Professional Documents
Culture Documents
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
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
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
(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
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.
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.
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.
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.
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.
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.
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
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
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.
9
8
15
W E
5
S
6 7
13
3
4 14
12 17
2 18
by Peter Bergting
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,
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
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
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.”
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.
Joachim Barrum
Steve Prescott
Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Steve Prescott
Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Y B
O I
R V
N N
W E W E
to area
7
S S
6 4 5
2 3
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One square = 5 feet
Robert Lazzaretti
E
N S
W
Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
16 17
18
S S
E W E W
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N N
21 20
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24C 24D
24E
24A 24B
24
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side view
23
N The True N
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Tomb
W W
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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.
Wind Warrior
Eva Widermann
Eva Widermann
Land Farmstead
To Diamond
Lake
To Family
Graveyard
E E
N S N S
W W
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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.
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10 9
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5 4
Filge
7 6
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3 1
N 1st Floor
W E
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.
Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
BY ERIK MONA
BY CHAD DU LAC & JIM ZUBKAVICH
BY ROBERT LAZZARETTI
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
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
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
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
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.
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.
Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Kullen
Allustan
Dungeon #124 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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
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.
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
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
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
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
14. Descent
5 ft. into the Dark (EL 4)
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
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.
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.
21. Temple to
Erythnul (EL 6)
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
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
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.
HANDOUT #1
HANDOUT #2
Joachim Barrum
THE THREE
FACES OF EVIL
By Mike Mearls
Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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.
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.
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.
KK
13
A
G
18
14
17
15
16
One square = 5 feet
Grimlock
Cavern 19
up
18
20
down
N 21
Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
11
7
2 4
3
Dark
Cathedral Area
22
Area Area
12 2
elevator
Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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
Robert Lazzaretti
Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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
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.
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
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,
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
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.
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.
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.
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
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
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.
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.
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.
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)
Joachim Barrum
ENCOUNTER AT
BLACKWALL KEEP
by Sean K Reynolds
Dungeon #126 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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Marzena
Eva Widermann
Eva Widermann
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6e
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6b N
7
8
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Robert Lazzaretti
Robert Lazzaretti
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Steve Prescott
Dungeon #126 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Eva Widermann
Shukak
Eva Widermann
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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
Dungeon #126 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
RUNNING “ENCOUNTER AT
BLACKWALL KEEP” IN EBERRON
by Keith Baker
Dungeon #126 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Dungeon #126 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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
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
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.
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
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
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”).
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
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
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.
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
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
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
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
Joachim Barrum
THE HALL OF
HARSH REFLECTIONS
by Jason Bulmahn
Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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.
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
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.
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
Robert Lazzaretti
Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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.
Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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.
Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Hiveblood
Ettin
Jason Engle
Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Jason Engle
Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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
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.
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
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
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
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
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.
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.
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
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.
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
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.
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.
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
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.
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).
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
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
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.
Joachim Barrum
Dungeon #128 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Ekaym
Smallcask
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.
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.
Dungeon #128 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Robert Lazzaretti
Dungeon #128 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Dungeon #128 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Dungeon #128 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Dungeon #128 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Dungeon #128 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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.
BY RICHARD PETT
BY MATT DIXON
BY ROBERT LAZZARETTI
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
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,
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
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.
Ermelda
Webb
Mat Dixon
Mat Dixon
Dungeon #128 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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
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
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
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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-
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.
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
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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,
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
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
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
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
�
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.
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
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
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
Joachim Barrum
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Steve Prescott
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Sword of Aaqa
and Lightning
Sword
Eva Widermanna
Eva Widermann
Eva Widermanna
Dungeon #129 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Eva Widermann
Fragment of the
Rod of Seven parts
Eva Widermann
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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.
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.
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
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
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.
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.
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.
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.
of Kyuss
Ground Level
3
1 2
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.
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.
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.
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
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.
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.
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
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.
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
Joachim Barrum
Dungeon #130 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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.
Steve Prescott
Dungeon #130 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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.
Robert Lazzaretti
Ziggurat of Kyuss
Dungeon #130 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Robert Lazzaretti
N
Ziggurat 4
of Kyuss
Ground Level
3
1 2
Robert Lazzaretti
Dungeon #130 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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.
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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Dungeon #130 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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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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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Dungeon #130 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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
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
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-
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
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
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
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
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.
