invisibility into a fight with a group of adventur- to do the job) before they can be of use.
3rd (4/day)—deeper darkness, false life, ers all at once. If the PCs move through Stone shape cast upon the crystal bed can
magic circle against good, nondetection the portal in area M6, she follows them shape a new crystal into the right size
2nd (4/day)—fox’s cunning, invisibility, pass a few minutes later (she relies on Use and shape from the existing fragments,
without trace, spider climb Magic Device to get through the por- and a skilled jeweler can make a DC

MARCH 2006 DUNGEON 69


THE LIBRARY OF LAST RESORT BY NICOLAS LOGUE

25 Craft (gemcutting) check to repair a Once the portal is activated, it remains against the servants of their nemesis.
damaged crystal (this takes an hour of so for one minute before it deactivates. As a result of this infusion, Last Resort
work). Other solutions can work as well, If the portal was activated using crystals, is a riotous explosion of life in all its
as you see fit. the crystals themselves are consumed forms. Colors are brighter, fires hot-
as the portal deactivates. Any creature ter, noises louder, and sensations are
M6. Portal of Storms standing upon the portal’s surface is more intense throughout the island.
immediately transported into the demi- No undead creature may be created
A circular disc hewn from obsidian lies plane of Last Resort. anywhere on the demiplane, and any
here, its rim decorated with strange runes. undead creature that travels there loses
At three points around the disc’s circumfer- PART THREE: THE its Wisdom and Charisma scores and
ence, stylized eyes have been carved, each TILAGOS TRIALS is treated as an inanimate object for as
with a shallow hollow carved within to rep- The demiplane of Last Resort is a rela- long as it remains in Last Resort.
resent the pupil. tively small world, a finite space adrift In all other regards, the plane of Last
somewhere behind the Ethereal Plane. Resort functions identically to the Mate-
The runes on this disc repeat a simple Last Resort consists of an ocean with- rial Plane. The sky above is constantly
phrase in Druidic: “Return my eyes to out a shoreline that surrounds a single overcast, but the day/night cycle behaves
me, and I shall gaze through the storm.” island—Tilagos Island, as it appeared the same as on the Material Plane
This disc is in fact the portal to the demi- 1,500 years ago before the Order of the (even though the sun, moon, and stars
plane of Last Resort. The proper way to Storm transported it from the Material are never seen). Time passes normally,
activate the portal is to gather three crys- Plane to here. A character who travels although there are no seasonal shifts.
tals from their beds scattered through- too far out to sea in one direction away The temperature fluctuates slightly, but
out these ruins and place them in the eye from the island finds himself approach- never moves further than five degrees
sockets (the order doesn’t matter). Doing ing the island from the opposite side; from the baseline of 65º F.
so causes the runes along the disc’s rim this warping effect occurs at a distance Travelers who come to Last Resort via
to glow with the colors of the gemstones, of 5 miles from Tilagos. Characters who the portal at area M6 appear on a similar
these colors fading into each other as the fly straight up find that no matter how obsidian disc in the center of the island.
runes wind around the circle toward the far up they fly, they can never fly further This disc is a portal that functions auto-
next crystal in line. than a mile from the surface of the sea matically for all creatures that used the
At this point, the obsidian disc gener- below. Likewise, those who swim into portal in area M6; it does not function
ates a potent field of multiple antipathy the sea’s depths find no sea bottom; the at all for a creature that is native to Last
effects. This field affects all creatures submerged island slopes extend down- Resort or one that arrived here via a dif-
who do not possess a neutral compo- ward forever, but a swimmer finds it ferent means. A character activates the
nent to their alignment (lawful good, impossible to swim further than a mile return portal simply by standing on the
chaotic good, lawful evil, and chaotic evil down. The island itself is fairly sizable; disc and willing the portal to open as a
creatures). Affected creatures suffer as if much larger than its coastline on the free action.
affected by antipathy. Material Plane would suggest. When the PCs arrive in Last Resort,
Undead who attempt to use the portal Although Last Resort is connected read them the following description.
are faced with an additional challenge. to the Ethereal Plane and the Elemen-
Any undead creature that tries to pass tal Planes, it has no connection to the The sudden shift in environment is shock-
through the portal must also make a DC Astral Plane or the Plane of Shadow. ing and overwhelming for a moment.
20 Fortitude save or take 20d6 points of As a result, the following spells do not The sound of the raging tempest is gone,
positive energy damage and be thrown function in Last Resort: astral projection, replaced by a gentle wind carrying bird-
1d10×10 feet away from the portal; suc- dimension door, greater shadow conjuration, songs and the drone of buzzing insects.
cess halves the damage done and allows greater shadow evocation, greater teleport, The sky above is overcast, yet it doesn’t
access to Last Resort. shades, shadow conjuration, shadow evoca- seem ready to storm.
There is a way to bypass much of this, tion, shadow walk, teleport, teleport object, The edge of a sprawling black forest,
however. A series of three or four Use and teleportation circle. Creatures can- dense and overgrown, fills the view in one
Magic Device checks (three consecu- not be summoned from either of these direction. Tall trees sag with branches heavy
tive successful DC 25 Use Magic Device planes using magic. Spells that establish with moss, their dark eaves dropping to
checks to trigger the three crystal eyes by planar connections (such as commune, the ground in some places. From within
activating them blindly followed imme- contact other plane, gate, and plane shift) comes a cacophony of insects and singing
diately by a DC 30 Use Magic Device function normally. birds. Now and then, a ghostly green glow
check to emulate a neutral alignment, As a part of the ritual that created Last appears within, only to fade moments later,
if necessary) are enough to activate the Resort, the druids infused the demi- as if whatever creature was generating the
portal as well. plane with positive energy to ward it light was afraid to be seen.

70 DUNGEON MARCH 2006


In the other directions grassy hills rise. Allow the PCs a chance to reply in any Tylanthros speaks again. “These trials
Opposite the forest, these hills eventu- way they see fit. Tylanthros accepts any complete, return here and we shall show
ally become a range of rocky, barren response not calculated to offend him you the Fountain of Dreams. Until then,
mountains. A flash of brilliant lightning at face value (if the PCs say they’re here we shall watch. And wait.”
ignites the sky above the mountains for to raze the land or something like that,
a moment, and the distant peal of muted he and the other wild watchers attack The wild watchers immediately leave
thunder echoes down the slopes a few at once). If the PCs mention they seek the area using transport via plants again,
moments after. knowledge of Dragotha’s phylactery, but if the PCs can make a DC 30 Diplo-
Kyuss, or the Age of Worms, the wild macy check (with a –10 penalty for hav-
When the last surviving members watchers have no visible reaction. They ing to rush as a full-round action), they
of the Order of the Storm sacrificed are simply the guardians of this realm, can convince the wild watchers to stay
themselves to hide Tilagos Island and and know nothing of the secrets that are for a few more moments to answer some
the Fountain of Dreams in the demiplane contained in the Fountain of Dreams. If questions. They remain close-lipped on
of Last Resort, they did not truly die. the PCs say they’re looking for a library, most subjects, but if the PCs inquire
Instead, their bodies and souls were or knowledge, or something similar, a about other recent visitors to the island,
swept up by the powerful magic, and smile plays across Tylanthros’s lips. Once Tylanthros responds as follows.
once the ritual was complete, the druids the PCs have stated their purpose here,
were reincarnated into this new realm as he replies. “You speak of the Hand of the Lich-Lord.
powerful fey. These are the wild watch- He has come to Tilagos with his flock,
ers, and they are as one with the realm “You seek the Fountain, although you do seeking knowledge as you do. Even as you
of Last Resort. These new monsters are not yet realize it. The Fountain of Dreams linger, they seek to complete the tasks we
detailed in the Appendix. is linked to all things in Last Resort. The have named. If they outspeed you, then
When the PCs arrive, the wild watch- earth, the dark trees of the Doomshroud, the secrets of the Fountain are theirs. Who
ers sense their arrival immediately. As the clouds above, my life and that of my claims the secrets of the Fountain mat-
they did with Darl several days before, brothers are a part of it. If the waters are ters little to us, for once these secrets are
the four surviving wild watchers consumed, the Order of the Storm’s rite is claimed our role in Last Resort has come
immediately seek out the PCs, using undone. The secrets kept from the world to an end.”
transport via plants to step out of nearby will be released, and the great creatures of
pine trees. The four watchers make no legend imprisoned here on this isle shall Once the wild watchers depart, the PCs
attempt to hide their appearance from be unleashed upon the Material Plane are free to explore Tilagos Island as they
the PCs, but neither do they threaten once more. You say you are heroes? This wish. The four trials are detailed below:
them. The wild watchers give the PCs remains to be seen. Accomplish four tasks they may be attempted in any order.
a moment to react to their appearance, and prove yourselves to be the heroes of Although there’s an implied race against
their elemental standards writhing old returned. The Fountain shall not be time, in fact the PCs have little to fear
behind them. If the PCs attack them despoiled lightly.” from Darl and his followers. The Vec-
on sight, the four wild watchers bring The strange creature looks at his four nans tried to wrest away Krathanos’ belt
their full powers against the group. brothers, then back to you. “The Fountain and failed, and then moved on to secure
The wild watchers do not fight to kill; of Dreams shall know those destined for the feather of the Roc King. Eventually
rather, they seek to incapacitate and its gifts in but one way. It will know them the PCs will encounter Darl, as detailed
capture the PCs. If the PCs manage to by the Trials of Tilagos. Survive these at the end of this part of the adventure.
kill all four wild watchers, they have trials, and you may slake your thirst on
unknowingly destroyed their only point what you seek. Fail, and Last Resort shall Additional Encounters
of access to the Fountain of Dreams. be your grave. I am Tylanthros, and the on Tilagos
Assuming the PCs don’t attack the four first trial is the Claiming of Krathanos’s The PCs should initially have little to go
fey guardians, one of them steps forth to Golden Belt.” on regarding where they’ll need to go to
address the group. A second of the quartet of creatures accomplish the four trials set before them
speaks up next. “I am Beskawahn, and by the wild watchers. Divination spells like
“I am Tylanthros, guardian of this realm. the second trial is the Silence of the commune, contact other plane, and commune
We are the Last Resort, as surely as the trees Doomshroud’s Mournful Song.” with nature are an excellent source of infor-
and stones and sea and air around you. We The third speaks. “I am Thadimar, and mation about the trials and Tilagos Island
protect the secrets of this island from all the third trial is the Death of the Thorn itself, provided the PCs ask the right ques-
trespassers. You have mastered the portal Vale Nightmare.” tions. If the PCs are in range, locate object
of storms, and therefore must be brave, but Finally, the last creature speaks. “I am and locate creature can aid in divining the
it remains to be seen if you belong here at Sayren-Lei, and the final trial is the Harvest location of their targets (once they learn
all. Why have you come to Last Resort?” of the Living Feather of the Roc King.” who and what they are). Find the path leads

MARCH 2006 DUNGEON 71


THE LIBRARY OF LAST RESORT BY NICOLAS LOGUE

Tilagos Island
Nest of
the Roc King

Den of
Va nd

Harrowdroth
N
a
lle N

o
y

ig f T
ht h
m or
ar n
e
Den of the
Dark Tree

Doomshroud
Forest

Keep of the
Shackled Conquerer
0 40
miles

the way to specific locations, and can be highlands are populated by dark-furred PCs to the list of prey if they encounter
used to find the best route to the Keep of mountain goats, yaks, condors, and dire them. The pack lords travel in groups of
the Shackled Conqueror (trial 1), the Grove bears. Even the seas surrounding the four, and can be encountered anywhere
of Night (trial 2), Harrowdroth’s Den (trial island are full of animal life. on Tilagos.
3), or the Nest of the Roc King (trial 4), once This section provides several sample A character with Track can attempt a
the PCs learn the names of these locations encounters with the indigenous life of DC 25 Survival check to note the pres-
from divination spells or local denizens. Tilagos. Use them to give the PCs a chal- ence of displacer beast tracks as soon as
As the characters move about the island, lenge as they make their way across the the group wanders into their hunting
feel free to have them encounter the natu- island in search of one of their four trials, grounds. It doesn’t take much longer
ral denizens of Tilagos Island. The druids to provide them with additional experi- (usually only 1d6 minutes) for the PCs
of the Order of the Storm populated their ence or loot, or even to subtly point them attract the attention of the pack, which
island with numerous dangerous mon- in the right direction to their goal if they begins stalking them. The displacer
sters for many reasons. In most cases grow confused or impatient. Finally, you beasts strike either when the PCs make
they were merely relocating menaces they can use these encounters as templates to camp or circle around in front of the
didn’t wish to kill from locations where generate additional encounters of your party to ambush them.
they were causing problems, but in a few own design. Displacer Beast Pack Lords (4): hp 203
cases, the monsters of Tilagos are rem- each; Monster Manual 66.
nants of guardians once used by the dru- Displacer Beast Attack!
ids who have, in the 1,500 years since the (EL 16) Girallon Behemoths (EL 17)
Order’s death, reverted to their true and The Order of the Storm kept a half- Transported to Tilagos from a remote
feral natures. Apart from these danger- dozen trained displacer beast pack lords island on the Material Plane, the
ous monsters, Tilagos is ripe with nor- as guardians, but over time these crea- immense girallons found on Tilagos
mal animal life. Wild horses, antelopes, tures escaped their kennels and bred are solitary, cantankerous creatures that
bison, and even a few lions, elephants, true. The displacer beast pack lords have come together only to mate. They have
and rhinos roam the open plains. The become one of the primary predators of since become the top predator in the
Doomshroud forest is home to count- the island, preying on all of Last Resort’s island highlands, with the exception of
less snakes, birds, tapirs, and jaguars. The wildlife. They won’t hesitate to add the Harrowdroth himself, and are capable

72 DUNGEON MARCH 2006


of catching, killing, and eating rocs. They Landshark (EL 16) forces that faced Kyuss’ putrefied horde
rarely venture down to the lowlands— The bulettes of Tilagos, like the dis- in battle all those centuries past. The
those that do generally do so after they’ve placer beasts and girallons, have grown rangers of the keep were slaughtered in
been driven from their mountain lair to immense proportions over the last 15 that battle, and it fell into disrepair.
by other girallons. As a result, those centuries. These menaces are solitary When the druids began their prepara-
encountered in the lowlands tend to be hunters, and while they generally keep tions for the removal of Tilagos from the
wounded or sick. to the southern plains of the island, they Material Plane, they approached Obad-
There are currently only 7 giral- can be encountered anywhere but in the Hai for aid. The god of nature heard
lon behemoths living on Tilagos; each highest peaks of the mountains. their request and agreed to aid them in
claims a territory of about a square mile. Creature: Tilagos bulettes spend the task, on one condition. Tilagos would
A DC 15 Survival check is good enough most of their time underground, and make a potent prison, and at the time, a
for a character to note the telltale signs quickly move to ambush anyone they particularly destructive titan had been a
that the group is entering girallon notice. They make use of their leap spe- thorn in Obad-Hai’s side for some time.
country by the increase in scattered cial attack to damage as many PCs as This was Krathanos, a menace who had
bones and broken rocks. These mon- they can in the first round of combat. long plagued the world of men and elves,
strous girallons are larger even than the If encountered in the Vale of Thorns, wreaking swaths of destruction and chaos
largest specimens found on the Mate- a combat with these burrowing men- wherever he went. Yet Obad-Hai sensed
rial Plane—the otherworldly nature of aces is much more difficult since the an underlying greatness in Krathanos,
Last Resort has suited them well. The bulettes can use their burrow speed to much as one might sense in the heart of
average girallon behemoth stands 35 feet avoid the thorns altogether. a volcano or the eye of a storm. Obad-
in height. Hai asked the druids to find Kratha-
When a girallon behemoth notices Tilagos Bulette CR 16 nos a home on Tilagos Island, a place
someone has entered his territory (typi- N Gargantuan magical beast where there was little he could ruin and
cally 3d6 minutes after a group does so), Monster Manual 30 perhaps a place where the titan’s wrath
it rumbles out to issue a challenge to the Init +2; Senses darkvision 60 ft., low-light would eventually be soothed. In time, if
intruder in the form of a thunderous vision, scent, tremorsense 60 ft.; Listen Krathanos grew calm, Obad-Hai would
roar and the beating of its chest with its +11, Spot +1 release him.
four fists. If the intruders don’t imme- AC 30, touch 9, flat-footed 27 The druids agreed, and Obad-Hai
diately flee, the girallon attacks, fighting hp 364 (27 HD) transported Krathanos (along with his
until reduced to less than 30 hit points, Fort +23, Ref +18, Will +9 gargoyle and beholder pets) to Tilagos as
at which point it tries to flee to its lair. Spd 40 ft., burrow 10 ft. it was wrenched from the Material Plane.
A girallon encountered in or followed to Melee bite +37 (4d8+13/19–20) and As he did, he took from Krathanos his
its lair fights to the death. 2 claws +34 (4d6+6) or gate spell-like ability, effectively strand-
4 claws +36 (4d6+6) ing the titan in Last Resort. For the past
Girallon Behemoth CR 17 Base Atk +27; Grp +52 1,500 years, the titan has brooded in the
N Gargantuan magical beast Atk Options leap demiplane, but his imprisonment has
Monster Manual 126 Abilities Str 36, Dex 16, Con 26, Int 2, Wis had the opposite effect Obad-Hai had
Init +4; Senses darkvision 60 ft., low-light 13, Cha 6 hoped for. Rather than grow calm in the
vision, scent; Listen +15, Spot +14 Feats Improved Critical (bite), Improved presence of nature, the loss of humans
AC 26, touch 10, flat-footed 22 Natural Armor (5), Improved Natural and elves to torment eventually drove
hp 300 (24 HD) Attack (bite), Improved Natural Attack the titan mad. Today, Krathanos bal-
Fort +21, Ref +11, Will +15 (claw), Multiattack, Weapon Focus (bite) ances on the line between boredom and
Spd 40 ft.; climb 40 ft. Skills Jump +37, Listen +11 insanity. He has long since grown bored
Melee 4 claws +34 (2d6+14/19–20) and with exploring the island, and spends
bite +29 (3d6+9) First Trial: The Golden all of his time brooding in the ruins of
Space 20 ft.; Reach 20 ft. Belt (EL 22) the southern keep. He still holds hope
Base Atk +24; Grp +50 To complete the first trial, the PCs must he will be freed of his imprisonment
Atk Options rend 2d8+21 bring the golden belt owned by the titan on some days, but most of the time he
Abilities Str 38, Dex 18, Con 24, Int 2, Wis Krathanos to the wild watchers. seeks only ways to amuse himself and
12, Cha 7 The broken remains of a keep lie on pass the eons without succumbing to
Feats Combat Reflexes, Improved Critical the southern ridge of Tilagos Island, complete ennui. His gargoyle thralls
(claw), Improved Natural Armor (5), overlooking the tumultuous sea below. live in constant fear of their master’s
Improved Natural Attack (claw), Iron Will This site was once the home of a group of wrath, but their unending loyalty is
Skills Climb +22, Listen +15, Spot +14 rangers loyal to the Order of the Storm, ensured by Krathanos’ charm monster
and served as a training ground for the spell-like ability.

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the titan periodically captures from the


wilds of Tilagos to keep as pets. These
Keep of the Shackled cages consist of dozens of iron poles
scavenged from the ruined keep. The
Conquerer poles have been driven into the ground,
and a large flat slab of rock caps each
N cage. The only way into or out of a cage
is by lifting the rock lid (which weighs
3,000 pounds—easy for Krathanos to
lift, but likely trouble for smaller and
weaker creatures).
Creatures: Krathanos keeps a flight of
six advanced gargoyle fighters charmed
as minions. At any one time, two of them
wheel and flock in the skies above, keep-
ing an eye out for any intruders. If they
spy the PCs, these two gargoyles swoop
down into the keep and gather the other
four, and as a group of six they fly out to
confront the PCs.
The gargoyles do not initially engage
in battle with the characters. Kratha-
nos has ordered them to bring any
visitors to him for an audience. These
audiences usually end with Krathanos
beheading the visitors or smashing
them to pulp, but the titan would not
have sport robbed of him by his thralls.
The gargoyles demand the PCs accom-
pany them to meet the master of their
domain: “Krathanos the Conqueror,
One square = 20 feet exiled by the gods for his designs to
rule all of creation, and shackled by
A DC 30 Knowledge (history or the tral compound. When the PCs reach the the treacherous druids of Tilagos until
planes) or bardic knowledge check ruined keep, read them the following. such time as brave stalwarts arrive to
indicates a character has heard vague free him.” They promise the party food,
tales of an ancient titan named Kratha- The weathered walls of the keep are torn lodging, and respite if they join them
nos, a murderous menace whose reign and ragged. They appear to have been at the keep.
ended abruptly when he vanished from battered down on more than one occa- The cages in the southwest corner of
the world fifteen centuries ago. sion, their chipped stone blocks rebuilt the ruin currently contain three giral-
Krathanos has named his new home haphazardly into makeshift structures lons apiece, for a total of nine of the
the “Keep of the Shackled Conqueror,” with little integrity. Four crumbling tow- magical beasts. They shriek and roar if
a bitter reference to himself. The keep’s ers overlook the outer courtyard. The they see anyone approach within thirty
structure is often the object of Krathanos’ archway providing entrance into the feet, but cannot escape from the iron-
rage, and much of it has been destroyed compound looms empty, its iron port- barred cages without aid.
over the centuries. Krathanos’ gargoyle cullis now nothing more than a heap of Krathanos himself has spent the last
minions constantly toil at trying to twisted black metal lying on the ground few months in a torpor, slumped against
rebuild the keep, but they can never get nearby. the inside eastern wall of the keep. He
ahead of their master’s unpredictable is not roused by the sound of combat
rages. As a result, the keep is little more Inside, several large foundation stones outside of his keep, but if combat breaks
than an empty walled compound. The still stand; these can provide cover for out or is carried into the compound he
walls themselves are 20 feet thick, 30 feet desperate PCs. In the southwest corner wakens quickly to a rage.
high, and made of solid stone, but show of the compound are three crude cages Krathanos is quite insane. His
signs of considerable damage. Four par- built by Krathanos’s gargoyles—the imprisonment wreaked havoc on his
tially collapsed towers surround the cen- cages are used to keep strange monsters ego, and as a result his mood sways

74 DUNGEON MARCH 2006


erratically from jovial to furious. He If the PCs dare to do battle with of enormous black pearls around his
plays the part of the gracious host one Krathanos, he orders his gargoyles to neck worth 5,000 gp each. His sack con-
moment, only to crush his “honored stay out of the way when he wades into tains an ever-changing collection of
guests” into paste at some imagined melee. He wants to savor every ounce of treasure as he grows tired of old prizes
insult the next. He is, in every way, an amusement from the party’s destruction and throws them into the sea, replac-
embodiment of chaos and evil. Kratha- himself. Krathanos is a prodigious foe, ing them with trophies he salvages from
nos stands nearly 25 feet tall, his tower- and against a group of 16th or 17th-level other creatures on the island. Currently,
ing frame sculpted to perfection, with characters he can be quite dangerous. his sack contains about sixty pounds
bulging cords of muscle lining every Krathanos reflects this in his tactics, of animal trophies (enormous bulette
foot of his gigantic torso. He wears an often showboating and bragging early in teeth, girallon heads, etc.). In addition,
enormous belt of solid gold encrusted a combat rather than playing for keeps. a battered iron chest contains 23,000
with fi st-sized emeralds—this is the He lashes out with quickened chain light- sp, three casks of ambergris (worth 50
same belt mentioned by the wild ning in the first three rounds of combat, gp per cask), and an ivory elf-maiden
watchers. His weapon is an immense augmenting his melee attacks or other carved from a dire mammoth’s tusk and
spiked warhammer. spell-like abilities for those rounds. If he inlaid with jewels worth 8,000 gp. The
Krathanos the Shackled Conqueror, manages to drop a PC and hasn’t really sack also contains the severed head of
chaotic evil titan: hp 370; lacks a gate taken much damage yet, he may spend Darl’s one-time minotaur companion
spell-like ability; Monster Manual 242. the next round roaring with malicious (who came here at Darl’s request to try
Girallons (9): hp 58 each; Monster Man- laughter before continuing the fight. to purchase the titan’s belt), along with
ual 126. Only if the PCs put up an impressive his Large +2 icy burst greatsword, Large +1
resistance does Krathanos unleash a mithral full plate of speed, and belt of giant
Gargoyle Minions (6) CR 12 fire storm, meteor swarm or Bigby’s crush- Strength +4.
Advanced gargoyle fighter 4 ing hand on them. If the PCs try to flee, Development: If the party presents
CE Large monstrous humanoid Krathanos allows them to go, showering themselves in a civil fashion, Krathanos
Init +4; Senses darkvision 60 ft.; Listen +9, them with insults as they run. reacts with polite grace. He attempts to
Spot +9 If the battle moves into the keep, convince them he is an honorable war-
Languages Common, Terran Krathanos moves over to the girallon rior and servant of Kord and beseeches
AC 22, touch 13, flat-footed 18 cages and takes a full-round action to their help in freeing him from this hate-
hp 203 (16 HD); DR 10/magic sweep the stone lids off the tops of the ful prison. A plane shift or gate spell is
Fort +16, Ref +13, Will +10 cages. The girallons within can climb out sufficient to allow the titan to escape;
Spd 40 ft., fly 60 ft. (average) of the cages with a DC 10 Climb check he isn’t particularly choosy on where he
Melee 2 claws +23 (1d6+8) and (automatic for these monsters). The escapes to, as long as it isn’t Last Resort.
bite +21 melee (1d8+4) and girallons know better than to attack the He’d much prefer to intimidate the PCs
gore +21 melee (1d8+4) titan, but the PCs aren’t so lucky. into helping him escape, but if the PCs
Ranged +1 composite longbow If any of the PCs try to seek shelter can adjust his initial attitude of indiffer-
+21/+16/+11/+6 (2d6+11/x3) or near or in one of the dilapidated towers ent to helpful, he’ll agree to give them his
+1 composite longbow +19/+19/+14/+9/+4 or the keep’s crumbling wall, Krathanos belt in return for payment. Krathanos
(2d6+11/x3) can, as a full-round action, smash the refuses to part with his belt until he’s
Base Atk +16; Grp +28 tower with his warhammer. The titanic safely on another plane, necessitating the
Atk Options Improved Precise Shot, Rapid blow sends the tower crumbling down PCs travel with him.
Shot in any direction that Krathanos chooses, The longer any conversation with
Abilities Str 26, Dex 19, Con 26, Int 6, Wis affecting everything within any adjacent Krathanos wears on, the more likely his
12, Cha 4 twenty-foot square. Any creatures in this madness comes to the fore. After five min-
SQ freeze area take 8d6 points of damage, or half utes of conversation, he’ll automatically
Feats Far Shot, Hover, Improved Precise that amount if they make a DC 15 Reflex misinterpret something the PCs have said
Shot, Multiattack, Point Blank Shot, save. They are subsequently buried, as and fly into a spitting rage, demanding the
Precise Shot, Rapid Shot, Weapon detailed in the Dungeon Master’s party take back their insult to his honor or
Focus (longbow), Weapon Specialization Guide on page 66, under “Cave-ins and be destroyed. If the PCs play along he is
(longbow) Collapses.” assuaged and continues to treat them like
Skills Hide +7, Listen +9, Spot +9 Treasure: Krathanos’ emerald-stud- honored houseguests. If they continue to
Possessions +1 leather armor, +1 composite ded gold belt is worth 20,000 gp, but accuse him of his obvious fraud, Kratha-
longbow (+8 Strength) weighs 120 pounds—in order to satisfy nos attacks immediately.
Tactics: The gargoyles wheel about the first trial, the PCs must bring this If the PCs ask Krathanos about other
in the sky above, using their composite immense belt back to the wild watch- recent visitors to the island, the titan
longbows to attack at range. ers. The titan also wears three strings reaches into a discolored sack next to his

MARCH 2006 DUNGEON 75


THE LIBRARY OF LAST RESORT BY NICOLAS LOGUE

throne and produces the severed head bonus on Hide checks in dark areas. 22), deeper darkness, entangle (DC 17),
of a minotaur and asks them if this is This skin coloration persists for 1 hour fear (DC 20), insanity (DC 23)
the one they’re asking about. The titan after consuming a meal-sized portion 1/day—weird (DC 25)
says the minotaur came to purchase his of the sap. Abilities Str 45, Dex 6, Con 34, Int 12, Wis
golden belt on behalf of the “Hand of the Creature: Holding dominion over 16, Cha 23
Lich-Lord,” but Krathanos hates things this unnatural forest is a bizarre, twisted SQ unholy grace
whose heads don’t match the rest of their black tree known as an ancient night Feats Blind Fight, Diehard, Endurance,
bodies so he pulled the minotaur’s head twist, whose song saps the soul and Improved Natural Armor (3), Improved
off. He doesn’t know about the others on draws unwary explorers to their death. Sunder, Iron Will, Power Attack
the island yet. The monstrous plant dwells in a grove Skills Hide +6, Knowledge (nature) +18,
The golden belt is Krathanos’s favor- at the center of the Doomshroud. No Listen +17, Move Silently +8, Spot +18,
ite possession, and if the PCs attempt other tree grows near this 50-foot-tall Survival +17 (+19 aboveground)
to haggle with him for the belt, they menace. The night twist sways hypnoti- Death Curse (Su) Killing an ancient night
tread dangerous ground. He won’t give cally, its many black branches undulat- twist invites a curse similar to that
it up unless offered something extremely ing like serpents, dancing to the tune of bestowed by the nightmare spell. The
entertaining and valuable. His first sug- its mournful melody. creature dealing the death blow must
gestion is a trade—the belt for one of To some, the song of the night twist make a DC 28 Will save or suffer horrific
the PCs. His greed for material wealth is sounds like the weeping of a woman who nightmares each night, suffering 1d10
nearly insatiable, so the PCs will need to has lost her beloved, while to others it damage and becoming fatigued and
offer him a bribe worth at least 200,000 sounds like the cold baleful wind blow- unable to prepare spells for the next
gp before he agrees to a trade of items ing over a desolate graveyard. The tree is 24 hours. The nightmares continue
and money for the belt. old and unspeakably evil. This night twist until the curse is removed. Even after
If asked about Kyuss and the Age of was a sapling when the world was young. removal of the curse the victim remains
Worms, Krathanos lets out a long sigh as It grew, filled with malice, and plagued fatigued for 24 hours afterward. A
he dredges through centuries of memo- the dark forests of the world before the limited wish spell or more powerful
ries before smiling: “Oh yes, I do remem- druids of the Order of the Storm decided magic cast while the subject is in the
ber a worm priest causing quite a fuss to spirit the ancient tree away from the throes of a nightmare is the only way to
with the greenbeards ages ago. Kyuss world. They transplanted it here, intend- remove a night twist’s death curse. If a
is imprisoned now, not unlike myself. ing to study the malevolent tree’s impact victim of the death curse dies before the
Someday we shall be free and your world on the surrounding environment before curse is lifted a new ancient night twist
will tremble at our power!” The titan disposing of it. Unfortunately, their own sapling appears at the gravesite.
knows nothing else about the current doom came before they could engineer Despair Song (Su) Every evening the ancient
onset of the Age of Worms. that of the night twist. night twist emits a sorrowful sound
that inspires melancholy in all creatures
Second Trial: The Ancient Night Twist CR 20 with an Intelligence score of 6 or higher
Mournful Song (EL 20) NE Huge plant within a radius of 1,250 feet (the radius
To complete the second trial, the PCs Monster Manual III 110 of its clearing). Those hearing the song
must slay (or otherwise permanently Init -2; Senses low-light vision; Listen +17, who fail a DC 28 Will save are affected
silence) the night twist that lives at the Spot +18 as if by a crushing despair spell and must
center of the Doomshroud Forest. Languages Common, Elven, Sylvan seek out the source of their sorrow (the
The Doomshroud Forest is a lone- AC 38, touch 12, flat-footed 38 ancient night twist) to the neglect of all
some, alien landscape. Its black, mono- hp 412 (25 HD); DR 15/slashing other tasks or needs, including eating or
lithic trees appear to shift unnaturally Immune plant traits sleeping. If physically restrained and not
without the aid of wind. The canopy Fort +32, Ref +12, Will +19 allowed to seek out the night twist, the
blocks out the dim light provided by the Weakness vulnerability to fire victim loses 1d10 hit points every evening
overcast skies, and the forest is dark as Spd 10 ft. until it dies or the enchantment is lifted.
night as a result. Melee 6 slams +33 (4d6+17) Relocating the victim outside the area of
The Doomshroud’s drooping trees Base Atk +18; Grp +51 effect does not end the enchantment. The
continuously weep a thick black ichor. Atk Options Blind Fight, Improved Sunder, despair song ceases to affect a subject the
This sap is oily and foul smelling, but is Power Attack round after they are struck by the night
nonetheless edible and quite nutrient Special Atk death curse, despair song, twist’s slam attack. Only a limited wish
rich (DC 20 Survival check to determine wind blast can remove the effect, but a bard’s song
this). A side effect of consuming the sap Spell-Like Abilities (CL 20th) of freedom class feature allows a second
is that a PC’s skin turns jet black like 5/day—phantasmal killer (DC 20) saving throw. The death of the night twist
the trees, granting a +5 circumstance 3/day—blight (DC 21), circle of death (DC always ends the effect.

76 DUNGEON MARCH 2006


Unholy Grace (Su) A night twist adds its
Charisma modifier as a bonus on all its
saving throws, and as a deflection bonus
Den of Harrowdroth
to its Armor Class.
Wind Blast (Su) This ability is similar to the
gust of wind spell. The creature can use
its wind blast as a free action, but does so
only when it feels threatened. A powerful,
gale-force wind (50 mph) emanates from
the tree in all directions out to 120 feet. A
DC 28 Fortitude save is necessary to avoid
this effect.
Tactics: The night twist attempts to
lure the PCs to its grove with its despair
song. If it succeeds in ensnaring all party
members, it focuses its attacks on one PC N
first, allowing the others to remain in the
throes of their mind-numbing despair as
it finishes off the group one by one.
The night twist casts weird first, hoping
the party’s own fears will destroy them,
and taking great pleasure in watching the
hero’s reactions to the imaginary hor-
rors their brains concoct. After this, the
tree casts insanity on a fighter-type (low
Will save), hoping that in the throes of
madness they attack their former allies.
Then the tree employs circle of death and
phantasmal killer to dispense with the rest
of its foes. If its spell-like abilities seem
to have limited results, the tree resorts
to smashing the party to pieces with its One square = 10 feet
powerful slam attacks, attempting to
sunder any weapon that pierces its dam- a maximum distance equal to its normal ease, but other creatures might not
age reduction. land speed). Moving through the thorns be so lucky. Each crevasse constantly
at any speed inflicts 2d6 points of pierc- vents thick clouds of steam that waft
Third Trial: Nightmare ing damage on a creature. The thorns are along the ceiling to escape via the cave
Vale (EL 18) not magical, and can be burned away at a mouth. Within 10 feet of the crevasse,
To complete the third trial, the PCs must rate of one five-foot square per minute. or within the crevasses themselves, the
destroy the nightmare beast Harrowdroth. Hacking one’s way through the thorns steam is hot enough to scald for 5d6 fire
In the western reaches of the Tilagos is slower going, requiring 10 minutes of damage per round (DC 15 Reflex save
highlands lies a valley nestled between work per five feet traveled. Once cleared, negates). Each crevasse is 200 feet deep
two dark peaks. Known as the Vale of the thorns are quick to regrow, returning and ends at the surface of a constantly
Thorns, this valley teems with wild to full height in a mere 24 hours. The boiling lake of water (the lake itself
underbrush bedecked with vicious irony woodland stride ability allows free pas- being nearly 500 feet deep, with a lake
thorns growing as long as six inches sage through the thorns. bed heated by rock close to a reservoir
each. These briars rend the flesh of most A single cave opening looms 30 feet of magma). A fall into either crevasse
creatures who brave the Vale. above the top of the thorns on the deals 2d3 nonlethal damage and 16d6
The thorns grow to a height of 10 feet northern cliff s; this is the entrance lethal damage, after which the immer-
in the vale, and no trail or track leads to Harrowdroth’s lair, and clouds of sion in boiling water inflicts 10d6
through them. A creature can force its steam constantly vent up from the cave points of fire damage per round. The
way through the thorns by making a opening, making it easy to locate from walls of each crevasse are slippery with
Strength check as a full-round action. a distance. The cave itself contains two condensed water; it’s a DC 30 Climb
For every 5 points by which the check wide crevasses that nearly fill the cav- check to scale them. Remember that
exceeds 10, a creature moves 5 feet (up to ern; Harrowdroth leaps over them with while a character is within the steam,

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THE LIBRARY OF LAST RESORT BY NICOLAS LOGUE

he has concealment against other crea- his rescue. Of course, it remains to be Melee* 2 tusks +28 (6d6+16/17–20) and
tures within five feet and total conceal- seen if Harrowdroth’s cruelty and rage 2 claws +26 (2d4+10/19–20) and
ment against creatures further out. will allow him the chance to speak to bite +26 (4d6+10/19–20)
Creature: Few creatures dwell in the anything unfortunate enough to come Base Atk +24; Grp +43
Vale of Thorns. Small birds nest in its across his lair. Special Atk nightmares, trample
upper reaches, and periodically Tilagos Harrowdroth stands over 20 feet tall, Spell-Like Abilities (CL 10th; +24 ranged touch)
bulettes travel under the thorns. The with each of his four legs ending in ter- 2/day—chain lightning (DC 20), cloudkill
true terror of the Vale is much more rible three-foot-long claws. His massive (DC 19), disintegrate (DC 20), dispel
fearsome than a mere bulette—this is jaws brim with foot-long fangs flanked magic, fireball (DC 17), heat metal (DC
the nightmare beast Harrowdroth. This by tusks the size of cavalry lances. His 16), incendiary cloud (DC 22), lightning
dread monstrosity dwells in a large cav- body is splotched with patches of bony bolt (DC 17), monster summoning V
ern on the northern inner rim of the Vale protrusions. By far his most fearsome *Includes adjustments for 5-point Power Attack.
of Thorns. aspect is his glowing red eyes, burning Abilities Str 32, Dex 14, Con 26, Int 8, Wis
Harrowdroth’s power over dreams like signal lanterns in the dark of the 10, Cha 18
has caused the ruination of entire cave, each easily the size of a human’s SQ augmented critical
kingdoms in centuries past. Shortly head. Feats Improved Bull Rush, Improved
before the druids of the Order of the Critical (tusk), Improved Natural Armor
Storm confronted Kyuss, they came to Harrowdroth CR 18 (4), Improved Natural Attack (tusk),
the aid of one of these kingdoms, cap- Advanced elite nightmare beast Multiattack, Power Attack
turing Harrowdroth and transporting CE Huge magical beast Skills Jump +26, Spot +12
him to Tilagos for study. His hatred of Monster Manual II 161 Augmented Critical (Ex) A nightmare
Last Resort has only grown with each Init +1; Senses darkvision 60 ft., low-light beast threatens a critical hit on a natural
passing year, but the wild watchers vision, Listen +0, Spot +12 attack roll of 19–20 with any of its
have effectively kept him from caus- Language Abyssal natural weapons.
ing too much destruction. He has AC 26, touch 10, flat-footed 24 Nightmares (Su) Every intelligent creature
resigned himself to a long wait here in hp 324 (24 HD); DR 15/magic that falls asleep within 10 miles of a
the mountains, hoping some day that SR 20 nightmare beast must make a DC 26
creatures capable of transporting him Fort +22, Ref +16, Will +7 Will save or suffer from horrid, vivid
back to the Material Plane will come to Spd 30 ft. nightmares of being staked and killed

78 DUNGEON MARCH 2006


by monsters, demons, cruel enemies, six DC 20 Climb checks followed by Roc King CR 16
etc. This is identical to a nightmare spell four DC 30 Climb checks. Each check Advanced roc
(CL 15th) except that casting dispel that fails by 5 or more results in a fall of N Colossal animal
evil on the victim does not stun the 2d10×10 feet. Monster Manual 215
nightmare beast. A successful dispel Unfortunately, Darl and his min- Init +5; Senses low-light vision; Listen +12,
magic or remove curse negates the effect. ions have already reached the roc king, Spot +37
Once a creature has saved successfully, plucked one of its feathers, and killed AC 26, touch 7, flat-footed 21
it cannot be affected by Harrowdroth’s the magnificent creature. Upon reach- hp 486 (36 HD)
nightmare power again for 24 hours. ing the nest, the PCs find the dead ani- Fort +31, Ref +27, Will +14
The save DC is Charisma-based. mal sprawled in a shallow lake of blood. Spd 20 ft., fly 80 ft. (average)
Creatures with intelligence 2 or less are The PCs can harvest as many feathers Melee 2 talons +35 (3d6+16) and
immune to this effect. as they wish, but taken from the corpse bite +30 (3d8+8)
Trample (Ex) As a standard action during they have no value in fulfilling the Space 30 ft.; Reach 30 ft.
its turn each round, a nightmare beast fourth trial. Base Atk +27; Grp +59
can trample opponents at least one size There are two options available to Atk Options Flyby Attack, Snatch
category smaller than itself by making the PCs now—they can either steal Abilities Str 42, Dex 20, Con 28, Int 2, Wis
a running jump up to 35 feet away. This from Darl and his minions the feather 13, Cha 11
inflicts 4d6+16 points of bludgeoning they plucked from the roc’s wing before Feats Alertness, Flyby Attack, Hover,
damage. A trampled opponent can either they killed it, or they can resurrect the Improved Natural Armor (5), Iron Will,
attempt an attack of opportunity at a –4 immense creature. Multiattack, Snatch, Wingover
penalty or a DC 33 Reflex save for half Creature: As the roc king’s body is Skills Listen +12, Spot +37
damage. The save DC is Strength-based. relatively intact and it was only killed Ad-Hoc Experience Award: If the PCs
Tactics: Harrowdroth waits for the a few days ago, a raise dead is sufficient manage to secure a living feather from
PCs to come to him. The nightmare to bring it back to life. The intimidat- the roc without killing it (or without
beast is aware of the wild watcher’s tri- ing animal has a wingspan of 200 feet, being forced to raise it from the dead in
als, and has handled several adventur- and is immediately hostile upon being the first place), award them XP as if they
ers in the past who were sent here by brought back to life, not comprehending had defeated the roc king in combat.
them. He waits until the PCs are about that the PCs aren’t the ones that killed
to emerge from the second steam cloud it. A quick wild empathy check (rushed Hand of the Lich-Lord
in his cavern before casting incendiary and with a –10 penalty as a result) can (EL 20)
cloud on them. He continues to use his calm the roc, but unless it is made at At some point during this adventure,
spell-like abilities on the PCs until they least friendly (a DC 40 check) it refuses the PCs cross paths with Darl Quethos
engage in melee. One of Harrowdroth’s to let characters pluck a feather from and his surviving minions. You can
favorite tactics is to bull rush victims its body, attacking them if they try to do stage this encounter at any time. If you
into the steam vent. so. If a PC can communicate freely with want to throw a challenge at the PCs
Treasure: Strewn about the far end of the roc, he can use Diplomacy to try to immediately, you can have him con-
the cavern is a tangle of corpses. Among adjust the creature’s attitude again. If front the PCs as they are traveling to
these slain adventurers, several magic the PCs volunteer to slay the ones who their first trial. If your PCs are having a
items can be found, including a +1 keen killed the roc earlier, the roc agrees to relatively easy time on Tilagos, you can
scythe, a rod of thunder and lightning, a lens give them one of his feathers in thanks have this group encounter them imme-
of detection, a minor circlet of blasting, and when they return from the task. Of diately after they complete one of the
a pair of winged boots. course, the roc has a poor Sense Motive trials, forcing them to deal with Darl
check, so the PCs can probably Bluff and his followers while their resources
Fourth Trial: Nest of him into believing that they’ve already are depleted. Perhaps the PCs take the
the Roc King (EL 16) done this task if they try. fight to them, using divination magic to
To complete the fourth trial, the PCs If the PCs are forced to fight the roc, determine the location of their camp-
must procure a feather from an immense they can pluck a feather from its living site in an attempt to take the roc king’s
roc while the enormous bird lives. body by making a touch attack against feather or confront them for other rea-
The Nest of the Roc King lies at the top the creature. This provokes an attack of sons. Together, the group is an EL 20
of Bloodfeather Peak. If the PCs lack the opportunity. If successful, the character encounter, so chances are strong that
ability to fly, they face a harrowing climb must then either make a DC 26 Strength it’ll take the PCs multiple attempts and
up a rugged mountain. The mountain check to pluck the feather, or he must strikes against Darl and his minions
itself has an elevation of 10,000 feet, and inflict at least 15 points of damage on before they can defeat them—assuming,
the roc king’s nest is at its peak. Climb- the feather with a slashing attack to cut of course, that the PCs opt for a combat
ing the mountain requires a series of it loose. solution to the competition.

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THE LIBRARY OF LAST RESORT BY NICOLAS LOGUE

Creatures: Darl is a ruthless master- to secure the knowledge of Last Resort Darl already knows quite a lot about the
mind, and one of the most powerful for their own, thanks primarily to com- PCs; they’ve become great heroes, and
clerics in Vecna’s service today. He hears mune spells. He may attempt to scry their deeds and rapid rise in power have
the whispers of monarchs, and entreats upon the PCs at many points during not gone unnoticed by him. Their suc-
with countless fiends, trading arcane this adventure, and once they arrive in cesses against the Ebon Triad have actu-
secrets with them as bards trade hearth Last Resort he certainly does so. Indeed, ally pleased Darl, who views this cult of
tales. There is little the cleric does not
know. Over a year ago, Darl had a vision
in which his dark god revealed to him Darl Quethos
the location of one his most treasured
relics, the Hand of Vecna. After retriev-
ing the artifact, Darl easily established
himself as the leader of the Disciples of
Darkness, a cult devoted to Vecna origi-
nally led by a sorcerer named Yelgin
Naaros. Yelgin had claimed to possess
the Hand and Eye of Vecna, but these
were in fact a pair of undead grafts
he’d earned in the service of a power-
ful lich. After exposing their leader’s
fraud and subsequently murdering
him, Darl took the Disciples of Dark-
ness as his personal entourage. The
group consisted of six dangerous indi-
viduals, one of whom (a minotaur) was
recently killed by the titan Krathanos.
Another of Darl’s minions, the kenku
Krekie, may have followed the PCs into
Last Resort from the Material Plane;
if she joins this group, the encounter
pushes EL 21.
Darl seeks the knowledge of the Foun-
tain of Dreams simply because it repre-
sents secrets he (and thus his faith) do
not know. By learning these secrets,
Darl hopes Vecna will reward him with
another vision—this one revealing the
location of the Eye of Vecna. Sharing the
secrets of the Fountain with others (like
the PCs, or even his own minions) is not
an option for the cleric. He intends to
see to the Fountain’s destruction as soon
as he learns what he can from it. Being
forced to undertake the four trials of
the wild watchers has left Darl in a foul
mood; these conflicts have proven diffi-
cult even for him and his group of pow-
erful minions. He’s managed to secure
the roc king’s feather, and has spent the
last few days in quiet contemplation,
casting divination spells in an attempt
to plan his next steps.
Since he noticed the scrying attempt
several days ago, Darl has also learned
about the characters and their quest

80 DUNGEON MARCH 2006


heretics as one of the greatest insults hp 117 (131 with heroes’ feast) (18 HD) Abilities Str 11, Dex 11, Con 15, Int 16, Wis
to Vecna’s glory. He knows the PCs are Immune alignment detection, detect 28, Cha 17 (all of Darl’s abilities have a +3
potent foes, and uses what he knows of thoughts, discern lies, fear, flanking, poison inherent bonus)
them to his advantage. Fort +13, Ref +6, Will +21 SQ spontaneous casting (inflict spells)
Darl’s remaining minions (not includ- Spd 30 ft. Feats Combat Casting, Craft Wondrous
ing Krekie) are Malhazar the efreeti Melee +4 heavy mace +14/+9/+4 (1d8+4) and Item, Extend Spell, Greater Spell
caliph, Nalhazzarath the cornugon, and Hand of Vecna +5 touch (1d10 cold plus Penetration, Improved Initiative, Quicken
the tiefling twins Jalagar and Sabir. possible ability score drain) or Spell, Spell Penetration
Malhazar, a powerful efreeti caliph Hand of Vecna +13/+8/+3 touch (1d10 cold Skills Concentration +17, Diplomacy +13,
who has long sought to wrestle control plus possible ability score drain) Knowledge (arcana) +16, Knowledge
of the Elemental Plane of Fire from the Base Atk +13; Grp +13 (history) +13, Knowledge (religion) +24,
Sultan, is rarely encountered without his Special Atk rebuke undead 6/day (+5, Search +13, Spellcraft +20, Spot +19
fierce cauchemar mount. His scheming 2d6+20 HD) Possessions combat gear, Hand of Vecna, +1
earned him banishment from his home Combat Gear wand of cure serious wounds heavy mace, +1 animated heavy steel shield;
plane, and he has since fallen in with (35 charges), wand of stoneskin (10 +6 periapt of Wisdom, robe of eyes, ring of
the cult, allying himself with Vecna in charges), wand of restoration (18 charges), protection +2, ring of mind shielding
an attempt to learn some way to end his wand of charm monster (22 charges)
forced exile. Cleric Spells Prepared (CL 18th, +13 ranged Malhazar, The Exiled Flame CR 17
Nalhazzarath’s true name has long touch, +22 to overcome SR) Male efreeti aristocrat 3/fighter 8
been passed between conjurers of great 9th—foresightD, implosion (DC 28), NE Large outsider (extraplanar, fire)
power, and the devil has suffered con- quickened plane shift (DC 24), mass heal Init +8; Senses darkvision 60 ft.; Listen +17,
stant servitude as a result, impeding his 8th—quickened death ward, quickened Spot +17
rise through the echelons of the Nine cure critical wounds, greater spell Languages Common, Draconic, Ignan,
Hells. The devil has thrown his lot in immunity, mass cure critical wounds, Infernal; telepathy 100 ft.
with the Vecnan cultists in an attempt protection from spellsD AC 29, touch 14, flat-footed 25
to discover a means to obscure his name 7th—quickened cure serious wounds, hp 165 (178 with heroes’ feast, 21 HD)
from conjurers forever. Unfortunately destruction (DC 26), extended heroes’ Immune fear, fire, poison
for him, Darl knows his true name and feast*, repulsion (DC 26), spell turningD Fort +17, Ref +14, Will +17
intends on using this knowledge at a 6th—quickened cure moderate wounds, Weakness vulnerable to cold
later date to ensure Nalhazzarath’s eter- find the pathD, greater dispel magic, harm Spd 20 ft., fly 40 ft. (perfect)
nal servitude. (DC 25), heal, wind walk Melee +2 flaming burst falchion
Jalagar and Sabir Sinfire are twin 5th—quickened cure light wounds, flame +32/+27/+22/+17 (2d6+18 plus 2d6
brothers who grew into their impres- strike (2, DC 24), extended divine fire/15–20)
sive skills as members of a remote Scar- power, scrying (DC 24), spell resistance, Base Atk +20; Grp +32
let Brotherhood monastery. Once they true seeingD Atk Options Ride-By Attack, Spirited
felt they had learned all they could from 4th—cure critical wounds, death ward, Charge, heat
their sinister masters, the tieflings mur- discern liesD (DC 23), freedom of Combat Gear potions of cure serious wounds (3)
dered the monks of the monastery, gath- movement, greater magic weapon*, Spell-Like Abilities (CL 12th, CL 13th for
ered their wealth, and used this wealth sending, spell immunity, tongues plane shift, +23 ranged touch)
to finance several weeks of debauchery. 3rd—clairaudience/clairvoyanceD, cure At will—detect magic, plane shift (to
Their celebrations ended when they serious wounds (2), invisibility purge, elemental planes, Astral, or Material
were nearly slain by Scarlet Brotherhood magic vestment* (2), meld into stone, plane, DC 19), produce flame,
assassins. Since then, they’ve been on the protection from energy (2) pyrotechnics (DC 16), scorching ray (1
run from the Brotherhood, and fell in 2nd—bear’s endurance, cure moderate ray only)
with the Vecnan cult to seek protection wounds (3), detect thoughtsD (DC 21), 3/day—invisibility, quickened scorching ray
from their enemies. owl’s wisdom, silence (2) (1 ray only), wall of fire (DC 18)
1st—comprehend languages, cure light 2/day—change size (DC 15)
Darl Quethos CR 18 wounds (4), detect secret doorsD, entropic 1/day—grant up to three wishes (to non-
Male human cleric 18 (Vecna) shield, protection from good, sanctuary genies only), gaseous form, permanent
NE Medium humanoid (DC 20) image (DC 20), polymorph (self only)
Init +5; Senses darkvision 120 ft., see 0—detect magic (2), light, purify food and Abilities Str 27, Dex 18, Con 17, Int 12, Wis
invisible and ethereal 120 ft.; Listen +9, drink, read magic (2) 12, Cha 18
Spot +19 D domain spell; Domains Knowledge, Magic Feats Combat Reflexes, Greater Weapon
Languages Common, Draconic, Infernal *Already cast; effects are incorporated Focus (falchion), Greater Weapon
AC 22, touch 10, flat-footed 22 into stats Specialization (falchion), Improved

MARCH 2006 DUNGEON 81


THE LIBRARY OF LAST RESORT BY NICOLAS LOGUE

Critical (falchion), Improved Initiative, The Hand of Vecna


Iron Will, Mounted Combat, Quicken If the PCs manage to slay Darl, they’ll have gained one of the most notorious D&D
Spell-Like Ability (scorching ray), artifacts of all time—the Hand of Vecna. The powers of this evil artifact are detailed
on page 281 of the Dungeon Master’s Guide. While the powers granted by the Hand
Ride-By Attack, Spirited Charge,
of Vecna are potent, they won’t necessarily “break the game.” Allowing one of the
Weapon Focus (falchion), Weapon
PCs to keep and use this artifact by no means gives that PC a free ride to the end of
Specialization (falchion) the Age of Worms.
Skills Bluff +20, Concentration +16, What could cause problems is that once word gets out that a PC owns the Hand of
Diplomacy +21, Intimidate +30, Listen Vecna (and word certainly gets out if he ever uses it in a public place, or if any of his
+17, Move Silently +16, Ride +20, Sense victims escape his clutches), you should have that character harried weekly by bounty
Motive +17, Spellcraft +14, Spot +17 hunters, greedy wizards, outraged paladins, minions of Vecna, Warduke (Dungeon
Possessions combat gear, +3 chain shirt, +2 #105), or any number of other powerful individuals or organizations bent on claiming
flaming burst falchion, amulet of natural the Hand for their own use. Finally, remember that possession of the Hand eventu-
armor +3, ornate brass bracelets and ally turns its owner evil—this alignment change can have long-lasting effects on the
anklets studded with fire opals (6 total, character and his allies.
In the end, it’s probably best for the PCs to dispose of the Hand of Vecna. If they’re
each worth 2,000 gp each), brilliant white
trusting types, the best thing to do would be to hand it over to Manzorian. Other
and red cloak made from enameled
patrons are either not powerful enough to keep it from the clutches of the enemy,
dragon scales (worth 4,000 gp) or secretly are the enemy (such as Lashonna, who makes a bid to claim the Hand as
soon as she gets a chance as long as she can do so without revealing her allegiance
Jalagar and Sabir Sinfire CR 15 to Kyuss). Disposing of the Hand of Vecna by throwing it into the sea, the Astral Plane,
Male tiefling monk 15 or elsewhere is a temproary solution; it will certainly turn up again in the near future.
NE outsider (native) An attempt to actually destroy the Hand of Vecna should be an adventure in and of
Monster Manual 209 itself; check out pages 282–284 of the Dungeon Master’s Guide II for advice on how
Init +10; Senses darkvision 60 ft.; Listen +21, artifacts can be destroyed.
Spot +12
Languages Common, Draconic, Goblin, Possessions combat gear, amulet of mighty catch his allies in the area of effect of his
Infernal, Kenku fists +2, ring of protection +2, boots of fire spells, since they are difficult to harm
AC 22, touch 22, flat-footed 16 speed, gloves of Dexterity +4 with such attacks.
hp 97 (110 with heroes’ feast) (15 HD) Black Fire, cauchemar: hp 172; heroes’ The Sinfire twins’ job in the battle is to
Immune fear, non-supernatural disease, feast in effect; Monster Manual 194. keep Darl safe and destroy enemy spell-
poison Nalhazzarath, male cornugon devil: hp casters. They employ stunning fists against
Resist cold 5, electricity 5, fire 5; SR 25 172; heroes’ feast in effect; Monster Manual 55. opponents threatening their master and
Fort +11, Ref +15, Will +11 (+13 vs. Tactics: Darl knows the PC’s standard use Tumble at opportune moments to
enchantment); improved evasion tactics and capabilities quite well, and gain strategic advantage or to hasten to
Spd 70 ft. uses this knowledge when confronting Darl’s side if he is in danger.
Melee unarmed strike +21/+21/+21/+16/+11 the PCs by revealing his knowledge of Malhazar prefers to fight while
(2d6+4) their darkest secrets, inner desires, child- mounted on Black Fire, making full
Base Atk +11; Grp +13 hood memories, embarrassing misdeeds, use of his mounted combat feats. The
Atk Options Improved Disarm, Stunning and of course their dour weaknesses. first three rounds the efreeti fires
Fist (15/day, DC 18) His first action when he knows combat quickened scorching rays at anyone who
Special Atk quivering palm (DC 18) is near is to use a charge from his wand seems particularly vulnerable to fi re
Combat Gear potion of barkskin +4 of stoneskin. Given time before a battle, (selecting wizards and others with low
Spell-Like Ability (CL 15th) he employs greater spell immunity and hit points if no one seems particularly
1/day—darkness spell immunity, choosing spells the PCs vulnerable). If things begin to sour, he
Abilities Str 15, Dex 22, Con 14, Int 12, Wis favor in combat, as well as spell resistance, begins to grant wishes to Darl or the
12, Cha 6 protection from spells and spell turning. Sinfi re twins to return fallen allies
SQ abundant step 1/day, ki strike (lawful Darl knows his primary weakness is his from death or to heal them from multi-
magic), slow fall 70 ft., wholeness of body Armor Class, and tries to avoid getting ple debilitating effects. He doesn’t trust
(30 hp/day) in situations where enemies can reach Nalhazzarath enough to allow the devil
Feats Acrobatic, Alertness, Deflect Arrows, him in melee or utilize ranged weapons access to his wishes.
Improved Disarm, Improved Initiative, against him. He’s fond of casting silence Nalhazzarath uses Improved Sunder to
Snatch Arrows, Stunning Fist, Weapon on Jalagar and Sabir so they can harry destroy any particularly dangerous weap-
Finesse, Weapon Focus (unarmed strike) spellcasters and disrupt communica- ons (especially holy weapons) in battle. If
Skills Balance +17, Bluff +0, Hide +17, Jump tion. Once combat begins, Darl uses his possible he concentrates his attacks on a
+40, Listen +21, Move Silently +15, Spot ranged spells and quickened defensive cleric or other healer first, hoping to slay
+12, Tumble +28 spells as appropriate. He’s not afraid to them and then inflict infernal wounds

82 DUNGEON MARCH 2006


on the rest of the party with his tail. If Sayren-Lei’s rage stems only partially “And so you have earned the right to
the battle seems to be going downhill, from the death of the Roc King; of the return the lore of the Order of Storms to
the devil attempts to summon another four wild watchers, he is the only one the world. The Age of Worms is upon us,
cornugon to the fray. Nalhazzarath takes who secretly wants the lore of the dru- and what the powers of old began so long
great delight in forcing other devils to ids to remain hidden. Tylanthros sighs ago now falls to you to complete. Drink
appear at his beck and call, the way spell- at his outburst, but informs the PCs deep and remember. Dream the dreams
casters often do to him. that Sayren-Lei does indeed have the of the ages.”
Development: Chances are good that right to make such a challenge. The
Darl and the others can escape back to the PCs can try to talk Sayren-Lei out of
Material Plane if things go bad. In this his rage with a DC 50 Diplomacy check Descent into Dream (EL 20)
event, they do not return to Last Resort, to adjust his attitude from hostile to The Fountain of Dreams is more than a
and give up the Fountain of Dreams as a helpful. If the PCs point out that they mere receptacle of knowledge. It pro-
lost cause. Darl does not forget the PCs, weren’t the ones who killed the Roc vides a strange, tenuous link with the
though, and he can return numerous King, they receive a +2 bonus on this past, with the spirits of the final surviv-
times during the remainder of the cam- Diplomacy check. If they actually res- ing druids of the Order (as manifested in
pign to torment them, perhaps even pay- urrected the Roc King, they receive a the forms of the wild watchers), and with
ing a visit to their homes while they’re +10 bonus on the check, but only if the the very nature of the demiplane of Last
gone to engage in a little sabotage, van- Roc King still lives. Resort. Only one PC need drink from the
dalism, abduction, or worse. Otherwise, the other three wild watch- waters; as soon as he does, all members
ers step back to a respectable distance of of the group become overwhelmed by
PART FOUR: THE a few hundred feet to observe the battle the sudden rush of alien yet strangely
FOUNTAIN OF between the PCs and Sayren-Lei. There familiar memories. The world around
DREAMS are no rules to this battle, which begins them swirls away into a vortex of light-
With the four trials accomplished, the in the open field surrounding the Portal ning and wind, fire and rain, ending in
PCs can return to the Portal of Storms of Storms but can lead anywhere. the utter darkness of nothingness. For
at the island’s center where they first Sayren-Lei, wild watcher: hp 325; several moments, they float adrift in this
met the wild watchers. If they haven’t yet See Appendix. silence, yet it is still long enough to feel
encountered and confronted Darl and Development: If the PCs bring Sayren- the cold perpetuity of the infinite weigh-
his minions, they should do so before Lei below 30 hp, he yields to them. The ing upon them.
they reach the portal. fey is genuinely impressed with their Suddenly, the PCs realize they’re
Upon arriving back at the Portal of skill and humbly apologizes, regretting standing on a windy bluff overlooking
Storms after completing the four trials, the disparaging remarks he hurled at an immense canyon. A DC 20 Knowledge
the party finds the wild watchers wait- them. If not slain by the party, he grants (geography) check is enough to recognize
ing for them—if they return early, the his elemental banners (using his gift of the canyon as the Rift Canyon 150 miles
wild watchers are nowhere to be found. the watcher ability) to them in thanks as north of Alhaster, although it seems
The wild watchers already seem to know a way to atone for his outburst. See the somehow less barren than expected.
that the PCs have endured the four trials, Appendix for the powers granted by this Trees grow right up to the canyon’s rim,
and Tylanthros, Beskawahn, and Thadi- gift. If he is slain, the other three wild and far to the south, the faint, loom-
mar are pleased. Sayren-Lei is not. While watchers seem disappointed but take no ing specter of White Plume Mountain
the other three fey congratulate the PCs further actions against the PCs. is visible. Then the din of distant bat-
on their accomplishment, Sayren-Lei After the dust settles, whether Sayren- tle finds the PCs’ ears, and as if rising
explodes into rage. Lei was spared or not, the wild watchers from the ground on ledges and mesas
return to the group. Tylanthros gestures both near and far, armies of creatures
“You have proved nothing, slaughter- silently to the Portal of Storms, and the fade into view. In the distance, cities
ing beasts and Vecna-worshipping dogs. obsidian platform shimmers and trans- smoke in ruin, and the sky is cast with
Worse, you allowed the Roc King to per- forms into a remarkable obsidian foun- a dark pallor. The cacophonous moans
ish! The trial asked specifically for his living tain, its waters cool and sparkling with of the undead ride the wind. Although
feather, yet he was nonetheless killed! You a rainbow of scintillating light. As the their immediate vicinity remains clear
are no heroes and I declare that none of fountain manifests, all of the PCs expe- for now, the PCs can see that the armies
you shall taste the waters of the Fountain rience a nearly overwhelming rush of consist of huge numbers of human-
of Dreams. I contest your doubtful accom- nostalgia for things they’ve cherished in oids fighting against what seems like
plishment, and demand trial by blood. Only their childhood and a strange gnawing an endless wave of undead. Some of
if you pathetic mortals can defeat me shall fear of long-forgotten nightmares. these undead should seem familiar, for
I consider you worthy of the final secrets of As they gaze at the fountain, Tylan- these are the armies of Kyuss rising up
the Order of the Storm!” thros speaks one final time. from the Rift Canyon in an attempt to

MARCH 2006 DUNGEON 83


THE LIBRARY OF LAST RESORT BY NICOLAS LOGUE

“The heroes of prophecy. Your timing


is perfect. We can hold them no longer,
Cliffs of the Rift Canyon but we have been successful in our task.”
The man indicates the dozen or so dru-
ids who stand behind him. These druids
Boneyard cluster around a large package, a strange
Bo
container with its sides carved in the
ne

shapes of leering demonic and draconic


ya
rd

faces. “Dragotha’s phylactery is ours, yet


’s

at a great price. His minions even now


pa
th

come for us to reclaim it, and soon he


to

himself shall learn of its theft. We must


le
dg

hide it forever from his reach, for I fear


e

its destruction at this juncture would only


drive him to an unstoppable frenzy. But
if we can take it from this land, he will
sense its loss. He will abandon the army
of Kyuss and they will be lost, without
leadership. You must hold off the spawn
that even now scramble at the edges of
the cliffs around us. Our trusted ally will
stall his aerial forces while you must hold
off the rest of his spawn long enough for
80 feet high us to transport the phylactery.”
As the druid mentions an ally, a famil-
iar fi gure steps forward, a young and
vivacious woman dressed in ornate sil-
ver armor who can be none other than
N Lashonna, her eyes bright and burning
with determination. She speaks to you,
One square = 30 feet but there is no sense of recognition in
her eyes. “I shall engage Dragotha and
his children myself, but I cannot defend
ruin the lands of humanity. Creatures and all spells and abilities that have lim- against his Swords. They come too, scram-
the PCs have fought before are here in ited uses per day have been recharged. bling up to our location even now, along
legions—spawn of Kyuss of all shapes Allow spellcasters who prepare spells with—something else. Something most
and sizes, wormcallers, morhgs, eviscera- the time to do so. There isn’t any time to unnatural—an abomination. You must
tor beetles, overworms, and ulgurstastas. cast preparatory spells, however, before hold them off, for all is lost if you fail.”
Yet there are other, stranger creatures as a voice rings out behind them: “You With that final pronouncement,
well, like enormous worm-dripping cen- have arrived.” Lashonna spreads wide her arms and
tipedes who cause the ground they walk A small group of somber druids transforms into a magnificent silver
on to boil, immense black scorpions stands before the PCs. A DC 15 Spot dragon. With a single tremendous beat
whose mere presence seems to turn the check is enough for the PCs to recog- of her wings, she launches into the air
living on their allies, and horrific worm- nize the four druids at the forefront of and soars off toward the distant dracol-
like dragons who breathe out swaths of this group of several dozen, for they are ich. As she wings away, Tylanthros speaks
writhing green Kyuss worm swarms. the druids destined to become the four again. “We go now, to hide the phylactery
And wheeling in the distant skies above, wild watchers. The man who addressed within its cradle in Kongen-Thulnir. Save
attended by numerous smaller dragons, them is the living Tylanthros, his face us from the Swords of Kyuss, or the Age
is a horrifying shape—a skeletal red gaunt with hardship, and his robes mat- of Worms shall doom us all!”
dragon of great size. Dragotha. For all of ted with blood. Despite his greeting, he
the humanoids’ numbers, it should be gives no indication that he recognizes Even as the PCs attempt to drink all
obvious that they fight a losing battle. the PCs for who they are, for it will be this in, the undead reach the edge of
At this point, inform the PCs that all 1,500 years before he meets them again their mesa, scuttling up over the rim
their wounds and afflictions are healed on Tilagos Island. As he approaches the of the cliff’s edge to howl in triumph.
(as if each person received a heal spell) heroes, he speaks. The druids retreat to protect the phylac-

84 DUNGEON MARCH 2006


tery and ready its transport to the vault sands of bones, with a head fashioned Abilities Str 28, Dex 12, Con —, Int 12, Wis
they’ve prepared in their stronghold from an immense dragon’s skull. If the 14, Cha 16
city of Kongen-Thulnir as the undead PCs manage to defeat the boneyard and SQ martial calling, turn resistance +2,
surge forth in a rotten wave to assault this second wave of swords of Kyuss, unholy toughness
the PCs. they have managed to hold off the Feats Ability Focus (invocation), Cleave,
Creatures: The advance scouts of armies of Kyuss long enough for the Improved Initiative, Power Attack, Weapon
Dragotha’s forces are potent undead druids to transport the phylactery to Focus (greatsword)
soldiers known as the Swords of Kyuss; its vault. Skills Intimidate +20, Knowledge (religion)
the PCs likely fought some of these +18, Listen +19, Sense Motive +19, Spot
in “The Spire of Long Shadows,” but Swords of Kyuss (20) CR 10 +19
not in the numbers they are about to Always CE Medium Undead Possessions +1 full plate and masterwork
face. The first wave of undead soldiers Dungeon #130 greatsword
consists of ten Swords of Kyuss. The Init +3; Senses darkvision 60 ft.; Listen +19, Invocation of the Worm (Su) Three times
undead ignore the druids and focus Spot +19 per day, a sword of Kyuss can unleash
their wrath on the PCs, although you Languages Abyssal, Flan (or a similar ancient a blast of negative energy. The blast
should describe the battle in terms that language from your campaign) fills a 20-foot-radius spread anywhere
make it seem like if the PCs weren’t AC 26, touch 11, flat-footed 25 within a range of 100 feet + 10 feet
present, they would fall upon the hp 133 (14 HD); DR 10/silver per HD of the sword of Kyuss. The
wounded druids with a vengeance. Immune cold, electricity; undead traits blast deals 1d6 points of damage per
The PCs have only four rounds to Fort +4, Ref +5, Will +11 Hit Die possessed by the sword of
deal with the initial wave of ten Swords Spd 20 ft. in armor (30 ft. base) Kyuss (maximum 20d6). The blast of a
of Kyuss before a second group of ten Melee* wormblade +20/+15 melee (2d6+24 typical sword has a range of 240 ft. and
clambers up over the edge. One round plus 1d6 acid/19–20) inflicts 14d6 damage. Living creatures
after this second wave of undead Base Atk +7; Grp +16 caught in the blast can make a Reflex
arrives, a horrific undead menace rises Atk Options Power Attack save (DC 22) for half damage. Undead
up over the edge to join the fight—a Special Atk invocation of the worm in the blast are instead healed of
creature called a boneyard. This snake- *Includes adjustment for 5-point Power damage equal to the amount inflicted.
like monster has a body made of thou- Attack The save DC is Charisma-based.

