Tene
ROD
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Tae)
CHAOS FROM BEYOND
Jy)In This Issue
Dungeon
Editorial 6
Letters 8
Critical Threats:
Colossal Crypt 16
Scott Peterson
This tall chamber is composed of rings
of ancient crypts. Do they hold the
heroes of old? Or possibly the villains?
Maybe the giant headless statue that
serves as the crypt's centerpiece holds
the key. A O&D “Critical Threat.
“By day the sun cast a wan maroon gloom
‘across the land; by night all was dark and stil,
with only a few pale stars to post the old con:
stellations. Time went at a languid pace, with:
out purpose and urgency, and folk made few
Quadripartite 20
Peter Aperlo
Arminion of chaos has come to the
Prime Material Plane from the void of
tthe Far Realms to terrorize and con.
quer in the name of its masters. The
PCs must act quickly to assemble a
legendary artifact powerful enough to
weaken the minion so it can be
defeated. A D&D adventure for four
agth-level PCs.
(On THE Cover: Mark Zug paints Hu'shurish the efreeti bar
barian and artisan. He rules his brass tower, guarding one
of the relics needed to assemble the primal anchor in
sadripartite.”
ige plans.”
Jack Vance
Bhialto the Marvellous
Critical Threats:
Phux 42
Seth Spencer
The drow train marvelous servants, but
When one of their minions grows 3
spine and escapes, it makes for a
deadly encounter. The choker Phyx is
Just such an enemy. His assassin train
ing combined with his natural choker
abilities make him a potent foe. A D&O
“Critical Threat
Maps of Myster:
(Giraerai Merestery) 4SMaps of Mystery
(Temple of Boccob) 50
Bonus Subscriber Section!
Fish Story 54
‘Adam Jortner
Locathah have invaded, or soit seems.
But why, afterall these peaceful years,
have the fish creatures abandoned their
home? The PCs must journey to the
flooded village of Waterford and delve
into the past to discover the cause of
‘the current commotion and uncover the
secret history of the region. D&D
adventure for four sth-level PCs
June 2003
Vol. XVII, No.3
Issue 99
First Watch 3
Hijinx 8
Jeff Quick
Former PoLvHEDRON Editor Jeff Quick
drops by to deliver the most daring
‘Mini-Game yet. Ty out nonviolent
conflict resolution with Hijinx, rock
‘nll lollapalooza inspired by the
fun-loving musical cartoons of our
‘youth. Strapon a guitay hire an
annoyingly intelligent pet, and get
ready to meddle.
‘On THE Fupsive: Cover artists Jason Martin and Heather
‘McCollum of Artplaymix bring us a colorful rendition of
rockin’ crimesolvers to commemorate Hijinx, this issue’s
POLYHEDRON Mini-Game. Erik and Kyle will be touring
with the band until next issue.
Global Positioning
(Bank) 5
Global Positioning
(Nightclub) 35
Downer use
Our resident drow dungeon guard
faces off against Tagget the halfling
‘and runs afoul of a new enemy.View from the
Other Side Dungeon
coxthe past few months, DUNGEON Editor Chris Thomasson has regaledyou with Gove; emp et|
tales fom out weekly plates ofthe new Adventure Path: shackled iy, which Fotmokavear | Eher
started with "Life's Bazaar” in ssue 897 and continued with“Flood Season’ last —_‘omwatonatoneaar_ Kes unt
issue. The net installment will appear in issue ica, which gives mea chance to catibutng ors fem Mia
sneakin and tel you about the campaign from the perspective of one of the players. Sioa eine
Chrstikes to focus on out mistakes, mentioning twice now that we were infact, "ndusty feud Derm rn
professionals who should know beter like to point out that there's one very good reason itanegnr Taras wins
why Chis focuseson these mistakes in his editorial. Mesing ups petty much the only SzatonDWsin,_ Caney
thing we do reliably or wel ‘Siang Senone
‘obving you up to speed Deacon Eto ese Decker replace the ost druidHalan witha PmmanonConr Ast ee rin
leric of Fharlanghn named Podo, friend to Matt Sernett’s new character, Kodo (Deacon editors cpepasiocit:
sure love them some Beastmaster). Newbie Web Developer RobHead replaced the departed Cantino
[Meche with Brien, an elven barbatan. The rest of us kept on keeping on with thesame old SathSpener
characters from the frst installment. To make long story short, the villainous Tongueater ate contbatng tits
‘om tan ete Bergin eae, Dove Cand,
Brien and Podo, proving that his tastes extend farbeyond what his name suggests. Perens
‘My character, Mestiphar the Magnificent, survived the way he's always survived when the Wap eats Sn Shan Chis We kg
going gets tough—by not coming to the dangerous sessions. Eventhough the playtest has ‘
sroredon ofthe highest ites ofan campaign ve eve played vebee icky enough palze
tobe on vacation or tight deadines each time a character has been killed. Whether my char- rau bling uc
acter’ survival comes from pure luck karma insder knowledge i ofcourse prvate neuter saan
matter between me, my boss, and the DM. soa eee
Here are some things I've learned along the way “Diary ofa Survivor, ifyou wil Se mores
Seimei
Come Early, Come Often CSpot Aiittor | Wa ion
When you miss session, no matter the eason,you'e putting your fiends a isk That's not
tay you should enslave your if tothe schedule ofthe game, but i's worth factoring the amu nto nanny
Fisk to other players when you decide not to show up toa session. DMs often plan expecting sanetneosetbapaat ales ots ton
‘sities
‘everyone to be there. the time you've gtten stuck in rai oF decided to blow ofthe sane
{game:it' kel too late forthe OM toscale down his encounters. Nearlyeverytimeafelow mn tespac tintin Aaa eit
has died inthe last two campaigns ve played, ’s been on a day when a couple players Spina bootie
soraenes speriauapseme erp
were absent. acptascsneream tanec epawt
evrtinegic wean ses
Ceieetrerentnen toupee onto
Initiative Cards Help een eee,
Wen we playtest at work we general ga forabout an hourandahaléThat’snotalotof | a leet
time, soit best to cut away anything that’s not actually playing the game. Chris used to ——_gyltnera tui eran
track nitive on a whiteboard, scroling trough turnin afily dumsy fashion that Sm nnn cnt
slowed down the game. We nally convinced him touse initiative cards produced byThe __—_—Smawnsietntrnrats tee
Came Mechanics (wwwethegamemechanicscom) and the dference remarkable. Check august van ursmammemtentin
‘them out online or just make some cards of your own with ordinary 35 inch index cards ‘ncarinnpncneinatten eis
You won't be sorry.
The Fiend Folio is an Enemy to All Players satermeden neers,
‘The fst couple hackled city adventures used creatures from the recently published Fiend Slogan ut ret et pany
Folio.The book’ very popular around the Paizo offices since four of our editors participated wha Aw pant: St car
in writing. ts also ben very unpopular because creatures from ithave ile almost halt. fag
dozen PCs, Last week, the combination of a particularly nasty pit trap and a swarm of blood: ences aaesnesierieiniae—
blosters almost tok out haf the party Allo us have been anxiously wang meeting our emits
own creations in combat. At this at, few of us expect tosurvive,and we've gotonl our. waco rnnntpa cmreeetern
sevestoblame, Sees
ez Sstiiaateeeen wee
We “teh we mcg cena pres deny
poe aerate
Seated
6 Dunceon/PoLyHEDRON June 03 = oa ve SpeierPRISON MAIL
Tell us what you think of this issue. Write to: Prison Mal,
3245 146th Place SE, Suite no, Bellevue, WA 98007
‘or send an email to
[email protected].
@ Wanna Praise It seems tome that these issues are Hmmm, publish this and I'll enew my
You.. going to eventually find them in subscription... bah, 'l do it anyway.
Td first like to applaud issue #g7.1 some way, and what better way than James Bethany ("Gargamel")
found all the adventures within tobe through the filtered advice of the Vie Email
nothing short of exhilarating. My parent or guardian?
players especially enjoyed “Life's You know, itonly takes afew min- Can we still publish your letter?
Bazaai,” by Chris Perkins (another _utes fora DMworth his weight in Bit-_ —Erik Mona
tally on the hit-list, Chris!) We used tleSnags (which is what my rogue PC
this module asa break from the calls anything without value) o © Frown Now
higher-level campaign my players are __ simply alter the adventure to fit into Upside Down
currently taking. They seemed to yourimpenetrable G-rated game.lf I must say Iwalked into my local
appreciate the idea of running two Kids were trying to hunt down adult bookstore with a frown on my face.
separate worlds, and it gave them a material, there are many other con- Shall buy this issue of DUNGEON? I
second wind when going back to the tending magazines that come tomind. asked myself Last issue was below
master campaign. To close, just want to say “good
Now I'd like to address afew of the job and keep it up” to the staff of
letters published in the last couple. DuNozon Magazine. I's my favorite because it was vile, but because it
issues regarding people concerned thing tofind in my mailbox (other _struck me as boring
about the use of both drugs and than the occasional 6-digit picked up issue #97. Oh look,
mature content as gaming material. inheritance from that great-uncle I've muttered, a cartoony beholder.
Grow up. What you are really saying never met). Although Iam not afan flipped inside, however, and found I
is that death and violence are fine, _of PoxygDron, 'mnot going tolet_ _had struck gold!
but your kids shouldn't be introduced that technicality null my apprecia- Ta like to congratulate you guys on
to otherworldly threats. tion for Dunazow.I praise thee Dunozon #97 tthas tobe one of my
average, and the one with vile con-
tent didn’t interest me not so much
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eA get ddad
favorites thus far."Demonblade” was a
brilliant adventure, and I'm very
happy with the new Adventure Path:
Shackled City. It thrills me that the
adventure consists of so many pages,
because my group hasn't had a long
one since “Tears for Twilight Hollow’
(Dunazon #90). “Blind Man’s Bluff
has given me loads of adventure ideas.
