Bvacuating Drellin’s Ferry: Ifthe PCsmanaged to convince
the leaders of Drellns Ferry evacuate town before the horde
reached them, award them 3 VP.
Busting Road Blockade: There are two rosd blockades to
be taken cae of in Pat I. For each one the PCs successfully
eliminated, award them 1 VE
Delivering the Cold: Ifthe PCs sent the mercenaries gold
offto the Hammerfist Holds, the presence ofthe dwarfcompany
iscrucials award chem 4 VB
Titi Kitor Alliance: Gaining the aid ofthe Titi Kitr elves
isa major victory forthe PCs, since it not only bolsters the
defenders’ strength ti also gives Brindol an effective arial
force. Te alliance is worth § VE
Disrupting the Hatchery: Ifthe PCs destroyed sll che eggs
in the hatchery at Rhest in Par I, they eliminate a powerful
_group of monsters tha could have browght the horde’ signif
Cant advantage Thisis worth 2VP.
Disrupting Ghostlord Alliance: By removing the Ghost
lords support from the horde, the PCs scote a major victory
against the Red Hand, who had hoped to rely on the Ghost
lords fearsome undead to break Brindols morale. This is worth
SVR.
Exposing Miha: Although she's only one person, Miba
Serani can do lo of damage i she is allowed to escape. the
Cs caught or killed her, award them 2 VP.
‘Audience with the Defense Council: fall the PCs made
the DC20 Diplomacy check during phaseone of their audience
toimpressthe members ofthe Defense Council awaed the group
ave,
Ifthe PCs convinced the Defense Council to place troops
behind the cty wall and avoid conflict in the open farroland
surrounding Brinda, award them 3 VP.
the PCs brought up the subject ofhow o defend Brindolin
the event that the city walls ae breached, award them 1 VE.
If the PCs convinced the Defense Council to station the
cleris in the Cathedral of Pelor award them 2 VE.
Ifthe PCs convinced the Defense Council thatthe third tele-
pathic bond should got Captain Uiverth or Sellyra Stasinges
svvaed them 1 VE
Disrupting Hill Giant Battery: Ifthe FCs prevented the
bil giants from breaching the city wall near thesouth gate they
force the horde to mount its invasion feom only one point. This,
is worth 2 VB
Putting out the Fires: Ifthe PCscontained the fies started
by Abithrian they earn 2 VP.
Holding the Dawn Way: 1f the PCs managed to hold the
Dawa Way against wae after wave of attackers, they prevent
the horde from overrunning the whole ity. This fest worth
ave,
Catching the Sniper: Killing or capturing the assassin
who struck down Lord Jarmaath improves troop morale This
is worth 2 VP. Merely driving Skather off does not gain any
ve award
Killing Commanders: There ae eight commanders (four
\Wyrmlors and four dragons or dragonkind) that the PCs can
take down during Parts HIV. Each one ofthese commanders
slain or capeured grants a corresponding VP award.
‘Wyemlord Kharn:8 VP.
Wyrmlord Stormealler: 6 VP.
‘Wyrmlord Searvith:4 VE.
Wyrmlord Koth:2 VP
Abithriax: 4 VP.
Varanthian: 3 VP,
‘Regiarix: 2 VP.
Ozyrrandion: 1 VP.
VICTORY!
the PCsaccurmulsted 40or more Victory Points, the hobgoblin
horde doesn't recover. After they flee Brindal, che monsters
break up into warbands and scatter into the surrounding
countryside. Skirmishes break out here and there over the
next several days, but these are nothing thatthe Lion Guard
cant handle.
Lord Jarmaach, recovering from his wounds, invites the PCs
and the other key members ofthe Defense Council o a great
victory celebration the day after the Batle of Brindol. This day
of celebration begins with arousing speech by Lord Jarmaath
in Cathedral Square, where he publicly thanks the PCs each
by name. Take the time to play this scene out, and make sure
tocall outa couple of key actions of bravery or even luck that
each PC displayed during the battle. Without the PCs’ help,
bundredsof people would now be dead andall of Brindol would
be aflame.
After this public speech, atited Lord Jarmaath asks the PCs
toreturn with him to Brindol Keep. Grim news has reached his
ears, and he needs to call upon the PCs one last time, Proceed
‘with Part V.