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Martial Calling (Su) A sword of Kyuss gains the victim must make a DC 31 Fortitude Scaling the
a profane bonus equal to half its Hit Dice save (undead instead must make a Will
Adventure
on all melee weapon attacks. save). On a failed save, the victim’s bones
“The Library of Last Resort” is
Unholy Toughness (Ex) A sword of Kyuss melt away to meld with the boneyard’s
designed for a party of four 16th-level
gains a bonus to its hit points equal to its body, inflicting 2d4 points of damage to characters, but with a little work it can
Charisma modifier times its Hit Dice. Constitution, Dexterity, and Strength. be adapted for use by 14th–15th-level
Wormblade (Su) Each sword of Kyuss This ability only works on creatures or 17th–18th-level characters. Simply
carries a masterwork greatsword. with a skeletal structure. The save DC is adjust all NPC character levels up or
Their unholy energies infuse this Charisma-based. down as appropriate by a number
greatsword, transforming it into a +1 Inescapable Craving (Ex) A boneyard must equal to that which the average party
greatsword that inflicts an additional eat bones each day, otherwise it must level of your group deviates from 16.
1d6 points of acid damage on a hit, as make a DC 25 Will save to avoid suffering Don’t forget to modify the amount
long as the sword of Kyuss wields the 1d6 Wisdom damage. of treasure found in the adventure
appropriately. Specific changes to the
greatsword. It is said that each death Summon Skeletons (Su) A boneyard can
adventure include:
caused by a wormblade adds to Kyuss’ summon 1d4+2 troll skeletons or 1d3+1
14th–15th-level characters: Replace
tally of souls, increasing his power and young adult red dragon skeletons once the octopus tree with a 20 HD Gar-
drawing the dreaded Age of Worms per day. The undead arrive in 1d10 gantuan Chuul. Remove 2–3 ropers
closer to its fulfillment. rounds and serve for 1 hour before they from area M3. Reduce the girallon
are reabsorbed. behemoths and Tilagos bulettes by
Boneyard of Kyuss CR 17 Utter Subsumption (Su) If a boneyard wins 3–6 Hit Dice, or make them Huge
Advanced boneyard a grapple check after using its improved instead of Gargantuan. Replace the
CE Gargantuan undead grab ability, it attempts to pin the target night twist with a half-fiend treant
Libris Mortis 89 on its next action. A boneyard that begins bard 12. Reduce Harrowdroth by
Init +6; Senses darkvision 60 ft.; Listen +38, a turn with a pinned victim that makes 3–6 Hit Dice. Remove Jalagar and/
or Sabir Sinfi re from Darl’s band.
Spot +38 one more successful grapple check
Reduce the number of Swords of
Languages Abyssal, Common, Terran automatically tears every bone from the
Kyuss the PCs fight in part four to
AC 32, touch 8, flat-footed 30; Dodge, victim’s body, instantly killing the victim. two groups of 6 or 8.
Mobility Young Adult Red Dragon Skeletons 16th–17th-level characters: Advance
hp 225 (30 HD); fast healing 10; DR 10/— (1d3+1): hp 123 each; Monster Manual 227. the octopus tree and ropers by 4–8 Hit
Immune cold; undead traits Tactics: Each group of ten swords Dice. Advance the girallon behemoth
SR 24 of Kyuss splits into groups of fi ve and Tilagos bulette by 3–6 Hit Dice.
Fort +11, Ref +13, Will +22 when they attack. Five engage the PCs Give Krathanos a few levels of barbar-
Spd 20 ft., fly 60 ft. (good) in melee for three rounds while the ian. Add 2–3 16 Hit Die half-fiend tre-
Melee bite +26 (3d8+21/19–20 plus bone remaining fi ve pelt them with invo- ants to the night twist’s glade. Advance
subsumption) cations of the worm, healing their Harrowdroth by 3–6 Hit Dice. Give Darl
a nightcrawler or nightwalker minion.
Space 20 ft.; Reach 20 ft. undead allies while damaging the PCs.
Add a mature adult blue dragon or two
Base Atk +15; Grp +41 After three rounds, the swords change
to the last battle (keeping in mind that
Atk Options Spring Attack, improved grab position. After six rounds, all remain- swords of Kyuss are immune to electri-
(bite), utter subsumption ing swords in the group close to finish cal damage).
Special Atk summon skeletons off the PCs in melee.
Abilities Str 39, Dex 14, Con —, Int 18, Wis The boneyard’s arrival adds a dan-
20, Cha 18 gerous element to the battle. Its first
SQ inescapable craving action in combat is to summon 1d3+1
Feats Ability Focus (bone subsumption), red dragon skeletons to aid it in battle;
Combat Reflexes, Dodge, Great Fortitude, these skeletons begin writhing and
Improved Critical (bite), Improved clambering from its body, joining com-
Initiative, Improved Toughness (grants an bat 1d10 rounds later. The boneyard tries
additional hit point per hit die), Lightning to remain at least 20 feet from the PCs,
Reflexes, Mobility, Spring Attack, Weapon using its reach to attack them and allow-
Focus (bite) ing the swords room to continue to fight
Skills Balance +35, Climb +47, Hide +23, as well.
Jump +41, Listen +38, Move Silently +35, Development: Don’t be afraid to pull
Search +37, Spot +38 out the stops in this battle. The purpose
Bone Subsumption (Su) Whenever a of this encounter is to inform the PCs
boneyard damages a creature with its bite, that Dragotha’s phylactery is hidden

86 DUNGEON MARCH 2006


in Kongen-Thulnir; since the druids Tilagos Island, as they knew it, is no more. its wake as it dances on the wind, a third deep
impart this knowledge to the PCs just When they return from their vision, they brown and cracked like parched earth, and the
before their fight (but after Lashonna do so to the Material Plane, standing on last blue as the ocean on a cloudless day and
leaves—had she waited just a few sec- an uninteresting, barren island in the frothing with bubbles.
onds more before leaving to battle Nyr Dyv. The storms that surround the
Dragotha and overheard the location island are gone, and the barren rocks are Wild Watcher CR 19
at which the phylactery was to be hid- covered with grass and a few copses of Always Neutral Medium Fey
den, events in the future would have trees. The maze of menhirs down on the Init +12; Senses low-light vision, true
played out quite diff erently indeed), shore (and any of its surviving monsters) seeing; Listen +34, Spot +34
the actual outcome of the PCs’ battle remains unchanged, but the Portal of Aura swarm aura (10 ft., DC 32)
with the undead is secondary. Even if Storms is weathered and ruined, as if it Languages Aquan, Auran, Common,
the PCs are “killed,” they don’t really had lain inert for 1,500 years. In a way, it Druidic, Ignan, Sylvan, Terran
die since this is really little more than has; by activating the Fountain of Dreams, AC 38, touch 22, flat-footed 26 (+12 Dex,
a powerful vision. In fact, if the PCs are the PCs have restored the lost lore of the +16 natural)
defeated by the undead, they should be Order of the Storm to the world. In the hp 325 (26 HD); fast healing 10; DR 15/cold
even more concerned with what could weeks and months to come, sages and iron and magic
happen to their world if the Age of scholars around the world slowly redis- Immune fear, poison
Worms begins. cover some of this lost lore, which seems Resist acid 30, cold 30, electricity 30, fire 30
During this battle, make sure to to have magically manifested from noth- SR 30
describe Lashonna’s battle against ingness in old texts, dusty scrolls, and Fort +17, Ref +27, Will +20
Dragotha and his minions in the distant even new books, often incorporating this Spd 30 ft.
skies. Just as the PCs are about to finish knowledge into the flow of the text as if Melee +5 shocking burst spear +27/+22/+17
their own fight (victoriously or other- it had always been there. Some of this (1d8+17 plus 1d6 electricity/19–20/×3)
wise), they see Dragotha deliver a killing knowledge is retained by the PCs, and in Base Atk +13; Grp +21
blow to Lashonna, whose body falls from Dragon #342’s Wormfood article, several Atk Options Combat Expertise, Improved
the sky to be lost in the mists of the Rift magic items that they can research and Disarm, Improved Trip
Canyon below. create based on this lore are presented Special Atk elemental standards
In any event, once the battle is over in detail. Spell-Like Abilities (CL 19th, +25 ranged touch)
(one way or another), the PCs experi- Unfortunately, the return of this lore At will—baleful polymorph (DC 23),
ence another gut-wrenching vortex as to the world also makes it possible for barkskin, gaseous form, greater dispel
they return to Tilagos Island. Again, Dragotha and his minions to learn the magic, greater invisibility, gust of wind,
their wounds are healed and their location of his phylactery. This discovery pass without trace, transport via plants,
spells restored (dead PCs are restored occurs soon, but not until the PCs begin wall of thorns
to life without loss of experience lev- the next adventure: “Kings of the Rift.” 3/day—quickened barkskin, quickened
els, as if by true resurrection). Yet the Until then, they have earned a chance baleful polymorph (DC 23), fire shield,
Tilagos Island they’ve returned to is for rest and recovery. Once they begin insect plague
markedly different than the one from “Kings of the Rift,” such opportunities 1/day—call lightning storm (DC 23),
which they left. may become little more than cherished commune with nature, creeping doom
Ad-Hoc Experience Award: Do not memories, for the Age of Worms is truly Abilities Str 27, Dex 34, Con 29, Int 20, Wis
award experience normally for this at hand. 21, Cha 27
encounter. If the PCs defeat all of the SQ gift of the watcher, summon spear,
undead, grant them a CR 20 experiance APPENDIX: NEW thorny cloak
award. If they fall in battle, grant them a MONSTER Feats Combat Expertise, Improved Critical
CR 15 story award for learning the loca- (spear), Improved Disarm, Improved
tion of Dragotha’s phylactery. Wild Watcher Initiative, Improved Trip, Quicken Spell-
This tall, gallant figure stands bedecked in Like Ability (barkskin, baleful polymorph),
CONCLUDING THE glimmering gossamer armor, with a cloak of Track, Weapon Focus (spear)
ADVENTURE vicious nettles draped across his shoulders. Skills Bluff +37, Concentration +38,
After awakening from the “vision” A halo of churning insects swirls about his Diplomacy +41, Hide +41, Knowledge
induced by the Fountain of Dreams, the head. He wields a wicked barbed spear in both (nature) +36, Listen +34, Move Silently
PCs are armed with the information hands, and four poles fan out from the plates +41, Sense Motive +34, Spot +34, Survival
needed to begin the tenth installment of of armor across his upper back. Attached at +34, Tumble +41
the Age of Worms Adventure Path—they the end of each pole is a banner, one fiery red Environment demiplane of Last Resort
know that Dragotha’s phylactery is hid- fringed with bright crimson flames, another Organization solitary or band (2–4)
den in a place called Kongen-Thulnir. Yet translucent white leaving a trail of cloud in Treasure +5 shocking burst spear

MARCH 2006 DUNGEON 87


THE LIBRARY OF LAST RESORT BY NICOLAS LOGUE

Advancement by character class ability to cast a quickened air walk once resistance 30 and the ability to cast
Elemental Standards (Su) Every wild per day as a spell-like ability. The fire stoneskin once per day as a spell-like
watcher wears four elemental standards banner grants fire resistance 30 and the ability. Spell-like abilities function at
on his back, each one corresponding ability to cast a quickened flame strike caster level 19th.
to one of the elements. Each banner once per day as a spell-like ability. The Gift of the Watcher (Su) A wild watcher
grants a different benefit as long as the water banner grants cold resistance may grant any other creature one (or
wild watcher wears it. The air banner 30 and the constant ability to breathe more) of its banners to be used by that
grants electricity resistance 30 and the water. The earth banner grants acid creature in defense of the natural world.

Wild Watcher

88 DUNGEON MARCH 2006


The receiver of the banner must either and thrown weapons out of the air,
hold it in hand or wear it on his back (in launching them back at the attacker.
the cloak item slot) to gain its benefits. The cloak makes disarm attempts and
Only a wild watcher may wear multiple ranged attacks using the wild watcher’s
standards on its back. A watcher cannot melee and ranged attack bonuses. It
be forced to grant its gift of the watcher can attempt a disarm or return fire a
through magical means, nor through captured ranged weapon attack only
intimidation, but if a watcher is caught once per character per round, always
in a bet or in a broken promise, he may attempting to do so on that character’s
begrudgingly yield up a banner. A gifted first attack.
banner remains in the possession of True Seeing (Su) The wild watcher is
the creature as long as the wild watcher continuously under the effect of true
wills it; he may reclaim the banner at seeing. This effect cannot be dispelled.
any time as a free action, at which time Wild watchers were once the final sur-
the banner returns to the wild watcher viving members of the druidic Order of
across any distance. If the wild watcher the Storm; they transformed into their
is killed, the creature who gained the new, fey incarnation when they worked
gift can keep the banner indefinitely, their last great magic to remove Tilagos
but if he tries to give it away or sell it, Island from the Material Plane, becom-
the banner is destroyed. ing the deathless guardians of the
Summon Spear (Su) A watcher may resulting demiplane of Last Resort.
summon a +5 shocking burst spear into Wild watchers are dangerous foes
its hands as an immediate action (a who know no fear and never hesitate to
free action it can take once per round oppose their enemies or anyone threat-
even when it’s not its turn). This spear ening Last Resort. The strange armor
is real as long as it remains in contact they wear is in fact their exterior flesh,
with the wild watcher; the instant he and flows with unnatural grace and ease
releases it, it vanishes. A wild watcher’s as they move. Wild watchers are brilliant
spear can be used to make disarm or tacticians and skilled warriors who seek
trip attacks, but grants no additional to divide their enemies’ resources in bat-
bonus on these checks. tle in order to easily best them. Against
Swarm Aura (Su) A wild watcher is weaker foes, a wild watcher enjoys humil-
constantly surrounded by a swarm of iating encroachers rather than killing
flying vermin. Anyone within 10 feet them, sending them off alive to spread
of a wild watcher must make a DC a message of warning to other would-be
32 Fortitude save to avoid becoming violators of the watcher’s domain.
nauseated for 1 round. All creatures In melee, wild watchers lash out with
who begin their turn within 10 feet of a their long spears, using Improved Trip
wild watcher take 3d6 points of damage to topple foes and run them through.
from being exposed to the biting and Against ranged foes they rely upon
stinging insects. A wild watcher is their dangerous array of spell-like abil-
immune to swarm damage, and can ities. If faced with particularly danger-
move through swarms without fear of ous enemies, a wild watcher makes full
being harmed or distracted. The save use of Combat Expertise to increase its
DC is Constitution-based. Armor Class. E
Thorny Cloak (Ex) The cloak of woven
thorns, briars, and nettles that Nicolas Logue is a Monk 5/Thespian 5/Free-
surrounds a wild watcher possesses a lance Writer 5 based on the wild island of
life of its own and serves the watcher Oahu. He would like to level up in a prestige
diligently at all times. Any creature class next. Gainful Employee would be nice,
making a melee attack against the but he is not sure he meets the prerequisites.
watcher is automatically subjected to In the meantime Nicolas amuses himself
a disarm attempt by the wild watcher. with performing Jingju, choreographing stage
In addition, the thorny cloak snatches combat, and teaching acting classes at the
arrows and other small projectiles University of Hawai’i.

MARCH 2006 DUNGEON 89


THE LIBRARY OF
LAST RESORT
by Nicolas Logue
Tilagos Island does not appear on most
maps of the Nyr Dyv, yet the storm-
shrouded island hides the greatest
repository of knowledge of an ancient
cabal of druids who defeated Kyuss 1,500
years ago. An Age of Worms Adventure
Path scenario for 16th-level characters.

Joachim Barrum

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16 DUNGEON 132 Supplement Permission to photocopy for personal use only. All rights reserved.
Krekie

Lashonna

Eva Widermann

Eva Widermann

Wild Watcher

Eva Widermann

Dungeon #132 Map & Handout Supplement © 2006 Wizards of the Coast, Inc.
17 DUNGEON 132 Supplement Permission to photocopy for personal use only. All rights reserved.
Darl Quethos

Balakarde’s Journal

Eva Widermann

Dungeon #132 Map & Handout Supplement © 2006 Wizards of the Coast, Inc.
18 DUNGEON 132 Supplement Permission to photocopy for personal use only. All rights reserved.
The Maze of Menhirs

N M6

M4
M5

M2

M3

M1

One square = 10 feet


Robert Lazzaretti

Dungeon #132 Map & Handout Supplement © 2006 Wizards of the Coast, Inc.
19 DUNGEON 132 Supplement Permission to photocopy for personal use only. All rights reserved.
Robert Lazzaretti

Dungeon #132 Map & Handout Supplement © 2006 Wizards of the Coast, Inc.
20 DUNGEON 132 Supplement Permission to photocopy for personal use only. All rights reserved.
Tilagos Island
Nest of
the Roc King

Den of

Va nd
N Harrowdroth

a
lle N
o

y
ig f T
ht h
m or
ar n
e
Den of the
Dark Tree

Doomshroud
Forest

Keep of the
Shackled Conquerer
0 40
miles

Robert Lazzaretti

Robert Lazzaretti

Dungeon #132 Map & Handout Supplement © 2006 Wizards of the Coast, Inc.
21 DUNGEON 132 Supplement Permission to photocopy for personal use only. All rights reserved.
Keep of the Shackled
Conquerer
N

One square = 20 feet


Robert Lazzaretti Robert Lazzaretti

Dungeon #132 Map & Handout Supplement © 2006 Wizards of the Coast, Inc.
22 DUNGEON 132 Supplement Permission to photocopy for personal use only. All rights reserved.
Den of Harrowdroth

One square = 10 feet


Robert Lazzaretti Robert Lazzaretti

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23 DUNGEON 132 Supplement Permission to photocopy for personal use only. All rights reserved.
Cliffs of the Rift Canyon

Boneyard
Bo
ne
ya
rd
’s
pa
th
to
le
dg
e

80 feet high

N
One square = 30 feet
Robert Lazzaretti Robert Lazzaretti

Dungeon #132 Map & Handout Supplement © 2006 Wizards of the Coast, Inc.
24 DUNGEON 132 Supplement Permission to photocopy for personal use only. All rights reserved.
Steve Prescott

Steve Prescott

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25 DUNGEON 132 Supplement Permission to photocopy for personal use only. All rights reserved.
RUNNING THE LIBRARY OF LAST RESORT IN THE FORGOTTEN REALMS
by Eric L. Boyd

Conversion notes for Mintarn (Redhand), destroy the Lord of Bones. Myrkul’s hand and
Myrkul (Vecna), Tarnheel Embuirhan (Prince eye survived the spell effect, only to fall into
Zeech), the Sea of Swords (Nyr Dyv, Lake of the sea along with the rest of the avatar’s dust.
Unknown Depths), and Skull Gorge (Ri� Can- Both the Hand of Myrkul and the Eye of Myrkul
yon and Wormcrawl Fissure) have already been are now powerful artifacts. (The dust is not
mentioned in conversion sidebars for earlier without its powers as well, as discussed in
adventures in the adventure path. From Skull “Eye of Myrkul” in Dungeon #83.)
Gorge, it is possible to see the peak of the Hill
of Lost Souls (White Plume Mountain).

Disciples of Darkness
The Disciples of Darkness are a heretical
cult within the remnants of the Church of
Myrkul (Vecna), as outlined in Power of Faerûn,
pages 46-47. For Darl Quethos, replace the
Cra� Wondrous Item feat with Heretic of the
Faith, a feat detailed in the same section of
Power of Faerûn. Change Darl’s +4 heavy mace
to a +4 scythe. Assume the Disciples of Dark-
ness heresy grants Death, Knowledge, Magic,
and Undeath as clerical domains (meaning
that Darl’s domain spells and granted powers
remain unchanged).
Jalagar and Sabir Sinfire are members
of the Order of the Long Death (Scarlet
Brotherhood).

Tilagos Island
The island of Tilagos is part of the Mint-
arn archipelago. It lies north and west of
the main island of Mintarn, just southeast
of the isle of Skadaurak. Tilagos is avoided
due to the ever-present storms that envelop
the island and the presence of Hoondarrh
(CE male ancient red dragon), the legendary
“Red Rage of Mintarn,” on Skadaurak. (See
Dragon #241 or http://www.wizards.com/
default.asp?x=dnd/wn/20021023a.)

Order of the Storm


The Order of the Storm is an ancient and
long-forgotten circle of druids faithful to Sil-
vanus (Obad-hai).

Krathanos
Krathanos is a descendant of Lanaxis, the son
of Annam and Othea. He venerates Grolan-
tor (Kord).

Hand of Myrkul
In the Year of Shadows (1358 DR), as the Time
of Troubles came to a close, the wizard Mid-
night disintegrated the avatar of Myrkul and
teleported his remains out over the sea. Unbe-
knownst to any of Waterdeep’s defenders,
Midnight’s disintegrate spell did not wholly

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26 DUNGEON 132 Supplement Permission to photocopy for personal use only. All rights reserved.
RUNNING THE LIBRARY OF LAST RESORT IN EBERRON
by Keith Baker

This change means that the Wild Watch-


Lashonna
ers should be depicted as fey dwarves; their
If you have followed the path presented in
statistics can remain unchanged, as they
earlier conversion notes, Kyuss is bonded
have essentially transcended their original
with the rakshasa overlord Katashka, a
humanoid natures.
mighty force of death and undeath. Lashonna
and Dragotha are both former agents of the
Tilagos Island
Chamber corrupted by Kyuss’ necromantic
As the location of the island is a mystery, there
powers, and this is the basis for the existence
is no reason that it can’t have precisely the
of the vampiric dragon. Lashonna was once
same relationship to Alhaster as described in
a powerful force for light, and a spark of that
the adventure: it is a hidden isle off the coast
spirit still exists within her, but it is over-
of the Lhazaar Principalities.
shadowed by the darkness in her soul and
her lust for power. The Chamber believes that
Lashonna is long dead, but in any case they Shipwreck Beach
cannot directly intervene; the course of the The orc pirates are members of the Clou-
Age of Worms is in the hands of the heroes. dreaver Principality, home to the bulk of
Lhazaar’s orcs. As a 16th-level fighter, Grogriss
Darl Quethos, Hand of the Lich-Lord Spit-Eye is notably more powerful than the
In previous notes, Vecna has been identified Cloudreaver Prince Mika; it’s up to the DM
as the Shadow. The Shadow, however, was to decide whether to enhance Mika’s abili-
never mortal, and has neither hand nor eye. ties, or if Grogriss simply lacks the support
As such, Darl Quethos is most effective as a to challenge the weaker dwarf for leadership
priest of the Blood of Vol: a member of the of the isle.
inner circle of the faith, whose power rivals
that of Erandis d’Vol herself. However, Darl
The Golden Belt
Titans are rare and legendary creatures;
Quethos considers himself to be Vol’s equal,
some say they are the progenitors of the
and he looks beyond Erandis to one of the
giant races of Xen’drik. The tale of Kratha-
roots of the religion—the ancient study of
nos can be used as it stands, but the titan
necromancy practiced by the Qabalrin elves
came to Khorvaire almost three thousand
of Xen’drik.
years ago, when humanity was first settling
The Hand of Vecna is a remnant of a mighty
the land. Even bardic knowledge won’t reveal
Qabalrin necromancer, thought to have been
what happened to the titan; he simply disap-
the first humanoid lich on Eberron. It is up
peared, and the humans never knew that the
to the DM to decide whether to give this pri-
Order of the Storm had bound him on their
mal lich a new name, or whether to say that
island keep. While the gods were not directly
in Eberron, Vecna was the name of this lord
involved, Krathanos can keep his inscription;
of the Qabalrin. For more information about
in his opinion, he could not be defeated with-
the Qabalrin, refer to “The Ring of Storms”
out divine intervention.
in Dungeon #122.
If the party speaks with Krathanos, he
Darl’s companions are likewise allies of the
presents himself as a servant of the war god
Queen of Death; some believe in the teach-
Dol Dorn.
ings of the Blood of Vol, while others simply
follow it as a path to power. Malhazar is an
exile from the plane of Fernia. Nalhazzarath is The Rift
a fiend from Shavarath who seeks to obscure In Eberron, the Ri� becomes the Goradra
his true name so he may return to the eternal Gap of the Mror Holds (Eberron Campaign
battle without fear. The Sinfire Twins learned Setting, page 193). There are many dark leg-
their deadly trade in the remote reaches of ends surrounding this last canyon; soon the
Sarlona; they are on the run from an order adventurers will discover the terrible truth
of assassins that predates humanity’s arrival behind some of these legends.
on Khorvaire.

The Order of the Storm


This druidic sect was established in the Iron-
root Mountains. Dragons taught the druidic
mysteries to the dwarves of the region, but
the order itself has been long forgotten.

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Christopher West

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28 DUNGEON 132 Supplement Permission to photocopy for personal use only. All rights reserved.
T he Ri� Canyon is a scar through
the heart of the Bandit King-
doms, an immense chasm over
200 miles long and in some places
more than a mile deep. How or why it
“Kings of the Ri�” is a Dungeons &
Dragons adventure designed for four
18th-level characters. It is also the tenth
chapter of the Age of Worms Adventure
Path, a complete campaign consisting of
was formed remains a mystery, but its 12 adventures, several “Backdrop” articles
original inhabitants are known by the to help Dungeon Masters run the series,
remains of the homes and settlements and a handful of poster maps of key
they le� behind. The ancient steinjotunen, locations. Your PCs will advance to 19th
the stone giants, once dwelt in great for- level at some point during this adven-
tresses in the caverns that riddle the ture, and should be well along the way
Ri�’s walls, and those bold enough to to 20th level by the time they capture
brave the canyon’s shadowy depths can Dragotha’s phylactery. For additional
still see massive burial mounds le� by aid in running this campaign, check out
those enigmatic forebears. Yet giants Dragon’s monthly “Wormfood” articles,
were not the only ones to settle here. a series that provides additional material
One such group was the now forgotten to help players survive the Age of Worms.
druidic Order of the Storm, and their Before the PCs travel to Kongen-Thul-
breathtaking city of Kongen-Thulnir nir, they may wish to take some time to
hides a treasure that could decide the research and cra� magic items, espe-
fate of the world. cially if they played through “The Library

BY GREG A. VAUGHAN
BY JOACHIM BARRUM, STEVE PRESCOTT, AND EVA WIDERMANN
BY ROBERT LAZZARETTI
AGE OF WORMS CALLIGRAPHY BY DARLENE
ADVENTURE PATH HIGH-LEVEL (13TH–20TH) DUNGEON CRAWL

APRIL 2006 DUNGEON 53


KINGS OF THE RIFT BY GREG A. VAUGHAN

of Last Resort,” since at the end of that tradition to faith. Other giants came to Adventure Hooks
adventure the PCs learn of the lost lore Kongen-Thulnir, some on errands of “Kings of the Ri�” is a smash-and-grab
of the Order of the Storm. Issue #342 of peace and others to make war. Control of adventure; the PCs aren’t expected to
Dragon presents several magical items the ruins changed hands dozens of times explore every part of Kongen-Thulnir.
that the PCs can construct using Item through the centuries, but the magic As such, this adventure is fairly simple
Creation feats that fit into the mythos of wards and mystical auras le� behind by to convert if you aren’t running it as
the Age of Worms campaign. the Order of the Storm persisted. Each part of the Age of Worms. Simply change
Of course, you can also run “Kings new tribe of giants to claim Kongen- Dragotha’s phylactery into some other
of the Rift” as a stand-alone adventure, Thulnir for their own quickly came to potent artifact or object the PCs are seek-
or even as part of a campaign of your view the Citadel of Weeping Dragons ing, and the remainder of the adventure
own design. as their responsibility. They knew not can be run as written. Perhaps Manzo-
what rested within the inner vault of the rian, Prince Zeech, or a similar powerful
Adventure Background citadel, yet they knew it was their duty to NPC in your campaign hires the PCs to
The Age of Worms draws nigh. A�er sev- protect it. recover this object, or perhaps they just
eral centuries of deathless slumber, the Today, Kongen-Thulnir is ruled by want it for themselves.
undead dragon Dragotha has emerged a dying king named Achaime Silver-
from hiding and returned to the Worm- eye. With his life ebbing, the giant fac- PART ONE: THE CITY
crawl Fissure, where he toils to bring tions in the city have begun to splinter, OF KINGS
about the recrudescence of the Worm- as each sees itself as the rightful heir At the end of “The Library of Last
god Kyuss. His minions scatter far and to Achaime’s crown. Worse, when the Resort,” the PCs learn that the druids hid
wide, seeking the one item that could PCs liberated the lore of the Fountain Dragotha’s phylactery in a place called
cement his invulnerability and certain of Dreams at the end of “The Library of “Kongen-Thulnir.” A DC 30 Knowledge
triumph—his long-lost phylactery. Last Resort,” knowledge of what lies hid- (geography) or bardic knowledge check
About 1,500 years ago, Kyuss’ forces den in the Citadel of Weeping Dragons is enough for a character to recall tales
were defeated by a group of druids returned to the world. Dragotha learned and rumors of this ruined city built into
known as the Order of the Storm. By that his phylactery is hidden somewhere the northern cliffside of the Ri� Can-
stealing Dragotha’s phylactery and hid- in the ruins, and when the PCs arrive they yon. If none of the PCs can make this
ing it in the Citadel of Weeping Dragons find themselves caught in the middle of check, they can consult sages, librar-
in the cliff-fortress city of Kongen-Thul- a war between dragons and giants. ies, or divination magic to learn of the
nir, they forced the dracolich to quit the significance of the name. In the city of
field of battle and retreat. His aban- Adventure Synopsis Alhaster, the bard Miomay can tell the
donment of Kyuss’ armies at a crucial Having learned where Dragotha’s phy- PCs legends of how the giant tribes of
moment in the conflict caused the tides lactery is hidden, the PCs arrive at Kon- the Ri� Canyon hold Kongen-Thulnir as
of war to turn, and the Wormgod was gen-Thulnir not long a�er a flight of one of their ancestral homelands. Like-
forced back into his nighted prison deep dragons sent by Dragotha lays siege wise, the library of the Scarlet Spire of
in the Wormcrawl Fissure. to the ruined city. Shortly a�er the Wee Jas contains books that speak of the
Yet even though Kyuss had been PCs arrive, they are attacked by one location and history of Kongen-Thulnir.
defeated and Dragotha had fled in cow- of Dragotha’s commanders, the fiend- The PCs may be surprised to find refer-
ardice, many agents of the Wormgod and ish green dragon Necrozyte. A�er this ences to the Order of the Storm in some
the dracolich survived. Over the next sev- battle, they are reunited with a familiar of these books, including some that
eral years, their relentless assault on the face—the Ominious Fabler from “The mention their alliance with the giants
Order of the Storm reduced the druids’ Prince of Redhand.” of the city. The owners of these books
strength to a paltry shadow of their once- From there, the PCs explore Kongen- become confused and shocked if shown
great might. Forced to leave the caretak- Thulnir until they discover that the these passages, for they do not remember
ing of Kongen-Thulnir to an allied tribe most likely resting place for the phy- these passages being there before—the
of stone giants, the surviving druids fled lactery is below the imposing Citadel of knowledge the PCs unleashed from the
to the island of Tilagos, where they wove Weeping Dragons. In order to open the Fountain of Dreams has returned right
a great magic to hide their lore from phylactery vault, the PCs must recover under their noses.
their enemies. two keys (one held by a fire giant in the If the PCs return to Alhaster before
In the centuries that followed, memory citadel and the other hidden in a foul traveling to the Ri� Canyon, they find
of the Order of the Storm faded, but the cavern called the Carrion Pit). Armed that two individuals have left town.
giant presence in Kongen-Thulnir did with both keys, the PCs open the vault Lashonna is nowhere to be found, and
not. As generations passed, their mis- and must survive a final attack from her mansion is locked up tight and heav-
sion of guarding the phylactery vault the leader of the dragon siege—the red ily guarded; these guards say only that
went from orders to tradition, and from dragon Brazzemal. she’s gone into hiding to avoid the atten-

54 DUNGEON APRIL 2006


tions of her enemies for now. If the PCs nestled in a wide, open cavern. Hundreds the phylactery vault. Additionally, they
can make the unfriendly guards helpful, of multi-leveled buildings and towers wove a powerful spell over the entire
and if they’ve visited Lashonna before, rise inside this cavern, creating a vertical city, similar to that of a geas, that would
the guards assure them that she’ll con- cityscape of spires, battlements, and stone subconsciously compel the giants to for-
tact them when she can, but that for now bridges. Spires of rock protruding pre- ever guard the vault. Unfortunately, the
they should continue on their mission cariously from the cliff’s lower face rise up stone giant culture of Kongen-Thulnir
(the guards know the PCs are working on before the cityscape. Some of these spires died out within a few centuries, defeated
an important matter for their mistress, are barren, capped only by the odd bush by a more barbaric tribe of hill giants.
but don’t know the exact details). or rock formation, but two support large Over the centuries to come, Kongen-
Characters who recall the strange little castles of their own, and connect to the Thulnir became a traditional contested
bard who served Prince Zeech may seek main city via slender bridges of stone. ground for the giant tribes of the Ri�
him out as well for advice. Unfortunately, Smoke rises from several parts of the Canyon, with rulership of the city chang-
the Ominous Fabler is nowhere to be ruined city, and many of the buildings are ing once or twice a century as new tribes
found, and his sudden disappearance has recently damaged or destroyed. The source of replaced the old. Yet for all the tribes that
le� Zeech in such a mood that his staff this damage is readily apparent, for the city of have held Kongen-Thulnir, each felt the
spends its days quaking and pale, turning Kongen-Thulnir is under siege by dragons. pull of the ancient druidic magic and
away all visitors for both their safety. the desire to protect the Citadel of the
The method by which the PCs travel to As long as the characters remain at a Weeping Dragon. Further details on this
Kongen-Thulnir is up to them. Located distance, they can observe the dragon magical ward appear on the next page.
in the notorious Ri� Canyon, Kongen- siege in relative safety. Before long, they The buildings of Kongen-Thulnir are
Thulnir is about 190 miles north-north- should also see giants active in the ruins, primarily composed of three-foot-thick
east of Alhaster. The Ri� Canyon itself sometimes manning the various siege superior masonry walls, though in some
is a vast canyon that stretches more than engines that defend the ruins, at other places they abut the cavern walls or actu-
180 miles east to west through the heart times running for cover. Once the PCs ally delve back into the rock. Roofs are
of the Bandit Kingdoms. A rocky waste- approach Kongen-Thulnir, make cer- composed of the same masonry, sup-
land surrounds the Ri� on all sides, and tain to mention dragons flying in the ported by beams of petrified wood that
rivers drain into the countless pits and distance, attacking other sections of the protrude from the walls. Ceilings are
caverns that riddle its depths. The law- city. This should set the PCs on edge, and twenty feet high. Doors are strong wood,
less folk of nearby settlements have used eventually the dragons themselves notice fi�een feet high and six inches thick. Most
the Ri� Canyon as a sanctuary from their them. The dragon attacks on the PCs are of these doors can be locked by sliding
enemies for many years, yet even they detailed in Event 3. bolts that are fairly simple to pick. Due to
have not fully explored the canyon. The the weight of these doors, each requires a
canyon is o�en swathed in thick fog Kongen-Thulnir DC 15 Strength check to open.
and infested with strange monsters, but Features Superior Masonry Walls and Roofs: 3
for now, the PCs’ attentions should be Built by ancient stone giants, Kongen- �. thick; Hardness 8; hp 270; Break DC
focused on the upper reaches of the Ri�, Thulnir was constructed in large caverns 50, Climb DC 20.
and upon the ruins of Kongen-Thulnir. in the face of the Ri�’s northern cliffs in Strong Wooden Door: 6 in. thick;
You should modify the following order to prevent easy access by enemies. Hardness 5; hp 60; Break DC (locked) 32;
description of Kongen-Thulnir as appro- The city’s multi-level buildings mingle Open Lock DC 25.
priate, based on the method in which the with the walls of the cliffside cavern and
PCs first arrive at the location. each other in a confusing array of alleys, Physical Defenses
stairs, doorways, and walls on a prodi- With its long history of warfare, the
An arid wasteland broken only by the occa- gious scale. The top of the upper city’s dwellers of Kongen-Thulnir have cre-
sional rock formation or copse of scrub cavern lies 100 feet below the edge of the ated several special defenses designed to
oaks stretches to the horizon in all direc- cliff, while the canyon bottom is 1,000 enhance the city’s natural defenses. The
tions save one. In this direction, the land feet below. primary weapons are ballistae and heavy
drops away into the immense gulf of the The Order of the Storm chose Kongen- catapults (described on pages 99–100 of
Ri� Canyon. It stretches as far as the eye Thulnir as the place to hide Dragotha’s the Dungeon Master’s Guide) which use
can see to the east and west, a boggling phylactery because their alliance with both normal ammunition and the spe-
gash in the face of the world. The wind the stone giants that dwelt there was cial ammunition described below.
blowing over the strange rock formations secret, and because the location itself was Crawler Loads: These severed carrion
perched on the canyon’s lips makes a hol- extremely defensible. Before they stole crawler heads have had their tentacles
low moaning sound. the phylactery, the druids constructed bobbed and orifices stitched shut. Cured
One hundred feet below the top of the the Citadel of Weeping Dragons to pro- and processed into hollow shells that
cliff, an immense ruined city of stone lies tect the chamber that would become maintain their rigidity, they shatter eas-

APRIL 2006 DUNGEON 55


KINGS OF THE RIFT BY GREG A. VAUGHAN

ily upon impact with a solid surface or 15 Heal check made during the removal Ri�lords has fallen to the hill giant Bagg.
creature. Each crawler load contains a negates this additional damage. Unfortunately, Bagg’s cowardice and lack
large reservoir of carrion crawler brain of leadership qualities ensured that the
juice poison. Bundled in burlap bags Magical Defenses civil war remained locked in a stalemate
and fired from catapults as ranged touch The ancient ward placed over the city until Dragotha’s forces laid siege to the
attacks, a creature struck by one of these by the Order of the Storm causes those troubled ruins.
loads is drenched in distilled contact who live in the region (or are born there) The Ri�lords currently control the
poison and must make a DC 24 Fortitude to develop a strong hatred of all things southern section of Kongen-Thulnir
save to resist becoming paralyzed for 2d4 draconic, and fosters an equally strong (areas M–Q).
rounds (the DC of this save is increased desire to protect the Citadel of Weep- Important Members: Achaime Silver-
due to the quantity of poison involved in ing Dragons from invasion. These effects eye, King of the Ri� (NE venerable male
the attack). have weakend somewhat over the cen- cloud giant cleric of Erythnul 14); Bagg
Guylines: Heavy steel chains are turies, to the extent that some of the Harthgar, Captain of the Ri� (LE male
strung at strategic places throughout giants born in the region lack this magi- hill giant fighter 10).
the city, anchored to portions of the cliff cal mandate—this is one of the primary Khargak-dwergun (Ri� Crawlers): The
face. These chains are painted to match sources of the constant fighting between newest tribe of Kongen-Thulnir is in fact
the coloration of the stone of the city tribes in the region. a splinter tribe of hill giant dissidents
and cliffs. From the ruins themselves, the The ward also suppresses divination led by Charlgar, who had long rankled
guylines are easy to see during the day magic within the area of Kongen-Thul- under Achaime’s rule. His failed coup
when they stand out against the sky. At nir. Any spell from this school cast within nearly cost him his life, and for the past
night, or when approaching the city from the city or from beyond the city against several months he has worked hard to
the air, they are much more difficult to a target within the city has a chance of rebuild his forces. His latest plan was
spot. A DC 25 Spot check allows a flying failure. The caster must make a DC 30 to engineer the the� of one of the two
creature to notice a guyline before it hits, caster level check in order for the spell keys required to access the phylactery
in which case it can make a DC 20 Reflex to succeed. vault in the Citadel of Weeping Dragons.
save to avoid flying into the line. A fly- Charlgar had the aid of a traitorous frost
ing creature that strikes a guyline takes The Giants of Kongen- giant named Vercinabex Tor, and the two
1d6 points of damage per 10 feet of their Thulnir of them le� evidence to implicate the
fly speed. Any flying creature that takes Hundreds of individual giants and Ri�lords in the hope that the Tiamikal
damage from a guyline must make a DC humanoids call the city of Kongen- Nul-Shada (see below) would attack their
20 Reflex save or be unable to move fur- Thulnir home. Most conform to the enemies. Unfortunately for Charlgar, the
ther in that round—if the creature can- standard examples of their races found dragon siege began before the Tiamikal
not hover, it falls. in the Monster Manual. Unique indi- Nul-Shada could stage their assault.
Heavy Harpoons: These broad-bladed viduals are detailed in the adventure as The Ri� Crawlers claim the Undercity
barbed spears are fired from ballistae, they are encountered. now (areas E–H).
dealing damage as regular ballista bolts. Currently, the cloud giant Achaime Important Members: Charlgar, Chief-
On a hit, they lodge in an opponent who Silvereye rules the city, yet his time tain of the Khargak-dwergun (CE male
fails a Reflex save (DC 10 + the damage grows short. The venerable giant lies on hill giant fighter 10); Wilmot Cold-
dealt). A harpooned creature can move his deathbed, and the various tribes he tooth, assistant keeper (NE male dwarf
only at half speed and must make a DC had united under his rule are splinter- rogue 19).
15 Concentration check to cast spells. ing. Today, three giant factions dwell Tiamikal Nul-Shada: The third tribe
The harpoons have an attached chain within Kongen-Thulnir, each of which of giants in Kongen-Thulnir is also
anchored to a point of rock on a nearby is convinced that they have the right to the oldest. These are the Tiamikal
cliff face designed to break free when inherit rule of the city and that the other Nul-Shada, the keepers of the Citadel
tugged on sharply (such as by a harpooned two tribes should be put down. These of Weeping Dragons. The bulk of this
dragon). Once tugged, the 10,000 pound three tribes are detailed below. small but powerful tribe consists of
boulder breaks free and falls, increasing Khargakhan (Riftlords): The Khar- several fire giant fighters led by several
the creature’s encumbrance and further gakhan are the loyalists of Kongen- diverse giants who have succumbed
dwindling its already-reduced fly speed, Thulnir, hill giants and fire giants who completely to the ancient wards of the
forcing its plummet into the canyon remain faithful to the King of the Ri�, Order of the Storm. The Tiamikal Nul-
below. An intelligent harpooned crea- Achaime Silvereye, despite the cloud Shada live only to protect the Citadel’s
ture can remove a lodged harpoon as a giant’s advancing age. Since the one-time inner vault from all intruders. None of
full-round action if it has two free hands. subchief of the Khargakhan (a hill giant them suspects the nature of what they
This deals damage equal to that dealt by named Charlgar) attempted a coup but guard, although one of their members,
the initial harpoon strike, although a DC was defeated, the day-to-day rule of the Vercinabex Tor, believes a great treasure

56 DUNGEON APRIL 2006


Kongen-Thulnir
City of Kings
Undercity

G A

E
F C

I H D
B
J E

J K

Kongen-Thulnir N
City of Kings
M

Q
P
R

0 150
feet

APRIL 2006 DUNGEON 57


KINGS OF THE RIFT BY GREG A. VAUGHAN

is hidden within. This traitorous giant ledge is controlled by the gate here, a times to count in recent memory. Cur-
wants to sieze the contents of the vault forty-foot-tall, two-story structure made rently, no giants control the well, and its
for himself, and has secretly allied with of bronzewood poles bound with heavy waters are undefended.
Charlgar of the Ri� Crawlers. chains. A sixty-foot tower with a battle-
Important Members: Kagro Thunder- ment roof and many loopholes watches D. Flatrock Pinnacle
smiter, (LE male fire giant rogue 8/ over the area. This flat-topped pinnacle of rock is con-
dragonstalker 4); Vercinabex Tor, (NE Because the northern half of Kongen- nected to Kongen-Thulnir by a swaying
male frost giant sorcerer 16); Bram Thulnir became a warzone, the guards bridge of wood and chains. It once held
Cle�shank, (LE male fire giant ranger who were normally stationed here have catapult and ballista emplacements, but
2/dragonslayer 6). long since vacated their posts. they have all been destroyed by dragon
Creatures: A dozen hill giants have attacks. The charred and melted corpses
Kongen-Thulnir Map holed up in this tower. Each is a member of dozens of giants lie on the stone.
Key of the Ri�lords, and while they remain Characters moving about on this area
Key areas in the ruins of Kongen-Thul- loyal to King Achaime, they have little are exposed, and if they haven’t attracted
nir are explored here, although most of interest in continuing the battle against Necrozyte yet (see Event 1), the fiend-
the buildings themselves are le� unde- the Ri� Crawlers since their commander ish green dragon spots them here and
tailed. You can develop these unmapped was slain by the fiendish green dragon attacks at once.
areas as you see fit to expand “Kings of Necrozyte. They suspect Necrozyte is still Necrozyte: hp 235; seep page 61.
the Ri�.” As the PCs explore Kongen- in the area, waiting for them to try to
Thulnir, remember that the ruins are escape, so they’ve decided to wait out the E. Steps of the Ancients
in the middle of an assault by dragons. siege in the relative safety of this tower. Handholds cut into the cliff face here
Some of the encounter areas in Kongen- Their initial attitude toward the PCs is provide a giant-sized ladder that
Thulnir contain scenes in which the hostile, but if made helpful these giants descends 120 feet to the lower portion
PCs can take part in this battle, and the can serve as guides or allies, if promised of Kongen-Thulnir known as the Under-
section a�er the map key details several an escort back to King Achaime’s palace city. A Large or larger creature can navi-
events that occur at specific times dur- (area P). gate this ladder with a DC 5 climb check,
ing the adventure. Hill Giants (12): hp 102 each; Monster but smaller creatures must make a DC
Apart from the giants the PCs may Manual 123. 15 Climb check to do so. A slain mature
meet during these events and encoun- adult blue dragon lies in a bloody heap
ters, a large number of giants, orcs, B. Northern Kongen- at the base of the ladder, its teeth, horns,
ogres, bugbears, and troglodytes dwell Thulnir and claws having been claimed by giants
in Kongen-Thulnir. For the most part, The northern section of the ruined city as trophies.
you should use these creatures as non- had already seen its share of combat by
combat encounters since they’ll hardly the time the dragon siege began, for it F. Undercity
be a problem for the PCs. Mentioning was here that the majority of the skir- The bowels of the city are filthy and reek
a group of orcs fleeing for cover or a mishes between the Ri�lords and the horribly—before civil war came to Kon-
band of bugbear archers being slain by a Ri� Crawlers has taken place. Buildings gen-Thulnir, the Undercity served as the
dragon in the background here and there stacked one upon the other rise almost slums. Now, the place is the home of the
can help establish the frantic mood of to the cavern’s 100-foot ceiling at the rear Ri� Crawler tribe. Those unfortunate
the siege. wall. None of the dwellings delve far into giants who dwelt here and didn’t swear
Most of these inhabitants of the city the mountain. This area’s residents are loyalty to the Ri� Crawlers were dragged
(giant and non-giant alike) have an primarily hill giants with bugbear slaves, to the edge and hurled to their deaths.
indifferent attitude toward the party, although those that remain here have This area has been spared the brunt
as they are much more concerned with retreated deep into their homes to hide. of the attack by the dragons. The build-
the attacking dragons. If their attitude ings form a hive of overlapping walls,
is changed to helpful, they may be able C. City Well zigzagging alleys, and claustrophobic
to give the PCs directions to somewhere Water gurgles up into a cistern cut in the tenements. Many of the ruin’s inden-
in the city, or tell them a little about the rock, where it is funneled into an aque- tured servants (primarily orcs, bugbears,
current political climate. duct that travels under a bridge and over and troglodytes) dwelt here, and as a
the cliff’s edge. The river is only 5 feet result many of the buildings have been
A. City Gate (EL 14) deep and the current is not very strong. modified for use by Medium creatures.
The only land route into Kongen-Thul- The smooth-sided cistern itself is 40 feet The ceiling of this cavern is only 60 feet
nir is a thirty-foot-wide ledge that winds deep. The water here is pure, although high, and roofs of many of the buildings
down from the edge of the Ri� Canyon control over it has shi�ed between the scrape against it near the back wall.
above. Access to Kongen-Thulnir via this Ri�lords and the Ri� Crawlers too many

58 DUNGEON APRIL 2006


G. House of the Rift Creatures: A dozen hill giants and half roof. They assume anyone approach-
Crawlers (EL 16) a dozen fire giants are entrenched in this ing the tower without a Rift Crawler
This shabby structure has been crudely tower, unable to escape, but so far their escort is the enemy, and open fire with
fortified to serve as the headquarters of skill with siege weapons has prevented crawler loads (thrown by hand as if
the Ri� Crawler giants, although the the dragons from destroying it. Brazze- they were boulders), hurled boulders,
cagey giants have taken care to disguise mal believes this tower to be one of three and standard ballista loads upon any-
their fortifications as rubble and ruin. sites most likely to hide Dragotha’s phy- one who approaches within 60 feet of
The Ri� Crawlers within consist of 27 lactery (the other two being the Palace at the tower. The giants know little about
hill giants, all of whom have had run- area P and the Citadel at area R), and for the siege, but they do know that their
ins with the dragons and none of whom now focuses his attacks here, with the leader, Charlgar, has retreated to the
want to venture back outside until the aid of five adult green dragons. Once the Carrion Pit. Significantly braver than
siege blows over. Their leader, Charlgar, dragons destroy the tower (which should their cowardly kin in area G, these
is absent, and the Ri� Crawlers fear that occur at some point when the PCs are giants refuse to abandon their post.
he was slain in one of the first dragon watching elsewhere in the ruins), he
attacks. In fact, Charlgar barely escaped moves on to the Palace. Rift Giant Fighter (7) CR 12
death when the red dragon Brazzemal If the PCs try to reach this bunker, Hill giant fighter 5
attacked him and his minions during they’ll find themselves targeted not only NE Large giant
an assault on King’s Gate Tower (area by the dragons that are laying siege to the Monster Manual 123
M). Charlgar managed to escape to the structure, but by the giants who man the Init +3; Senses low-light vision; Listen +5,
Carrion Pit (area H), where he hopes to siege weapons within. Ultimately, there’s Spot +5
outwait the siege. nothing of interest for the PCs—all Languages Giant
Hill Giants (27): hp 102 each; Monster they’ll find here is a tough, deadly fight. AC 26, touch 8, flat-footed 26
Manual 123. Brazzemal avoids direct confrontations hp 149 (17 HD)
with the PCs at this time, instead leav- Fort +16, Ref +4, Will +5
H. The Carrion Pit ing them to his green dragons while he Spd 30 �.
Traditionally the city’s midden and dump, retreats further into the Ri� Canyon, Melee* mwk warhammer +20/+15/+10
an enterprising dwarf named Wilmot biding his time. (2d6+11/×3)
uses this building as a place to distill the Hill Giants (12): hp 102 each; Monster Ranged rock +12 (2d6+8) or
carrion crawler brain juice poison used Manual 123. crawler load +12 touch (paralysis for 2d4
in Kongen-Thulnir’s defense. This area is Fire Giants (6): hp 142 each; Monster rounds, DC 24 Fort. resists)
detailed further in Part Three. Manual 121. Space 10 �.; Reach 10 �.
Brazzemal the Burning: hp 527; see Base Atk +14; Grp +26
I. Far Tower Bridge page 84. Atk Options Cleave, Great Cleave, Improved
A natural stone bridge, 20 feet wide and Adult Green Dragons (5): hp 230 each; Bull Rush, Improved Overrun, Improved
10 feet thick, connects the Undercity to Monster Manual 75. Sunder, Power Attack
the Far Tower Rock (area J). Numerous Combat Gear potions of cure moderate
guylines protect this bridge, although K. Round House (EL 18) wounds (2), potion of resist fire, potion
nearly a third of the cleverly-hidden This heavily fortified tower rises to a of levitate
chains have been broken by dragons height of 60 feet. Outfitted with two bal- *3-point Power Attack
attempting to destroy it. listae and one light catapult, this bun- Abilities Str 26, Dex 8, Con 19, Int 6, Wis 10,
ker has been targeted a few times by the Cha 7
J. Far Tower Rock (EL 24) dragons but remains undamaged for the SQ rock catching
A 110-foot-tall tower squats atop this most part. Feats Cleave, Great Cleave, Improved Bull
stone pinnacle. The tower is heavily Creatures: This tower is currently Rush, Improved Initiative, Improved
fortified, with two heavy catapults and held by a group of seven hill giant Overrun, Improved Sunder, Power Attack,
four ballistae atop it. A winch and pul- fighters loyal to the Rift Crawlers. Weapon Focus (warhammer), Weapon
ley brings heavy supplies up from the Although control over this key for- Specialization (warhammer)
bridge below. This tower’s position gives tification has traditionally changed Skills Climb +7, Jump +7, Listen +5, Spot +5
it a great tactical advantage over anyone between them and the Riftlords on a Possessions combat gear, masterwork
who attacks the city itself, and its clear weekly basis, this band of giants hap- half-plate, masterwork heavy steel shield,
lines of fire allow for attacks on dragons pened to be in command when the masterwork warhammer, 100 gp
throughout the ruins. The tower has dragon siege began. Three of the giants
taken a beating as a result, and during take cover inside the tower, catching L. The Ledge (EL 19)
this adventure it remains one of the pri- what rest they can, while the other This relatively narrow stretch of ledge
mary strike points for the dragons. three man the weapons on the tower was where most of Kongen-Thulnir’s

APRIL 2006 DUNGEON 59


KINGS OF THE RIFT BY GREG A. VAUGHAN

cra�smen dwelt, although when the civil gain cover, higher ground, flanking posi- Beyond the arch stretches an unsup-
war began these folk found themselves tions, and every other advantage possible ported natural stone bridge, 10 feet
on the uncomfortable border between against anyone who tries to assault the wide and 10 feet thick. Although it looks
the two warring tribes. The giants and palace (area P) on foot. Guylines are thick like it could fall into the canyon at any
bugbears here gathered their gear and in the air above these buildings. moment, it is quite sturdy and can sup-
relocated rather than try to keep their port the weight of several giants at once
homes on the battlefront. A single, still- O. Barracks House with ease.
functional ballista exists on this ledge, its This large structure once held a garrison
hill giant crew lying dead nearby, victims of Ri�lord soldiers. It is now a partially- R. The Citadel of
of green dragon breath. The ballista still collapsed, burnt-out shell, having been Weeping Dragons
has seven bolts remaining and three har- one of the first targets destroyed by the This citadel guards the vault that con-
poon loads. Guylines have been strung dragons. The hindquarters of an old tains Dragotha’s phylactery. It is detailed
between the cliff face 50 feet above the blue dragon are visible protruding from further in Part Four.
ledge and the side of area J, as well as the smoldering rubble where it crashed.
between the cliff and another rock pin- There are no survivors in the building— PART TWO: THE
nacle south of J. the giants who were once stationed here DRAGON SIEGE
Creature: One of the more dangerous have relocated to the palace (area P). Dozens of dragons comprise the force
and exotic dragons to take part in the called together by Dragotha to recover
siege is the wyrm fang dragon Xyzanth. P. Riftlord Palace his phylactery and lay waste to Kon-
This ferocious dragon has taken up This imposing edifice is the personal gen-Thulnir. The dragons are led by a
temporary residence in a small cavern domain of King Achaime Silvereye. Its murderous ancient red dragon named
about 30 feet below the ballista, and if façade is heavily damaged, but its inte- Brazzemal. Most of Brazzemal’s dragons
he hasn’t already confronted the PCs, he rior remains sound. The palace cham- are younger creatures, but there are a
may do so here. bers extend deeply into the wall of the few dragons of great fame and prowess
Xyzanth: hp 412; see page 65. Ri� Canyon, and here the aged king and leading the attack. Ten minutes of obser-
his retinue huddle for shelter. Achaime vation and a DC 25 Spot check allows a
M. King’s Gate Tower is extremely old and no longer an able character to estimate the number of
This forty-foot-tall tower stands along- combatant, yet he remains a powerful dragons taking part in the raid. There are
side a twenty-foot-high set of heavy presence in the ruins. Hiding with him approximately a dozen young adult black
wooden gates built into a stone gate- in the tunnels are his new sub-chief dragons, 10 adult green dragons, about
house. Traditionally, this gate separated Bagg, a half dozen hill giant fighters, a half a dozen mature adult blue dragons,
the southern city (where the giant “nobil- dozen fire giants, twice that many mun- and four unique dragons. Additional
ity” dwelt) from the northern section dane hill giant retainers, and several dragon bodies can be seen here and
(where the common folk lived). The gate dozen simpering bugbear servants. The there in the ruins, and certainly more of
was recently assaulted by Brazzemal and entrances to the palace have been sealed, them lie hidden in a tangled heap hun-
his dragons, and the Ri�lord giants who and the giants within have no interest dreds of feet below in the misty depths
were stationed here were forced to flee in emerging until the dragons move on. of the canyon.
to the palace. The tower now stands par- Achaime’s palace represents an excellent Spotting the four unique dragons
tially ruined and empty. place to expand the scope of this adven- requires not only study of specific parts
ture, for the secret vaults deep within of the city, but successful Spot checks fol-
N. King’s Enclave hold the treasures amassed by several lowed by successful Knowledge (arcana)
When Brazzemal and his dragons first generations of giant kings. or bardic knowledge checks to recognize
arrived in Kongen-Thulnir, their initial the dragon in question.
assault was against this section of the Q. The Blood Arch Brazzemal the Burning (Area J; DC 15
city. They caused a fair amount of dam- This arch of blood-red stone rises 60 Spot; DC 20 Knowledge): Brazzemal is a
age before they attracted the attention feet above the ledge. Its eastern surface notorious ancient red dragon. Hundreds
of the dragonslayers from the Citadel of is painted with ochre and inscribed in of years ago, his fury brought an age of
Weeping Dragons and made a strategic Giant with warnings and praise for valor fire down upon several southern nations,
retreat to focus their attentions on the in combat against their enemies. The and countless adventurers perished in an
northern portion of the ruins. ancient stone giants constructed this attempt to locate the dragon’s lair in the
This section has suffered heavy dam- to honor their fallen warriors a�er the inhospitable Hellfurnaces. Eventually,
age, and bodies of giants litter the ground battle against Kyuss. An investigation of the dragon allied with the giant armies
alongside a few dragon corpses. The whole the runes reveals characters for “Worm” of King Snurre and played a part in the
area is split into terraces and 10-foot-deep quite o�en, although this word could razing of Sterich. He hasn’t been heard
fighting positions, allowing the giants to also mean “Dragon.” from in nearly two decades.

60 DUNGEON APRIL 2006


DM’s Information: Brazzemal was slain DM’s Information: Xyzanth serves Dragon Feats
by adventurers 19 years ago in a volca- Dragotha as a scout and assassin, a role he
Several of the dragons in this adven-
nic cavern beneath King Snurre’s halls, has held for nearly eight centuries. When ture possess feats from the Draconom-
only to be resurrected several years later he received the summons to aid Brazze- icon. The game effects of these feats
by an agent of Kyuss who offered the mal, Xyzanth was loath to heed the call of are summarized below.
dragon a position of power at Dragotha’s his old master until the undead dragon Multisnatch: When grappling with
side. Brazzemal ate the cleric, then flew promised him carnage and slaughter only the part of the body that made
north on his sound advice and sought on a magnificent scale. Lured from his the attack, the dragon takes only a –10
out Dragotha in the Wormcrawl Fissure, deep caverns, he came to the Ri� seeking penalty on grapple checks to maintain
pledging his allegiance to the undead nothing more than to do battle with the the hold.
dragon in thanks for his return to life. most powerful of the Kings of the Ri�. Quicken Breath: When the dragon
uses this feat, his breath weapon is a
Necrozyte (DC 27 Knowledge): This Dragotha called him for just that reason,
free action to use, but he must wait
fiendish old green dragon hails from the hoping he would occupy the ri� city’s
4 additional rounds before using his
Nine Hells, where she served as a guard- best defenders while the rest of the force breath weapon again.
ian over one of Tiamat’s hoards. When searches for the phylactery. Recover Breath: The interval
a particularly sly adventuring party between uses of a dragon’s breath
recently stole a book of infinite spells from Event 1: Fiendish weapon is reduced by 1, to a minimum
this hoard, Tiamat exiled Necrozyte to Welcome (EL 20) of 1 round.
the Material Plane, where she has main- No matter how the PCs arrive in Kon- Shape Breath: Allows a dragon to
tained a relatively low profile. The first gen-Thulnir, they happen to enter the use a line-shaped breath weapon as a
time the PCs encounter Necrozyte is in ruins at a point where the fiendish green cone, or a cone-shaped breath weapon
Event 1; they have no chance to spot her dragon Necrozyte is patrolling. as a line; when a dragon uses this feat,
he must wait 1 additional round before
before this event occurs. Creatures: Necrozyte has been ordered
using his breath weapon again.
DM’s Information: Necrozyte’s hatred by Brazzemal to patrol the perimeter of
Tempest Breath: When Brazzemal
of Tiamat fuels her loyalty to her new Kongen-Thulnir and to watch for anyone uses this feat, he must wait 1 addi-
master, Dragotha. She hopes to learn trying to sneak out of the city. The red tional round before using his breath
the secret of Dragotha’s unnatural exis- dragon chose Necrozyte for this mission weapon again. Tempest Breath adds
tence so that she can return to Avernus not only because her ring of invisibility hurricane-force winds to his breath
as a dracolich and organize the over- affords her greater stealth than the other weapon; consult Table 3–24 on page
throw of the Chromatic Dragon. dragons, but because of her especially 95 of the Dungeon Master’s Guide for
Vermirox (All Areas; DC 20 Spot; DC keen senses. Unless the PCs take excel- the effects of hurricane-force wind.
25 Knowledge): Vermirox is a loud and lent precautions to avoid being observed,
obnoxious old blue dragon that has dwelt Necrozyte notices their entrance into the
in the Ri� Canyon for nearly 500 years. city and swoops down to attack. Space 15 �.; Reach 10 �. (15 �. with bite)
Rumor holds that his lair is an immense Base Atk +26; Grp +44
cavern below Wraithkeep at the eastern Necrozyte CR 20 Atk Options Flyby Attack, Power Attack, Quicken
edge of the canyon. Female old fiendish green dragon Breath; smite good 1/day (+20 damage)
DM’s Information: Vermirox obeys LE Huge dragon (air, extraplanar) Special Atk breath weapon (50 �. cone, 16d6
Dragotha mostly out of fear; in his heart, Monster Manual 74, 107 acid, DC 29 Reflex half )
he loathes the dracolich and wants to Init +0; Senses blindsense 60 �., Spells Prepared (CL 9th, +24 ranged touch)
control the Ri� Canyon himself. Of all darkvision 120 �., low-light vision; 4th—bestow curse (DC 18), phantasmal
the dragons in the siege, he is the most Listen +38, Spot +38 killer (DC 18)
likely to betray Dragotha if the situation Aura frightful presence (DC 27, 240 �. radius) 3rd—dispel magic, haste, vampiric touch
warrants such an action. Languages Abyssal, Auran, Common, 2nd—darkness, flaming sphere (DC 16),
Xyzanth (Area L; DC 30 Spot; DC 30 Draconic, Infernal summon swarm, web (DC 16)
Knowledge): Xyzanth is a particularly AC 33, touch 8, flat-footed 33 1st—mage armor, magic missile, protection
rare dragon known as a fang dragon. hp 325 (26 HD); DR 10/magic from good, shield, true strike
Denizens of the most remote mountain Immune acid, paralysis, sleep 0—arcane mark, dancing lights, detect
ranges, fang dragons lack the distinctive Resist cold 10, fire 10; SR 25 magic, ghost sound (DC 14), mage hand,
breath weapon attack of most dragons, Fort +21, Ref +15, Will +19 ray of frost, read magic, resistance
yet their bite can drain away life at a hor- Spd 40 �., fly 150 �. (poor) Spell-Like Abilities (CL 9th)
rific rate. Xyzanth dwelt in the depths of Melee* bite +32 (2d8+18) and 3/day—suggestion (DC 17)
the Griff Mountains, where he warred 2 claws +3o (2d6+13) and 1/day—plant growth
endlessly with the orcs and dwarves of 2 wings +3o (1d8+13) and *5-point Power Attack
the mountains. tail slap +3o (2d6+23)

APRIL 2006 DUNGEON 61


KINGS OF THE RIFT BY GREG A. VAUGHAN

Abilities Str 31, Dex 10, Con 23, Int 18, Wis beheld Kyuss’ return. While he prepared tion into one of the favored spawn of
19, Cha 18 a pilgramage to Kongen-Thulnir to try to Kyuss. Now a complete thrall of Kyuss,
SQ water breathing recruit the Ri�lords’ aid, he sent Gazzil- Grazzilfek revealed all he knew to Drago-
Feats Alertness, Flyby Attack, Hover, fek out into the world to learn what he tha, including the fact that the PCs are
Multiattack, Power Attack, Quicken Breath, could of the Age of Worms. The spriggan’s somehow involved in the forces moving
Skill Focus (Listen, Spot), Wingover journeys took him to Alhaster, just as the against him. It was at this point that the
Skills Bluff +33, Concentration +35, PCs were drawn there, and not long a�er PCs released the hidden lore of the Order
Diplomacy +8, Hide +21, Intimidate +35, the PCs spoke to Lashonna at the start of of the Storm, and before long Dragotha
Knowledge (the planes) +33, Listen +38, “The Library of Last Resort” he secured learned that his phylactery was hidden
Move Silently +29, Search +33, Sense his own meeting with the mysterious in Kongen-Thulnir. He sent Brazzemal
Motive +33, Spot +38 woman. Lashonna had little use for the and his dragons to secure the site, but he
Possessions amulet of mighty fists +3, ring spriggan and sent him away once she knows the PCs could present a problem.
of invisibility Dragotha turned to his newest minion
Tactics: Necrozyte hovers about 100 with a mission.
feet above the PCs once she spots them, Gazzilfek has been commanded to
taking the time to cast mage armor, shield, travel to Kongen-Thulnir and seek out
protection from good, and haste on herself. the PCs. Once he makes contact with
Each round, the PCs may make Listen them, Dragotha wants him to secure
checks opposed by her Move Silently their trust and provide what aid he
check to notice her. On the fi�h round, can in locating the phylactery. The
she swoops down on the PCs, using a dracolich fully expects Brazzemal
quickened breath weapon attack and a and his dragons to be successful,
smite good bite against any obvious but in the event the PCs make it
paladins or good characters. Necro- to the phylactery first, the Omini-
zyte’s tactics once battle begins ous Fabler will be there to finish
make heavy use of Flyby Attack the job.
and her magic spells. She only Creature: The Ominous Fabler
resorts to her physical attacks if approaches the PCs at some point
confronted with enemies that a�er they arrive in Kongen-Thul-
can match her aerial mobility. nir and a�er their battle with
Development: If the PCs Necrozyte. If things are going
manage to sneak into Kon- poorly for the PCs in the battle
gen-Thulnir without Necro- against the fiendish green dragon,
zyte noticing them, they may Gazzilfek can even step in to aid
still have to battle the fiendish green them. Although he’s been trans-
dragon if they spend any time exploring formed by Kyuss worms into one of
area D of the ruins. the undead, his ring of chameleon power
and his talent for trickery should allow
Event 2: An Unexpected him to disguise himself as one of the
Visitor (EL 20) Ominious Fabler living. If he establishes peaceful contact
In “The Prince of Redhand,” the PCs with the PCs, he explains to them that
encountered a strange little man known reail- they caught his eye during Zeech’s gala.
as the Ominous Fabler. In that adven- zed this, but the canny rogue nonethe- He admits that he’d grown tired of the
ture, the Ominous Fabler served Prince less was able to learn about Dragotha’s decadent prince, and saw in the PCs the
Zeech as a fool and a herald, and while he connection to the Age of Worms. stuff of heroes. He abandoned Zeech not
may not have le� much of an impression The Ominous Fabler wasted no time long a�er the gala, but had a tough time
on the PCs, they certainly did on him. returning to the Rift Canyon and infil- finding the PCs. It wasn’t until now that
The Ominous Fabler’s real name is trating the Wormcrawl Fissure. He he managed to catch up to them, and
Gazzilfek. Up until quite recently, his hoped to learn details concerning the now that he has, he makes them an offer.
true master was a stone giant thane Age of Worms by exploring the source, He’ll accompany them as a chronicler of
named Kolvant Granitebones, leader of a but unfortunately his overconfidence their adventures so that future genera-
declining tribe of giants who once ruled led to his doom when he was captured tions will know every detail of their fight
Kongen-Thulnir before they were forced by Dragotha. against the Age of Worms.
out by the Ri�lords. Kolvant recently The undead dragon wasted no time, The Ominous Fabler’s tactics are
experienced a terrible vision wherein he and oversaw Gazzilfek’s transforma- insidious; by playing to the ego of pow-

62 DUNGEON APRIL 2006


erful adventurers, he hopes to gain their AC 25, touch 18, flat-footed 25; Dodge, or ranged touch attack, hurling a worm
trust and their friendship. He takes care Mobility; improved uncanny dodge at a foe up to 10 feet away. Each worm
to not seem a sycophant, but if one of hp 123 (19 HD); fast healing 5 ; DR 10/silver is a Fine vermin with AC 10 and 1 hit
the PCs in particular seems to appreci- Immune undead traits point that can be killed by damage or
ate his flattery he does focus his atten- Fort +5, Ref +24, Will +10; improved evasion the touch of silver. On Gazzilfek’s next
tions there. As long as he remains with Spd 30 �. action, the worm burrows into its host’s
the PCs, he stays at the edge of battles, Melee +0 defending short sword +19/+14/+9 flesh. A creature with a natural armor
observing events with a sparkling eye. (1d8+6/19–20) or bonus of +5 or better is immune to
He’ll support them with his bardic unarmed strike +18/+13/+8 (1d4+6 plus this burrowing effect. The worm deals
music as he can, and may rush in to try Kyuss’ gi�) or 1 point of damage per round for 1d4+1
to stabilize a wounded character or oth- worm +18 touch (create spawn) rounds, during which time remove curse
erwise save the day if the opportunity Ranged +1 light crossbow +19/+14/+9 or remove disease destroys it and a dispel
presents itself, but for the most part he (1d10+1/19–20) or evil or neutralize poison delays its progress
avoids combat. This isn’t cowardice, it’s worm +18 touch (create spawn) for 10d6 minutes. A successful DC 20
common sense. If called on his actions, Space 10 �.; Reach 10 �. Heal check can extract and kill it. Once
he points out that if he doesn’t survive, Base Atk +12; Grp +22 the worm reaches the brain, it deals 1d2
the party’s story won’t survive. Atk Options Combat Expertise, Spring points of Intelligence damage per round
Apart from his devotion to Dragotha Attack; sneak attack +6d6 until it is either killed or it slays its host
and the fact that he’s actually undead, the Special Atk create spawn, foul embrace, (death occurs at 0 Intelligence). A Small,
Ominous Fabler keeps no secrets from wormburst Medium, or Large creature slain by a
the PCs. He readily admits to them that Combat Gear potions of fly (2), wand of worm rises as a spawn of Kyuss (not a
he’s actually a spriggan (pointing out that invisibility (42 charges) favored spawn) in 1d6+4 rounds; smaller
even Zeech didn’t realize this), and that Spells Known (CL 2nd) creatures simply putrefy while larger
he serves as advisor and spy for a stone 1st (2/day)—feather fall, grease (DC 16) creatures become zombies. The spawn of
giant thane whose tribe once ruled this 0 (3/day)—dancing lights, mage hand, Kyuss is detailed on page 186 of Monster
city. He explains how the thane’s vision mending, message, prestidigitation Manual II.
caused him to seek out information on Abilities Str 22, Dex 24, Con —, Int 15, Wis Fear Aura (Su) Gazzilfek radiates a fear effect
the Age of Worms, and how his research 8, Cha 20 that duplicates the effects of the fear spell
brought him to Alhaster. He claims that SQ bardic knowledge +4, bardic music 2/day (caster level 7th, Will save DC 19), except
all of these events were little more than (countersong, fascinate, inspire courage that it affects all creatures within a 40-foot
destiny ensuring that his path would +1), size change, trapfinding, trap sense radius. A creature that makes the saving
cross that of these great heroes. +4, turn resistance +3 throw to resist this effect is immune to
Once Gazzilfek contacts the PCs and Feats Combat Expertise, Dodge, Improved Gazzilfek’s aura for 24 hours. While he is
explains that he’s a spriggan, he assumes Initiative, Improved Unarmed Strike, disguised, Gazzilfek suppresses this aura;
Large size. He reverts to Small size only Lightning Reflexes, Mobility, Rapid Reload he can activate it as a free action.
if the PCs command it. In either size, the (light crossbow), Spring Attack, Weapon Foul Embrace (Su) By pressing his face
Ominous Fabler is a somewhat sinister- Finesse, Weapon Focus (short sword) against a helpless victim, Gazzilfek can
looking gnome-like humanoid with a Skills Balance +9, Bluff +21, Climb +18, infest the victim with 2d6 Kyuss worms.
prodigious nose, beady eyes, and pointed Diplomacy +11, Disable Device +19, Hide This ability is treated as his create
ears. In his true form, his eyes are empty +11, Jump +8, Intimidate +18, Listen spawn ability, save that a victim slain by
sockets with fat green worms writhing +15, Move Silently +32, Open Lock +19, this infestation rises as a favored spawn
within. His flesh is sallow and rotten, Perform (comedy) +16, Perform (oratory) of Kyuss.
and he’s taken to wearing scented oils to +13, Perform (wind instruments) +6, Kyuss’ Gi� (Su) A creature hit by
mask the stench. Sense Motive +16, Sleight of Hand +35, Gazzilfek’s unarmed strike must make
Tumble +28 a DC 12 Fortitude save or contract this
Gazzilfek, the Ominous Fabler CR 20 Possessions combat gear, leather armor +5, supernatural disease. The incubation
Male spriggan favored spawn of Kyuss rogue +3 defending short sword, +1 light crossbow period is 1 day, and the disease deals 1d6
12/bard 2 with 20 bolts, helm of teleportation, ring points of Constitution damage and 1d4
CE Large undead of chameleon power, gloves of Dexterity +4, points of Wisdom damage. These effects
Fiend Folio 163, Dragon #336 scented oils worth 500 gp manifest as rotting flesh and dementia,
Init +11; Senses low-light vision; Listen +15, Create Spawn (Su) Once per round as a and an affected creature gets only half the
Spot –1 free action, Gazzilfek can transfer a Kyuss benefits of natural and magical healing.
Aura fear aura (40-�. radius, Will DC 19) worm to an oppopnent whenever he Size Change (Su) At will, Gazzilfek can
Languages Common, Giant, Gnome hits with an unarmed strike. Alternately, change his size, alternating between
he may do so as a melee touch attack

APRIL 2006 DUNGEON 63


KINGS OF THE RIFT BY GREG A. VAUGHAN

Large and Small. When he’s Small, his Sleight of Hand +37, Tumble +30 have more or less retreated into build-
statistics change as follows: Wormburst (Su) Once per day as a standard ings for shelter, and as a result the PCs
Init +13 action, Gazzilfek can expel a 10-foot- won’t have to interact with them much
AC 26, touch 19, flat-footed 26 radius burst of Kyuss worms from his as they move from location to location
Ref +26 body. All creatures in this area must make in the ruins.
Spd 20 �. a DC 24 Reflex save or become infested by Keep track of the number of dragons
Melee +0 defending short sword 1d6 Kyuss worms. comprising the assault force. You should
+23/+18/+13 (1d4+1/19–20) or Tactics: Although the Ominous Fabler have the PCs face an attack by dragons
unarmed strike +22/+17/+12 (1d2+1 plus is cagey, there’s a good chance that the at least once whenever they travel for a
Kyuss’ gi�) or PCs see through his subterfuge well in significant distance in the ruins. Three
worm +22 touch (create spawn) advance of his betrayal in the phylactery sample dragon encounters (one minor,
Ranged +1 light crossbow +23/+18/+13 vault. If true seeing, detect undead, or good one moderate, and one major) would
(1d6+1/19–20) or old-fashioned PC paranoia unveils the comprise the following attackers.
worm +22 touch (create spawn) truth, Gazzilfek activates his fear aura Minor (EL 15): Four young adult black
Space 5 �.; Reach 5 �. and wormburst abilities if the PCs are in dragons led by an adult green dragon.
Grp +10 range, and then uses his helm of teleporta- Moderate (EL 17): Four adult green
Atk Options sneak attack +9d6 tion to flee to the Wormcrawl Fissure. He dragons.
Spell-Like Abilities (CL 8th, ranged returns to Kongen-Thulnir a few hours Major (EL 19): Three adult green dragons
touch +22) later, appearing near Brazzemal. His led by two mature adult blue dragons.
At will—produce flame, scare (DC 17), tactics at this point change; he begins Vermirox (EL 20): At some point during
shatter (DC 17) stalking the PCs, following them secretly the adventure, likely as the PCs attempt
Abilities Str 14, Dex 28 and harassing them with ranged attacks to reach the Citadel of Weeping Dragons,
Skills Balance +9, Bluff +21, Climb +14, during battles. they are attacked by the blue dragon Ver-
Diplomacy +11, Disable Device +21, mirox. This dangerous dragon prefers to
Hide +21, Jump +4, Intimidate +18, Event 3: Strafing Runs let his minions handle the PCs, but once
Listen +15, Move Silently +34, Open (EL Variable) they’ve proven their mettle against the
Lock +21, Perform (comedy) +16, Once the PCs begin exploring Kongen- lesser dragons he takes matters into his
Perform (oratory) +13, Perform (wind Thulnir, they’ll inevitably draw the atten- own talons and tries to finish them off. A
instruments) +6, Sense Motive +16, tion of the attacking dragons. The giants fight with Vermirox is an EL 20 encoun-

64 DUNGEON APRIL 2006


ter since he brings two mature adult blue gaseous form Special Atk crush (4d8+18, Reflex DC 30
dragons with him for support. 2nd (7/day)—detect thoughts (DC 16), fog negates), tail sweep (2d8+18 plus trip,
Xyzanth (EL 19): If Brazzemal learns cloud, mirror image, resist energy Reflex DC 30 half )
that the PCs have recovered one of the 1st (7/day)—grease (DC 15), mage Spells Prepared (CL 13th, ranged touch +29)
vault keys, he contacts the fang dragon armor, protection from good, shield, 6th (4/day)—chain lightning (DC 20),
Xyzanth and orders him to track down ray of enfeeblement greater dispel magic
the PCs and attempt to win the key 0 (6/day)—arcane mark, dancing lights, 5th (6/day)—feeblemind (DC 19),
from them. detect magic, ghost sound (DC 14), mage sending, teleport
Remember that some of these dragons hand, ray of frost, read magic, resistance 4th (7/day)—confusion (DC 18), death ward,
may have already been in several fights Spell-Like Abilities (CL 10th) Evard’s black tentacles, greater invisibility
by the time they attack the PCs. Feel free 3/day—create/destroy water (DC 27), 3rd (7/day)—displacement, fireball (DC 17),
to reduce their current hit points by ventriloquism (DC 15) haste, stinking cloud (DC 17)
25% or even 50% to account for previous 1/day—hallucinatory terrain (DC 18) 2nd (7/day)—death knell (DC 16), Melf’s
battles, although keep in mind this will *3-point Power Attack acid arrow, mirror image, resist energy,
make the dragon encounters a bit easier. Abilities Str 31, Dex 10, Con 23, Int 18, Wis see invisibility
The four named dragons should always 19, Cha 18 1st (7/day)—burning hands (DC 15), mage
be encountered at peak health. SQ sound imitation armor, ray of enfeeblement, sanctuary
Young Adult Black Dragons (12): hp Feats Blind-Fight, Cleave, Hover, Improved (DC 15), unseen servant
152 each; Monster Manual 72. Initiative, Improved Natural Attack (bite), 0 (6/day)—acid splash, arcane mark, detect
Adult Green Dragon (10): hp 230 each; Multiattack, Power Attack, Quicken magic, daze (DC 14), flare (DC 14), mage
Monster Manual 75. Breath, Recover Breath, Shape Breath hand, message, ray of frost, resistance
Mature Adult Blue Dragons (6): hp 276 Skills Bluff +34, Concentration +36, Spell-Like Abilities (CL 13th)
each; Monster Manual 73. Diplomacy +36, Intimidate +36, At will—detect magic, read magic
Knowledge (arcana) +34, Knowledge 2/day—shield, telekinesis (DC 19)
Vermirox CR 18 (geography) +34, Listen +34, Search +34, 1/day—dispel magic, spell turning
Male old blue dragon Spellcra� +36, Spot +34 *10-point Power Attack
LE Huge dragon (earth) Possessions ring of telekinesis, dusty rose ioun Abilities Str 35, Dex 10, Con 23, Int 18, Wis
Monster Manual 72 stone, orange prism ioun stone 23, Cha 18
Init +4; Senses blindsense 60 �., SQ increased damage, sound imitation
darkvision 120 �., low-light vision; Xyzanth CR 19 Feats Blind-Fight, Cleave, Flyby Attack,
Listen +34, Spot +34 Male wyrm fang dragon Great Cleave, Hover, Improved Critical
Aura frightful presence (240-�. radius, Will CN Gargantuan dragon (bite, claw), Improved Initiative, Improved
DC 27 negates) Draconomicon 159 Natural Attack (bite), Improved Sunder,
Languages Common, Draconic, Infernal, Init +4; Senses blindsense 60 �., Power Attack, Stealthy
Giant, Orc darkvision 120 �., low-light vision; Skills Concentration +42, Escape Artist +36,
AC 35, touch 9, flat-footed 35 Listen +42, Spot +42 Hide +8, Intimidate +40, Knowledge
hp 337 (27 HD); DR 10/magic Aura frightful presence (330-�. radius; Will (geography) +40, Listen +42, Move Silently
Immune electricity, paralysis, sleep DC 30 negates) +20, Search +40, Sense Motive +42, Spot +42
SR 24 Languages Common, Draconic, Dwarven, Possessions amulet of natural armor +5, ring
Fort +21, Ref +15, Will +19 Orc, Undercommon of resistance +5 (as cloak of resistance +5),
Spd 40 �., burrow 20 �., fly 150 �. (poor) AC 43, touch 6, flat-footed 43 ring of evasion
Melee* bite +32 (3d8+13) and hp 412 (33 HD); fast healing 2; DR 20/magic Ability Drain (Su) A fang dragon does not
2 claws +30 (2d6+8) and Immune paralysis, sleep have a breath weapon, but its bite drains
2 wings +30 (1d8+8) and SR 29 2d6 Constitution if the victim fails a
tail slap +30 (2d6+18) Fort +29, Ref +23, Will +29; evasion DC 30 Fortitude save. The save DC is
Space 15 �.; Reach 10 �. (15 �. with bite) Spd 60 �., fly 150 �. (clumsy) Constitution-based.
Base Atk +27; Grp +45 Melee* bite +31 (6d8+22/19–20 plus 2d6 Increased Damage (Ex) Because of their
Atk Options Power Attack, Quicken Breath, Con) and sharp claws, teeth, and scales, fang
Shape Breath 2 claws +29 (4d6+16/19–20 plus trip) and dragons deal damage as if they were one
Special Atk breath weapon (100-�. line or 2 wings +29 (2d8+16) and size category larger.
50-�. cone, 16d8 electricity, Reflex DC 29 tail slap +29 (4d6+28 plus trip) Sound Imitation (Ex) A fang dragon can
half ), crush (2d8+15, Reflex DC 29 negates) Space 20 �.; Reach 15 �. (20 �. with bite) mimic any voice or sound it has heard,
Spells Prepared (CL 10th, +25 ranged touch) Base Atk +33; Grp +57 anytime it likes. Listeners must succeed
4th (5/day)—dimension door, greater invisibility Atk Options Cleave, Flyby Attack, Great on a DC 30 Will save to detect the ruse.
3rd (7/day)—dispel magic, fireball (DC 17), Cleave, Improved Sunder, Power Attack

APRIL 2006 DUNGEON 65


KINGS OF THE RIFT BY GREG A. VAUGHAN

Where’s the itself, none of the other giants in Kon-


generally pushing the PCs onward.
Phylactery? gen-Thulnir suspect this.
In the end, though, they should fail
Divination magic can also help in
At the start of this adventure, the PCs in any direct assault against the Cita-
tracking down the phylactery (don’t
know little more about Dragotha’s del of Weeping Dragons. If the PCs
forget that divination spells require
phylactery than that it is located take an exceptional amount of time
a DC 30 caster level check to func-
somewhere in Kongen-Thulnir. They to reach the Citadel, Brazzemal and
tion in Kongen-Thulnir). Although the
can find out it’s kept in a vault below the remaining dragons may retreat to
phylactery itself cannot be located by
the Citadel of Weeping Dragons in a elsewhere in the Ri� Canyon to bide
spells like discern location or locate
number of ways, the least of which is their time, striking against the Citadel
object (due to the wards in the vault
by lucky guess. An alliance with a giant with a vengeance once the PCs recover
walls), the two keys to the vault cer-
made helpful can point them in the the phylactery.
tainly can. One of the two keys has
right direction as well—just before the The PCs should be able to rest and
been thrown into the Carrion Pit
dragon siege began, the tribes were recover their strength as necessary
(area 10), while the other remains in
abuzz with rumors that the Ri�lords during this adventure; the dragons
the possession of the leader of the
had stolen one of the two keys neces- certainly do the same. If the PCs retreat
Tiamikal Nul-Shada.
sary to enter the vault below the Cita- from Kongen-Thulnir entirely and take
del. The Tiamikal Nul-Shada were in several days to rest, they might just
fact readying hostile actions against Adventure Timeline return to find the entire place in ruins
the Ri�lords before the dragon attack Although this adventure takes place and the phylactery missing. In this
threw the ruins into chaos. Although during a siege, there is no specific case, Brazzemal has claimed the phy-
the actual the� of the key was engi- timeline of events. Feel free to have lactery and returns it to Dragotha. The
neered by Charlgar and a traitorous the dragons make progress as you see repercussions for this development
giant within the Tiamikal Nul-Shada fit, destroying parts of the ruins and are detailed in the next adventure.