Also, this issue of POLYHEDRON was
by far the best ever. Ihave been
thinking of DMing a World War I
campaign for the last while, but
didn't know how.
Vile content? I don’t see what all
the hype about itis. If a father wants
to use DUNGEONS & DRacons for his
kid, let him. So what if he sees a label
‘that says “Porphyry House of Horror.
Unless he's a reincarnated surgeon,
he won't be able to open the sealed
section without tearing it. Better yet,
‘why doesn’t the father take it out of,
‘the magazine and throw it away?
Wow! What a concept!
My advice, however, is to omit the
vile content. My sentiments? You may
lose reader's by including vile content,
but I for one won't bum my subscrip
tion because I don't see Satan's house
of gore on the front cover.
‘Andreas Palalas
Via Email
Youth Chimes in on
Vile Debate
Ihave roleplayed for about a year
now, but just started reading your
magazine with issue #96
Thave read the letters that were sub-
mitted regarding the sealed content in
issue #95. Now, I didn’t buy that issue,
but as understand it, the sealed sec-
tion caused some complaints.
Ihave seen many replies to this
section with negative feedback
regarding children. As Tam a DM for
a group of 14- and 13-year-olds,I buy
D&D stuff. However, if tried to buy
a book called The Book of Vile Dark-
ness or a magazine with a sealed sec:
tion, my parents would forbid it.
‘The way [see it, it’ the parents’
responsibility to monitor this kind of
thing. If Thad bought it through a sub-
scription, however, my parents would
have just cut it out, thrown it away,
then given me my magazine back.
Also, regarding the “mature tone
letter in issue #97 about drug use, I
think it was handled very well [in
Dunczon #96's “Pandemonium in
‘the Veins"). My group could tell it
helped a little, but then hurt in the
long run. One guy tried some to
‘boost, but lost some permanent Con-
stitution and so immediately
stopped. I think that the drug use
‘was shown in a very negative light
which proved a point very well.
applaud you for your portrayal of
drugs as a bad thing!
Your 14-year-old DM,
Sam Kerr
Freshness Valued
Yl start by saying that I think your
magazine has revolutionized the way
people perceive roleplaying games
today, I've been playing D&D for
nineteen years, and Ihave seen
enough change to boggle the mind.
People who don't “get” the game
‘cannot understand why I have $3,000
‘worth of rules in my bookshelves, or
spend hours developing plots and
personalities for my adventures.
‘aren't you going to ever grow up?
“You mean you still play that game?”
Sometimes I feel that at heart I'm
still that 10-year-old, sneaking my
(Peo Esta)
Pa Lys
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GREYHAWK =
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MOST-PRODUCTS
UNDER#$5:00
R ed
aly
books from under my bed at night.
D&D is more than just a game. It is,
an extension of our reality. It is an
expression of a life that we, deep
down, wish we could be a part of. A
place where good can always
triumph over evil, and where death
isnot the end, just a delay. Itis a
sense of control in today’s world,
which we have no control over.
Then again, it isjust a game. A
couple rulebooks and ten bucks for a
magazine full of adventures and
hours of fun. But wait. John “I've
been a gamer for 300 years, and the
original rules and original setting
are better, and the game's gone com.
mercial” Doe decides today’s game
has lost something—that fancy mag-
azines and fresh new perspectives
somehow distort the true meaning
of the game. If you have to measure
the game's worth against your self
proclaimed superiority, I pity you.
Games evolve. They change daily,
ike it or not. True gamers evolve
with them. I feel sorry for anyone
who feels today’s game has not
improved from yesterday's game.
A fresh revised ruleset or flashy
magazine cover does not hurt the
game's integrity. A gamer with a
superiority complex does. So next
time you bash the game, the mate.
rial, or the people who strive to make
abetter game for tomorrow, don't. It's
bad enough we get negativity from
the people who don't “get” it. What's
disappointing is when we get the
same from the people who should.
Dungeon, keep up the good work.
‘Trevor Surette
Yarmouth, Nova Scotia
canada
© Forgive Me, Father
write to confess my sin:1 wasted
good money on an adventure pub
Iished by another gaming company
[company name withheld because
we're nie editors}. At my gaming
ftore I perused numerous
adventures, hoping to find an adven
ture suitable tothe level ofthe PCs in
my campaign. Based on the descrip
tion onthe back of one ofthese mod
ules, [thought Thad found the per-
fect adventure for my characters. But
when I got home and removed the
plastic covering from this module, 1
discovered numerous flaws that
made me regret my purchase.
First off, the module's word con-
tent seemed to be no greater than
that of the average Dunczon adven
ture. That might not sound so bad,
but, ina single Dunczow issue, I get
four or five adventures, al for a cost,
with my subscription, of about half
what I paid for this one module!
To make matters worse, I further
found that the adventure was highly
location-specific and therefore
almost impossible to adapt to my
own setting. For example, and this is
important to the adventure, the city
where the adventure begins
presumed a dwarven city founded by
“an aggressive dwarven empire” that
had launched a war against a neigh
boring human kingdom!
Furthermore, one of the first
encounters involves chasing some
thieves into the foundry that makes
the cannons for the city’s navy. Ugh.
In this module, the NPCs’ speech
sounded unrealistic, the narrative
straightjacketed the PCs’ actions
along a predetermined course, and
the readable text blocks frequently
had the PCs taking specific actions.
Furthermore, the module provided
no notes for adapting the adventure
to other settings, nor even for adapt:
ing the adventure to characters of
varying levels. As a working adult,
my mistake cost me nothing Icould
not afford. However, I wish there
‘were a way I could warn your other
readers, especially the young ones,
not to make the same mistake 1
‘made, I would tell them that other
gaming companies cannot even come
close to matching the value Duncron
Magazine provides. I hereby declare
myself officially spoiled by the qual:
ity of Dunezow Magazine.
Jon Rariden
Lilburn, GA
And we hereby declare ourselves off
ally spoiled by letters like Jon's. Thanks
‘for the kind words!
The birth of the dao License has vastlyHave you ever seen a great
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but realized that it was
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THE GAMER's SATCHEL
‘CaRRY 8 ICH 8 YOU HEED — WHERE YOU MEDD it
expanded the options for your roleplay.
ing dollar You've now got more adven-
tures to choose from than ever before.
While a few of those companies offer
slick production values and nice-looking
covers, very few have been in the busi
ness as long as DUNGEON has. Believe it
or not, most of the suggestions in the
DuNckoN Writer's Guidelines came
_from years of feedback from readers
Just like you. From “Scaling the
“Adventure” sidebars to not forcing the
action of PCs in boxed text, we've fun-
rneled our experience into creating the
‘most user-friendly adventures in the
industry. We're always glad to hear that
our plans have worked for our readers.
Erik Mona
‘Thy Quest For
Out-Of-Print Games
Endeth Here.
vie irae sty or retest
@ Where's Godlike?
Tama big fan ofthe Po.ynspzow
comic Godlike, and really love the
work done on it There is something
noted inthe latest PoLywzDzoN issue:
“it was based around WW IL
2. There was no “next issue." at
the end of the latest and greatest
Godlike comic
Will there be any more Godlike
comics? sure hope the comic contin-
ues, for really, really love it
Tonathan Adams
Via Email
Good news, bad news time. Godlike was
originally planned as a self-contained
sixinstallment story. The comic in
DUNcéon #97 marked the last time it
will appear in these pages. Although
writer/author Dennis Detwiller doesn't
have plans to continue the strip else-
where, he does have plenty of plans for
the Godlike RPG. Interested folks can
check out the news on Godlike at the
site of the game's new publisher, Arc
Dream Publishing (www.arcdream.com).
(On the good news front, last issue
saw the debut of Godlike’s replacement,
Downer, by our very own Art Director
Kyle Hunter. We'll keep publishing the
exploits of the down-on-his-luck drow
{as long as Kyle keeps writing and draw-
ing them. We love Downer around the
affice, and hope you grow to welcome
him into your homes. Or at least into
the magazine. Erik MonaCRITICAL THREATS
—_____COLOSSAL CRYPT
A pale luminescence from below outlines a gigantic head
less statue thar fills the center of this cylindrical burial
chamber. It appears that the statue is that of abare-chested,
‘male humanoid. Symbols are carved allover the chest and
arms of the figure, giving Ita tattooed look. The out-
stretched arms cradle a smooth, circular object between
Tong, caw-ike fingers.
‘Looking down, you can see the source ofthe light. Heavy
patches ofa strange, glowing fungus appear robe floating in
a body of murky water that rises to just below the statues
knees. Smaller patches dor the interior walls ofthe eylinder
as well as parts ofthe statue Juring from the water is the
statue's head. Elongated and smooth, it has a slender nose,
jutting chin, and lage, liless eyes. Bits ofthe fungus have
‘grown around its eyes, now giving them an odd radiance.