DEFEAT!
Ifthe PCs have earned less than 40 Victory Points all might
not be lost Lord Jarmaath remains unconscious, and Lady Kaal,
after consulting with the remains of the Defense Council,
decides to take advantage ofthe temporary reprieve granted by
\Wyrmlord Khara's death to abandon the city. A small band of
brave soldiers (under the command of the NPC of your choice)
‘volunteer to remain behind and do whet they can to old off
the horde alittle longer, while the rest gather their wounded
and flee along the Dawn Way towatd Dennovat
If the PCs have come close to 40 Victory Points, they might
beable to save Brindol. The horde takes 1d441 hous to regroup
and attacks in he last dark hours before dawn, Ifthe PCs can
‘manage to kill enough of the named commanders to put their
‘Victory Point total above 40, the horde breaks and Brindol is
saved. On the other hand, if their total ist less than 40 points
even after they kill all the commanders present, then there's
nothing they can do,
In this case the horde invades again and puts Brindol tothe
torch. The Cathedral of Ploris razed and Brindol Keep is looted.
‘The one thing that saves those who decide to lee to Dennovar
is the fact chat the horde takes afew days to plunder and torch
the city before continuing its westward march,
‘Lord Jarmaath contacts the PCs and thanks them for their id,
but he is unable to hide the bitterness and despair in his woe.
‘There is no ceremony, and this meeting is rushed and prob:
ably conducted from a sickbed as clerics tend to their leader's
poisoned wound, Yet before he and his soldiers abandon their
home, he asks the PCs to stay ait. He has learned something
new... Something dire He has earned that what they have seen,
so far is little more than an advance scout for the true horde.
Proceed with Part V.‘Part TV; the PCs finally gotthe chance tofaceoffagainst
the Red Hand horde. They might have managed totura
back the hobgoblins,or they might have been forced
to abandon Brindol in shame and defeat, Inthe former
‘ase,one step remains to ensure that the hobgoblin host
does not return. Inthe lattes, one lat desperate chance exist 0
Fane of Tiamat
~ Lower Fane
ToUpper Fane
ons10, COUNCIL CHAMBER
Light: None
Creatures: None
“The walls ofthis chamber are decorated with intricate bas-relief seul
tures of dozensofdragonssavaging an idylic countryside. Towns burn,
people dic, and dragons eed with abandon. A lage wooden table fills
the center of the roomy, surrounded by a half-dozen padded chats.
‘Anatt Kul uses this room to meet with his Wyrmlords or war
priests to discuss matters relating tothe wer, There is currently
nothing of incerest in here.
A character who makes a DC 10 Knowledge (local) check
recognizes the terrain depicted in the bas-eliefs on the walls
as Elsi Vale
1, GREAT TEMPLE OF TIAMAT CEL 11)
Light: Shadowy (candlelight)
Creatures: Five wyverns.
This avernouschamiber'itby the flickering illumination ofhundreds
of ed, blue, green black, and whit candlesfited into nichesal along
the walls or into candle-hlders axed tothe sides ofthe long pews
that line the southern half ofthe room. The eling vaults fo a height
of what looks tobe nearly ssty fet, but ats hand to tl for sure due
fo the hundneds of dangling leather strands festooned with sales and
claws. These grim decorations clatter and ts sfly om faint brezes,
Fhanging in paces down fo jus ten fr off the ground.
‘The northern half ofthe room is raised five feet chove the floor
of the southern half a short flight of stairs fo the eas leads up to
this area The raised area is dominated by a large stone altar. Stony
Aragon heads rise up like the curling fingers of an upturned palm
around the alta, which itself is stained, scorched, and pitted. To
either side of the altar stands a twelve-foot-tall stone statue of
five-headed dragon, her leering heads snaking down to look at the
alla as fim curiosity. Each slatue has «long tel thal ends in a
hooked stinger
ive large alcoves twenty fet off the ground overlook the north
vm halfof the room; there seems tobe no easy way of reaching these
Tofty perches
‘This impressive chamber is the grand temple of Tiamat, the
place where a lucky few among the Kulkor Zhul were allowed
tovisit once a week for services. During these services, the five
dragonsand dragonkind allied with the Red Hand (Tyrgarun,
Varanthian, Abithriax, Regiarix, and O7yrrandion) would enter
land perch on the aleoves to observe while Azazt Kul delivered
terrific sermons on the weak nature of humanity. These sermons
invariably ended in the sacrifice of several living creatures on
the altsr—typically goblins and hobgoblins from rival tribes,
‘but on special oceasions humans, elves,and the like, snatched
from their homes in Elsir Vale.