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.
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.
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
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
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-
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
Joachim Barrum
Dungeon #131 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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.
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.
Kilraven
Eva Widermann
Eva Widermann
Mariss Quemp
Montague Marat
Dungeon #131 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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.
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Robert Lazzaretti Robert Lazzaretti
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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.
Alhaster
BY RICHARD PETT
BY ERIC DESCHAMPS, CHAD DULAC AND UDON STUDIOS WITH HERBERT KWAN AND KEVIN YAN
BY ROBERT LAZZARETTI
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
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,
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
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
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)
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-
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.
BACKDROP: ALHASTER
by Richard Pett
Eric Deschamps
Dungeon #131 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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.
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
Dungeon #131 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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.
Dungeon #131 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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
Dungeon #131 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
Dungeon #131 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.
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
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
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
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
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.
N M6
M4
M5
M2
M3
M1
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.
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.
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
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.
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
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
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
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
Joachim Barrum
Dungeon #132 Map & Handout Supplement © 2006 Wizards of the Coast, Inc.
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
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
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
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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.)
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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RUNNING THE LIBRARY OF LAST RESORT IN EBERRON
by Keith Baker
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27 DUNGEON 132 Supplement Permission to photocopy for personal use only. All rights reserved.
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
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-
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
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
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
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.
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-
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-
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.
7
8
Main Level
1
T N
6
2
3
4 5
to area
9
10 ft.
10 ft.
20 ft. 9
90 ft.
10
Crawler Caverns
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
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
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
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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
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
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
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.”
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
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!
Joachim Barrum
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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
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Robert Lazzaretti
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15 DUNGEON 133 Supplement Permission to photocopy for personal use only. All rights reserved.
Steve Prescott
Steve Prescott
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Brazzemal the Burning
Eva Widermann
Kagro Thundersmiter
Dragotha’s Phylactery
Eva Widermann
Eva Widermann
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Vercinabex Tor
Raam
Eva Widermann
Ominous Fabler
Eva Widermann
Eva Widermann
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Upper Level
7
8
Main Level
1
T N
6
2
3
4 5
to area
9
10 ft.
10 ft.
20 ft. 9
90 ft.
10
Crawler Caverns
Robert Lazzaretti
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19 DUNGEON 133 Supplement Permission to photocopy for personal use only. All rights reserved.
Robert Lazzaretti
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Citadel of the Weeping Dragons
Second Level
T
S
S
3 First Level
Overview
Robert Lazzaretti
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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
23
26
24
25
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Robert Lazzaretti
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Robert Lazzaretti
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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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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
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.
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
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.
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,
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
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
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
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-
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
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
S
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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-
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-
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)
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.
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
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
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
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
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
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
2
3
1
6
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24 DUNGEON 134 Supplement Permission to photocopy for personal use only. All rights reserved.
The Tabernacle of Worms
21
16 S
17 22
S
S
S
18
20 19
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
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
Eva Widermann
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WANDERING MONSTERS IN THE WORMCRAWL FISSURE
by James Jacobs
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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
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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30 DUNGEON 134 Supplement Permission to photocopy for personal use only. All rights reserved.
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.
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WORMFOOD’S “GATING IN THE HEAVY HITTERS” IN THE FORGOTTEN
REALMS
by Eric L. Boyd
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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
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.
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.
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
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
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”
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
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
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.
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.”
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-
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
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.
B7
B1c B1a B8
N
B1b
B3 s
B4 B9
B5
B10
B6
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
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.
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)
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
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.
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),
Joachim Barrum
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Key Locations in Alhaster
Lashonna’s Dungeon
(Areas A1-15)
The Wormgod’s
Tower
(Areas B1-10)
Greenish Mist
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Robert Lazzaretti
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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
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Broodfiend
Eva Widermann
Maralee
Eva Widermann
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Vulras
Prince Zeech
Eva Widermann
Eva Widermann
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Steve Prescott
Steve Prescott
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The Wormgod’s Tower
B1d
B7
B1c B1a B8
N
B1b
B3 s
B4 B9
B5
B10
B6
Robert Lazzaretti
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Robert Lazzaretti
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RUNNING “DAWN OF A NEW AGE” IN THE FORGOTTEN REALMS
by Eric L. Boyd
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.
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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!
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Chris West
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