Trip (Ex) A fang dragon that hits with a seems to going decidedly in the dragons’ armor, shield, and spell turning before enter-
claw or tail attack can attempt to trip the favor, or against lone PCs; they prefer to ing combat. He attempts to get in as close
opponent as a free action. If the attempt avoid fighting more than one target at as possible to the PCs before beginning
fails, the opponent cannot react to trip once in melee. Breath weapon attacks, a fight with melee attacks. If reduced to
the dragon. frightful presence, magic missile (timed less than 200 hit points, Xyzanth retreats
Tactics: These dragons use strafing to strike spellcasters as they cast), dispel to continue the fight at range with his
tactics to begin combat, using their magic, and shatter (directed at weapons) spells. If brought below 50 hit points,
breath weapons and spells to so�en up constitutes the bulk of their ranged tac- he teleports back to his lair in the Griff
the party for a few rounds before they tics. A blue dragon that is preparing to Mountains, abandoning Brazzemal and
land in flanking positions. enter melee casts shield of faith and invis- the other dragons to their fates.
The black dragons tend to be brash and ibility on itself first if it can. Blue dragons Keep in mind that the defenses of
aggressive, eager to please their elders, and retreat if brought below 60 hit points. Kongen-Thulnir can be used by the PCs;
o�en wait only two rounds before engaging Vermirox casts greater invisibility, mir- ballistae, catapults, and luring dragons
the PCs in melee, retreating to lick their ror image, resist energy (fire, or some other into guylines can be quite effective weap-
wounds if brought below 20 hit points. energy type the PCs have used a lot), mage ons if used properly.
The green dragons are more cautious; armor, protection from good, and shield on
they know that adventurers are more himself before entering combat. He PART THREE: INTO
dangerous than giants. They open with opens an attack with his breath weapon, THE PIT
breath weapons, then hang back and sending his two blue dragon allies in to Part of Kongen-Thulnir’s ingenious
let their frightful presence wreak havoc engage the PCs in melee as he hangs back defenses rose from this decrepit hole
while they spend the next few rounds and uses ray of enfeeblement, dispel magic, deep in the Undercity. Here, in ancient
using suggestion to cause PCs to lay down and grease on the PCs, or using his ring of caverns long infested by aberrantly
their arms and flee the area. If a group telekinesis to hurl PCs over the edge and potent carrion crawlers, an enterprising
of PCs gathers together for support, a into the Ri� Canyon (20d6 falling dam- dwarf named Wilmot Coldtooth cra�ed
green dragon uses its crush attack and age). He engages in melee as soon as one ammunition loads designed to paralyze
then follows up with a breath weapon of the other two blue dragons is slain or enemies to make them easy pickings for
or full attack. Green dragons retreat if flees, and flees himself if brought below the giants. Since developing the crawler
brought below 40 hit points. 30 hit points, using dimension door. loads, Wilmot has dwelt in a small com-
The blue dragons are wise, cra�y, and Xyzanth takes the time to cast death plex built near this Carrion Pit, where he
experienced in combat. They engage in ward, greater invisibility, displacement, mir- toils to keep Kongen-Thulnir’s catapults
melee against the PCs only if the battle ror image, resist energy, see invisibility, mage stocked with these dangerous loads.

66 DUNGEON APRIL 2006


Upper Level

7
8

Main Level
1

T N
6
2
3

4 5
to area
9

The Carrion Pit


to area
6

10 ft.
10 ft.
20 ft. 9
90 ft.
10

Crawler Caverns

One square =10 feet

APRIL 2006 DUNGEON 67


KINGS OF THE RIFT BY GREG A. VAUGHAN

When Charlgar rebelled against the of the Undercity seems to intensify here. 15 Reflex save; failure indicates they must
Ri�lords and formed a new tribe, he Atop the stairs stands a single fi�een-foot- save as well. The sound of the falling port-
assimilated Wilmot into his group in tall iron door, its face completely coated in cullises alerts the inhabitants of area 3,
an attempt to lay claim to the source of a patina of crumbling, reddish rust. and they quickly grab their weapons and
these dangerous weapons. Wilmot, hav- come to investigate.
ing little political interest, barely noticed This door is barred from within. The Brain Juice Shower: CR 10; mechani-
the change, although now that Charlgar rust on the door has affected its struc- cal; location trigger; manual reset; no
has moved in to his home (forcing him tural integrity slightly, making it easier attack required; poison spray (carrion
to relocate to the Distillery), he’s grown than normal to batter down. Once the crawler brain juice, DC 24 Fort, paraly-
increasingly dissatisfied with the Ri� door is opened, a DC 30 Search of the sis/0); multiple targets; Search DC 35;
Crawlers. Wilmot suspects that Charlgar door reveals a hidden switch. If trig- Disable Device DC 35.
is using the Carrion Pit for something gered, this switch deactivates the trap in Adamantine Portcullises: 3 in. thick;
more than a hideout, but hasn’t figured area 2. Hardness 20; hp 120; Li� DC 28; Break
everything out quite yet. Barred Iron Door: 2 in. thick; Hard- DC 35.
Although this section of the adventure ness 6; hp 40; Break DC 24.
appears before the section detailing the 3. Troglodyte Lair
Citadel of Weeping Dragons, chances are 2. Entry to the Pit (EL 10)
good that the PCs won’t come to the Car- Nearly two dozen mud and straw nests line
rion Pit right away. In fact, they may not Beyond the red door, a hallway disappears the walls of this filthy chamber; the stink
come here at all, if they manage to break into darkness. Arches open straight ahead in the air here is different from the general
into the phylactery vault without using and to the right, although the one to the reek of carrion elsewhere in this complex—
the vault keys. Even if they do need the right is sealed by a heavy stone door. The acrid it’s much more pungent and bitter.
keys, they may not learn that the keys stench of an open cesspool wa�s from the
are kept here until a�er they’ve explored passage and stings the eye. On the wall to the west of the door is
the majority of the Citadel of Weeping an iron switch that deactivates the trap
Dragons. In any case, events that take The smell of carrion permeates the in area 2 and raises the portcullises.
place within this complex play out with entire complex, growing more pervasive Creatures: Occupying this room are
no interference from the dragons, and if the further east one travels. The portcul- 21 troglodytes, creatures little more than
the PCs are able to clear out this section lises shown on the map are currently in slaves used by Wilmot to toil in the Car-
of the ruins, it could become an excellent the up position in cleverly concealed hol- rion Pit as needed.
base of operations. You can also use the lows in the ceiling; a DC 30 Spot check Troglodytes (21): hp 13 each; Monster
encounters here as guides and inspira- allows a character to notice them before Manual 246.
tion if you need to develop other parts the Trap is sprung. Tactics: The troglodytes are unques-
of Kongen-Thulnir. Trap: This trap can be deactivated by tionignly loyal to Wilmot, and leap at the
one of thee switches; one is hidden in opportunity to help defend their lair—if
The Carrion Pit the iron door in area 1, while the other they hear the trap in area 2 trigger, they
The walls of this small complex are either two protrude plainly from the wall just gather up longspears and open the door
hewn from natural rock or constructed around the corner and in area 3. If the trap to area 2. The troglodytes use the reach
of 3-foot-thick superior masonry. Ceil- is not deactivated, it triggers as soon as of these longspears to attack anyone
ings are 20 feet high and the rooms are anyone steps into this area, causing three trapped between the portcullises, using
dark unless otherwise indicated. Doors adamantine portcullises to drop down coup de grace actions on any paralyzed
are made of stone but kept unlocked. as shown on the map. One round a�er foes in reach. The troglodytes flee from
the portcullises drop, tiny vents open in any organized defense.
1. The Red Door the ceiling of this area and a large reser-
voir of carrion crawler brain juice floods 4. Load Storage
Tucked far back in the recesses of the the cage. All creatures in this area must
Undercity, a winding stair climbs amid make a DC 24 Fortitude save or become Great stone boxes and wooden casks are
the tumble and ramshackle buildings. The paralyzed for 2d4 rounds. The floor of spaced along the walls of this chamber,
stone stairs have three-foot risers, hinting this chamber itself is slightly sloped to along with several large, lumpy burlap
at the gigantic inhabitants who made them, the northeast, which allows the poison bundles that seem to be leaking some vis-
but a narrow section alongside the main to drain in that direction and thence into cous fluid. Several long poles wrapped in
stair has been chiseled into smaller steps several hidden drains at the base of the heavy canvas lean against the south wall.
to accommodate a human-sized climber. northeastern wall. Characters within five If anything, the smell in here is worse than
The steps are stained with dark substances feet of any of these portcullises can avoid elsewhere in these chambers.
of unknown origin, and the general stench being splashed by the poison with a DC

68 DUNGEON APRIL 2006


This chamber stores finished crawler Ranged rock +18 (2d6+13) or large cavern is a great cage composed of
loads for the troglodytes in area 2 to crawler load +18 touch (paralysis for 2d4 an iron grillwork that arches to a height of
eventaully deliver to the various artillery rounds, DC 24 Fort. resists) thirty feet. The grillwork makes for uneven
emplacements around the city. There are Space 10 �.; Reach 10 �. footing, and through the gaps in the floor
18 crawler loads stored here. The canvas- Base Atk +19; Grp +36 only darkness is visible—the cage is sus-
wrapped poles are actually four rolled up Atk Options Cleave, Great Cleave, Improved pended against the side of a massive cav-
litters used by the troglodytes to trans- Bull Rush, Improved Sunder, Power Attack ern, secured to the western wall by iron
port the burlap bundles. Combat Gear potions of cure serious wounds support struts below and heavy anchoring
(3), potions of fly (2) chains above. A burning bundle of small
5. Living Quarters (EL 17) *5-point Power Attack tree trunks strapped together serves as a
Abilities Str 36, Dex 10, Con 22, Int 6, Wis massive torch wedged into the southeast
What may have once been a fairly well- 8, Cha 10 corner of the cage. The exact dimensions
organized living chamber has been SQ rock catching of the huge cavern are not discernable in
crudely redecorated; all of the furniture Feats Awesome Blow, Cleave, Great the torchlight, but it descends some ways
has been swept aside and piled in one Fortitude, Greater Weapon Focus down into the darkness below. A five-foot-
corner of the room. A huge mound of (greataxe), Greater Weapon Specialization wide opening in the wall above leads to
furs that appears to have been used as (greataxe), Improved Bull Rush, Improved an upper balcony overlooking the inside of
bedding lies heaped in the opposite cor- Critical (greataxe), Improved Initiative, the cage. The most startling aspect of this
ner, and the remains of several vile meals Improved Sunder, Iron Will, Power Attack, strange tableau are the seething hordes of
lie strewn about the place. Quick Draw, Weapon Focus (greataxe), writhing green worms. These fat, tentacled
Weapon Specialization (greataxe) monsters swarm all over the cavern walls as
Creature: Once Wilmot’s personal Skills Intimidate +10, Listen +6, Spot +7 well as the cage exterior, filling the cavern
quarters, the dwarf has been forced to Possessions combat gear, +5 banded mail, with a nauseating slithering.
relocate his home to area 8 now that +1 speed greataxe, belt of giant strength +6,
Charlgar has retreated here for shelter 6 rocks, 4 crawler loads The rancid reek of this cave is enough
during the dragon siege. Charlgar isn’t Tactics: If Charlgar hears the trap that, upon first entering, any creature
very pleased with the situation, but sees in area 2 activate, he opens the door to must make a DC 15 Fortitude save to
no other choice since he wants to make area 6 and gives the cage beyond a good avoid being sickened for ten minutes.
sure that no one comes looking for the slap to alert Wilmot above to trouble. This strange cage is used to harvest
vault key he threw into the Carrion Pit He then stands just around the corner carrion crawlers from the surrounding
until the Tiamikal Nul-Shada make their and prepares an action to hurl a crawler cavern. When a harvest begins, Wilmot
move against the Ri�lords. load at the first enemy to step into the baits the cage with cadavers and other
Charlgar’s recent brush with Brazze- room. If anyone engages Charlgar in rotten items dumped into the cage from
mal took most of the fight out of him, melee, he uses Awesome Blow to hurl area 7 above, then uses the lever in that
and now he’s more or less content to wait those he strikes ten feet over his shoul- room to open a window in the cage roof.
out the siege. Charlgar is an exception- der and into the cage in area 6, calling Once a carrion crawler scuttles into the
ally tall and muscular hill giant with a for Wilmot to “OPEN THE CAGE!” as he cage, he closes the window and uses a
jutting chin and terrible burn scars on does. Wilmot, in area 7 above, waits with kuo-toa pincer staff to grasp the carrion
his right arm. He’s wrapped a bedsheet a prepared action to do just this. See area crawler behind its head and maneuver
around his lower face to block the worst 6 for details. it up until its head protrudes into area
of the smell in this area. If reduced to less than 30 hit points, 7. He locks the pincer staff and quickly
Charlgar begs for mercy. He promises decapitates the carrion crawler and
Charlgar CR 17 to tell the PCs anything in exchange retreats to area 8 to prepare its poison,
Male hill giant fighter 10 for his life; the hill giant is a masterful while its body is dumped into the cavern
CE Large giant coward in this situation, and the PCs below by pulling the lever again, causing
Monster Manual 123 can likely learn from him that he hid the interior of the cage to fall away.
Init +0; Senses low-light vision; Listen +6, the vault key in the Carrion Pit below. The grillwork floor of this cage is
Spot +7 Of course, Charlgar keeps an eye out for hard to move around on for Medium or
Languages Giant opportunities to escape or strike at a PC smaller creatures, who treat the floor as
AC 29, touch 9, flat-footed 29 from surprise. difficult terrain.
hp 241 (22 HD) The floor of this vertical cavern is 110
Fort +23, Ref +7, Will +8 6. Crawler Cage feet below the suspended cage and is
Spd 30 �. dotted with stalagmites. A natural tun-
Melee* +1 speed greataxe The vista here is startling, as is the gag- nel exits to the east at this level, winding
+29/+29/+24/+19/+14 (3d6+34/19–20/×3) ging stench. Extending outward into this down to area 9. The walls of the cavern

APRIL 2006 DUNGEON 69


KINGS OF THE RIFT BY GREG A. VAUGHAN

are moist natural stone (DC 20 Climb blockade. A cart track leads down into the crippling strike, opportunist, slippery
check). The floor itself consists of a thick, darkness of that tunnel. mind, sneak attack +10d6
rancid layer of filth and refuse; this is Combat Gear wand of cure moderate wounds
one of the primary dumping grounds for This chamber serves as the labora- (32 charges), wand of scorching ray (8th
Kongen-Thulnir, and the floor is difficult tory and distillery of Wilmot Coldtooth, level, 29 charges), 10 doses of carrion
terrain. where he concocts his poisons. The stone crawler brain juice, 5 doses of purple
Creatures: Crawling all around this mas- vats hold fluids where carrion crawler worm poison
sive natural cavern are 245 carrion crawl- heads are cured before being dried and Abilities Str 10, Dex 21, Con 20, Int 13, Wis
ers, at least six of which clamber around used as projectiles. The tables hold the 12, Cha 6
on the cage exterior at any one time. The equipment where the poisons are created SQ dwarf traits, improved uncanny dodge,
creatures can attack anything that moves a�er Wilmot extracts the crawler brains. trapfinding, trap sense +6
around inside the cage, although targets The mine cart track curves downward Feats Combat Expertise, Exotic Weapon
within the cage have cover against the and ends at another blockade before a (spiked chain), Improved Disarm,
crawlers’ tentacle attacks. door that opens from a building near Improved Feint, Improved Trip, Weapon
Carrion Crawlers (245): hp 19 each; area 1. Finesse, Weapon Focus (spiked chain)
Monster Manual 30. Creature: Lurking in here is the dwarf Skills Bluff +20, Cra� (poisonmaking) +23,
Development: If Wilmot is ready and Wilmot Coldtooth. Exiled from his distant Diplomacy +0, Hide +27, Intimidate +22,
waiting for the PCs, he pulls the lever home in the Flinty Hills for practicing for- Knowledge (dungeoneering) +12, Move
in area 7 as soon as at least two PCs are bidden alchemical rituals within city lim- Silently +27, Sleight of Hand +29, Tumble
in the cage (or immediately if Charlgar its, Wilmot wandered the world for several +27, Use Magic Device +20
throws a PC in here), causing the cage years before he came upon Kongen-Thul- Possessions combat gear, +5 mithral
floor to drop away and dumping anyone nir. In the giants, he found strange and breastplate, +3 wounding spiked chain,
inside into the cavern below. A character unexpected allies, and when he turned his gloves of Dexterity +6, ring of protection +3,
can make a DC 15 Reflex save to cling to skills to the harvesting of carrion crawlers periapt of proof against poison
the cage floor as it drops away. Other- from the Carrion Pit, his place among the Tactics: Wilmot hides in the mine cart
wise, they fall 110 feet to the cave floor of giants was sealed. With the advent of the once he realizes the PCs are heading up
area 6, taking 11d6 points of damage in civil war, Wilmot withdrew himself from here and prepares an action to fire a
the fall, a�er which they are immediately Kongen-Thulnir’s politics, and particu- scorching ray at the first person to come
attacked by hungry carrion crawlers. larly despises Charlgar now for pulling within 30 feet (so he can add his sneak
him into his plans for a coup. He’s been attack damage to the attack). In melee,
7. Harvest Chamber living here in his laboratory for the last he uses Improved Feint to utilize sneak
This five-foot-diameter passage connects several days, hoping the siege and civil attacks on healers first. If reduced to less
to the cage in area 6; the grill of the cage war will end soon. He knows that Charl- than 30 hit points he clambers back into
makes it a simple matter to climb up gar hid something in the Carrion Pit itself, the mine cart and releases the brake. The
the side like a ladder. An iron lever is and suspects it’s one of the vault keys but mine cart begins rolling down the slope
set in the east wall that, if pushed to the doesn’t yet know for sure. of the corridor at a speed of 50 �. before
down position, opens the floor of the crashing to a stop at the blockade at the
cage in area 6. Pushed to the up posi- Wilmot Coldtooth CR 19 other end (inflicting 2d6 points of dam-
tion, it opens a ten-foot-wide hatch in Male dwarf rogue 19 age on the rider). Wilmot then dashes
the middle of the cage roof. NE Medium humanoid out the door and attempts to lose him-
If Wilmont is in this area as the PCs Init +5; Senses darkvision 60 �.; Listen +1, self in the Undercity.
are about to enter it, he retreats back to Spot +1 Treasure: One of the items used in
area 8. Languages Common, Dwarven, Giant Wilmot’s lab is a focusing crystal that
AC 29, touch 19, flat-footed 29 is actually a large diamond worth 1,500
8. Distillery (EL 19) hp 161 (19 HD) gp. Stored in a rack of vials on one table
Immune poison are three doses of purple worm poi-
A strong acrid tang fills the atmosphere Fort +11, Ref +18, Will +7; improved evasion son, a dose of sassone leaf residue, and
of this oddly shaped chamber. Rounded Spd 30 �. 10 doses of carrion crawler brain juice.
alcoves hold large stone vats from which Melee +3 wounding spiked chain +24/+19/+14 On another table, a potion vial clearly
this odor seems to emanate. Stone bins (2d4+3 plus 1 Con plus purple worm marked “cure serious” in Dwarven is
and tables covered with beakers, alembics, poison on first strike) actually water laced with dark reaver
and burners provide the rest of the furnish- Ranged scorching ray +20/+20 touch (4d6 fire) powder; a gi� from Wilmot to anyone
ings. Tunnels exit to the east and west. The Base Atk +14; Grp +14 who tries to loot his lab.
west tunnel has a mine cart attached to a Atk Options Combat Expertise, Improved Development: If captured, Wilmot’s
chain and winch pulled up against a small Disarm, Improved Feint, Improved Trip; initial attitude is unfriendly. He values

70 DUNGEON APRIL 2006


most of the giants as friends, but hates and there, huge mounds of fungus rise PCs arrive in the area, the creature bursts
Charlgar. If the PCs ask about the loca- like hills, and scattered throughout are the from below the layer of fungus where it
tion of the vault key, Wilmot tells them bones and skulls of long-dead giants. was sleeping and attacks.
he thinks Charlgar threw it into the
Carrion Pit, even if his attitude is still The tunnel from area 9 ends at a 90- The Mother Worm CR 20
unfriendly. If made helpful, he agrees to foot-tall cliff overlooking this immense Kaiju carrion crawler
accompany the PCs into the Carrion Pit cavern. The ceiling arches to a height of N Colossal aberration
to try to recover the key, but a�er that he 120 feet above the floor. Monster Manual 31, Dragon #289
decides to flee Kongen-Thulnir entirely; Once characters move into this room, Init +5; Senses darkvision 120 �., scent;
he won’t stay with the PCs if he has the they are exposed to the tainted air of the Listen +25, Spot +25
chance to slip away. rancid fungus that grows here, and must AC 41, touch 3, flat-footed 40
make a DC 15 Fortitude save each round hp 623 (43 HD); DR 15/epic
9. Wide Tunnel to avoid taking 1d4 points of Wisdom Immune disease, mind affecting, poison
This wide passageway leads to area 10 in a damage as the hallucinogenic spores Resist acid 30; SR 29
spiraling descent that makes no less than cause strange patterns and noises to Fort +26, Ref +15, Will +25
six full revolutions. The tunnel itself is manifest. Characters who are immune Spd 30 �., climb 15 �.
caked with refuse and rubbish for the to poison are immune to this effect. Melee* 8 tentacles +30 (1d6+26/19–20 plus
first hundred feet or so, a�er which the Creatures: Although at first look this paralysis) and
filth (and the horrific smell) fades. chamber may seem empty, it is in fact bite +25 (3d6+18)
the lair of a primeval carrion crawler of Ranged acid ray +25 touch (15d6 acid/19–20)
10. Carrion Pit (EL 20) immense proportions, possibly the pro- Space 40 �.; Reach 40 �.
genitor of the entire aberrant species. Base Atk +32; Grp +64
This massive cavern of sloping floors and This behemoth is an ageless monstrosity Atk Options Power Attack
several colossal stalagmites is lit by swaths known in legend as the Mother Worm. *10-point Power Attack
of phosphorescent fungus clinging to the The creature sleeps away the years, wak- Abilities Str 42, Dex 13, Con 30, Int 2, Wis
walls and ceiling. Mats of rancid, decaying ening now and then only to lay eggs or 15, Cha 26
fungus bubble and seethe in a thick carpet feed on the nasty fungus that grows here. Feats Blind-Fight, Cleave, Great Cleave, Great
on the cavern floor, filling the air with a She also wakens when she senses intrud- Fortitude, Improved Critical (acid ray,
hazy green taint of spores and stink. Here ers in her realm; 1d6 rounds a�er the tentacle), Improved Initiative, Improved

APRIL 2006 DUNGEON 71


KINGS OF THE RIFT BY GREG A. VAUGHAN

Natural Armor (5), Improved Natural Attack vast import is hidden in the vault in the due to their weight (the giants can take
(bite, tentacle), Power Attack dungeon, and they know that two keys 10 on this roll and open the doors easily).
Skills Climb +24, Listen +25, Spot +25 are required to open it. What they don’t Large torches mounted in iron brackets
Acid Ray (Su) Once every 1d4 rounds, the know is how to utilizie those keys, but 15 feet above the floor light most of the
mother worm can generate a ray of acid even if they did, the giants have little rooms in the citadel.
from her mouth. She makes a ranged interest in finding out what’s hidden in
touch attack with this ray against any the vault. With one exception. 1. Bridgehead (EL 17 or 18)
target within 300 feet, inflicting 15d6 The frost giant sorcerer Vercinabex
acid damage on a hit. The mother worm Tor has recently grown obsessed with the The stone bridge from the city proper leads
is immune to damage from her own acid contents of the vault. He’s been research- to a ledge that wraps around the southern
ray attack, but not to acid from other ing a method to open the doors, but since edge of this pinnacle of stone. A battlement
sources (although her acid resistance 30 he’s had to do so secretly and doesn’t overlooks the bridgehead, and behind it
still applies). have access to a proper library, prog- looms the bulk of the rocky promontory
Paralysis (Ex) Those hit by the mother ress is slow. When Charlgar approached and the fortress above.
worm’s tentacle attack must make a Vercinabex with an offer to allow the
DC 41 Fortitude save or be paralyzed giant access to the library deep within The battlement rises 10 feet above the
for 2d4 rounds. The save DC is the King’s Palace, Vercinabex agreed. All level of the bridge, and is surrounded
Constitution-based. Charlgar asked was to be loaned one of by a 7-foot parapet providing cover to
Treasure: While the mother worm has the vault keys so that he could frame the creatures on the battlement. The natu-
no interest in treasure, an object of great Ri�lords. Vercinabex consented, confi- ral rock wall behind the battlement rises
value to the characters can be found dent that if Charlgar betrayed him he 30 feet to the base of the wall at area 7
inside her immense stomach—one of could track down the vault key easily (Climb DC 15). The secret door in the wall
the two vault keys required to open the enough using his magic. is very well hidden, but can be located
phylactery vault. Of course, with the dragon siege, little with a DC 35 Search check. A stack of 15
has come of this plan yet. For now, Ver- throwing rocks sits against the inside of
PART FOUR: THE cinabex bides his time, providing what the parapet.
CITADEL OF aid he can to his kin in defending the Creature: At this point, most of the
WEEPING DRAGONS Citadel of Weeping Dragons. giants have retreated into their for-
Atop this thousand-foot pinnacle stands The Tiamikal Nul-Shada themselves tress to bide their time. The dragons
a bastion of the giants against all drag- consist primarily of fire giant fighters. assaulted the Citadel early in the siege
onkind, the home of the Tiamikal Nul- The group is currently led by Kagro but took fairly heavy losses and have
Shada, the “Hunters of Tiamat’s Chil- Thundersmiter, a fire giant. Second in not yet returned to this site (Brazzemal
dren.” This fortress is called the Citadel command is the fire giant Bram Cle�- hopes to find the phylactery elsewhere
of Weeping Dragons, and its deepest shank. Vercinabex serves the group as an in the ruins.)
vault is the repository for Dragotha’s advisor and a source of magical support. Nevertheless, three fire giant guards
long-hidden phylactery. The promon- While the Tiamikal Nul-Shada oppose are stationed in the area, watching for
tory the fortress is built upon is of solid the dragons (and thus oppose Dragotha), signs that the dragons are returning.
stone, and the fortress itself was shaped they are by no means allies of the PCs. Two of these giants wait in this area,
from this rock with magic by the Order They react to the party’s attempt to infil- while the third mans the ballista in
of the Storm well over 1,500 years ago. trate the Citadel with hostility, assuming area 5. If they notice the PCs, they give
The druids built on a grand scale; even that they’re either agents of the dragons cries of warning. No other giants join
though it served them as a fortress, they or adventuring opportunists taking them from within, but those inside do
wanted their allied stone giants to be advantage of the siege to try to sneak into prepare for intrusion.
comfortable within its halls. and loot the citadel. The PCs will find If the PCs haven’t yet defeated the
The Citadel of Weeping Dragons is very little welcome here. blue dragon Vermirox, he happens to be
the focal point for the powerful wards The Citadel of Weeping Dragons (and lurking nearby, invisibly, when the alarm
that protect Kongen-Thulnir, and as a the pillar of stone it rests upon) is pro- goes up. He takes the time to cast his
result those giants that dwell here are tected by powerful magic. All of the walls defensive spells and then swoops in to
the most strongly affected by the ward’s within the citadel are magically treated join the fight a few rounds a�er it begins,
compulsion to defend the place from (Dungeon Master’s Guide, page 59); focusing his initial attacks on whoever
draconic attack. Over the generations, additionally, they cannot be affected by seems to be losing the battle before turn-
the giants that lived here became an transmutation spells as long as the phy- ing his attentions to the victors.
almost cult-like society of dragon-hat- lactery vault remains closed. Ceilings are
ing fanatics. The members of the Tiami- 20 feet high. Doors are 15 feet high, and Tiamikal Nul-Shada Sergeants (2) CR 14
kal Nul-Shada know that something of require a DC 15 Strength check to open Male and female fire giant fighter 4

72 DUNGEON APRIL 2006


LE Large giant (fire) This is the main entrance to the Cita- Base Atk +18; Grp +34
Monster Manual 121 del of Weeping Dragons. The doors Special Atk engulf
Init +4; Senses low-light vision; Listen +2, depict the destruction of Tiamat’s chil- Abilities Str 26, Dex 1, Con 34, Int —, Wis
Spot +14 dren and remain perpetually tearstained 1, Cha 1
Languages Common, Giant through an enchantment placed on them SQ transparent
AC 26, touch 9, flat-footed 26 ages ago by the druid builders. Despite Engulf (Ex) This gelatinous cube can mow
hp 226 (19 HD) their prodigious size, the perfectly bal- down Gargantuan or smaller creatures. It’s a
Immune fire anced stone doors open inward easily DC 31 Reflex save to avoid being engulfed.
Fort +20, Ref +8, Will +11 when they’re unbarred from within. Paralysis (Ex) A DC 34 Fortitude save is
Vulnerable cold enough to resist the cube’s paralysis. Those
Spd 30 �. 3. Cube Trap (EL 12) who fail are paralyzed for 3d6 rounds.
Melee mwk greatsword +29/+24/+19
(3d6+20/19–20) The hallway beyond the stone doors runs 4. Diffusion Chamber
Ranged mwk composite longbow straight to another set of stone doors This oddly shaped but otherwise empty
+15/+10/+5 (2d6+10/x3) or at the far end. The hall itself is about chamber is cleverly designed to absorb
rock +14/+9/+4 (2d6+13) fifteen feet wide. the blast of a dragon’s breath weapon. On
Base Atk +15; Grp +32 either side are alcoves that can provide
Atk Option Cleave, Improved Overrun, The secret doors along the sides cover against breath weapons unleashed
Improved Sunder, Power Attack, Quick of the hall are made of stone and are into the chamber from area 3.
Draw, rock throwing extremely well hidden (DC 35 Search
Combat Gear oils of magic weapon (2), potion check to locate). 5. Bastion (EL 14)
of cure moderate wounds (2), tanglefoot Trap: Any creature that steps on the
bag (2), flask of alchemist’s fire (5) 10-foot-square marked with a “T” causes This parapet overlooks the approach to the
Abilities Str 36, Dex 10, Con 24, Int 10, Wis the ceiling above to open, dropping a main gate. A mounted ballista and barrels
17, Cha 8 specially bred advanced gelatinous cube of ammunition sit here.
SQ rock catching down onto the area below. The gelati-
Feats Cleave, Improved Initiative, Improved nous cube itself is rather large, and can There are 30 ballista bolts here.
Overrun, Improved Sunder, Iron Will, fit into the passage below only by squeez- Creature: A single Tiamikal Nul-Shada
Lightning Reflexes, Power Attack, Quick ing. When it drops, it takes 2d6 points sergeant mans this ballista. He does not
Draw, Weapon Focus (greatsword), of falling damage and angrily attacks hesitate to use it against PCs he notices
Weapon Specialization (greatsword) anything in the area. It gets a free engulf approaching the citadel.
Skills Climb +11, Cra� (weaponsmithing) +8, attack on all creatures directly under it Tiamikal Nul-Shada Sergeant: hp 226;
Intimidate +8, Jump +11, Spot +14 when it lands. see page 73.
Possessions combat gear, +1 full plate, The statistics below for the gelatinous
masterwork greatsword, masterwork cube include a –4 penalty to Armor Class 6. Blockhouse
composite longbow (+10 Str) with 50 and on attack rolls for squeezing into a
arrows, bag of 3d4 rocks and miscellaneous narrow area. The interior of this outbuilding is a mess of
treasures worth 1d4 x 100 gp Cube Trap: CR 12; mechanical; touch burnt and partially-melted bunks, smashed
Vermirox: hp 337; see page 65. trigger; manual reset; releases advanced footlockers, and fragments of the roof.
gelatinous cube; Search DC 35; Disable
2. Tear-Stained Portal Device DC 35. This was once the barracks area for
the Tiamikal Nul-Shada sergeants. When
A pair of stone double doors, each twenty Advanced Gelatinous Cube CR 12 the dragons attacked, this was one of the
feet high, opens into the natural rock wall N Gargantuan ooze first areas hit. Now it is little more than a
at the base of the citadel. The doors bear Monster Manual 202 scorched stone shell with partially-col-
bas-relief carvings of dragons falling from Init –5; Senses blindsight 60 �.; Listen –5, lapsed walls. It interior is completely gutted.
the sky, slain by great arrows and rocks, and Spot –5 A DC 25 Search check locates a trap door in
broken dragon bodies lying in heaps on the AC –3, touch –3, flat-footed –3 the center of the floor beneath the burned
ground below. Faintly visible above all are hp 420 (24 HD) wreckage, but a DC 18 Strength check is
five dragon heads, representing each of the Immune electricity, ooze traits necessary to li� it due to the debris jammed
chromatic breeds, looking on in anguish. Fort +19, Ref +2, Will +2 around it. Beyond the trap door, a ladder
The stone of the doors is damp with rivulets Spd 15 �. leads down to one of the secret passages
of water seeping down its surface. Melee slam +18 (2d6+12 plus 1d6 acid plus northeast of area 3. A character who opens it
paralysis) from below is showered with debris for 2d6
Space 20 �.; Reach 15 �. points of damage (DC 15 Reflex negates).

APRIL 2006 DUNGEON 73


KINGS OF THE RIFT BY GREG A. VAUGHAN

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APRIL 2006 DUNGEON 75


KINGS OF THE RIFT BY GREG A. VAUGHAN

7. Courtyard second-in-command of the Tiamikal Possessions combat gear, +3 cold resistance


Nul-Shada. Bent on vengeance a�er a chain shirt, +2 flaming burst battleaxe, +2
This open courtyard between the ruined run-in with a black dragon early in his flaming burst handaxe, +1 returning spear
blockhouse and the main keep is charred life, Bram still bears the acidic burn scars Aura of Courage (Su) Bram is immune to
and discolored from multiple breath and a metal plate riveted to his le� lower fear, and all allies within 10 feet gain a +4
weapon attacks. A few acrid puddles remain leg from a hideous wound he took. This morale bonus on saving throws against
on the ground. homicidal maniac is barely kept in check fear effects.
by Kagro Thundersmiter. The only thing Damage Bonus (Ex) Bram gains a +6
A wooden trap door covers a nar- Bram enjoys as much as slaughtering bonus on all weapon damage rolls
row chute that descends a few feet to a dragons is slaughtering anything else. made against dragons.
chamber that holds the gelatinous cube Dwarves in particular. Overcome Draconic Spell Resistance (Ex) Bram
above area 3. The giants use the chute to gains a +6 bonus on caster level checks to
feed it garbage. Bram Cleftshank CR 18 overcome a dragon’s spell resistance.
Male fire giant ranger 2/dragonslayer 6 Twelve-Headed Pyrohydra: hp 129;
8. Guardpost (EL 16) LE Large giant (fire) Monster Manual 157.
Creature: Two Tiamikal Nul-Shada Monster Manual 121, Draconomicon 126 Tactics: Bram watches out the win-
sergeants stand guard in this room. They Init +5; Senses low-light vision; Listen +4, dows while keeping an eye on the room’s
attempt to hold off intruders as long as Spot +22 doors. When enemies enter, he throws
possible, but if one is reduced to less Aura courage (10 �.) his spear at the chain holding the iron
than 40 hit points, both make a fighting Languages Giant brazier hanging from the ceiling (AC
retreat to area 9. AC 26, touch 10, flat-footed 25; Dodge 20, Hardness 10, hp 10) before wading
Tiamikal Nul-Shada Sergeants (2): hp hp 247 (23 HD); DR 2/— in to attack. If the chain breaks, the iron
226 each; see page 73. Immune fear, fire pot falls. Anyone inside the room and
Resist acid 5, cold 10, electricity 5, sonic 5 within 10 feet of the eastern door must
9. Great Hall (EL 18) Fort +23, Ref +13, Will +16 make a DC 15 Reflex save to avoid tak-
Weakness vulnerable to cold ing 6d6 points of bludgeoning damage
This cavernous hall is dimly lit by two win- Spd 40 �. and 3d6 points of fire damage from the
dows in the western wall and a heavy iron Melee +2 flaming burst battleaxe heavy, red-hot pot. Bram fights near to
pot of glowing coals hanging from the ceil- +25/+20/+15/+10 (2d6+24/19–20/×3 plus the hydra, forcing anyone who wants to
ing beams above. The pot sways slightly, 1d6 fire) and fight him in melee to contend with the
casting weird shadows throughout the +2 flaming burst handaxe +25 (1d8+18/19– angry monster as well.
room. The ceiling slopes down from the 20/×3 plus 1d6 fire)
center of the room to a mere fi�een feet at Ranged +1 returning spear +20 (2d6+13/×3) 10. Holding Cell
the west end. A stone table surrounded by Space 10 �.; Reach 10 �. The iron door to this small garret can
six giant-sized chairs dominates the center Base Atk +19; Grp +35 be locked from the outside. It doubles as
of the room. Atk Options Power Attack; favored enemy +2 the hydra’s pen and as a holding cell for
(dragons), damage bonus any prisoners that the giants capture. It
The giants of the Tiamikal Nul-Shada Combat Gear potions of cure serious wounds is befouled by dung and partially eaten
gather here for their meals. The south- (3), potion of fly, wand of protection from corpses from the hydra’s long habitation.
ern door is composed of iron and hangs energy (16 charges) The ladder leading up can be retracted
slightly ajar. Spells Prepared (CL 2nd) up to a landing on the fourth level, but
Creatures: The mascot of the Tiamikal 1st—longstrider right now is extended all the way down to
Nul-Shada, a twelve-headed pyrohydra, is *5-point Power Attack the floor to aid in movement throughout
chained in the south alcove. It normally Abilities Str 35, Dex 13, Con 22, Int 10, Wis the citadel.
remains in area 10, but was released 18, Cha 8
when the citadel came under attack. Its SQ rock catching, overcome draconic 11. Larder (EL 7)
chain (Hardness 10, hp 50) allows it to spell resistance
reach 30 feet into the room. It has been Feats Dodge, Improved Critical (battleaxe, A large fireplace dominates this kitchen
trained not to attack giants. handaxe), Improved Initiative, Iron Will, and larder. A spit large enough to cook
Yet the hydra isn’t the only creature Lightning Reflexes, Power Attack, Quick an ox stands within, and barrels of cheap
waiting to be encountered here. Sitting Draw, Track, Two-Weapon Fighting, Two- wine and rancid foodstuffs fit only for the
at the western end of the table, sourly Weapon Defense uncouth palate of a giant are stacked in the
munching on an enormous overcooked Skills Intimidate +23, Knowledge (arcana) back of the chamber.
drumstick, is a scowling, horribly scarred +6, Spot +22, Tumble +7
fire giant. This is Bram Cle�shank, the

76 DUNGEON APRIL 2006


Creatures: The giants’ servants, six ter- here are two Large masterwork heavy some heavy furniture of hewn logs, and a
rified bugbears, hide in the corners of crossbows and 100 bolts. stone hearth.
this chamber. They are unarmored and
armed only with various kitchen imple- 16. Central Hall This room serves as guest quarters for
ments (treat as daggers). Thoroughly visiting giants; it is currently unused.
cowed by the giants, they fight only in The walls of this long hallway are decorated
self-defense. with swaths of dragon hide and other tro- 18. Artillery Pits
Bugbears (6): hp 16 each; Monster Man- phies gathered from various dragons. Each of these walled yards holds a heavy
ual 29. catapult. They are sectioned off from
The ladder in the west can be retracted each other to provide cover and prevent
12. Servants’ up to area 21; if the alarm has been raised, any single dragon attack from affecting
Dormitory Kargo has done just that. all of them. They have been hit hard, and
Treasure: The dragon trophies on the currently each catapult can withstand
This (relatively) low-ceilinged chamber wall are well-preserved and mounted approximately one more direct breath
holds only flimsy bunks and a few sticks on fine stands. There are 20 in all, and weapon hit before being destroyed.
of rude furniture. Two unlit lanterns hang while each weighs 200 pounds, they’re Each catapult has 1d6 crawler loads in
from the beams of the ten-foot ceiling. each worth 500 gp. a nearby bin.
Kagro Thundersmiter
This chamber serves as the quarters of 17. Guest
the citadel’s bugbear servants. They are Quarters
not allowed to keep treasure.
This chamber has a
13. Latrines giant-sized bed
with rough
This chamber commands a breathtaking woolen blan-
view of the canyon, and two large holes in kets and a
the floor serve as toilets. The ceiling slopes sackcloth
sharply down to the north. pillow,

There is nothing of interest in here. The


holes in the floor plunge 10 feet through
the rock before opening into the canyon.
Filthy iron bars block the tunnels, but if
removed this can serve as a nauseating
but effective entry point into the citadel.

14. Upper Battlements


This battlement is surrounded by a 10-
foot-high parapet. By design it is rather
cramped and does not provide an
ideal place for a dragon to land while
providing cover for defenders against
dragon attacks. If the PCs loiter here,
feel free to have one of the dragon
attacks in Event 2 take place.

15. Pillbox
This heavily fortified chamber is
accessible only through a trapdoor
in the floor that leads down to the
hallway between areas 8 and 9. Three
arrow slits provide a good field of
fire over the eastern portion of the
citadel. Stacked against the wall in

APRIL 2006 DUNGEON 77


KINGS OF THE RIFT BY GREG A. VAUGHAN

19. Guardpost (EL 16) Kongen-Thulnir, he fell under its spell Hunting Bonus (Ex) Kagro gets a +4 bonus
Creature: Two Tiamikal Nul-Shada instantly. His rise in power in the Tiami- on Bluff, Listen, Search, Sense Motive,
sergeants stand guard in this room. If kal Nul-Shada is as much a testament to and Spot checks when using these skills
they see or hear intruders, they charge his obsession with killing dragons as it against dragons.
to attack, bellowing loudly to alert any is to anything else. Sneak Attack (dragon) (Ex) This functions
remaining giants in the Citadel. as the rogue ability of the same name,
Tiamikal Nul-Shada Sergeants (2): hp Kagro Thundersmiter CR 18 except that it only works against dragons.
226 each; see page 73. Male fire giant rogue 8/dragonstalker 4 Ignore Natural Armor (Ex) Once per day,
LE Large giant (fire) Kagro can ignore a target’s natural armor
20. Parapet Monster Manual 121, Draconomicon 129 bonus (including any enhancement bonus
This parapet stands 80 feet above the Init +6; Senses low-light vision; Listen +15, to that natural armor). He must declare
main gate and has an excellent view of Spot +15 that he is using this ability before he
the approach to the citadel. It is accessi- Languages Common, Draconic, Giant makes the attack roll.
ble by a trapdoor in the floor. A deceased AC 31, touch 13, flat-footed 29; Dodge, Tactics: Although Kagro has retreated
Tiamikal Nul-Shada sergeant lies up Mobility, improved uncanny dodge to this chamber to wait out the dragon
here, horribly mauled by dragon claws. hp 319 (27 HD) DR 5/evil siege, he hardly sits idly by if the cita-
Immune fire del is invaded. As soon as he hears the
21. Chamber of the Fort +23, Ref +20, Will +19; evasion alarm raised, he gathers his gear and
Heartkeeper (EL 18) Vulnerable cold begins to patrol the citadel, loudly call-
Spd 40 �. ing out challenges to the intruders and
This chamber is decorated like a hunting Melee* +2 dragon bane keen greataxe demanding that they present them-
lodge. Half a dozen dragon skulls of vari- +30/+25/+20/+15 (3d6+28/19–20/x3) selves to him for judgment.
ous breeds are mounted on the walls. The Ranged +1 javelin +23 (1d8+12) Treasure: Alhtough Kagro carries most
furnishings include a table, three chairs, Base Atk +21; Grp +37 of his valuables on his person, one item
and some shelves, all composed of dragon Atk Option Blind-Fight, Improved Bull in particular is hidden in the furs of his
claws and horns riveted together. The bed Rush, Power Attack, Spring Attack, ignore bedding. This is a Medium flame tongue
is nothing more than a huge mound of natural armor 1/day, rock throwing, sneak dragonfang longsword made entirely from
hides and furs. A ladder rises to a trap door attack +4d6, sneak attack (dragon) +4d6 a red dragon’s tooth. Despite its strange
in the ceiling, and another trap door exits Combat Gear cape of the mountebank, potion composition, this weapon performs as if
in the floor. of barkskin (2), potion of displacement, it were cra�ed of the finest steel. In fact,
potion of haste (2), potion of cure serious its dragoncra� quality causes it to inflict
Creature: This chamber serves as wounds (3) an additional point of fire damage when-
the abode of the leader of the Tiami- *5-point Power Attack ever it strikes a target. Kagro recovered
kal Nul-Shada, a position traditionally Abilities Str 36, Dex 10, Con 24, Int 10, Wis this trophy long ago, and although it is
known as the Heartkeeper due to the 17, Cha 8 too small for him to use properly he kept
phylactery hidden in the dungeons SQ hunting bonus, rock catching, it anyway.
below. The significance of that title has trapfinding, trap sense +2 Development: Kagro suffers no intru-
been lost for centuries, and the giants Feats Blind-Fight, Dodge, Improved Bull sions into his Citadel, but if the PCs
no longer remember what it is that Rush, Improved Initiative, Iron Will, react to his arrival with the proper level
they guard. The skulls and claws on Mobility, Power Attack, Spring Attack, of deference and respect (and a DC 30
the walls belong to various chromatic Track, Weapon Focus (greataxe) Diplomacy check) he won’t immediately
and metallic dragons, but unlike the Skills Balance +8, Bluff +5 (+9 vs. dragons), attack them when he encounters them.
trophies in area 16 they have no real Climb +19, Gather Information +3, Hide He can answer most questions about the
intrinsic value. A door in the north wall +7, Intimidate +11, Jump +19, Knowledge Citadel, but remains fairly elusive about
exits out onto a balcony surrounded by (arcana) +10, Listen +15 (+19 vs. dragons), its defenses and the phylactery vault.
a 10-foot-high parapet to provide cover Move Silently +7, Search +6, Sense Motive If the PCs can prove to him that Verci-
from aerial attacks. There are 15 throw- +7 (+11 vs. dragons), Spot +15 (+19 vs. nabex handed over his vault key to Charl-
ing rocks stacked out on the balcony. dragons), Survival +7 (+9 when following gar, Kagro’s rage turns to the frost giant;
The Heartkeeper, Kagro Thunder- tracks), Tumble +16 he may even recruit the PCs to help track
smiter, is disciplined, loyal, and fairly Possessions combat gear, +5 mithral the sorcerer down and force him to reveal
well-groomed. His tribe was wiped out breastplate, +2 keen dragon bane greataxe, where the key has been hidden.
by a white dragon in the Griff Mountains 5 +1 javelins, mantle of faith, ring of In the end, Kagro refuses to allow any-
when he was a youth, and it le� such a protection +2, ring of resistance +3 (as one into the phylactery vault. The PCs
strong impression on his young psyche cloak of resistance +3), amulet of health +2, will either need to defeat him or open
that, when his travels brought him to vault key the vault in secret. If he discovers the

78 DUNGEON APRIL 2006


PCs have opened the vault, he vows to cover much of the walls. A bed of cushions now the Tiamikal Nul-Shada must make
hunt them down and kill them all. is near one wall, and a low wooden table do without a spiritual leader.
(by giant standards), silvery and cracked Creatures: Juroth used a greater pla-
22. Tower Roof (EL 14) from age, rests near the opposite wall sur- nar ally spell to ensure that even when
The roof of the tower is surrounded rounded by sitting cushions. A large hoo- he was elsewhere, this chamber would
by a 7-foot parapet. Upon the roof is kah stands in the center of the room. The have a dangerous guardian to watch over
mounted a ballista, along with 12 bolts far corner holds a crudely carved stone idol it. This guardian is a marilith demon
and two harpoons. that depicts a visage that is half beast, half named Alakora, a svelt and sinuous crea-
demon. ture with the lower body of a rattlesnake.
23. Shrine of Erythnul She wears dozens of bracelets that fur-
(EL 17) The door to this room hangs open. ther add to the rattling, jangling chorus
Note that the room’s guardian is likely This shrine to Erythnul was once that accompanies her every movement.
to attack as the PCs descend the stairs tended by a stone giant cleric named Alakora has been paid well for her ser-
to the south before they actually have a Juroth. During the initial attack on vices, and remains a vigilant guardian
chance to enter this room, . the citadel, Juroth was one of the first even a�er Juroth’s death.
giants to die, ruined by Brazzemal and
This chamber is rough-hewn from the rock. cast into the gulf of the Ri� Canyon. Alakora CR 17
A single fissure in the far wall acts as a nar- Kargo intends to try to recover the body Female marilith demon
row window, allowing in light and fresh once the siege is over, and hopes to have CE Large outsider (chaotic, extraplanar, evil)
air. Every inch of the floor is covered with Juroth resurrected by the King, but for Monster Manual 44
exotic-looking rugs, and silken hangings Init +4; Senses darkvision 60 �., true seeing;
Listen +31, Spot +31
Vercinabex Tor Languages Abyssal, Celestial, Draconic;
telepathy 100 �.
AC 35, touch 16, flat-footed 28
hp 248 (16 HD); DR 10/good and cold iron
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 25
Fort +21, Ref +14, Will +14
Spd 40 �.
Melee +1 flaming burst scimitar
+26/+21/+16/+11 (1d8+10/15–20 plus 1d6
fire) and
5 +1 scimitars +26 (1d8+5/15–20) and
tail slap +22 (4d6+4)
Space 10 �.; Reach 10 �.
Base Atk +16; Grp +29
Atk Options Combat Expertise, Power
Attack; improved grab (tail), constrict
4d6+13
Special Atk summon tanar’ri
Spell-Like Abilities (CL 16th)
At will—align weapon, blade barrier (DC
23), magic weapon, project image (DC
23), polymorph, see invisibility, telekinesis
(DC 22), greater teleport (self plus 50
pounds of objects only), unholy aura
(DC 25)
Abilities Str 29, Dex 19, Con 33, Int 18, Wis
18, Cha 24
Feats Combat Expertise, Combat
Reflexes, Improved Critical (scimitar),
Multiattack, Multiweapon Fighting,
Weapon Focus (scimitar)

APRIL 2006 DUNGEON 79


KINGS OF THE RIFT BY GREG A. VAUGHAN

Warmace image of herself on the opposite side Spells Prepared (CL 16th, +18 ranged touch)
Anyone wielding a warmace takes a of the room and then begins filling this 8th (3/day)—maze
–1 penalty to Armor Class because the chamber with more blade barriers. She 7th (6/day)—prismatic spray (DC 26),
weight of the weapon makes it dif-
repeats these tactics until she is either spell turning
ficult to recover quickly from swing-
slain or the PCs flee from the room. 6th (7/day)—chain lightning (DC 25),
ing it. A warmace is too large to use
in one hand without special training Treasure: The brass hookah, finely greater dispel magic, Otiluke’s freezing
(the appropriate Exotic Weapon Pro- woven rugs, and silk wall hangings are sphere (DC 25)
ficiency feat). A character can use a worth a total of 3,500 gp. Hidden among 5th (7/day)—cloudkill (DC 22), cone of cold
warmace two-handed as a martial the bed cushions (DC 17 Search check) is (DC 24), teleport, wall of force
weapon. A Medium warmace is worth a leather bag holding 290 gp and assorted 4th (7 day)—dimension door, confusion (DC
25 gp, inflicts 1d12 points of damage gems worth 600 gp. 21), ice storm, wall of ice (DC 23)
on a hit, and threatens a critical hit on 3rd (8/day**)—greater magic weapon,
a 20, dealing ×2 damage on a critical 24. Vercinabex Tor’s haste, fly, lightning bolt (DC 22)
hit. Such a warmace weighs 10 pounds Chamber (EL 16) 2nd (8/day)—fox’s cunning, gust of wind
and inflicts bludgeoning damage. The
(DC 21), locate object, mirror image,
warmace appears in Complete Warrior.
This large chamber seems to be a combi- shatter (DC 21)
nation of bedroom and study. Against the 1st (8/day)—disguise self (DC 18),
Skills Bluff +26, Concentration +30, far wall lie numerous furs and cushions expeditious retreat, magic missile,
Diplomacy +30, Disguise +7 (+9 acting), heaped in a haphazard nest. The walls are shocking grasp, shield
Hide +19, Intimidate +28, Listen +31, covered with strange runes and markings, 0 (6/day)—acid splash, disrupt undead,
Move Silently +23, Search +23, Sense and a large stack of oversized books lies on ghost sound (DC 17), mage hand,
Motive +23, Spellcra� +23, Spot +31, Use a cluttered desk to the north. message, prestidigitation, ray of frost,
Magic Device +26 read magic, touch of fatigue (DC 17)
Possessions +1 flaming burst scimitar, five Creature: The frost giant Vercinabex *5-point Power Attack
+1 scimitars, amulet of health +4, bracers of Tor lives here. He has retreated to this **Has already cast greater magic weapon
armor +3, ring of protection +3, bracelets chamber to outwait the dragon siege. once today
worth a total of 4,500 gp He’s been looking through his small Abilities Str 30, Dex 12, Con 24, Int 10, Wis
Tactics: Alakora has used polymorph to collection of books for the thousandth 12, Cha 24
take the form of a Fine spider and clings time, hopelessly searching pages he’s SQ rock catching, summon familiar (hawk
to the side of the northern wall, where long-since memorized for hidden con- named Teskian)
she watches the southern passageway texts that might grant him an insight Feats Alertness, Cleave, Combat Casting,
and the window in the wall intently. As into how the doors in area 25 could pos- Cra� Wondrous Item, Exotic Weapon
a Fine spider, she has Hide +39. As soon sibly be opened. (warmace), Extend Spell, Greater Spell
as she sees intruders (any non-fire giants Focus (evocation), Improved Bull Rush,
or named giants from this Citadel are Vercinabex Tor CR 18 Improved Initiative, Maximize Spell,
intruders to her), she uses project image to Male frost giant sorcerer 16 Power Attack, Spell Focus (evocation)
appear at the far end of the hall. The next CE Large giant (cold) Skills Bluff +15, Concentration +15,
round she creates a blade barrier between Monster Manual 122 Intimidate +26, Knowledge (arcana) +8,
the closest PC and the entrance to this Init +5; Senses low-light vision; Listen +3, Listen +3, Spot +20 (+23 in bright light),
room. Each round therea�er, she contin- Spot +20 Spellcra� +10
ues to create blade barriers in the south- Languages Giant Possessions combat gear, +2 icy burst
ern hall, hedging in the PCs further and AC 25, touch 10, flat-footed 25 warmace, bracers of armor +6, cloak of
further. She may use telekinesis to move hp 313 (30 HD) Charisma +6
PCs through several blade barriers once Immune cold
she grows bored with this tactic. Fort +21, Ref +10, Will +15 Tactics: Vercinabex’s obsession with
If anyone makes it into her chamber, Weakness vulnerable to fire the contents of the phylactery vault now
she immediately reverts to her true form Spd 40 �. verges on madness. He doesn’t notice
and attacks in melee, fighting until she is Melee* +4 icy burst warmace anyone entering this chamber, and sim-
reduced to 50 hit points or less, at which +26/+21/+16/+11 (3d6+29 plus 1d6 cold) ply continues to flip madly through his
point she teleports out to area 1, casts Ranged rock +18 (2d6+10) tattered books and make notes in the
polymorph several times to heal herself, Space 10 �.; Reach 10 �. increasingly ink-filled margins. If the
then assumes the form of a wasp and Base Atk +18; Grp +32 PCs wish to attack him, they automaticly
flies back down to the window in this Atk Options Cleave, Improved Bull Rush, have surprise over the obsessed giant. If
room to check up on the PCs. If they are Power Attack the PCs have brought along Kagro, hav-
still within, she once again projects an Combat Gear potions of cure serious wounds (4) ing convinced him that Vercinabex is a

80 DUNGEON APRIL 2006


traitor, the hill giant loudly demands an of opening,” Vercinabex ruefully admits The true significance of the similarity
explanation from the frost giant sorcerer. he hasn’t been able to determine what between the PCs and the carvings on the
In either event, once Vercinabex notices exactly this ritual is. Perhaps one of the door is le� to you to decide.
his sanctum has been invaded, he flies PCs might be able to figure it out? As long as the vault doors remain closed,
into a blind rage and attacks. the chamber beyond remains protected
Although a powerful sorcerer, Ver- 25. Guardian of the by a dimensional lock effect that cannot be
cinabex remains very much a physical Heart (EL 19) dispelled. Mordenkainen’s disjunction, wish,
presence. He uses his magic to aug- or miracle can remove this effect.
ment his fighting, but doing so typically The stairs descend into an oddly-shaped Fortunately for the PCs, an ally waits
requires several rounds of preparation. room with a ceiling vaulting forty feet for them here. As they approach the door,
In his madness, he’s developed a strange overhead. Great stone double doors exit the ghostly form of a short, humanoid
and risky method of ensuring he has the to the northeast. These are covered in figure shimmers and rises up out of it
privacy he needs to prepare for com- a detailed bas-relief depicting a human to float in the air above. The ghost has
bats—he casts maze on himself. Once in form trapped in a trapezohedral shape. All a strange look on his face, a combina-
this maze, Vercinabex casts his defensive around this form writhe dozens of carved tion of fear and excitement. His head
spells on himself, a�er which he begins worms. A strange pale golden shimmering lolls on a broken neck, and his fingers
making DC 20 Intelligence checks to seems to dance at times over these doors, end in long tendrils of ectoplasm that
escape his maze. Even if he doesn’t and set into the center of each is a single look almost like claws. The PCs have met
make any of these checks (remember small keyhole. this ghost before, at a time when their
that fox’s cunning effectively grants him progress was once before barred by an
a +2 bonus on these checks), Vercina- This room guards the door to the unopenable door. This is the ghost of
bex figures that if he has to wait the full chamber of the phylactery. The stone Alastor Land, returned from beyond to
10 minutes, chances are whatever had doors depict Kyuss’ imprisonment aid the PCs one last time. He speaks,
come to attack him has moved on or within the black monolith deep in the and this time his voice seems to have
forgotten about him. Wormcrawl Fissure. This is obvious to matured. In the months between their
Treasure: Vercinabex keeps a small bag anyone who makes a DC 30 Knowledge last meeting, Alastor Land has lost his
of mundane odds and ends in his bed (religion) check. Upon closer inspection, willful childish personality, in no large
of furs. In addition to various strange more details become apparent. Depicted part due to the great favor the PCs did
fetishes and bits of dragon, this bag in the scene on the le�-hand door are for him by returning the bones of his
holds 1,275 gp, 3,800 sp, 4,500 cp, a com- hundreds of stone giants locked in family to their graves in “The Whisper-
plete set of gold tableware and serving mortal combat with horrific worm-cov- ing Cairn.”
pieces stolen from a bandit prince worth ered undead of all shapes and sizes. The
2,500 gp, various gems worth a total of giants appear to be taking the worst of it. “Well met, friends. Long have our journeys
900 gp, and a potion of water walk. Overshadowing all is a massive monolith been since our last meeting. You have come
Development: Although it’s unlikely, upon which stands a huge figure of gro- far in your quest to stop the abomination
the PCs might be able to shi� Vercina- tesque proportions with writhing worms that rises even as we speak, and I have been
bex’s initial hostile attitude to helpful. all over its body—Kyuss himself. A circle down long roads in other worlds learning
If they do, and can convince the giant of a dozen small figures stands before who and what I am. And now, here at this
that they want to open the vault, he may the monolith enacting some ritual. The juncture, our paths cross again. As you have
agree to aid them. He only does so if right-hand door focuses in on the ritual doubtless learned, an age ago the Vaati
the PCs can convince him that they’ll of the small human figures, members of fought a great battle against the forces of
let him have first pick of whatever won- the Order of the Storm. They have gath- Chaos not far from here. Miska the Wolf-
drous item is hidden within; if the PCs ered in a circle on a ledge overlooking Spider was imprisoned, the Queen of Chaos
tell him that the only thing inside is a cliff, obviously protecting something banished, and the Rod of Law was broken
Dragotha’s phylactery, Vercinabex scoffs. in their midst. Crawling and clamber- into the Rod of Seven Parts and cast across
“Certainly a vault this potent holds more ing up over this ledge are dozens of the cosmos. Tombs were built to inter
than one dusty old dragon’s phylac- skeletal undead, and rearing up in the their honored dead, but the Vaati did not
tery!” Once allied, Vercinabex tells the background is an immense bony worm- abandon the field of battle entirely. Certain
PCs that the vault can only be opened like creature. Between these undead and guardians were le� behind to watch and
if two people utilize two different keys the druids stand a group of brave heroes, wait for the reemergence of Chaos. One
during a “ritual of opening.” Kagro has single-handedly holding off the advanc- of these guardians was an order of mor-
one key, and Vercinabex knows exactly ing undead. tal druids. The Vaati taught these druids
where the other one is; he’ll lead the PCs If your players have played through their secrets, and when they le� for other
to the Carrion Pit and even aid them “The Library of Last Resort,” they may realms, this order grew powerful. They
in reaching the key. As for the “ritual recognize some of these heroes depicted. became the Order of the Storm, and they

APRIL 2006 DUNGEON 81


KINGS OF THE RIFT BY GREG A. VAUGHAN

defeated Kyuss nearly fi�een centuries ago. may make him more dangerous than ever 26. Phylactery Vault (EL 23)
Kyuss was banished, locked away in a stony before. Yet I see little choice.
prison, but now he threatens once again. “I must now go. You shall not see me The ceiling of this vaulted chamber is lost
“Over long years, the secret watchers again, I think, until you join me on the other in shadow above. Flanking stairs rise ten
joined with the cultures around them. side. Good luck, my friends, and farewell…” feet to a platform across the room. Atop
These guardians forgot their cause, and it stands the statue of a rampant dragon,
traditions were abandoned. My family, the A�er completing his monologue, a wings spread, foreclaws extended, and
Land family, named for their sacred attach- smile crosses the ghost’s lips and he fades mouth agape. Its chest is open, reveal-
ment to the hallowed grounds of the Vaati away without answering any questions. ing its rib cage, wherein floats a ruby-red
fallen, were among the last of these watch- Creature: Guarding this room are the box, its faces carved with leering dragons.
ers. Though the blood of the Vaati ran thin remnants of the ancient giant culture Dark striations of rock travel vertically
in my veins, it still called to me and allowed of Kongen-Thulnir, le� behind to for- through the walls, creating the illusion
me access to the tomb of Icosiol until my ever guard the entrance to the phylac- of pulsing blood veins in the light given
destiny was fulfilled and I fell to a trap. Like- tery vault. These are two ancient undead off by the glowing red box. A susurrus
wise, your coming to the Whispering Cairn giants known as raams. The towering echoes through the chamber like dark
was no accident. I can smell the mark of the creatures stand silent and still, one to secrets long hidden. As the doors swing
Vaati within you, heroes. You may be the either side of the door. They make no wide, the flickering light pulses once, and
last of a long line, the only surviving heirs move to attack unless anyone tries to then fades.
to the Vaati legacy. As such, I have come to open the door by force. If the keys are
advise you one more time. used with the proper ritual, the raams The box floating in the dragon
“Kyuss’ strength lies in his prison. When remain motionless. statue’s chest is Dragotha’s phylactery.
he became a god, he became trapped in Raams (2): hp 168; see Appendix. No traps or guardians protect it now,
the focus of his divine apotheosis—a mas- Development: A�er hearing Alastor’s and the PCs can claim it with ease. Yet
sive monolith of stone affixed to the peak tale and recovering the vault keys, all the the phylactery itself is far from safe to
of the Spire of Long Shadows. Dragotha PCs need to do is approach the door and touch. Each round the phylactery is in
stole this monolith long ago and brought memories of the complex Druidic chant contact with flesh, it inflicts 2d6 points
it to his lair in the Ri� Canyon. Over the required to open the chamber flood into of Wisdom drain as the victim’s mind is
centuries, the presence of Kyuss’ monolith their minds, latent memories implanted assaulted with the madness and rage of
transformed this portion of the canyon into by the Fountain of Dreams during the one of the most terrible dragons ever to
what is known today as the Wormcrawl Fis- climax of “The Library of Last Resort,” live and die and live again. A DC 20 Will
sure. Once, a�er Dragotha was murdered awakened by the proximity to the source save prevents the Wisdom drain for one
by the Chromatic Dragon and returned to of their quest. round. The whispers filling the room
unlife by the Wormgod, Kyuss managed are the results of having contained
to escape his prison. With Dragotha as the Dragotha’s evil for so long, but they
general of his undead armies, the Worm- have no game effect.
god rose from the Ri� and attempted The phylactery itself is difficult,
to begin the Age of Worms, but the but not impossible to destroy.
Order of the Storm was ready. The near-artifact-level object
“You know of this battle. And can be battered apart by phys-
now you know that in the room ical blows that can penetrate
beyond lies Dragotha’s phylac- its hardness, energy attacks
tery. Yet to reach it, you must that get through its energy
look into your memories, resistance, or destroyed by
your souls. Find the ritual of appropriate spells that get
opening, and use the vault keys. past its spell resistance. The
Yet know also that once these phylactery itself is made of
doors open, the phylactery vault ruby and copper.
will be open to all. Dragotha and Of course, the PCs aren’t
his minions will smell his phylac- required to destroy the phy-
tery and they shall come to claim it. lactery; in fact, if they keep
You must be quick. If you destroy it safe, they may well be able
the phylactery, Dragotha can be truly to use it as a potent bargaining
slain, but as his lifeforce escapes, he chip when they finally encounter
may be able to reclaim some of it from Dragotha at the end of “Into the
the beyond—destroying the phylactery Dragotha’s Phylactery Wormcrawl Fissure.”