‘The candles in this room each bear a separate continual flame
spell, placed upon them over the course of several weeks by
[Azarr Kal’ clergy. Hobgoblins have derision, ofcourse, but
Aaart Kul preferred to have illumination here, since it allows
‘worshipers to view the five sacred colors of the Chromatic
Dragon's minions,
‘Thealear stone has received an unhellow spell rom Azarr Kul
“The effect ofthe spell fils this entire chamber and is linked t0
‘a constant invisibility purge eect.
Creatures: Five wyverns guard this chamber, creatures
befriended by Azarr Kuland given leave ro consume the bodies
leftover ftom the sacrifices. The wyverns dwell inthe alcoves,
keeping tothe back during sermons. The creatures aren't par
ticularly bright, bur they ae loyal to Azarr Kul and recognize
intruders when they see them,
‘Wyverns (5): hp 59 each (MM 259).
12. CAVERN OF THE GUARDIAN
SPAWN CEL 12)
Light: None.
Greatures: Three greenspawn razorfiends.
The air in this large caver scold are smell musty, Thick carpets
of pallid fungus grow around the stalagmites that cover the floor of
thiscave and razorsharp stalactites hag from the ceiling above. The
aves flaar has thee tiers, each rising ive feet above the one before
it The cen slopes upward tthe north aswell, never reaching
height of more than twenty et. To the for north a fifeen-oot-wide
passageway continues north, To the soul, a massive, irregular pt
yawns into darkness,
This large cavern was once the lair ofa powerful white wyrm
that served the ancient Tiamat cult that predated the Kulkor
‘Zbul, The thick stalactites and fungus that clutter the floor
of this cavern count as difficult terrain (PH 148). The tiers
each rise 5 feet and require a DC 15 Climb check to climb
‘up any Small or larger creature can drop down from one tier
to lower one with ease). The pit to the south is a vertical
shafe that plunges 200 feet into a cold, lightless cave. Any
creature that falls into the pit rakes 20d points of damage
from the fall. The wall of the pit can be climbed with a DC
20 Climb check
Creatures: This cavern is guarded by three greenspawn
razorfiends that Azarr Kul has managed to pull into the Mate-
rial Plane using the summoning room (area 15). Despite their
bestial appearance, the razorfiends are quite intelligent and
use the terrain hereto their advantage. Azarr Kul has promised
them a chance to join the horde soon, but razorfiends aren't
known for their patience, and chese three are growing restless.
The entry of the PCs should be just the thing to relieve their
pent-up bloodlust
Greenspawn Razorfiends (3): hp 95 each (see page 119)
‘Tactics: The razorfiends lurk in the fields of stalagmites
on the second tier, thei spiny scales and hooked killing arms
helping them blend in solongasthey remain motionless. They
wait for @ PC to come within reach before attacking, o for a
PC tory to clamber up tothe third tier. The razorfiends focus
theirattentions on one target ata time if they can, using thelr
‘breath weapons on creatures in groups if they get a chance.
‘They understand the value adventurers place on their gear
and also understand thet an adventurer without her wespon,
isan easier kill, Asa result, they use their wingblade attacks
cach round to attempt to sunder weapons and shields. These
perticular greenspav have the Improved Sunder and Power
Attack feats rather than Dodge and Mobility so they do not
provoke attacks of opportunity when attempting to sunder an
opponent's weapon,
“The razorfiends pursue fleeing characters who try to escape
tothe north, but not those who retreat tothe south back toward
area.13, OUTER SANCTUM (EL 12)
Light: Bright (equivalent of sunrod emitting from the five
éragon heads).