Four levels have been carved into the stone above the
waterline; 75 feet separates each tier. Every level holds
numerous open niches—each 20 feet wide and 10 feet
deep. Within each rests a sarcophagus cut from beautiful
white and gray-veined marble. Ensconced behind each bier
isa single torch casting a greenish flame. Strange symbols,
similar in appearance to those tattooed on the central
statue, cover every stone surface within each niche, while
sman-sized statues—of the same race asthe center sculp-
ture—flank the sides ofeach niche. Each wears a cloak and
latches along staff topped with a fistsized orb,
“Two sets of stairs wrap around support pillars rising from,
‘opposite ends ofthe crypt. Landings allow you to step off
and explore the lower levels of this massive chamber
BY SCOTT PETERSON
ARTWORK BY JEFF CARLISLE
TACTICS
The crypt rises to 2 height of 400 feet from the bottom of the cham:
ber tothe top. The characters enter the room at the uppermost
‘ing, 300 fet from the bortom (275 feet above the water). You can
csily make the room larger by inserting more levels between the
top and bottom layers Fel free to alter the description of the
statue to suit your campaign. The igure could be a more normal
nice or something even more monstrous o alien,
‘The water is 25 feet deep. Characters without a way to
breathe underwater must make Swim checks (DC 15) r0 get a
look at the bortom. The water might be fed from an under-
‘ground spring, or perhaps the crypt is open ro the sky over the
statue, allowing rain to fill the basin atthe base ofthe crypt. It
might be frigid, exposing creatures that fal in to hypothermia,
or scalding hot (see the Dunceon Masten’ Guide, page 86). No
matter the temperature, anyone who plummets into the water
risks drowning (see the DuNceon Mastan’s Guide, page 85)
Beneath the water isa small mausoleum that rests between the
statue’ legs, as well 5 a ffth and final ring.
You might also consider changing the waterto some other, more
naturally volatile substance. Perhaps the water is acid or magma,
and thestone ofthe crypr magically enhanced roresist the effects of
the deadly substance. Pechaps it not wate atall but toxic fog tat
paralyzes or kills those who enter and fala Fortirude save.
Altering the climate within the room can make i more inte
esting, as well. Ifyou opt for cold water, perhaps the room is,
high in the mountains, adding frigid sir and slippery stone 10
the challenges the PCs must deal with. Walking doven the stars
might be difficult enough to require Balance checks to avoid
falling over the side. Conversely, the chamber might lie near a
voleanic range, and the sweltering heat of the chamber makes
even the stone hot enough to bur.Phyx, Male Choker Rog6/Fer3/Asns: CR 16; Small Aber
ration HDD 3d8+3 plas 11d6+11 plus 341043; hp 100; Init +8;
Spd 20, climb 10%; AC24, touch 15, flac footed 24; BAB +1
Grap +11; Atk +19) 1d4+5 plus 1d6 electri
cal/17-20, +2 keen shock dagge) or +16 melee (1d3+3,2 tentacle
slaps); Reach 10 fr; SA sneak attack +6d6, death attack
14/19 meles
improved grab, constrict 14343, haste, poison use; SQ evasion,
uncanny dodge (Dex bonus to AC, cant be flanked), darkvision,
60 ft, +2 saves vs. poison; AL CE; SV Fort +10, Ref +17, Will
+14; Su 16, Dex 18, Con 12, nt 4, Wis 14, Cha 7.
Skills Balance +6, Climb +13, Disguise +2, Escape Artist +7,
Hide +20,Jump +8, Listen +8, Move Silently +16, pot +9, Tumble
“1, Fate Alertness, Combat Reflexes, Dodge, Improved Initia
tive, Mobility Spring Attack, Weapon Finesse (dagger.
See the Duncron Mastens Guide, page 29, for assassin special
attacks and qualities. Note that the save DC for Phyx’s death
attack is 13.
‘See the Monster Manual, page 36, for choker special attacks
and qualities.
Possession: +2 een ghost ouch shock dagger, dus of disappearance
(use), +2 gloves of Dexterity, +4 braces of armor, cla
+2, potion of blur, potion of bulls strength, potion of at’ grace, potion
of care moderate wound, potion of sneaking.
Found nearly dead by a wandering drow patrol, Phyx was
brought up by that house's weapons master for time, and then
thrown in with the house’: master of espionage, a sly and
cunning drow rogue/sorcerer. Beatings were an everyday
BY SCOTT PETERSON
ARTWORK BY PETER BERGTING
‘occurrence for Phyx, but he managed to survive and hone his
skill in the art of infiltration and assassination, His wake up
call most every morning came in the form of a magic misile
from his instructor, and he quickly developed a hatred forall,
spel
divine casting.
(Over the years, he was used in many covert attacks on other
drow houses: When one atiack i well as planned, his
house was destroyed in retaliation. Phyx took his opportunity
rets—he doesnt recognize any difference in arcane or
tocscape that day and fled into the Underdark
APPEARANCE
Phyx' small, dark form blends easily with the cave walls ofthe
Underdatk. He wears nothing but his magic items and bele
with a loincloch and e few pouches. His skin is the color of
stone and his eyes «dull gry. He tends to hunch over, making.
himself appear even smaller than he is.
TACTICS
Phyx does not like face to face melee combat; i just isnt his
style, He waits, hiding inthe shadows until the time is right,
and then strikes using his Spring Attack feat and his extra par
tial action to infliet death attacks on his prey. He goes after
anyone that looks like «spelleastr frst,
missiles, he immediately tries to find a way to kill that foe 25
soon as possible. He uses his mobility and climb speed to great
ind if he sees magic
advantage, and his gray render companion—a massive, sav
ishly devoted beast Phys has named Mok—is always nearby for
extra musele, Although a tough opponent, Physisstill a coward
and tries to escape when resistance becomes too heavy.
DEVELOPMENT
Phys, along with his partner, an advanced (30-HD) gray render,
recently stumbled upon a mazelike network of caverns deep in
the
\derdark populated by a tribe of minotaurs. They dis
patched the creatures and took up residence. Phyx has Fully
explored the complex and discovered many remaining traps; he
also has allowed many deadly denizens of the Underdark (all
lacking. in magical power) a place in his lair in exchange for
their pledge to defend his home. Phyx also found th
munity of deep gnomes lives nearby. He observed the gnomes
dl them t0
displaying magical powers and immediately assume
be a group of hated mages. He has since begun picking the
svirfneblin off one by one.
Phyxand his gray render fiend have established alair neara
large mage college ina major city after being led there by a pow
sful demon who knows of Phyx and his potent abilities. They
have begun preying on the students there, as well as any other
stumble across, Authorities know that the
spelleasters th
assassinations are profe
the motives ofthe individuals involved.
jonally dane, bu theyte stumped as 0AT WORK TOMBE AAG SCARTOGRHY BY CRSTOMERWEST
? Monster, FNPCS gS Objects
h
| Magie thems
By.
spare’ is D&D adventure suitable for four 14h level
characters Thisadventute is set in the World of Greyhawk byt
ican he adapted easly for use inany setting. Consulkthe Stab
ingthe Adventure’ sidebar for ways to modi the advenne for"
higher or lower levels ofpay A cleric or paladin Would be a
‘good addition to a group pliying through this adventure, and =
character who can read Braconie would also be invaluable
1 BACKGROUND
Silagpent wes mello and thi gs them were
bout yotng upstart in the costs, certain powerful butalien,
{ngelligences sought dominion ove this plane ofekistence These
ler enies, which existed in the dmelessinsinty of the Far
Realms, seat theie groping tentacle tothe Mater lane in the
form of monstrous minions—vrithing,shapeess horsoe that
ravaged th primordial word, devouring the souls of the newly
sentient, prehuman race The cries of Oere inabitans were
heard by all the young deities, bur three gods of neutrality —
Pelat) Obad-Hat, and Nerull—were moved 10 action first.
‘Although they knew thatthe Fr Realms themselves exhibited
no particular alignipent tendencies, it was clear that the alien
creatures naive ro those planes ended to foster madness el
where. Thus, che dee gods feared shat ihe invaders were eft
unchecked for lng the Material Plane would descend so utr
chaos, Conversely ifthey allowed the monotonous godsoflaw 0
drive our the interlopes, chose deities would gain to0 much
power and rilrthe balance the orher way: Since the three neutral
gods bad not yet fixed on their separate moral pats, the enmiies
thatiouldJaerarse among them had nt crystallized Thain a
spirit of cooperation that they would never experience again,
they entered into a pact to deve the invaders ous, Kor sme
ately joined their Gauge Because although he was a champion of
chaos himself he could neveresistagoodfight
“he four young gods soon dsgovered that these minions of
chaos, as they came to be known, were formidable foes. Their
@nnection tothe Far Realms made them extraox
resilient, and all their injuries healed quite readily: Even Worse,
arily
Ftp onsite eitet rod aga tack a
Ic he dvi onary Nox Alias hag al ole
fies eg St ig Sed each coal a
lloras
‘ould cminue to spread hit ontagon across Oe
io
Settlements. ¥* Traps
“The four gods retreated 10 take counséh hoping o finda vay
to fight the creatures without making them even stronger,
Eventually, they determined chat the only way to defeat the
minions of chaos was to sever chem entirely from the Far
Realms and bind them tthe Macerial Fane.
‘To that end, each god tok small portions of his own essence
anu infused them imo separate physical containers, When four
such bits of divine essence—one from each god—were com
bined in a specially sancrified talon of melng, they formed an
item known a a primal anchor. This item, then wielded by a
‘mortal ordivine champion would sever the minions links othe
Yar Realmé/and chainithem to the Material Plane. Thus
“anchored they cold mot acess the vast majorieyof their powers
Although sil dangerous the minions ofchaos might then be
defeated, And after bloady conic defeated they were
‘Millenia pissed. The Lords of Outer Chaos asthe unfath-
‘omable masters ofthe minions had (peeps erroneously) been
called, retrested to the Far Retlms oficelagain: The primal
Anchors were broken ip and the bits ofthe gods’ divine essence
that had not beenssed in the confit were ost in obscuriy The
gods themselves tuned their attention fo other matters, ever
tually forgetting thee earlier cooperation. Tales of the early
mortals who had helped che gods in thie war against the alien
beasts were passed down, generation after generation, but the
‘euals were lost overtime. Eventually the stories passed into
legend and ther, largely; into oblivion,
‘But nat everyone forgot A few notes th the margins of
archaic fomes alluded tthe ancient campaign, and aandful of
diligent loremasters scattered across Cesth pieced together the
* cruth, Realizing tha the Lords of Outer Chaos might one day
seek entry into this world again, they began to prepare for that
eventuality They established shrines to protect the few remal
{ng cauldrons of melding and ensorcelled them with powerful
spells that would enable heroes 0 retrieve the pieces needed to
make a primal anchor when the ime came.
