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