Creatures: Seven hobgoblins, four wraiths
‘This is the outer sanctum ofthe Fane, a place where cleries
of Tiamat can come to focus their divine magic and amplify
it up into the altar in the inner sanctum above. This altar
{and the corresponding one in area 17) are minor artifacts
created hundreds of years ago by the original cult of Tiamat
that dwelt here. With these altars, the clerics could combine
their spelleasting powers and achieve works far greater than
any of them could alone. Unfortunately for the PCs, the altar
works only for worshipers of Tiamat. Any other cleric who
attempts touseetheraltartoaugment her spelleasting powers
must make 2 DC 25 Will save or be slain by blasts of fire, ie,
lightning, and acid. Success on the save indicates the cleric
fs stunned for 3d¢ rounds.
The shaft to the north rises 100 feet into the Fane’s inner
sanctum (area 17) Azatr Kul typically uses air walk to aecess
the inner sanctum: the walls of te shaft are polished smooth
and impossible to climb without magic or a rope secured
from above
‘Azazt Kul has cast an unhallow spel onthe altar; its effect
fils the entire chamber. It also provides the effec of an aid
spell to any worshipers of Tiamat in the room. The extra bit
points granted by this spell are incorporated into the creature
hit point totals given below.
Creatures: Seven of Azarr Kul’ cleris are here, focusing
theirdivine power into the altar to help focus and augment Arar
Kull work in area 17 above. The wo warprests stand back to
backon the center pedestal, while the five Doom Hand clerics
«each stand at the base ofthe five dragon heads oa the pedestals
second tier.
‘Aso present inthe room ae four wraiths, the unguiet spirits
offour cultists who once dwel inthis Fane. Azarr Kulhas come
ton accord with these spirits—they remain and guard the
outer sanctum, and he does not command them to walk into
the sunlight, which would cause chem intense pai.
Doom Hand Warpriests (2): hp 82 each (see page 118)
Doom Hand Clerics (5): hp 39 each (see page 18)
‘Wraiths (4): bp 47 each (MM 258).
‘Tactics: The seven clerics are enraptured with the altar,
and take 220 penalty on Spot and Listen checks asa result
Chances are good they won't notice the PCs until they enter
the room, at which point the wraiths certainly attack. The
priests can cease their concentration on the alta fr several
minutes ata time without impacting Azarr Kul’s work in
the inner sanctum, so once they notice the PCs, they join
the attack as well The priests use combat tactics similar to
their fellows in area 8, except that they don't bother with
invisibility spells
th HISH WYRMLORD’S CHAMBERS
ELI
Light: None.
Creatures: Two erinyes
id:
IVWYLL 20
~ANVE SHE
AL
‘Thischamberis Azarr Kulspersonal quarters aretteat hehas had
far too few opportunities to enjoy during the last several weeks,
Grearures: Tiamat has been pleased with Azarr Kuls prog:
ress so far and has gifted him with two beautiful and deadly
servants —a pair of erinyesnamed Luchia and Franchesca, Azart
Kul prefers to keep them forbis personal companionship rather
than send them out as assassins, and the erinyes have grown,
bored and lonely since his last visit. The atzival of the PCs is
jase what they're looking for to pass the time.
Brinyes (2): hp 85 each (MM 54),
‘Tacties: The beautiful devils react quickly when they notice
the PCs, each attempting to use charm monsteron the PCs They
ern Smt
High Wormlord Arzarr Kul and bis eringes sch to bring all
of Er Vale ander the ral of the Red Hand‘order a charmed PC to wait outside, hoping to charm all the
‘characters so that they can take their time with exch one of
them in turn—a time that ends, after several minutes of bliss,
in that characters pory death
Ifaneringes finda PC dificult charm she ries toentangle
him in her rope or attempts to summon 1d4 bearded devils to
sidin the fight Neither devi particularly ikes the idea of being
Slain, so if reduced o 20 hit points or fewer, she telepots to
‘Azart Kul side in area 17, where the priest heals hee wounds
and prepares fr the PCs.
“Treasure: the two tapestries each weigh 100 pounds; each is
worth 800 gp The bejeweled water pipe is worth 1,400 gpand
weighs so pounds
'ADC25 Search check made while examining the bed uncov-
ers ase of five bone keys, each painted a different color (blue,
red, green, blac, and white, hidden in the beds lower matress
“These keys canbe used to open the dragonchestsin area 6, but
note that simply using key toopen ane of the chests dacs not
bypass the trap on thas chest
15, SUMMONING ROOM
Light: None.