«Now it seems that time has arrived. Rhyl, abelfelf wizard apd
delver ito things best left undisturbed, has alledfortha mi
‘of chaos from the Fat Realms. Upon emerging from the Rush:
moors, the creature began ro blaze a trail of destruction in the
direction of the town known as Shiboleth. This minion of chaos
must be stopped before the own is destoed and the Lords of
(Outer Chaos once aguin come forth to claim the lan.
= eo— ADVENTURE SYNOPSIS
agus Grehan, a local priest of Nerull in the guise of a much
colder priest, approaches the PCs while they are in Shiboleth on
other business, He warns them that a nearly unstoppable
force—a minion of chaos—has been unleashed on the world,
and that it is headed toward Shiboleth as they speak. He further
explain that something called a primal anchoris needed to stop
it, and that this device is connected in some way with a nearby
shrine. He tried to open the shrine himself but was unsuccess-
ful, so he requites their aid. Time sof the essence; the minion is
boat one day fom the outer districts ofthe city.
‘Once the characters arrive at the shrine and figure out how to
‘openit they must decipher four Draconic inscriptions on the four
sided stone cauldron of melding inside. Each of the inseripdions is 2
riddle, the answer to which gives the characters access to one piece
ofthe primal anchor. To bring forth the tem, the PCs must place all
four pieces—the jewel offre, the peylacery of dans, he leviathan
hear, and the wheel of Kord—inside che canon of melding
The characters must then find the minion of chaos and use
the primal anchor to sever its connection to the Far Realms so
that they can destroy it, Once they have done so,
retrace the creature’ path, find the obelisk where it first
appeared, and confront its summoner. The party must also deal
with Tagus, who tres to steal the primal anchor for his own pur-
poses once the minion is dead,
——_ ADVENTURE HOOKS
The PCs begin the adventure in the town of Shiboleth in the
Kingdom of Gran March. If your campaign does not rake place
in the World of Greyhawk, any sizable city near vast moor will
do. You can choose from among the following hooks to get the
PCs involved, or use them to inspire your own backstory
+ Phladris Renolle, an elf wizard/loremaster who isa friend or
relative of one ofthe PCs, has disturbing news that he claims
he must share in person, He asks the character fo meet him at
the Fountain ofthe Black Goat. Phladris doesnt show up at
the appointed time because he has been taken prisoner by
Tagus Grehan (see below).
+ APC cleric who worships Pelor, Obad Hai, Kord, or Nerull is
asked by his order to contact a cleric of Nerull named Tagus
Grehan in Shiboleth
+ While passing through Shiboleth, the PCs receive an anony-
mous note (actualy from Tagus) asking them to meet some-
one a the Fountain ofthe Black Goat
A CONTACT IS MADE
The adventure begins when the PCs agree to 2 meeting with
someone (even if its not Tagus himself) at the Fountain of the
Black Goat in Shiboleth,
“The man is indeed Tagus Grehan, though he is not nearly as
‘old as he seems. (See "The Truth About Tagus,” below, ifthe
chatacters attempt to see through his disguise. Tagus has cast
undetectable alignment on himself already to keep paladins and
other nosy characters from getting too nervous around him.)
Assuming that the PCs allow Tagus to make himself comfort
able, he thanks them and continues.
ts well past noon and the appointed time for your meeting has
‘come and gone. The fountain beside which the meeting was to
‘occurs an ancent, sputtering, black basal structure surmounted
bya she goat figure that seems oddy disturbing. ust as you re
rneary ready 1 eve up and leave a cloaked man, leaning heavy
‘ona staf. moves unsteadly toward you from one ofthe myriad
alleys that feed into the nearly desered square. As he aporoaches,
you see that he sof advanced age, probably inhi rineties.
Greetings,” he says, “lam Tagus Grehan, fitful servant
‘ofthe King ofl Gloom, and | have information of the gravest
Importance tous al, May sit down and tll you about it? The.
Reaper will all me soon enough, but my legs may not be up
{for the journey.” he say, laughing at his own litle joke.
“For some time now, strange events have been occurring in
the lands around Shiboleth, especially to the west near the
Rushmoors. Men, women, children, and livestock have gone
missing, and peasants have heard chanting in an unknown
tongue and spotted strange lights on the moos. Alarmed by
the disappearances, the ignorant and fearful tied to lay the
blame on me and my brethren. So we consulted the ancient
texts of our temple in search of the truth. Our investigation
revealed that inthe distant past, this entie region was a
‘center of worship for certain nameless beings from planes
known only asthe Far Realms. Qur texts record thatthe ser
tots of these beings nearly overwhelmed all of Oerth before
they were defeated by Great Nerull himself, with the ald of
Pelor, Obad-Hai, and Kord. These four gods created devices
called primal anchors that prevented the invaders, called min-
ions of chaos from fully invoking ther native powers."
‘The old man shifts in his seat and leans in closer. “You may
think this talk of things long past to be the meanderings ofan
‘old man, but in fact the current threat isthe same as the one
the gods faced in that long-ago time. Somehow, one of those
minions of chaos has been summoned anew-—by whom, |
know not—and i's headed for us a this very moment, as we
sit here talking £0 coal If not stopped, it wl level Shiboleth
within a day or two.
"You may well 3k yourselves why | am telling you allthis,
Don't | serve He Who Revels in the Slaying of the Living?
Shouldn't | be glad of the coming destruction? The explana
tion is very simple. This servant of chaos devours souls, and in
s0 doing, it denies these souls to the Reaper. Worse stil, as
the beast feeds, the power of its allen masters increases. If
they grow too strong, they wil eventually be able to bridge the
vast planar expanses and enter our world again. Such 2 cata-
trophic event would result in carnage beyond imagining.
“1 know that | cannot stop the creature alone: | have already
tried and filed, Infact, | doubt any mortal could stop it alone
in its current state, Our best option is to work together. Will
you help me defeat the minion of chaos?”his proposal
the extent that
Ifthe PCs seem agreeable, agus continue
If they have questions, he answers those first
he can. Adjust the information below according
“Then | was not misled about your wisdom. A direc atack on
the minions sheer suicide. We need a weapon ofthe gods—the
fone our ancient tests call a primal anchor. Just outside the city
Isa stone shrine built long ago that is sornehow related to this
‘weapon. know the location, but | have thus far been unable to
‘pen the shrine. | wll show you where it les if you meet me at
the southern gate in half an hour.”
‘Any character who objects to Tagus accompanying the party
to the shrine can make an opposed Diplomacy check to ty t0
change his mind. Success means he agrees to revel the location
‘without joining them, but he stil urges them to utr. Failure
indicates that Tagus insists on personally guiding the characters
to the site. Ifthe PCs resort to threats, the cleric agrees to stay
behind but tries to shadow them in secret (making Hide checks
epposed by thet Spot checks).
Ifthe PCs seem undecided, Tagus reminds them that time is
short, and that this monster was so destructive that the very
gods felt it necessary to cooperate. Thus, mortals should have no
compunctions about laying aside their differences to fight for
the grater safery ofall
The black obelisk where Rhyll summoned the minion of
chaos to this plane is 30 miles from town, and the creature has
been traveling at approximately 1 mile per hour since then, tea
ing up the countryside as it goes. It has already been on the
move for 10 hours at the time that Tagus contacts the PCs. Thus,
they have roughly 20 hours in which to assemble the primal
anchor and stop the creature.
THE TRUTH ABOUT TAGUS
“agus is actually a limber, chinyfouryearold man, nos daddering
nonagenaran. Because of his clever use ofthe Disguise ski, ou
pled with an alr spell chat provides a +40 circumstance bonus
‘on his Disguise checks, he appears tobe quite fail and harmless.
1m the event that his disguise is compromised, Tagus truth
fully explains that he did not wish to appear dangerous because
hhe was desperate to obtain the party’ goodwill and aid, tn fact,
although Tagus is a thoroughly despicable character, most of
what he say is true. The portion of his tale that is untrue con
cerns how he obtained his information about the minion, the
Lond of Outer Chaos, and the primal anchor. He and his fellow
clerics dd not find the legend in ancien texts; Tagus himself dis
covered it by capturing and torturing Phladis Renolle, an elven
wizard/loremaster who was on his way to open the shrine that
Ihousesthe cauldron of melding, Phladrsis currently being held in
the dungeons below the Temple of Nerul in the center of the
city Tagus cant lt him go, but he also can allow the minion to
run amok forthe reasons that he’ stated. If questioned on those
points Tagus has been vague about, he must make successful
‘Bluff checks to convince suspicious characters
Tagus is also interested in obtaining 2 primal anchor for
another reason: He wants to use it against certain celestial that
keep showing up to stop important sacrifices. The leadership of
the local Temple of Nerull is away at the moment conferring
with other brethren on this very matter. IfTagus can get the
item and defeat the troublesome celestils himself all he glory
ill be his, and he can advance his position in the temple hier-
archy considerably. Tagus knows all the primal anchors powers
(see the “Primal Anchor’ sidebar), but he reveals only those that
specifically affect minions of chaos.