82 DUNGEON APRIL 2006


If Vercinabex Tor is still with the tance against its Wisdom draining effect) Development: As the PCs open the
party, his madness finally consumes he attempts to teleport away with it to vault, the wards shielding the contents
him when he realizes that there actually return it to Dragotha. If the PCs have from all divination are brought to an end.
isn’t anything more than a phylactery found the Fabler out but he’s still follow- Only 1d6 rounds later, Brazzemal arrives
here. With a feral shriek, he attacks the ing them, he does his best to sneak by the to claim the phylactery, its pulsing energy
PCs as detailed in his tactics section in PCs to accomplish his goal. a beacon to his draconic senses. When
area 24. Dragotha’s Phylactery: Hardness 30; he arrives, the red dragon casts transmute
If the Ominious Fabler is still with hp 60; immune to fire; acid resistance rock to mud on the outside of the pin-
the PCs at this time, he tries to claim 30, cold resistance 30, electricity resis- nacle, undercutting the foundations of
the phylactery for his own. If he man- tance 30, sonic resistance 30; SR 32; this room. At the end of the round, the
ages to claim it (he has no special resis- Break DC 40. portion of the room marked on the map

Brazzemal the Burning

APRIL 2006 DUNGEON 83


KINGS OF THE RIFT BY GREG A. VAUGHAN

with the dashed line collapses and falls greater dispel magic, mass suggestion 1st (8/day)—chill touch (DC 18), identify,
away into the canyon leaving a cavernous (DC 23) mage armor, magic missile, shield
opening to the outside. Anyone standing 5th (7/day)—feeblemind (DC 22), teleport, 0 (6/day)—arcane mark, dancing lights,
in this section takes 6d6 points of blud- transmute rock to mud, wall of force detect magic, ghost sound (DC 17),
geoning damage from falling rocks, and 4th (7/day)—confusion (DC 21), crushing guidance, mage hand, prestidigitation,
must make a DC 25 Reflex save to jump to despair (DC 21), unholy blight (DC 21), read magic, resistance
safety or plummet into the canyon below. wall of fire (DC 21) Spell-Like Abilities (CL 15th)
Brazzemal, meanwhile, lands in the new 3rd (8/day)—deeper darkness, dispel magic, 10/day—locate object
opening and attacks until he is the only protection from energy, slow (DC 20) 3/day—suggestion (DC 20)
one alive; the proximity of the phylactery 2nd (8/day)—cat’s grace, invisibility, mirror 1/day—find the path, discern location
overpowers his instinct for self-preserva- image, pyrotechnics (DC 19), scorching ray *10-point power attack
tion and he fights to the death.
If the two raams still live, they imme-
diately move to attack the red dragon,
possibly providing the PCs with unex-
pected allies. Raam

Brazzemal the Burning CR 23


Male ancient red dragon
CE Gargantuan dragon (fire)
Monster Manual 75
Init +0; Senses blindsense 60 �.,
darkvision 120 �., low-light vision;
Listen +44, Spot +44
Aura frightful presence (DC 34; 300 �.)
Languages Abyssal, Common, Draconic,
Drow Sign Language, Dwarven, Elven,
Giant, Undercommon
AC 39, touch 6, flat-footed 39
hp 527 (34 HD); DR 15/magic
Immune fire, paralysis, sleep
Resist cold 30; SR 28
Fort +28, Ref +19, Will +26
Weakness vulnerable to cold
Spd 40 �.; fly 200 �. (clumsy)
Melee* bite +34 (4d6+24/19–20)
and
2 claws +32 (2d8+17/19–20)
and
2 wings +32 (2d6+17) and
tail +32 (2d8+31)
Space 20 �.; Reach 15 �. (20 �.
with bite)
Base Atk +34; Grp +60
Atk Options Cleave, Flyby
Attack, Improved Bull Rush, Power Attack,
Quicken Breath, Snatch, Tempest Breath
Special Atk crush (4d6+21, DC 36 Reflex
negates), breath weapon (60 �. cone,
20d10 fire, DC 36 Reflex half ), tail sweep
(2d6+21, DC 36 Reflex half )
Spells Prepared (CL 15th, ranged touch +30)
7th (5/day)—insanity (DC 24), word of
chaos (DC 24)
6th (7/day)—chain lightning (DC 23),

84 DUNGEON APRIL 2006


Abilities Str 39, Dex 10, Con 29, Int 24, Wis a�er the battle there are many dragon Organization solitary, pair, band (3–7) or
25, Cha 24 lairs whose masters will not be return- tribe (8–24)
Feats Cleave, Flyby Attack, Hover, ing home. Perhaps the party chooses Treasure standard
Improved Bull Rush, Improved Critical to seek out these now-abandoned Advancement by character class
(bite, claw), Multiattack, Multisnatch, lairs and recover the hoards lying Fear Aura (Su) A raam exudes an aura of
Power Attack, Quicken Breath, Snatch, unguarded. Of course, dragon lairs are necromantic menace when it attacks.
Tempest Breath, Wingover never as abandoned or unguarded as Any creature within a 30-foot radius of a
Skills Appraise +44, Bluff +44, Concentration one would hope. raam when it attacks must succeed on a
+46, Diplomacy +48, Intimidate +46, DC 25 Will save or become panicked for
Jump +55, Knowledge (arcana) +44, APPENDIX: NEW 2d4 rounds. A creature that successfully
Knowledge (geography) +19, Knowledge MONSTER saves cannot be affected by that particular
(history) +20, Knowledge (nature) +19, raam’s aura for 24 hours. The save DC is
Knowledge (religion) +25, Knowledge (the Raam Charisma-based.
planes) +26, Listen +44, Search +44, Sense This massive giant has iron gray skin that Rock Throwing (Ex) Raam are accomplished
Motive +44, Spot +44 looks as dry and weathered as a desert peak. rock throwers and receive a +1 racial
Possessions ring of major spell storing Its head is hairless with sunken, glassy eyes bonus on attack rolls when throwing
(contains heal, sending), ring of greater cold and craggy features seemingly carved from rocks. The range increment is 180 feet for
resistance, 5 gold earrings worth 1,000 granite. Its skin recedes at its mouth and a raam’s thrown rocks. It can hurl rocks
gp each, 666 ornamental gemstones fingers revealing blunt gray teeth and long, of 80 pounds (Medium objects) up to
embedded into his hide (each is worth curving nails. five range increments. It uses both hands
100 gp) when throwing a rock.
Ad-Hoc Experience Award: For recov- Raam CR 17 Rock Catching (Ex) A raam can catch Small,
ering the phylactery, award the PCs a CR Always NE Huge giant Medium, or Large rocks (or projectiles of
20 experience award. Init +6; Senses darkvision 60 �.; Listen +33, similar shape). Once per round, a raam
Spot +19 that would normally be hit by a rock
CONCLUDING THE Aura fear (30 �. radius; DC 25) can make a Reflex save as a free action.
ADVENTURE Languages Giant The DC is 15 for a Small rock, 20 for a
This adventure ends as the PCs claim AC 35, touch 10, flat-footed 33 (–2 size, +2 Medium rock, and 25 for a Large one. (If
Dragotha’s phylactery. The results of their Dex, +25 natural) the projectile provides a magical bonus
actions with the phylactery, be it to hide it hp 162 (25 HD); DR 10/— on attack rolls, the DC increases by that
away or destroy it, are detailed in the next Immune cold, electricity; undead traits amount.) A raam gains a +4 racial bonus
adventure, “Into the Wormcrawl Fissure.” Fort +10, Ref +10, Will +19 on its Reflex save when attempting to
It’s likely that several of the villains Spd 40 �. catch a thrown rock. The raam must be
in this adventure escape alive. If any of Melee* 2 slams +22 (2d6+21/19–20 plus 1d4 ready for and aware of the attack in order
the dragons in this adventure manage to Strength damage) to make a rock catching attempt.
survive, they retreat to the Wormcrawl Ranged rock +13 (2d8+16) Strength Damage (Su) The touch of a raam
Fissure, where the PCs may need to con- Space 15 �.; Reach 15 �. deals 1d6 points of Strength damage to
front them again. If the Ominous Fabler Base Atk +12; Grp +36 a living foe, or 2d6 points of Strength
survives, he continues to try to steal the Atk Options Awesome Blow, Cleave, damage on a critical hit. The raam heals
phylactery from the PCs. If he realizes it Improved Bull Rush, Power Attack 5 points of damage whenever it drains
has been destroyed, he returns to Drago- Special Atk trample 1d6+24 (DC 38) Strength. A creature reduced to Strength
tha’s side to report. Furious, the dracolich *5-point Power Attack 0 by a raam dies. This is a negative
destroys the Ominous Fabler—his tale Abilities Str 43, Dex 15, Con 10, Int 8, Wis energy effect.
coming to an abrupt and ruinous end 20, Cha 16 Trample (Ex) Reflex half DC 38. The save DC
deep in the Wormcrawl Fissure. SQ rock catching is Strength-based.
If this adventure is not played as part Feats Awesome Blow, Cleave, Combat Skills A raam gains a +8 racial bonus on
of the Age of Worms Adventure Path, Reflexes, Great Fortitude, Improved Hide checks in rocky terrain. It gains
there are still many opportunities for Bull Rush, Improved Critical (slam), a +8 racial bonus on Disguise checks
adventure in Kongen-Thulnir. Though Improved Initiative, Power Attack, when attempting to appear as an
the wards over the ruins are now gone, Weapon Focus (slam) inanimate statue.
Kongen-Thulnir still remains a strong- Skills Climb +30, Disguise +3 (+11 when
hold for giant bandits. Local rulers may disguised as statue), Hide –6 (+2 in rocky The raam are all that remains of an
ask the party to go back and finish the terrain), Knowledge (history) +13, Listen ancient race of giants whose culture died
job of ending the reign of Achaime Sil- +33, Perform (song) +17, Spot +19 out from attrition and an inability to sus-
vereye, the King of the Ri�. In addition, Environment any underground tain a viable birth rate. As their culture

APRIL 2006 DUNGEON 85


KINGS OF THE RIFT BY GREG A. VAUGHAN

fell into melancholy and malaise, the visitors who politely request entrance Scaling the
remaining giants constructed monolithic a�er dark. Some of the most haunt- Adventure
granite cairns for themselves in deep ingly beautiful ballads of tragedy and “Kings of the Ri�” is designed for a
canyons and beneath domelike hills, and woe have been attributed to bards who party of four 18th-level characters, but
in the end the last survivors descended spent a night listening to the songs of with a little work it can be adapted
into their self-made tombs and interred the raam. for use by 16th–17th-level characters
themselves alive. The despair and anger Like other giants, raams typically or 19th–20th-level characters. Simply
they felt at their fate cursed them to live carry a bag with their personal posses- adjust all NPC character levels up or
on a�er death as undead relics, forever sions and 1d6 throwing rocks. down as appropriate by a number
preserving their lost society. Raams typically rely on blows from equal to that which the average party
Raams typically wear funerary garb of their massive fists, trampling smaller level of your group deviates from 18.
Don’t forget to modify the amount
a somber hue and ancient design. opponents in combat. Though they are
of treasure found in the adventure
Only male raams have ever been as proficient in rock throwing as the
appropriately. Specific changes to the
encountered, giving credence to the other giant races, they seldom have the adventure include:
rumor that the culture died a�er their room in their subterranean chambers 16th–17th-level characters: Reduce
wives stopped producing female chil- to fully utilize this ability. They excel all dragons by one age category.
dren. They stand 17 feet tall and weigh at hiding in rocky surroundings or Reduce the Mother Worm’s Hit Dice by
about 8,000 pounds due to their dense standing still to appear as an inani- 4–8, and lower her Strength and Con-
body mass. mate statue before attacking intruders stitution scores by 4 each. Replace the
Raams are melancholy and serve to with surprise. twelve-headed pyrohydra with a ten-
preserve their traditions of old. They or eleven-headed pyrohydra. Replace
speak with a surprisingly melodious, Greg writes, “Being a part of the Adventure Alakora with a nalfeshnee demon, and
remove one of the raams.
resonant voice and are skilled at recit- Path is the most nerve-wracking undertak-
19th–20th-level characters: One
ing the poems and lays of their ancient ing I’ve ever made in writing. It’s some big
way to increase this adventure’s dif-
heritage in haunting tones. They are also shoes to fill. I couldn’t have done it with- ficulty is to simply force the PCs to
skilled musicians and artists; many sing out the help of people like Richard Pett and accomplish more with fewer breaks. If
nightly dirges in their dark cairns. Ted Albert who contributed greatly to the the PCs stop to rest, they may find that
Raam cairns are composed of mono- development of the adventure. I also have draconic reinforcements have arrived
lithic stone slabs. They are avoided by to thank Erik and crew for giving me the from the Wormcrawl Fissure. For 20th-
animal life and support only stunted and opportunity. And finally, thanks to Christo- level characters, consider increasing
unhealthy plant growth in the thin soil pher Wissel for his inspiration for the his- the age category of all dragons in the
atop the mounds. Raams attack any who tory of Alastor Land, which he first revealed adventure by one. Increase the Mother
break into their homes or enter during on the Paizo messageboards. Hail to the Worm’s Hit Dice by 4–8, and give it
a fly speed of 100 �. and fast heal-
the day, but have been known to entertain WerePlatypus!”
ing 20. Add a second twelve-headed
pyrohydra to area 9. Advance Alakora’s
Hit Dice by 2–4, and replace her +1
scimitars with +1 flaming scimitars. Add
1–2 raams to area 25.

BE HEARD!

Tell us what you think on our new messageboards.


paizo.com

86 DUNGEON APRIL 2006


KINGS OF THE RIFT
by Greg A. Vaughn
Dragotha’s phylactery lies hidden some-
where in the ruined city of Kongen-
Thulnir, a ruin now inhabited by tribes
of giants and besieged by an army of
dragons desperate to claim the phylac-
tery for their undead master. An Age of
Worms Adventure Path scenario for 18th-
level characters.

Joachim Barrum

Dungeon #133 Map & Handout Supplement © 2006 Wizards of the Coast, Inc.
13 DUNGEON 133 Supplement Permission to photocopy for personal use only. All rights reserved.
Kongen-Thulnir
City of Kings
Undercity

G A

E
F C

I H D
B
J E

J K

Kongen-Thulnir N
City of Kings
M

Q
P
R

0 150
feet
Robert Lazzaretti

Dungeon #133 Map & Handout Supplement © 2006 Wizards of the Coast, Inc.
14 DUNGEON 133 Supplement Permission to photocopy for personal use only. All rights reserved.
Robert Lazzaretti

Dungeon #133 Map & Handout Supplement © 2006 Wizards of the Coast, Inc.
15 DUNGEON 133 Supplement Permission to photocopy for personal use only. All rights reserved.
Steve Prescott

Steve Prescott

Dungeon #133 Map & Handout Supplement © 2006 Wizards of the Coast, Inc.
16 DUNGEON 133 Supplement Permission to photocopy for personal use only. All rights reserved.
Brazzemal the Burning

Eva Widermann

Kagro Thundersmiter

Dragotha’s Phylactery

Eva Widermann

Eva Widermann

Dungeon #133 Map & Handout Supplement © 2006 Wizards of the Coast, Inc.
17 DUNGEON 133 Supplement Permission to photocopy for personal use only. All rights reserved.
Vercinabex Tor

Raam

Eva Widermann

Ominous Fabler

Eva Widermann

Eva Widermann

Dungeon #133 Map & Handout Supplement © 2006 Wizards of the Coast, Inc.
18 DUNGEON 133 Supplement Permission to photocopy for personal use only. All rights reserved.
Upper Level

7
8

Main Level
1

T N
6
2
3

4 5
to area
9

The Carrion Pit


to area
6

10 ft.
10 ft.
20 ft. 9
90 ft.
10

Crawler Caverns

One square =10 feet

Robert Lazzaretti

Dungeon #133 Map & Handout Supplement © 2006 Wizards of the Coast, Inc.
19 DUNGEON 133 Supplement Permission to photocopy for personal use only. All rights reserved.
Robert Lazzaretti

Dungeon #133 Map & Handout Supplement © 2006 Wizards of the Coast, Inc.
20 DUNGEON 133 Supplement Permission to photocopy for personal use only. All rights reserved.
Citadel of the Weeping Dragons

Second Level

T
S
S

3 First Level

Overview

Robert Lazzaretti

Dungeon #133 Map & Handout Supplement © 2006 Wizards of the Coast, Inc.
21 DUNGEON 133 Supplement Permission to photocopy for personal use only. All rights reserved.
ns
22
T
21 Fifth Level T
Sixth Level

20

18
18
18
19
16
17 15
14
Fourth Level

12 13

11 8
9 7 T
T
6 Third Level
10

Dungeon Level One Dungeon Level Two

23
26

24
25

One square = 10 feet


Robert Lazzaretti

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22 DUNGEON 133 Supplement Permission to photocopy for personal use only. All rights reserved.
Robert Lazzaretti

Dungeon #133 Map & Handout Supplement © 2006 Wizards of the Coast, Inc.
23 DUNGEON 133 Supplement Permission to photocopy for personal use only. All rights reserved.
Robert Lazzaretti

Dungeon #133 Map & Handout Supplement © 2006 Wizards of the Coast, Inc.
24 DUNGEON 133 Supplement Permission to photocopy for personal use only. All rights reserved.
RUNNING KINGS OF THE RIFT IN EBERRON
by Keith Baker

bringing the Age of Demons to an end. These While Kyuss is called “the Wormgod” and
The Rift Canyon: Goradra Gap
ancient powers have long yearned for vengeance possesses terrible might, his power is a result
In Eberron, the Ri� Canyon can easily be
against the draconic races. Dragotha has been of his merging with the Overlord Katashka, a
replaced by the Goradra Gap, a hundred-mile-
granted great power by Kyuss-Katashka, and spirit spawned on Eberron. He has immense
long scar gouged across the western Ironroot
he possesses the ability to influence and cor- power, but he is not a god in the same sense
Mountains. This region has never been densely
rupt weak-willed dragons. Over the course of as the deities of the Sovereign Host or Dark
populated, and the Gap itself is the subject of
centuries, he has been building his own force Six, who do not manifest in the world.
hundreds of disturbing legends. Some tales
of twisted wyrms.
say that the gap descends all the way to Khyber.
Beyond this, there are some dragons who
Others speak of a kingdom hidden deep in the
serve Kyuss of their own accord. The Dra-
gap. All agree that the Goradra Gap holds grave
conic Prophecy is not a simple statement
danger and dark secrets.
of facts: it is a guide to shaping the future.
One such secret is the nation of the giants.
Dragon seers believe that they know what will
Xen’drik is known as the cradle of giant civi-
happen should Kyuss return, should he be
lization, but it is not the only place giants
defeated, and what the difference would be if
can be found in Eberron. The origins of
he was defeated by dragons or members of the
Kongen-Thulnir are lost in the mists of
younger races. Most of the dragons feel that
time; it is possible that first inhabitants were
events must be allowed to run their course,
brought to Khorvaire in the Age of Demons
that things are in the hands of the heroes. But
by fiends who sought to use the strength of
there are some who want Kyuss to triumph—
these massive creatures. Another possibility
not simply because of the power they may
is that Kongen-Thulnir was formed by a band
gain for serving him, but because of the chain
of giants who teleported away from the cata-
of events it will unlock in the future. This is
clysm that devastated Xen’drik. Whatever the
most likely the case with Brazzemal the Burn-
truth, the inhabitants of Kongen-Thulnir do
ing; he has not been enslaved by Kyuss, but
not possess the ancient magics of Xen’drik,
rather sees the onset of Age of Worms as one
or any knowledge of the Age of Giants. Low
step in a long plan of his own.
birthrate has always kept the giant nation a
The presence of such a force of dragons is
small one, and the tribes have been content
an unusual event in Eberron, and should be
to remain in the sanctuary of the Gap. While
called out as such. Player characters that have
they have occasionally allied with outsiders
worked for the Chamber should be surprised
in the past—such as when they joined forces
by the raw force being employed here: the fact
with the dwarven Order of the Storm to fight
that this behavior is atypical of the dragons of
the darkness—they prefer to stay in isolation.
Argonnessen is a sign that great and terrible
Discovery of this hidden nation is something
events are afoot.
that PCs can rightfully find remarkable,
and the giants will not want their existence
revealed to the outside world. The Tale of Kyuss
While it is a minor detail, the bugbears of When the party encounters Alastor Land, he
Eberron have no tie to orcs, ogres, or the explains the story of Kyuss and the forces of
Ironroot Mountains, and should be removed chaos. If you have made use of the previous
from the city. The orcs are the same blood- conversion appendices, the following infor-
line as the Jhorash’tar (Eberron Campaign mation applies:
Setting, page 193), while the troglodytes and The forces of Chaos were the fiends of the
ogres have been drawn up from the depths Age of Demons—the Overlords, rakshasa,
of the Gap. and other children of Khyber. While the
Vaati played a role, the primary soldiers in
What’s With The Dragons? this battle were the couatl and the dragons,
The dragons of Eberron are rarely seen in and it was the dragons who instructed the
force; they are subtle creatures that prefer younger races in the druidic mysteries. As
to manipulate events from afar. Alignment such, Alastor is likely to say, “at the dawn of
is not always dictated by the color of scales, time the forces of light fought a great battle
and there are noble black dragons and against the children of Khyber.”
malevolent golds. Likewise, the DM may wish to say that the
So what’s with all the dragons at Dragotha’s heroes are marked by destiny or prophecy, as
beck and call? opposed to being heirs of the Vaati. However,
The answer is twofold. Dragons were respon- there is nothing wrong with tying the PCs to
sible for defeating the fiendish Overlords and the Vaati if the DM prefers this.

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25 DUNGEON 133 Supplement Permission to photocopy for personal use only. All rights reserved.
RUNNING KINGS OF THE RIFT IN THE FORGOTTEN REALMS
by Eric L. Boyd

Conversion notes for Bhaal (Erythnul), djinni Although the humanoids were defeated, the
Wilmot Coldtooth
(Vaati), Kossuth (Queen of Chaos), Memnon Battle of Bones scarred the land, leaving
Wilmot is an exile from Citadel Adbar in the
(Miska the Wolf-Spider), the druid circle of behind the horrid undead hunting grounds
Silver Marches (Flinty Hills).
Silvanus (Order of the Storm), the Scepter of that retain the battle’s name. The orc and
Calim (Rod of Law), the Shattered Scepter of goblinoid shamans who survived the six-day
Calim (Rod of Seven Parts), and Skull Gorge conflict fled south into the Skull Gorge, pur- Kargo Thundersmiter
(Ri� Canyon and Wormcrawl Fissure) have sued by their enemies. The shamans sum- Kargo is the last of his tribe and hails from
already been mentioned in conversion side- moned demons and devils in great numbers the Graypeak Mountains (Griff Mountains).
bars for earlier adventures in the adventure to defend their newfound redoubt, but the
path. fiends quickly decimated the survivors of
both armies.
Skull Gorge In the Year of the Gauntlet (1369 DR), cler-
Skull Gorge is narrow canyon cut by the ics of the newly arisen god of necromancy,
upper reaches of the River Reaching as it Velsharoon, established a temple amidst the
drains the northern Sunset Mountains. It crypts of Holloway. The Forgotten Crypt, one
lies in the unclaimed reaches of the Back- of Velsharoon’s abodes when he was a mor-
lands (Bandit Kingdoms) south and west of tal, was transformed into the Crypt of the
the Great Desert of Anauroch. Arisen Army, and Velsharoon’s necrophants
In ages past, the caverns that lined the laid claim to the length and breadth of the
gorge’s walls were claimed by tribes of stone gorge. Unbeknownst to the followers of
giants. The stone giants were citizens of the the Archmage of Necromancy, Velsharoon’s
ancient giant empire of Grunfesting, and interest in the region dated back to his explo-
their lord ruled the gorge from the ramparts rations of the little-known Wormcrawl Fis-
of the city of Kongen-Thulnir. As the power sure.
of the giant empires waned, the stone giants If the PCs explore Skull Gorge, the DM
permitted small tribes of primitive humans may wish to introduce demons who outlived
to settle in the smaller caverns along the their goblinoid summoners and clerics of
gorge. Velsharoon attended by armies of undead
In -1,145 DR, Netherese explorers estab- horrors.
lished the town of Holloway in one of the
caverns as a base for their explorations of the
Kongen-Thulnir
The three tribes of Kongen-Thulnir are the
ancient ruins. They hoped to recover ancient
Gorgelords (Ri�lords), the Gorge Crawlers
magics of power similar to that of the Nether
(Ri� Crawlers), and the Tiamikal Nul-Shada
Scrolls, but failed. In their wake, Holloway
(Hunters of Tiamat’s Children).
continued as a lonely outpost of Netheril.
Over time, the church of Jergal came to domi-
nate the town, and a series of crypts were built Brazzemal the Burning
into the caverns of the gorge. A�er the fall of Brazzemal the Burning once plagued the
Netheril in the Year of Sundered Webs (-339 southern reaches of Chessenta and Unther
DR) and the subsequent Netherese diaspora, from his lair in the Smoking Mountains
Holloway began to dwindle and was finally (Hellfurnaces). He allied with the church of
abandoned in the Year of the Winter Wolf Tiamat (King Snurre) against Gilgeam and
(-270 DR). the nation of Unther (Sterich), but was slain
The Order of the Storm, conceived in during the Time of Troubles. He has not
Calimshan by the heirs of the genie founders been heard from for over a dozen years.
of that empire, forged a strong alliance with
the stone giants of Kongen-Thulnir, as both Vermirox
groups opposed the spreading taint of Kyuss. Vermirox lairs in an immense cavern beneath
A�er the defeat of the Wormgod some fi�een the ruined city of Holloway (Wraithkeep).
centuries ago, the Order of the Storm estab- He has quickly come to hate the clerics of
lished the Citadel of Weeping Dragons in the Velsharoon.
city of Kongen-Thulnir to hold Dragotha’s
phylactery.
Xyzanth
In the Year of Slaughter (1090 DR), a horde
Xyzanth dwells in the depths of the Graypeak
of goblins, hobgoblins, and orcs out of the
Mountains (Griff Mountains).
Stonelands met an army of humans, elves,
and dwarves north of the Sunset Mountains.

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Christopher West

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27 DUNGEON 133 Supplement Permission to photocopy for personal use only. All rights reserved.
A fter discovering the ancient
tombs of a long-dead civilization,
becoming the champions of the
Free City arena, exploring the ruined
ziggurat where a man became a god,
handful of poster maps of key locations.
Your PCs should advance to 20th level at
some point during this adventure, and
will be well along the way to 21st level
by the time they confront Dragotha. If
and surviving a dragon siege of a city your PCs reach 21st level before the end
of giants, the time has come for the of this adventure, consult pages 206–210
heroes of the Age of Worms to meet of the Dungeon Master’s Guide (or the
their greatest challenge yet. The undead Epic Level Handbook) for rules and advice
dragon Dragotha waits for the PCs in the on advancing characters beyond 20th
Tabernacle of Worms—can they hope to level. For additional aid in running this
survive the wrath of one of the oldest campaign, check out Dragon’s monthly
dragons in the world? “Wormfood” articles, a series that helps
“Into the Wormcrawl Fissure” is players survive this campaign. Several
a Dungeons & Dragons adventure of the combats facing the PCs in this
designed for four 19th-level characters. It adventure are particularly difficult,
is also the penultimate chapter of the Age and they would be well advised to use
of Worms Adventure Path, a complete powerful magic like greater planar ally
campaign consisting of 12 adventures, or gate to call in support. Issue #343 of
several “Backdrop” articles to help Dragon presents statistics for some
Dungeon Masters run the series, and a extraplanar entities the PCs may wish to

BY JAMES JACOBS
BY JOACHIM BARRUM, STEVE PRESCOTT, AND EVA WIDERMANN
BY ROBERT LAZZARETTI
AGE OF WORMS CALLIGRAPHY BY DARLENE
ADVENTURE PATH HIGH-LEVEL (13TH–20TH) TEMPERATE CANYON & DUNGEON CRAWL

MAY 2006 DUNGEON 55


INTO THE WORMCRAWL FISSURE BY JAMES JACOBS

call upon to aid them in the Wormcrawl Maralee’s corpse and had transformed and the place where Kyuss himself has
Fissure. her into a Kyuss Knight. It was at the been imprisoned for the last 1,500 years.
Of course, you can also run “Into the hands of his undead sister that Bala- Upon reaching the Writhing Sanctum
Wormcrawl Fissure,” as a stand-alone karde breathed his last, and in death his within the tabernacle, the PCs finally
adventure, or even as part of a campaign soul shattered. confront Dragotha only to learn that
of your own design. Sixteen years have passed, and now the Kyuss’ monolith prison has been trans-
Age of Worms draws near. Once again, ported to Alhaster, and that it was done
Adventure Background Lashonna has tricked pawns into entering by none other than Lashonna herself.
Forty years ago, the talented and power- the Wormcrawl Fissure, yet this time aid
ful (and headstrong and stubborn) wiz- from an unexpected source waits within. Adventure Hooks
ard Balakarde encountered the spawn of Balakarde’s soul longs for revenge against If the PCs are playing this adventure
Kyuss for the first time. The resulting Dragotha, and the PCs present him with as part of the Age of Worms Adventure
battle was grueling, and by the time the an irresistable opportunity. Path, they should already know their foe
spawn lay dead at his feet, the ravenous dwells within the Wormcrawl Fissure. If
worms had claimed the life of his adven- Adventure Synopsis they take too long to travel there, they
turing companion and sister, a bright- A�er discovering (and likely destroying) receive a message from a still-hidden
eyed and vivacious woman named Mara- Dragotha’s phylactery in the Citadel of Lashonna urging them on.
lee. Balakarde took his sister’s death hard, Weeping Dragons, the logical next step to If you’re playing “Into the Wormcrawl
and fell into a depression that lasted for prevent the Age of Worms is the confron- Fissure” on its own, or as part of another
two years. He emerged changed for the tation and destruction of Kyuss’ herald, campaign, all you need is a reason to
better (or so his friends supposed) and the undead dragon himself. It’s no secret send the PCs into the fissure to take
went on to become one of the most pow- that Dragotha’s current lair is located on its lord and master. The simplest
erful wizards of his generation. somewhere in the Wormcrawl Fissure, way to do this is to make Dragotha
Yet Balakarde never forgot the terror but once the PCs travel to this dangerous more outgoing—perhaps he’s attacked
and despair of his sister’s death. He vowed spur of the Ri� Canyon, they soon realize numerous cities and le� them in ruins,
to do something about it, and when he that even now they may not be ready to and the reeling nation turns to its
reached the peak of his powers, he did. confront the ancient menace. greatest heroes (the PCs) to destroy the
Abandoning his responsibilities, his work, Fortunately, an unlikely ally waits for undead dragon before he can burn more
and his friends, he dedicated himself to them in the Wormcrawl Fissure. Long communities to the ground. Alternately,
one task—destroying Kyuss. Balakarde dead, his soul shattered into three you can make Dragotha into more of an
hoped to spare others the pain the Worm- fragments, the tripartite ghost of the oracle; perhaps the PCs need to learn
god’s spawn brought him by eradicating all archmage Balakarde has lingered here something that only this ancient dragon
remaining trace of Kyuss’ cult. for a decade and a half, awaiting absolu- knows. He remains cruel and evil, and the
He soon realized that there was some- tion and a chance to finish the job he PCs still need to fight their way through
thing larger than scattered cultists afoot. attempted long ago. One of Balakarde’s the Tabernacle of Worms to reach him.
Bit by bit, he uncovered evidence that the fragments was captured by an ancient When they do, they’ll need to either be
cult of Kyuss was very much alive and apostle of the Wormgod, an ulgurstasta gi�ed diplomats or bring some healthy
working to bring about a terrible apoca- sorcerer named N’vesh-n’kar. This ghostly bribes to secure his assistance.
lypse. Balakarde’s fears and rage grew, fragment, while physically imprisoned,
but instead of relying upon others for can sense things in the Wormcrawl and PART ONE: THE
aid, he grew paranoid and secretive. He contacts the PCs spiritually for aid. Once WORMCRAWL
trusted only a few, and even to them he rescued, it can lead the PCs to the other FISSURE
gave only hints of what he’d discovered, two: a feral, bestial fragment trapped in a Although the Age of Worms draws near,
fearful of just how deeply Kyuss’ taint mass of protoplasmic flesh and an artis- it’s not on a strict schedule. The PCs
had reached. tic fragment accidentally captured by an should have enough time a�er escaping
It was thus an ironic twist of fate that exiled lillend named Zulshyn. By rescu- from Kongen-Thulnir with Dragotha’s
led Balakarde to Lashonna. In his obses- ing these fragments, the PCs can not only phylactery (or its remains) to rest,
sion with Kyuss, he failed to recognize learn much about the Age of Worms, but recover, and even cra� new magic items
the mark of Kyuss on the woman’s soul, gain potent defenses and weapons to use or research the Wormcrawl Fissure if
and blindly followed her advice and against Dragotha. they wish. Don’t punish the PCs for
clues into the Wormcrawl Fissure, where Once all three fragments are recov- taking their time, since once they reach
Dragotha captured him and tormented ered, the PCs move on to Dragotha’s cur- the Writhing Tabernacle, the endgame
him for months. Eventually, the hate- rent lair—the foundation of the Kyuss comes quickly and they’ll have little or
ful dragon revealed a final depravity to Cult. This is the Tabernacle of Worms, a no time for these pursuits before the
the wizard; he recovered the remains of deadly temple of the Wormgod’s chosen final chapter.

56 DUNGEON MAY 2006


The Wormcrawl Fissure

3
8

6 1
7

9
5
4

N
One square = .5 miles

A particularly deep spur canyon including many types of spawn of Kyuss, the canyon’s depth increases, sinking
extending from the westernmost reaches nightcrawlers, and worse. more than a mile at its deepest points.
of the Rift Canyon, the Wormcrawl Divination spells can reveal the infor- Mists and clouds constantly obscure the
Fissure is well known as one of the most mation given above as well, particularly floor of the canyon below 1,000 feet. As
mysterious and dangerous regions in the spells like vision or legend lore. Find the a result, the Wormcrawl appears to be of
world. Few have braved its depths, but its path is perhaps the best spell to lead a uniform depth when viewed from the
perimeter is thouroughly documented. the PCs to the Tabernacle of Worms, canyon edge.
The Wormcrawl can be divided into although if the PCs simply follow this As one descends into the canyon, mul-
two distinct zones: the Heights and the spell to Dragotha’s lair without stop- tiple layers of cloud and fog banks obscure
Depths. The Heights extend about 300 ping along the way to gather Balakarde’s the sky. The canyon floor at noon is never
feet down into the Fissure. The caverns spiritual fragments, they’ll likely find brighter than twilight elsewhere in the
that riddle the walls of this region are themselves in over their heads. Try to world, making for a gloomy overcast realm
infested with tough groups of ruffians use the results of spells like divination, on even the brightest of days. The ground is
and goblinoids, along with numerous commune, and contact other plane to gently barren and rocky, dotted in places by thick
vermin and flying monsters. The worst nudge the PCs along the path of seeking copses of strange fungoid plant life adapted
of this bunch are the derro of the out Balakarde if you have the chance. to the near-lightless environs. Cliffs, steep
Razorwind tribe, a group of bandits who Balakarde cannot be resurrected as long slopes, and other difficult terrain are com-
ride highly-trained wyverns. as his spirit remains fractured, nor can mon as one travels west. On a tactical scale,
The Wormcrawl Depths are often he be located with discern location (since movement over the ground is unimpeded
shrouded in a thick mist that blocks Balakarde as a single entity doesn’t cur- except for relatively small patches of diffi-
the cleansing light of the sun, creating rently exist). cult terrain. Overland movement along the
a perfect place for the undead spawn of Fissure’s bed is treated as trackless hills,
Kyuss to fester and grow. The deepest Features of the Fissure reducing movement rates by half. The
point is said to be a mile below sea level, The Wormcrawl Fissure extends several cliffs themselves are thousands of feet of
and the caverns that branch off from miles west of the Ri� Canyon. At its east- near-vertical terrain, but handholds and
the cliffs doubtless go even deeper. ern end, the Fissure’s depth is a relatively ledges are numerous. They can be scaled
Numerous undead menaces dwell here, shallow 1,500 feet. As one travels west, with a DC 20 Climb check, with a failure of

MAY 2006 DUNGEON 57


INTO THE WORMCRAWL FISSURE BY JAMES JACOBS

5 or more indicating a fall of 1d10×10 feet. an attempt to reclaim the dracolich’s 5. The Exile’s Tower
Each time a 10 is rolled, roll an additional phylactery (these events are covered in Overlooking the tainted lake from a
1d10×10 feet to determine additional dis- “The Kings of the Ri�” in Dungeon ledge nearly 500 feet above its surface
tance fallen, to the maximum depth of the #133). Brazzemal is likey dead by now, is a curious tower shaped like a jutting
current position on the canyon floor. but his lair and horde are unlikely to be claw. This is the lair of the exiled lillend
unguarded. Zulshyn, (see Part Three).
Wormcrawl Encounter
Areas 3. Northern Lake 6. Chimera Spire
The PCs can explore the Wormcrawl Fis- Nearly three dozen waterfalls cascade This towering spire of granite juts up
sure as much or as little as they wish, but down this cliffside, emptying from from the canyon bed to a height of nearly
this adventure assumes that they spend subterranean rivers at various heights 3,000 feet, piercing the mists above and
the most time in four specific locations. into a large dark lake. The lake itself is making it the only feature of the Depths
Other places of note are detailed roughly nameless and relatively shallow, being that is regularly visible from the Heights
here—you can use the Apostle Caves, the little more than fi�y feet deep at its above. The upper 2,000 feet of this spire
Exile’s Tower, and Thessalar’s Keep as deepest point and rarely going deeper is composed of jagged spurs of rock that
templates for developing other areas. than five feet for the majority of its serve as nests for vultures and other scav-
expanse. The water here is relatively enging birds. The lower 1,000 feet spread
1. Entrance to the potable, if a bit brackish. out to a tangled pile of rugged tors rid-
Wormcrawl Depths The lake waters empty into a swi�ly dled with caverns. Great flocks of Kyuss
It’s unlikely that a high-level party lacks flowing river to the south. Like the lake, chimeras (see area 9) roost here.
flight or other magical means of travel, the waters of the 200-foot-wide river
but those who do find that the easiest are relatively shallow (never reaching 7. Thessalar’s Fortress
entrance to the Wormcrawl is via the a depth of more than 10 feet), but are The squat fortress built upon this 2,000-
Ri� Canyon floor. A steep downward quite dangerous in places. There is foot-tall mesa is the current lair of the
slope that falls away into mist marks the no truly safe place to cross the river lich Thessalar. This location is detailed
entrance to the Wormcrawl depths. Even on foot—creatures who wish to do so in Part Four.
the nature of the ground and cliff walls generally cross by wading through the
seems to change as one travels westward; lake several hundred feet north of the 8. Earthcancer Gorge
the walls become encrusted with strange river’s source. This section of the Wormcrawl Fissure
fungus, and the ground feels spongy to falls away into a treacherous maze of
the touch. The more superstitious of 4. Southern Lake smaller chasms and ri�s. The site of
the Ri� Canyon bandits have erected The river empties into this large, still Kyuss’ investigations into the nature of
numerous effigies and warnings along lake. Unlike its northern counterpart, undeath and verminous life, Earthcancer
the rim of this slope—skeletons tied to this nameless lake is incredibly deep, Gorge is detailed in Part Two.
wooden frames and wrapped with fake with depths reaching as far as two
worms made of leather or wood. These miles into the Underdark below. 9. Kyuss’ Maw (EL 19)
warnings have no other features, but The lake eventually connects to a The deepest point of the Wormcrawl Fis-
should serve to set the PCs on edge. hidden Underdark sea via numerous sure is also the gateway to Kyuss’ great-
underwater channels. Its surface is est temple—the Tabernacle of Worms.
2. Brazzemal’s Aerie placid and still, yet for all its peace and At this mist-shrouded point 6,200
The floor of the Wormcrawl Fissure serenity, these waters are dangerous, feet below the sunlit world, a vast cave
buckles in this region, forming two as they have had all the time in the entrance yawns. Beyond, a fungus-lined
upthrust mesas connected by a net- world to absorb the ambient taint and tunnel coils even deeper into the bowels
work of lower ledges and ridges. The wretchedness that suffuses the stones of of the earth, finally opening into the vast
area is riddled with caverns, many of the Wormcrawl. The water is bitter and underground cavern that holds the Tab-
which serve as the home of bickering foul as a result, and creatures that drink ernacle of Worms. This area is detailed
tribes of kobolds who have learned of it are exposed to blinding sickness in Part Five.
to avoid interacting with anything (Dungeon Master’s Guide 292). No Creature: The cave entrance is far from
that might come up from the depths animals dwell within the near-freezing unguarded. Four immense undead chi-
below. The true lord of this region was depths of this lake, although its deepest meras, each infested with Kyuss worms,
the red dragon Brazzemal, whom the recesses hide something enormous and stand vigil on ledges overlooking this cave
kobolds served as minions and toadies. sinister—now and then, a glimpse of entrance. They swoop down to attack any-
At Dragotha’s command, Brazzemal led this unknown lake monster manifests thing they don’t recognize as a worshiper
a flight of dragons on a strike against in the form of mysterious ripples along of Kyuss unless the intruders are escorted
the ruined city of Kongen-Thulnir in the otherwise mirror-calm surface. by avolakias or Dragotha himself.

58 DUNGEON MAY 2006


Kyuss Chimeras (4) CR 15 it either is killed or slays its host (death When the PCs arrive at the Worm-
Advanced favored spawn of Kyuss chimera occurs at 0 Intelligence). A Small, Medium, crawl Fissure, the ghost attempts to con-
CE Huge undead or Large creature slain by a worm rises as tact that PC with an effect similar to that
Monster Manual 34, Dragon #336 a spawn of Kyuss (not a favored spawn) in of a demand spell. Balakarde’s contact
Init +2; Senses darkvision 60 �., low-light 1d6+4 rounds; smaller creatures simply is rushed and fearful—unlike the spell
vision, scent; Listen +18, Spot +18 putrefy while larger creatures become itself, Balakarde cannot issue a detailed
Aura fear (40-�. radius, DC 16) zombies. The spawn of Kyuss is detailed on message. Instead, the character receives
Languages Draconic page 186 of Monster Manual II. a sudden rush of images. The first is of
AC 26, touch 10, flat-footed 24 Fear Aura (Su) A Kyuss chimera radiates a a mist-shrouded gorge, the floor a maze
hp 175 (27 HD); fast healing 5; DR 10/silver fear effect that duplicates the effects of of ri�s and pits in which immense ver-
Immune undead traits the fear spell (caster level 7th, Will save min squirm. The second is of a towering
Fort +15, Ref +10, Will +11 DC 16), except that it affects all creatures worm, its head a tangle of eyes and its
Spd 30 �., fly 50 �. (poor) within a 40-foot radius. A creature that pale body shrouded in a haze of writhing
Melee bite +39 (4d6+14/19–20 plus create makes the saving throw to resist this filaments. As this immense worm lunges
spawn plus Kyuss’ gi�) and effect is immune to the aura for 24 hours. forth to consume the PC, this vision fades
bite +39 (3d6+7/19–20 plus Kyuss’ gi�) and Foul Embrace (Su) By pressing one of its to be replaced by a third, that of a stately-
gore +39 (3d6+7 plus Kyuss’ gi�) and faces against a helpless victim, a Kyuss looking man dressed in an explorer’s out-
2 claws +37 (2d6+7 plus Kyuss’ gi�) chimera can infest the victim with 2d6 fit. He sports a distinctive high beard and
Ranged worm +27 touch (create spawn) Kyuss worms. This ability is treated as its moustache, and suddenly his expression
Space 15 �.; Reach 10 �. create spawn ability, save that a victim becomes one of abject horror as his flesh
Base Atk +27; Grp +49 slain by this infestation rises as a favored rots away and a storm of green worms
Special Atk breath weapon (20-�. cone, spawn of Kyuss. consumes him from within. As this final
3d8 fire damage, Reflex DC 23 half ), Kyuss’ Gi� (Su) A creature hit by any of a vision fades, the PC should make a DC 28
noxious breath Kyuss chimera’s natural attacks must Will save. Failure indicates the PC’s mind
Abilities Str 39, Dex 14, Con —, Int 6, Wis make a DC 12 Fortitude save or contract reels under the horror and he suffers 2d6
12, Cha 14 this supernatural disease. The incubation points of Wisdom damage.
SQ +3 turn resistance period is 1 day, and the disease deals 1d6 In any event, once the vision is over,
Feats Alertness, Hover, Improved Critical points of Constitution damage and 1d4 that PC feels a strange “tugging” in
(bite), Improved Natural Armor (4), points of Wisdom damage. These effects the direction of Earthcancer Gorge, an
Improved Natural Weapon (bite), Iron manifest as rotting flesh and dementia, instinctual urge to seek something out
Will, Multiattack and an affected creature gets only half the in this part of the Fissure. If ignored,
Skills Hide –6 (–2 in scrubland or brush), benefits of natural and magical healing. the PC receives a similar set of visions
Listen +18, Spot +18 Noxious Breath (Su) Once every 1d4 rounds, that evening and every evening thereaf-
Create Spawn (Su) Once per round as a free the Kyuss chimera can exhale a 15-foot- ter in the form of a nightmare; he must
action, a Kyuss chimera can transfer a long cone of nauseating vapor. Creatures make a new DC 28 Will save each night
Kyuss worm to an opponent whenever in this area must make a DC 25 Fortitude to avoid suffering 2d6 points of Wisdom
it hits with a natural attack. Alternately, save or be nauseated for 1d4 rounds. damage; if he takes this damage, he wak-
it may do so as a melee touch attack or ens fatigued, as if he had not slept at all.
ranged touch attack, hurling a worm at PART TWO: This haunting can be exorcised with a
a foe up to 10 feet away. Each worm is a EARTHCANCER dispel law spell or any similar effect.
Fine vermin with AC 10 and 1 hit point GORGE A DC 25 bardic knowledge or Knowl-
that can be killed by damage or the touch As the PCs approach the western end edge (local) check is enough to identify
of silver. On the Kyuss chimera’s next of the Wormcrawl Fissure, select one the man in the vision as Balakarde.
action, the worm burrows into its host’s of them to be Balakarde’s contact. The simplest way to handle the haunt-
flesh. A creature with a natural armor Ideally, this PC should be one who, in ing is to follow its lure; doing so brings
bonus of +5 or better is immune to this previous adventures, was instrumental the PCs to Earthcancer Gorge. This sec-
burrowing effect. The worm deals 1 point in dealing with Alastor Land, has been tion of the Wormcrawl Fissure is rife
of damage per round for 1d4+1 rounds, exposed to (and survived) Kyuss worm with caverns; the lure itself brings the
during which time remove curse or remove infection, or has been interested PCs to one large ri� that extends into the
disease destroys it and a dispel evil or in tracking down Balakarde’s fate. side of the cliffs, almost like a cave. These
neutralize poison delays its progress for The ghostly fragment of Balakarde’s are known as the Apostle Caves.
10d6 minutes. A successful DC 20 Heal intellect senses this character from
check can extract and kill it. Once the its prison in Earthcancer Gorge and The Apostle Caves (EL 23)
worm reaches the brain, it deals 1d2 points realizes that he poses his best chance Ages ago, when Kyuss created the first
of Intelligence damage per round until at escape into the afterlife. of the wormlike undead known as

MAY 2006 DUNGEON 59


INTO THE WORMCRAWL FISSURE BY JAMES JACOBS

ulgurstastas, he hoped simply to create living creature enters, a mental alarm cast 12 times)
an undead “factory” of sorts—a creature alerts the ulgurstasta immediately. 6th (8/day)—create undead, greater dispel
capable of quickly generating large N’vesh-n’kar casts hallucinatory terrain magic, eyebite (DC 29)
numbers of animated skeletons. When every day to disguise the central gorge 5th (8/day)—contact other plane, magic jar
it became obvious that the ulgurstastas (area 1) of the cave to make it appear to be (DC 28), mind fog (DC 26), waves of fatigue
retained a fraction of the intelligence solid ground. A creature that attempts to 4th (7/day)*—bestow curse (DC 27),
of the bodies they consumed and walk into the caves can avoid falling into dimension door, enervation, hallucinatory
transformed, Kyuss realized he had the gorge with a DC 25 Reflex save; once terrain (DC 25)
created a much more valuable tool. As he does, he can make a DC 25 Will save to 3rd (9/day)—displacement, fly, ray of
the ulgurstastas grew in intellect, they see through the illusion. Both the cen- exhaustion (DC 26), vampiric touch
became advisors and commanders in his tral gorge and the abattoir (area 5, where 2nd (8/day)*—blindness/deafness (DC 25),
armies. Eventually, the minds of the first N’vesh-n’kar disposes of failed experi- command undead, false life, mirror image,
became so great that they assumed the ments) are 100-foot-deep ri�s filled with resist energy
roles of oracles and historians for the cult. a tangle of sharp broken bones. A fall into 1st (8/day)*—alarm, chill touch (DC 24),
Very few of these original ulgurstastas either inflicts 10d6 points of damage. mage armor, ray of enfeeblement, shield
survive today, but perhaps the greatest of The ceiling throughout the caverns is 0 (6/day)—acid splash, detect magic, mage
them is the sorcerer N’vesh-n’kar. about 40 feet high. hand, message, prestidigitation, open/
An ancient, evolved ulgurstasta, Creatures: Apart from the ulgurstasta sor- close, read magic, resistance, touch of
N’vesh-n’kar spent the past several cerer, a number of undead monsters dwell fatigue (DC 23)
centuries in these caverns, known now in these caves. Area 2 is the nest of a group *Has already cast hallucinatory terrain, false
to the cult as the Apostle Caves. The of six earthcancer centipedes, and areas 5 life, and mage armor; stat adjustments
avolakia of Kyuss o�en come to speak and 6 are both lairs for a single mindkiller included above as appropriate
to N’vesh-n’kar when they seek advice scorpion. These creatures are nearly mind- Spell-Like Abilities (CL 34th)
on the creation of undead minions, or less, but N’vesh-n’kar can command them 1/day—empowered cone of cold (DC
to discuss the philosophies of death via their obey the wormtouched special 16), quickened hold monster (DC 16),
and vermin. N’vesh-n’kar has little quality. As soon as one group of undead quickened haste
patience for the living, but makes an vermin attacks, the others quickly move to Abilities Str 36, Dex 16, Con —, Int 22, Wis
exception for the avolakia. Even they support the defense of the caves. 19, Cha 32
must use sending spells to contact the SQ necromantic acid, scry on familiar,
ancient sorcerer, so he can take the N’vesh-n’kar CR 21 summon familiar (none currently
time to deactivate the deathtraps and Evolved ulgurstasta sorcerer 17 summoned)
guardians he has gathered to protect CE Gargantuan undead Feats Alertness, Cra� Wondrous Item,
his home. Fiend Folio 180, Libris Mortis 100 Empower Spell-Like Ability (cone of
Over the centuries, N’vesh-n’kar has Init +7; Senses darkvision 60 �.; Listen +26, cold), Eschew Materials, Extend Spell,
gathered numerous treasures (many of Spot +26 Great Fortitude, Greater Spell Focus
which are offerings from the avolakias). Aura tendrils (40-�. radius) (necromancy), Improved Initiative,
His most recent prize is a plain-looking Languages Abyssal, Common, Draconic, Improved Natural Attack (bite), Maximize
leather beltpouch. In reality, this is a Infernal, Undercommon Spell, Quicken Spell-Like Ability (haste,
minor artifact known as an everfull purse, AC 25, touch 9, flat-footed 22 hold monster), Spell Focus (necromancy)
and trapped inside it is a fragment hp 153 (168 with false life, 34 HD); fast Skills Concentration +37, Intimidate +31,
of its creator’s spirit. The nature of healing 3; DR 10/magic and piercing Knowledge (arcana) +43, Knowledge
incoporeality had long baffled N’vesh- Immune acid, cold; undead traits (dungeoneering) +26, Knowledge (history)
n’kar, and his lengthy discussions with, SR 21 +26, Knowledge (nature) +26, Knowledge
and tortuous explorations of, Balakarde’s Fort +12, Ref +12, Will +24 (religion) +37, Knowledge (the planes)
spirit have kept the immense worm Spd 40 �. +37, Listen +26, Search +26, Spellcra�
entertained for nearly two decades. Melee bite +25 (4d6+19) +45, Spot +26
Although these caves consist of several Space 20 �.; Reach 20 �. Breath Weapon (Su) 1/day, 60-�. cone,
areas, the entire region is effectively one Base Atk +16; Grp +41 Reflex DC 18, 3d6 Constitution drain (or
encounter, since the denizens within Atk Options improved grab, swallow whole 1d6 Constitution damage on a successful
quickly mobilize once they realize their Special Atk breath weapon, spawn skeletons save). Any undead skeletons inside the
lair is under attack. While N’vesh-n’kar Spells Known (CL 17th, +15 ranged touch) ulgurstasta are vomited up as well, and
lurks in area 8 of the caves, he’s laid 8th (6/day)—create greater undead, horrid immediately animate.
several traps to aid in their defense. In wilting (DC 31) Improved Grab (Ex) To use this ability, the
addition, several permanent alarms ward 7th (8/day)—control undead, finger of death ulgurstasta must hit a Huge or smaller
the entrance to the Apostle Caves; if any (DC 30), limited wish (has enough XP to creature with its bite attack. If it hits,

60 DUNGEON MAY 2006


Apostle Cave Key
1. Central Gorge
2. Centipede Nest: Six earthcancer 6
centipedes
3. Deathtrap 1 9
4. Deathtrap 2
5. Abattoir: One mindkiller scorpion
6. Scorpion Nest: One mindkiller 4
scorpion
7. Deathtrap 3
8. Outer Sanctum: Starting point for
N’vesh-n’kar
9. Inner Sanctum

5
it can make a grapple check as a free
action that does not provoke an attack of 8 3
opportunity. If it establishes a hold, the
ulgurstasta can attempt to swallow the
target on the next round.
Necromantic Acid (Su) A swallowed
victim takes 1d8 points of Constitution 7
drain each round he remains inside
2
the ulgurstasta. Upon death, a victim
transforms into an undead skeleton, but 1
remains dormant until the ulgurstasta
vomits it up. When an ulgurstasta uses its
breath weapon, swallowed victims are not
subject to this necromantic acid for 1 day.
Spawn Skeletons (Su) As a full-round action,
an ulgurstasta can regurgitate dormant
undead skeletons. N’vesh-n’kar currently
The Apostle Caves
One square = 20 feet
has one young adult red dragon skeleton
and six chimera skeletons in his gut.
Swallow Whole (Ex) N’vesh-n’kar can
swallow a grappled opponent by making a any creature within range. Creatures in N’vesh-n’kar uses more sophisticated
successful grapple check. Once inside, the this area take a –2 penalty on attack rolls. tactics. When he realizes his caverns
victim is bathed in necromantic acid (see Earthcancer Centipedes (6): hp 156 are being invaded, he takes the time to
above). A swallowed creature can cut its each; see Appendix. cast extended versions of displacement,
way out by dealing at total of at least 25 Mindkiller Scorpions (2): hp 208 each; fly, mirror image, resist energy (fire), resist
points of damage to the stomach (AC 14); see Appendix. energy (electricity), and shield. This gives
once the victim escapes, muscular action Young Adult Red Dragon Skeleton: hp the PCs six rounds to handle the undead
closes the hole and a new victim must cut 123; Monster Manual 227. vermin before N’vesh-n’kar arrives.
his own way out. N’vesh-n’kar’s gut can Chimera Skeletons (6): hp 58 each; On the first round of combat,
hold 2 Huge, 8 Large, 32 Medium, or 128 Monster Manual 227. N’vesh-n’kar uses his quickened haste
Small or smaller opponents. Tactics: The earthcancer centipedes spell-like ability on himself and any
Tendrils (Ex) The millions of pores on an and mindkiller scorpions use simple surviving undead allies. He uses flight
ulgurstasta’s body each contain a coiled, tactics in combat; they rush into the to stay out of melee range, hitting the
40-foot-long hair-thin tendril. When midst of the party and attack. Against PCs each round with horrid wilting
angered, N’vesh-n’kar extends these flying opponents, the scorpions can (adding a quickened hold monster
whipping tendrils. This storm of tendrils clamber around on walls and ceilings, on the second round). If they seem
grants him immunity to nonmagical while the centipedes simply burrow resistant to this spell, he switches to
projectiles (like arrows) and deals 1d12 through the walls to emerge at a point maximized enervation against these
points of slashing damage each round to closer to their prey. foes for a few rounds before hitting

MAY 2006 DUNGEON 61


INTO THE WORMCRAWL FISSURE BY JAMES JACOBS

Everfull Purse Trap: N’vesh-n’kar created three titan sorceress Kelastis, she was forced
Balakarde’s greatest creation, this deadly traps in his caves, placing one to flee to the Material Plane to take up a
minor artifact appears as a leather each in areas 3, 4, and 7. Each of these life in hiding.
belt pouch. It has the power to turn a
deathtraps functions the same way—as Zulshyn has lived in the Wormcrawl
single gold coin into many overnight.
soon as a living creature moves twenty Fissure for nearly 100 years. She finds
If a single gold piece is placed in the
everfull purse at sunset, it is replaced at feet into the area, a targeted greater dispel that the stark, morbid landscape suits her
sunrise by 25 gold pieces. magic affects that creature. Roll against melancholy tastes while at the same time
The purse has no effect if more each spell currently in effect on the being remote enough that she doesn’t
than one gold piece is left within, targeted character to see if the spell is have to worry much about interruptions
or if anything other than gold is dispelled. An instant a�er this resolves, to her ongoing work. The majority of the
placed within. that character is targeted by a finger of artwork she creates doesn’t live up to her
Caster Level 20th; Weight 1/2 lb; death. Each of these deathtraps func- expectations, and is quickly destroyed
Source Epic Level Handbook 151. tions up to once per round, targeting and rebuilt, but her home features doz-
one character per round. ens of masterpieces she’s created over
The Tripartite Soul Deathtrap: CR 12; magic device; visual the years.
Balakarde’s soul is split into three parts: trigger (true seeing); automatic reset; spell Dragotha and the cult of Kyuss know
his scholastic drive, his artistic inspira- effect (targeted greater dispel magic, 17th- of the exiled lillend, but since she keeps
tion, and his hatred of Dragotha. Each level sorcerer), spell effect (finger of death, to herself and is in a relatively remote
part is bonded to a different item (Bal- 17th-level sorcerer, DC 30 Fortitude save area of the Fissure, they leave her alone.
akarde the scholar haunts the everfull resists death for 3d6+17 damage); Search Not so one of the most recent arrivals
purse, the artist a statuette of the wizard,
DC 37; Disable Device DC 37. to the Wormcrawl. The lich Thessalar
and the weapon used to slay an aug-
Treasure: Although N’vesh-n’kar has encountered Zulshyn not long a�er he
mented thessalhydra). Possession of
one of these soul-bonded items grants little interest in magical gear, his trea- claimed the ancient fortress as his own
a different benefit, as detailed below. sury holds a large amount of wealth he’s while exploring the southern reaches of
Scholar: +10 insight bonus on all collected over the years. Area 9 of the the Fissure, and was immediately smit-
Knowledge skill checks and Spellcra� Apostle Caves contains no fewer than ten with the exotic artist. At first, Zulshyn
checks; +2 luck bonus to Intelligence seven chests of different sizes, none of was flattered and perhaps intrigued by
and Wisdom. them locked or trapped. the powerful lich’s attentions, but when
Artist: +10 insight bonus on all Within the chests is the following the true nature of his debased desires for
Cra� and Perform skill checks; +2 luck treasure: 12,400 gp, 1,500 pp, dozens of her became clear, she spurned him. Since
bonus to Dexterity and Charisma. bags of gemstones worth a total of 18,500 then, Thessalar’s “love” has transformed
Slayer: +4 insight bonus on all Initia-
gp, and a shocking collection of rings, into blinding hate, and for the past sev-
tive checks; +2 luck bonus to Strength
necklaces, and other items of jewelry eral decades the two powerful spellcast-
and Constitution.
A character that carries one of these worth a total of 21,000 gp. Although he’s ers have been locked in a bitter stalemate
fragments can sense the proximity of turned over most of the magical gear of hostility. For her part, Zulshyn regards
the other fragments. By concentrating, he’s gathered over the years to Dragotha, the lich as little more than a buffoon.
he can find the path to either of them. he kept five items that struck his fancy, She’s largely forgotten him now, as he
either because their one-time wielders has not made any attempts on her life
were particularly potent foes or because for many years, but her complacence may
them with horrid wilting again. If he he was intrigued by their necroman- soon lead her into greater peril than ever,
needs to escape, he casts mind fog to tic effects. These items are a suit of +4 especially if the PCs get involved in this
obscure vision and hamper Will saves, undead controlling full plate, a sword of life unhealthy relationship.
then casts dimension door to escape stealing, a rod of withering, a mask of the
to area 9 where he augments his fast skull, and an everfull purse. This last item Zulshyn’s Tower (EL 21)
healing with a few limited wish spells was Balakarde’s, and the remnants of his Zulshyn has had about a century to
to duplicate inflict critical wounds on intellect remain bound to it. perfect her home. Outwardly, the tower
himself. If the PCs remain in his lair is exotic and artistic, looking like a
by the time he’s healed up, he uses PART THREE: THE large dome with a gracefully hooked
magic jar to try to possess one of them. EXILED ARTIST spire rising up over the top like a claw.
If the PCs confront him in his treasury, The lillend Zulshyn was, for hundreds A balcony halfway up this spire provides
he fights to the bitter end, using his of years, a caretaker and guardian of an a breathtaking view of the o�en mist-
breath weapon at the first opportunity, extraplanar “highway” known as the Infi- laced lake to the south. The dome and
following that up with an empowered nite Staircase. When she used Morden- tower itself are crafted of polished
cone of cold (remember, the skeletons kainen’s disjunction to destroy a particu- obsidian, shaped and created magically
he vomits up are immune to cold). larly ugly staff of the magi owned by the so as to appear to be formed of one

62 DUNGEON MAY 2006


Exile’s Tower Key
1. Foyer: A simply decorated room.
2. Gallery: This is where Zulshyn’s dis-
The Exile’s Tower
plays her art.
3. Guest Room: This chamber can
be subdivided by moving wooden
latices.
4. Storeroom: Food, art supplies, and
other necessities. 5 6
5. Zulshyn’s Chambers: A massive
array of cushions, silk blankets,
and an intricate lattice of hanging
beads, trinkets, and chimes.
6. Conservatory: This chamber features
a large harpsichord, an equally over-
sized harp, and a small stage.

immense stone. The walls themselves 3


are magically treated. Doors are made
of similarly treated semi-transparent
rose quartz, but only the internal doors
operate on hinges. At Zulshyn’s touch, the
external doors swing open silently, but 2 1
to all other creatures they function more
like solid plugs of crystal that merge
with the surrounding obsidian. A DC 30
Use Magic Device check can trick these 4
doors into opening, but otherwise they
must be bashed open (or bypassed with
spells like knock, stone shape, or passwall).
Windows are tall, arched openings filled
with permanent walls of force (caster
One square = 10 feet
level 19th). Zulshyn can change the
coloration of the force in these windows
by touch, and can even transform them
into complex transparent paintings they’ll need to attract her attention or Zulshyn has experimented with
similar to stained glass if she wishes. force their way into her home if they numerous traps and guardians to
Inside, the temperature is a quite warm wish to speak to her or attack. protect her home over the years, but her
90ºF, and the floors are thickly carpeted. Knocking on either door is enough fickle attitude and nearly impossible-
Soft music (permanent ghost sounds to attract her attention (a�er 1d6+4 to-satisfy artistic eye has limited her
sculpted by the lillend) fills the gallery rounds); loud and flashy spell effects options. She created four powerful
(area 2); she can control the volume in the surrounding area work even stained glass golems a few decades ago,
by concentrating. better. She reacts immediately to these, and remains generally pleased with
Magically Treated Walls: 3 feet thick; as well as to attempts to break into her them even now, although every few
Hardness 16; hp 1,080; Break DC 70. home. Zulshyn’s initial attitude toward years she reworks their appearances
Crystal Door: 4 inches thick; Hardness the party depends upon the nature of to fit different themes. Currently, the
16; hp 120; Break DC 48. how they announce themselves; if they four golems resemble undead soldiers
Creatures: Zulshyn might encounter do so violently, she is initially hostile. mounted on terrifying demonic
the PCs during one of her constitutional Otherwise, she’s simply unfriendly horses, each matching the riders of
flights through the Wormcrawl, in (and slightly annoyed at having been the apocalypse from common myth
which case she might invite the PCs into interrupted in the middle of her latest (death, pestilence, war, and famine)—
her home. If the PCs come to her home project; “re-sculpting” a prisoner she their morbid appearances still tickle
on their own (either by chance or by petrified with a prismatic spray a few Zulshyn’s dark sense of decor. All four
following the lure of Balakarde’s spirit), days ago from a derro into a halfling). golems stand in the western windows in

MAY 2006 DUNGEON 63


INTO THE WORMCRAWL FISSURE BY JAMES JACOBS

area 4. Zulshyn keeps the fi�h window 3rd (5/day)—cure serious wounds, music, and allows her to create a 20-foot-
to the south clear so as not to obstruct displacement, haste radius spread of fire anywhere within
her view of the mysterious lake. 2nd (6/day)—glitterdust (DC 24), hold person 100 feet (provided she has line of effect
(DC 24), shatter (DC 24), silence (DC 24) to the target). Creatures in the area take
Zulshyn CR 20 1st (6/day)—cure light wounds, expeditious fire damage equal to her Perform check
Female lillend bard 3/sublime chord 10 retreat, grease (DC 23), Tasha’s hideous result, with a DC 32 Will save indicating
CN Large outsider (chaotic, extraplanar, laughter (DC 23) half damage.
good) 0 (3/day)—dancing lights, mage hand, Song of Timelessness (Su) As a standard
Monster Manual 168, Complete Arcane 61 mending, message, prestidigitation, action, Zulshyn can use her bardic music
Init +6; Senses arcane sight, darkvision 60 �.; read magic to envelop a single creature to which she
Listen +25, Spot +22 Spell-Like Abilities (CL 10th) has line of effect within 60 feet in a field
Languages Abyssal, Celestial, Common, 3/day—darkness, hallucinatory terrain (DC of timelessness. The subject can make
Infernal; tongues 26), knock, light a DC 32 Will save to resist the effect. If
AC 33, touch 19, flat-footed 27 1/day—charm person (DC 23), speak with the subject fails this save, he is frozen
hp 217 (20 HD) animals, speak with plants in a shimmering aura of timelessness
Immune poison Abilities Str 20, Dex 22*, Con 24, Int 16, Wis and can take no actions, nor can any
Resist electricity 10, fire 10 14, Cha 34* force affect him. Zulshyn can keep a
Fort +20, Ref +19, Will +21 SQ bardic knowledge +16, target trapped in this way as long as she
Spd 20 �., fly 70 �. (average) Feats Cra� Construct, Cra� Magic Arms continues to sing, up to 19 minutes.
Melee rod of flailing +19/+14/+9 (1d8+8) and and Armor, Cra� Wondrous Item, Exotic When the effect ends, the subject returns
rod of flailing +19 (1d8+5) and Weapon (whip), Hover, Point Blank Shot, to normal, unaware that any time
tail slap +17 (2d6+6) Precise Shot, Rapid Shot has passed.
Ranged +2 speed composite longbow Skills Appraise +13, Concentration +20,
+21/+21/+16/+11 (1d10+7/×3 plus 1d6 Cra� (painting ) +23, Cra� (sculpture) Apocalypse Golems (4) CR 14
fire) or +23, Diplomacy +34, Knowledge (arcana) Advanced stained glass golem
+2 speed composite longbow +26, Listen +25, Perform (song) +45, N Large construct
+19/+19/+19/+14/+9 (1d10+7/×3 plus 1d6 Profession (astrologer) +10, Sense Motive Monster Manual II 116
fire, Rapid Shot) +12, Spellcra� +28, Spot +12, Survival +12, Init +2; Senses darkvision 60 �., low-light
Space 10 �.; Reach 10 �. Tumble +15 vision; Listen +0, Spot +0
Base Atk +14; Grp +23 Possessions combat gear, +5 glamered AC 22, touch 14, flat-footed 17
Atk Options constrict 2d6+5, improved mithral chain shirt, +2 speed composite hp 228 each (36 HD); fast healing 5; DR
grab (tail) longbow (+5 Str) with 50 +1 flaming 10/adamantine
Special Atk bardic music 8/day (countersong, arrows, minor ring of electricity resistance, Immune magic; construct traits
fascinate, inspire competence, inspire rod of flailing, quiver of Ehlonna, cloak Fort +11, Ref +13, Will +11
courage +1, song of arcane power, song of Charisma +6, amulet of health +6, Spd 30 �. (can’t run)
of cosmic fire, song of timelessness) bejeweled earrings worth 5,000 gp, 6 Melee 2 rakes +33 (2d6+10/19–20)
Combat Gear wand of cure serious wounds doses of diamond dust for stoneskin Space 10 �.; Reach 10 �.
(38 charges) (worth 250 gp each), 3 forked metal rods Base Atk +27; Grp +38
Sublime Chord Spells Known (CL 19th) (foci for plane shi� linked to Arborea, Special Atk prismatic spray
9th (3/day)—Mordenkainen’s disjunction, Limbo, and the Abyss), porphyry statuette Abilities Str 24, Dex 21, Con —, Int —, Wis
wish (has enough XP to cast 4 times) of Balakarde 11, Cha 1
8th (4/day)—mind blank (one already cast), *Includes +2 luck bonus from possession of Skills Hide +1 (+21 when disguised as a
sunburst (DC 30), polymorph any object Balakarde statuette stained glass window)
(DC 30) Permanent Spell Effects Zulshyn has made Immunity to Magic (Ex) An apocalypse
7th (5/day)—finger of death (DC 29), plane the following spell effects permanent on golem is immune to any spell or spell-
shi� (DC 29), prismatic spray (DC 29), herself: arcane sight, greater magic fang, like ability that allows spell resistance. A
greater teleport and tongues. shatter spell affects an apocalypse golem
6th (6/day)—antimagic field, chain lightning Song of Arcane Power (Su) As a move action, normally, and mending heals 2d6 points
(DC 28), geas/quest (DC 28), greater Zulshyn can prepare to cast a spell by of damage the golem has taken. Spells
scrying (DC 28) giving voice to the song of arcane power; that inflict sonic damage affect them
5th (6/day)—greater dispel magic, greater the next spell she casts (as long as it is normally as well.
heroism, permanency, wall of force cast by the end of her next turn) gains a Prismatic Spray (Su) Once every 1d4 rounds,
4th (8/day)—dimension door, dominate person +4 bonus to its caster level. an apocalypse golem can unleash a
(DC 26), greater invisibility, stoneskin Song of Cosmic Fire (Su) This ability costs prismatic spray (caster level 20th) as a free
Bard Spells Known (CL 19th) Zulshyn two of her daily uses of bardic action. Apocalypse golems are immune

64 DUNGEON MAY 2006


to the prismatic spray effect from itself or finger of death, and dominate person to start. gp in art that can be looted, including
other apocalypse golems. If reduced to 75 or fewer hit points, she onyx sculptures of monstrous denizens
Tactics: Zulshyn begins this encounter dimension doors back into her home, uses of the Wormcrawl Fissure, jade masks
in area 2. If she realizes the PCs are here her healing spells on herself, and pre- of fearsome worm-eaten visages, paint-
to do her harm, she calls her four golems pares to repeat her tactics if the PCs get ings depicting dozens of different iconic
to her side and sends them to attack the to area 2. She saves her most powerful places throughout the planes (including
PCs while she takes the time to cast spells for true emergencies, using Mor- a portrait of Ehlonna, a city-scape of
stoneskin, greater heroism, greater invisibility, denkainen’s disjunction if the PCs wield a Sigil, a frighteningly realistic depiction
haste, and displacement on herself before large number of potent magic items (and of the demon prince Graz’zt, and a mas-
using dimension door to teleport onto her even then only if she can avoid catch- sive 4 �. by 10 �. landscape depicting the
balcony above (or to a similar vantage ing any of her own belongings or home tangled and mind-boggling ways of the
point about 100 feet from the PCs). in the area of effect) and wish only if no Infinite Staircase, each of which is worth
In the first round of combat, Zulshyn other options are open. If reduced to 75 3,000 gp).
activates the defensive qualities of her or fewer hit points again, she plane shi�s Yet perhaps Zulshyn’s greatest trea-
rod of flailing (this +4 bonus on saves and away to plot her revenge (although this sure is the eight-inch-tall porphyry
AC is included in her statistics) and then likely takes her out of the picture for the statuette of Balakarde that sits in an
aids her golems. If the PCs seem to be remainder of the campaign). alcove in the wall in Zulshyn’s bed-
having a tough time, Zulshyn doesn’t Treasure: In addition to her personal room, protected by a permanent wall of
waste her spells and instead uses her gear and jewelry, many of the works of force. Zulshyn can lower this wall with a
bow on spellcasters or characters with art that Zulshyn has created over the touch (as can any PC who touches the
adamantine weapons. If the PCs seem to years and decorated her abode with are wall, concentrates, and makes a DC 30
be taking her golems apart (or if they’ve quite stunning, if generally creepy and Use Magic Device check). The statu-
already destroyed them) she takes to the morbid. A fair amount of these works are ette itself is worth 500 gp and radiates
air and uses her ranged spells against not portable (such as the wall of force art, necromantic magic. Zulshyn was com-
them, beginning with a polymorph any or the masterwork harpsichord or harp pelled to cra� the statuette 16 years ago
object on a nearby boulder to transform in the conservatory), and just as many when (still unknown to her) a fragment
it into a 12-headed pyrohydra (which are only partially completed and cur- of Balakarde’s soul infused with his cre-
immediately attacks the PCs) and follow- rently worthless. Still, PCs who wish to ativity was drawn into her own creative
ing with prismatic spray, chain lightning, scour her home find no less than 35,000 spirit like a feather pulled into a vortex.