Creatures: None.
This oom, shaped like an elongated octagon, isempty. The ceiling
arches toa dome twentyfve feet above. The only thing of note inthe
chamber ia complex cicuar diagram tn fet in diemeter inscribed
inthe floor inthe center ofthe room, The circle seems to be made of
a inlay of alchemical silver a cold son
‘The alchemical silver and cold iton cizele inthe floor of this
‘chamber is another minor artifact remaining from the Temple's
prior custodians. Azarr Kul has found the summoning circle
‘to be especially effective in populating the Fane and bis horde
‘with extraplanar aid
‘The summoning cirleallowsaperson tocasta gear planarally
spell once per day. The user must pay the 500 XP cost whenever
be uses the circle, and only agents of Tiamat can be called with
it If che user isa worshiperof Tiamat, creatures called are auto
matically friendly toward ehe caster and might stay for months
‘or even years if they are poid regularly for their services.
‘The summoning circle functions at caster level 17th. Ithas
hardness # and can be destroyed ifat least 20 points of damage
ae dealt toi
16, TREASURY (EL 13)
“Light: None
Greatures: One barbed devi
“The halhuay widens to ffeen fet to accommodate a bros set of shal
Tow steps eedng upto a diamond-shaped chamber to the west. Each
stair is carved with dozens of she and barbed runes, The reom o
the west isemply, excep! for ve chests agains! the walls. Each chest
seems to have been made from the salesand bones of different calor
of dragon—whit black, gree, blue, end ved—with «dragon's skull
serving asthe lid.
This is the treasury of the Kulkor Zhul hobgoblins. As such,
itis heavily guarded and trapped, even though the coffers are
running perilously low (raising and maintaining a horde isan
‘expensive undertaking). Azart Kul hopes thatthe loot gained
{from razing the cities and towns of Esir Vale will more than
‘compensate for what he has expended.
“There are six traps in this chamber: one in the 15-foor-wide
landing atthe top ofthe stairs and one on each ofthe dragon:
chests. In addition, a barbed devil is bound here to serve as,
a guardian,
Greature: The barbed devil knows about the trap at the
bead of the staits and avoids entering that area even though
bis resistances and immunities would protect him from most
of the damage the trap deals. Instead, he waits calmly in the
Barbed Devil: hp 126 (MM St).
‘Tactics: When it ses the secret door to the east open, the
barbed devil immediately tiesto summon 1dé bearded devils.
Ithopes some of the PCs will ery to rush up che stars and into
the room to engage itin melee, thereby triggering the rap. The
devil uses scorching rays, onder’s wrath, and unholy bight against
the PCs ifthey stay arrange trying to goad them into the room,
[Anyone that makes it into the room is promptly attacked by the
devil, who fights tothe death,
‘Traps: The area between the room and the stairs marked
con the map contains a desteuctive trap that can be bypassed
by speaking the phrase “By the grace of Tiamat do I live and
breathe,’ which desctivates the trap for t minute, Otherwise,
anyone who moves into this reais blasted by a howling vortex
of acid, cold, electricity, and fie. The vortex deals 12d6 points of
damage inall (equal parts of ll four energy types) and continues
toblastand burn and freeze and elecrrocure as longs aliving
creature is in the area ofthe trap, which automatically resets.
‘The wall is opaque when active and funcrions asa wind wal for
the purpose of firing projectiles through ie(PH 302),
Each of the traps on the chests can be deactivated for { minute
by touching an unboly symbol of Tiamat to the chest’ lid, Fail-
ureto take this tep results ina burstof energy in -footradius
around the chest when itis touched. This burst of energy deals
fds points of damage of an energy type corresponding to the
color of the chest. The black and green chests deal acid damage,
the white cold the blue electricity, and the red chest fre.