SCALING THE ADVENTURE
This adventure is designed forfour MAthlevel PCs. You can also
run it with smaller groups of higherlevel or larger groups of
lower-level characters. Or you can modify the adventure for
groups of four higher: or lower-level PCs by following the general
guidelines below.
‘2th. and 13th-level PC: This adventure offers many opportu
ties forthe PCs to rest and recuperate in the shrine between
‘encounters, and there should be at least one opportunity to regain
spells. More such opportunities can be introduced by increasing
the time required for the minion to reach Shiboleth, an by includ
ing afew more curative potions in the treasures forthe encounters,
The encounters themselves can be adjusted as fllows:
+ Remove the fighter levels fom the fost giants in area 4
+ Remove two levels from Caedrain ares.
+= Cut the numberof followers Rhyl has in hal
Its not recommended that parties wth an average level below
11 undertake this adventure. After
the goal is to destroy a mon:
ster that gave even the gods trouble,
‘Sth. and V6thdevel PCs: With a few simple adjustments, the
adventure can be made challenging enough for higher-level
groups.
+ Add another Large fire elemental to area 3,
+ Increase Kel Virond’s level by two
+ Add two fighter levels to each ofthe frost giant in area 4
+ Increase Caedra's level by two in are 5.
+ Add two assassin or cleric levels to Tagus.
ith to TBthevel PCs: Add two more levels to each ofthe crea:
tures listed above. Give the minion an energy drain attack that
allows ito drain a single level with each tentacle rake, even when
anchored bythe primal onchor
Remember that changing the Encounter Levels should raise or
lower the amount of treasure n the adventure. Consult page 170 in
the Dunceon Masre®'s Guide Tables 7-2, 7-3, and 7-4) to deter.
‘mine the treasure appropriate tothe new encounters.‘Creature (EL 14): Tagus Grehan begi
brutally waylaying travelers in back alleys and dark forest
Byways. More often than not, after relieving them of their gold,
hae simply left them for dead, But after some years, he grew to
enjoy the killing more than the stealing, so he learned the
subele arts of assassination, Taking someone’ life fora previ-
‘ously agreed-upon price tuned out to be much more lucrative
than trusting fate and the victim to provide funds. Only afteran
‘employer tried to avoid payment by having Tagus permanently
silenced did he look for another vocation with better prospects
for long-term health. He found his calling in the service of
Nerul. Like any other true believer, he uses every bit of trick-
ery, deception, and sharp steel a his disposal to get ahead in the
temple hierarchy.
¥ Tagus Grehan, Male Human Rog6/Asn4/Cle4
(Nerull): CR 14; Medium Humanoid (s ft, 10 in, tall; HD
tod6+10 plus 4484; hp 71; Init + Spd 30 fe; AC 21, touch 17,
avfooted 21; BAB +10; Grap +10; Atk +47/+12 melee (1d6+2
plus poison/15~20, +2 rapier), or +11/+6 melee (1d4+4 plus
poison/19-20, +1 dagger), or +15 ranged (1d4 plus
poison/19-20, masterwork hand crossbow); SA death attack,
rebuke undead 4/day, sneak attack +5d6, spells; SQ +2 save
bis career asa rogue,
against poison, evasion, poison use, traps, uncanny dodge (Dex
bonus to AC, cant be flanked); AL NE; SV Fort +8, Ref +14, Will
+10, Ste 11, Dex 18, Con 12, Int 14, Wis 16, Cha 13.
Skill: Balance 42, Bluff +14, Climb 42, Concentration +8,
Decipher Script +5, Diplomacy +7, Disable Device +10, Disguise
+18, Gather Information +11, Hide +7, Inimidate +9, Listen
+10, Move Silently +17, Open Lock +10, Search +10, Sense
Motive +9, Spot +40, Tumble +13, Use Magic Device +3, Feats
Exotic Weapon Proficiency (hand crossbow), Expertise,
Improved Critical (rapier), Improved Initiative, Weapon
Finesse (rapier), Weapon Focus (rapier)
Languages: Common, Elven, Infernal
‘See the Duncron Mastix’s Guide, page 29, for assassin special
attacks and qualities, Note thatthe Fortitude save for Tagus's
death attack is DC 16.
‘Assasin Spells Prepared (2/2; base save DC=12 + spell evel) 1st—
clscuring mist, pier climb; 2nd—alter sl, undetectable alignment.
Assasin Spellook:tst—change elf delat poison, obscuring mist,
spider lib 2nd—alter sl darkness, undetectable alignment,
Cleric Spells Prepared (5/5/4 base save DC=13 + spell level)
0—detect magi, guidance, light, read magic, resistance; Lst—cure
Fight wounds x2, doom, entropic shield, protection from good"; 2nd
bulls strength, cure moderate wounds, death nll, nvisibiliy
“Domain spell. Domains: Evil (evil spells cast at +1 caster
level Teickery (Bluff, Disguise and Hide ae cleric clas skills).
Possessions: +2 leather armor, +2 rapier (concealed in staff with
poison-filed well), masterwork hand crossbow with 20 bolts (i
case with poison-filled well), +1 dagger (in sheath with poison
filled well), three extra doses of deathblade poison (Fort DC 20,
146 Con/2d6 Con), +3 ring of protection, ving of misirection (per-
‘manent misliretion—caster level 12th—centered on Tagus that
functions asthe spell; he can change the target ofthe misdr-
tion at will), +4 cloak of resislanc, 3 potions of cure moderate wounds
sctoll of hold person, 137 gp, mithralend-diamond ring (1,200
gp) silver holy symbol (30 gp), disguise kit, assassin spellbook.
‘Tactics: If Tagus accompanies the party, he makes every
atzempt to maintain his disguise asa feeble old man, fighting
only ifabsolutely necessary. He relies primarily on spells and
‘his dagger unless his life is seriously threatened.
Development: Tagus would rather go along to the shrine to
censure thatthe job is done properly, but if convinced of the
partys competence, he’ perfectly happy to lt the PCs take care
of forming the primal anchor and slaying the minion. Disposing
of that creature is, after all, his first priority Thereafter, he can
simply snatch the tem away.
Should the PCs kill Tagus or otherwise drive him away (he
_makes every effort not o get involved in a physical confronta-
tion with the PCS) by the end ofthe day (6 hours later, refugees
fleeing in the path of the minion begin arriving in town. The
PCs should become aware of them easily and realize the cleric
wasnt trying to mislead them. At chat point, they can try ro find
the shrine and cauldron themselves based on the information
from Tagus and « successful Gather Information or bardic
knowledge check (DC 25), although they've now wasted a sig
nificant amount ofthe time that remained to them, Each check
requires 1 hour.
IN 'SHIBOLETH
‘The party can purchase any item: costing 500 gp or less in Shi
boleth. More expensive items can be had, but not before the
characters must leave to do batle with the minion,
Inguiring among the reticent populace using the Gather
results to questions
Information skill produces the followi
about specific topics.
+ DCA5: Yes, Ive heard of people going missing. Mostly coun:
try hicks and peasants, Probably just running away from their
landlords and debrs”
+ DC 15: "People dont go into the Rushmoors anymore. Not
sane people, anyway”
+ DC 20: “Tagus Grehan? Oh, he’ that new young priest at the
‘Temple of Nerull. Vicious looking, that one i.
+ DC20:*Phladris Renolle—he' that elf who spends so much
time at the Collegium library. Hes been in rown a few
‘months. He’ always inquiring about the Rushmoors”
+ DC 25: Shrine/cauldon of melding—"There’ said to be
some sort of ancient shrine south of here in the woods. No
tone knows what its used for, or even where its
Additionally if the PCs search their own memories using the
Knowledge (arcana) ot Knowledge (religion) skill, they may
acquire other bits of knowledge.
+ DC 20% A few neutral gods fought a war against powerful
alien beings in the remote past.
+ C25: A group of spelleasters guanisaguinst incursion by ext
planar forces and watches for signs of their approach. Theybelieve these forces have tried to invade inthe pas 2s we
+ DC25: Aca
against invaders not of this plane. The shrines
iron of melding a device used to forge weapons
‘auldrons ae sealed against the impious and foolish,
Finally, successful bardic knowledge checks can provide the
following clues
+ C25: Phladris Renolle is 2 member ofa group of spelleast
ers who claim to be selfappointed guardians against an
ancient evil of some sort.
+ DC 25: A brutal highwayman ni
robbed and killed travelers on the
+ DC 30 A cauldron of
weapons against invaders not ofthis plane. The shrines that
od Tagus once
borders of Keoland.
ing is & device used to forge special
hhold these items are sealed against the impious and foolish.
PRIMAL ANCHOR
| primal anchors intended fo
128 against minions of ch
ts primaty function isto sever ther links to the Far Realms and
hus deny them some of their powers. To “anchor” a mi
chaos, a character must hit it with a ranged touch at
primal anchor 38 a thrown weapon (range increment 21
hits, the creature's size i reduced by
inal size category). I loses 10 Hit Dice, and the followin
ments are applied to its statistics: -12 Sty ~6 Dex, 4 Con, -8
8 Wis, -14 Cha,
ay dein, frightful presence, and paralysis rays special :
well a its protective aura and regeneration sp
drops to 10/+3, and its immunities are replaced
ugh it retains its org
0 natural armor bonus, -10
trict resistance 20 Its spelhike abilities are also ce
THE SHRINE
A successful Search or Wilderness Lore check (DC 9 for either)
sade at milestone 13 on the southern road leading out of the
city reveals a faint path lesding off into the woods. The path
runs west through the tres for approximately 300 yards, then
‘ends ina hollow strewn with very large boulders. The shrine is
here, bt itis difficult to discern (Search, DC 18) because of the
ion, and a
‘overgrowth, the natural stones used in its constr
permanent mirage erana spell that makes it appear to be part of
an point
the natural surroundings. IPTagus is with the party, he
cout the trail and shrine immediately.