MAY 2006 DUNGEON 65


INTO THE WORMCRAWL FISSURE BY JAMES JACOBS

As she created the statuette, this soul and these actions could have repercus- she particularly likes one of the PCs (and
fragment became one with the creation, sions on certain class abilities. you’re feeling particularly generous), she
and it remains one of the lillend’s most • Assassination: The lich Thessilar has may even offer both of these to the PCs.
prized possessions (and not only for the long plagued and distressed Zulshyn; Try to present Zulshyn as a somewhat
notable bonuses it grants her). she explains her past relationship with creepy but helpful and friendly creature;
him and asks the PCs to investigate she’s certainly the only real ally the PCs
Audience with Zulshyn what he’s up to. If he still bears her ill will be able to find in the Wormcrawl
Unless the PCs are exceptionally crass will, she wants him destroyed. Fissure. During their conversation, she
or are working for Thessalar, this • Commission: If she realizes one of the may idly begin sculpting one of the PCs
adventure assumes that they make PCs is a gi�ed performer or cra�s- (likely the primary diplomat) out of clay,
relatively peaceful contact with Zulshyn. man, she asks for a gi� of art. The and if made helpful she presents this
The lillend is curious to learn about PC must perform no fewer than five work of art to the PC at a later date as a
these strange visitors to the Wormcrawl works for her over the course of two gi� (it’s worth 500 gp). She might even
Fissure, and when she does, she’s eager hours. If the PC can make at least take a keener interest in one of the PCs,
to hear tales of their exploits and news three DC 35 Perform checks out of inviting that character to spend the night
from the world in general. Strangely, the five, she’ll be impressed enough. with her while allowing the other PCs to
although she’s lived on Kyuss’ doorstep If instead the PC wishes to cra� a stay in her guest bedroom. The repercus-
for a century, she has little concept of work of art, she gracefully allows that sions of a tryst with a powerful lillend are
the Age of Worms or an increase in the PC access to her supplies (which are le� to you to expand upon.
level of activity of his cult. She seems masterwork and grant a +2 bonus on
a bit skeptical at first, but is relatively Cra� [painting] and Cra� [sculpting] PART FOUR:
easy to convince since (as she admits) checks). It’s a DC 40 Cra� check to THESSALAR’S
she o�en loses track of the rest of the fabricate something artistic enough FORTRESS
world when she’s in a creative mood. to satisfy Zulshyn’s finicky needs. This pinnacle of rock soars nearly 2,000
As she speaks to the PCs, have the • Bribe: Zulshyn accepts a magical item feet above the surrounding canyon floor,
character with the highest Diplomacy worth at least 50,000 gp (or any com- yet remains nearly an equal distance from
check make a check, with the other bination of items and material wealth the rim above. An immense bridge of stone
characters in the group aiding that roll exceeding 120,000 gp) in exchange for connects the top of this spire to the canyon
(unless their characters make a point of the statuette. rim about 3,000 feet to the west, the steep
not participating in the conversation). • Service: If one of the PCs pledges a slope of this bridge featuring well-worn
If, during this conversation, a PC cohort, minion, or even themselves to stairs to aid descents from above to this
compliments Zulshyn’s artwork, the Zulshyn for a minimum period of one mesa. The mesa itself is caught in a disori-
primary diplomat gains a +4 bonus on year as a houseservant or guardian, she enting zone between near-constant layers of
the check. accepts this offer as one of the condi- clouds above and below, giving it an other-
If the PCs ask Zulshyn about Bala- tions for the statuette. With a DC 30 worldly feel. Perched on the eastern edge of
karde, she becomes guarded and suspi- Diplomacy check, she’s willing to put this mesa is a strange, squat fortress made
cious of their motives. She doesn’t want off the start of this period for a few of red marble, its low walls smooth and pol-
to give up her statuette, but the explana- weeks (which may be enough time for ished. There are few sharp corners on this
tion of what it is clears up a fair number a PC to finish out the campaign). If keep, giving it an almost organic look.
of her own questions. She freely admits the PC fails to fulfill his end of this The original architect of this for-
that she has a strong emotional attach- bargain, Zulshyn spares no expense tress has been forgotten; the structure
ment to the statuette, and does not want in attempting to enslave him to her has existed for thousands of years, and
to part with it. In order to secure the using geas/quest, dominate person, or during that time has been repaired and
statuette (short of stealing it), Zulshyn even a wish. rebuilt dozens of times by as many ten-
proposes the PCs do something for her If the PCs manage to accomplish twice ants. The cult of Kyuss has used it now
to “pay” for the priceless work of art. If the required number of tasks (two if she’s and then as an outpost, but their interest
her attitude is indifferent, she demands helpful, or four if she’s just friendly), in the site waxes and wanes over the cen-
all four of the following tasks. If friendly, Zulshyn is so impressed that she also turies—currently, they have little inter-
two is enough, and if helpful she only pledges to personally aid them in their est in it.
requires one task. Of course, unscrupu- battle against Dragotha. She gives the PCs
lous PCs can also use spells like dominate a choice in this case: they can either take Fortress Features
monster to secure the statuette—they may one of her apocalypse golems along for The walls of Thessalar’s Fortress are of
even attack the lillend for it. Such acts additional support, or they can contact magically shaped marble, although they
are evil, despite the lillend’s own some- her when they’re ready to fight Dragotha are not magically enhanced; likewise, the
what questionable ethics and morals, and she’ll aid them in the final battle. If stone doors within the fortress are sim-

66 DUNGEON MAY 2006


Thessalar’s Fortress Key
1. Outer Gate: An unguarded, ruined
remnant.
Thessalar’s Fortress
2. Courtyard: A swampy courtyard
guarded by two thessalhydras.
3. Workshop: Once a throneroom,
Thessalar now grows vats of proto-
life in this chamber. 6 7
4. Guardroom: Empty guard posts.
5. Sniper Tubes: Once used by guards
to fire arrows upon those trapped in
the courtyard, these tubelike crawl- 4 4
ways are empty, the arrowslits that
line their inner walls shuttered by
cleverly hidden stone panels.
6. Study: This is where Thessalar
5 3 5
retreats to study magic.
7. Prison: The lich keeps living pris-
oners in here when he has them;
currently, he has none.

ple stone doors (although all are arcane


locked at caster level 20th). The portcul- 2
lises in area 1 and to the south of area 3
are all down, made of iron, and rusted in
place—Thessalar uses dimension door and
other magic to enter and leave his home
and never bothered to have the portcul-
lises repaired. One of the lich’s greatest
weaknesses is his ego—he hasn’t both- 1
ered to create many traps to guard his
lair, since he believes he and his guardian
monsters are more than enough defense. One square = 5 feet
In most cases, he’s right.
Area 2 (the courtyard) has a swampy,
tangled ground cover of fitfully-grow-
ing plants, fungus, algae, and stagnant The architect of numerous monstrous young of other monsters that are infused
water. The ground here is difficult ter- creations in his time, Thessalar claims with a dangerous form of shuddering
rain. The walls to the east and west are authorship of dozens of magical beasts flesh and fluid the lich calls “protolife.”
fi�een feet high, but their smooth and and aberrations now firmly established In most cases, these teratic offspring are
rounded roofs are slippery to stand upon in the environment of as many differ- doomed to die a�er only a few minutes
(requiring a DC 12 Balance check). ent Material Plane worlds, including the of painful life, but occasionally they
Stone Door: 4 inches thick; Hardness 8; chuul, the owlbear, the grick, the rust result in viable new creatures. Thessa-
hp 60; arcane lock (CL 20); Break DC 38. monster, and the mimic, although his lar has had great success infecting chi-
Rusted Portcullis: 2 inches thick; claims for some of these monsters are meras, gorgons, manticores, and even
Hardness 10; hp 40; Break DC 28. doubtful at best. The chuul for example, cockatrices with this protolife, but his
is now generally believed to be the cre- most successful creations are the result
The Spurned Lich (EL 22) ation of the wizard Ashranezr, although of introducing protolife into hydra eggs.
The current tenant of the fortress is he may have based his research on work The resulting creatures, thessalhydras,
an ancient world-traveling lich named already done by Thessalar. The one type are his favorite children.
Thessalar. Long obsessed with the mira- of creature that the lich certainly created, Thessalar came to the Wormcrawl Fis-
cle of life, Thessalar ironically turned to however, are those that bear his name— sure only two decades ago, a�er hear-
undeath as a way to continue his disturb- the thessalmonsters. ing rumors of how Kyuss had somehow
ing and o�en monstrous experiments Thessalmonsters are his triumph; managed to use a living creature (the
into the nature of the living organism. aberrations created from the unborn ubiquitous Kyuss worm) as a vector for

MAY 2006 DUNGEON 67


INTO THE WORMCRAWL FISSURE BY JAMES JACOBS

undeath. Hoping to expand upon this hit points, fast healing


research, Thessalar chose this aban- 20, spell resistance
doned fortress as his laboratory and lair. 30, and immunity to
His research into the Kyuss worm bore mind-affecting effects
him no fruit, yet he did find something (including Thessalar’s
equally exotic here in the shape of a mys- ability to control thes-
terious lillend—Zulshyn. salmonsters).
Thessalar is now obsessed with the Creature: A pair of thes- Thessalar
artistic lillend, to the point where he salhydras prowls the open
hopes to infest her with protolife to courtyard (area 2); at least one
create a monstrous new race of thes- of them is awake at all times.
salillends. The lunatic lich thinks his If either thessalhydra notices
obsession with Zulshyn is love, when any intruders, it breaks into
in fact it is something altogether more a tremendous frenzy of roars
disturbing and foul, made worse by the and hissing.
fact that he doesn’t understand why Thessalar himself spends
she finds him repulsive. A�er numer- an hour each morning study-
ous attempts to “win” her love (many ing his spells in area 6, but the
of which were little more than frenzied rest of the time he observes and
attacks on her home), Thessalar fell into cultivates the protolife in area 3.
an extended fit of melancholic brood- He trusts the two thessalhydras
ing. For the past several years, he has who live in the courtyard to alert
toiled at mixing the perfect vat of proto- him if “visitors” come calling.
life, using multiple wish spells and seed- Thessalar has no interest in ally-
ing it with power components harvested ing with the PCs. Their mere attempt
from throughout the multiverse. The to speak to him offends him, as it takes
concoction nears completion, and when him away from his work. If he hears the
he’s finished with it, the lich intends to thessalhydras in area 2 attack intruders,
use a series of modified gate spells to the lich casts project image to manifest
siphon it directly into Zulshyn’s body, an image of himself in the courtyard to
transforming her into the first speci- observe the battle. spirit and finds it soon enough in the
men of a brand new abomination. His first action in combat is to tele- protolife. He’s ready to unleash the
The vat of protolife in area 3 is con- pathically order his thessalhydras to enhanced thessalhydra (see above) when
tained in a large cylinder of force simi- break off the attack, at which point he the PCs return, since he has no intention
lar to that of a forcecage. The cylinder is address the PCs and demands to know of honoring his end of the bargain once
ten feet in diameter and reaches all the the purpose of their visit. His unlife as he has Zulshyn in his clutches.
way to the fi�een-foot-ceiling above. a lich has spanned centuries, and in that
Within, blood, flesh, eyes, mouths, and time he’s dealt with countless adven- Thessalar CR 22
less identifiable organs churn and swirl turers. Experience has taught him that, Male human lich transmuter 10/loremaster 10
in a vortex of organic color. Protolife unless they seek his death, he can usually CE Medium undead
is highly reactive, and contact with the turn them to his advantage. Thessalar Monster Manual 167
stuff normally grants a living creature has been too obsessed with his current Init +4; Senses arcane sight, darkvision 60 �.,
fast healing 5 (and eventual transforma- project to realize that a fragment of Bal- see invisibility; Listen +5, Spot +5
tion into a thessalmonster). In this case akarde’s spirit has become trapped in the Aura fear (60-�. radius, Will DC 22)
the protolife has become haunted by a protolife vat, and certainly doesn’t want Languages Common, Draconic,
portion of Balakarde’s spirit. Thessalar is the PCs poking around in his laboratory. Undercommon; tongues
unaware of this, since he has no reason Instead, he tries to bluff them, claiming AC 28, touch 18, flat-footed 23
to suspect the protolife is haunted, but that he does indeed know of this spirit hp 130 (145 with false life, 20 HD); DR 15/
if he learns abouth the possibility from and that he’d be happy to hand it over bludgeoning and magic
the PCs it doesn’t take long for his vast to the PCs if they just do him a favor Immune cold, electricity, polymorph;
intellect to piece things together. first—travel south to Zulshyn’s tower, undead traits
If the protolife is released from the capture her alive, and bring her back SR 18
vat, Balakarde’s furious spirit immedi- here to him. Fort +12, Ref +14, Will +21
ately transforms the stuff into a highly If the PCs agree to this bargain, Thes- Spd 30 �.
dangerous thessalhydra, one that has 288 salar begins searching for Balakarde’s

68 DUNGEON MAY 2006


Melee touch +10 (1d8+5 negative energy the lore of true stamina), summon familiar force to make them serve his needs. He
plus paralysis [DC 22]) (raven named Tethix, speaks Common) begins combat with a projected image,
Base Atk +10; Grp +10 Feats Alertness, Cra� Construct, Cra� taking his time casting short-duration
Combat Gear potions of inflict serious wounds Magic Arms and Armor, Cra� Rod, Cra� defensive spells on himself (true seeing,
(10), lesser rod of quicken metamagic, wand Wand, Cra� Wondrous Item, Forge Ring, fly, haste, cat’s grace, and resist energy). If his
of scorching ray (8th, 23 charges) Greater Spell Focus (transmutation), enemies manage to locate his real body
Spells Prepared (CL 20th, +10 touch, +14 Maximize Spell, Quicken Spell, Scribe before he’s done casting, he uses time stop
ranged touch, +22 to overcome SR, Scroll, Skill Focus (Knowledge [arcana]), to finish the job.
prohibited schools enchantment and Spell Focus (transmutation) Once he’s in combat, Thessalar uses a
illusion) Skills Appraise +14, Concentration +23, quickened shield on the first round. He
9th—maximized disintegrate (DC 29), time Knowledge (arcana) +37, Knowledge uses his most powerful spells first, work-
stop, quickened wall of force, wail of the (dungeoneering) +34, Knowledge (history) ing down through the levels and focusing
banshee (DC 30), wish (2) +34, Knowledge (nature) +34, Knowledge his attentions on whatever PCs have actu-
8th—maximized cone of cold (DC 26), (the planes) +32, Spellcra� +36 ally been able to damage him. He uses
quickened dimension door, maze, Possessions combat gear, evil robe of the a quickened wall of force if he can lure
polymorph any object (DC 31), prismatic arch magi, ring of protection +3, ring of PCs into an enclosed area, and a quick-
wall (DC 29), temporal stasis (DC 31) wizardry II, crown of intellect +6, Heward’s ened dimension door to retreat to area 7 to
7th—maximized enervation, finger of death handy haversack, two gloves of storing (one regroup if brought below 40 hit points.
(DC 28), forcecage, prismatic spray (DC 28), contains his portable hole and the other On the second confrontation, he fights
reverse gravity, statue*, greater teleport his lesser rod of quicken metamagic), boots until reduced to 10 hit points or less, at
6th—chain lightning (DC 27), disintegrate of speed, portable hole, gold dust worth which point he teleports to another hid-
(DC 29), greater dispel magic, maximized 100 gp, four doses of true seeing ointment den lair several hundred miles away. If
fireball (DC 24), flesh to stone (DC 29), (worth 250 gp each), temporal stasis gem destroyed, his spirit returns to his phy-
true seeing, maximized vampiric touch dust worth 5,000 gp, 3 doses of ruby dust lactery (also kept in this distant lair hun-
5th—baleful polymorph (DC 28), cone for forcecage spells (each dose is worth dreds of miles away). If forced to retreat
of cold (DC 26), quickened ray of 1,500 gp) in either of these ways, Thessilar turns his
enfeeblement, quickened shield, Spellbooks Thessalar’s immense collection attentions elsewhere. He’s survived for
telekinesis (DC 28), transmute rock to of spellbooks is kept in his portable hundreds of years, and in that span has
mud (DC 28), wall of force hole on neatly organized shelves. These been defeated no fewer than six times—
4th—dimension door, enervation, fear spells contain every wizard spell in the he does not make a habit of returning
(DC 25), maximized magic missile, Player’s Handbook (with the exception of for revenge against foes that have already
polymorph, solid fog, mass reduce person enchantment and illusion spells). proven their ability to defeat him, espe-
(DC 27) Command Thessalmonster (Su) Thessalar cially since he has duplicate copies of his
3rd—clairaudience/clairvoyance, dispel can command any thessalmonster that spellbooks at his hidden true lair.
magic, fly, fireball (DC 24), haste, isn’t currently magically controlled by Treasure: In addition to the gear he
lightning bolt (DC 24), slow (DC 26), telepathic order as a free action, as if carries, Thessalar’s portable hole contains
stinking cloud (DC 24) it were under the effects of a dominate his vast collection of spellbooks and
2nd—arcane lock, blindness/deafness (DC monster. He can usurp control of a 22,000 gp in miscellaneous material
23), cat’s grace, detect thoughts (DC magically controlled thessalmonster by components and foci for his spells.
23), false life*, ghoul touch (DC 23), taking a standard action and making a The greatest treasure for the PCs in his
glitterdust (DC 23), levitate, Melf’s acid successful caster level check against the keep is the third fragment of Balakarde’s
arrow (2), resist energy, shatter (DC 23), caster level of the magical command. spirit. In order to gain this spirit, the PCs
spectral hand Contingency If damaged by a melee must first destroy the force cylinder in
1st—chill touch (DC 22), grease (DC 22), attack, a fire shield springs into effect area 3 that contains the protolife. Doing
magic missile (3), ray of enfeeblement, on Thessalar. so causes the protolife to transform into
reduce person (DC 24), shocking grasp, Permanent Spells arcane sight, read magic, an augmented thessalhydra (see above).
unseen servant* see invisibility, tongues Balakarde’s soul fragment bonds with
0—mage hand (3), message, touch of Thessalhydras (2): hp 225 each; see whatever weapon delivers the killing
fatigue (DC 21) Appendix. blow to this thessalhydra (or to a worn
*Already cast Augmented Thessalhydra: CR 17; hp magic item if the killer uses spells or
Abilities Str 10, Dex 18, Con —, Int 33, Wis 288; fast healing 20, spell resistance 30, unarmed attacks to defeat the monster).
16, Cha 14 immunity to mind-affecting effects;
SQ command thessalmonster, loremaster see Appendix. Balakarde Restored
secrets (applicable knowledge, dodge trick, Tactics: If the PCs don’t want to talk, Once the PCs have gathered all three of
more newfound arcana, newfound arcana, Thessalar is more than willing to use Balakarde’s spiritual fragments, and all

MAY 2006 DUNGEON 69


INTO THE WORMCRAWL FISSURE BY JAMES JACOBS

three fragments are brought within 10 persists until the three objects bonded to the exception of the Writhing Sanctum.
feet of each other, a sudden strange still- Balakarde’s spirit are touched together. His attack plan 16 years ago was to tele-
ness settles over the area. Sounds grow When this occurs, a brilliant flash of light port into this sanctum, a plan that failed
muted, colors dull, and the air itself heralds the conjunction of Balakarde’s miserably since Dragotha was able to call
feels thick and chilling. Those who carry soul. The sense of oppressive menace upon all of his minions in the Tabernacle
objects possessed by Balakarde become and muted reality is swept away in an below. Balakarde believes that Dragotha
filled with the urge to touch the objects instant. The magical benefits to checks won’t move against the PCs until they
together. This palpable sense of dread and ability scores that were associated reach the Writhing Sanctum, due to a
with the three objects remain in effect combination of egotism and cowardice.
Balakarde’s as a ghostly figure of a man floating The best plan of attack is to infiltrate the
Ghost serenely in the air with an expression of place from below and destroy his minions
joy appears before the PCs—Balakarde. before confronting him.
Although undead, Balakarde’s spirit
is not technically a creature. He has no Aid from Beyond the
hit points, armor class, or capability to Grave
interact with the environs. He cannot As long as the PCs continue to press
change his location through movement. on against Dragotha, Balakarde’s spirit
Likewise, nothing physical or magical remains bound to the three items and
can affect him in this state (with the they continue to provide their bonuses.
exception of an antimagic field, which If the PCs abandon the quest to slay
suppresses his manifestation as long as Dragotha, Balakarde’s spirit fades over
it is in the area). Shortly a�er his soul the course of a week until he vanishes.
is rebound, the apparition regards the Once the PCs reach Dragotha, the
PCs with a look of immeasurable thanks. nature of his spirit’s power changes; the
When he speaks, it is through telepathy quest for the destruction of the dracol-
shared by all those present. ich is what kept his soul trapped on the
Balakarde can answer almost Material Plane, a�er all. At this point,
all of the questions the PCs Balakarde’s spirit grows much more pow-
may have about Kyuss, erful. The three fragments “detach” from
Dragotha, and the Age of their bonded objects and instead bond
Worms. The most impor- with the PCs. A portion of Balakarde’s
tant piece of information he soul may be traded once per round as an
can share with the PCs is the immediate action (a free action he can
fact that Lashonna is in fact one of take even when its not his turn) to any
Kyuss’ greatest minions, second only to other PC within 10 feet. Since swapping a
Dragotha himself. Whenever Balakarde spirit fragment is an immediate action, a
speaks of Dragotha, his features twist in character can pass it to another character
rage—he seethes with a need for revenge even as he makes a saving throw in an
against the undead dragon for what he attempt to bolster a failed save.
did to his sister Maralee. Until Drago- The effects of a soul fragment once it
tha is slain, Balakarde’s spirit cannot is bonded to a character are as follows:
rest, and he volunteers to aid the PCs Artist: The character gains immunity
by bolstering their defenses against the to fire. All living creatures within 30 feet
dracolich if they choose to meet him in (including the character) gain evasion
combat. and a +10 luck bonus on Reflex saves.
Use Balakarde to fill in the PCs on Scholar: The character gains a +10
any gaps they may have in their knowl- insight bonus on caster level checks to
edge of the Age of Worms campaign. He overcome spell resistance, and the save
doesn’t know much about events that DCs for his spells and spell-like abilities
have occurred since his death 16 years ago, increase by 2. All other living creatures
but he’ll certainly be able to tell within 30 feet (including the caster) gain
them all about Dragotha’s immunity to fear and a +10 luck bonus
defenses and capabilities. on Will saves.
He’s never been inside the Slayer: The character gains a +20
Tabernacle of Worms, with insight bonus on attack rolls. All

70 DUNGEON MAY 2006


other living creatures within 30 feet made in the structure is soon mended. caster level check. Attempts to break or
(including the caster) gain immunity A creature that damages any part of damage a wormdoor release a spray of
to paralysis and a +10 luck bonus on the Tabernacle with a melee weapon is worms as detailed above.
Fortitude saves. attacked by a spray of Kyuss worms that Wormdoor: 4 in. thick; Hardness 10;
Once Dragotha is slain, Balakarde’s spews from the cracks in the stone with hp 90; fast healing 20; Break DC 30.
spirit reacts as detailed in “Concluding the a +20 ranged touch attack. If the spray Secret Doors: The secret doors in
Adventure.” If the PCs retreat from a battle hits, the character becomes infested. the tabernacle are quite cleverly hid-
with Dragotha, the spirits return to their This spray has a range of 30 feet, and the den, but can be discovered with a DC
lesser forms, bonded to the three items. worms released immediately fade away if 35 Search check.
they don’t infest the target. Additionally, Illumination: Rooms in the Taber-
PART FIVE: THE each time a creature passes through a nacle are so�ly illuminated with green
TABERNACLE OF wall, floor, or ceiling using ethereal jaunt, light that’s just bright enough to read by
WORMS passwall, or similar spells, it immediately unless otherwise indicated.
Those who defeat the Kyuss chimera becomes infested with Kyuss worms; Scrying: The interior of the Taber-
guardians of Kyuss’ Maw find a long these worms materialize within the vic- nacle of Worms is constantly protected
tunnel that leads deep into the ground tim’s body and thus can infest creatures by screen spells. Anyone who attempts to
below the Wormcrawl Fissure, and even- with high natural armor scores. Once a scry on a creature within the Tabernacle
tually to the cornerstone of the cult of creature becomes infested, it suffers 6d6 of Worms instead receives a vision of
Kyuss—the Tabernacle of Worms. damage per round as the worms burrow Kyuss himself, a towering figure made
through his body; this persists for 1d4 of worms and dressed in a ragged cloak.
Tabernacle Features rounds. At this point, the worms reach The scrying character must make a DC
The Tabernacle of Worms has served as the victim’s brain and the victim takes 30 Will save each round the scrying per-
Dragotha’s primary lair for well over 15 2d6 points of Intelligence drain per sists or be driven to insanity, as per the
centuries, during which time it was also round. Any effect that slows or destroys spell of the same name.
Kyuss’ prison. Due to the cult’s cease- Kyuss worms also slows or destroys this Death: The body of a character who
less work at shoring up the tabernacle’s infestation. A victim drained to 0 Intel- dies in the Tabernacle is immediately
defenses and the presence of the Worm- ligence dies and rises 1d4 rounds later as infested with ghostly green worms that
god himself, the structure possesses sev- a favored spawn of Kyuss. This template quickly consume the remains within a
eral potent defense features. The entire is detailed in issue #336 of Dragon; if round of death. At the end of this round,
tabernacle radiates strong abjuration, you don’t have access to this template, the worms explode outward in a slither-
transmutation, and necromancy magic. the victim instead rises as a vampire. ing geyser of green. This horrific display
Other recurring features within the tab- Ceilings in the tabernacle are 40 feet functions as a weird spell (DC 25, caster
ernacle are described below. high unless otherwise noted. level 20th) that affects all non-worship-
Unhallowed Halls: The entire taberna- Doors: The doors in the tabernacle are ers of Kyuss within 30 feet of the dead
cle radiates an effect similar to the unhal- in fact made of writhing sheets of Kyuss character. Worshipers of Kyuss in this
low spell that prevents good summoned worms. The denizens of the tabernacle area gain the effects of a death knell, as if
or conjured creatures from entering. can move through one of these doors as they had cast this spell on the creature
Moreover, evil creatures within the tab- a move action, simply pushing through that died.
ernacle gain a +2 deflection bonus to the writhing sheet. To other creatures,
AC and a +2 resistance bonus on saves the worm doors cannot be physically Approaching the
against attacks (or effects created by) opened. Contact with a door brings the Tabernacle (EL 20)
good creatures. threat of infestation—the character must From Kyuss’ Maw (area 9 of the Worm-
All attempts to turn undead within the make a DC 20 Fortitude save each round crawl Fissure), the PCs have a mile-long
tabernacle take a –4 penalty, and checks or become infested as if he attempted journey along a spiraling passageway that
to rebuke undead gain a +4 profane to pass through one of the tabernacle winds deep into the ground. As they near
bonus. Spell resistance does not apply walls. The wormdoors can be battered the end of the walk, a grisly green glow
to this effect. down with enough damage (although and the haunting sound of a strange
Lastly, the unhallow effect also grants they regenerate damage quickly), and hissing hint at a vast cavern ahead.
freedom of movement to all worshipers and should be treated as objects rather than
minions of Kyuss within its halls. creatures for resolving attacks. Although The passageway opens onto a relatively
Walls, Ceilings, and Floors: The green composed of worms, the doors are held narrow ledge that overlooks an immense
marble surfaces of the tabernacle (walls, together by magical forces as hard as iron. circular cavern lit by a nauseating green
floors, and ceilings) self-repair damage Knock causes the worms in a wormdoor glow. The cavern seems to be roughly
inflicted upon them at a rate of 10 points to discorporate into a harmless mound ovoid in shape. The walls, ceiling, and
of damage per round, such that any hole on the floor if the caster makes a DC 30 floor shimmer here and there with

MAY 2006 DUNGEON 71


INTO THE WORMCRAWL FISSURE BY JAMES JACOBS

phosphorescent fungi, but the predominant single crooked bridge arches up over it to green slime is beyond the scope of this
source of lighting is the sloshing lake of a pair of massive stone doors. adventure, although if the PCs persist
thick green slime at the far end of the in trying to find out, a good place to
cave. Several turgid waterfalls of the stuff The lake beyond the tabernacle, as well start would be by advancing a purple
drool from openings high up on the far as the surrounding moat and the water- worm to 48 Hit Dice and then apply-
wall of the cave, and now and then thick falls on the far end of the room, consist ing the multi-headed template from
shapes of the things that dwell within of an enormous colony of green slime. Savage Species to create a seven-headed
the slime lake ripple against its surface. The source of this slime is mysterious, monstrosity. These monsters should
The lake’s beaches are an horrific mix of for at each waterfall’s source the water be Epic threats, beyond even the power
dried crusty slime and millions of writhing rushing in is clean and pure; only upon of Dragotha to command and control,
worms that feast on the stuff, the sound cascading into this cavern does it become their near mindless natures the only
of their rasping mouths working in slime. The lake itself never overflows its thing that prevents them from emerg-
unison, filling the cavern with a strangely banks—the excess green slime turns to a ing as true dangers to the world.
soothing hiss. nasty-smelling crust at the lake’s shores Creatures: The six overworms on the
On the closest shore of the nightmare and is quickly eaten by the millions of spires can be used by those within the
lake, yet still nearly a half-mile from Kyuss worms that make up the slime tabernacle to watch the outer cave. These
the ledge, looms an immense pile of lake’s beaches. Taken from the lake, this worms have true seeing and +24 Listen;
stalagmites and upthrust pillars of green green slime quickly turns to crust and if any of them notice approaching
rock that form a natural castle. A huge flakes (although the process takes 2d4 characters, they roar and writhe. This
central pillar of stone rises up from the rounds, likely long enough to do a lot of alerts the denizens of the tabernacle
fortress to merge with the roof above. Six harm to anyone who touches it). Details immediately. See area 3 for more details
smaller stalagmite-like towers rise around on green slime appear on page 76 of the on these sentinels.
the structure’s perimeter. Coiled around Dungeon Master’s Guide. Another guardian patrols the outer
each of these spires are immense green Within the slime dwell strange and cavern, a dangerous wyvern named
worms, their fanged heads twitching horrific monsters that have little inter- Zyrith. Once a lowly mount for an exiled
lazily to and fro like sentinels, observing est in what goes on in the world above. Razorwind derro warlock named Venk,
the cavern around them. A moat of green The exact nature of what monstrous Zyrith has mastered the art of aerial
sludge surrounds the structure, and a creatures might thrive in a lake of combat. He and Venk took up with the

72 DUNGEON MAY 2006


cult of Kyuss initially in the hopes of dominate person (14 charges), 10 doses of Venk’s Invocations
using the cult to strike a vengeful blow wyvern poison If you don’t have access to Complete
against the Razorwind derro, but over the Invocations Known (CL 9th) Arcane, use the following notes when
years the two have grown less interested Lesser—flee the scene, voracious dispelling using Venk’s invocations during play.
in revenge and more interested in aiding Least—dark one’s own luck, eldritch spear, She can use all of these invocations at
Dragotha in releasing the Wormgod, for hideous blow will; activating an invocation is a stan-
the dracolich has promised them places Spell-Like Abilities (CL 3rd) dard action that provokes attacks of
of power and rulership over the world At will—darkness, ghost sound (DC 18) opportunity. The number that follows
during the Age of Worms. 1/day—daze (DC 18), sound burst (DC 20) each invocation’s name is its effective
Zyrith’s lair is a small hollow on the Abilities Str 13, Dex 22, Con 24, Int 8, Wis spell level. The effects of her invoca-
tions are included in her stat block as
exterior of the tabernacle; there’s a 30% 5, Cha 26
appropriate.
chance he’s sleeping when the PCs SQ deceive item, madness, poison use,
Dark One’s Own Luck (Sp) Venk
arrive (unless the PCs are expected). He telepathic bond gains a luck bonus equal to her Cha-
wakens automatically if the overworms Feats Combat Casting, Improved Critical (ray), risma bonus to Fortitude, Reflex, or
begin roaring. Improved Initiative , Mounted Combat, Will saves for 24 hours. She typically
Zyrith shares a telepathic bond with Mounted Archery, Point Blank Shot, Precise applies this bonus to Fortitude saves.
his close friend Venk. If he notices the Shot, Ride-By Attack, Skill Focus (ride), Eldritch Spear (Sp) Increases the
PCs approaching, the wyvern flies over Spirited Charge, Weapon Focus (trident), range of her eldritch blast to 250 feet.
to the northeasternmost overworm spire Weapon Specialization (trident) Flee the Scene (Sp) Venk can dimen-
and telepathically alerts the derro. Venk Skills Listen +2, Ride +17, Use Magic Device +17 sion door (as the spell) once per round
drops what she’s doing and uses flee the Possessions combat gear, +3 scale armor, +1 at will, although the range is only 45
feet. When she uses this ability, she
scene to quickly enter the northeast spire adamantine shock trident, cloak of Charisma
leaves behind a major image of herself
and then to exit the tabernacle entirely. +4, gloves of Dexterity +6, amulet of health
in her place that lasts for 1 round and
Within three rounds of Zyrith’s alert, +4, ring of protection +3, bracelet of friends reacts appropriately to attacks as if she
she’s mounted on the wyvern and the (keyed to Zyrith) were concentrating on it.
pair flies out to attack the PCs. Detect Magic (Sp) Venk can use detect magic Hideous Blow (Sp) As a standard
as the spell at will. Caster level 10th. action, Venk can make a single melee
Venk CR 19 Deceive Item (Ex) Venk can take 10 at all attack. If she hits, the target is affected
Female derro fighter 8/warlock 9 times with Use Magic Device. She does as if struck by her eldritch blast—this
CE Small monstrous humanoid not automatically fail at using this skill on damage is in addition to any weapon
Monster Manual 49, Complete Arcane 7 a natural 1. damage she deals.
Init +10; Senses darkvision 60 �.; Listen +2, Eldritch Blast (Sp) Venk’s eldritch blast Voracious Dispelling (Sp) Venk can
use dispel magic as the spell, at will.
Spot –3 manifests as a 250-foot-long ray. It is a
Any creature with an active spell effect
Languages Draconic, Undercommon ranged touch attack that affects a single
dispelled by this invocation takes 1
AC 26, touch 17, flat-footed 23 target, allowing no saving throw. Venk’s point of damage per level of the spell
hp 229 (20 HD); DR 2/cold iron eldritch blast deals 5d6 points of damage (no save).
Immune confusion and insanity on a hit. This ability is the equivalent of
SR 15 a 5th-level spell, and is subject to spell
Fort +25, Ref +14, Will +19 resistance. An eldritch blast deals half modifier. Unlike other spell-like abilities,
Weakness vulnerability to sunlight damage to objects, but the damage invocations have a somatic component,
Spd 20 �. bypasses all forms of damage reduction and are subject to arcane spell failure
Melee +1 adamantine shock trident and all forms of energy resistance. chances from medium or heavy armor.
+20/+15/+10/+5 (1d6+4 plus 1d6 Fiendish Resilience (Su) Once per day, as a Telepathic Bond Venk shares a permanent
electricity plus wyvern poison on first free action, Venk can gain fast healing 1 Rary’s telepathic bond with Dragotha
strike) or for 2 minutes. and Zyrith.
+1 adamantine shock trident +20 (1d6+4 Invocations (Sp) Similar to spell-like
plus 1d6 electricity plus 5d6 plus wyvern abilities, invocations represent a warlock’s Zyrith CR 17
poison on first strike, hideous blow) repertoire of attacks, defenses, and Advanced wyvern aerial avenger 10
Ranged eldritch blast +24 touch (5d6) abilities. A warlock can use any invocation CE Huge dragon
Base Atk +17; Grp +14 she knows at will. They are considered Monster Manual 259, Dragon Compendium 66
Atk Options Point Blank Shot, Ride-By spell-like abilities; invoking one provokes Init +7; Senses darkvision 60 �., low-light
Attack, Spirited Charge, sneak attack +1d6 attacks of opportunity and they can be vision, scent; Listen +26, Spot +26
Combat Gear wand of barkskin +4 (22 charges), disrupted. The save DC for an invocation Languages Draconic
wand of displacement (11 charges), wand of is 10 + the equivalent spell level of the AC 35, touch 13, flat-footed 32; Dodge, Mobility
cure critical wounds (38 charges), wand of invocation + the warlock’s Charisma hp 250 (20 HD)

MAY 2006 DUNGEON 73


INTO THE WORMCRAWL FISSURE BY JAMES JACOBS

ability draws no attacks of opportunity, even


if Zyrith passes through threatened areas
on his way through the swoop.
Telepathic Bond Zyrith shares a permanent
Rary’s telepathic bond with Venk.
Terrifying Shriek (Ex) Zyrith can add a shrill
shriek to his swoop attack, causing all
creatures within 50 feet of the point of
the first attack to make a DC 18 Will save
or become panicked for 1d6+4 rounds.
Tactics: It takes Zyrith and Venk a few
rounds to reach the PCs, during which
time Venk uses her wand of barkskin +4
and wand of displacement on herself and
Zyrith. The two don’t stop to talk when
they reach the PCs.
Zyrith’s tactics generally consist of
using multiple swoop and terrifying
shriek attacks as long as the enemies
are in a formation that approximates a
line. Otherwise, he makes use of death
from above and Flyby Attack, focusing
on stinging foes. He resorts to full-round
attacks only against aerial foes or single
ground-based targets.
Venk Venk uses her eldritch blast each round
and against foes that have strong ranged or
Zyrith flight capabilities, or voracious dispelling
against foes that seem to have a lot of
magic protection. Remember that once
per round she can make a Ride check to
negate attacks against Zyrith by using her
Immune sleep, paralysis Possessions +4 mithral breastplate barding, Mounted Combat feat. If she or Zyrith is
Fort +17, Ref +17, Will +11; evasion amulet of natural armor +2, ring of brought below 50 hit points, they both
Spd 20 �., fly 80 �. (good) protection +2, ring of evasion attempt to flee back to the Tabernacle.
Melee sting +25 (2d6+10 plus poison) and Death From Above (Ex) If in the air above a Once they reach it, Venk flees the scene
bite +23 (3d8+5) and foe, Zyrith gains a +2 competence bonus into the tabernacle (area 5 if possible) and
2 wings +23 (2d6+5) and on attack rolls. then uses her bracelet of friends to call her
2 talons +23 (3d6+5) Momentum (Ex) If in the air, Zyrith gains a wyvern ally inside as well.
Space 15 �.; Reach 10 �. +3 competence bonus on damage rolls.
Base Atk +17; Grp +35 Poison (Ex) Injury, Fortitude DC 24, initial 1. Tabenacle Entrance
Atk Options Power Attack, death from above and secondary damage 2d6 Con. (EL 15)
+2, improved grab (talons), momentum Power Dive (Ex) When Zyrith makes a dive
+3, power dive, range increase (charge) attack, he deals +1d6 damage if Two massive stone doors set into the side
Special Atk swoop, terrifying shriek he hits. of the fortress block further progress. Each
Abilities Str 30, Dex 16, Con 24, Int 8, Wis Range Increase (Ex) When making a ranged door seems to be made of dark stone, yet
12, Cha 6 attack in the air, Zyrith increases the each ripples like shivering flesh as countless
SQ telepathic bond distance of any range increment by 50%. green worms burrow through it.
Feats Ability Focus (poison), Alertness, Swoop (Ex) While flying in a straight line using
Armor Proficiency (light), Dodge, Flyby a full-round action, Zyrith can move his The entrance doors are immense
Attack, Improved Initiative, Mobility, fly speed and make a melee attack at every wormdoors, twice as large as those found
Multiattack, Improved Natural Attack foe within reach on his path. For each foe within the tabernacle. Furthermore, the
(sting), Power Attack attacked beyond the first, each attack suffers doors themselves are arcane locked (caster
Skills Hide +18, Listen +26, Move Silently a –1 penalty. Zyrith gives up his regular level 20).
+26, Spot +26, Tumble +20 attacks to take this action. This extraordinary Huge Wormdoor: 8 in. thick; Hardness

74 DUNGEON MAY 2006


The Tabernacle of Worms
21
16 S
17 22
S

S
S

18
20 19

One square = 10 feet

c 3
3

S
c
14
5
c

3
12 15
S 11 S 6 3
S
4
13 c
7
S

9 2

8
10 3
c
3
c

One square = 5 feet

MAY 2006 DUNGEON 75


INTO THE WORMCRAWL FISSURE BY JAMES JACOBS

10; hp 180; fast healing 20; Break DC 38. Advancement 21–30 HD (Gargantuan), 31+ rounds. At the end of that period, the
Trap: Any attempt to open the doors HD (Colossal) worms reach the host’s brain. While the
by a non-worshiper of Kyuss results in a Call of the Wormgod (Su) Once per round worms are inside a victim, a remove curse
flash of green light as a single overworm as a free action, an overworm can project or remove disease effect destroys them,
is summoned to defend the entrance. this foul and cancerous will into other and a dispel evil or neutralize poison effect
Summoned overworms remain for 20 living creatures, targeting any one living delays their progress for 10d6 minutes.
rounds before vanishing, but a new one is creature within 120 �. The target must A successful DC 20 Heal check extracts
summoned each time someone attempts make a DC 19 Will save or be stunned, its the worms and kills them, although this
to open the door or otherwise damage it. mind filled with the horrid visions that check takes 1d3 rounds to perform and
The worms can appear anywhere within writhe within the divine consciousness the worms may reach the brain before the
100 feet of the doors. of Kyuss. Each round at the start of its Heal check succeeds. Once the worms
The 80-foot-long green overworm has turn, the victim may attempt a new saving reach the brain, the victim takes 2d4
a vicious maw ringed with row upon row throw to end the effect as a full-round points of Intelligence damage per round
of needle-like teeth. The worm’s green action that does not provoke attacks of until the worms are killed (by remove
bulk flattens on its underside, its color opportunity. This is a mind-affecting curse or remove disease) or they slay the
lightening and the rings of its muscula- effect. The save DC is Charisma-based. host (death occurs at 0 Intelligence).
ture becoming tighter. It has no obvious Improved Grab (Ex) To use this ability, an A Small, Medium, or Large humanoid
sensory organs, yet reacts to sound and overworm must hit with its bite attack. It slain by these worms rises as a sword of
movement with surprising speed. can then attempt to start a grapple as a Kyuss (see Dungeon #130) 1d6+4 rounds
Wormcall Trap: CR 15; magic device; free action without provoking an attack of later. A Tiny or smaller creature quickly
touch trigger; automatic reset; sum- opportunity. If it wins the grapple check, putrefies, and a Huge or larger creature
mons one overworm to any point within it establishes a hold and can attempt to (or any non-humanoid creature) becomes
100 feet; Search DC 35; Disable Device swallow the foe on the following round. a normal zombie of the appropriate size.
DC 40. Obey the Wormtouched (Su) Although Newly created undead are not under the
they are nearly mindless, overworms overworm’s control.
Overworm CR 15 unerringly follow simple commands given
Always CE gargantuan magical beast by other undead servants of Kyuss. 2. Temple of the Worm
Dungeon #130 Swallow Whole (Ex) An overworm can try to (EL 20)
Init +3; Senses darkvision 60 �., swallow a grabbed opponent of at least one
tremorsense 60 �; Listen +24, Spot +1 size category smaller than itself by making This immense hall has a vaulted ceiling that
AC 26, touch 5, flat-footed 26 a successful grapple check. Once inside, the rises to a height of nearly eighty feet. The
hp 250 (20 HD); DR 15/silver opponent takes 2d8+16 points of crushing floor is of highly polished stone. To the east,
Immune mind affecting effects, poison damage plus 6 points of acid damage a flight of stairs leads up to a passageway,
Fort +21, Ref +11, Will +7 per round from the worm’s gizzard. The while a single writhing door of worms sits
Spd 20 �., burrow 20 �., swim 10 �. victim is also targeted by the worms that in the west wall. Numerous alcoves line the
Melee* bite +21 (4d6+42/19–20) dwell in the overworm’s body (see Worm walls, each of which glows with golden light
Space 20 �.; Reach 20 �. Infested, below). A swallowed creature can and contains some sort of free-standing
Base Atk +20; Grp +47 cut its way out by using a light slashing portal. A bank of stone pillars supports the
Atk Options Awesome Blow, Improved Bull or piercing weapon to deal 25 points of vaulted ceiling in the east portion of the
Rush, Power Attack, improved grab (bite), damage to the gizzard (AC 20). Once the chamber, while to the west, the room is
swallow whole creature exits, muscular action closes the open. Here, a fi�een-foot-wide fountain of
Special Atk call of the wormgod hole. Another swallowed opponent must green liquid churns and sloshes. Standing
*Includes adjustment for 10-point Power cut its own way out. An overworm’s gut can on a pedestal in the center of the fountain
Attack hold 2 Medium, 8 Small, 32 Tiny, or 128 is a ten-foot-tall humanoid statue dressed
Abilities Str 40, Dex 8, Con 24, Int 1, Wis 12, Diminutive or smaller opponents. in tattered robes. The figure’s hands and
Cha 8 Worm Infested (Ex) An overworm is host part of its face are visible—and appear to
SQ obey the wormtouched, worm infested to hundreds of smaller worms of Kyuss. be made of hundreds of worms.
Feats Awesome Blow, Great Fortitude, Any creature that attacks an overworm
Improved Bull Rush, Improved Critical with a natural weapon, unarmed strike, This chamber is the primary place of
(bite), Improved Initiative, Improved or light melee weapon must make a DC worship for the faithful of Kyuss. His cler-
Natural Attack (bite), Power Attack 19 Reflex save or a number of worms ics from around the world are expected
Skills Listen +24 latch on to his flesh and begin burrowing to make a pilgrimage to this chamber to
Environment Any Kyuss-associated into his body. The save DC is Dexterity- offer their prayers by the time they reach
Organization Solitary, pair, or swarm (3–6) based. Once infested, the victim takes 1d6 10th level. The cult is not as organized as
Treasure None points of damage per round for 1d4+1 most other faiths; they do not hold ser-

76 DUNGEON MAY 2006


mons nor large ceremonies. Worship of Spells Prepared (CL 10th, +18 touch) Poison (Ex) Injury, Fortitude DC 24, initial
the Wormgod is a personal thing. 5th—mass cure light wounds (2), flame damage 1d6 Wisdom, secondary damage
The “water” in the fountain is in fact strike (DC 26), slay livingD (DC 27), wall 2d6 Wisdom.
green slime. When sacrifices are made to of stone (DC 26) Regeneration (Ex) Acid, fire, and electricity
Kyuss, the cultists o�en use this slime pool 4th—air walk, cure critical wounds, death deal lethal damage to an avolakia.
to amputate their victim’s limbs, burning wardD, freedom of movement, sending, Suggestion (Sp) When in humanoid form,
the slime away before the torso is endan- spell immunity an avolakia can implant suggestions with
gered. The helpless victim is then brought 3rd—blindness/deafness (DC 25), its melodious and hypnotic voice. By
to the wormvent (area 15) and allowed to contagionD (DC 25), cure serious speaking soothingly to a single creature
float gently down to the feasting caverns wounds (3), dispel magic, magic circle within 50 feet, the avolakia can create
below. There are effectively eight patches against good an effect identical to that of a quickened
of green slime in the fountain. 2nd—cure moderate wounds (2), death suggestion spell (caster level 10th, Will
Each of the glowing golden alcoves knellD (DC 24), enthrall (DC 23), hold save DC 28). An opponent in eye contact
in this chamber contains a single door person (DC 23), resist energy, silence (DC suffers a –2 penalty on the saving throw.
that leads to a separate and permanent 23), spiritual weapon An avolakia can use this spell-like ability
Mordenkainen’s magnificent mansion, each 1st—command (DC 22), cure light wounds a number of times per day equal to its
keyed to one of the 19 avolakia clerics (4), divine favor, inflict light woundsD (DC Charisma modifier.
who dwell here. 23), sanctuary (DC 22) Skills Due to the slime it constantly exudes,
Creatures: Kyuss’ cult is led by a 0—cure minor wounds (2), guidance, an avolakia in its true form gains a +10
coven of twenty priests. One of these is mending, read magic, resistance competence bonus on Escape Artist checks.
Lashonna herself, while the other 19 are D Domain Spell; Domains Death, Tactics: The avolakia priests work
avolakia clerics. These 19 clerics dwell Destruction together to repel intruders. If they have
here, although a fair number of them are Spell-Like Abilities (CL 14th, +16 ranged touch) time to prepare, each priest casts death
currently elsewhere, preparing for the At will—chill touch (DC 19), cause fear ward, air walk, and freedom of movement.
Age of Worms. Only six remain in this (DC 19), detect magic, disrupt undead, They then assume the form of attrac-
area. If the tabernacle is on alert, they are gentle repose, ghoul touch (DC 20), tive humanoids and prepare actions to
ready to defend this chamber; otherwise, halt undead (DC 20), mage hand, read use suggestion on anyone who enters the
they remain in their separate mansions, magic, spectral hand chamber, suggesting that they lay down
emerging once the overworms in area 3 3/day—animate dead, create undead, their arms and accompany the priests into
raise the alarm. enervation, quickened vampiric touch their mansions, one at a time. A character
Abilities Str 20, Dex 16, Con 19, Int 14, Wis who agrees to retreat into a mansion with
Avolakia Priest (6) CR 15 32, Cha 26 an avolakia priest is on his own against
Avolakia cleric 10 (Kyuss) SQ alternate form, defensive aura, the creature, which tries its best to kill
NE Large aberration (shapechanger) spontaneous casting (inflict spells) him with a coup de grace bite.
Monster Manual II 29 Feats Combat Casting, Combat Reflexes, In combat, three of the priests engage
Init +3; Senses darkvision 60 �.; Listen +11, Cra� Wondrous Item, Improved the party while the other three hang back
Spot +11 Initiative, Multiattack, Quicken Spell- to support their allies with healing and
Languages Avolakia, Draconic, Like Ability (vampiric touch), Spell Focus ranged spells. They enjoy using walls of
Undercommon (necromancy) stone to split up the party.
AC 24, touch 20, flat-footed 21 Skills Bluff +21, Concentration +17,
hp 170 (20 HD); regeneration 4 Diplomacy +12, Knowledge (religion) 3. Wormspire (EL 15)
Immune cold, disease, energy drain, +22, Sense Motive +24, Spellcra� +15 There are six wormspires in the taber-
paralysis Possessions bracers of armor +4, periapt of nacle; each looks fairly similar. The room
Resist fire 10; SR 21 Wisdom +4 itself is a domed cavern with a five-foot-
Fort +14, Ref +9, Will +25 Alternate Form (Su) An avolakia can wide hole in the ceiling that leads about
Spd 20 �. polymorph (as the spell) into any 60 feet up. Anyone standing below this
Melee bite +18 (2d6+5 plus poison) and humanoid creature at will. It can remain hole feels a gentle updra� of air. A crea-
8 claws +16 (1d4+2) in its assumed form indefinitely. While ture that concentrates can activate a levi-
Space 10 �.; Reach 10 �. in humanoid form, the avolakia loses tate effect that li�s or lowers him. Sixty
Base Atk +14; Grp +16 the benefits of its protective slime, and feet above the floor, the sha� ends next
Atk Option smite 1/day (+4 attack, +10 no longer has fire resistance 10 or a +10 to a strange pair of writhing worm-like
damage) bonus on Escape Artist checks. tubes. A character who affixes these tubes
Special Atk death touch 1/day (10d6 Defensive Aura (Su) An avolakia gains a to his eyes can then observe the outer
damage), rebuke undead 11/day (+10, deflection bonus to its Armor Class equal cavern through the senses of the asso-
2d6+18), suggestion to its Charisma bonus. ciated overworm wrapped around the

MAY 2006 DUNGEON 77


INTO THE WORMCRAWL FISSURE BY JAMES JACOBS

spire. A non-worshiper of Kyuss who one of the most dangerous of the Wor- improved grab; SQ hardness 20; Monster
attempts this must make a DC 20 Will mgod’s undead minions—the Kyuss Manual 14.
save to keep these worms under men- Knight. The PCs have encountered sev- Development: Any noise in this cham-
tal control, otherwise they quickly (and eral of these menaces before (in “The ber immediately alerts Venk if she’s in
painfully) eat the character’s eyes, caus- Spire of Long Shadows”, issue #130), area 6, and she comes to investigate at
ing permanent blindness that requires a and although they won’t encounter any once. If she finds the PCs in here, she
regeneration spell to cure. in this adventure, they shall in “Dawn fights against them for a few rounds
Creatures: The overworms around of a New Age” (issue #135), for Lashonna before fleeing to Zyrith’s side outside. If
these spires do not release their grip has used the chamber several times of Venk already encountered the PCs and
on the spires, but attack anything that late to produce additional minions. has retreated here, she and Zyrith do their
comes in reach. Dragotha, concerned by Lashonna’s best to finish the job, possibly bull rush-
Three wormspires (determine which motives, destroyed the vampire sor- ing characters into the pit. Venk remains
ones randomly) are occupied by a single cerer Levashti who once dwelt nearby in telepathic contact with Dragotha at all
avolakia priest observing the surround- and oversaw the creation of the times, so even if the PCs defeat her, she
ing caverns. knights, replacing the undead minion can advise her lord on their strengths
Overworms (6): hp 250; see page 76. of Lashonna with his own champion, a and weaknesses. If brought below 50 hit
Avolakia Priests (3): hp 170; see page 77. derro warlock named Venk. points, she abandons Zyrith to his fate
Any character who comes into contact and flees to the south, through the secret
4. Grace of the Green with the walls here must make a DC 20 door in area 6 and up the wormvent to
Fortitude save each round or become report her failure to Dragotha and per-
The walls, floors, and ceiling of this twenty- infested as if he attempted to pass haps fight at his side.
foot-high hall shimmer and waver with through one of the tabernacle walls.
green light. The pit is a stone shaft that extends 6. Venk’s Parlor
through the wormdrake’s cave (area
All of this hallway’s surfaces are in fact 14) and down 500 feet to a fifteen-foot- This warm, thickly-carpeted chamber
permanent illusions (DC 22) that cover the diameter sphere-shaped room. This seems almost welcoming. Large padded
truth; the walls, ceiling, and floor of this chamber was once a focus for Kyuss’ chairs sit against the walls near low tables,
hallway seethe with Kyuss worms. Any- thoughts and emotions, and trans- and a large shelf of oversized books rests
one who comes into contact with the formed anyone within into a unique against the south wall next to one of the
worms must make a DC 20 Fortitude Kyuss Knight (if the creature pleased strange worm-infested doors.
save each round or become infested as if the Wormgod) or utterly annihilated
he attempted to pass through one of the him. Now that Kyuss’ stony prison has Venk spends much of her time here,
tabernacle walls. been moved to Alhaster, this cham- enjoying one of her hundreds of books.
ber’s latent energies simply bestow She is unlikely to be encountered
5. Birthing Chamber (EL 3) 1d6 negative levels per round upon here unless the PCs are exceptionally
any living creature within. A creature stealthy.
The stony walls of this vaulted chamber that gains a number of negative levels Treasure: The books on the shelves
ripple with the burrowing passage of thou- equal to its Hit Dice is transformed are an extensive collection of texts
sands of hissing green worms. Above, the into a zombie. about demonology, the lower planes,
ceiling is a dome of green light that illumi- Creature: The cage hanging over and their impact on the Material Plane.
nates the chamber with a nauseating virid- the pit can be opened and closed at a Anyone who uses these books as an aid
ian shade. To the west, the wall curves and touch (a free action). Once opened, the while making a Knowledge (the planes)
features five tall windows that look out into cage animates and attempts to catch the check about these topics gains a +4 cir-
a large cavern. The floor near these win- nearest living creature, at which point it cumstance bonus on the check. The col-
dows rises up to form a lip or rim around a drops into the chamber below. The stalk lection weighs 200 pounds in all and is
five-foot-wide hole in the floor from which attaching the cage to the ceiling extends worth 5,000 gp.
delicate tendrils of green mist rise. A cage elastically so that the cage comes to a
made of writhing green metal hangs from standstill in the room below in only one 7. Venk’s Bedroom
a stalk of green affixed to the ceiling above, round, and remains extended until the
its empty confines twisting lazily in the air creature within is transformed into a This room is thickly carpeted and dark, fea-
above the misting hole. zombie. The cage and stalk comprise a turing a four-poster bed covered with silk
single animated object made of a strange sheets and nearly a dozen pillows.
This sinister chamber is where Kyuss elastic metal.
(and later his minions) prepared the Animated Cage, Large animated A secret panel on the south wall hides
chosen few for transformation into object: hp 52; Space/Reach 5 �./10 �.; SA a small niche where the previous vam-

78 DUNGEON MAY 2006


piric occupant of the room hid a second 8. Guardroom (EL 20) the center of the room, surrounded by
coffin and some treasure. Venk has not three chairs.
yet discovered this alcove, since it’s a This chamber has a high ceiling that vaults
DC 35 Search check to even notice the to a height of nearly fi�y feet overhead. Removal of the books from area 10 is
secret door. forbidden, so cultists who must research
Treasure: The hidden niche to the Creatures: The two rooms beyond them do so in this room before return-
south contains a halfling-sized cof- this chamber contain the Tabernacle’s ing the tome to the proper shelf.
fin filled with thick, moist grave dirt. library—the collected lore of a cult sev- The glistening walls are in fact a
Nothing dwells within, as Dragotha eral centuries old. A single avolakia priest permanent wall of force effect that lines
recently destroyed the vampire minion guards this chamber at all times all surfaces of this room, preventing
Lashonna kept here. On a shelf on the Avolakia Priest: hp 170; see page 77. entrance save by the doors. This room
wall next to the coffin sit four pieces is also protected by a permanent dimen-
of jewelry; a pair of diamond and gold 9. Study sional lock effect. Both of these effects
earrings worth 2,000 gp, a red metal function at caster level 20.
ring set with five rubies worth 4,500 gp, The walls of this chamber glisten and shim-
a pearl and opal anklet worth 1,500 gp, mer, almost as if they were coated with a 10. Library Vault
and a bejeweled ring of silver set with thin layer of water. A circular table sits in
star sapphires. The ring bears Lashon- The walls of this sixty-foot-tall chamber are
na’s personal seal, and characters who lined, floor to ceil-
have met Lashonna immediately rec- Mahuudril’s Other Face ing, with row upon
ognize the distinctive mark, although row of books. A
how the ring came to be here may baffle single book sits
them. The ring radiates strong conju- on a podium
ration magic, and is in fact a “key” of in the
sorts, allowing the wearer and anyone
touching him to teleport directly into
Lashonna’s sanctum below the Alhaster
Boneyard. Activating the ring requires
a command word that can be divined
with a bit of research or a spell like
vision or legend lore. Lashonna
knows her vampiric minion has
been destroyed, but the fact
that Dragotha hasn’t yet used
this ring to invade her sanctum gives
her hope that it hasn’t yet been found.
Nonetheless, she’s arranged a nasty
surprise for the next person to use this
ring to pay her a visit.
The ramifications of teleporting into
Lashonna’s lair with this ring are detailed
in the next adventure. Needless to say,
traveling there before Dragotha is
defeated is a poor decision
at best.

MAY 2006 DUNGEON 79


INTO THE WORMCRAWL FISSURE BY JAMES JACOBS

center of the room, its identity masked by eats the food exposes themselves to filth 6th (7/day)—geas/quest (DC 26), repulsion
a black sheet of silk draped over the podi- fever (Dungeon Master’s Guide 292). (DC 26)
um’s top. Creatures: These chambers are the lair 5th (8/day)—cone of cold (DC 25), summon
of one of the most powerful avolakias in monster V, wall of force
No ladders exist in this room; char- the service of Kyuss, a sorcerer named 4th (8/day)—dimension door, ice storm,
acters who wish to browse the shelves Mahuudril. The PCs have encountered greater invisibility, scrying
must be able to fly, air walk, or otherwise Mahuudril once before, in the guise of 3rd (8/day)—dispel magic, displacement, fly,
escape gravity. a merchant lady at Prince Zeech’s party. greater magic weapon
This room is protected by a dimen- Mahuudril, with Lashonna’s aid, was the 2nd (9/day)—cat’s grace, detect thoughts
sional lock and walls of force, like area 9. architect of the heretical cult of the Ebon (DC 22), Melf’s acid arrow, mirror image,
Treasure: This collection of books Triad, and has recently returned to the resist energy
covers a huge range of subjects, from Tabernacle of Worms at the vampiric sil- 1st (9/day)—alarm, charm person (DC 21),
arcane mysteries to religion, history to ver dragon’s request to do what she can to grease (DC 21), magic missile, protection
geography. Any Knowledge check (save maintain Dragotha’s ease of mind while from good
for local or nobility and royalty) made Lashonna prepares to betray him. 0 (6/day)—acid splash, dancing lights, ghost
using these books gains a +4 circum- Unfortunately for Lashonna, Dragotha sound (DC 20), mending, message, open/
stance bonus on the check. There are no saw through Mahuudril’s bluff. Rather close, prestidigitation, resistance, touch of
magical books kept here, with the sole than kill the avolakia sorcerer, he instead fatigue (DC 20)
exception of the book on the podium— turned the tables on Lashonna and won Spell-Like Abilities (CL 14th, +16 touch, +17
a Book of Vile Darkness. Mahuudril back to his side with his own ranged touch)
Development: Among other things, the silvered tongue. With her aid, he was At will—chill touch (DC 21), cause fear
books in this room detail the entirety and almost able to prevent the the� of Kyuss’ (DC 21), detect magic, disrupt undead,
the truth of Kyuss’ history, as detailed in monolith, but in the end Lashonna man- gentle repose, ghoul touch (DC 21), halt
this campaign. You can use these books aged to transport it to Alhaster. Now, undead (DC 21), mage hand, read magic,
to feed the PCs answers to questions that Mahuudril spends her time here, waiting spectral hand
may have been burning in their minds as for Dragotha’s order to return to Lashon- 3/day—animate dead, create undead,
you see fit. na’s side to betray her old mistress. For enervation, quickened empowered
now, Dragotha wants Mahuudril to aid vampiric touch
11. Mahuudril’s Parlor in the defense of the tabernacle, in case Abilities Str 16, Dex 18, Con 24, Int 18, Wis
(EL 19) Lashonna’s pets (the PCs) have the luck 24, Cha 30
to make it this far. SQ alternate form, defensive aura, summon
The decadence of this chamber is nearly familiar (rat named Shlenkus)
overwhelming. Thick carpet covers the Mahuudril CR 19 Feats Alertness, Combat Reflexes, Cra�
floor, a crystal chandelier hangs from the Female avolakia sorcerer 14 Wondrous Item, Empower Spell-Like
ceiling, and high-backed padded chairs CE Large aberration (shapechanger) Ability (vampiric touch), Extend Spell,
and couches sit against the walls. A low Monster Manual II 29 Forge Ring, Maximize Spell, Multiattack,
marble table in the middle of the room is Init +4; Senses darkvision 60 �.; Listen +9, Negotiator, Quicken Spell-Like Ability
covered with an array of tantalizing drinks Spot +9 (vampiric touch), Weapon Finesse
and foodstuffs. So� music fills the air with Languages Avolakia, Common, Draconic, Skills Bluff +36, Concentration +34,
a relaxing, soothing melody, and even the Undercommon Diplomacy +42, Escape Artist +14,
air itself feels warm and comforting. AC 31, touch 23, flat-footed 27 Intimidate +38, Knowledge (religion) +14,
hp 248 (24 HD); regeneration 4 Sense Motive +18, Spellcra� +31
The music, food, and warm breezes in Immune cold, disease, energy drain, paralysis Possessions +1 speed dagger, bracers of
this room are the product of a permanent Resist fire 10; SR 21 armor +6, ring of force shield, ring of
illusion, but everything else here is real. Fort +16, Ref +11, Will +23 Charisma +6 (as cloak of Charisma +6),
Characters who eat the food or drink Spd 20 �. amulet of health +4
the wine find it delicious for the first few Melee +3 speed dagger +20/+20/+15/+10 Alternate Form (Su) Mahuudril can
bites, but then a sudden putrid a�ertaste (1d6+6/19–20) and polymorph (as the spell) into any
quickly blooms into full-blown nausea. bite +16 (2d6+1 plus poison) and humanoid creature at will. She can
A DC 19 Will save allows a character to 7 claws +16 (1d4+1) remain in her assumed form indefinitely.
see through the illusion to realize he’s Space 10 �.; Reach 10 �. While in humanoid form, she loses the
been eating twitching, writhing parts Base Atk +14; Grp +21 benefits of her protective slime, and no
from undead creatures (mostly animal Special Atk suggestion longer has fire resistance 10 or a +10
zombies kept fastened to the tabletop by Spells Prepared (CL 14th, +17 ranged touch) bonus on Escape Artist checks.
small chains). In any case, anyone who 7th (4/day)—finger of death (DC 27)

80 DUNGEON MAY 2006


Defensive Aura (Su) Mahuudril gains a 13. Bedchamber metamagic rod of enlarge, a staff of enchant-
deflection bonus to her Armor Class equal ment (42 charges), a wand of charm person
to her Charisma bonus. The walls of this chamber seem coated (3 charges), a bronze griffon figurine of won-
Poison (Ex) Injury, Fortitude DC 29, initial with poorly-preserved skin. The entire place drous power, and a robe of stars.
damage 1d6 Wisdom, secondary damage reeks of decay, and something below the
2d6 Wisdom. layer of skin on the floor seems disturb- 15. Lower Wormvent
Regeneration (Ex) Acid, fire, and electricity ingly pulpy and alive.
deal lethal damage to Mahuudril. A twenty-foot-wide shaft extends up
Suggestion (Sp) When in humanoid form, Mahuudril rests in this disturbing through the ceiling and down into the
Mahuudril can implant suggestions chamber. The pulp below the floor is in depths of the earth. Dozens, if not hun-
with her melodious and hypnotic voice. fact a thick layer of Kyuss worms; Mahuu- dreds, of alcoves line the walls of this sha�.
By speaking soothingly to a single dril finds their writhing to be especially Some of these are empty, but just as many
creature within 50 feet, she can create soothing and relaxing. The worms do not contain the desiccated remains of a strange
an effect identical to that of a quickened burrow through the necromanticly pre- tentacled wormlike creature. The sha� itself
suggestion spell (caster level 10th, Will served flesh, but if the skin is cut, they fades into darkness above and below, and
save DC 23). An opponent in eye contact spill out to infest the cutter as if he had a thick rain of green fluid cascades down
suffers a –2 penalty to the saving throw. attacked a wormdoor. the center of the sha�, filling the air with
Mahuudril can use this spell-like ability an oily haze and coating the walls with
a number of times per day equal to her 14. Wormdrake Lair (EL 20) moisture.
Charisma modifier.
Skills Due to the slime she constantly exudes, The ceiling of this immense cavern rises The greenish rain that cascades down
Mahuudril in her true form gains a +10 up to a point nearly seventy feet above the this sha� is a manifestation of Kyuss’
competence bonus on Escape Artist checks. ledge that overlooks it from the southern divine blood. The green fluid normally
Tactics: Mahuudril reacts quickly if entrance. This ledge winds upward along pooled in the Writhing Sanctum above,
the overworm alarm is triggered. She the northern wall, around a corner to the but when Lashonna tore Kyuss’ mono-
casts protection from good, cat’s grace, resist east. The cave floor itself drops away in lith prison free, the resulting “wound”
energy (against any energy types she three shelves, each ten feet lower than the began to bleed. The green water formed a
knows the PCs use), fly, and greater invis- last. To the east, a stone pillar rises up from river that runs along the approach to the
ibility on herself, taking at least 5 rounds the floor and into the underside of a circu- sanctum and rains down this sha� into
before she begins to patrol the taberna- lar room that protrudes balcony-like into the depths below. The fluid is freezing
cle, looking for the PCs. Once she finds the cave from a chamber to the east. Strewn cold to the touch, and any creature in the
them, she waits until they’re in a combat around the base of the pillar is a fantastic sha� takes 1d6 points of cold damage per
or distracted by a trap before she attacks swath of coins and other objects. The cave round. Worse, the rain is infused with
with finger of death, using wall of force and itself is filled with a shimmering green the taint of Kyuss. Any living creature
repulsion to further scatter the PCs. If she glow from a huge circular pit to the south. exposed to this rain of the Wormgod’s
encounters a lone PC, she uses her sugges- blood must make a DC 25 Reflex saving
tion ability to lure the PC into the prison Creatures: One of Dragotha’s greatest throw to avoid taking 2d4 points of Con-
(area 12) where she tortures the victim creations, a wormdrake, dwells in this stitution drain each round. On a success-
to death before seeking out another PC chamber. The beast combines the worst ful save, the victim only takes 1 point of
to catch. If brought below 50 hit points, aspects of a dragon and an overworm, Constitution drain. Creatures that are
she uses dimension door to escape to the and is completely loyal to Dragotha. This immune to disease are immune to the
wormvent and join Dragotha. wormdrake serves as a guardian to the effects of this green rain.
wormvent (area 15), but it pursues enemies The avolakia bodies in the niches are
12. Prison anywhere in the tabernacle that it’ll fit. long dead and harmless, despite their
Wormdrake: hp 377; see Appendix. hideous appearance.
The walls of this dank chamber feature Treasure: This wormdrake has col- Any creature or object that enters this
no fewer than six hanging manacles, the lected a large amount of treasure over sha� begins to float downward at a rate
cuffs stained with blood. A single bowl for the centuries, mostly from adventurers of 60 feet per round. By concentrating, a
food, water, and waste sits in the center foolish enough to try to invade the tab- creature can halt or even reverse this fall,
of the room. ernacle, but some from raids against the levitating up at a speed of up to 60 feet.
outer world—the wormdrake sometimes The wormvent leads up nearly 300
This prison cell is empty unless one of accompanies Dragotha on these attacks. feet, traveling along the inside of the
the PCs has been captured by Mahuudril. The treasure consists of 28,000 gp, 4,000 central pillar of the tabernacle’s exterior
The cell itself is protected by walls of force pp, a potion of cure serious wounds, a potion and high up into the stone above, leading
and dimensional lock (see area 9). of cat’s grace, a potion of reduce person, a to area 16. Below, the sha� drops nearly

MAY 2006 DUNGEON 81


INTO THE WORMCRAWL FISSURE BY JAMES JACOBS

2,000 feet into an immense cavern filled remains now are a few fragments of furni- Will saves—the “ritual of cleansing” was
with millions of Kyuss worms ranging ture piled in the corners of the room. in fact little more than a sham intended
in size from threads to immense 60-HD to weaken the minds of those who paid
overworms. These creatures live and die When she dwelt here, Lashonna main- Dragotha a visit so he could more easily
in this cave, feasting upon each other. tained this chamber and the two nearby dominate them. The magic of this font
They certainly welcome a change in diet chambers as her personal quarters. Since is tied to this chamber; if removed, it
if anyone is foolish enough to explore making the decision to betray Dragotha, becomes nonmagic.
this ruinous region. she’s avoided these rooms except for
several surreptitious trips to move her 22. The Writhing
16. Upper Wormvent valuables to her manor in Alhaster. Now, Sanctum
This area connects to area 15. little remains to indicate the vampiric
dragon once dwelt here. The tube-like tunnel opens into a vast cav-
17. The Worm’s Path (EL 21) ern lit by the undulant green glow of a huge
19. Lashonna’s Bouidoir ziggurat built of worm-infested stone. It
A circular tube winds through the rock, This cavern is even emptier than area 18, appears that a small structure once stood
its walls glassy and smooth as if burned but a DC 30 Search of the place finds a atop the ziggurat, but now nothing remains
with great heat or acidic force. Swarms of few tarnished silver scales in the corners but a great and jagged hole. The green liq-
writhing green worms cling to the walls of the room. Canny PCs can use these uid that ran down the passageway to the
and ceiling in horrific defiance of grav- scales to aid in scrying attempts against west gushes from this wound, cascading
ity, although now and then clumps of the Lashonna. Details of what she’s currently down the front stairs of the ziggurat in a
green menaces drop down like chunks of up to are given in the next adventure, chain of miniature waterfalls.
snow falling from the boughs of a tree. A “Dawn of a New Age.” Two ledges overlook this cavern. The one
river of thick green fluid rushes down the to the north is only fi�een feet high, while
tube to the west, and the nearly freezing air 20. Lashonna’s Shrine the southern one is nearly thirty feet off
smells thick with corruption. the ground, and in the southwest corner of
This cavern looks to have once held a per- this ledge lies heaped an amazing mound
The walls of this tube fester with Kyuss sonal shrine to Kyuss, but now all that of treasure. The ceiling rises to a dizzying
worms; anyone who touches them must remains is the sickening statue of the vaulted height of nearly a hundred feet.
make a DC 20 Fortitude save each round wormgod, a wretched mess that seems to
or become infested as if he attempted to have been built by stitching thousands of This chamber was, until recently, the
pass through one of the tabernacle walls. dead and preserved worms together into a Wormgod’s cradle. With the exception of
The dropping worms are easy enough to roughly humanoid shape. his brief period of escape 1,500 years ago,
avoid as long as a creature keeps an eye Kyuss has spent close to two millennia
on them. Contact with the river of green Experienced adventures may expect imprisoned here in the very monolith he
has the same effects as contact with the this horrific statue to animate and attack, used to capture and focus the devotional
rain in area 15. but it’s actually nothing more than a sin- fanaticism of his people to fuel his divine
Creatures: Three immense undead crea- ister statue, the only remnant of Lashon- apotheosis. Even imprisoned within this
tures guard this tube-like tunnel. These na’s personal shrine to the Wormgod. monolith, the Wormgod’s aura remained
three nightcrawlers spend most of their strong; his presence can be seen in the
existence motionless, but once they sense 21. Cleansing Room lake of green slime beyond the taber-
intruders they quickly move to attack. nacle, within its writhing walls, and in
Nightcrawlers (3): hp 212 each; Monster This small chamber contains only one the eyeless faces of his worm minions.
Manual 195. item—a three-foot-high font of pure water. Yet nowhere is his presence stronger than
Tactics: One nightcrawler, coiled into here. Had the PCs come upon this cham-
attack pose, can effectively block pas- The secret door entrance to this cave is ber only a few weeks prior, the presence of
sage, but does not block ranged sup- near the roof of the worm’s path tunnel, the monolith itself would have been their
port from the other two. While the front about 15 feet off the ground. undoing. Now, in its absence, they must
nightcrawler fights the PCs in melee, Visitors to the Writhing Sanctum were only contend with the ribbon of divine
the others use ranged spells to support expected to take this route to approach blood that weeps from the ziggurat, the
the battle. Kyuss or Dragotha, pausing along the cloying frozen necromantic taint in the
way to dip their face in the font. The air, and the chamber’s lone guardian.
18. Lashonna’s Parlor font is magical; anyone who touches Although the actual temperature in
the water with flesh must make a DC this room isn’t quite freezing, the chill
This cavern shows signs of once having 30 Will save to avoid becoming cursed. in the air is much more dangerous to
been exquisitely decorated, yet all that This curse manifests as a –10 penalty on the souls of living creatures within.