Wall of Tiamat's Wrath: CR 9; magic device; location rigger;
automatic reset; multiple targets (all creaturesina S-t-by-5-f
wall); 346 acid, 346 cold, 3d6 electricity, and 3d fire damage
(Reflex DC 25 half); Search DC 30; Disable Device DC 25
Dragonchest Trap: CR 7; magic device; touch trigger;
snutomatic reser multiple argets(5-ft-radius burst); 8d6 energy
damage (Reflex DC 25 half); Search DC 30; Disable Device
Deas,
‘Treasure: In addition tobeing trapped, the dragonchests are
alllocked. Azart Kul keeps the keys hidden in his bedroom, but
using one to unlock a chest does not bypass the trap on that
chest. Without the keys, it rakes a DC 30 Open Locks check to
open aches. Alternatively, they can be bashed open, although
doing so could damage potions and other fragile contents (in
addition, such attacks trigger the trap on each round).
Dragonchest: Magically reinforced bone and scale;herdness|
10; hp 45; break DC 28; Open Lock DC 30.
‘The contents of each chest are given below
White Chest: 12,000 sp, 4500 gp, and 360 pp.
Black Chest: Several bags of gemstones, Six of the bags contain,
fairly love quality gems with each bog's ontents worth 100 gp.
“The seventh bag contains somewhat higher-quality gems, worth
500 gp in all(Green Chest: A large amount of personal jewelry and small
works of art stolen from various victims and rival tribes over
the past several yeas. There are twenty at objectsin this chest,
cach of which is worth 200 gp.
Red Chest: A small bag of lack pearls Seven inall, each worth
500gp),atiny mithral box (itself worth 500 gp) containing three
4000 gp emeralds and 5,000 gp dismond, and several potions:
6 potions of bulls strength, 14 potions of cure moderate wounds, 5
potions of lesser vestoration, and 4 potions of shield of fath +3.
‘Blue Chest: Several magic items Azart Kul or is minions have
collected as trophies from various minions that either haven't
yer been identified or havent been assigned to members ofthe
horde, These items are a +1 adamantine dwarven weraxs, a2
defending flaming whip, a python rod, ring of chameleon power, a
rust bag of tricks, a minor circle of Blasting, a loakof Charisma +4,
and a seabbard of keen edges
17, INNER SANCTUM (EL 14)
Light: Bright illumination from shining gushers of energy
pouring from the five stone dragon mouths surrounding the
central altar,
Creatures: Four blue sbishs, one half dragon hobgoblin
Setup: This encounter can be played out onthe battle grid
batdepictsthe inner sanctum ofthe Fane of Tiamat, Theiitia
positions ofthe occupants are indicated on the accompanying
‘map onthe next page: B represents a blue abisha, and AK is
‘Azar Kal) Have the player place iguresor tokens representing
the PCs anywhere onthe map (perbaps limited by how far their
current movement ean take them)
ive bilan! geysers of crackling energy gh! this lage ram. Each of
these sprays of aust ight plume from the upturned manus f fie
thacoric heals themchesemerpingon long ncksfom thee ofa
low platforms thecenterof the room. Telit gathers the dove
ceiling above, pooling in an wpside-down lake of lowing eneray that
‘apples ike eter and period drips long, stringy sands of hick
light down on the round below fo fashand izle ay instal in
bast of acrid smoke Siang, ghostly shapes ser to writhe anu dance
inthe light pool above twisted, nightmarish fiends and grinning
drags with great glowing eyes
The room sl roughly oval. The walls scribed from tp to
tottom witha scalelike pattern arch upward gent ekmost giving
thechamber he appearance of beng inside gigantic dragoegp. The
ool flight shimmers fifty et above, and oly twenty fet below that
Fivefot wide balcony encvles mos! ofthe oon’ perimeter. Pav
leaves are arranged in the rooms wall a ths ee, nd long in
tach one is magnificent stone satu of ne of the five chromatic
drag kinds.
‘Thisis the inner sanctum of the Fane of Tiamat—where the PCS
adventure against the Red Hand comes to an end. The energy
pooling overhead is « physical manifestation of divine power
and faith being siphoned into the workings of a portal. Given
‘enough time, this energy will transform into permanent postal
to Avernas, the frst layer of the Nine Hells—knovrn to some
asthe Infernal Court of Tiamat.
the central platform bears another wnhallow spell cast by