‘What had intial appeared asa large, moss covered boulder pat
tly hidden inthe trees now revealed to be a roughly rectilinear
structure approximately 25 feet on aside. Four thick stone slabs
support a mazsve stone rof covered with moss and vines.
Despite its primitive appearance, the shrine is solidly built
snd resistan to entry. It was purposely constructed this way to
ensure that anyone who managed to enter would be power
enough to actualy retrieve the items needed to create the primal
anchor and wield it against the minion. The PCs cannot gain
access to the shrine through t
any other spell designed to circumvent obstacles, and the stones
‘themselves ate immune to cold and electricity damage,as wells
to disintegrate and transmute rock to mud. They have been magi
cally fortified ro the strength of adamantine,
‘9 Magically Fortified Stone Wall: in, thick; Hardness 20
hp 300; break DC 45,
A sucessful Search check (DC 15) on the south
turns up an inscription in Draconic:
wall
‘Let the power of thy faith gain thee entry.
A successful Search check (DC 20) reveals a faint engraving
near the inscription. Ie depicts a robed figure, holding forth a
|holy symbol with rays flight blazing from it Ths image ia clue
that the PCs should attempt a turn or rebuke undead check
anchored statistics in area 6). The minion’s skills and feats are
adjusted downward in accordance with the new statistics, as iit
were an entirely new creature
The primal anchor can affect other outsiders, as well. Striking any
outsider other than a minion of chaos with the item produces an
effect equivalent to that ofa blasphemy, dictum, hly word, or word
af choos spell—whichever would do harm tothe target. It also pro
vides the benefits of any desived combination ofthe cook of choos,
holy aura, shield of au, and unholy aura spells to whoever holds it
‘The primal anchor vanishes after one week, The magic items that
composed it are used up and permanently gone. To make a new
primel anchor itis necessary to find new items infused with the
‘essences of the four gods Kord,Pelor, Obadthai, and Nerul
e
s
&
z
a2
a
aBUR tah)
ree cnr
Peed
WES)
simed atthe door (a Knowledge—relgion or Intelligence check,
DC 5, also reveals this). A tur or rebuke check thar would affect
2.15-HD undead opens the shrine. When a PC makes such a
check (a Use Magic Device or Disable Device check, DC 25, a0
suffices), re
‘or paraphrase the following
‘An odd blue light bathes the structure as the ground begins to
tremble, The stone facing you slowly recedes into the ground,
revealing a square chamber beyond. Inside the 20-by.20-foot
chamber isa square stone object whose four sides converge to
formal around around opening inthe top,
‘Thestone object
further, continue with the following
he cauldron of melding. Ifthe PCs examine
‘Around the lip ofthe stone abject runs an inscription in @
strange language, and each ofthe four sides bears a similar
Inscription. Inside the opening is a swirling vortex of vapor,
bright light, and impenetrable blackness
Anyone staring into the cauldron for more than 1 minute
must succeed ata Will save (DC 20) or be dazed for 1d4 minutes,
The cauldron accepts only pieces ofthe primal anchor, Any oth
object or creature placed inside itis forcibly ejected after 1
round and takes 3d points of damage from slamming into the
ceiling and walls ofthe shrine (Reflex, DC 18, for half
An inscription around the rim ofthe cauldron reads as follows
BREAK IT DOWN
‘Quadripatte” possesses a unique format that makes it extreme
Iy flexible and useful, even ifyou're not interested in using the mod:
ule as a whole, Composed of four (or five, if you include the fina
very different mini-quests, “Quadripartte
can easly be separated into its component pars if you're looking
encounters) uniaue
for interesting individual encounters for your campaign,
When the four are made one, the masters will abandon the
faceless minion,
More inscriptions on each ofthe four sides of dhe cad isa idle
whose answer refers to one ofthe items infsed with the god esence.
“They can be soled in any onder but be sure to keep tack of sing time
while the plyers conferabout their answers
‘one ofthe rides is uttered within the
loud if the
ss within the shrine ae teleported to
‘When the ansore
confines of the shrine (assume a PC has spoken
player has), al living ereatu
the location where that item is kept. Aloud crack of thunder
and a flash of brilliant light accompany this transport.
RIDDLE I
“The inscription on the west face of the cauldron of melding reads:
You fed iit lives,
it something to drink, it dies”
You gi
The answer is “fre” When that word is spoken, go to area 2,
The Brass Tower
RIDDLE 2
The inscription on the north face of the ca
Cannot beh not be smelt,
hie
And all the empty ole it fils
ind tars and under hl,
Ends if ana hil laughter
The answer is “datkness! Go to area 3, “The Crypt of Kel
Virond,’ when that word is spoken
RIDDLE 3
The inscription on the east face of the cauldron of
ng reads
But alwys straight ahead
‘The answers “wheel” Speaking that word transfers the party
toarea 4, "The Slate Tundra
‘Want a fun ice encounter? Use "Slate Tun
2° Need a good
undead challenge for your party? Check out “The Cypt of Kel
‘Quadriparte” wil tax your
individual
es, of asthe
Virond.” Taken together, the pieces of
party’ strategic resources tothe maximum, But eve
Ty. the mini-quests make for excelen
premise for entirely new adventures of sign. The util
ly of these encounters i limite iyRIDDLE 4
“The inscription on the south face ofthe
‘Alive without bes
As cal as death,
Ni
lad in mai, never clink
The answer is “ish” As soon a¢ a PC spe 1d, go 10
area 5, "Out 10 Sea
CREATING THE PRIMAL ANCHOR
When all four pieces ofthe anchor—the jewel offi. the phvlactary
of darkness the whee of Kord andthe leviathan heart—are placed
{nto the cauldron of melding it fuses them into a primal
‘an iridescent bolt of energy bursts from the caulion of welding
blowing the roof off the shrine and projecting skyward. Just
above the cauldron, floating in the energy beam, isa metal
sphere about the size ofan ostrich egg that pulses red and
black. On its surface are blue eters in the same script as the
insriptions onthe cauldron.
The inscription isin Draconic, and it reads:
url me true. Be nt fant of heart.
The sphere is the rimal anchor. Its cool to the touch and can
be plucked from the beam of energy by any character,
{As soon as the PCs leave the shrine with the primal anchor,
the walls seal up again and the roof reforms. It remains this
way until the cauldron of melding is needed once again—if
another minion of chaos appears on the Prime Material Plane,
When that occurs, new riddle
new anchor appear on the stone faces ofthe cauldron, and the
leading to the four parts of a
cyele continues
—____THE BRASS TOWER
An efteeti named Hushutish has setup a dominion of his own
in the desert wastes beyond the Sea of Dust In ages past, the
natives worshiped the creature as a god and constructed a tower
ofbrass at his command. Long ago, th civilization that built the
tower fell The people who once paid homage tothe geni
the area, their city slowly crumbled, and the desert swallowed
all traces of their civilization, Attended by his faithful magmins,
the efreet remains These creatures scour the world for precious
reate molten masterpieces of art—Hishurish’s on!
now: The efretis most prized possession isthe jew! of fre—an
item stolen long ago from a Temple of Pelor in Greyhawk and a
component ofthe primal anchor
‘A clan of firenevwts from a nearby chain of
tains discovered the efretis bras tower hun.
and like the populace ofthe lost desert civilizat
tures came to revere the genie asa deity The clan high priest
and his entourage make a pilgrimage tothe tower once a year to
bring Hushurish precious metals and jewels and ask for his
igh priests currently within the tower,
lemental. When the PCs appear before
wisdom in return. The
communing with the
the tower, read the following:
‘A briliantiy shining brass tower surmounted by an onion-
shaped dome rises from the sands of « burning desert. Waves
‘of heat cause the tower's image to dance and shimmer, but the
structures clearly more than 100 feet all. In ont otis a small,
‘encampment within which a dozen oso reptilian creatures go
about their business. Several ofthese creatures are mounted on
tal, two-legged beasts.
2A. THE FIRENEWT ENCAMPMENT (EL 13)
Human desert raiders frequently prowl these wastes, so a con-
tingent of heavily armed firenewt barbarians has accompanied
the high priest on his pilgrimage to ensure his safety. Captain
Frarch and his troops do not like the desert here a al. They
‘would rather go where the hunting is better and the weather is
Creatures: Captain Frarch and his three sergeants are
‘mounted on giant striders. The high priest's giant strider is teth
cred inside the perimeter ofthe encampment. The remaining
dozen firenewts go on foot and are armed with longspears and
battleaxes. Note that firenewts and giant striders originally
appeared in Monster Compendiuon: Monsters of Farin.
* Captain Frarch, Firenewt Bbnzo: CR 11; Medium Mon
strous Humanoid (fire, repilian); HD 2d8+2 plus 10d12+40; hp
98; Init +1; Spd. 30 ft, mounted 40 fe5 AC 19, touch 12, lat footed
19; BAB +12; Grap +13; Atk +15/+10/+5 melee (Ld12+4/x3, +4
sgrealaxe), oF +15/+10/5 melee (1d843/%3, masterwork heavy
©); $Q darkvision 60 ft, fast move:
lance); $A breath weapon (i
ment, fire subtype, rage 3/day, uncanny dodge (Dex bonus to
AC, canbe flanked, +1 agnins traps) AL NE; SV Fort +9, Ref +7
Will 4 Ste 15, Dex 13, Con 14, nt 9, Wis 10, Cha &
Skill: Handle Animal +5, Intimidate +12, Listen +12, Ride
(giant strider) +14, Spot +6, Feats; Mounted Combat, Power
Attach, Ride-By Attack, Spirited Charge, Trample
See “Firenewt Regulars" below, for irenevt special attach
and qualities. Nore thatthe Reflex save DC for Captain Frarch’s
breath weapon is 13.