82 DUNGEON MAY 2006


Each round a creature remains within it takes to get his claws on his phylac- paralysis) and
this chamber, he suffers 2d6+6 points of tery, but he certainly has no intentions 2 wings +33 (2d6+42 plus 1d6 cold plus
damage from the negative energy that of keeping his promise. The best the PCs paralysis) and
suffuses the place. Undead creatures in can hope for is his aid in “Dawn of a New tail slap +33 (2d8+61 plus 1d6 cold plus
the chamber instead heal 2d6+6 points of Age,” which can be secured by making a paralysis)
damage each round. Characters who are DC 50 Diplomacy check, provided the PC Space 20 �.; Reach 15 �. (20 �. with bite)
bonded with a fragment of Balakarde’s promises to return Dragotha’s phylactery Base Atk +37; Grp +68
soul are protected from this damage, as immediately upon Lashonna’s death. The Atk Options Arcane Strike, Flyby Attack,
are characters with death ward in effect. dracolich cannot and will not agree to aid Power Attack
Contact with the infested stone of the the PCs against Kyuss himself, but he can Special Atk breath weapons, paralyzing gaze,
ziggurat itself is dangerous. A character be talked into slaying Lashonna for them. tail sweep (2d6+36, Reflex DC 44 half )
that touches it must make a DC 30 Forti- Of course, his actual plans are to destroy Spells Known (CL 17th, +52 touch, +35
tude save each round or become infested the PCs once they hand over his phylac- ranged touch)
as if he attempted to pass through one of tery, but if the PCs time it right, an attack 8th (3/day)—create greater undead, horrid
the tabernacle walls. against Dragotha a�er his resources have wilting (DC 36)
Creatures: Dragotha has had numer- been depleted in a battle with Lashonna 7th (7/day)—destruction (DC 35), forcecage,
ous lairs throughout the centuries, yet might just give them the advantage they greater teleport
currently this chamber is his only home. need to survive. 6th (9/day)—geas/quest (DC 32), greater
The undead dragon is sensitive to the If the PCs give Dragotha back his phy- dispel magic, harm (DC 34)
prophecies foretelling the Age of Worms, lactery, he immediately teleports away 5th (9/day)—dominate person (DC 31),
and when these prophecies began to be with it to secure it in a hidden location, telekinesis (DC 31), wall of force, waves
fulfilled, he knew that the time was near. abandoning his other treasures (for now). of fatigue
He relocated his treasure to this cham- Once his phylactery is safe, he returns 4th (10/day)—charm monster (DC 30),
ber and set about preparing the cult for to this location to begin the process dimension door, ice storm, sending
the new age. In so doing, he displaced of tracking the PCs down, destroying 3rd (10/day)—animate dead, haste, inflict
the previous caretaker, the vampiric sil- Lashonna, and ushering Kyuss into the serious wounds (DC 31), ray of exhaustion
ver dragon Lashonna. The seeds of her Age of Worms. (DC 31)
betrayal had long since been planted Dragotha may be accompanied by allies 2nd (10/day)—blindness/deafness (DC 30),
in her cold heart, but this act was what like Venk or Mahuudril as well; in this case, death knell (DC 30), detect thoughts (DC
finally caused them to bloom. these allies wait on the northern ledge to 28), mirror image, resist energy
In any event, Dragotha waits for the provide aid in the combat to come. 1st (10/day)—divine favor, inflict light
party’s arrival, perched atop the ziggurat wounds (DC 29), magic missile, unseen
and ready to give them one final chance Dragotha CR 27 servant, shield of faith
at life. As the PCs arrive, the dracolich Male wyrm red dragon dracolich 0 (6/day)—arcane mark, detect magic,
greets them with a roar. Not much for NE Gargantuan undead (fire) guidance, mage hand, mending, message,
talking, he mocks their entrance by call- Monster Manual 75, Draconomicon 148 open/close, prestidigitation, read magic
ing them lapdogs of the very evil they Init +6; Senses blindsense 60 �., darkvision Spell-Like Abilities (CL17th)
seek to stop. He knows they come here 120 �., detect thoughts (DC 28), low-light 11/day—locate object
on Lashonna’s suggestion, and he hopes vision; Listen +48, Spot +48 3/day—suggestion (DC 29)
that by revealing her true nature and Aura frightful presence (330 �., Will DC 44) 1/day—find the path
position in the cult they’ll realize that Languages Abyssal, Common, Draconic, 1/3 days—control undead
they’ve been played and seek out the sil- Dwarven, Elven, Halfling, Giant, Gnome, *25-point Power Attack
ver dragon for revenge. A simple tactic, Goblin, Ignan, Infernal, Orc, Undercommon Abilities Str 49*, Dex 15*, Con —, Int 26,
but one that could well work; if the PCs AC 58, touch 12, flat-footed 56; 1d4+5 (max Wis 24, Cha 43*
leave Dragotha alive, they’ll find their 8) mirror images SQ permanent spells, persistent spells
task in “Dawn of a New Age” may well hp 832 (37 HD); DR 20/magic and 5/ Feats Clinging Breath, Flyby Attack,
be impossible. bludgeoning Greater Spell Focus (necromancy),
Aside from immediately leaving the Immune cold, electricity, fire, paralysis, Hover, Improved Initiative, Improved
tabernacle, there is little the PCs can do polymorph, sleep; undead traits Natural Attack (bite), Maximize Spell,
to prevent the dracolich from attacking Resist acid 30, sonic 30; SR 33 Multiattack, Persistent Spell, Power
them. The one thing that would give him Fort +18, Ref +20, Will +26 Attack, Quicken Breath, Recover Breath,
pause is the sight of his phylactery. If the Spd 40 �., fly 200 �. (clumsy) Spell Focus (necromancy)
PCs did not destroy it, they can use the Melee* bite +35 (6d6+52 plus 1d6 cold plus Skills Appraise +48, Bluff +56, Concentration
phylactery as a bargaining chip with the paralysis) and +40, Diplomacy +60, Intimidate +58,
dracolich. Dragotha promises whatever 2 claws +33 (2d8+42 plus 1d6 cold plus Knowledge (arcana) +48, Knowledge

MAY 2006 DUNGEON 83


INTO THE WORMCRAWL FISSURE BY JAMES JACOBS

Dragotha’s Feats the area must make a DC 30 Fortitude Unholy Toughness (Ex) Dragotha gains
Dragotha possesses three feats from save. Large or smaller creatures are a bonus to his hit points equal to his
the Draconomicon. (Note that while blown away while Huge creatures are Charisma modifier × his Hit Dice.
these feats require a minimum knocked down (larger creatures are Tactics: Dragotha is the second-most
Constitution score to qualify for, unaffected by the short blast of wind). powerful foe the PCs will face in this
Dragotha gained the feats when he Flying creatures are treated as one campaign—only Kyuss himself is more
was a living dragon, and as such can size category smaller than their actual deadly. Smart PCs bring help; they may
continue to use them as a dracolich, size. Creatures on the ground who are have been able to recruit the aid of
using his Charisma score in place blown away are knocked prone and roll Zulshyn earlier in the adventure. They
of his Constitution score.) The game
back 1d4×10 feet, taking 1d4 points of might call upon potent outsiders with
effects of these feats are summarized
nonlethal damage per 10 feet. Flying the aid of greater planar ally or gate spells.
below.
Clinging Breath: When Dragotha creatures who are blown away are blown Yet their greatest assets in this fight are
uses this feat, his breath weapon back 2d6×10 feet and take 2d6 points of the three fragments of Balakarde’s soul.
clings to the victim for 1 round. In nonlethal damage. Worse, all creatures Without them, the Age of Worms adven-
the round a�er he breathes, the vic- in the area of Dragotha’s death wind ture path may well end for the PCs in
tims who took damage from the ini- (regardless of how the wind itself this room.
tial use of the breath weapon suffer affected them) take 22d10 points of Most of Dragotha’s defensive spells have
damage equal to half what the breath negative energy damage; this damage already been cast as persistent spells. His
weapon dealt originally. A victim can heals undead in the area. A creature arrogance is great enough that he won’t
take a full-round action to attempt to slain by this damage has his corporeal bother to cast his shorter-duration defen-
remove a clinging breath by making
body blasted apart by the wind and is sive spells until they become needed.
a DC 44 Reflex saving throw. Rolling
effectively disintegrated and a wraith (or Although he’s powerful, Dragotha’s a
around on the ground grants a +2
bonus on the saving throw but leaves a dread wraith, if the slain creature had fairly straightforward creature in battle.
the character prone. When Dragotha 16 or more Hit Dice) loyal to Dragotha He either uses spells or breath weap-
uses this feat, he must wait 1 addi- appears in his place. Dragotha may use ons against foes at range, or makes full
tional round before using his breath his fire breath weapon at will, but may melee attacks against those who dare
weapon again. only use his death wind once per day. to get within his reach. The confines
Quicken Breath: When Dragotha In any event, he must wait 1d4 rounds of this chamber (and the confines of
uses this feat, his breath weapon is between uses of his breath weapon. The his ego) limit his tactical movement,
a free action to use, but he must wait save DC is Charisma-based. although by staying atop the ziggurat
4 additional rounds before using his Paralyzing Gaze (Su) Dragotha’s gaze can he forces walking enemies to brave con-
breath weapon again.
paralyze victims within 40 feet who fail tact with the worm-infested stones.
Recover Breath: The interval
a DC 44 Fortitude save. If the saving Dragotha’s first act in combat is to
between uses of a dragon’s breath
weapon is reduced by 1, to a mini- throw is successful, the victim is forever blast as many of the PCs as possible with
mum of 1 round. immune to his gaze. If it fails, the victim his death wind breath weapon, enhanc-
is paralyzed for 2d6 rounds. The save DC ing it with clinging breath. He remains
is Charisma-based. perched on the ziggurat in the following
(geography) +48, Knowledge (history) Paralysis (Su) Any creature struck by one of rounds, using horrid wilting, destruction,
+48, Knowledge (religion) +48, Listen +47, Dragotha’s physical attacks must make a DC and forcecage on his foes. Whenever he’s
Search +48, Sense Motive +48, Spot +48, 44 Fortitude save or be paralyzed for 2d6 brought below 600 hit points he casts
Use Magic Device +56 rounds. The save DC is Charisma-based. harm on himself to heal 150 points of
Possessions ring of Charisma +6 (as cloak of Permanent Spells Dragotha has arcane sight damage (although he saves his last harm
Charisma +6), ring of spell turning, amulet and see invisibility as permanent spell for an emergency). He tries to wall off
of mighty fists +5, bracers of armor +8, two effects. He also shares a permanent Rary’s ranged attackers and spellcasters with
doses of ruby dust (worth 1,500 gp each) telepathic bond with Venk. walls of force. Only when the dracolich is
for forcecage spells Persistent Spells Dragotha casts divine brought below 100 hit points does his
*Dragotha has a +5 inherent bonus to his favor, shield of faith, detect thoughts, nerve falter. In this case, he attempts to
Strength, Dexterity, and Charisma scores mirror image, resist energy (acid), and resist plane shi� to safety to rest, recover, and
Breath Weapons (Su) Dragotha has two energy (sonic) every day as persistent then return to attack the PCs at some
breath weapons. The first is a 60-foot- spells. This effectively reduces the total point in the near future.
long cone that deals 22d10 fire damage number of 7th-level spells he can cast Treasure: Dragotha’s hoard of treasure
(Reflex DC 44 half ). The second is the each day by 2 and his 8th-level spells is impressive, as befits a dragon that has
death wind, a 60-foot cone of wind by 4, and the effects of these spells are existed for over 2,500 years. This is the
and negative energy that functions as constant (and have been included, as single largest horde of treasure the PCs
a tornado-force wind. All creatures in appropriate, in his statistics above). are likely to find in the Age of Worms

84 DUNGEON MAY 2006


campaign; the sheer size should make • A darkwood violin with silver strings • A triangular shard of crimson metal
its discovery one of the campaign’s and inlays of platinum and pearl that the size of a halfling’s hand. The shard
highlights. The size of the hoard is bears the personal rune of the infa- radiates strong conjuration (teleporta-
also well beyond the recommended mous bard Tvash-Prull. This master- tion) magic, and acts as a portal key
amount of treasure for a 19th or 20th- work violin is worth 6,500 gp. when placed in the correct recess of
level adventure—this is intentional. • The petrified skull of an ancient reptile. the eight-pointed star symbol upon
The PCs won’t really have time to use or The skull weighs 200 pounds, but carved the floor of area 1 of Maure Castle
enjoy much treasure they gain from the into the side are runes in Druidic that (Dungeon #112). The resulting portal
next adventure before the campaign is detail several unique spells. You should leads to a dangerous demiplane called
over, so in many ways, Dragotha’s hoard take this opportunity to introduce 2–3 the Pinnacle Peaks.
represents the final reward for a job well new druid spells into your campaign. • No fewer than 15 different wizard’s
done. The magic items should also give Alternately this runeskull could contain spellbooks, each filled with spells. You
the PCs a valuable edge against what the spells dinosaur stampede, essence of the can use these spellbooks to introduce
still waits for them in the near future. raptor, and hungry gizzard (all detailed in new spells into your campaign.
If you intend to carry on the campaign the Spell Compendium). The runeskull is • A cleverly constructed clockwork song-
beyond “Dawn of a New Age,” you worth 3,000 gp. bird cra�ed of mithral and redwood.
should consider reducing the amount • A set of seven paintings depicting The songbird can grip a perch and
of treasure here to be more in line with seven deities (pick some worshiped hop around (but can’t actually fly) and
what might normally be expected. by your players), done in a masterful plays two dozen different songs, from
Or perhaps not. hand. Each portrays a deity in a gru- soothing lullabies to raucous shanties.
In any event, Dragotha’s hoard con- eling scene of torture and dismem- It’s worth 4,000 gp.
sists of the following, split among berment. They are unsigned, and • a +5 ghost touch chain shirt
chests, urns, coffers, crates, and loose each is worth 5,000 gp for its style to • an adamantine +3 fire resistance breastplate
mounds of coins. someone of a morbid bent, but their • a +2 heavy fortification light wooden shield
• 2,500,000 cp subjects quickly throw most churches • an adamantine +2 aberration bane
• 360,000 sp into a frenzy. They call for the paint- vorpal greataxe
• 48,000 gp ings’ destruction, and may ask the • a +3 disruption spell storing morningstar
• 2,500 pp PCs to perform this task for them. • an oathbow
• Dozens of gemstones collected in • A tattered book written in Auran • a rapier of puncturing
goblets, silk pouches, coffers, swaths and titled Winter’s Path—Volume V. A • a sun blade
of velvet, and other containers worth a DC 20 Knowledge (religion) check is • a ring of air elemental command
total value of 48,000 gp. This includes enough to recognize the title as part • a ring of wizardry (IV)
a single star sapphire the size of a fist of a series of books about the virtues • a greater metamagic rod of maximize
worth 12,000 gp. of monastic life written 500 years ago • a staff of the woodlands (34 charges)
• Miscellaneous items of jewelry by an anonymous monk. Common • bracers of armor +6
(rings, earrings, necklaces, armbands, knowledge holds that there are only • a folding boat
bracelets, anklets, and bejeweled three books in this series; lengthy • a tome of understanding +1
clothing) worth a total of 62,000 gp. investigation proves this volume’s • a robe of scintillating colors
• 50 masterwork weapons of various veracity. It’s worth 6,000 gp, and any- • a Daern’s instant fortress
types, worth 15,500 gp. one who’s willing to pay that might • a greater strand of prayer beads
• 20 masterwork suits of armor of also want to pay a similar amount • an apparatus of Kwalish
various types worth 8,500 gp. if the implied “Volume IV” could be • a philosopher’s stone
• A large drinking horn emblazoned discovered. The book itself is non- • a staff of the magi
with runes and carvings of dead magical, but the philosophies it con- • a wooden coffer containing three
dragons. While this object looks tains could have interesting reper- matching talismans of Zagy
worthless, a DC 30 Knowledge cussions on some of your campaign Development: This adventure doesn’t
(history) check correctly identifies it world’s monastic orders, especially truly end until the PCs slay Dragotha. If
as the drinking horn of King Becksor in how laughter and physical love are the dracolich escapes, the PCs should do
of the Red Glacier, said to be one of expressed as virtues. their best to track him down and finish
the sons of the barbarian god Vatun. • A scandalous dress of scarlet silk the job as quickly as possible. Balakarde’s
While not magical, the drinking emblazoned with gold and silver spirits go dormant if Dragotha escapes,
horn is worth 4,000 gp to a museum thread woven into patterns of the returning to power only once the battle
or collector who knows of its worth, symbol of Wee Jas. This exotic and begins again. If the PCs wait too long,
and is priceless to the Frost Barbarian masterfully made courtier’s outfit is they’ll end up having to confront Drago-
tribes of the north. worth 3,500 gp. tha and Kyuss at the same time.

MAY 2006 DUNGEON 85


INTO THE WORMCRAWL FISSURE BY JAMES JACOBS

CONCLUDING THE earth. Its dark green eyes peer above a nest tainted earth and stone nauseates living
ADVENTURE of several long antennae writhing on its face. creatures. Any creature who touches this
With the final blow against Dragotha, Tiny green worms drip from its mouth and tainted earth or stone (including those
the ancient dracolich roars in disbelief cracks in its chitinous armor, and at places who walk upon it) must make a DC 24
and rage. His body shudders, thrashes, where it stands or touches the rock walls, the Fortitude save each round to avoid
and then clatters to the ground in a rain earth turns gray and boils into nasty, tumor- becoming nauseated for that round.
of ancient bones. When they strike the like growths of pale fungus. Creatures with the earth subtype within
floor, they explode into clouds of crypt 60 feet of an earthcancer centipede
dust. The ominous shape of a ghostly Earthcancer Centipede CR 13 must also make a DC 24 Fortitude save
dragon lingers for a moment in these Always NE Gargantuan undead each round to avoid taking 1d6 points
clouds, but then fades and is gone. Init +8; Senses darkvision 60 �., of Constitution damage. The save DC is
Dragotha’s destruction brings a sudden tremorsense 120 �.; Listen +27, Spot +0 Charisma-based.
burst of energy and light from those PCs Aura earthcancer (60 �.) Poison (Ex) Injury, Fortitude DC 24, initial
harboring fragments of Balakarde’s soul. AC 30, touch 15, flat-footed 26 (–4 Size, +4 and secondary damage 3d6 Dexterity
Once again, the ghost materializes before Dex, +15 natural, +5 haste); Dodge, Mobility drain. The save DC is Charisma-based.
the PCs, but this time he lingers only long hp 156 (24 HD); fast healing 10; DR 15/silver Obey the Wormtouched (Ex) Although it is
enough to thank them and warn them Immune undead traits nearly mindless, an earthcancer centipede
that the true battle remains ahead. They Fort +10, Ref +14, Will +16 unerringly follows simple commands
must find where Kyuss’ monolith has Spd 60 �.; burrow 60 �. given by other undead servants of Kyuss.
been taken—it’s likely that the PCs sus- Melee 2 bites +17 (4d6+13/19–20 plus poison) Earthcancer centipedes are the result of
pect Lashonna, but even if they don’t, the Space 20 �.; Reach 15 �. Kyuss’ attempt to generate undead useful
location of the monolith soon becomes Base Atk +12; Grp +33 in sieges. An earthcancer centipede is
clear enough. Before he leaves, Balakarde Atk Options Combat Reflexes, Spring Attack thirty-five feet long and weighs 18 tons.
tells the PCs that he’s leaving a fragment Abilities Str 28, Dex 18, Con —, Int 2, Wis In combat, an earthcancer centipede
of his soul behind for each of them, par- 10, Cha 14 uses its supernatural strength to great
tially in thanks for their service to him, SQ alacrity, obey the wormtouched effect, scuttling and burrowing into
but mostly as a final gi� for them to use Feats Combat Reflexes, Dodge, Great the midst of its enemies and biting
against the Wormgod. This fragment Fortitude, Improved Critical (bite), with horrifying rapidity. They have an
wa�s down to each PC in the form of a Improved Initiative, Iron Will, Lightning instinctive swarming technique that
spinning gold coin on which Balakarde’s Reflexes, Mobility, Spring Attack o�en sets them up for flanking attacks
face can be seen. A PC that catches the Skills Listen +27 against creatures they surround, although
coin before it hits the ground (no attack Environment Wormcrawl Fissure they just as o�en spread out their attacks
roll necessary) feels a surge of hope as the Organization solitary, pair, or brood (3–12) on any targets within reach.
coin vanishes. The coin dissolves in the Treasure none
PC’s hand. As it does, it grants a +2 inher- Advancement 25–32 HD (Gargantuan), Mindkiller Scorpion
ent bonus to any one of the PC’s ability 33–72 HD (Colossal) This hideous scorpion is a nasty, black,
scores, chosen by him. Balakarde’s spirit Alacrity (Su) An earthcancer centipede moves twenty-foot-long menace. Its chitinous armor
fades from view, but before he moves on and attacks with supernatural swi�ness. It is a tangle of cruel hooked spikes and cracks
to the a�erlife, he pays a brief visit to his has a +5 haste bonus to its Armor Class, that leaks ichor. It has three scorpion tails
old friend Manzorian to let him know and a +30 �. enhancement bonus to its instead of one, and the tips of each tail sport
what the PCs have done. land speed and burrow speed. It may make several long, green crystalline stingers and
It won’t be long before Manzorian two bite attacks as a standard action. plates, looking like some sort of dangerous
contacts the PCs in a state of shock Earthcancer Aura (Su) The earthcancer fanged flower.
and giddy amazement—emotions that centipede is surrounded by an aura
fade quickly enough, as he has grim of supernatural energy that invades Mindkiller Scorpion CR 18
news indeed. and corrupts nearby earth and stone. Always NE Huge undead
For while the PCs were confronting Leprous growths of rancid fungi and Init +4; Senses darkvision 60 �.,
Dragotha, the Age of Worms began. aberrant rock formations writhe out of tremorsense 120 �.; Listen +1, Spot +40
any stony or earthen surface within 60 Aura mindkilling (30 feet, DC 30 negates)
APPENDIX: NEW feet of an earthcancer centipede. This AC 40, touch 8, flat-footed 40 (–2 size,
MONSTERS condition does not alter the structural +32 natural)
integrity of the surrounding stone, and hp 208 (32 HD); fast healing 10; DR 15/good
Earthcancer Centipede thus does not damage structures. It and silver
A thirty-five-foot-long pale green and white does count as difficult terrain to move Immune undead traits
centipede scuttles sinuously over the barren through. Additionally, contact with the Fort +12, Ref +12, Will +21

86 DUNGEON MAY 2006


Spd 40 �., climb 40 �. Mindkilling Aura (Su) The mindkiller scorpion undead to focus its wrath upon the
Melee* 2 claws +28 (3d6+24/19–20) and radiates an aura of madness and insanity smarter foes in its reach.
3 stings +26 (1d10+9/19–20 plus poison) that invades and ruins the minds of
Space 15 �.; Reach 15 �. living creatures within 30 feet. Any such Thessalhydra
Base Atk +16; Grp +43 creature must make a DC 30 Will save each A four-legged, pincer-tailed, thirty-five-
Atk Options Cleave, Great Cleave, Power round it remains within this aura. Failure foot-long monster lumbers into view with
Attack; improved grab (claw), constrict indicates the creature suffers 1d6 points of a rumbling, bone-shaking roar. The beast
3d6+19 Intelligence, Wisdom, and Charisma drain. is red with a darker orange underbelly, and
*5-point Power Attack This is a mind-affecting effect. looks vaguely draconic in shape save that in
Abilities Str 48, Dex 10, Con —, Int 2, Wis Obey the Wormtouched (Ex) Although it is place of a head it has an enormous central
12, Cha 18 nearly mindless, a mindkiller scorpion maw surrounded by a ring of eight snake-
SQ obey the wormtouched unerringly follows simple commands like heads.
Feats Ability Focus (poison), Cleave, Great given by other undead servants of Kyuss.
Cleave, Great Fortitude, Improved Poison (Su) Injury, Fortitude DC 32, initial Thessalhydra CR 15
Initiative, Improved Critical (claw, sting), damage confusion for 1 minute, secondary Always N Huge aberration
Iron Will, Lightning Reflexes, Multiattack, damage 3d6 Intelligence drain. The save Init +4; Senses all-around vision, darkvision
Power Attack DC is Charisma-based, and includes a +2 60 �.; Listen +4, Spot +29
Skills Climb +31, Hide –4, Spot +40 bonus from Ability Focus. Languages Draconic
Environment Wormcrawl Fissure Skills A mindkiller scorpion has a +4 racial AC 32, touch 8, flat-footed 32 (–2 size,
Organization solitary, pair, or brood (3–6) bonus on Climb, Hide, and Spot checks. +24 natural)
Treasure none In combat, the mindkiller seems to hp 225 (18 HD); fast healing 10
Advancement 33–36 HD (Huge), 37–60 HD have a strange and unsettling knack Immune acid, poison
(Gargantuan), 61–96 HD (Colossal) for seeking out and focusing its attacks Fort +14, Ref +6, Will +15
Constrict (Ex) A mindkiller scorpion deals on the most intelligent living foe in Spd 30 �.
automatic claw damage on a successful the area. This is due to a rudimentary Melee bite +24 (4d6+13/19–20 plus 4d6
grapple check. ability for the scorpion to “smell” intel- acid) and
Improved Grab (Ex) To use this ability, the ligence—this ability isn’t enough to 8 bites +22 (1d6+6/19–20 plus poison) and
mindkiller scorpion must hit with a grant it any actual game benefits, but tail pincer +22 (2d6+6/19–20)
claw attack. does allow the relatively unintelligent Space 15 �.; Reach 15 �.

MAY 2006 DUNGEON 87


INTO THE WORMCRAWL FISSURE BY JAMES JACOBS

Base Atk +13; Grp +34 grapple check. Once inside, the opponent Scaling the
Atk Options improved grab (bite, tail pincer) takes 2d6+13 points of bludgeoning Adventure
Special Atk breath weapon, swallow whole damage plus 15 points of acid damage per “Into the Wormcrawl Fissure” is
Abilities Str 36, Dex 10, Con 27, Int 5, Wis round from the thessalhydra’s gizzard. A designed for a party of four 19th-level
14, Cha 11 swallowed creature can cut its way out by characters, but with a little work it can
Feats Ability Focus (breath weapon), Alertness, using a light slashing or piercing weapon be adapted for use by 17th–18th level
characters or by 20th level characters.
Improved Critical (bite, tail pincer), to deal 25 points of damage to the gizzard
Simply adjust all NPC characters levels
Improved Initiative, Iron Will, Multiattack (AC 22). Once the creature exits, muscular
up or down as appropriate by a number
Skills Listen +4, Search +1, Spot +29 action closes the hole; another swallowed equal to that which the average party
Environment any swamp creature must cut its own way out. A level of your group deviates from 19.
Organization solitary, pair, or nest (3–6) Huge thessalhydra’s interior can hold 1 Don’t forget to modify the amount of
Treasure none Large, 2 Medium, 8 Small, 32 Tiny, or 128 treasure found in the adventure appro-
Advancement 19–26 HD (Huge), 27–46 HD Diminutive or smaller opponents. priately (of course, Dragotha’s horde
(Gargantuan), 47–58 HD (Colossal) Thessalhydras are monstrous creations should remain a special case). Specific
Acid (Ex) A thessalhydra’s primary bite of the wizard Thessalar, who corrupted a changes to the adventure include:
attack drips with potent acid. A character collection of hydra eggs long ago with a 17th–18th-level characters: Remove
bitten by a thessalhydra must make a DC magical concoction of rampant flesh he one of the Kyuss chimeras from Kyuss’
maw. Remove one of the mindkiller
27 Reflex saving throw, or the damage calls “protolife.” Since then, Thessalar’s
scorpions from the Apostle Caves.
caused by the acid also applies to any tried to corrupt the young of countless
Reduce the save DCs for the effects
armor or robes worn. The save DC is monsters with the stuff, but for some in the Tabernacle of Worms by 1 or 2.
Constitution-based. reason that continues to elude even his vast Replace the wormdrake with a favored
All-Around Vision (Ex) A thessalhydra’s intellect, protolife works best on hydras. spawn of Kyuss mature adult blue
multiple snake heads constantly peer in Certain other creatures take to the stuff, dragon. Remove one of the nightcrawl-
every direction. This grants the monster becoming thessalmeras and thessalcores ers from the Worm’s Path. Make Drago-
a +4 racial bonus on Search and Spot (chimera hybrids and manticore hybrids), tha an ancient red dracolich.
checks. A thessalhyrda can’t be flanked. but unlike thessalhydras, these variants 20th-level characters: Add 2 Kyuss
Breath Weapon (Su) Once every 1d4+1 are sterile and have short lifespans. Most chimeras to Kyuss’ maw. Advance
rounds, a thessalhydra may spit a glob other monsters simply age to death in the Zulshyn’s apocalypse golems by 4
Hit Dice. Advance all thessalhydras
of acid. This glob has a range of 30 feet, span of hours if born of protolife.
by 3 Hit Dice. Increase the save DCs
and affects all targets in a 10-foot-radius The first thessalhydras were created
for the effects in the Tabernacle of
spread. Creatures in this area take 12d6 centuries ago, and today they can be found Worms by 1. Advance the wormdrake
points of acid damage, or half if they dwelling in swamps and underground by 2 Hit Dice, and the nightcrawlers
make a DC 29 Reflex save. If a character regions throughout multiple Material by 4 Hit Dice. Dragotha’s probably
fails the save, 1d4 of his items (determine Plane worlds. In combat, a thessalhydra still tough enough, but if you’re feel-
which items are affected using table 10–1 is brutal and unimaginative, generally ing particularly mean, go ahead and
on page 177 of the Player’s Handbook) opening with a breath weapon and then advance him up to a great wyrm.
suffer this damage as well, although the charging into the densest clot of enemies
PC may attempt a new DC 29 Reflex save to make full attack actions.
for each item affected to halve the damage
done. The save DC is Constitution-based, Wormdrake Languages Abyssal, Common, Draconic,
and includes a +2 bonus for Ability Focus. This forty-foot-long green wormlike behemoth Giant, Infernal
Improved Grab (Ex) To use this ability, the has four large draconic wings. Its eyeless head AC 39, touch 9, flat-footed 41 (–4 size, +3
thessalhydra must hit with its primary looks almost draconic, with a ring of six horns Dex, +30 natural)
bite attack or its tail pincer attack. It can that protrude back in a circular array around hp 377 (26 HD); regeneration 10; DR 15/magic
then attempt to start a grapple as a free its neck. It has no arms or legs, but its wings Immune cold, acid
action without provoking an attack of sport large claws on the tops and tips of each Resist electricity 20, fire 20; SR 34
opportunity. If it wins the grapple check, it joint. Its tail tapers down into a hook-studded Fort +23, Ref +18, Will +20
establishes a hold and can try to swallow member that ends in a set of large spikes Spd 20 �., fly 120 �. (average)
the opponent in the following round. Melee* bite +31 (4d6+19/19–20) and
Poison (Ex) Injury, Fortitude DC 27, initial and Wormdrake CR 20 2 wings +29 (2d6+17) and
secondary damage 1d6 Strength damage. Always NE Gargantuan Dragon tail sweep +29 (2d8+31)
The save DC is Constitution-based. Init +7; Senses blindsight 60 �., darkvision Space 20 �.; Reach 15 �. (20 �. with bite)
Swallow Whole (Ex) A thessalhydra can try 120 �.; Listen +34, Spot +34 Base Atk +30; Grp +52
to swallow a grabbed opponent of Large Aura frightful presence (120 feet, Will DC Atk Options Cleave, Flyby Attack, Hover,
or smaller size by making a successful 29 negates) Improved Sunder, Power Attack, Wingover

88 DUNGEON MAY 2006


Special Atk breath weapon, summon worms Frightful Presence (Su) When a wormdrake
Spell-Like Abilities (CL 20th, +36 touch +25 attacks, it exudes an aura of fear to a
ranged touch) radius of 120 feet. All creatures in this
At will—greater dispel magic, inflict serious area must make a DC 28 Will save to
wounds (DC 19), true seeing avoid the effects of this fear. Creatures
3/day—greater teleport, harm (DC 22), with 12 Hit Dice or less are paralyzed
quickened hold monster with fear for 1d4 rounds, while those
1/day—control undead, energy drain, gate with more Hit Dice are panicked for 1d4
*5-point Power Attack rounds. Creatures who make the save are
Abilities Str 38, Dex 16, Con 27, Int 22, Wis shaken for 1d4 rounds. A creature can
20, Cha 22 be affected by a wormdrake’s frightful
Feats Cleave, Flyby Attack, Hover, Improved presence only once per encounter.
Critical (bite), Improved Initiative, Regeneration (Ex) Wormdrakes take lethal
Improved Sunder, Power Attack, Quicken damage from silver weapons and fire.
Spell-Like Ability (hold monster), Wingover Summon Worms (Sp) Once per day, a
Skills Bluff +35, Concentration +37, wormdrake may summon 1d4 purple
Intimidate +37, Knowledge (arcana) worms and frost worms (in any
+35, Knowledge (dungeoneering) +35, combination). Summoned worms obey
Knowledge (religion) +35, Knowledge (the the wormdrake’s telepathic commands,
planes) +35, Listen +34, Search +35, Sense and persist for 1 hour before vanishing.
Motive +34, Spellcra� +37, Spot +34 Dragotha may not be able to claim as
Environment Wormcrawl Fissure many creations as his own invention as
Organization solitary can his master Kyuss, but the most pow-
Treasure triple standard erful of his unholy inventions is truly a
Advancement 27–40 HD (Gargantuan), masterpiece of the vile. The tremendous
41–78 HD (Colossal) wormdrakes are a fusion of dragon and
Breath Weapon (Su) A wormdrake has two overworm, combining the worst and most
breath weapons. The first is a 60-foot cone ferocious features of both into one mon-
of supernaturally cold acid. The breath strous chimerical menace. Quite intelli-
weapon inflicts 12d10 cold and 12d10 acid gent on their own, Dragotha has released
damage, or half on a successful DC 31 the majority of his wormdrakes into the
Reflex save. It may use this breath weapon world at large to spread chaos and ruin in
once every 1d4 rounds. the Wormgod’s name, but retains at least
The second breath weapon is a 120- one nearby as a guardian.
foot line of writhing Kyuss worms. All In combat, a wormdrake generally opens
creatures in this area suffer 12d6 points with its worm breath weapon, following
of damage from hundreds of slavering on the next round with its freezing acid.
bites and must make a DC 31 Reflex On the third round it summons worms
save to avoid becoming infested. An to attack the survivors. If it can maintain
infested character takes 1d6 points of range, it then uses its spell-like abilities
Intelligence damage per round until he against the enemy. It generally uses its
is cured by remove disease or heal, or until formidable physical attacks against single
he reaches an Intelligence of 0, at which foes or when forced to defend itself from
point he dies and rises as a free-willed highly mobile foes. D
favored spawn of Kyuss (or a zombie if
you don’t have access to this template). James Jacobs apologizes in advance to all the
A wormdrake may use this breath PCs destined to be killed by Dragotha. They
weapon only once per day; using this probably did something to deserve it, though.
breath weapon does not count as a use James also promises that only one of the char-
of a breath weapon for its freezing acid acters in this adventure is named a�er one of
breath weapon—a wormdrake may use his own D&D characters. “Into the Wormcrawl
these two breath weapons back to back in Fissure” is dedicated to Michael MacDonald,
successive rounds if it wishes. the original creator of the son of Kyuss way
The save DC for both breath weapons is back in the 1st Edition Fiend Folio, without
Constitution-based. whom the Age of Worms wouldn’t exist.

MAY 2006 DUNGEON 89


INTO THE
WORMCRAWL FISSURE
by James Jacobs
If the PCs are to avert the Age of Worms, they
must invade the heartland of Kyuss’ power,
the Wormcrawl Fissure, and destroy one of the
world’s most powerful dracoliches before the
Wormgod awakens. An Age of Worms Adventure
Path scenario for 19th-level characters.

Joachim Barrum

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The Wormcrawl Fissure

3
8

6 1
7

9
5
4

N
One square = .5 miles
Robert Lazzaretti

Robert Lazzaretti

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19 DUNGEON 134 Supplement Permission to photocopy for personal use only. All rights reserved.
Robert Lazzaretti
Robert Lazzaretti
The Apostle Caves
2
5

One square = 20 feet


4

1
6

7
9

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20 DUNGEON 134 Supplement Permission to photocopy for personal use only. All rights reserved.
Robert Lazzaretti
Robert Lazzaretti
The Exile’s Tower

One square = 10 feet


1

4
3

2
5

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21 DUNGEON 134 Supplement Permission to photocopy for personal use only. All rights reserved.
Steve Prescott

Steve Prescott

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22 DUNGEON 134 Supplement Permission to photocopy for personal use only. All rights reserved.
Venk and Zyrith

Eva Widermann

Balakarde’s Ghost

Thessalar

Eva Widermann

Eva Widermann

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23 DUNGEON 134 Supplement Permission to photocopy for personal use only. All rights reserved.
Robert Lazzaretti
Robert Lazzaretti
Thessalar’s Fortress

5
4

One square = 5 feet


7

2
3

1
6

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The Tabernacle of Worms
21
16 S
17 22
S

S
S

18
20 19

One square = 10 feet

c 3
3

S
c
14
5
c

3
12 15
S 11 S 6 3
S
4
13 c
7
S

9 2

8
10 3
c
3
c

One square = 5 feet

Robert Lazzaretti

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25 DUNGEON 134 Supplement Permission to photocopy for personal use only. All rights reserved.
Robert Lazzaretti

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26 DUNGEON 134 Supplement Permission to photocopy for personal use only. All rights reserved.
Steve Prescott

Mahuudril’s Other Face

Eva Widermann

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WANDERING MONSTERS IN THE WORMCRAWL FISSURE
by James Jacobs

If your PCs spend a fair amount of time


Wormcrawl Depths Encounters
exploring the Wormcrawl Fissure, feel free to
d% Roll Encounter EL Source
liven up their travels by rolling on (or simply
01–05 Wormdrake 20 See below
picking from) the following table.
06–10 Venk and Zyrith 20 See below
Encounters with Kyuss chimeras, night-
11–15 Zulshyn 20 See below
crawlers, mindkiller scorpions, and earth-
16–25 Dark Pilgrimage 19 See below
cancer centipedes are simply that—chance
26–35 Nightcrawler 18 Monster Manual 195
encounters with some of the more dangerous
36–40 1 mindkiller scorpion 18 Dungeon #134
denizens of the region. In many cases, the
41–50 2d4 earthcancer centipedes 18 Dungeon #134
PCs should be able to avoid these encounters
51–60 1d4 Kyuss chimeras 17 Dungeon #134
if they wish, using flight or teleportation to
61–70 1d6 ur-nerephtyses 17 See below
escape—these monsters generally don’t pur-
71–85 Ciruja Tree 15 See below
sue fleeing characters for long before return-
86–100 Undead Legion — See below
ing to their wandering.
Ciruja Tree: The Wormcrawl Fissure heights
are plagued with small but dangerous ciruja youth. The victim ages 1d10 years each round
engage in melee while they provide ranged
plants, tainted growths that feed on living that passes. This has no positive benefits for support with their spells.
creatures by supernaturally aging them and the victim, and a creature that might grow Avolakia Priests (3): hp 170 each; see
consuming the energies released. In the more powerful with age does not benefit as Dungeon #134.
depths, some of these plants have grown to if it had lived those years. Once the victim Overworms (3): hp 250 each; see Dungeon
enormous size, becoming ciruja trees. These reaches maximum age, it dies. A restoration #134.
enormous plants consist of a slowly moving spell removes 1d10 years of unnatural aging, Undead Legion: Vast numbers of lesser
mass of thick fern-like fronds and tangled while greater restoration, miracle, and wish can undead (skeletons, zombies, spawn of Kyuss,
roots arrayed around an 80-foot-tall trunk remove all unnatural aging from a creature. and wights in particular) prowl the depths of
capped by a strange, almost fleshy yellow and the Wormcrawl. Groups of these undead with
Poison Gas (Ex) A ciruja tree’s primary attack is
orange flower. Only three ciruja trees cur- no other standing commands tend to gather
to fire a small spheroid from its central stalk
rently exist in the Wormcrawl Fissure, and in large flocks and then wander the canyon’s
they slowly wander the canyon bed in search (its fronds are always secondary attacks). The
expanse aimlessly. Individually, these mobs
of sustenance. spheroid has a range increment of 30 feet. of undead are insignificant threats, and even
When this spheroid strikes a solid object, it in large groups a high level party should have
Ciruja Tree CR 15 explodes in a 30-foot-radius spread of pale no problem avoiding or handling them. Use
Advanced ciruja plant yellow gas. Living creatures in this area must these encounters to enforce the feel of the
N Colossal plant make a DC 43 Fortitude save or be paralyzed canyon being a place not for the living; if you
Dragon Compendium 184 for 3d6 minutes. A ciruja tree effectively has want to resolve encounters with these undead
Init –1; Senses low-light vision, tremorsense 60 two dozen spheroids available to launch at a mobs via combat, the simplest solution is to
�.; Listen –3, Spot –3 time, regrowing expended spheroids in 24 use the rules for mobs found on pages 59–61
AC 15, touch 1, flat-footed 15 (–8 size, –1 Dex, hours. It’s possible to harvest these spheroids of the Dungeon Master’s Guide II.
Ur-nerephtys: The ur-nerephtyses that dwell
+14 natural) for use as Large grenade-like weapons with
in the Wormcrawl Depths are advanced ver-
hp 675 (30 HD) a successful DC 45 Disable Device check.
sions of strange, amorphous creatures from
Immune plant traits Harvested spheroids remain potent for 6 the Elemental Plane of Earth. Lesser, more
Fort +35, Ref +8, Will +6 hours. The save DC is Constitution-based. common versions of these creatures dwell
Spd 5 �., climb 5 �. Dark Pilgrimage: Kyuss’ favored minions in other regions nearby, but those that dwell
Melee 2 fronds +29 (3d6+10) among the living are the wormlike avolakia, on the fissure floor are quite dangerous and
Ranged spheroid +13 touch (poison gas) sinister shapechangers who infiltrate other immense. An ur-nerephtys looks like sev-
Space 30 �.; Reach 30 �. societies to spread the Wormgod’s will and eral partially-melted candles made of stone
who have a disturbing taste for undead flesh. twisted together in a writhing braid. At one
Base Atk +22; Grp +58
The Tabernacle of Worms is the foundation of end of this snake-like mass is a huge maw
Special Actions aging
avolakia faith, and many of their clerics make filled with needle-sharp teeth and a pair of
Abilities Str 50, Dex 8, Con 46, Int —, Wis 5, Cha the pilgrimage to this location to pay their malevolent eyes. These creatures feed on cor-
3 respects. This encounter is with three avola- poreal undead, but won’t hesitate to attempt
SQ plant traits kia priests, each of which makes the journey to feed on the living if the opportunity pres-
Aging (Su) The ciruja tree’s roots automatically riding atop an immense Kyuss worm known ents itself.
infest any helpless creature within reach; this as an overworm. The avolakia clerics have no
does not require an action on the tree’s part. particular skill at riding, so if combat breaks Ur-Nerephtys CR 14
The roots infest a creature in one round, plus out their first actions are to cast air walk and Advanced nerephtys
one additional round for each point of natural then dismount. They fight intruders to the N Huge elemental (earth)
or armor bonus to Armor Class possessed by death (seeing this as a test sent to them by the Dragon #276
Wormgod), commanding their overworms to
the helpless creature. Once the roots are fully Init +3; Senses darkvision 60 �.; Listen +11, Spot
attached, the ciruja tree feeds on the creature’s +12

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izes who they are (unless the PCs have taken
Languages Terran
pains to disguise themselves) and warns them
AC 17, touch 7, flat-footed 17 (–2 size, –1 Dex,
to leave the Fissure, indicating that Dragotha
+10 natural) knows who they are and what they want and
hp 261 (18 HD); DR 10/— looks forward to the chance to ruin them. She
Immune elemental traits doesn’t attack at this point—if she’s attacked,
SR 28 she does her best to escape back to the Taber-
Fort +23, Ref +5, Will +7 nacle of Worms, fighting only if forced to do
Spd 10 �. so.
Melee* bite +20 (4d8+29 plus improved grab and Venk: hp 225; see Dungeon #134.
ability drain) Zyrith: hp 250; see Dungeon #134.
Space 15 �.; Reach 15 �.
Wormdrake: The wormdrakes are Drago-
tha’s greatest contribution to the Wormgod’s
Base Atk +13; Grp +34
armies. So far, only six of these terrible
Atk Options ability drain, earth mastery,
dragons have survived the process of creation.
improved grab, Cleave, Power Attack One dwells within the Tabernacle of Worms,
*5-point Power Attack but the other five are free to travel. If a wor-
Abilities Str 36, Dex 9, Con 30, Int 10, Wis 12, mdrake encounters the PCs while patrolling
Cha 10 the Fissure, it engages the party until brought
SQ crystallization, crystallizing oil below 100 hit points, at which point it flees to
Feats Cleave, Great Fortitude, Improved Critical recover and report to Dragotha.
(bite), Improved Natural Attack (bite), Improved Wormdrake: hp 377; see Dungeon #134.
Initiative , Power Attack, Weapon Focus (bite) Zulshyn: The exiled lillend Zulshyn is one
Skills Hide +12, Listen +11, Spot +12
of the few possible allies the PCs encounter
in the Wormcrawl Fissure. She periodically
Ability Drain (Su) An ur-nerephtys inflicts
leaves her home to explore the Wormcrawl
1d4 points of Strength and 1d4 points of
Fissure, as she finds the place suits her mor-
Constitution damage per round every time it bid temperament. If she encounters the PCs,
makes a successful Grapple check against a foe she quickly realizes they’re out of place here
as it extracts all the minerals from the victim’s unless they’ve taken pains to disguise them-
body. selves (in which case she avoids them). She
Crystallization (Su) An ur-nerephtys can harden contacts the PCs from afar, asking who they
its body to the consistency of magically are and what their purpose is in visiting the
hardened rock as a free action at will. A Fissure. Her initial attitude is indifferent—if
petrified ur-nerephtys has Hardness 15, but it made friendly or helpful she invites the PCs
cannot move or attack. Assuming its normal
back to her tower for a more comfortable dis-
cussion. If, on the other hand, the PCs react
form takes a standard action.
with violence, she simply teleports home to
Crystallizing Oil (Su) The nucleus of a slain ur-
avoid a confrontation.
nerephtys, if harvested, yields 1d4 doses of oil Zulshyn: hp 217; see Dungeon #134.
that duplicates the effects of stone salve.
Earth Mastery (Ex) An ur-nerephtys gains a +1
bonus on attacks and damage rolls if both it
and its foe are on the ground. If it or its foe
is airborne or waterborne, the ur-nerephtys
suffers a –4 penalty on attacks and damage.
Improved Grab (Ex) To use this ability, the ur-
nerephtys must hit with its bite attack. It can
then attempt to start a grapple as a free action
without provoking an attack of opportunity. If
it establishes a hold, its hollow teeth fuse with
the victim’s body and it drains Strength and
Constitution. Escape Artist cannot be used to
escape from the ur-nerephtys in this case. A
successful grapple check allows escape, but
deals 2d8 points of damage as the creature’s
teeth tear away.
Venk and Zyrith: Venk and Zyrith dwell
within the Tabernacle of Worms, but the
derro and wyvern o�en spend time exploring
or patrolling the Wormcrawl. If they spot the
PCs, they confront them. Venk quickly real-

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RUNNING “INTO THE WORMCRAWL FISSURE” IN THE FORGOTTEN REALMS
by Eric L. Boyd

Conversion notes for Mintarn (Alhaster) and roon before them, the necrophants of Velsha- branch. If you’re curious, see the write-up of
Skull Gorge (Ri� Canyon and Wormcrawl roon are intrigued by the unique forms of the Thessalmonster in the 2nd edition Mon-
Fissure) have already been mentioned in con- undead haunting the Wormcrawl Fissure, strous Compendium Volume 3.
version sidebars for earlier adventures in the wholly unaware that until recently it was
adventure path. home to an imprisoned god who might one Dragotha’s Hoard
day rival their own. Also consider adding one The drinking horn can be identified as
Wormcrawl Fissure or more scouting parties from the Well of having belonged to the legendary Uthgar
As Skull Gorge is somewhat smaller than Dragons (detailed in Lords of Darkness and (King Becksor of the Red Glacier), father of
its unconverted counterpart (Ri� Canyon), updated in the upcoming Dragons of Faerûn). the Uthgardt barbarians (Frost Barbarians)
a fissure the size of the Wormcrawl would The Dragonwell cell is intrigued by reports who later ascended to godhood.
be well-known in western Faerûn and sig- of a heretofore unknown dracolich lairing in The scandalous dress is woven into pat-
nificantly alter maps of the gorge. Consider the Wormcrawl Fissure. Foolish PCs might terns of the symbol of Mystryl (Wee Jas), an
instead making the Wormcrawl Fissure a waste their strength fighting one or the other early incarnation of Mystra.
massive underground chasm that branches group. Clever groups might forge an alliance The eight-pointed star can be found in the
off the Skull Gorge and descends into the of convenience against the followers of the buried dungeons of Hellgate Keep (Maure
depths. In this case, the lack of light is due Wormgod. Castle).
to the canopy of rock far above, rather than The wooden coffer contains three match-
the ever-present cloud cover. If however, you Zulshyn ing talismans of Azuth (talismans of Zagy).
prefer that the Realms version of Wormcrawl Zulshyn’s possessions include a quiver of Mie- In addition to the treasures specified in
Fissure be open to the surface, that works likki (quiver of Ehlonna) and three forked metal the module, Dragotha’s hoard contains the
just as well. rods (foci for plane shi� linked to the Gates of infamous Crown of Horns (detailed in Magic
Consider adding one or more scouting the Moon, Heliopolis, and the Abyss). of Faerûn, page 171). This artifact contributes
parties from the Crypt of the Arisen Army, to the signs of the Wormgod’s release in the
Velsharoon’s hidden temple located in a large next adventure.
Thessalar
cavern along the Skull Gorge, as described
Note that Thessalar is already considered part
the previous Realms conversion. Like Velsha-
of the Realmslore canon, albeit an obscure

RUNNING “INTO THE WORMCRAWL FISSURE” IN EBERRON


by Keith Baker

The Wormgod—the terrible entity formed cheating death by transforming himself into
The Exiled Artist
by the merging of the mighty wizard Kyuss a lich and going into hiding. While few of the
Lillends are natives of the plane of Thelanis,
and the fiendish Overlord Katashka—awaits monsters he claims as his own are truly his
and the Infinite Staircase is a place where fey
release. His minions are gathering their creations, his thessalmonsters are certainly
rulers meet to discuss their own affairs and
power, and the Age of Worms will soon begin. worthy of infamy.
do business with the lords of other planes.
By now, the adventurers are deeply enmeshed DMs who wish to use a more iconic
Zulshyn disrupted a crucial gathering with
in the events of the Age of Worms, and few Eberron figure could choose to replace
her actions, and as a result was exiled from
adjustments need to be made to fit the adven- Thessalar with Mordain the Fleshweaver, who
Thelanis and driven into Eberron. Prior to
ture into Eberron. is known in the modern age as a shaper of
being banished, Zulshyn spent a great deal of
monsters. However, the Goradra Gap is far
time with the Greensingers who visited the
The Fissure from Mordain’s tower in Droaam; perhaps he
Infinite Staircase, and she retains a certain
If you have followed the path suggested in has established a secondary keep in the Gap
affection for these mortals. Druids, rangers,
previous conversion notes, the Goradra Gap to investigate the Kyuss worms. While Mor-
or bards aligned with the Greensinger sect
of the Mror Holds has taken the place of the dain is not described as a lich in the Eberron
receive a +2 to Diplomacy or Sense Motive
Ri� Canyon. The Wormcrawl Fissure is one Campaign Setting, there is no reason that it
checks involving Zulshyn.
of the deepest chasms in the Gap, and is a cannot be so.
place long shunned by the dwarves; it takes
its name from a legend in which the pro-
The Spurned Lich Venk
The lich Thessalar is one of the few surviv- The derro are not well-established in
genitor dragon Khyber tried unsuccessfully
ing members of the wizard’s cabal known as Eberron, but Khyber holds many mysteries.
to rise up and escape the bonds of Eberron.
the Closed Circle (Sharn: City of Towers 146). The derro may be the twisted remnants of the
The kobolds of the Wormcrawl Fissure
Along with his allies, Thessalar is studying dwarves of Noldrunhold (Eberron Campaign
belong to the irvhir culture, and trace their
the fleshwarping magic of the daelkyr, and Setting 193) or inhabitants of a lost under-
lineage to Khyber. The tribal elders believed
he uses this knowledge to create his mon- ground city predating Mror civilization.
that Brazzemal was sent to lead them by Khy-
strosities. When the magi of Galifar allied
ber himself.
against the Closed Circle, Thessalar escaped,

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The Writhing Sanctum
The ziggurat that bound Kyuss is the same
artifact originally created to hold the Over-
lord Katashka. It is a single massive Khyber
dragonshard, now riddled with worms. The
shard is immune to physical damage; the
worms have been working at it for a hundred
thousand years. See page 70 of Dragon #337
for more information about Katashka.

Dragotha’s Treasure
A few items in Dragotha’s hoard need to be
adapted to Eberron:
King Becksor was a fabled high king of the
Seren Barbarians, said to be the son of the
Dragon of War. The horn is priceless to the
Serens.
The bard Tvash-Prull was a legendary
Greensinger, and may yet live in Thelanis.
The robe with Wee Jas’s symbol is instead
emblazoned with the harpy emblem of the
Fury; it is a remnant of a Sarlonan kingdom,
in which the Fury was revered as a source of
passion and inspiration.

WORMFOOD’S “GATING IN THE HEAVY HITTERS” IN EBERRON


by Keith Baker

The Wormfood article in Dragon #343 includes


a number of colorful planar allies that PCs can Selaufe Xitomat
call on in the battle against Kyuss. However, the This celestial dragon claims to have a blood The couatl fought the Overlords in the Age of
cosmology of Eberron is quite different from tie to the great progenitor Siberys, though Demons, and Xitomat was one of the greatest
the Great Wheel. Where do these beings come such a thing is difficult to imagine. Her desert warriors of his people. His monastery exists
from? Here are a few brief ideas; DMs should realm is located in the plane of Lammania. in an extradimensional space not directly
expand on these basic concepts. Bear in mind bound to any of the thirteen planes; Xitomat
that, while many of these creatures are good, claims that it is within the Silver Flame itself,
Syranus and it is up to the DM to decide the truth of
they are bound by constraints mortals cannot While angels typically emanate from the
understand. Xitomat may despise Katashka, but this. Within his home, Xitomat is attended
Azure Sky, the solar Syranus is an embodi-
he must still go through the process of the bar- by shulassakar, a feathered subspecies of the
ment of Irian, the Eternal Day. The Death-
gain before he can interfere. yuan-ti dedicated to the Silver Flame and the
guard of Aerenal has allied with Syranus in
cause of good.
the past, and the angel may have played a role
Barabog
in the destruction of the line of Vol.
The titans claim to be the progenitor race of
giants, who fought alongside the Dragons in Walkyrie
the Age of Demons. Barabog le� Eberron long The zelekhut hails from the plane of Daavni,
ago to reside in Thelanis, where he wanders the and unless summoned, he rarely visits
faerie court in search of joy and adventure. Eberron. His duties last brought him to the
material plane 239 years ago, in pursuit of the
radiant idol Xurakhan.
Furnace Master Gendinom
This efreet is a potentate of one of the largest
principalities of Fernia.

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WORMFOOD’S “GATING IN THE HEAVY HITTERS” IN THE FORGOTTEN
REALMS
by Eric L. Boyd

The six “heavy hitters” detailed in the Worm-


food column in Dragon #343 can all be used
in the Realms version of the campaign. How-
ever, the plane of origin for each is modified
as follows:

NPC Plane (Realm)


Barabog Jotunheim (Hidden Realm)
Furnace Master Gendinom Elemental Plane of Fire (City of Brass)
Selauafe Dragon Eyrie
Syranus House of Nature (Morninglory)
Walkyrie XVII Dweomerheart (o�en found on other planes)
Xitomat The House of the Triad (Martyrdom)

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T he battle with Dragotha is over—
the great undead dragon of old is
finally vanquished, but his defeat
will not stop the coming Age of Worms.
In truth, it furthered Lashonna’s plan to
of 12 adventures, several “Backdrop” articles
to help Dungeon Masters run the series,
and a handful of poster maps of key loca-
tions. For additional aid in running this
campaign, check out Dragon’s monthly
become Kyuss’ favorite in the dark times “Wormfood” articles, a series that provides
to come. The monolith that contains the additional material to help players survive
imprisoned Wormgod has been snatched this campaign. It’s likely that at some point
from its cradle in the Writhing Taberna- during this adventure, your PCs will gain
cle and now looms at the apex of a new enough experience to reach 21st level. Pages
Spire of Long Shadows in Alhaster. The 206–210 of the Dungeon Master’s Guide
PCs have but a few hours to stop Kyuss’ give the basics of epic-level play; additional
escape and save life itself across the rules can be found in Complete Warrior, Com-
entire continent. Whether the next day plete Divine, Complete Arcane, and Complete
will see the rise of the sun or the triumph Adventurer. DMs who wish to delve further
of darkness is entirely up to them. into the world of epic-level adventuring
“Dawn of a New Age” is a Dungeons should consult the Epic Level Handbook,
& Dragons adventure designed for four which has been updated to the most cur-
20th-level characters. It is also the final rent rules on Wizards of the Coast’s website
installment of the Age of Worms Adven- at www.wizards.com/default.asp?x=d20/
ture Path, a complete campaign consisting article/srd35. Finally, issue #344 of Dragon

BY TITO LEATI
BY JOACHIM BARRUM, STEVE PRESCOTT, AND EVA WIDERMANN
BY ROBERT LAZZARETTI
AGE OF WORMS CALLIGRAPHY BY DARLENE
ADVENTURE PATH HIGH-LEVEL (13TH–20TH) URBAN & DUNGEON CRAWL

JUNE 2006 DUNGEON 53


DAWN OF A NEW AGE BY TITO LEATI

presents some advice and rules specific to nothing. To avert the Age of Worms, a look haggard and worried. Manzorian
the Age of Worms to aid players (and DMs) god must die. asks for a brief accounting of the PCs’
in making the transition beyond 20th fight against Dragotha and congratulates
level. Adventure Synopsis them on his defeat. Yet woefully, they
You can also run “Dawn of a New Age” The PCs meet briefly with Manzorian, have no time to celebrate.
as a stand-alone adventure or adapt it who tells them that Kyuss is about to Manzorian informs the PCs that the
to your campaign as a high-level urban be released into the Material Plane at city of Alhaster is under siege. Strange
battle against a host of undead enemies. Alhaster. He can do something to slow clots of green mist rise from the ground
the Wormgod’s escape, but it remains up and undead monsters and immense
Adventure Backround to the PCs to confront him and destroy worms stalk the city streets. Worse, the
The vampiric silver dragon Lashonna him. Three key steps can be taken to tower Prince Zeech was building has
has served the Wormgod Kyuss faith- weaken the Wormgod before the PCs been completed with amazing speed
fully for nearly 15 centuries, yet always confront him—they can destroy the (likely with the aid of powerful magic),
in the shadow of his chosen herald, the Unlife Vortex under the Alhaster Bone- and a vortex churns in the cloudy sky
dracolich Dragotha. Lashonna’s lust to yard that siphons negative energy into above the Spire. Divination spells have
become Kyuss’ favored minion drove his prison, they can fight the despair his revealed that Kyuss will soon emerge
her to recruit powerful enemies, the minions spread in Alhaster, and they into the Material Plane there, and when
PCs, to strike against the dracolich. can remove his high priestess Lashonna he does, the Age of Worms will begin.
While Dragotha was distracted first by from the field of battle. Each of these The time for the final conflict has
efforts to retrieve his phylactery and steps further weakens the Wormgod, yet come, and it falls to the PCs to prevent
then by the steady approach of a band if the PCs take too long, Kyuss escapes the Age of Worms. Although the PCs
of adventurers intent on challenging fully from his prison and takes his place may have already deduced or discov-
him, Lashonna set the remainder of her in the pantheon as the Lord of Worms, ered some of this information, Man-
plans into motion. Using a great tele- at which point nothing can be done to zorian explains how the new Spire of
portation engine housed in her subter- prevent the Age of Worms. Long Shadows Zeech erected in Alhaster
ranean lair, Lashonna transported the serves as a focus for the unholy energies
stone monolith that imprisoned Kyuss’ Adventure Hook the Wormgod needs to escape from the
physical form to Alhaster for the final With Dragotha’s defeat at the end of “Into black monolith that imprisons him. His
preparation of his return. the Wormcrawl Fissure,” Balakarde’s dis- agents have made no attempt to hide the
Freeing an imprisoned deity is no small joined spirit reformed and went on to his monolith—it rests atop the Spire at the
task, and Kyuss’ minions have worked final reward. Yet before he le� the Mate- highest point in Alhaster. The fact that
for ages to set into motion the numerous rial Plane, he paid a brief visit to his old the cult has so brazenly displayed this
events required to prepare the world for his friend Manzorian, to apologize for his prison worries Manzorian greatly, since
coming. Some of these events the cult was actions in life and to inform him of the it implies they fear no chance of failure.
able to engineer or assist (such as the near great deed the PCs have accomplished. At this point, Manzorian suspects that
destruction of the city of Cauldron), while This was a spot of good news in a time Kyuss may be able to emerge from his
others they were forced to wait for. Now that of darkness, for Manzorian and his allies prison for short periods of time, but he
everything is in place, the final steps are recently learned of the developments in doubts the Wormgod can travel far from
child’s play in comparison. With Alhaster’s Alhaster. Manzorian contacts the PCs via his monolith. Soon, he shall wholly
leader under her command, Kyuss’ prison a sending spell not long a�er Dragotha’s emerge from the monolith to usher in
in her possession, and the great tower that defeat (certainly before the PCs leave the the Age of Worms. The process of his
serves as the key to his prison completed, Tabernacle of Worms) and asks them to freedom begun, he cannot be forced
all that remains for Lashonna now is to wait meet with him at Magepoint. If the PCs back into his prison again (he emerged
for her god to awake and emerge into the can’t teleport, he casts a teleportation circle prematurely 1,500 years ago, which is
Material Plane. to their location a�er scrying upon one the only reason the druidic Order of the
Yet the Age of Worms is not guaran- of them to bring them to his study. Storm managed to force him back into
teed. Kyuss can be defeated, but this the prison at that time). In order to pre-
path is not without great peril. The PCs PART ONE: FINAL vent the Age of Worms, Kyuss must be
must draw upon all of their resources PREPARATIONS destroyed.
and allies gathered throughout the The PCs have been to Manzorian’s study The PCs may balk at the prospect
course of this campaign, and this still at least once before, at the start of the of slaying a deity, yet Manzorian urges
may not be enough. There are steps adventure “The Spire of Long Shadows.” them to take heart. Kyuss remains rela-
they can take in Alhaster to weaken The long, airy chamber looks unchanged tively weak a�er his centuries of impris-
Kyuss’ position, yet in the end, merely from their last visit, yet Manzorian, his onment, and until he is fully freed he
forcing him back into his prison solves agent Celeste, and his old friend Agath is a mere shadow of true divine power.

54 DUNGEON JUNE 2006


A powerful party, armed with the right and although Kyuss is not one of the The Rod of Seven
gear and with the proper preparations, original enemies of the Vaati, the Rod is Parts
has more than a small chance of defeat- still a potent weapon against him. This great artifact of Law was forged
ing him. Manzorian outlines three ways Sphere of Annihilation (DC 30): The eons ago by the Wind Dukes for use in
the PCs can further undermine Kyuss’ most potent artifact against Kyuss is one their war against the Queen of Chaos.
strength before they confront him atop that the PCs don’t yet possess—a sphere It was sundered into seven parts dur-
ing the battle of Pesh, and its frag-
the Spire of Long Shadows in Alhaster. of annihilation. If they still have the tal-
ments scattered across the world.
isman of the sphere from the Whispering
Over time, fragments of the Rod of
Artifacts Cairn, though, Manzorian tells them he Seven Parts have surfaced here and
Four of the artifacts the PCs have gath- has done some research into the nature there, o�en in times of great need.
ered during the campaign can be used of spheres of annihilation, and that while Unfortunately, the Rod of Seven Parts
in different ways to weaken Kyuss before the exact effects of using one against remains unstable, and once its pur-
or during the final battle. Manzorian a deity are unknown, at the very least pose is served it fragments anew, its
recommends that the PCs take stock of contact with a sphere would weaken components scattering, o�en return-
these artifacts with bardic knowledge or Kyuss greatly. Further, a sphere of anni- ing to the site of Wind Duke tombs
Knowledge (arcana) to determine how hilation would certainly help the PCs in or ruins.
they can be used. The DC for this check other ways during the trials to come in A nonlawful character who pos-
sesses a single segment of the rod
is given in parentheses a�er each artifact Alhaster.
must make a DC 17 Will save each
listed below. Manzorian then reveals to the PCs that
week to avoid becoming lawful. A
Hand of Vecna (DC 40): Manzorian he knows the location of a sphere of anni- lawful character who holds a seg-
seems wary about the Hand of Vecna if the hilation they might be able to comman- ment of the rod and thinks of it as
PCs chose to keep the dangerous artifact, deer by using the talisman of the sphere. part of a larger item can determine
but admits it may have some use against If the PCs show interest, he leads them in what direction the next-larger
Kyuss. The presence of the artifact over to an easel in the corner of the room. segment lies by making a successful
should allow Vecna to use it as a channel The painting on the easel is covered with DC 20 Concentration check.
to shunt some of his power directly into cloth, and as the PCs come near he pulls The powers of the two fragments
the battle. The keeper of the Hand must the cloth aside to reveal a lifelike paint- available to the PCs at this time are
strike Kyuss with the artifact in order to ing of a green devil face carved into a as follows:
Sixth Fragment: hold monster 1/day
trigger this. When this occurs, the Hand stone wall. The devil’s mouth gapes open,
Seventh Fragment: heal 1/day
itself vanishes, whisked away by Vecna revealing inky darkness.
Both Fragments Joined: The user
to parts unknown. This unfortunately Characters who utilized one of Man- can fly (as the spell) at will, in addi-
causes the death of the host (who can, of zorian’s paintings to teleport to Kuluth- tion to the base powers listed above.
course, be restored to life with true resur- Mar in “The Spire of Long Shadows” As long as the rod is carried (not nec-
rection, wish, or similar effects), but the should quickly recognize the utility of essarily held in a hand), the wielder
blast of divine energy effectively stuns this painting. If they don’t, Manzorian gains a +20 insight bonus on attack
Kyuss for a few seconds, giving the rest explains. This painting depicts a sphere of rolls made against Kyuss.
of the party an entire round of actions to annihilation within one of the most infa- The powers of the remaining frag-
take against the Wormgod. mous dungeons in the world—the Tomb ments can be found on page 154 of
Rod of Seven Parts (DC 35): If the PCs chose of Horrors. The painting itself is an aid the Arms & Equipment Guide.
CL 20th; Weight 1 lb.
to keep the fragment of the Rod of Seven in teleportation; a character who con-
Parts rather than turn it over to Manzorian centrates on the painting can then use
in “The Spire of Long Shadows” (Dungeon magic like greater teleport to travel to the
#130), he smiles at their foresight and pres- location depicted, even if he hasn’t been a lot of attention. Certainly, a few of
ents them with a gi�—the sixth fragment to the location in question. The Tomb Kyuss’ minions are capable of destroy-
of the rod (recently liberated by Manzorian of Horrors is 1,800 miles southeast of ing a sphere of annihilation by casting gate
from an unruly pit fiend). Joining this frag- Magepoint, in range of teleport cast by a on the sphere or using a rod of cancella-
ment to the one the PCs already possess spellcaster of at least 18th level. tion against it, so it would probably be
heightens the artifact’s powers. Manzorian is willing to give the paint- best to limit the enemy’s opportunities
If the PCs traded Manzorian the rod ing to the PCs so they can use it to tele- to destroy the sphere before the PCs use
fragment, he returns the fragment to port to the Tomb of Horrors at their it against Kyuss.
the PCs to use in this last adventure, but leisure. He advises that they wait until If the PCs use the painting to travel to
does not have the second fragment to the last possible moment to harvest the the Tomb of Horrors, the sphere of annihi-
give to them. sphere of annihilation. While it would cer- lation can be called forth from the maw of
A shadow of the power of the Wind tainly aid them in their efforts against the green devil by a character using the
Dukes resides in the Rod of Seven Parts, Kyuss’ minions, its presence also draws talisman of the sphere to force it to move.

JUNE 2006 DUNGEON 55


DAWN OF A NEW AGE BY TITO LEATI

The sphere initially resists being torn from is slain, and immediately understands
Dealing With the
the devil’s mouth, and it takes a DC 60 that the potent magic within has finally
Sphere control check to force it to do so. Since fully awakened and that Zosiel’s spirit
On first glance, giving the PCs a control check made by someone with a now watches protectively over him. The
access to a sphere of annihilation talisman of the sphere is 1d20 + double char- circlet now functions as a periapt of wis-
may seem like it might make this
acter level + double character Int modi- dom +6 as well as a circlet of persuasion.
adventure a cakewalk. It certainly
fier, a DC 60 control check should be a Furthermore, it protects the wearer with
gives the PCs a major advantage,
but keep in mind that this artifact is relatively simple matter, given enough a constant mind blank effect. Zosiel wore
one of the most dangerous things in time. A failed check has no consequences the circlet eons ago in a different battle
the game. If Kyuss’ minions have the until the sphere is free, so the controller against godlike beings, and although
time to react to this development, can take 10 or take 20 on this check. the foes were different, his spiritual
one of them can certainly procure Once the sphere of annihilation is free, presence and aid grants the wearer of
a rod of cancellation (a blessed angel it can be controlled normally (see page this circlet three specific benefits in any
can teleport to any large city, where 279 of the Dungeon Master’s Guide). battles against Kyuss:
the item can be purchased a�er 1d4 Of course, one final problem facing the • Any weapons wielded by the wearer are
hours of searching). PCs is how to transport the sphere back to treated as epic for the purposes of pen-
Used against mobile creatures, it’s
Alhaster. The sphere is nothingness, and etrating damage reduction. As a stan-
best to resolve if the sphere hits any
as such is not an object. Thus, it can’t dard action, the wearer may impart this
creature in a square it moves through
or ends up in by having the controlling be affected by teleport object, nor does it quality to any weapon he holds for at
creature make a ranged touch attack accompany a teleporting controlling least one round. This quality remains
against the threatened creatures; on a creature (since it cannot, by definition, be with the weapon for one minute a�er
hit, the target is completely and utterly an attended object). Gate spells can work, the wearer drops the weapon or gives it
destroyed. If the sphere is uncon- since they create a physical link between to another creature.
trolled, it can instead be avoided with two planes—by casting two, the PCs can • The wearer gains a +10 luck bonus on
a DC 20 Reflex save as long as the move the sphere through the first gate all saving throws made against spells
creature moves out of the way on its to another plane, and then through the and effects originating from Kyuss.
next action. A creature that voluntarilly second into Alhaster (only by casting gate • The wearer is immune to Kyuss worm
ends its turn in a square occupied by
directly on the sphere does this spell infestation, including worms that
a sphere of annihilation automaticaly
have a chance to destroy the artifact). The come from Kyuss’ own body.
comes into contact with the sphere.
Of course, a far more dangerous sphere can also be sent into a portable hole
development is the real possibil- (as long as care is taken for the sphere to Fight Despair
ity that the sphere might fall into not touch the sides of the hole!), which Kyuss’ faithful are small in number, even
an enemy’s control. As long as the can then be folded up and transported now on the eve of the Age of Worms. A
PCs have control of the talisman of by a teleporting character with ease. Wish deity must have faithful followers in
the sphere, this is an unlikely devel- cannot transport a sphere of annihilation. order to exist, and once the new age
opment. If the PCs go up against Other solutions to this problem doubt- begins, there will be no shortage of
knowledgeable arcane spellcasting less exist, at the DM’s discretion. faith to fuel Kyuss’ potency. At this early
enemies (like Lashonna, for example), Against Kyuss, a sphere of annihilation point, however, Kyuss is forced to draw
that NPC can make a DC 30 Knowl-
has two possible uses. It can be used upon lesser energies than faith to aid his
edge (arcana) check to recognize the
to annihilate either of his two artifacts emergence into the world. Just as he drew
talisman of the sphere for what it is.
With this knowledge, the NPC is (either the Cowl of the Wormgod or the upon the faith of his cult 2,000 years ago
sure to alert any allies, and attempts Mace of Kyuss)—the loss of either of to become a god, he now draws upon the
to seize control of the talisman can these artifacts significantly reduces the fear and despair of Alhaster’s citizens to
add a real element of stress and ter- threat Kyuss poses to the PCs. A PC that empower his triumphant return.
ror to any encounter. Even spells like attempts to use the sphere of annihilation By taking the time to aid the citizens
teleport object that remove the talis- directly against Kyuss may initially be of Alhaster against Kyuss’ minions, to
man from play can cause problems, dismayed that the sphere cannot imme- defeat several of the monsters his cult
since without this advantage the PCs diately destroy him. Instead, each strike has unleashed upon the city, and to defeat
aren’t necessarily guaranteed to be reduces his current hit points by half. If Lashonna, the PCs can generate hope to
able to make opposed control checks
Kyuss is struck by the sphere when he has oppose the despair Kyuss needs.
to command the sphere.
less than 200 hit points, he is destroyed, Part Two of this adventure details four
In short, don’t make things easy for
the PCs if they decide to use this arti- along with the sphere itself. encounters in Alhaster where the PCs can
fact in encounters other than the final Zosiel’s Circlet (automatic): A char- fight despair. By successfully completing
battle against Kyuss. acter who kept this circlet finds that three of them, the PCs can temporarily
it begins glowing soon a�er Dragotha rob Kyuss of his divine traits.

56 DUNGEON JUNE 2006


Disrupt the Unlife Vortex character capable of using scrolls with Use
One thing Manzorian and his agents have Magic Device) a stack of three scrolls. Each The Tomb Of
noticed in their observation of the magi- scroll contains a single wish spell; a gi� he Horrors
cal energies currently at work in Alhaster took the time to prepare to give the PCs an Although there’s not really any time
is the immense buildup of negative extra edge in the adventure to come. for the PCs to explore the Tomb of
energy in the walls of the new Spire of Horrors, DMs looking for more infor-
Long Shadows. This spire is also infused PART TWO: UNDEATH mation on this iconic D&D dungeon
with potent divine energy, so destroying TO ALHASTER should check out Wizards of the
it is likely impossible. Yet this negative Full details of the various sites of interest Coast’s website, where a 3.5 conver-
sion of this classic adventure can be
energy is coming from a point elsewhere in Alhaster can be found in issue #131 of
found at www.wizards.com/default.
in Alhaster, from somewhere below the Dungeon—if the PCs decide to explore
asp?x=dnd/oa/20051031a.
city’s boneyard where an immense portal a portion of the city not detailed in this
to the Negative Energy Plane is focused chapter (or if you’re simply looking for
and directed at the Spire. If the PCs can more information about the city in gen- silver dragon the PCs can weaken Kyuss’
discover what might be causing this flow eral) you should track down that issue’s divinty. Each time the PCs manage one
of negative energy, they might be able to Backdrop article. of these victories, a tremendous storm
disrupt it. Cutting off the Spire’s energy When the PCs arrive in Alhaster, they of lightning erupts from the apex of the
source probably won’t win the day, but find the city in chaos. Riots throng spire and Kyuss’ enraged howl echoes
it’ll certainly slow Kyuss down. in the streets where mobs of undead down over the city below.
In truth, the negative energy is being haven’t claimed control. Some build- As Kyuss gains power, the nature of
focused on the Spire from an immense ings burn while others shudder and reality in Alhaster has warped. The fol-
machine in a subterranean complex collapse as immense green overworms lowing effects apply to all encounters
below the Boneyard that is connected burrow up through the foundations in Alhaster and below it, and remain in
to Lashonna’s manor. The details of this below. Plumes of foul green fog boil and effect until the end of Part Four.
complex and the machine are explored churn throughout the city, obscuring Clouds: The spiraling clouds above
in Part Three. entire blocks of buildings. There is no churn and boil, threatening at any
sign in the skies above of the ubiquitous moment to unleash a downpour. Sun-
Parting Gifts Blessed Angels—it would seem that the light or moonlight filtering through the
The PCs may ask Manzorian and his allies erinyes guardians of the city have aban- clouds is greatly diffused, casting the
to come with them, but unfortunately the doned it. Yet despite these tragedies, the city itself with a pale radiance of muted
archmage needs his allies to support the most impressive sight is Zeech’s com- colors and hazy shadows. Creatures
PCs in a different way. He knows that the pleted Great Project. The last time the normally harmed by sunlight (such as
defeat of Kyuss is the only way to stop PCs saw this structure it was little more vampires) can move about with ease dur-
the Age of Worms; if he escapes, things than a squat ziggurat. Now, an immense ing the day, and no spell that affects the
will only be delayed. With the aid of sev- tower rises from the ziggurat, stretching weather can alter the cloud cover.
eral powerful wizardly allies, Manzorian well over 750 feet into the sky. Dozens Desecration: The negative energy that
intends to travel to the Ethereal Plane of strange pods and balconies line the infuses Alhaster creates a city-wide des-
near Alhaster where he and his allies will edges of the tower, many of which are ecrate effect. Charisma checks to turn
work a potent spell similar to a dimensional crumbled and ruined, and in the sky undead take a –6 profane penalty, and
lock. The effects of this epic spell begin as above the clouds spiral and churn like every undead creature gains a +2 profane
soon as the PCs travel to Alhaster—once muddy water around a drain. Even the bonus on attack rolls, damage rolls, and
the spell begins, Manzorian and his allies light seems wrong—gray and muted, as saving throws. These bonuses are included
can maintain its effects for a week. During if the sun itself were loath to look upon in all stat blocks in this adventure, but be
this time, a dimensional lock spell encom- this corner of the world. sure to add them to undead stat blocks in
passes the entirety of the city of Alhaster, This section presents four sample cases where short stat blocks are given.
although its effects apply only to Kyuss encounters, giving the PCs several oppor- All undead creatures in Alhaster gain +2
and his minions. Once Kyuss emerges tunities to fight the chaos and despair hit points per Hit Die as well (this applies
as a god, the effects of this spell quickly that sicken the city. If the PCs can suc- even to undead not created within this
become meaningless, but Manzorian cessfully complete three of these four zone). Animate dead cast in Alhaster can
hopes that it’ll give the PCs a chance to encounters, they significantly weaken create up to double the normal amount
put the Wormgod down. Certainly, it’ll Kyuss’ divine traits, as detailed in Part of undead. Consecrate can suppress this
help keep his other minions from calling Four. Additionally, Lashonna’s defeat effect, but only for the spell’s duration
upon aid or escaping. (encounter B2) counts as a victory; by and only within the spell’s area of effect.
Before he leaves, Manzorian hands an completing three of the encounters in If the PCs destroy the machine in area A2,
arcane spellcaster in the group (or any this part and destroying the vampiric this effect immediately ends.

JUNE 2006 DUNGEON 57


DAWN OF A NEW AGE BY TITO LEATI

Key Locations in Alhaster


Lashonna’s Dungeon
(Areas A1-15)

The Wormgod’s
Tower
(Areas B1-10)

Greenish Mist

Temples: Kyuss’ taint has not yet the PCs authority points equal to their Event 1: Wrath of the
infused the three primary temples in Charisma modifiers. In this case, char- Overworms (EL 21)
Alhaster; the Church of Kord, the Cathe- acters who have at least 5 ranks in Diplo- Run this encounter at any time the PCs
dral of Hextor, and the Scarlet Spire of macy gain +2 authority points, as do char- are exploring or moving through the
Wee Jas. While imprisoned, Kyuss is acters with at least 5 ranks in Intimidate streets of Alhaster.
hesitant to intrude upon the faithful or Knowledge (nobility and royalty), for a
of other deities. Until he is fully freed, total possible bonus of +6. Suddenly, a nearby building lurches to the
these three locations remain safe from A character’s authority measures his staccato sound of bursting timbers. Plumes
the worms and the undead that plague reputation in Alhaster. These checks not of dust spray into the air around the house’s
the streets and are not affected by the only model the character’s effectiveness foundation, and then again the structure
desecration that infuses the city. at leading and providing morale and shudders. The roar of the facade crumbling
inspiration, but also determine the level away pales in comparison to the roar of the
Authority Checks of success in the following encounters. immense green worms that have burrowed
At several points during this adven- Additionally, a character can make up into the building’s core and now spill
ture, the PCs are called upon to make an authority check in Alhaster when- out into the street.
authority checks. An authority check is ever he is called upon to make a Bluff,
1d20 + the character’s authority score. Diplomacy, Gather Information, Intim- Creatures: The green worms are a
A character’s authority score is equal to idate, or Sense Motive check against pair of advanced overworms (Kyuss
his Charisma bonus plus the number of any of Alhaster’s citizens. With a DC worms grown to immense proportions)
authority points he accumulated during 20 check, he gains a +2 circumstance that have been burrowing through the
“The Prince of Redhand.” bonus on the associated skill check. ground in search of prey. These worms
Characters who joined the campaign For every 10 points by which he beats a are significantly larger than those seen
a�er “The Prince of Redhand” have an DC 20 check, the circumstance bonus elsewhere in the city. The building may
authority score equal to half that of the increases by 2, so if a character makes have been an orphanage or an inn or
lowest authority score possessed by a PC an authority check and gets a 43 as a a tavern, but the clot of humanity that
who was on that adventure. If you haven’t result, he gains a +6 bonus on his asso- huddled within is beyond salvation.
run this adventure, you can simply assign ciated skill check. What isn’t are the mobs of panicked

58 DUNGEON JUNE 2006


citizens who watch in paralyzed fear and free action without provoking an attack of these worms rises as a sword of Kyuss
fascination as the monsters squirm up opportunity. If it wins the grapple check, (see Dungeon #130) 1d6+4 rounds
into the wan light, their mouth-filled it establishes a hold and can attempt to later. A Tiny or smaller creature quickly
heads seeking more food. A total of 20 swallow the foe on the following round. putrefies, and a Huge or larger creature
citizens are close enough to the site to Obey the Wormtouched (Su) Although (or any non-humanoid creature)
be in immediate danger, and if they they are nearly mindless, overworms becomes a normal zombie of the
aren’t evacuated immediately, stories unerringly follow simple commands given appropriate size. Newly created undead
of unstoppable house-eating worms by other undead servants of Kyuss. are not under the overworm’s control.
spread through the panicking citizens Swallow Whole (Ex) An overworm can try to Tactics: The overworms initially have
of Alhaster. swallow a grabbed opponent of at least no reason to single out the PCs, but once
one size category smaller than itself by they start taking damage, they focus
Advanced Overworms (2) CR 19 making a successful grapple check. Once their attacks solely on the last creature
CE Colossal magical beast inside, the opponent takes 2d8+16 points to damage them; they’re nearly mindless
Dungeon #130 of crushing damage plus 6 points of in their actions. Even if the overworms
Init +3; Senses darkvision 60 �., acid damage per round from the worm’s aren’t intentionally attacking panicked
tremorsense 60 �; Listen +35, Spot +1 gizzard. The victim is also targeted by the citizens, their sheer bulk, sprays of
AC 31, touch 1, flat-footed 31 worms that dwell in the overworm’s body worms, and shrapnel from buildings as
hp 480 (31 HD); DR 15/silver (see Worm-Infested, below). A swallowed they crush and destroy kill people just as
Immune mind affecting effects, poison creature can cut its way out by using a easily. Each round of combat, 1d6 of the
Fort +29, Ref +16, Will +10 light slashing or piercing weapon to deal 20 endangered citizens perishes. A DC
Spd 20 �., burrow 20 �., swim 10 �. 25 points of damage to the gizzard (AC 10 authority check made as a standard
Melee* bite +32 (6d6+48/19–20) 20). Once the creature exits, muscular action is enough to get one endangered
Space 30 �.; Reach 3o �. action closes the hole. Another swallowed citizen to take cover; for each 5 points
Base Atk +31; Grp +66 opponent must cut its own way out. An by which the check result exceeds 10, an
Atk Options Awesome Blow, Improved Bull overworm’s gut can hold 2 Gargantuan, additional citizen can be saved. Addi-
Rush, Power Attack, improved grab (bite), 8 Huge, 32 Large, or 128 Medium or tional actions (such as teleport) can save
swallow whole smaller opponents. more citizens.
Special Atk call of the wormgod Worm-Infested (Ex) An overworm is host Development: If the PCs can defeat
*10-point Power Attack to hundreds of smaller worms of Kyuss. the overworms with at least 15 surviving
Abilities Str 48, Dex 8, Con 30, Int 1, Wis 12, Any creature that attacks an overworm citizens from the initial group of 20, they
Cha 8 with a natural weapon, unarmed strike, may count this encounter as a victory.
SQ obey the wormtouched, worm-infested or light melee weapon must make a DC This encounter is little more than a
Feats Awesome Blow, Great Fortitude, 24 Reflex save or a number of worms quick combat; you can generate addi-
Improved Bull Rush, Improved Critical latch onto his flesh and begin burrowing tional encounters along these lines as
(bite), Improved Initiative, Improved into his body. The save DC is Dexterity- you wish to give the PCs further chances
Natural Attack (bite), Improved Natural based. Once infested, the victim takes to undermine the despair Kyuss needs
Armor (4), Power Attack 1d6 points of damage per round for to escape his prison. Consider using dif-
Skills Listen +35 1d4+1 rounds. At the end of that period, ferent monsters each time you run this
Call of the Wormgod (Su) Once per round the worms reach the host’s brain. While encounter, such as mindkiller scorpions
as a free action, an overworm can project the worms are inside a victim, a remove (Dungeon #134), hullathoins or advanced
this foul and cancerous will into other curse or remove disease effect destroys ulgurstastsas (Fiend Folio), or necronauts
living creatures, targeting any one living them, and a dispel evil or neutralize (Monster Manual III).
creature within 120 �. The target must poison effect delays their progress for
make a DC 24 Will save or be stunned, its 10d6 minutes. A successful DC 20 Heal Event 2: A Clerical
mind filled with the horrid visions that check extracts the worms and kills Dispute (EL 20)
writhe within the divine consciousness them, although this check takes 1d3 At some point, the sound of church bells
of Kyuss. Each round at the start of its rounds to perform and the worms may rings out across the city. A DC 10 Listen
turn, the victim may attempt a new saving reach the brain before the Heal check check is all it takes to discern that the
throw to end the effect as a full-round succeeds. Once the worms reach the ringing comes from the Church of Kord.
action that does not provoke attacks of brain, the victim takes 2d4 points of As the bells continue to ring, nervous and
opportunity. This is a mind-affecting Intelligence damage per round until hesitant clutches of citizens begin to des-
effect. The save DC is Charisma-based. the worms are killed (by remove curse perately creep along the streets, drawn by
Improved Grab (Ex) To use this ability an or remove disease) or they slay the host the inferred promise of sanctuary.
overworm must hit with its bite attack. It (death occurs at 0 Intelligence). A Small, If the PCs investigate, they find
can then attempt to start a grapple as a Medium, or Large humanoid slain by a large crowd growing in the area

JUNE 2006 DUNGEON 59


DAWN OF A NEW AGE BY TITO LEATI

between the three churches. As they est bidders. She is attended by several disperse, or two minutes to file into one
arrive, feel free to have them recog- lesser members of the church, many of of the nearby churches.
nize a few faces here and there from whom appear to be quite uncomfortable Unfortunately, the PCs don’t have
those they met during earlier visits to about their mistress’ offers of safety for much time to handle the crowd, since
Alhaster; a good choice might be Lord money in a time of social crisis. the minions of Kyuss won’t be held back
Malaven Kilraven, who just led his Unless the PCs intervene, the three by their fear of holy ground for long.
family and servants over to the church priests continue to argue for the proper Creatures: The proximity of the three
from his estate to seek shelter. way to handle the crisis and the crowd churches in this region makes the area
The high priest of Kord, Lanthis grows increasingly desperate. The mob temporarily safe from Kyuss’ minions,
Chax (CG male human cleric 6/fighter begins fragmenting, as each member but only briefly. Ten minutes a�er this
2) is the one ringing the bells. As the chooses a side and tempers begin to encounter begins, a nearby mob of
PCs arrive, Lanthis judges he’s gathered flare. Within a few minutes, someone undead finally succumbs to the tempting
enough people and steps out on the snaps and takes a swing at someone else, lure of so many living souls and launches
steps in front of his church to address and in a heartbeat the mob erupts into a an attack on anyone still remaining in
the crowd. He immediately begins doing riot of violence. The three clerics panic; the open.
his best to calm the crowd, and tries to Almerah tries to flee back to the Scarlet This group of undead consists of a
organize a mass exodus of the city, point- Spire, Lanthis tries to calm the riot with dozen Kyuss knights. The Kyuss knight
ing out that the Toilway (the primary words, and Vierias sends his soldiers in is a powerful undead created by exposing
street in Alhaster) so far remains clear to establish order by force. Just when it humanoid creatures directly to the nec-
of the insidious mist, and that if people seems things can’t get worse, minions of romantic wrath of the Wormgod in a spe-
move quickly, they can escape the city Kyuss arrive (see Creatures, below). cially-prepared chamber in the Tabernacle
via the eastern gates. Lanthis also claims The best solution to this problem is of Worms. Until recently, only four Kyuss
that it was Prince Zeech’s madness that to break the crowd up into three groups, knights existed in the world, but Lashonna
unleashed this terrible catastrophe on sending them to the church of their has been using the chamber in the Taber-
Alahaster. Lanthis’s plan is dangerous, choice for sanctuary; the church of Kord nacle to create dozens more of the danger-
but the desperate crowd begins to buy and the Scarlet Spire can both shelter up ous undead. Unlike the four knights the
into it until two other bands of clerics to 50 people, while the Cathedral of Hex- PCs encountered in “The Spire of Long
arrive on the scene, themselves drawn by tor can shelter up to 300 people. Other Shadows,” these Kyuss knights do not have
the peal of the bells. options exist as well; it’s up to the PCs to unique gi�s of Kyuss; they all share the
The first to arrive is a group of two decide what to do with the mob. Unfor- same potent abilities.
dozen soldiers and warriors led by Vie- tunately, getting the crowd and priests to A Kyuss knight wears dark armor that
rias Spatlepate (LE male human cleric 7), comply isn’t easy. hides much of its skeletal undead body
the high priest of the Cathedral of Hex- The crowd consists of 200 terrified citi- from view. Small green worms infest
tor. He counters Lanthis’s plan by calling zens. Normally, Diplomacy and Intimi- their armor and flesh, and they wield
the priest of Kord a traitor, claiming that date would serve to direct the crowd, but terrible weapons known as executioner’s
Zeech himself has come to the Cathedral this mob is frightened and looking for maces. The Kyuss knight’s most grue-
of Hextor to lead mass and to call upon the leadership. In order to take control of some feature is its eyes, which have been
patron deity of Alhaster for deliverance in the situation, the PCs must first establish replaced by the ravenous mouths of
these dark times. He promises salvation their presence by making a DC 20 author- bloated worms. These worms can extend
to those who join him in the Cathedral, ity check. If they ally themselves with one out to bite their enemies.
and threatens doom and wrath to those of the three priests they receive a +4 bonus
who would so cowardly flee their homes. on their authority checks in this encoun- Kyuss Knight (12) CR 13
Ironically, the evil priest’s advice is better ter. Once the PCs have established them- CE Medium undead
than that offered by Lanthis, yet Vierias is selves as leaders, they can make additional Init +4; Senses darkvision 60 �.; Listen +21,
a poor public speaker and his words find DC 20 authority checks at the rate of one Spot +21
difficult purchase among the mob. per minute (multiple characters can make Languages Abyssal, Flan (or a similar ancient
Not long a�er Vierias’s arrival, the high multiple checks). Each successful check language from your campaign)
priestess of the Scarlet Spire, the shrill results in 20 people in the mob turning to AC 26, touch 10, flat-footed 26 (+10 armor,
and intense Almerah Kosen (LE female that PC for leadership. For every 10 points +6 natural)
human aristocrat 3/cleric 10) appears by which an authority check exceeds this hp 216 (16 HD); fast healing 10; DR 10/silver
on the scene. Her voice carries and cuts DC, an additional 20 citizens are attracted. Immune cold, electricity; undead traits
through the crowd as she offers sanctu- Once the PCs have gathered the atten- Fort +12, Ref +12, Will +19
ary to those who can honor Wee Jas with tion of as many citizens they wish, they Spd 20 �. in armor (30 �. base)
the propper offerings—in essence, she’s can direct the crowd to disperse or take Melee* +1 unholy executioner’s mace +24/+19
attempting to sell sanctuary to the high- shelter. It’ll take a crowd only a minute to (2d6+17/×3) and

60 DUNGEON JUNE 2006


Executioner’s Mace
This martial two-handed weapon was the favored weapon of executioners in Kyuss’ ancient city of Kuluth-Mar. Kyuss himself wielded
one of these terrible weapons, further increasing its popularity among his followers. An executioner’s mace is a combination axe
and mace fitted with a long spike, giving the wielder wide versatility in damage type.

Cost Dmg (S) Dmg (M) Critical Weight Type


75 gp 1d10 2d6 ×3 12 lb. Bludgeoning and piercing or bludgeoning and slashing

2 bites +9 touch (1d4+11 plus 2d4 take full advantage of flanking, higher Arhmin and the others on how best to
Intelligence drain) ground, and sunder attempts as needed defend themselves against these undead
Base Atk +8; Grp +17 to defeat their foes. while the PCs challenge the others. There
Special Atk gi�s of Kyuss Development: As long as the PCs are 20 people huddling in the Deluxury
Spell-Like Abilities (CL 16th) defeat the undead and protect at least in all, and at the end of each round 1d6 of
At will—detect good 150 of the citizens, they may count this them are slain by the undead. Each round
1/day—bull’s strength, death knell (DC 17), encounter as a victory. at least one PC makes a successful DC 30
protection from energy authority check, the number of common-
*5-point Power Attack Event #3: The Deluxury ers slain drops to 1d4–1d6 (with results of
Abilities Str 28, Dex 10, Con —, Int 12, Wis Besieged (EL 20) zero or less indicating no one was slain
15, Cha 20 Run this event at any point the PCs are that round).
SQ dark blessing, martial calling, turn near an inn called the Deluxury. Alter- If you don’t have access to Monster
resistance +4, unholy toughness nately, you can have this event occur Manual II or an earlier issue of Dungeon
Feats Cleave, Improved Initiative, Improved at any other location that the PCs may that contains stats for the spawn of Kyuss,
Sunder, Iron Will, Power Attack, Weapon attempt to visit during this adventure. simply use wights in their place; in either
Focus (executioner’s mace) If you change the location, you’ll need case, these undead should have little to
Skills Concentration +19, Intimidate +24, to change the NPCs endangered by the no impact on the combat. In fact, you
Knowledge (religion) +20, Listen +21, Spot +21 encounter. As the PCs near the location, a can probably leave these minor undead
Possessions +2 full plate, +1 unholy tremendous rush of fire explodes against out of the combat entirely—simply men-
executioner’s mace the building’s facade—the result of a fire- tion them now and then on the fringes
Dark Blessing (Su) A Kyuss knight applies ball spell cast by one of the liches assault- of the primary combat to keep the flavor
his Charisma modifier as a bonus on all ing the building. of the attack. Once the other undead are
saving throws. Creatures: The Deluxury is under slain, you can assume the PCs defeat any
Gi�s of Kyuss (Su) These Kyuss knights attack by a group of undead led by a Kyuss remaining spawn with ease in a single
possess two additional abilities granted by knight named Rinn Graddah. His undead round of combat.
the Wormgod—they resolve attacks with minions include a cabal of lich wizards Rinn Graddah, Kyuss Knight: hp 216;
their bites as touch attacks, and they have and vampire shadowdancers. The band see page 61. Rinn Graddah’s gi�s include
fast healing 10. of undead are attended by over two dozen the supernatural ability to see invisibility
Intelligence Drain (Su) Anyone who is spawn of Kyuss as well. The fireball that at will and a spell resistance aura (SR 30)
bitten by one of the Knight’s “eyes” takes attracts the PCs’ attention signifies the that applies to himself and any of his
1d4 points of Intelligence drain. The start of the battle. The screams of terror- allies within 30 feet.
Kyuss Knight heals 5 points of damage ized aristocrats and commoners alike can Liches of Kyuss (3): hp 96 each; Monster
each time it drains Intelligence from a be heard from within the building as the Manual 166.
creature. undead inexorably press the advantage. Vampires of Kyuss (4): hp 116 each;
Martial Calling (Su) A Kyuss knight gains a If not stopped, the undead quickly see to Monster Manual 251.
profane bonus equal to half its Hit Dice the infestation and death of all within, Spawn of Kyuss (25): hp 37 each; Mon-
on all melee weapon attacks (but not on including the Deluxury’s owner Arh- ster Manual II 186.
natural attacks). min and possibly several other allies of Development: As long as the PCs
Unholy Toughness (Ex) A Kyuss knight the PCs (including Professor Montague defeat the undead and protect at least 15
gains a bonus to its hit points equal to its Marat, Shag Solomon, and Toris—the of the citizens within the Deluxury, they
Charisma modifier × its Hit Dice. mercenary captain Vulras is elsewhere at may count this encounter as a victory.
Tactics: The Kyuss knights can kill 3 this time [see Part Three]).
citizens per round if le� to their work, It should be obvious at a glance that the Event 4: The Breath of
but if the PCs intervene the undead spawn of Kyuss themselves, while numer- Kyuss (EL 20)
quickly realize they are the primary ous, are not the primary menace. With a As part of the preparation for Kyuss’
menace and coordinate their attacks. successful DC 30 authority check, a PC return, his cultists (at Lashonna’s direc-
Kyuss knights are master tacticians, and can (as a move action) direct and advise tion) have installed numerous “pods”

JUNE 2006 DUNGEON 61


DAWN OF A NEW AGE BY TITO LEATI

along the edges of the Spire of Long authority check to convince a group to Development: In order to count this
Shadows. As Kyuss draws near to the join them. Each 10 points by which this encounter a victory, the PCs must not
world, plumes of green mist (his divine check exceeds DC 20 means an additional only defeat the broodfiend but must also
breath) exhale from the monolith atop group comes forth. Making an authority successfully locate and evacuate at least
the spire, dri�ing down the outer edge check in this manner takes 10 minutes half of the groups of citizens from the
to bathe these pods in his divine ener- of work, and every 10 minutes brings a area (round fractions up).
gies. The pods quickly matured in this cumulative 25% chance that the brood- You can run this encounter multiple
mist, hatching into powerful outsiders fiend hears and comes to investigate. times; when the PCs first arrive in Alhaster,
spawned of Kyuss’ breath. These crea- Creatures: Aside from the broodfiend there are 19 broodfiends in the city. Destroy-
tures are known as broodfiends, and at the mist’s center, these areas are rife ing one counts as a victory for the PCs in the
their sole purpose is to create areas of with undead. Feel free to have the PCs fight against despair, but multiple strikes
undead genesis on the Material Plane. encounter groups of skeletons, zombies, against the broodfiends have diminishing
As the broodfiends invade Alhaster, they spawn of Kyuss, or other forms of minor returns. Each successive victory increases
settled in numerous locations throughout undead. These encounters shouldn’t the number of broodfiends that must be
the city. These locations quickly became challenge the PCs, but they should slain by two. If the PCs only fight brood-
infused with Kyuss’ breath, and different- impress upon them the need for action. fiends and avoid the other three events
sized spherical patches of noxious mist Once a PC comes within 90 feet of the detailed here, they’ll need to kill a total of
filled these areas. The map of Alhaster mist’s center, the broodfiend notices 16 broodfiends in order to disrupt Kyuss’
shows these locations. At the center of them and quickly moves divinity. By the time the PCs have slain 4 of
each sphere of greenish mist lurks a sin- to intercept. them, the cult takes note and sends assas-
gle broodfiend. Broodfiend: hp 385; see sins a�er the PCs in the form of a
Those who enter one of these regions Appendix. group of 6 11th-level lich wizards
must make a DC 20 Fortitude save or
become nauseated for a round. A new
save is required each
round, although once
a character makes
the save he becomes
accustomed to the smell
and need not save again until he
exits the mists and re-enters. The mist
provides concealment (20% miss chance)
to creatures five feet away, and total con-
cealment (50% miss chance, cannot use
sight to target) to targets further away
than that. In addition, any dead bod-
ies le� in this mist eventually
animate as undead (see the
broodfiend’s description for
details).
Within each patch of
mist, 1d6 groups of stubborn or terri-
fied citizens huddle in basements and
attics behind shuttered windows and
locked doors. This keeps the mist out,
but eventually the undead in these areas
find these frightened locals and finish
them off. These folk have gathered for
safety in different locations in the area, Broodfiend
and while they can be discovered by
spells like detect law (the alignment most
of Alhaster’s locals share), deathwatch,
or other divinations, they can also be
called out by voice. Characters calling
out for survivors must make a DC 20

62 DUNGEON JUNE 2006


Under Alahaster
A7

A5b
N

A2
A5a
w e

A1
s

A9 A8 A4
A3
A5c

A10
A6 A12

A15
A11
A13 One square = 10 feet
A14

led by a Kyuss knight. If the PCs defeat this There are two ways the PCs can end secret door in her cellar and a hidden
group and then manage to slay 10 brood- up in Lashonna’s underground hideout. stairwell under a large statue of a wyvern
fiends, Lashonna herself comes to finish Manzorian’s investigation of the situa- in her garden. Both of these entrances
them off. tion in Alhaster resulted in his discovery are extremely well-hidden (Search DC 40
of the powerful negative energies being to locate), arcane locked (caster level 15th),
PART THREE: THE channeled by the Unlife Vortex in area and trapped with greater glyphs of warding.
UNLIFE VORTEX A2. Once the PCs are aware of this portal, In addition, both of these entrances are
The vampiric silver dragon Lashonna has they can use spells like find the path to protected by a mental alarm spell cast by
dwelt in the region for decades. In that locate the most direct route to area A2. Vulras (see area A7).
time, she’s kept the truth of her undead Alternately, the PCs could ask the clerics Greater Glyph of Warding (Spell): CR 7;
nature secret from all of Alhaster’s living of the Scarlet Spire about the possibility spell; spell trigger; no reset; spell effect
souls, with the exception of a group of of a complex below the boneyard (no one (harm, 15th-level cleric, 150 points of dam-
loyal avolakia minions. The avolakias are else has the slightest inkling that these age, DC 22 Fortitude save half damage);
wormlike aberrations who serve Kyuss chambers exist). If the Wee Jas clerics can Search DC 31; Disable Device DC 31.
and feed on undead flesh. With their aid, be made helpful (their initial attitude is There’s one other way the PCs can find
Lashonna built a subterranean complex unfriendly unless the PCs have already themselves in Lashonna’s dungeon. In
under her home, Mistwall Manor. The established a rapport with them), one “Into the Wormcrawl Fissure,” they may
complex lies 120 feet underground, and of the clerics admits that there may be have discovered a bejeweled ring of silver
stretches from the silver sorceress’s some chambers below. This cleric can set with star sapphires that bears Lashon-
home to Alahaster’s Boneyard; not even lead the PCs to area A16 of the complex, na’s seal. This ring was used by one of
the clerics of the Scarlet Spire know of explaining that the tomb within has been her vampiric minions before Dragotha
this complex, though they have long kept sealed by the church for years. Alter- destroyed the halfling vampire. The
tended to the needs of the graveyard. nately, the PCs could simply explore the ring radiates strong conjuration magic,
They mistakenly believe it is their work region for the entrance. If the PCs suspect and is in fact a “key” of sorts, allowing
that keeps the place free of undead, when Lashonna, they might decide to search her the wearer and anyone touching him to
in fact Lashonna has simply kept them manor for an entrance to the dungeon. teleport directly into Lashonna’s sanctum
secured in her secret complex. Two exist from her estate grounds; a below the Alhaster Boneyard. Activating

JUNE 2006 DUNGEON 63


DAWN OF A NEW AGE BY TITO LEATI

the ring requires a command word that the dungeon’s appearance to on-site As long as the Unlife Vortex (area A2)
can be divined with a bit of research or observers, but anyone who attempts to functions, the area inside this circle is
a spell like vision or legend lore. Lashonna scry upon the areas within automati- infused with negative energy. Living crea-
knows her vampiric minion has been cally show only blackness, as if the area tures in the circle take 10 points of dam-
destroyed, but the fact that Dragotha were solid stone. age per round they remain in the circle
hasn’t yet used this ring to invade her • An unhallow spell (caster level 15th) (Fortitude DC 20 negates), while undead
sanctum gives her heart that it hasn’t yet protects the entire site. All creatures creatures are healed of 10 points of damage
been found. Nonetheless, she’s arranged within are protected by a magic circle per round they remain in the circle.
a nasty surprise for the next person to against good effect, and turning checks Magic Circle: Hardness 10; hp 200.
use this ring to pay her a visit. Charac- made to turn undead take a –4 penalty. Development: If the PCs make no
ters who use this method to enter the Turning checks to rebuke undead gain attempts to hide, or if they simply teleport
dungeon appear in the magic circle in a +4 profane bonus. Finally, all wor- into the magic circle, check to see if the
area A1 and are immediately attacked, as shipers and minions of Kyuss within ghosts in area A2 or the liches in area A3
described in that encounter. the complex gain a constant freedom of notice. Characters who make no attempt to
movement effect. hide are noticed automatically. The undead
Lashonna’s Dungeon take full advantage of the fact that they can
Features A1. Teleport Entry move through the magic circle at will, and
Unless noted otherwise, the ceilings in of the fact that when they are within it they
the complex are 20 feet high. The walls This is a spacious underground hall. The heal damage. For the most part, the undead
are hewn from stone and finished with humid, heavy air reeks of mold and death. remain outside of the circle and use spells
smooth tiles. Most doors of the complex The chamber itself is a seventy-foot-wide to attack the PCs at range.
are made of wood reinforced with steel octagonal platform under a fi�y-foot-high Alternately, if the PCs encounter the
and are perfectly functional. The corridors domed ceiling. Thousands of blue and undead in areas A2 and A3, the undead
and some rooms are lit by everburning green semi-precious stones are embedded may retreat to the circle to use the same
torches, while other chambers have some in the tiled stone floor to form a thirty-foot- tactic, using the circle as protection while
magical means of illumination. All of the wide magical circle of arcane ciphers in the they use ranged attacks and spells from
blanket effects caused by Kyuss’ proxim- platform’s center. Two diametrically opposed within against characters outside its rim.
ity extend to these chambers. Addition- arcades lead to grandiose chambers to the
ally, Lashonna has installed three other northeast and southwest. The one to the A2. The Unlife Vortex
security features in her lair. southwest is lit by reddish glass lamps and (EL 21)
• Spells and spell-like abilities of the looks like a bizarre workshop. The other one,
teleportation subschool cast by living spangled by strange green bonfires, is simi- A circle of thick metal pillars supports the
creatures attempting to teleport into or lar to a domed warehouse and contains a seventy-foot-high ceiling of this enor-
out of the complex must be cast with colossal cranelike machine. mous chamber. Four massive mechanical
an additional series of somatic com- arms extend from niches in the walls at
ponents. These components increase The magical circle in the middle of the the cardinal points to the center of the
the casting time of the spell to one full chamber was once a permanent teleport chamber, where they connect to a thirty-
round. The exact components required circle that was linked to several magic foot-wide platform with a chain and pul-
are a closely guarded secret—powerful rings Lashonna gave to her favorite min- ley system. This machinery is evidently
divination magic could reveal them, ions. Recently, she altered this portal to be meant to raise the platform within the
as could a successful interrogation of a potent magical trap. Now, anyone who circle of pillars, although no apparent
one of Lashonna’s minions capable uses those rings to travel here (as well as place for it to go is visible in the ceiling
of teleporting. Failure to utilize these those who improperly cast teleportation above. The green light that illuminates
additional somatic components means spells) are redirected to this circle. the chamber comes from a dozen ghostly
that the caster must make a DC 35 level The circle itself functions as an antilife bonfires lit on the floor around the plat-
check. Success indicates the teleporta- shell, and prevents the passage of all liv- form. The flickering flames of the bon-
tion spell functions normally. Failure ing creatures. Such creatures that appear fires form haunting designs in the air. In
indicates that the spell instead redirects inside the circle cannot physically leave the space just above the central platform
the character to the magic circle in area the circle. The circle should be treated as floats a whirling vortex of black wind shot
A1. If the target of the spell is out of a magic item with caster level 13th for the through with red lightning.
range of this area, the teleportation spell purposes of resolving dispel magic attempts
instead simply fails. against it. The circle can be destroyed by The green bonfires scattered in the cham-
• The entire complex is protected by physical damage as well, but simply dam- ber are manifested ghostly flames. They shed
a permanent screen spell (caster level aging the circle does not bring down the light but no warmth, and give the chamber
18th). This screen does not disguise antilife shell. an eerie (but harmless) glow.

64 DUNGEON JUNE 2006


The arcane machinery in this room creatures within ten feet are instead hour before returning to the Negative
was built by Lashonna and a small army healed 20 hit points of damage per Energy Plane.
of avolakia priests to serve as a trans- round; those in contact with the vortex 4—Overload the portal. This causes the
portation device. It was with this device regain 100 hit points per round. vortex within to expand at the rate
that the cult was able to reach out to The machine is horrifically complex of five feet per round, and makes the
the Wormcrawl Fissure and teleport to use. A set of intricate controls consist- entire machine shake tremdously.
the monolith of Kyuss’ prison from the ing of dozens of levers and knobs can be A�er eight rounds, the vortex fills the
Writhing Sanctum to its new home atop found at the base of each arm. A DC 40 entire chamber. On the ninth round,
the Alhaster Spire of Long Shadows. Knowledge (arcana) check allows a char- the entire machine implodes. Any crea-
A�er this, the cultists quickly rebuilt acter to decipher the controls a�er ten ture in this room immediately takes
and refocused the machine’s energies, minutes of study. The character can use 20d6 points of crushing damage and
transforming it into a device called an the controls to cause the Unlife Vortex is transported to the Negative Energy
Unlife Vortex. The procedure required to do one of four things. Manipulating Plane. A DC 25 Reflex save halves the
the four avolakia priests to give their these levers is a full-round action damage and prevents planar transport.
lives and become ghosts, a sacrifice they 1—Deactivate the portal. The portal seals a�er this implosion,
made willingly. 2—Activate the portal, providing it has as if it had been deactivated for more
Now, the machine serves as a siphon been deactivated no longer than one than a minute (see above).
of sorts. The whirling black vortex is minute. If the portal remains deacti- A character who doesn’t understand the
actually a pinpoint-sized portal to the vated for more than a minute, the con- controls can attempt to blindly manipulate
Negative Energy Plane, and the machine nection between planes “scabs over” the controls. Doing so has a 20% chance
amplifies and directs this energy directly and a complex series of rituals and per round of randomly activating one of
into the Spire of Long Shadows to aid spells are required to restore it. the above four effects. The machine itself
in Kyuss’ emergence. Any living creature 3—Summon 1d6 nightwing night- can be destroyed via damage, but if it is
that stands within ten feet of the vortex shades (Monster Manual 197). The destroyed, the vortex in the center imme-
gains 1d6 negative levels each round; a nightwings are not under the user’s diately overloads as detailed above.
living creature that comes into contact control, and immediately attack any Once the machine is destroyed or
with the vortex gains 2d6 negative levels living creatures they sense. This func- the Unlife Vortex is closed, the defenses
each round. It’s a DC 25 Fortitude save tion can only be used once a day. The of the new Spire of Long Shadows are
to remove these negative levels. Undead summoned nightwings remain for 1 reduced and when Kyuss does emerge

JUNE 2006 DUNGEON 65


DAWN OF A NEW AGE BY TITO LEATI

from his monolith, he will be weakened 2nd—cure moderate wounds (2), death Poison (Ex) Injury, Fortitude DC 24, initial
by the lack of negative energy to sup- knellD (DC 24), enthrall (DC 23), hold damage 1d6 Wisdom, secondary damage
port his first few moments of freedom. person (DC 23), resist energy, silence (DC 2d6 Wisdom.
If the PCs destroy the Unlife Vortex, the 23), spiritual weapon Rejuvenation (Su) A destroyed avolakia ghost
desecrate field over the city of Alhaster 1st—command (DC 22), cure light wounds restores itself in 2d4 days. The only way
vanishes. This impacts the stats of all (4), divine favor, inflict light woundsD (DC to truly destroy an avolakia ghost is to
undead in Alhaster as appropriate (see 23), sanctuary (DC 22) destroy the Unlife Vortex.
page 58). 0—cure minor wounds (2), guidance, Suggestion (Sp) When in humanoid form,
Unlife Vortex Machine: Hardness 16; mending, read magic, resistance an avolakia can implant suggestions with
hp 360; Break DC 36. D Domain Spell; Domains Death, its melodious and hypnotic voice. By
Creatures: This chamber is tended by Destruction speaking soothingly to a single creature
the four avolakia ghostpriests that aided Spell-Like Abilities (CL 14th, +18 ranged touch) within 50 feet, the avolakia can create
Lashonna in the Vortex’s creation. The At will—chill touch (DC 19), cause fear an effect identical to that of a quickened
ghosts have little to do now but guard the (DC 19), detect magic, disrupt undead, suggestion spell (caster level 10th, Will
chamber; they hide within the ghostly gentle repose, ghoul touch (DC 20), save DC 28). An opponent in eye contact
flames, emerging to attack anything that halt undead (DC 20), mage hand, read suffers a –2 penalty to the saving throw.
attempts to meddle with the machine, or magic, spectral hand An avolakia can use this spell-like ability
if they notice living creatures appear in 3/day—animate dead, create undead, a number of times per day equal to its
the magic circle in area A1. enervation, quickened vampiric touch Charisma modifier.
Abilities Str 20, Dex 16, Con — , Int 14, Wis Telekinesis (Su) An avolakia ghost can use
Avolakia Ghostpriest (4) CR 17 32, Cha 30 telekinesis as a standard action (caster level
Ghost avolakia cleric 10 (Kyuss) SQ alternate form, defensive aura, 20th), once every 1d4 rounds.
NE Large undead (incorporeal, shapechanger) manifestation, rejuvenation, spontaneous Tactics: Apart from using their special
Monster Manual 117, Monster Manual II 29 casting (inflict spells), +4 turn resistance abilities and spells, these ghosts find it
Init +3; Senses darkvision 60 �.; Listen +11, Feats Combat Casting, Combat Reflexes, greatly entertaining to use telekinesis to
Spot +11 Cra� Wondrous Item, Improved Initiative, li� up and move living creatures into the
Languages Avolakia, Draconic, Undercommon Multiattack, Quicken Spell-Like Ability Unlife Vortex.
AC 26, touch 22, flat-footed 23 (vampiric touch), Spell Focus (necromancy)
hp 170 (20 HD); fast healing 4 Skills Bluff +21, Concentration +17, A3. Statuary Workshop
Immune cold, disease, energy drain, Diplomacy +12, Knowledge (religion) +22, (EL 19)
paralysis; undead traits Sense Motive +24, Spellcra� +15
Resist fire 10; SR 21 Possessions bracers of armor +4, periapt of Lit by spherical lamps of reddish glass mounted
Fort +16, Ref +11, Will +27 Wisdom +4 on tall tripods, this irregular, forty-foot-high
Spd fly 30 �. (perfect) Alternate Form (Su) An avolakia ghost can hall seems to be a huge statuary workshop.
Melee draining touch +18 touch (1d4 ability change shape into any ghostly humanoid Models of building components and body
point drain) or creature at will. It can remain in its parts carved in white marble and greenish
bite +20 (2d6+7 plus poison against assumed form indefinitely. While in granite lie scattered here and there. Among
ethereal foes) and humanoid form, the avolakia loses the heaps of discarded and raw materials near the
8 claws +18 (1d4+4 against ethereal foes) benefits of its protective slime and no middle of the hall stands a large sculpture of a
Space 10 �.; Reach 10 �. longer has fire resistance 10. humanoid figure. A huge bookshelf of stone
Base Atk +14; Grp — Corrupting Gaze (Su) 2d10 points of damage stands against the southwest wall. Several large
Atk Option smite 1/day (+4 attack, +10 damage) plus 1d4 points of Charisma damage, 30 workbenches with alchemical equipment and
Special Atk death touch 1/day (10d6 feet, Fortitude DC 30 negates. the tools of sculptors sit at the foot of the pillars
damage), rebuke undead 11/day (+10, Defensive Aura (Su) An avolakia gains a that support the vaulted ceiling.
2d6+18), suggestion, telekinesis deflection bonus to its Armor Class equal
Spells Prepared (CL 10th, +18 touch) to its Charisma bonus. This workshop is where avolakia
5th—mass cure light wounds (2), flame Draining Touch (Su) An avolakia ghost drains sculptors created the pods used to spawn
strike (DC 26), slay livingD (DC 27), wall 1d4 points from any one ability score it broodfiends, as well as the devil-sum-
of stone (DC 26) selects when it touches a living target. moning statues found in the Wormgod’s
4th—air walk, cure critical wounds, death On each such successful attack, it heals 5 Tower. The humanoid statue is an unfin-
wardD, freedom of movement, sending, points of damage. ished sample of these devil-summoning
spell immunity Manifestation All of these ghosts statues (see area B1). The finished sculp-
3rd—blindness/deafness (DC 25), contagionD are manifested, and as long as the ture would represent the live Kyuss as
(DC 25), cure serious wounds (3), dispel dimensional lock created by Manzorian the PCs saw him in the visions of “The
magic, magic circle against good persists, they cannot deactivate this power. Spire of Long Shadows.”

66 DUNGEON JUNE 2006


The bookshelf contains parchment almost empty, with just a few ten-foot-tall son death feeds, the blood of its victims
rolls and terracotta tablets, each con- strange statues against the walls. The statues changes its coloration to a glossy scarlet.
taining dense writing in Avolakia. Also resemble stubby, winged monsters curled These monsters do not pursue foes out
present are many well-made charcoal into fetal positions with boneless limbs and of this tunnel into the complex above.
studies of notable characters in the oversized, sphincterial mouths.
world, including some of Manzorian, Evolved Crimson Death (6) CR 15
Zeech, and even the PCs. Each is signed This chamber has been used through- NE Medium undead (incorporeal)
“Lashonna” in Elven. A DC 15 Spot check out the construction of the Wormgod’s Monster Manual II 53, Libris Mortis 100
on one of the sketches, in which Zeech Tower as a storage room for the brood- Init +12; Senses darkvision 60 �.; Listen +32,
is shown beheading a humanoid mon- fiend pods, special receptacles for the Spot +32
ster, reveals a note in Infernal (written generation of the broodfiends. Languages Common
by Buldumech, a pit fiend associate of The pods remaining here are empty, AC 25, touch 25, flat-footed 17; Dodge, Mobility
Lashonna’s, see Area A11). The note says: but ready for use to create further hp 169 (26 HD); fast healing 3
“This is not good! Don’t carve this one!” broodfiends if necessary. The Worm- Immune undead traits
Skimming the contents of the avolakia god’s Tower required 120 pods (most of Fort +10, Ref +18, Will +20
writings, the PCs can find three docu- the broodfiends did not remain in the Spd fly 30 �. (perfect)
ments, which refer to the main “prod- area, instead winging off into the world Melee 2 tendrils +21 touch (blood drain)
ucts” of the laboratory. to other locations where Kyuss’ cult is Base Atk +13; Grp +21
Document 1 (Search DC 20): Gro- strong) but the cultists built these 27 Atk Options Combat Expertise, Spring
tesquely stylized sketches of the additional pods as spares. Attack, sieze
broodfiend pods, hollow statues where The walled-up door to the south is Spell-Like Abilities (CL 26th)
a body infested with Kyuss worms obvious, but the PCs must break through 1/day—quickened cloudkill (DC 21)
can develop into a broodfiend. These it to gain access to the stairway beyond. Abilities Str —, Dex 27, Con —, Int 19, Wis
documents grant a +10 circumstance Walled-up door: Hardness 5, hp 120, 16, Cha 22
bonus on Knowledge (the planes) Break DC 26. SQ li�
checks made to note information Feats Blind-Fight, Combat Expertise,
about broodfiends. A5. Pit Rooms (EL 20) Combat Reflexes, Dodge, Great Fortitude,
Document 2 (Search DC 25): These Improved Initiative, Iron Will, Lightning
sketches illustrate the devil-summoning In the middle of this square room is a five- Reflexes, Mobility, Quicken Spell-Like
statues now active in the Spire. A DC 30 foot-wide circular drain hole with a metal Ability (cloudkill), Spring Attack, Stealthy
Knowledge (arcana) check is good enough cover. The air here smells of a revolting mix Skills Concentration +29, Hide +39
for the reader to fully understand how of mud, blood, and decay. (+47 in fog, +43 in fog a�er feeding),
these statues work (see area B1). Knowledge (nature) +33, Knowledge
Document 3 (Search DC 35): This is There are three rooms like this one (religion) +33, Listen +32, Search +33,
a blueprint of the machine in area A2. in the complex (areas A5a, A5b, and A5c). Spot +32, Tumble +22
This blueprint grants a +10 circum- The 100-pound drain cover is made of Blood Drain (Ex) A crimson death deals
stance bonus on any skill checks made cast iron, and can be li�ed to reveal a 50- 1d4 points of Constitution damage each
to manipulate or examine the machine. foot drop into a narrow passage flooded round its target remains seized.
Creatures: The laboratory is manned with slimy water at sea level. Ten feet Li� (Sp) As a free action, a crimson death
by eight liches, each working diligently under the drain cover, a 7-foot-tall side can telekinetically li� a creature or object
at finishing the uncompleted devil-sum- tunnel opens in the wall of the pit. The weighing up to 300 pounds. This ability
moning statue. They immediately attack tunnel is five feet wide and goes east- works like telekinesis (caster level 12th),
any intruders, retreating to the magic ward from area A5a, passes through area except that it works only on an opponent
circle in area A1 if possible. A5b and connects with the pit in area already seized by the crimson death.
Liches of Kyuss (8): hp 96 each; Mon- A5c. These pits are used to dispose of Against a struggling opponent, use of this
ster Manual 166. waste, and the tunnel that connects them ability requires a successful grapple check.
is guarded by undead stationed here to Seize (Ex) When a crimson death makes a
A4. Broodfiend Pod prevent intrusion from the underwater successful tendril attack, the tendril wraps
Storage caves below. around its opponent. The two creatures
Creatures: The cultists enslaved six are not considered to be grappling, but the
The ceiling of this vast, thirty-foot-high cham- ancient crimson deaths and transported opponent must make an Escape Artist or
ber is supported by a square array of green them here to serve as guardians. The grapple check against the crimson death’s
marble pillars ten feet apart from each other. misty undead creatures appear as ghostly grapple check in order to escape its telekinetic
The stone floor is covered in a multitude of humanoid forms with long tendrils for grip. Once a crimson death seizes a creature
dragging scores and dents. This vast area is fingers. Blood-drinkers, when a crim- it can immediately attempt to li� him and

JUNE 2006 DUNGEON 67


DAWN OF A NEW AGE BY TITO LEATI

drain blood. The crimson death’s grapple vent intruders from the Boneyard, she AC 28, touch 16, flat-footed 28; Dodge,
check is modified by its Dexterity score. instead opted to install several guards uncanny dodge
Treasure: At the midpoint between at this location to prevent entry into the hp 136 (16 HD); fast healing 5; DR 10/silver
areas A5b and A5c lies a lone sahuagin dungeon from this point. and magic
corpse, a scout from a larger tribe that dis- Creatures: One of Lashonna’s latest con- Immune vampire traits
covered these tunnels by accident while quests was the human mercenary Vulras. Resist cold 10, electricity 10
searching for a secret route into Alhaster’s The PCs last met Captain Vulras at Prince Fort +12, Ref +19, Will +9; evasion
sewers. The long-dead body still wears a Zeech’s gala in “The Prince of Redhand,” Weakness vampire weaknesses
pair of bracelets of gold encrusted with and they may have formed an alliance with Spd 30 �.; spider climb
pearls (worth 1,000 gp), an amulet of health the mercenary during that event. Unfortu- Melee +2 orc bane bastard sword
+4 bearing the image of a hammerhead nately, Vulras is now a changed man—a�er +24/+19/+14 (1d10+11/17–20) and
shark, and the coral scabbard of a broad- she seduced him, Lashonna turned him +2 short sword +24/+19 (1d6+7/17–20) or
bladed knife (worth 100 gp). A DC 20 into a vampire. +2 orc bane bastard sword +24/+19/+14
Search check near the corpse also locates She grew tired of the vampire ranger (1d10+11/17–20) and
a +3 undead bane ghost touch punching dag- quickly therea�er, and as a result he suf- slam +23 (1d6+5 plus energy drain)
ger with a blade shaped like a giant shark fered the same fate all of her vampiric Ranged mwk composite longbow
tooth; the blade was unfortunately not lovers eventually meet. Vulras has been +21/+16/+11 (1d8+7/×3)
enough to save the sahuagin from an tasked with guarding one of Lashon-
attack by six evolved crimson deaths. na’s many secrets; in this case, the main
entrance to her dungeon complex. Vul-
A6. Breakroom (EL 5) ras remains completely loyal to his
mistress, yet he Vulras
A so� light emanating from seven niches in
the walls lights this wet, square room. The
niches contain square pools filled with foul,
yellowish slime. The ceiling in the room is
covered with magical, multicolored mosaics
that reflect light in shi�ing, abstract patterns.
So�, alien, haunting music fills the room. still struggles with memories of his
previous life and despair that it was
Before they sacrificed themselves, the something he did (or failed to do)
avolakia priests used this chamber to that resulted in him being aban-
relax, watching the shi�ing mosaics for doned to this guardpost with three
mediation and entertainment purposes. of Lashonna’s shadowdancer vam-
Any PC looking at the mosaics and lis- pire guardians.
tening to the music feels increasingly All four of the vampires hide
uncomfortable. A character that remains in the shadows near the four
in this room for more than five consecu- pillars in this room, and have
tive rounds must make a DC 25 Will save prepared actions to charge any
or become confused for 1d6 rounds. This intruders that enter.
effect functions at caster level 15th. Vulras, like all other vampires
in this adventure, keeps his cof-
A7. Guardpost (EL 20) fin in a large chamber below
Lashonna’s manor.
This chamber looks like a well-furnished
guardroom, with a long wooden table and Vulras
several weapon racks. A large, lit fireplace CR 18
stands in the east wall. A set of closed double Male human vampire rogue 7/
doors looms in the middle of the north wall, ranger 9
and a narrow stairway leads up to the west. CE Medium undead
Init +6; Senses darkvision 60 �.;
This guardpost watches the junc- Listen +12, Spot +12
tion between Lashonna’s estate and her Languages Common
dungeon complex. Whereas she’s content
that the trap at area A14 is enough to pre-

68 DUNGEON JUNE 2006


Base Atk +14; Grp +21 He’ll aid the PCs in fighting against the lightning bolt. Each dark green square trig-
Atk Options favored enemy (orc +4, giant other shadowdancers, but if not cured of gers an empowered cone of cold. And each
+2), sneak attack +4d6 his vampiric condition soon, he abandons worm square passed over triggers an energy
Special Atk blood drain, children of the the PCs to seek out Lashonna on his own drain. A single square can only trigger one
night, create spawn, dominate (DC 21) to confront her. The silver dragon vampire spell per character per round, so a char-
Combat Gear wand of barkskin +3 (27 has little trouble destroying him in such an acter who simply moves back and forth
charges), potion of fly, potion of displacement event. If the PCs manage to restore him to between a light green and a worm square is
Spells Prepared (CL 4th) life (by destroying his vampiric body and only hit by a single maximized lightning bolt
1st—alarm (both already cast) then using miracle, true resurrection, or wish), and energy drain at the end of his turn. If a
Abilities Str 25, Dex 18, Con —, Int 12, Wis Vulras can provide them with aid as best he character moves in a straight line through
14, Cha 17 can. He knows quite a bit about Lashonna’s the room, he’ll step on 10 random squeares.
SQ alternate form, animal companion (hawk plans, and can provide what advice you If he follows the worm’s path, he steps on
named Aldark, not present at this time), deem appropriate to the PCs. He’s never 14 energy drain squares.
gaseous form, swi� tracker, trap sense been through the secret door in this room, If a character triggers spells but ends
+2, trapfinding, +4 turn resistance, wild and thus knows nothing about the contents his turn in an area where the triggered
empathy +10, woodland stride of the rest of this dungeon complex. squares don’t have line of effect to him,
Feats Alertness, Dodge, Endurance, Exotic the triggered spells instead target any
Weapon Proficiency (bastard sword), A8. Hallway of the creatures that are still in range, selecting
Improved Critical (bastard sword, short Worm (EL 17) targets randomly. The spells may fire mul-
sword), Improved Initiative, Improved Two- tiple times in a single round, but again,
Weapon Fighting, Lightning Reflexes, Quick The floor of this thirty-foot-high hallway only once at any one creature—unless
Draw, Track, Two-Weapon Fighting, Weapon is decorated with a luminescent mosaic of that creature is randomly targeted.
Focus (bastard sword, short sword) various shades of green. The design of the Each square is a separate trap (and
Skills Bluff +25, Climb +17, Hide +22, floor resembles a five-foot-thick segmented thus must be disarmed separately), but
Intimidate +20, Jump +17, Knowledge (local) worm crawling on a pattern of five-foot- the traps are linked. Disarming a trap
+11, Knowledge (nature) +10, Listen +12, wide squares. Highly stylized monochrome (either by magic or skill) brings a chance
Move Silently +22, Search +28, Sense Motive mosaics on the north and south walls show of triggering all adjacent trap squares.
+18, Spot +12, Survival +21, Swim +17 a procession of wormlike monsters march- Trapped squares that are triggered in this
Possessions combat gear, +4 leather armor, ing through the room. These figures move way affect random targets. If a trap is dis-
+2 orc bane bastard sword, +2 short sword, in a sinuous path, following the body of armed by magic, the chance of an adjacent
masterwork composite longbow (+7 the segmented worm and leaving a trail of trap activating is 50% (check separately
Str) with 20 arrows, ring of protection +2, slime behind them. for all adjacent squares). If a trap is dis-
amulet of health +4, belt of giant strength armed with Disable Device, the chance of
+4, gloves of Dexterity +2 The mosaic floor is a huge trap, and an adjacent trap activating is 50% unless
Vampire Shadowdancers (3): hp 116; only the avolakias can traverse it safely, the Disable Device check exceeds the DC
Monster Manual 251. thanks to the slime exuded from their by 10 or more, in which case the chance
Tactics: The vampire shadowdancers horrid bodies. of accidental activation drops to 10%.
take advantage of their ability to hide in Trap: This trap activates when any Mosaic Floor Traps: CR 17; magic
plain sight and make Spring Attacks to creature that does not exude avolakia device; proximity trigger; automatic reset;
support Vulras, who picks a single tar- slime moves through the room (even spell effect (energy drain, +8 ranged touch,
get (preferably a half-orc) to focus his if via flight or while ethereal). When a 17th-level wizard, 2d4 negative levels for
wrath upon. As he fights, Vulras openly character approaches within ten feet of 24 hours); spell effect (maximized lightning
weeps in anger and despair, calling out these squares, thin streaks of blue energy bolt, 17th-level wizard, 60 electricity damage,
to Lashonna in the vain hope she’ll hear crisscross the floor in the squares, rising DC 18 Reflex halves); spell effect (empow-
and see how he fights in her honor. into the air to caress the creature with ered cone of cold, 17th-level wizard, 15d6 × 1.5
Development: Vulras is in Lashonna’s a harmless tingle. Anyone who actually cold damage, DC 20 Reflex halves); Search
thrall, but he’s not completely under her attempts to move through the room DC 35; Disable Device DC 35.
control. If the PCs attempt to play to a past immediately triggers the trap.
relationship they may have had with him, The trap triggers a�er a slight delay, A9. Lashonna’s Shrine
allow the character to make a DC 50 Diplo- allowing an intruder to take a full round
macy check to get through to him. That of actions. At the end of the creature’s turn, The diagonal walls of this trapezoidal room
character may augment this check with an a number of spells activate and strike the converge to the west in a semicircular niche,
authority check (see page 58). Success indi- intruder, depending on which squares where a four-foot-tall greenish statue of
cates that, for a few moments at least, Vul- the intruder passed over. Each light green a hooded, worm-infested corpse with
ras’ remaining shreds of humanity return. square passed over triggers a maximized upraised skeletal arms stands on a cylindri-

JUNE 2006 DUNGEON 69


DAWN OF A NEW AGE BY TITO LEATI

cal marble dais. The statue is illuminated by becomes infested, it suffers 6d6 damage Wall of Magical Silver: Hardness 24;
two elaborate oil burners mounted on small per round as the worms burrow through hp 280; Break DC 50; fast repair 20; SR
altars at the sides of the niche, and casts two his body; this persists for 1d4 rounds. At 32; spell reflection.
different shadows on the curved wall behind this point, the worms reach the victim’s
it. A pungent smell of exotic incense lingers brain and the victim takes 2d6 points of This room is dimly lit by a single lantern
in the air. Intelligence drain per round. Any effect hanging from the middle of the ceiling. The
that slows or destroys Kyuss worms walls are lined with darkwood panels, and
The statue represents the Wormgod also slows or destroys this infestation. magnificent carpets line the floor. The four
Kyuss. This small, personal shrine is A victim drained to 0 Intelligence dies, pillars that support the ceiling are finely
used at times by Lashonna when she and rises 1d4 rounds later as a favored plastered and painted in red hues. In the
wishes to offer private prayer to Kyuss. spawn of Kyuss. This template is detailed middle of the room sits a circular ivory
Treasure: The statue’s dais is hollow, in issue #336 of Dragon; if you don’t table with four chairs. On the table are a
and contains some of Lashonna’s most have access to this template, the victim leather-bound book and a set of weigh-
recent offerings to the Wormgod in a instead rises as a vampire. ing scales and magnifying glasses. A four-
secret compartment that can be discov- As soon as any living creature proceeds foot-high silver ledge runs along the walls.
ered with a DC 35 Search check. Within is more than thirty feet into this room (or Twelve fine caskets sit on the ledge, evenly
a small sack with blocks of exotic incense immediately upon any living creature spaced from each other.
of all sizes, colors and shapes (total value attempting to open the door to area A11),
2,000 gp), a large pouch of blue and green the contents of these pits erupt upward This chamber is the single most impor-
semi-precious stones (total value 5,000 in a geyser of worms. Rather than scat- tant chamber in Alhaster to Lashonna.
gp), a hand of glory, and a lock of long, tering, each of these geysers transforms While her wealth is immense, and one
masculine hair tied with a gold wire. The into a Colossal overworm in one round. need look no further than any single
hair belongs to Zeech, and was harvested One round later, the remaining worms room in her manor house above to see
by Lashonna to provide a focus for scry- in each pit transform into Colossal over- conspicuous displays of such, it is in this
ing. worms as well, for a total of four of the chamber that Lashonna keeps her most
immense monsters. The overworms valued treasures. This room constitutes
A10. Overworm Arena fight any creatures they find in this room the bulk of her hoard, even if it doesn’t
(EL 23) to the death. They’re too large to follow resemble a classic dragon’s hoard. If she
victims who try to flee to areas A9 or A11, is reduced to 0 hit points and forced to
This huge, ancient chamber has a complex and if le� alone for ten minutes any sur- flee in gaseous form, it is to this chamber
yet symmetrical shape. The forty-foot-high viving worms discorperate and return to that she flees.
ceiling is a single elliptical dome, and the their respective pits. In her centuries as a vampiric dragon,
walls are decorated in geometrical patterns Advanced Overworms (4): hp 480 each; Lashonna became obsessed with red
resembling stylized worms. The chamber see page 59. gems (rubies, fire opals, garnets, spi-
features two opposite entrances at the nels, bloodstones). In her proud and
northwest and southeast with a five-foot- A11. Beauty in the Blood unbridled vanity, she finds these red
tall octagonal platform before them. A ten- (EL 20) gems to be the only objects that can
foot-wide pit opens in the middle of both The entrance to this chamber is sealed rival the beauty of blood. She has
platforms. From within each pit comes a by a wall of magically-treated silver. gathered one of the largest, most valu-
strange rasping sound. While it can eventually be breached by able collections of these gems in the
physical damage or by spells like pass- whole world. The book on the table is
This large chamber is sometimes used wall or disintegrate, a DC 30 Search of the an illustrated account of all the gems
by Lashonna to meet with her favored wall reveals the fact that a tiny crack runs stored in the room, complete with full
minions in her true form, but its primary along the top edge of the wall. A creature histories of each gemstone. The tome
function is to serve as a guard chamber in gaseous form can easily pass through is written in Draconic in Lashonna’s
for her treasury to the south. this gap. graceful, flowing script.
Creatures: Each of the two pits in this The wall of magical silver repairs Creature: Lashonna does not leave this
room contains two potent guardians in damage inflicted to itself at a rate of 20 important chamber unguarded. Buldu-
a strange form of stasis. A character who points of damage per round, unless it mech is Lashonna’s chief advisor and
peers into one of the pits sees that it is is destroyed. Further, the wall has spell scribe, and has been for nearly 50 years
filled with a writhing tangle of Kyuss resistance 32. Any spell that targets the since she gained his servitude. Buldumech
worms to an unknown depth. A crea- door and fails to overcome this resis- is a pit fiend who once served the arch-
ture lowered (or who falls) into either tance is reflected back at the source, in devil Mephistopheles but saw in Lashonna
pit immediately becomes infested by the form of magic missiles (one missle per a chance to rise in rank. He gladly supports
dozens of Kyuss worms. Once a creature spell level of the original spell). the silver sorceress in her bid to unleash

70 DUNGEON JUNE 2006


Baalphegor’s Grace A character who drinks of Baalphe- combat, he hits the densest group of
(Major Artifact) gor’s Grace gains the following benefits characters with quickened fireballs and
for the next 24 hours. standard fireballs each round (or mass
This potent artifact was reputedly
• He can communicate telepathi-
cra�ed over six hundred years ago by hold person if the fireballs don’t seem
cally with any of the Blessed Angels
the archdevil Mephistopheles, who to be particularly effective). He’ll use
across any distance, as long as he
created the vial to capture the blood blasphemy if surrounded, and greater
and the target erinyes are on the
and tears of his consort Baalphegor dispel magic if the party seems to be
same plane.
for loan to favored cults on the Mate- protected from fire. He does not aban-
• As a standard action, the character
rial Plane. Recent events in Hell have don his charge of protecting this room
may cause a Blessed Angel within 60
claimed Mephistopheles’ attentions
feet to become wracked with pain. and, if brought below 50 hit points or
for several decades, and in that time
This inflicts 12d6 points of damage otherwise placed in grave danger, uses
he has lost track of Baalphegor’s Grace.
on the erinyes and stuns her for 1 his yearly wish to restore himself to
It came into Lashonna’s possession a
round. If she makes a DC 20 Forti- full health.
decade ago, and she quickly used it to
tude save, she takes half damage and Treasure: Each of the caskets on the
secure a group of agents in Alhaster
is not stunned.
who reported to Zeech but ultimately ledge contains ten red gems, each worth
• A Blessed Angel who successfully
remained loyal to her alone. 1,000 gp. The gems are stored in velvet
harms someone under the effects
A non-evil creature who drinks from pouches lining the inside of each chest.
of Baalphegor’s Grace is immediately
Baalphegor’s Grace must make a DC 20 In addition, each casket holds a special
wracked with pain, as if that character
Fortitude save or die. If the character item associated in some way with red
had used the above ability on her.
survives, he must make a DC 20 Will save gemstones, as detailed below.
• Once a round, up to three times a day,
or his alignment changes to lawful evil.
the character may use a demand spell • Six bloodstone arrowheads. If touched
Any character who successfully drinks
(DC 22, caster level 20th) against any to any nonmagical masterwork arrow
from the vial finds that he becomes
of the Blessed Angels. If the Blessed that has been dipped in the blood of
linked to a group of powerful erinyes
Angel has more Hit Dice than the any creature, the bloodstone arrow-
devils known as the Blessed Angels.
character, the angel receives a +4 head vanishes, transforming that
These devils once served Baalphegor as
profane bonus on this saving throw.
elite guards, yet since her disappearance nonmagical masterwork arrow into a
If the Blessed Angel makes her save,
and the artifact’s fall into the Material greater slaying arrow against the type of
the erinyes can immediately use this
Plane, these erinyes instead serve who- creature whose blood graced the origi-
power on the character. A Blessed
ever drinks from the vial. A total of 15 nal arrow.
Angel generally uses this opportu-
Blessed Angels are linked to Baalphegor’s • A ring of three wishes—Lashonna is
nity to trick the character into work-
Grace. Of these, 12 are 4th-level mortal loath to use this item, but if forced to
ing an act of evil upon his friends
hunters (see page 90 of Dungeon #131
and family. retreat here she’ll don it for use against
for stats). The remaining three are the
The Blessed Angels’ true master the PCs in their next confrontation.
elite leaders of the Blessed Angels; their
remains Mephistopheles, and some day • A ruby-encrusted golden chalice worth
stats appear on page 76 of this issue. If a
his attentions will return to the artifact 15,000 gp.
Blessed Angel is slain, their numbers do
and he shall command the erinyes to • A golden necklace with red garnets
not automaticly replenish. Generally, the
deliver the one who claims it to his court
owner of Baalphegor’s Grace must use and red spinels worth 8,500 gp.
for punishment. Until this time comes,
the artifact’s powers (or other powerful • A silver brooch inlaid with rubies and
the Blessed Angels begrudgingly serve
magic) to restore a slain Blessed Angel bloodstones worth 7,000 gp.
any master who drinks from the vial.
to life. • A single oversized and perfectly cut
ruby worth 25,000 gp.
• A golden cloak clasp with a single ruby
upon the world a neutral evil power like Buldumech, pit fiend: hp 225; Monster and several fire opals worth 12,500 gp.
Kyuss, since an increase in depravity on Manual 57. • A +5 ghost touch axiomatic dagger carved
the Material Plane can only augment the Tactics: If Buldumech knows the from an enormous ruby.
strength of Hell. When his time of ser- PCs are about to enter this cham- • A stone of controlling earth elementals that
vitude to the dragon ends in another 49 ber, he summons a horned devil and appears to be an uncut fire opal.
years, he fully expects his actions on the stations him near the entrance with • A deep red sphere ioun stone. This pow-
Material Plane to result in great rewards orders to attack the first intruder who erful ioun stone grants a +6 enhance-
from Asmodeus. enters. Buldumech hangs back in the ment bonus to Dexterity, and is worth
Buldumech spends much of his time southeast corner of the room, invisible 72,000 gp.
guarding this chamber and plotting in to and protected by an unholy aura, and if • A pair of platinum-framed goggles
usurp Mephistopheles’ rule of Cania, but he has time he prepares an action to with lenses made of rubies. The lenses
does so while remaining invisible and meteor swarm the first enemy to enter resemble the multifaceted eyes of an
alert for intruders. the room. For the first three rounds of insect. This item duplicates the func-

JUNE 2006 DUNGEON 71


DAWN OF A NEW AGE BY TITO LEATI

tion of both goggles of minute seeing and but made sure to heavily hide and ward PART FOUR: THE
goggles of night. the route. ALHASTER SPIRE
• An engraved platinum vial with a ruby- The five-foot-wide passageway to
topped stopper. Delicate etchings on the west is old and ill-kept, but stable This massive spire towers more than seven
the vial depict numerous erinyes devils enough that it can be traversed safely. hundred feet into the air. Its foundation is
chained together and to the walls and The passageway slopes upward at a fairly a squat stone ziggurat, with the spire itself
floor of a dungeon. The vial is one of steep angle, necessitating a DC 5 Climb consisting of a three-segmented tower of
Lashonna’s greatest treasures, a major check to traverse. granite topped by a cylindrical, greenish
artifact called Baalphegor’s Grace. spire bristling with protruding balconies.
A14. Tomb Green bolts of electricity dance on pyra-
A12. Dragon’s Stairway midal obelisks mounted on the balconies,
(EL 20) This family tomb consists of a diamond- and the churning clouds dance around
shaped antechamber and two symmetri- the spire’s peak like the dying waters of an
A steep stairway climbs southward under cal square crypts. Four desiccated corpses ocean draining into Hell.
an ogival vault decorated with stone lat- dressed in the tattered remains of fine
ticework. A series of brass flat-reliefs on the clothes lie on stone slabs in both crypts, The ultimate goal for the PCs should
side walls depict the leering countenances beyond wrought-iron gates. Both the gates be obvious once they arrive at Alhaster.
of fanged dragons in threatening poses. and the walls themselves bear intricate The spire atop Zeech’s recently com-
carvings and flourishes of a human skull pleted Great Project functions almost
Trap: Lashonna helped create the wreathed in fire. as a beacon, and the spiraling clouds
deadly trap that guards this stairway above that focus on the towering struc-
to keep out curious intruders from This tomb is one of dozens of small ture should leave little doubt as to the
the Boneyard above. The trap triggers tombs found in the Alhaster Bone- importance of the Spire. Characters who
one round a�er a creature enters the yard. The skull symbols are the holy have seen the Spire of Long Shadows in
stairwell. When it activates, the carv- symbols of Wee Jas; the clerics of the Kuluth-Mar immediately experience a
ings along both walls seem to suddenly Scarlet Spire watch over these tombs powerful sense of deja-vu upon seeing
animate, and an instant later the entire with almost obsessive devotion. When this spire. Although it looks different
stairwell fills with sheets of flame, bolts one of the clerics discovered the secret from the original spire (since this spire
of electricity, sprays of acid, and swaths door, the acting highpriest at the time has a different function—it serves to
of freezing wind. Once active, the trap made the decision to seal both the free Kyuss rather than to ascend him
continues to fill the stairs with ruinous tomb and the secret door rather than to divinity), the structure’s tone and
dragonbreath until nothing remains investigate the chambers beyond when aura are unmistakably the same. Wise
alive within. the results of a divination spell implied parties avoid making directly for the
Dragonbreath Trap: CR 20; magic; that to enter these chambers would spire upon arrival, and instead look to
proximity trigger; automatic reset; bring great woe. the streets of Alhaster and the possibil-
dragonbreath (8d6 acid, 8d6 cold, 8d6 The stone doors that provide an exit ity of a complex below the Boneyard
electricity, 8d6 fire; Reflex DC 25 half ); from this tomb into the graveyard are first, since heading directly to the Spire
multiple targets (all targets on stairway); sealed with mortar, and must be broken without weakening Kyuss is a foolhardy
onset delay (1 round); Search DC 35; Dis- down or opened with a knock spell. The tactic at best.
able Device DC 40. secret door may be discovered with a DC The Spire has multiple entry points,
30 Search check. so a high-level party has many options
A13. Ancient Entrance on how to approach. Simply travel-
A15. Alhaster Boneyard ing to the peak of the tower to con-
A central column carved to resemble a The tomb itself sits on the eastern slope front Kyuss before dealing with the
gnarled tree trunk supports the ceiling of of the Alahaster Boneyard, under a grove numerous minions in the tower below
this dark, octagonal chamber. A five-foot- of sour apple trees. A walkway of step- quickly results in an out-of-control
high breach in the west wall seems to be the stones on the muddy ground leads to the battle royale from which the PCs will
only way out besides the north stairway. main path of the old cemetery. Nothing likely be forced to retreat. The Spire
about the tomb gives an obvious indi- itself is essentially one large encoun-
This was one of the entrances to the cation that it is any different than the ter with multiple enemies. Depend-
old complex before Lashonna claimed dozens of other tombs in the boneyard, ing on which area the PCs choose to
it and rebuilt much of its architecture. although a DC 20 Search of the doors first assault, they’ll face different foes.
She decided to keep this old entrance reveals they are mortared shut. If they take too long to resolve the
as an escape route for those of her Sealed Tomb Doors: 4 in. thick stone; encounter, enemies from nearby areas
minions not capable of teleportation, Hardness 8; hp 60; Break DC 28. come to join the combat.