Rage: While Captain Frarch rages, is statistics change as fol
lows: HD 2d8+8 plas 10d12+40; hp 122; AC 17, touch 10, lat
footed 17; Atk lee (Ad12+
16/14 snce); SV Fort +11, Wall
+8) Str 19, Con 48; breath weapon save DC 45, Frarchs rage lasts
12/47 m 3, +1 greataxe), oF
16 melee (1d8+6/%3, heavy
for rounds
Pasessions: +2 reatplate, + grata, ving of protection +4, mas
terwork heav sde pectoral (170 gp), 45 gp.
‘ Sergeants, Male Firenewt Bbn7 (3): CR 8; Medium Mon-
strous Humanoid (fre, reptilian); HD 248+2 plus 741247; hp 63;
Init +4; Sp 30 fe, mounted 40 fs AC 16, touch 11, far-foted 16;UUs Ses)
_ dower,
BAB +9; Grap +14; Atk +41/+6 melee (1d12+3/3, greataxe), or
+11/s6mele (1d8+3/53, heavy ance) SA breath weapon fire) SQ.
darkvision 60 fe, fst movernen, fire subtype, rage 2/day, uncanny
dodge (Dex bonus to AC, cant be flanked); AL NE; SV Fort +6, Ref
+6 Will 45; Ser 14, Dex 13,Con 13, Int 7, Wis 10, Cha 8
Skil: Intimidate +6, Listen +8, Ride (giant strider) +10, Spor
45. Fats Mounted Combat, Power Attack, Ride-By Attack, Spit
ited Charge
‘See “Firenewe Regulars,” below, for firenews special attacks
and qualities. Note that the Reflex save DC for a sergeant’s
breath weapon is 12,
Rage: While a sergeant rages, his statistics change as follows:
HD 2d846 plus 7412421; hp 81;AC 14 touch 9, flat-footed 14; Ade
+13 /+8 melee (1d12+6/%3, greataxe), or 13/8 melee (1d8+4/%3,
‘heavy lance); SV Fort +8, Will +7; tr 18, Con 17; breath weapon
save DC14, The sergeants rage ass for 6 rounds,
Possessions Chainmail, greataxe, heavy lance, 4d6 gp.
2 Firenewt Regulars, Male Firenewt Bbns (8): CR 6;
‘Medium Monstrous Humanoid (fre, reptilian); HD 248+2 plus
541245; hp 36; Init +4; pd 30 f; AC 16, touch 11, larfooted 16;
BAB +7, Grap +8; Atk 48/43 melee (18+1/19-20, longsword)
SA breath weapon (fie), SQ darkvision 60 f, fast movement,
fire subtype, rage 2/day,tincanny dodge (Dex bonus to AC, cant
be flanked); AL N; SV Fort +5, Ref 45, Will +4 Str 13, Dex 13,
Con 13, Int7, Wis 10, Cha 8
Skills: Intimidate +6, Listen +6, Ride (giant strides) +8, Spot
+5. Fals: Dodge, Mounted Combat, Power Attack,
‘Rage: While a regular rages, his statistics change as follows
[MD 2ds+6 plus 5d12+15; hp 50; AC 14, touch 9, flat-footed 145
Atk +10/45 melee (1d8+4/19-20, lngsword); SV Fort 47, Will,
46; Str 16, on 17; breath weapon save DC 14. The regulars rage
lasts for 6 rounds.
Breath Weapon (Su): Once every 10 minutes. firenewt can
breathe fite ata single opponent, dealing 16 points of fire
damage (Reflex, DC 12, for half)
ire Subtype (Ex): A frenewr is immune to fire damage, but
it takes double damage from cold unless a saving throw for half
damage is allowed. In that case, it takes half damage on a success
and double damage on 2 failure.
Powessions: Chainmail, longsword
Giant Striders (4): CR; Large Magical Beast (fre); HD
241096; hp 17; Init +4; Spa 40 fe; AC 16, touch 10, la-footed 15
BAB +2; Grap +10; Atk +5 melee (1d8+4, kick
1d8+4, bite); Face/Reach 5 ft. by 10 ft/S ft; SA fireball; SQ
darkvision 60 f. fire subtype, healing from fire, low-light
vision, resistant to magic; AL N; SV Fort +6, Ref +4, Will =; Ser
18, Dex 12, Con 17, Int t, Wis 9, Cha 8
shill Listen +1 Feats Ru,
Fireball (Su}Twvice per hou, a gant stidercanemitasmall
fireball rom ducts near its eyes: Each Hebal hs a range of 60
feet and a burst radius of 10 feet. Any creature caught in the
blast tkes 1d points offre damage (DC 14 avoids)
Fire Subtype (Ex): firenewr is immune to fire damage, bt
it takes double damage fom cold unless a saving throw for half
damage isallowed. In chat case, i takes half damage on a success
and double damage ona file.
Healing from Fie (Ex): Once per 3 rounds that steer is
cexpoted to intense hest or flame, the creature gins the benefit
ofa cue light wounds spell. A fireball spell or other ery attack
fully heals the creature instantly
Resistant to Magic (Ex): A giant stider gains +2 bonus on
all saving chrows against magical effects.
‘Tactics: Captain Frarch and his sergeants immediately
charge any intruders. They rely on the speed of their mounts
and thet ability to dash in, arack, and dash away-The firenewts
‘on foot attempt to flank opponents by forming two spear pha-
lanxes consisting of four firenewts each, None of the firenews
are interested in parleying with the PCs; they simply assume
thac all such beings are raiders trying to trick them,
Treasure: Inside the captains tent are 210 pp and 530 gp
(earch, DC 15), Buried inthe sand under a cushion in the high
priests tent (Search, DC 20)is asmall sandalwood
10 (worth 50
‘gp) containing three blocks of incense
Development: Once they have dealt with the firenewts, the
PCs can look for a way into the tower. IFthe characters have not
centered the tower within 10 minutes of thei arrival, the high
priest Trel'Shenash completes his business and exits the tower
(see area 2b for Ire!Shenash’ complete statistics)
tedilation
‘Ad-hoc XP Award: Although the giant striders are too low
CR for PCs of this level to gain experience, they certainly
make the mounted firenewts much more formidable. Treat
each mounted firenewt (Captain Frarch and the three ser
‘geants) as one CR higher than listed for the purpose of
awarding experience if they remain on theit
more than 1 round
2B. THE OUTER RING (EL 11)
The solid bra
mounts for
double doors are 15 feet high and hot to the
1 but not damagingly so, When the doors are open, com-
tinue wich the following[A blast of heated air hits you in the face like a blanket. The
walls inside the tower are made of brass and covered with
depictions of flamelte creatures leaping to and fro,
Closer examination ofthe wall relief reveals small human fig-
tures making offerings and constructing buildings. They are
‘obviously fearful of the flame creatures and act at their bidding
‘This entire outer are sas hotas an oven, Characters without
1agical protection ate subject tothe effects of extreme heat (see
the Duwcros Masrex’s Guide, page 86)
Creatures: Each "X” on the map represents magmin. These
creatures know that the PCs are not supposed to be inside the
frees tower, so they try to stop any intruders they notice. Pro-
longed sounds of combat draw TrelShenash to investigate.
‘The ladder up to the audience platform is 30 feet high and
requites a sucessful Climb check (DC 15) to negotiate due to
the heat. A PC attempring to climb without magical protection
from the heat takes 1d4 points of fire damage per round,
Y Magmins (6): hp 13 each Monster Manual 130, Note that
Lth-level PCs wont normally receive experience for defeating
the low-CR magmins
Trel'Shenash, Male Firenewt Clrso: CR 11;
‘Monstrous Humanoid (fire, reptilian); HD 2d8e4 plus t0d8+20,
[np 76; nit +4; Spd 204; AC 17, touch 14, flat-footed 16; BAB +9,
Grap +40; Atk 112/47 melee (1d843/%, +2 batlleaxe} SA breath
weapon (fre) rebuke undead 4/day, spells, SQ darkvision 60 f,
fire subtype; ALNE; SV Fort +9, Ref +7, Will 145 Ser 12, Dex 13,
Con 44, Int £2, Wis 18, Cha 13.
skill: Concentration +13, Diplomacy +5, Intimidate +7,
Listen +9, Ride (giant stider) +10, Scry +6, Spot +10. Feats: Brew
Potion, Craft Magic Arms and Armor, Mounted Combat, Ride
By Attack, Silene Spell, Spell Focus (Evocation),
above, for firenews special artcks
dium
See “Firenewt Regulars
and qualities. Note that the Reflex save DC for Trel'Shanesh’s
breath weapon is 12.
(Cleric Spells Prepared (6/6/6/5/5/3; base save DC = 44-4 spell
level): dete! magic, guidance, light, purify fod and drink, resist
ance x2; tst—bane, bunting hand, cause fear, cure light wounds,
obscuring mist; 2nd—bull’s strength, cure moderate
Festow
divine fa
wounds, endurance, hold person, produce flame, silence; 3rd
sure contagion®, cure serious wound, dispel magic prayer, 4th—cure
ritical wounds divine power, greater magic weapon, sending, wal of
fire fire sie
“Domain spell. Domains: Destruction (smite 1/day, 4 on
attack and +10 on damage), Fire (turn water/rebutke fire 4/d
1d”, flame srk’, summon monster V.