72 DUNGEON JUNE 2006


The Wormgod’s Tower
B1d

B7

B1c B1a B8

N
B1b

Base of the Tower Base of the Spire


(at ground level) w e (150 ft height)

B3 s

B4 B9

Second Tier of the Tower Typical Section of the Spire


(50 ft height) (lowermost of 12 levels)

B5

B10
B6

Third Tier of the Tower Top View


(100 ft height)

JUNE 2006 DUNGEON 73


DAWN OF A NEW AGE BY TITO LEATI

Defenders of the Sprie a very real penalty to trespassers. His over- horned devils. Both statues have true seeing
The primary defender of the Alhaster whelming presence crushes the will, impos- to a radius of 60 feet with the capability
Spire is the vampiric silver dragon ing a –4 penalty on all attack rolls, weapon to recognize those who serve the Worm-
Lashonna. The spire’s additional guard- damage rolls, skill checks, and saving throws god; if they sense any intruders coming
ians (and their initial locations) consist upon all enemies of Kyuss within 300 feet of within line of sight in this range, a tor-
of the following: the structure. Spells with the good descrip- rent of green worms writhes up from the
Area B1: Shadowdancer vampires (6) tor require a DC 35 caster level check to ground before the statue. Over the course
Areas B1, B8: Kyuss knights (12) function if cast in this area, and any living of a single round, these worms condense
Area B2: Blessed Angels (3) creature that dies in this region immedi- and transform into called horned devils.
Area B4: Hemriss ately animates as a favored spawn of Kyuss. Each statue can call a horned devil once
Area B8: Maralee If the PCs managed to fight despair in Part per day.
Area B6: Broodfiends (3) Two and completed enough encounters to Devil Conjuring Statues: Hardness 16;
Taken singly, an encounter with any spread hope, Kyuss’ presence wanes here— hp 400; Break DC 34.
one of the groups listed above is at least he must focus all of his will upon escape to Creatures: Horned devils called by these
an EL 20 encounter. If all of the Spire’s combat the loss of despair. In this case, all of statues remain on the Material Plane for 1
guardians were to mobilize as one force, these effects vanish. hour before the magic of the statue returns
the resulting melee is an EL 26 encoun- Negative Energy: The entire structure of them to Hell. These horned devils have
ter. Individual tactics for the defenders, the Wormgod’s Tower is suffused with nega- little invested in the plans of the cult at
as well as stat blocks, appear in the indi- tive energy. Any undead creature in contact large, and if called during a larger battle,
cated area description. with the spire or the ziggurat (or within any they do not coordinate their tactics with
If the PCs openly approach the Spire, of the rooms inside either, even if they aren’t Lashonna and her minions.
they’ll likely be noticed by either the three in contact with the structure itself ) gains fast Each of these entrances is also guarded
broodfiends in area B6 (if they approach healing 30, the effects of haste, and immu- by a pair of shadowdancer vampires and a
from the air) or the Kyuss knights and nity to clerical turning or rebuke attempts. pair of Kyuss knights. The shadowdancer
vampires in area B1 (if they approach from The overwhelming presence of this negative vampires hide in plain sight in the cen-
the ground). The group that notices the energy automatically cancels any death ward ter of the room, watching the approach
PCs sounds an alarm and moves to engage effects within 300 feet of the structure, and to the tower. The Kyuss knights wait in
them. Assume that the PCs have no more imposes a –6 penalty on all saving throws the alcoves near the stairs with prepared
than 3 rounds to deal with this initial wave against death effects. Whenever a creature actions to cast bull’s strength on themselves
before the other group arrives. suffers damage from negative energy or if the vampires warn them of approaching
On the PCs’ initial attack, the remain- gains a negative level, the damage or nega- enemies or if the devil statues activate.
ing guardians of the Spire do not come tive levels inflicted is doubled (this includes Horned Devils (2): hp 172 each; Monster
to aid the broodfiends or undead, prefer- healing done to an undead creature from Manual 55.
ring to hold their posts within the spire. negative energy). Enemies of Kyuss find that Vampire Shadowdancers (2): hp 116;
Once the PCs manage to enter the spire, once each round, at the start of their turn, the Monster Manual 251.
or if they move directly to the spire’s negative energy lances out of a nearby wall, Kyuss Knights (2): hp 216 each; see
apex, these guardians mobilize and move floor, or ceiling in the form of an enervation page 61.
to intercept the PCs immediately. spell (caster level 20th, ranged touch +15). All
of these effects vanish if the Unlife Vortex in B2. Lashonna’s
Alhaster Spire Features area A2 is destroyed. Ciborium (EL 24)
The Alhaster Spire is made of stone, but it
is also infused with Kyuss’ divine power. B1. Entrance Halls (EL 20) The ziggurat’s central chamber is illumi-
Damage from mortal sources cannot nated by dozens of crystal lanterns affixed
harm it while Kyuss’ monolith sits atop A forty-foot-high colonnade opens into an to the walls, and by faint rays of light that
the Spire, nor can any mortal spell affect atrium. Two twelve-foot-high statues of penetrate from ducts in the walls under an
the stone. The base conditions affecting Kyuss in all his worm-eaten glory stand on almost thirty-foot-high vault. A canopied
all of Alhaster apply here. In addition, two large daises at the sides of the archway that shrine stands in the middle of the chamber,
further features of note may make the PCs’ leads to the central chamber. its circular altar decorated by a multitude
lives more difficult. of lit candles.
Kyuss’ Presence: Although he remains There are four identical entrances into
trapped in his monolith until the PCs con- the ziggurat interior, one on each of the This partially enclosed shrine radi-
front him, Kyuss can sense anything that four sides. The statues of Kyuss were cre- ates an overwhelming aura of conju-
occurs in the vicinity of the tower. He can- ated in area A3 by several liches work- ration, abjuration, and necromancy
not take actions against intruders or warn ing under Lashonna’s guidance. Each is magic. Lashonna uses this shrine as
his minions, but his presence does provide a magical device capable of summoning a focus for the faith and despair in

74 DUNGEON JUNE 2006


Alhaster, augmenting it with the nega- Note that the Blessed Angels are not Abilities Str 44*, Dex 25*, Con —, Int 28,
tive energy from the Unlife Vortex, and technically Kyuss’ minions, and as such Wis 27, Cha 44*
uses it to direct the energy upward and they are not affected by Manzorian’s dimen- SQ create spawn, +4 turn resistance
into Kyuss’ monolith to facilitate his sional lock. Since discovering she can’t tele- Feats Alertness, Combat Reflexes, Cra�
escape. The process is all but complete port, Lashonna’s been using her erinyes Wondrous Item, Dodge, Empower
now; destroying the ciborium won’t allies to take care of long-distance needs. Spell, Eschew Materials, Extend Spell,
prevent the Wormgod’s escape. Hover, Improved Critical (bite), Improved
Creatures: Although the destruction Lashonna CR 23 Initiative, Improved Natural Attack (bite),
of the ciborium won’t prevent the Wor- Female very old vampiric silver dragon Lightning Reflexes, Multiattack, Power
mgod’s escape, Lashonna has still chosen LE Huge undead Attack, Practiced Spellcaster (increases her
this chamber as her post in the defense Monster Manual 87, Draconomicon 196 caster level for spells by +4), Wingover
of the Spire. She is attended by the three Init +11; Senses blindsense 60 �., darkvision Skills Bluff +51, Concentration +34,
elite leaders of the Blessed Angels who 120 �., keen senses; Listen +44, Spot +44 Diplomacy +59, Gather Information +21,
are pledged to aid her due to her daily Aura frightful presence (270 feet, DC 42) Intimidate +55, Knowledge (arcana) +43,
use of Baalphegor’s Grace. Languages Abyssal, Auran, Common, Knowledge (history) +43, Knowledge
Lashonna waits for the PCs in elf Draconic, Dwarven, Elven, Giant, Gnome, (local) +43, Knowledge (nobility and
form. She wears a fashionable green vel- Halfling, Infernal royalty) +43, Knowledge (religion) +43,
vet gown embroidered with dozens of AC 53, touch 18, flat-footed 46; Dodge Listen +44, Search +43, Spellcra� +30,
red gemstones. When the PCs enter the hp 393 (31 HD); fast healing 5; DR 15/magic Spot +44, Use Magic Device +51
tower, Lashonna stands before the altar Immune acid, cold; undead traits Possessions amulet of resistance +5 (as
with her arms raised, offering prayer to Resist electricity 20; SR 27 cloak of resistance +5), bracers of mighty
Kyuss. The three elite Blessed Angels Fort +24, Ref +33, Will +32 fists +5 (as amulet of mighty fists +5), ring
stand protectively around her. Weakness vampiric weaknesses of Charisma +6, ring of protection +5,
If the PCs approach with no immedi- Spd 40 �., fly 150 �. (poor); cloudwalking exquisite gown worth 12,000 gp
ate hostile acts, she greets them with Melee* bite +39 (3d8+36/19–20) and *Lashonna has a +5 inherent bonus to her
a much different smile from the one 2 claws +37 (2d6+27 plus energy drain) and Strength, Dexterity, and Charisma
displayed in the previous encounters. 2 wings +37 (1d8+27) and Alternate Form (Ex) Lashonna can assume
This is a smile of cruelty and haughty tail slap +37 (2d6+27) any animal or humanoid form of Medium
contempt. She thanks the heroes for Space 15 �.; Reach 10 �. (15 �. with bite) size or smaller as a standard action three
aiding her in removing “that dusty, tired Base Atk +31; Grp +56 times per day. She can remain in this
dracolich” and implies that the distrac- Atk Options Cleave, Flyby Attack, Power Attack form until she chooses to assume a new
tion they provided is what allowed her Special Atk blood drain, breath weapon, one or return to her natural form. When
to transport Kyuss’ monolith to Alhaster. charm, crush 2d8+25 (Reflex DC 42 she changes form, her magic items resize
This isn’t quite true—she could have negates), domination appropriately for her new shape, but her
done so at any time before, but dared Spells Prepared (CL 17th, touch +51, ranged exquisite gown flutters to the ground.
not for fear of arousing Dragotha’s touch +41) Blood Drain (Ex) Lashonna can suck blood
wrath. Only when he was forced to pre- 6th (7/day)—antilife shell, harm (DC 34) from a Large or smaller living foe she has
pare for the approach of his slayers did 5th (10/day)—mind fog (DC 33), persistent pinned, dealing 1d4 points of Constitution
she dare to make such a brazen move. image (DC 33), teleport drain each round the pin is maintained.
She doesn’t expect them to take the 4th (10/day)—dimension door, order’s wrath Breath Weapon (Su) Lashonna has two types
offer, but nonetheless Lashonna gives (DC 32), sending, spell immunity of breath weapons, a 50-foot cone of cold
the PCs a chance to kneel and submit to 3rd (10/day)—clairaudience/clairvoyance, (18d8 cold damage, DC 42 half ) or a 50-foot
the Wormgod, so that they can become dispel magic, displacement, haste cone of gas that paralyzes those who fail a
chief minions of Kyuss at her service. 2nd (10/day)—command undead, glitterdust DC 42 Fortitude save for 1d6+9 rounds.
Any PC who submits is quickly brought (DC 30), inflict moderate wounds (DC Charm (Su) Lashonna’s voice can bewitch
before Maralee for transformation into 30), invisibility, wind wall listeners. This requires a full-round action
a favored spawn of Kyuss. 1st (11/day)—mage armor, magic missile, ray by Lashonna, but any creature within 270
As Lashonna speaks to the PCs, of enfeeblement, shield, unseen servant feet who can hear her voice must make a
she uses her charm ability to bewitch 0 (6/day)—acid splash, arcane mark, dancing DC 42 Will save or become charmed (as
them. If she manages to charm the lights, ghost sound (DC 28), guidance, mage charm monster). The charm is immediately
entire party in this manner, she brings hand, mending, message, prestidigitation broken if she uses her frightful presence
them before Maralee for transforma- Spell-Like Abilities (CL 13th) within range of the charmed individual
tion, and the campaign may well end 3/day—fog cloud, control winds or makes an attack against the charmed
on a different note than the PCs had 2/day—feather fall individual. She need not see her targets
hoped for. *12-point Power Attack to use this power.

JUNE 2006 DUNGEON 75


DAWN OF A NEW AGE BY TITO LEATI

Cloudwalking (Su) Tread on clouds or fog Blessed Angels (3) CR 18 Hide +27, Intimidate +20, Knowledge
as though on solid ground; functions Advanced female erinyes mortal hunter 6 (local) +18, Knowledge (nobility and
continuously but can be negated or LE Medium outsider (baatezu, evil, royalty) +19, Listen +32, Move Silently
resumed at will. extraplanar, lawful) +27, Search +23, Sense Motive +30, Spot
Create Spawn (Su) A humanoid or Monster Manual 54, Book of Vile Darkness 65 +32, Survival +14
monstrous humanoid slain by Lashonna’s Init +6; Senses darkvision 60 �., see in Possessions combat gear, +5 leather armor,
energy drain becomes a vampire spawn darkness, true seeing; Listen +32, Spot +32 +2 buckler, +1 distance light crossbow, +1
in 1d4 rounds. A victim reduced to 0 Languages Common, Celestial, Draconic, vorpal bastard sword, ring of protection +2,
Constitution by her blood drain becomes Infernal; telepathy 100 �. cloak of resistance +3, elixirs of truth (2)
a vampire spawn if it had 4 or fewer AC 36, touch 18, flat-footed 30; Dodge, Boost Spell-Like Ability (Ex) The Blessed
Hit Dice, or a vampire if it had more. In Mobility Angel can boost the save DC of her spell-
either case, the new vampire or spawn hp 306 (24 HD); DR 5/good like abilities, increasing the save DC by
is under Lashonna’s command and Immune fire, poison +2. She may do so up to three times a day
remains enslaved until her death. An Resist acid 10, cold 10; SR 20 per spell-like ability.
adult or older dragon slain by her blood Fort +27, Ref +22, Will +19 (+3 vs. mortal spells) Detect Mortals (Su) This ability duplicates
drain returns as a vampiric dragon; Spd 30 �., fly 50 �. (good) the effect of detect undead cast
young adult or younger dragons (or any Melee +1 vorpal bastard sword by a 15th-level caster, except that
dragon slain by her energy drain) rise as +31/+26/+21/+16 (1d10+7/17–20) mortals are detected. Mortals are any
mindless zombie dragons. Ranged +1 distance light crossbow creature that aren’t outsiders, undead,
Domination (Su) Lashonna can crush an +31/+26/+21/+16 (1d8+1/17–20) or constructs, or fey.
opponent’s will just by looking into its rope +30 (entangle) Mortal Hunting (Ex) The Blessed Angel
eyes. This works similarly to a gaze attack Base Atk +24; Grp +30 gains a +3 bonus on attack and damage
except Lashonna must use a standard Atk Options mortal hunting +3, smite mortals rolls against mortals. She gains the same
action; those merely looking at her aren’t 1/day (+3 to melee attack, +10 damage) bonus on Bluff, Listen, Sense Motive,
affected. The target can resist with a DC Special Atk entangle, summon baatezu Spot, and Survival checks when using
42 Will save, otherwise he falls under her Combat Gear potions of cure serious wounds (2) these skills against mortals. The damage
influence as though by a dominate monster Mortal Hunter Spells Prepared (CL 6th, +30 bonus only applies to ranged weapons
spell (caster level 18th). This ability has a ranged touch) against targets within 30 feet, and does
range of 120 feet. 3rd (3/day)—flesh ripper*, mirror sending*, not apply at all to creatures that are
Energy Drain (Su) A living creature hit nondetection, scrying (DC 21), suggestion immune to critical hits.
by Lashona’s claw attack gains one (DC 21), vile lance*, wrack* (DC 21) Mortal Skin (Su) By magically grafting bits
negative level. 2nd (3/day)—detect thoughts (DC 20), evil of mortal flesh to her body, the Blessed
Fast Healing (Ex) Lashonna heals 5 hit eye* (DC 20), hold person (DC 20), magic Angel can transform (as polymorph)
points of damage each round so long as circle against good, see invisibility, web into any non-dragon mortal form,
she has at least 1 hit point. If reduced to 0 (DC 20), wither limb* (DC 20) once per day. If the flesh used is from
hit points or lower, she assumes gaseous 1st (3/day)—cause fear (DC 19), charm the exact individual being imitated,
form (fly speed 40 feet, otherwise as the person (DC 19), detect good, heartache* the duration is permanent. If the flesh
spell) and attempts to escape. She must (DC 19), protection from good, sleep (DC is from a being of the same type, the
reach her hoard within 2 hours or be 19), unnerving gaze*(DC 19) duration is 1 hour. In either case, the
utterly destroyed. Once at rest upon her Spell-Like Abilities (CL 12th) Blessed Angel can dismiss the ability as
hoard, she rises to 1 hit point a�er 1 hour, At will—greater teleport (self plus 50 a standard action.
then resumes healing at the rate of 5 hit pounds of objects only), charm monster Spurn Mortal Magic (Su) A mortal hunter
points per round. (DC 22), minor image (DC 20), unholy applies its Wisdom modifier (if positive)
Vampiric Weaknesses Direct sunlight blight (DC 22) as an additional bonus on all saving
slows Lashonna, allowing her only a Abilities Str 22, Dex 23, Con 26, Int 14, Wis throws against spells and spell-like
single standard or move action each 16, Cha 26 abilities used by mortals.
round. She can survive exposure to SQ boost spell-like ability, detect mortals, *These spells are from the Book of Vile
direct sunlight for 9 rounds, a�er mortal skin, spurn mortal magic Darkness; if you don’t have access to
which she is utterly destroyed. Driving Feats Alertness, Combat Expertise, Dodge, this book, replace heartache with doom,
a wooden stake through her heart Exotic Weapon Proficiency (bastard unnerving gaze with bane, evil eye with
slays her as well. She is not injured by sword), Improved Critical (bastard sword, blindness/deafness, wither limb with
immersion in water, nor is she repelled light crossbow), Mobility, Mortalbane, death knell, flesh ripper with vampiric
by garlic or mirrors and can freely cross Rapid Reload, Spring Attack, Track touch, mirror sending with illusory
running water. She can’t enter a home Skills Bluff +19, Concentration +29, script, vile lance with keen edge, and
unless invited. Diplomacy +16, Gather Information +10, wrack with contagion.

76 DUNGEON JUNE 2006


Mortalbane
Tactics: In combat, Lashonna sends ity of the broodfiends have been sent The creature can make a spell-like
her Blessed Angles in to engage the elsewhere in the world to aid in the Age ability particularly deadly to mortals.
enemy in melee while she remains of Worms once Kyuss is free. Benefit: A mortalbane ability is a
at range to use her spells and breath damaging spell-like ability that deals
weapons (she avoids catching the B4. The Captive 2d6 points of additional damage when
erinyes in the area of her breath attack Daughter (EL 20) used against living nonoutsiders, but
if she can). only half damage against outsiders,
The Blessed Angels eschew their spell- A thirty-foot-high domed chamber fills undead, and constructs. Mortalbane
can be applied to each of a creature’s
like abilities and attempt to engage this level of the ziggurat. An eerie, wavy
spell-like abilities five times per day,
enemies in melee as quickly as pos- green light illuminates the walls, dancing
though the feat does not allow the
sible, resorting to spells only if their over bas-relief carvings that depict a world creature to exceed its normal usage
physical attacks are proving ineffective. ruled by worms. limit for any ability.
Lashonna spends the first few rounds This feat originally appeared in the
casting defensive spells: antilife shell, This chamber is where the divine ener- Book of Vile Darkness.
spell immunity (selecting four 4th-level or gies of despair and faith in Alhaster are
lower spells she knows the PCs favor), gathered for focusing by the ciborium in Always jealous of Lashonna, Hemriss
displacement, mage armor, and shield. If the chamber below. Now that this pro- has long suspected the silver sorceress
the PCs are still fighting the angels a�er cess is complete, the room has little use has been manipulating her father. Her
this, she attempts to dominate one PC so Lashonna posted a single guardian curiosity resulted in her capture and
per round. Once the Blessed Angels are here to aid in the structure’s defense. domination by the vampiric dragon,
defeated, she relies upon her antilife shell Creature: This chamber’s guardian and although she remains controlled by
to keep the PCs at bay, using her breath is one of Lashonna’s most recent cap- Lashonna, her mind yearns for revenge
weapons and spells against the PCs. Note tives—Prince Zeech’s deformed half- against the creature that ruined her
that she can reach out of her antilife shell fiend daughter Hemriss. Her capture father’s rule. Hemriss has been forbid-
to attack characters with her bite (or to and domination had always been part den to speak by Lashonna, and attacks
deliver touch attack spells). of Lashonna’s plan, and she intended intruders with a single-minded, grim-
If brought below 100 hit points, to use the half-fiend as an agent to faced efficiency. Characters who make a
Lashonna assumes gaseous form and flees assassinate Zeech as her plans for the DC 15 Sense Motive check can tell that she
to area B10. If she’s destroyed, she’s forced city became clear. Zeech proved more is dominated by the way she moves with a
to retreat to area A11 to recover; if the PCs canny than she anticipated, however, strange hesitance and by the subtle look
have completely looted this chamber, she and Hemriss failed in the attempt. of horror and despair in her eyes.
is doomed in two hours. Otherwise, she Lashonna has stationed Hemriss in
gathers her ring of wishes and commands this chamber as a guardian for now, Hemriss CR 20
the pit fiend Buldumech to accompany and plans to sacrifice her to Kyuss once Female half-fiend human rogue 8/assassin 10
her back to the tower to aid in its defense. the Age of Worms begins. LE Medium outsider
If the PCs have already destroyed Kyuss, Hemriss is a strange combination of Monster Manual 148
she instead gathers her treasures and pit the beautiful and the grotesque. She’s a Init +5; Senses darkvision 60 �.; Listen +11,
fiend ally and attempts to escape the city, half-fiend human—her mother was an Spot +21
returning to the Wormcrawl Fissure to erinyes devil. Her beauty is marred by Languages Common, Draconic, Elven, Infernal
recover and gather her plans for revenge. two unfortunate physical qualities. First, AC 26, touch 17, flat-footed 26; Dodge,
If Lashonna is destroyed, the PCs may her face is misaligned; the right half of Mobility, improved uncanny dodge
count her ruin as a victory for the pur- her face is about a half inch above the hp 119 (134 with false life, 18 HD); DR 10/magic
poses of fighting despair; if they had only le�, giving her nose an ugly twist and Immune poison
accomplished three of the encounters in her mouth a perpetual upturned sneer. Resist acid 10, cold 10, electricity 10, fire 10;
Part Two, this is enough to disrupt the Second, her back is hunched with mal- SR 28
divine energy of Kyuss’ presence. formed wings; broken feathers protrude Fort +8, Ref +18, Will +5; evasion
here and here from these mockeries, and Spd 30 �.
B3. First Tier she tries to cover them with a fine cloak Melee 2 claws +17 melee (1d6+4) and
The first tier of the ziggurat foundation but isn’t always successful. Hemriss bite +12 melee (1d4+2)
is 50 feet above the ground. Its rim is thus lacks a fly speed, unlike most half- Ranged +1 speed composite shortbow
decorated with dozens of hatched brood- fiends. When she attacks, her fiendish +19/+19/+14/+9 (1d6+5) or
fiend pods. The PCs should be somewhat nature becomes horribly apparent as +1 speed composite shortbow
worried about the number of pods, infer- her jaw unhinges into an immense +17/+17/+17/+12/+7 (1d6+5, Rapid Shot) or
ring that dozens of the powerful outsid- maw of fangs and her hands twist into +1 speed composite shortbow +13/+13/+13
ers have been created. In fact, the major- large talons. (1d6+5, Manyshot)

JUNE 2006 DUNGEON 77


DAWN OF A NEW AGE BY TITO LEATI

Base Atk +13; Grp +17 PCs have not yet destroyed the vampiric greenish stone. From the base, a series of
Atk Options Manyshot, Point-Blank Shot, dragon. If they have, she curtly thanks the ascending stairways spirals up along the
Precises Shot, Rapid Shot, Shot on the PCs for their help and then leaves to seek inner rim to a dizzying height, several hun-
Run, death attack (DC 23), smite good her father to beg his forgiveness. If the PCs dred feet above.
1/day (+18 damage), sneak attack +9d6 can make her helpful before she leaves
Combat Gear 4 potions of cure serious (her initial attitude upon being saved is A circling stairway leads from the base
wounds, 5 doses of deathblade poison indifferent), she agrees to remain with the of the structure to the first of 12 ledges.
Assassin Spells Known (CL 10th) PCs to aid them until Kyuss is defeated. The ledges are connected by short flights
4th (3/day)—dimension door, locate Although she remains remorselessly evil, of ascending stairs. As the PCs proceed
creature, modify memory, poison (DC 17) and her actions in combat may raise some up the stairs, the unnerving susurrus
3rd (4/day)—deeper darkness, false life, hackles with good characters, she’s as good of thousands of writhing worms grows
misdirection, nondetection as her word and does not betray the PCs. louder and louder.
2nd (4/day)—alter self, cat’s grace, Creatures: The final guardians of the
invisibility, spider climb B5. Second Tier Spire are a group of nine Kyuss knights.
1st (4/day)—feather fall, jump, obscuring This balcony soars about 100 feet high. Of these, eight are of the standard vari-
mist, true strike As with area B3, the edge is decorated ety the PCs fought earlier, but the ninth
Spell-Like Abilities (CL 18th) with empty broodfiend pods. is perhaps the most powerful knight of
3/day—darkness, poison (DC 18), unholy them all. This twisted mockery wears a
aura (DC 22) B6. Broodfiend distinctive metal faceplate and has wild
1/day—blasphemy, contagion (DC 17), Guardians (EL 23) white hair. Closer inspection reveals the
desecrate, horrid wiling (DC 22), summon emaciated form may have once been that
monster IX (fiends only), unhallow, The corners of this chamber feature gently of a human woman.
unholy blight (DC 18) arching stairwells that lead up to the roof above. This is Maralee, once Balakarde’s sis-
Abilities Str 18, Dex 20, Con 16, Int 16, Wis The fi�y-foot-high walls here are decorated ter. Her death at the hands of a spawn
10, Cha 18 with bas-reliefs depicting the undead armies of Kyuss decades ago is what spurred
SQ hide in plain sight, trapfinding, trap of Kyuss emerging from the Ri� Canyon. the great wizard on his crusade against
sense +2 the Wormgod, and Dragotha’s revela-
Feats Dodge, Manyshot, Mobility, Point- Creatures: Three broodfiends guard tion to the wizard that she had been
Blank Shot, Precise Shot, Rapid Shot, Shot this chamber. They quickly lurch into transformed into this undead horror
on the Run, Skill Focus (Sense Motive) the air to confront anyone they notice is what shattered the wizard’s spirit.
Skills Bluff +25, Climb +15, Diplomacy +29, approaching the structure from the sky, Any character who carried a portion
Disguise +25, Escape Artist +16, Gather giving cry to great bellowing roars to of Balakarde’s spirit in them in “Into
Information +15, Hide +26, Listen +11, alert the others in the Spire. the Wormcrawl Fissure” immediately
Move Silently +26, Sense Motive +24, Spot Broodfiends (3): hp 385 each; see recognizes Maralee, and is filled with
+21, Tumble +26 Appendix. such loathing and hatred for what has
Possessions combat gear, +5 studded leather become of her that he gains a +5 insight
armor, +1 speed composite shortbow (+4 Str) B7. Third Balcony bonus on all attack and weapon damage
with 50 arrows, 10 slaying arrows (5 human, 3 This balcony soars about 150 feet high. rolls made against her. Maralee remem-
elf, 2 dwarf ), amulet of health +4, cloak of the As with areas B3 and B5, the edge is bers nothing of her life and is beyond
bat, ring of protection +2, quiver of Ehlonna decorated with broodfiend pods. Unlike redemption—only the destruction of
Tactics: Hemriss patrols the perimeter those areas, six of these pods are intact. her current form allows her spirit to
of this room stealthily, keeping an eye A�er the PCs make their first attack on join Balakarde in the a�erlife.
on the skies around the structure. If she the Spire, Lashonna uses the ciborium
sees intruders, she quickly calls down an to direct Kyuss’ breath down to these six Maralee CR 22
alarm to Lashonna and begins studying pods, awakening six new broodfiends Female advanced Kyuss knight
one of the characters for a death attack. to augment the Spire’s defenses against CE Medium undead
She fights to the death unless freed of additional attacks. The ritual of awaken- Init +5; Senses darkvision 60 �.; Listen +39,
Lashonna’s control. ing takes an hour to perform, and if it is Spot +39
Development: If the PCs can free Hem- interrupted the pods are ruined. Languages Abyssal, Common
riss of her domination (with dispel magic, AC 42, touch 17, flat-footed 40 (+1 Dex, +13
or even something as simple as a protection B8. Base of the Spire armor, +7 shield, +6 natural, +5 deflection)
from evil spell), she immediately breaks off (EL 23) hp 528 (32 HD); DR 10/silver
combat and regards the PCs warily. She Immune cold, electricity; undead traits
seethes with hatred against Lashonna, The hollow structure of the new Spire of Fort +19, Ref +21, Will +31
and immediately volunteers her aid if the Long Shadows is made entirely of dark Spd 40 �. in armor (60 �. base)

78 DUNGEON JUNE 2006


Melee* +1 unholy executioner’s
mace +44/+44/+39/+34/+29
(2d6+41/19–20/×3/+2d6) and
2 bites +17 (1d4+11 plus 2d4
Intelligence drain)
Base Atk +16; Grp +29
Special Atk gaze of Kyuss
Spell-Like Abilities (CL 16th)
At will—detect good Maralee
1/day—bull’s strength, death knell (DC 19),
protection from energy
*10-point Power Attack
Abilities Str 36, Dex 12, Con —, Int 12,
Wis 18, Cha 24
SQ dark blessing, haste, martial calling, turn
resistance +4, unholy toughness
Feats Cleave, Great Cleave, Great
Fortitude, Improved Critical
(executioner’s mace), Improved
Initiative, Improved Sunder, Improved
Toughness (grants +1 hp/HD), Iron
Will, Overwhelming Critical (deal
+2d6 damage on a critical hit with
executioner’s mace), Power Attack,
Weapon Focus (executioner’s mace)
Skills Concentration +35, Intimidate +42,
Knowledge (religion) +36, Listen +39,
Spot +39
Possessions +5 full plate, +5 animated heavy
steel shield, +5 unholy executioner’s mace,
ring of protection +5
Dark Blessing (Su) Maralee applies her
Charisma modifier as a bonus on all
saving throws.
Gaze of Kyuss (Su) Maralee possesses a
terrible gaze weapon. All living creatures
within 30 feet of Maralee must make a DC
33 Fortitude save or become permanently Martial Calling (Su) Maralee gains a +16 B9. Protruding Balconies
blinded as their eyes transform into Kyuss profane bonus on all melee weapon
worms. On the next round, these worms attacks (but not on natural attacks). Four archways on each ledge within the
burrow into the victim’s brain, inflicting Unholy Toughness (Ex) Maralee gains a spire lead to identical protruding balconies
2d6 points of Intelligence drain per bonus to her hit points equal to her outside. On each balcony stands an obelisk
round. A remove curse or remove disease Charisma modifier × her Hit Dice. engraved with arcane runes and symbols.
effect destroys the worms. Death occurs Kyuss Knights (8): hp 216 each; Monster The obelisks sometimes attract a greenish
at 0 Intelligence. A Small, Medium, or Manual 55. bolt of lightning from the sky.
Large humanoid slain by these worms Development: If there’s a particularly
rises as a favored spawn of Kyuss (see memorable NPC villain from your Age The obelisks channel off “wasted”
Dragon #336) 1d6+4 rounds later. The of Worms campaign who was involved in energy from the despair and negative
save DC is Charisma-based. some way with Kyuss, feel free to make energy Kyuss has been consuming to fuel
Haste (Su) Maralee acts at all times as if hasted. Maralee into a Kyuss knight version of his escape. Even if the PCs have inter-
Intelligence Drain (Su) Anyone who is bitten this NPC—the creature’s statistics don’t rupted these sources of energy, there’s
by one of Maralee’s “eyes” takes 1d4 change at all, but the PCs get the thrill of easily enough remaining energy that
points of Intelligence drain. Maralee heals facing Loris Raknian, Bozal Zahol, Venk, these obelisks keep periodically flashing
5 points of damage each time she drains the Faceless One, or even Balabar Smenk with lightning for several days (or until
Intelligence from a creature. one last time. Kyuss is destroyed).

JUNE 2006 DUNGEON 79


DAWN OF A NEW AGE BY TITO LEATI

If a creature comes within 20 feet of an • A wave of chilling necromantic energy In a straight-up fight, even a group of
obelisk, an eldritch bolt of lightning and washes out from the monolith, visible 21st-level characters have little chance to
negative energy blasts at him. An obelisk as a ripple of distortion in the air. The defeat a god. Fortunately, they may have
can generate one such bolt per round. The wave extends in a 900-foot-radius several tricks up their sleeves to aid them
creature hit takes 12d10 points of electri- sphere. All creatures in this area are during the battle.
cal damage and 12d10 points of negative affected as if by a harm spell (caster • Allies: You should allow the PCs to
energy damage (Reflex DC 25 half ). level 20th). If the Unlife Vortex has control all allied creatures, providing
been destroyed, this wave of negative them with statistics as necessary.
B10. Top of the Spire energy instead targets creatures in its • Artifacts: The benefits of using numer-
area as an inflict moderate wounds spell ous artifacts against Kyuss are given in
The top of the Spire of Long Shadows is a hun- (caster level 20th). Any creature that Part One.
dred-foot-wide circular platform. At its center takes damage from this wave must also • Fight Despair: If the PCs managed
stands a square pedestal surrounded by four make a DC 20 Will save or be paralyzed to fight off despair in Alhaster, Kyuss
L-shaped pillars, and atop the pedestal stands with fear for 1d6 rounds. becomes a rank 0 deity (also known
a fi�een-foot-tall trapezoid-shaped pinnacle • One side of the monolith (the side fac- as a quasi-deity). He loses his divine
of black rock. The surface of this monolith ing the most PCs) ripples as two tor- blast ability. His AC, attack rolls, sav-
writhes, as if a vortex of thousands of worms rents of Kyuss worms spew from its ing throws, skill checks, fire resis-
burrow just below its glossy surface. face. As the worms continue to spew, tance, and spell resistance are all
it becomes apparent that they are, in reduced by 1. He now fails saving
This monolith is Kyuss’ prison, a fact, Kyuss’ hands as an immense exe- throws and attacks on a natural roll
portal to the nameless void in which cutioner’s mace emerges, followed by of 1. His damage reduction drops to
the Wormgod has spent the past 1,500 the Wormgod himself. 10/epic. His blindsight is reduced to
years waiting patiently for this precise Kyuss takes a round to emerge fully 300 feet. He loses all of his domain
moment. The time for his freedom draws from his prison, during which time he powers, his remote sensing, his
near, yet he cannot yet fully manifest can take no actions; the PCs effectively remote communication, his ability
beyond the confines of the monolith. have one free round at the start of the to greater teleport at will, his portfolio
When this adventure begins, the PCs fight. Once Kyuss emerges, he spares sense abilities, his ability to make his
have only a few days before Lashonna no effort against the PCs. Kyuss cannot followers his familiars, and his abil-
releases the Wormgod. This timeline is physically travel more than 60 feet from ity to take automatic actions. He can
somewhat flexible—as long as the PCs the monolith. no longer spontaneously cast cleric
don’t take more than a week to finish Kyuss: hp 660; see Appendix. spells. Finally, he loses his divine
their business in Alhaster, they should Tactics: Kyuss is an incredibly com- aura completely.
be able to reach the monolith before plex combatant. You should still take • Unlife Vortex: If the Unlife Vortex has
Kyuss is freed. some extra time to study his stat block been destroyed, Kyuss must take two
When the PCs reach this area, proceed before running this encounter, but if you rounds rather than one to emerge from
with Part Five. choose to simply use the following tac- his prison. In addition, he suffers a –10
tics for ranged and melee attack rounds, penalty on all attack rolls, weapon dam-
PART FIVE: THE AGE you should do fine. age rolls, grapple checks, skill checks,
OF WORMS Ranged: If no creatures are in Kyuss’ and caster level checks. He also loses his
The most important battle of the cam- reach, he hurls a worm at any target within +20 insight bonus to his Armor Class.
paign begins as the PCs finally reach 100 feet (a free action), casts a horrid wilt-
area B10. Wise PCs take care of the other ing , wail of the banshee, or uses his divine CONCLUDING THE
creatures guarding the Spire before they blast, and casts a quickened clerical spell. CAMPAIGN
confront Kyuss, otherwise they’ll have to He takes a move action to move closer to As soon as Kyuss is killed, the oppressive
deal with the Wormgod and his minions the closet target. pall over Alhaster fades in a matter of
all at once. Melee: If no creatures threaten him, Kyuss seconds. The clouds of green mist van-
When the PCs reach the apex of the Spire, hurls a worm at any target within 100 feet; ish, and all remaining undead of Kyuss
three things happen simultaneously. if he is threatened, he instead transfers a in the city are immediately destroyed.
• The clouds in the sky above suddenly worm to a target with his first successful Overworms, broodfinds, and other living
take on a horrific green coloration. The hit. He makes a full attack action with the allies are filled with a blind panic (even
spiraling pattern writhes and begins to Mace of Kyuss and his engulf attack. if they’re normally immune to fear) and
uncoil, forming a slowly moving tentacle If Kyuss is brought below 300 hit points, scatter into the province of Redhand or
of clouds that reaches down toward the he casts time stop and uses harm spells on into the Lake of Unknown Depths.
spire. This tendril looks ominous, but himself to heal damage. Any time le� over Kyuss’ monolith melts away in a wash
never quite reaches the top of the Spire. is used to cast defensive spells. of writhing green worms, and over the

80 DUNGEON JUNE 2006


course of ten rounds, the melting spreads rub shoulders as they look in awe upon the Yet you have also brought woe upon my city,
with shocking speed through the rest of party. They stare blankly until a voice cries: for who here knows what role you played in
the Spire. Any character remaining in the “Long live the saviors of Alahaster! Glory to bringing these events to Alhaster?”
spire suffers 20d6 points of damage each the vanquishers of Kyuss!” As he speaks, an angry ripple spreads
round as the ravenous worms consume through the crowd. That sense of uncer-
everything in their path. When they reach The Duel for Redhand tain fear flashes stronger on Zeech’s face,
the ziggurat, the worms continue feeding Yet this scene of triumph is short lived. but he quickly regains his composure
down through its core, creating a 100-foot- A few minutes later, the crowd falls silent and continues to speak.
wide pit into the earth. The worms dig to and parts as Prince Zeech arrives on the “Alhaster lies in ruin, and it needs
a depth of 600 feet before branching out, scene, accompanied by a large platoon strong leadership to recover. By Hextor’s
eating away at the stone and spontaneously of loyal guards and priests of Hextor. law, the strong shall rule. And I intend to
creating a tangled warren of caverns. Ini- Joy abandons the crowd as quickly as it prove my strength by defeating one of you
tially, these caves are lifeless, but in time came and gloom and fear reappear on heroes in an honorable duel. I shall defeat
Kyuss’ remaining taint takes root in the their faces as Zeech, mounted on a dark those who defeated a god, and with this
caves. This complex comes to be known horse and clad in armor, rides up to con- victory I shall raise Alhaster to glory!”
as the Pit of Worms, and becomes an infa- front the PCs. His face is a strange mix of The angry ripple explodes at this point
mous and deadly dungeon to test the met- pride, outrage, and perhaps even fear. into a cacophony of shouts and threats.
tle of adventurers throughout the world. Recent events ranging from an attempted Prince Zeech seems unimpressed by the
In Alhaster, the stings of woe and assassination at the hands of his own daugh- angry crowd, which is in truth still too
destruction linger. Buildings lie in rub- ter to the advent of the Age of Worms have frightened to form a dangerous mob. Zeech
ble, mangled corpses clog streets, and the brought Zeech to a severe crisis of identity. patiently waits for an answer from one of
cries of orphaned children ride the wind. Zeech now sees the depth to which Lashonna the PCs. If the heroes attack him as a group,
Nonetheless, a crowd of the city’s survi- manipulated and betrayed him, and feels the crowd scatters in panic and Prince Zeech
vors quickly gathers in the main avenue a tremendous sense of guilt. As the crowd does his best to defend himself—his sol-
to greet the PCs as they emerge from the waits in silent awe, the Prince speaks to the diers flee, leaving him alone.
Spire’s ruins. Priests of Kord and Wee Jas, PCs: “So you saved Alahaster from destruc- If the PCs accept his challenge, one of
hobgoblin guards, bandits, pirates, and the tion, something I was unable to do. If not for them must duel against Zeech for the right
honest, hard-working citizens of Alahaster you, my domain would not exist anymore. to rule. The crowd forms a circle, and Zeech

JUNE 2006 DUNGEON 81


DAWN OF A NEW AGE BY TITO LEATI

dismounts. His clerics of Hextor cast several killing him. Zeech has lost the will to rule, The most dangerous enemy at this time
defensive spells on him, and the PCs may do and in his mind this is the only way to is, without a doubt, the demigod Iuz, who
the same on their champion. The rules of pass on the crown. As he loses the duel, the rules to the west of Redhand. Yet he also
the duel are simple—the first to surrender, crowd erupts in a cheer again. The party knows that the PCs have already killed
be knocked unconscious, or be slain loses. has won their final fight, and the Age of one deity (albeit a fairly minor one in the
Zeech fights with a bastard sword and shield, Worms has ended as soon as it began. grand scheme of things), so he does not
fighting fairly yet skillfuly. move against them directly. For now.
Prince Zeech is a human fallen paladin CONTINUING THE Other enemies may have escaped the
8/blackguard 8, and should be no chal- CAMPAIGN PCs. In particular, Lashonna may have
lenge for one of the PCs. You can simply With Kyuss slain and his cult destroyed, survived—in this event, the vampiric
describe this final duel, or generate stats the Age of Worms Adventure Path comes silver dragon spends several months in
as you wish. You can even use Sedekas to a close. Yet this does not necessarily despair over the loss of her patron, but
Crane’s stats from “Chains of Blackmaw” herald the end of your campaign, as eventually her mind clears and focuses
in this issue. In any event, at some point much may remain to be done. on a new goal. Kyuss has been destroyed,
during the battle, he throws the duel, The PCs have the chance to claim but the divine energy he released into
skillfully missing an attack and exposing Alhaster as their own. The city is in the multiverse remains. If she can move
himself for a riposte from his ruins, and it will take several months to quickly, she may be able to harvest these
opponent. The PC can strike restore functionality. During this time, threads of Kyuss’ portfolio. Eventually,
him down with ease, it remains vulnerable to its enemies. the PCs may be called upon again to
either demanding his Pirates, bandits, and hostile neighbors take up arms, this time against a new
surrender, knocking eye the key port city with covetous goddess of undeath.
him out, or even eyes, and the PCs may be called Allies remain as well. Not long a�er
upon to defend the city before their successful battle against Kyuss, Man-
it can get back on its feet. zorian and his allies (including Celeste and
a wide-eyed Allustan) come to Alhaster to
visit the PCs. There is little they can offer
apart from congratulations, for by now the
PCs have likely surpassed even Manzorian
in power. Where their lives take them from
here, only you can decide.

WHAT IF THEY FAIL?


If the PCs fail to slay Kyuss within a week
(or worse; if they are themselves slain),
nothing can be done to prevent the Age
of Worms. Over the next several days,
the world slips into an era of writhing
doom. Kyuss worms rain from the sky
over certain parts of the world. Corpses
rise within minutes of death as undead.
Cities are attacked by flights of brood-
fiends and razed in hours. The cult of
Kyuss ascends, quickly becoming one of
the most powerful religions in the world.
These events are not caused by Kyuss, but
are in fact caused by something greater,
Prince something beyond even the gods them-
Zeech selves. Reclaiming the world from the Age
of Worms and discovering what nameless
threat is behind the apocalypse can be
the foundation for an entire new cam-
paign—one for epic-level heroes desper-
ate to correct what they, in their failure,
unleashed upon the world.

82 DUNGEON JUNE 2006


NEW BEGINNINGS Atk Options Cleave, Power Attack Scaling the
With the completion of this epic cam- Special Atk breath weapon, rebuke undead Adventure
paign, you and your players may be ready 8/day (+8, 2d6+27) “Dawn of a New Age” is designed for
to start something new. A�er saving the Spell-Like Abilities (CL 20th) a party of four 20th-level characters,
world from an age of darkness, decay, At will—detect undead, greater dispel magic, but with a little work it can be adapted
and writhing doom, your players may be greater magic fang, greater teleport, mind for use by 18th–19th-level characters.
Simply adjust all NPC character lev-
interested in a change of scenery. Far to fog (DC 20)
els down as appropriate by a number
the south, in the exotic port city of Sasser- 3/day—feeblemind (DC 20), quickened
equal to that which the average party
ine, trouble is brewing. A noblewoman’s mass inflict moderate wounds (DC 21), level of your group deviates from 20.
parents lie dead, her brother is missing, quickened harm (DC 21), true seeing Reomove one of the advanced over-
and greedy creditors haunt her doorstep, 1/day—acid fog, unholy aura (DC 23) worms from event 1 and two from area
ready to steal away her ancestral home. Yet *10-point Power Attack A8. Remove four Kyuss knights from
in providing aid to this desperate woman, Abilities Str 44, Dex 14, Con 36, Int 12, Wis event 2, one lich from event 3, and one
the PCs unwittingly entangle themselves 26, Cha 21 vampire from event 3. In encounter A7,
in a sinister plot to spread madness across SQ negative energy affinity consider making Vulras more helpful,
the globe, a plot destined to send them to Feats Cleave, Hover, Improved or remove one of the vampire shadow-
the infamous pirate city of Scuttlecove, Critical (bite), Improved Initiative, dancers.
For Part Four, remove Hemriss, two
the notorious Isle of Dread, and deep into Multiattack, Power Attack, Quicken
broodfiends, four Kyuss knights, and
the Abyss itself. Look for the first install- Spell-Like Ability (mass inflict
one of the Blessed Angels. Consider
ment of Adventure Path III: Savage Tide moderate wounds, harm) making Lashonna an old dragon rather
to begin in issue #139 of Dungeon. Skills Concentration +38, Hide +19 (+29 in than a very old dragon. Reduce Mara-
mist), Knowledge (arcana) +26, Knowledge lee’s Hit Dice by 2–4. Aside from lower-
APPENDIX: NEW (religion +26), Knowledge (the planes) ing Kyuss’ character levels, you should
MONSTER +26, Listen +33, Move Silently +27, Sense do little to adjust his stats; this battle
Motive +33, Swim +42 should remain difficult even for lower
Broodfiend Environment any near Kyuss level groups.
An almost headless, grotesque mix of Organization solitary
worm, lizard, bat, and ape, this monstros- Treasure none energy. A day a�er exposure to this mist, a
ity has short clawed hind legs, a baggy Advancement 21–29 HD (Huge), 30–60 HD skeletal body rises as a free-willed skeleton,
belly, leathery wings, and boneless, tenta- (Gargantuan) while fresher corpses rise as zombies. A
clelike arms ending in teeth-filled mouths. Breath of Kyuss (Su) A broodfiend’s humanoid corpse affected by this mist
Between the beast’s shoulders gapes a large exhalations consist of rancid-smelling instead rises as a spawn of Kyuss. Corpses
smoking orifice surrounded by a writhing green-brown mist that quickly fills a 15- of creatures with 15 or more Hit Dice rise as
nest of tendrils. foot radius spread around the creature favored spawn of Kyuss.
at all times. If the broodfiend is slain, the Breath Weapon (Su) Once every 1d4 rounds,
Broodfiend CR 20 mist dissipates in a single round. Wind a broodfiend can exhale a 60-foot cone
Always NE Huge outsider (evil) conditions equal to or greater than strong of noxious gray-brown gas. All creatures
Init +6; Senses blindsight 90 �.; Listen +33, prevent the mist from forming as long as in this area take 15d10 points of acid
Spot +8 the wind conditions persist. damage (Reflex DC 35 halves). Additionally,
Aura breath of Kyuss (15-foot spread) Visibility within the mist is obscured, as if any creature caught in this gas becomes
Languages Abyssal, Common, Infernal by obscuring mist, granting all creatures poisoned unless he makes a DC 35
AC 39, touch 10, flat-footed 37 (–2 size, +2 within 5 feet concealment (20% miss Fortitude save. Failure results in 2d6 points
Dex, +29 natural); obscurement chance). Creatures farther away have of Strength damage; one minute later,
hp 385 (22 HD); fast healing 10; DR 15/silver total concealment (50% miss chance, and the victim must make a second DC 35
and good the attacker cannot use sight to locate Fortitude save to avoid taking another 2d6
Immune acid, death effects, mind-affecting the target). All living creatures (with the points of Strength damage. The save DCs
effects, paralysis, poison exception of broodfiends) within the mist’s are Constitution-based.
Resist cold 30, electricity 10, sonic 10; SR 30 spread must make a DC 34 Fortitude save Intelligence Drain (Su) Any creature bitten
Fort +26, Ref +15, Will +21 each round to avoid being nauseated for by a broodfiend automatically takes 1d8
Spd 30 �., fly 50 �. (average) that round. Once a creature makes this points of Intelligence drain. On a critical hit,
Melee* 2 bites +32 (3d6+32/19–20 plus 1d8 save, he becomes accustomed to the mist this increases to 2d8 points of Intelligence
Intelligence drain) and and cannot be affected by it until he leaves drain. A creature drained to 0 Intelligence
2 wings +30 (1d8+18) the area of effect and re-enters. is immediately slain, rising in 1d4 rounds
Space 15 �.; Reach 20 �. Dead bodies within the area of this mist as a favored spawn of Kyuss under the
Base Atk +22; Grp +47 quickly become saturated with necromantic broodfiend’s control. The favored spawn of

JUNE 2006 DUNGEON 83


DAWN OF A NEW AGE BY TITO LEATI

Kyuss template is detailed in issue #336 of maximized flame strike (DC 32), fell
Dragon; if you don’t have access to this drain harm (DC 35), greater spell
issue, the victim instead rises as a zombie. immunity, quickened inflict critical
Negative Energy Affinity (Ex) Negative energy wounds (DC 33), unholy aura (DC 35)
cures a broodfiend of damage as if it were 7th—blasphemy (2), destructionD (DC 36),
an undead creature. Likewise, healing ethereal jaunt, fell drain flame strike (DC
magic damages it as if it were undead. 32), quickened inflict serious wounds (DC
Rebuke Undead (Su) A broodfiend can 30), repulsion (DC 34), summon monster VII
rebuke and command undead as a cleric 6th—antilife shell, banishment, blade
of a level equal to its Hit Dice. barrier (DC 33), create undeadD, greater
dispel magic (3), harm (DC 35)
The substance of a broodfiend’s body is 5th—break enchantment, greater command
supernaturally malleable and resilient, (DC 32), dispel good, feeblemindD (DC 32),
almost as if it were a strange green- flame strike (DC 32), insect plague, mark of
brown metal that learned to mimic flesh. justice, slay living (DC 34), wall of stone (2)
Twenty feet tall and with a wingspan of 4th—air walk, dimensional anchor (2),
35 feet, the secret of their generation has dismissal (2), divine power, giant vermin,
always been closely guarded by the avola- poison (DC 31), spell immunity, unholy
kias, although this knowledge might blightD (DC 31)
have been passed to some necromancer AC 59, touch 51, flat-footed 52 (–2 size, +7 3rd—bestow curse (DC 32), blindness/
or other worshiper of Kyuss. Dex, +8 armor, +20 insight, +16 deflection) deafness (DC 32), contagionD (DC 30),
Broodfiends react only to immediate hp 660 (30 HD); DR 15/epic dispel magic (3), meld into stone, speak
threats and follow the orders of more Immune ability drain/damage, acid, cold, with dead (2), wind wall
intelligent servants of Kyuss. They are critical hits, death, disease, disintegration, 2nd—bear’s endurance, bull’s strength,
more likely to attack aerial targets than electricity, energy drain, flanking, mind death knellD (DC 31), hold person (3, DC
landbound ones, and prefer to attack affecting, paralysis, petrification, poison, 29), resist energy, shatter (DC 29), silence
creatures who can channel positive polymorph, sleep, sneak attack, stunning (DC 29), spiritual weapon
energy. A broodfiend’s tentacles have Resist fire 6; SR 40 1st (11/day)—command (3, DC 28),
prodigious reach, so the menace gener- Fort +34, Ref +23, Will +44 deathwatch, divine favor (2), doom (DC
ally tries to stay about 20 feet away from Spd 100 �. 28), obscuring mist, protection from
its enemies to avoid melee attacks. Their Melee Mace of Kyuss +37/+32/+27/+22 goodD, sanctuary (2, DC 28)
mouth attacks are always under the (4d6+29/×3 plus create spawn plus 2d6) and 0 (6/day)—guidance (6)
effect of greater magic fang—the benefits engulf +27 touch (special) D domain spell; Domains Corruption,
of this spell-like ability are included in Ranged worm +23 touch (create spawn) Death, Destruction, Evil
the stats above. Space 15 �.; Reach 15 �. Sorcerer Spells Known (CL 20th, 24th with
Base Atk +17; Grp +42 necromancy, +1 caster level for Evil spells)
APPENDIX 2: KYUSS Atk Options frightful presence (DC 41), 10th (3/day)—none (may cast
Kyuss is a towering giant whose flesh is made smite 1/day (+4 attack, +8 damage) metamagiced lower level spells using
of large green worms. His face is partially Special Atk death touch 1/day (8d6 damage), these 3 spell slots)
hidden by a ragged hood, but his eyes, red divine blast 19/day, ignore hardness 1/ 9th (8/day)—energy drain, imprisonment
and burning with malicious anger, are clearly day, rebuke undead 19/day (+21; 2d6+38) (DC 35), time stop
visible. He raises his writhing arms and utters Cleric Spells Favored (CL 20th, 24th with 8th (9/day)—horrid wilting (DC 36), mind
a terrible cry of triumph. necromancy, +1 caster level for Evil spells; blank, power word stun
+27 touch; +23 ranged touch) 7th (9/day)—banishment (DC 33), finger of
Kyuss 10th—quickened blade barrier (DC 33), death (DC 35), power word blind
Divine Rank 1 quickened fell drain inflict critical 6th (9/day)—circle of death (DC 34), greater
Male worm that walks cleric 8/sorcerer 8/ wounds (DC 33), quickened greater dispel magic, undeath to death (DC 34)
true necromancer 14 dispel magic, quickened harm (DC 35) 5th (9/day)—magic jar (DC 33), mind fog
CE Huge aberration (extraplanar) 9th—quickened flame strike (DC 32), gate, (DC 31), telekinesis (DC 33), wall of force
Epic Level Handbook 229, Libris Mortis 51 quickened greater command (DC 32), 4th (10/day)—bestow curse (DC 32),
Init +7 Senses blindsight 1 mile; Listen +38, quickened fell drain inflict serious wounds enervation, fear (DC 32), phantasmal
Spot +18 (DC 32), miracle (2), quickened slay living killer (DC 30)
Aura divinity (10 �. radius), zone of (DC 34), wail of the bansheeD (DC 38) 3rd (10/day)—fly, gentle repose, halt undead
desecration (140 �.) 8th—fell drain blade barrier (DC 33), (DC 31), vampiric touch
Languages All; remote communication earthquakeD, fire storm (DC 35), 2nd (10/day)—blindness/deafness (DC 30),

84 DUNGEON JUNE 2006


command undead, ghoul touch (DC 30), Spell, Quicken Spell, Spell Focus aura for one day. The save DC is Charisma-
mirror image, spectral hand (necromancy) based. This is a mind-affecting ability.
1st (10/day)—chill touch (DC 29), Skills Bluff +24, Concentration +48, Divine Blast (Su) As a standard action,
magic missile, obscuring mist, ray of Diplomacy +19, Hide +20, Knowledge Kyuss can create a ray of writhing
enfeeblement, shield (arcana) +48, Knowledge (religion) +48, worms to a range of one mile, making
0 (6/day)—acid splash, arcane mark, disrupt Knowledge (the planes) +33, Listen +38, a ranged touch attack to hit a target.
undead, ghost sound (DC 26), mage hand, Move Silently +28, Spellcra� +52 Creatures struck take 17d12 points of
mending, message, prestidigitation, touch Possessions Cowl of the Wormgod, Mace damage (this damage drops by 1d12 for
of fatigue (DC 28) of Kyuss every 2 points of Charisma Kyuss loses).
Deity Spell-Like Abilities (CL 11th, +23 Automatic Actions (Su) Kyuss can make Damage from this blast is not subject to
ranged touch) up to two skill checks per round as a damage reduction, energy resistance, or
At will—animate dead, befoul*, blasphemy, free action, provided the skill checks are other similar defenses. The divine blast
blindness/deafness (DC 29), cause fear associated in some way with the creation destroys any wall of force, prismatic wall,
(DC 28), contagion (DC 30), create of undead, worms, or decaying or or prismatic sphere it hits. The ray itself is
undead, create greater undead, death corrupting flesh. unaffected and can strike a target behind
knell (DC 29), death ward, desecrate, Create Magic Items (Su) Kyuss can create the wall of force or prismatic effect.
despoil* (DC 36), destruction (DC 34), magic items related to his portfolio Divine Rank 1 Kyuss does not automatically
disintegrate (DC 34), dispel good, doom without any requisite item feat, provided fail on a natural attack roll of 1, or on
(DC 28), earthquake, feeblemind (DC he possesses all other prerequisites for the a natural saving throw of 1. He gains a
32), harm (DC 33), implosion (DC 36), item. The item’s cost and creation time is divine bonus equal to his divine rank on
inflict critical wounds (DC 31), inflict unchanged, and cannot be worth more attack rolls, saving throws, skill checks,
light wounds (DC 28), insanity (DC 34), than 4,500 gp. When he creates magic arms ability checks, caster level checks, rebuke
magic circle against good, mass inflict and armor and wondrous items, the cost (in undead checks, and caster level for his
light wounds (DC 32), morality undone* gold and XP) and creation times are halved. divine spell-like abilities. All of Kyuss’
(DC 31), pox* (DC 33), protection from Create Spawn (Su) Once per round as a attacks are considered to be chaotic
good, shatter (DC 29), slay living (DC 32), free action, Kyuss can transfer a worm and evil for the purposes of damage
summon monster IX (evil creatures only), to an opponent whenever he hits with a reduction. Kyuss is not subject to death
unholy aura (DC 35), unholy blight (DC melee attack. Alternately, he may do so from massive damage, nor does he age,
31), wail of the banshee (DC 36) as a ranged touch attack, hurling a worm eat, sleep, or breathe.
*From Book of Vile Darkness at a foe up to 100 feet away. Each worm Engulf (Ex) Kyuss can choose to engulf any
True Necromancer Spell-Like Abilities (CL is a Fine vermin with AC 10 and 1 hit Large or smaller opponent; treat this as a
18th, +23 ranged touch) points that can be killed by damage or secondary attack. He must make a melee
2/day—create undead, create greater undead the touch of silver. On Kyuss’ next action, touch attack. If successful, the victim is
1/day—energy drain, horrid wilting (DC 24), the worm burrows into its host’s flesh. swallowed up and surrounded by Kyuss
wail of the banshee (DC 25) Natural armor is no defense against a worms, taking 20d10 points of damage and
Worm That Walks Spell-Like Abilities (CL burrowing worm. The worm burrows into 3d6 Intelligence drain. A successful DC 39
20th, +23 ranged touch) the victim’s brain immediately, where it Reflex save halves the damage taken and
1/day—animal growth, animal messenger, deals 2d4 points of Intelligence damage prevents the Intelligence drain. An engulfed
animal shapes, animal trance, creeping per round until it is either killed or it slays creature can escape being engulfed by taking
doom, energy drain, giant vermin, horrid its host (death occurs at 0 Intelligence). a full-round action to break free and move
wilting (DC 35), insect plague, summon A creature slain by a worm immediately up to half its speed away if desired, but can
swarm, summon nature’s ally (vermin rises as a favored spawn of Kyuss. do nothing else. Otherwise, each round
only), wail of the banshee (DC 35) Divine Aura (Ex) Any non-divine creature within the victim remains embraced, he takes
Abilities Str 42, Dex 24, Con 38, Int 38, Wis 10 feet of Kyuss must make a DC 27 Will another 20d10 points of damage and 3d6
44, Cha 42 save to resist his Divine Aura. Kyuss can Intelligence drain. A creature slain or reduced
SQ automatic actions, create magic items, reduce the radius of this emanation as a free to 0 Intelligence by this attack immediately
discorporate, necromantic prowess +4, action. He can choose any of the following transforms into a favored spawn of Kyuss (see
negative energy affinity, portfolio sense, effects to apply to his divine aura, and can Dragon #336). Kyuss can engulf only one
remote sensing, spontaneous casting, change them as a free action. He can daze target at a time, regardless of the target’s size.
summon familiar, teleportation affected beings, cause them to become Familiar Kyuss can treat any of his undead
Feats Corpsecra�er, Cra� Magic Arms and shaken (or frightened), or he can impart a spawn, monstrous worms, or avolakia as his
Armor, Cra� Wondrous Item, Destruction +4 morale bonus on attack rolls, saves, and familiar, as long as that creature is within
Retribution, Extend Spell, Fell Drain, checks to his allies while his enemies receive a mile. This applies to only one creature at
Greater Spell Focus (necromancy), a –4 penalty on the same. A character who a time, but Kyuss can switch between one
Improved Spell Capacity (2), Maximize makes this save is immune to Kyuss’ divine creature and another instantaneously.

JUNE 2006 DUNGEON 85


DAWN OF A NEW AGE BY TITO LEATI

Fell Drain sensory information about the event until


A fell draining spell bestows a negative he uses remote sensing to observe it.
level on any creature it deals damage Remote Communication (Su) As a standard
to. These negative levels vanish a�er a
action, Kyuss can speak to any of his
number of hours equal to your caster
worshipers or to any other creature
level (maximum 15). A fell draining
spell uses up a spell slot two levels within a mile of where he can use remote
higher than the spell’s actual level. sensing. This can be a telepathic message
only one creature can hear or a great
booming voice. All characters who receive
Kyuss’ Artifacts
these communications find their ears, hair,
These two artifacts have been associ-
and clothes to be suddenly infested with
ated with Kyuss since his transforma-
tion into a god. A character who claims disgusting (but harmless) green worms.
either as his own finds himself slowly This ability can cross planar boundaries.
changing alignment to neutral evil, Remote Sensing (Su) As a standard action,
and eventually becomes convinced he Kyuss can perceive everything within
is Kyuss himself. a radius of one mile around any of his
Cowl of the Wormgod: This ragged worshipers, holy sites, or other objects or
brown robe grants a +6 enhancement locales sacred to him. He may also center
bonus to the wearer’s Intelligence, Wis- this supernatural effect on any place where
dom, and Charisma scores, a +5 resis- someone speaks his name, for up to 1 hour
tance bonus to all saving throws, and a
a�er the name is spoken, and at any location
+8 armor bonus to armor class.
when an event related to the creation of
Mace of Kyuss: This dreadful
weapon functions as a +5 vorpal unholy undead, decaying bodies, worms, or unholy
vicious executioner’s mace. corruption of the flesh occurs. This ability
can cross planes and penetrate any mortal
barrier, but cannot penetrate areas blocked
Frightful Presence (Su) When Kyuss engulfs a by more powerful deities. Remote sensing
victim, witnesses must make a DC 41 Will is not fooled by misdirection, nondetection, or
save. Those who make the save are shaken. similar spells, and does not create a magical
Those who fail by 5 or fewer points are sensor that other creatures can detect. Kyuss
frightened. Those who fail by 6 to 10 points can still sense what’s going on nearby when
are panicked. Those who fail by 11 or more he uses this ability, and may observe up to
points are cowering. All of these conditions two remote locations at once.
last for 1d4 rounds. Those who have already Spontaneous Casting (Ex) Kyuss can
seen the engulf attack gain a +5 bonus spontaneously cast any cleric spell. His
on the save, but the current victim of the prepared cleric spells are still listed above,
engulf attack take a –5 penalty on this save. in the event that he drops to divine rank 0
Ignore Hardness (Ex) Once a day , Kyuss can (and thus may only cast prepared spells).
attack an object and ignore its hardness rating. Teleportation (Sp) Outside of Manzorian’s
Necromantic Prowess (Ex) Kyuss’s effective dimensional lock, Kyuss can use greater teleport
caster level gains a +4 bonus when he as a spell-like ability at will, at caster level
rebukes undead, casts a necromancy spell, 20th. He can transport up to 100 pounds of
or uses a spell-like ability that mimics a objects with him when he teleports.
necromancy spell. Zone of Desecration (Su) Kyuss exudes
Negative Energy Affinity (Ex) Negative energy a 140-foot-radius zone identical to the
cures Kyuss of damage as if he were an effects of desecrate, except that it affects
undead creature. Likewise, healing magic only allied undead. D
damages him as if he were undead.
Portfolio Sense (Su) Kyuss automatically Tito Leati lives, works, and teaches Italian in
senses any event related to the creation of Ireland. His response to learning his adventures
undead, worms, decay, or the corruption have been translated back to his native tongue
of flesh that involves one thousand or for the Italian translation of Dungeon is as fol-
more people. When he senses such lows: “As with many exiled Italians from history,
events, he merely knows that the event is my countrymen are finally starting to appreciate
occurring and where it is; he receives no me now that I’m not there anymore.”

86 DUNGEON JUNE 2006


DAWN OF A NEW AGE
by Tito Leati
Alhaster is in flames, choking on the poi-
son mists of the Wormgod’s first tentative
breaths on the Material Plane. The Age of
Worms has begun, and unless the PCs can
kill a god, this new age will be dark indeed.
An Age of Worms Adventure Path finale
scenario for 20th-level characters.

Joachim Barrum

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10 DUNGEON 135 Supplement Permission to photocopy for personal use only. All rights reserved.
Key Locations in Alhaster
Lashonna’s Dungeon
(Areas A1-15)

The Wormgod’s
Tower
(Areas B1-10)

Greenish Mist

Robert Lazzaretti

Robert Lazzaretti

Dungeon #135 Map & Handout Supplement © 2006 Wizards of the Coast, Inc.
11 DUNGEON 135 Supplement Permission to photocopy for personal use only. All rights reserved.
Under Alahaster
A7

A5b
N

A2
A5a
w e

A1
s

A9 A8 A4
A3
A5c

A10
A6 A12

A15
A11
A13 One square = 10 feet
A14

Robert Lazzaretti

Robert Lazzaretti

Dungeon #135 Map & Handout Supplement © 2006 Wizards of the Coast, Inc.
12 DUNGEON 135 Supplement Permission to photocopy for personal use only. All rights reserved.
Broodfiend

Eva Widermann

Maralee

Eva Widermann

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13 DUNGEON 135 Supplement Permission to photocopy for personal use only. All rights reserved.
Vulras

Prince Zeech

Eva Widermann

Eva Widermann

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Steve Prescott

Steve Prescott

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15 DUNGEON 135 Supplement Permission to photocopy for personal use only. All rights reserved.
The Wormgod’s Tower
B1d

B7

B1c B1a B8

N
B1b

Base of the Tower Base of the Spire


(at ground level) w e (150 ft height)

B3 s

B4 B9

Second Tier of the Tower Typical Section of the Spire


(50 ft height) (lowermost of 12 levels)

B5

B10
B6

Third Tier of the Tower Top View


(100 ft height)

Robert Lazzaretti

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Robert Lazzaretti

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17 DUNGEON 135 Supplement Permission to photocopy for personal use only. All rights reserved.
RUNNING “DAWN OF A NEW AGE” IN THE FORGOTTEN REALMS
by Eric L. Boyd

Conversion notes for Agath Harpell (Agath


of Thrunch), Bane (Hextor), djinni (vaati),
Kelemvor (Wee Jas), Longsaddle (Magepoint),
Malchor Harpell (Manzorian), Mintarn
(Alhaster), Myrkul (Vecna), Shattered Scepter
of Calim (Rod of Seven Parts), and Tempus
(Kord) have already been mentioned in con-
version sidebars for earlier adventures in the
adventure path.

Tomb of Horrors
The Tomb of Horrors lies in the depths of the
Marsh of Chelimber (Vast Swamp).

Jergal’s Plot
As noted earlier, the Realms conversion of
the Age of Worms has a meta-plot, touched
on most strongly in the Realms conversion of
“The Spire of Long Shadows.” As this adven-
ture begins and the PCs return to Longsad-
dle, have Malchor Harpell inform them of
two disturbing reports. In the waters off the
coast of Waterdeep, a colossal undead crea-
ture, infested with green worms, has formed
from the dust of Myrkul’s avatar, which for-
merly littered the sea floor west of Mount
Waterdeep. Downstream of Boareskyr Bridge,
a colossal water elemental dripping with
green worms, has formed from the eternally
poisoned waters downstream of Boareskyr
Bridge. Both avatars are leaving wide swaths
of death and destruction in their wake. Mal-
chor Harpell does not know how these mani-
festations tie in to the return of the Worm-
god, but the PC who received the secondary
visions in “The Spire of Long Shadows” likely
has a very good idea.

What If They Fail?


If the PCs fail to slay Kyuss, the Age of Worms
unfolds as outlined in the adventure. How-
ever, reports soon surface that followers of
Bane, Bhaal, and Myrkul have begun openly
serving the Wormgod. If you continue the
campaign, the church of Bane grows in power
in strength, while the churches of Bhaal and
Myrkul undergo a rapid resurgence. The
churches of other gods begin to fade, as their
followers abandon them in droves. A�er sev-
eral months, the four churches begin to speak
of Jergal as the Overgod of Death. The church
of Jergal begins to grow rapidly, and Bane,
Bhaal, Kyuss, and Myrkul are openly referred
to as his Four Horsemen. The Age of Worms
consumes the Forgotten Realms.

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RUNNING “DAWN OF A NEW AGE” IN EBERRON
by Keith Baker

“Dawn of a New Age” is the final chapter in Wormgod and defeat him. So Manzorian can
the Age of Worms. The Lords of Dust stand support the PCs: but the adventurers are the
on the verge of victory, as the Wormgod— heroes destined to face this challenge, and in
the union of the necromancer Kyuss and the the end, they must stand alone.
overlord Katashka—is finally released onto
the world. A Clerical Dispute
As it is the culmination of all that has gone The conversion notes for “The Prince of Red-
before, little direct conversion needs to be hand” equated Dol Dorn to Kord, and the
done; DMs should refer to the previous con- Deep Brethren—a pirate faith combining
version notes, especially the sidebar for “The the worship of the Devourer and the Mock-
Prince of Redhand.” However, there are a few ery—to the Church of Hextor. The priest-
important things to consider. hood of Wee Jas should be replaced with the
Watchful Rest, a sect that reveres Aureon and
the Keeper. Followers of the Watchful Rest
Epic Power believe that the Keeper claims the souls of
In the Eberron Campaign Setting, characters heroes and preserves them for a great con-
of epic power are rare. Beings with this level flict that lies ahead. High Priestess Almerah
of power exist, but they are mostly dragons, Kosen takes this a step farther and claims that
outsiders, and other creatures who stay hid- she can obtain the favor of the Keeper (and
den in the shadows. As the PCs rise to 20th- sanctuary from the oblivion of Dolurrh) for
level and above, they are taking their place those that make suitable offerings. As such,
among the legends of Khorvaire. This has no her mercenary behavior in this dispute is
mechanical impact on the adventure; it’s sim- fairly typical.
ply a matter of presentation. Common folk
will be rightfully awed by the powers wielded
by the PCs. Ninth-level spells, artifacts—these The Death of Kyuss
are things people know only from legends, As an overlord, Katashka cannot be killed, but
and the sight of a meteor swarm should Kyuss—his anchor to the mortal plane—can
inspire awe and amazement. The DM should be. When Kyuss is killed and the monolith
emphasize the truly heroic stature of the PCs, destroyed, Katashka’s essence returns to its
and the fact that they are carving out a place dragonshard prison deep beneath the earth,
in history with their actions. where he was bound in the Age of Demons.
He may yet rise again; perhaps Lashonna
will become his new avatar in the next mil-
Manzorian and his Chamber lennium. In any case, while the overlord
As mentioned in the conversion notes for “The Katashka cannot be destroyed, Kyuss can be
Champion’s Belt,” Manzorian is a dragon and slain, and that is sufficient to end the Age of
agent of the Chamber, a representative of the Worms.
mighty nations of Argonnessen. It is possible
that he will reveal his allegiance, or that PCs
Aftermath
will determine his true nature through magic
Previous conversion notes have placed
or cunning. If this comes to pass, PCs may
Redhand in the Lhazaar Principalities. The
rightfully ask why the dragons don’t bring
contest of champions has precedent in the
the full force of Argonnessen to bear against
politics of the Principalities, and with their
the rise of the Wormgod. Manzorian replies
epic power, the PCs should have little trouble
that the affairs of dragons are never easy to
securing their claim… especially given the
understand. The Chamber has debated the
gratitude of the common folk toward their
matter, studying the tangled threads of the
saviors. The adventurers will have to learn the
Draconic Prophecy, and by majority vote has
political currents of the Principalities. They
decided to let the Age of Worms come to pass.
will find a new game afoot, where they may be
It will cause terror and devastation among
on an equal footing with Kaius and Boranel
the nations of Khorvaire, but centuries from
and approached by the emissaries of dragon-
now, it will produce an outcome many of
marked houses and Inspired ambassadors.
the dragons see as desirable, and worth the
It’s not a life for every adventurer, but it is
loss. Manzorian is one of the few dissent-
a chance to explore a new side of Eberron.
ers. He believes that there is another path to
And should the Last War begin once more,
the future the dragons seek… but it can only
every king will want the heroes of Redhand
come to pass if the PCs personally face the
at his side!

Dungeon #135 Map & Handout Supplement © 2006 Wizards of the Coast, Inc.
19 DUNGEON 135 Supplement Permission to photocopy for personal use only. All rights reserved.
Chris West

Dungeon #135 Map & Handout Supplement © 2006 Wizards of the Coast, Inc.
20 DUNGEON 135 Supplement Permission to photocopy for personal use only. All rights reserved.

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