‘Evocation spel; base save DC = 16 + spell level.
Posessions 44 chainmail, +2 batleae silver unholy symbol (30
Ap), 2 potions of cure critical wounds, pouch holding 2 golden
yellow topaz (500 gp each), 3 tourmalines (100 gp each). ¢ pink
pearls (100 gp each), and 8 smoky quart (50 gp each
‘Tactics: The closest magmins engage the party, doing their
best to avoid prolonged close combat. The other magmins arive
to investigate the noise after 3 rounds. After another 2 rounds,
Trel'shenash descends from the audience platform (area 2) 19
{ind out what’ causing the disturbance. If he ses intruders, he
cast greater magic weapon, bulls strength, endurance, fire shield, and
divine power on himself, then prayer. He proceeds to cast silence on
any spellcastes, chen flame strike, hold person, and his other offer
sive spells. Otherwise, he rerurns to the audience platform,
Development: Once the PCs have dealt with the magmins
(and the high priest, if he appears), they can make their way to
the center of the rower
2C. TOWER CENTER (EL VARIES)
‘Within the core of the tower, PCs without magical protection
are subject ro abysmal heat (see the Duvcxon Mastza's Guide
page 86). The audience platform extends into the center of the
rower' inner core, 40 feet above the loot where the efreeti lives
annd creates its works of art. The surface ofthe platform and the
thin bridge leading to it are slick from millennia of use. Any
character who engages in violent motion (such as combat) in
any spot except the very center ofthe audience platform must
sake a successful Reflex save (DC 15) each round or slip and
plunge to the floor below, taking 4dé points of damage and 4d6
points of fire damage from the molten metal
Ifthe PCs have fought the magmins, Hushurish is well aware
that intruders have invaded his home. If che high priest has
already been dispatched by the time the PCs arrive, introduce
the efreetias follows
“Above you rises the vast vault ofthe dome. I holds no win-
dows, and the heat inthis place is unbearable. A skinny
brass bridge juts out into space, giving acess to circular
platform. Some 40 or $0 feet below you, standing on a
swirling pattern of molten metal and sparling gems inthe
floor is & 1fo0t tl ed-skinned figure holding a massive
brass falchion, sporting long, back topknot, ard wearing @
‘great deal of ewely along with billowing pants snd shoes.
He draws himself up to his fl height, and his two ashing,
fiery eyes regard you wth disdain and growing fury
If the high priest did not descend from the audience plat
form earlier, hei still here. In this case add TrelShenash to the
description above,
(Creatures (EL x1 oF 13): The efteeti in the center of the
tower fancies himself an artist of sorts. He constantly creates
fantastic mosties and sculptures from the gems and precious
‘metals on the floor and walls of his abode.
Huishurish, Male Efreeti Exp2/Bbn3: CR 13; Large Out-
sider (vi, ire, lawfal) (13 & tall HD 104820 plus 2d+4 plus
31246; hp 111; Ini +7; Spa 30 fe, fly Soft (perfect) AC 26, touch
12, flat-footed 26; BAB +414; Grap +20; Atk +21/+16/s11 (2d6+41
plus 1de fire/15~20, Huge +2 flaming falchion) or +19/4+14/+9)
18:9 plus 146 fire, slam); Reach 10 feet; SA hes, rage 1/d
spell-like abilities; SQ fast movement, Bie subtype, plane shift,
telepathy, uncanny doge (Dex bonus to AC AL LE; SV Fort 112,
Ref +11, Will +13; Ste 23, Dex 17, Con 14, Int 12, Wis 15, Cha 4s
‘Skills Appraise +5, Bluff +12, Concentration +16, Craft (gem:cutting) +10, Craft (sculpting) +10, Escape Artist +13, Intimi-
Listen +15, Move Silently +13, Sense Motive +11,
Spelleraft +11, Spot +12. Feats: Combat Casting, Combat
Reflexes, Dodge, Improved Critical alchion), Improved Iniia-
tive, Power Attack.
ile Hishurish rages, his statistics change as fol
lows: HD 10d8+40 plus 246+8 plus 3412+12; hp 141; AC 24,
touch 10, flar-foored 24; Atk 623/+18/+13 (2d6v14 plus 1d6
fire/15~20, Huge +2 flaming falchion) or +21/+16/+9 melee
(1d8+11 plus 1d6 fire, slam); SV Fort +44, Will +15; S27, Con
18, Hulhurishs rage lasts for 7 rounds.
Heat (Ex): An efretis red-hot body deals 1d6 points ofaddi-
tional fire damage whenever it hts in melee, or when grappli
each round it maintains a hold,
Fire Subtype (Ex): An effeeti is immune to fre damage, but
ittakes double damage from cold unless saving throw for half
damage islloweed. in that case it takes half damage on success
and double damage ona failure.
Spel/-like Abilities: At will—produce lame and pyoecicss
1/day grant up wo three wishes (o nongenies ons), detect mag
cage, gaseous form, invisity, permanent image, polymorph se
and wal fire. Caster level 18th; save DC = 12+ spell level
oss Lage +2 chain shit, ge +2 lamang falcon rng of foc
‘hil, fre-proof belt pouch holding 1 blue diamond (5000 gp), 3
amethyss (100 gp each), 2 bloodstones (50 gp each), and 74 gp
‘Tacties: The jel offre containing Pelor’ essence is Hushur-
ishs most prized possession—one be is willing to defend tothe
death, Knowing his vulnerability to cold-based spells the
cfretiatacksspellastrs frst, depending on the ambient heat
totire out heavily armored foes. He activates his wal offi spell
like ability to block the entrance to the chamber and turns
invisible before engaging in melee. If present, Trel'Shenash
tris to protect himself with a wall ofr befor fotifying hin
self with defensive magic. He then uses hold person, lame strike,
and other offensive spells against the PCs. If necessary, he
enters melee once he runs out of useful spells Meanwhile, ny
surviving magmins rush to their lord ai (14 arsive per round
until ll are accounted for), They attempt to aid each other in
irapple checks aguinst PCs near the edge of the platform then
push them off onto the molten metal loor below (4d points of
falling damage plus 46 points of fire damage)
‘Treasure: Set in the floor, at the center ofa swit of gems and
‘molten precious metals isthe jewel offre. Whichever character
guessed “fire” as the answer to riddle t sees the jewel sur-
rounded by an unearthly blue glow. A successful bardic know!
edge or Knowledge (religion) check (DC 25) allows any other
character to recognize the jewel as an object sacred to Pelor The
jewel isthe size of an anvil and as hor asa raging fire. Anyone
‘grasping it takes 146 points of fire damage per round. An evil
being who touches the jewel takes 16 additional poines of
damage per round,
In addition to the jewel, the PCs ean pick up sd10x10 gp
worth of precious metals and gems per round from the tower
floor. However, this semi-molten treasute deals td4 points of
fice damage per round for 2d8 rounds to whomever holds i.
Development: As soon as a character grasps the jewel of fire
the entire party is transported back to the cauldron of melding.
THE CRYPT OF
Half millennium ago, Kel Virond was a high-ranking priest of
‘Nerull whose cruelty and sadism were infamous in the lands
around Ulek. He sacrificed thousands of innocent people to his
dark lord before his fortess outside Havenbill was besieged by
paladins of Heironeous.
As his defenses collapsed, Kel Virond retreated ta the lower
levels of his keep to beg his master for ai, Nerll rewarded his
faithful servant with undeath, Kel Virond received a bit ofthe
god essence in the form ofa phylactery of darknes, which imme-
diately fused itself to his forehead and transformed him into a
lich, The paladins razed the fortress but could nor defeat rhe
newly born lich, So they sealed off the exits and consecrated the
ground, hoping ro keep him trapped. Thus, the tomb Kel Virond
had built for himself became his prison. He now awaits some-
fone 0 set him free.
3A. BLOCKED PASSAGE
spiral staircase once gave access tothe keep above. Now both
the staircase and 20 feet of the southern end ofthis passage are
choked off with rubble from the destruction of the keep. Ifthe
characters do not have a light source when they arrive here,
read the following aloud
Wherever you are it's as black as pitch. The
and heavy with the scent of mold
is stale, dank,
‘When light becomes availble
“The vaulted celings are only about 7 feet high in the corridor
In which you stand. The walls ofthe corridor are built of close
fited black stone, slick with alge and fungus. One end ofthe
passage is blocked by rubble.
3B. ANTECHAMBER CEL 11)
The followers of Heironeous placed a stone golem with two faces
hereto prevent Kel Virond from leaving, nd to keep any would-be
allies ofthe lich out They also whitewshed the walls to cover up
the unholy blasphemies that had been painted upon chem.
‘The walls ofthis aiagonal chamber are white, but the meld has
eaten away the paint in many places, revealing black stone.
behind, Inthe center ofthe room stands a 9-oottall marble
Statue of a bald, heavily muscled man. He wears a toga and.
holds his arms straight down at his sides. The statue turns its
head toward you, then walks backward to block the door on the
far side ofthe room with its body
Creature: Emblazoned on the g
clutching a lightning bolt. A successful Knowledge (religion)
emis chest isa gauntlet&
=
=
2
S.
a
check (DC 10) id
neous. The stone golem attacks any undead crearures that enter
ifies this image as the holy symbol of Heiro-
the room, aswell as anyone who attempts to pass without invok
ing the name of Heironeous. Doing so causes the golem t0
resume its postin the center of the chamber, allowing the PC:
topass unmolested,
Stone Golem (1): hp 77; Mons!
‘Tactics: The stone golem attacks any PCs who
wich
Development: Once the PCsd
Manual 108.
¥ 10 pass
eat marble fists.
1 the golem, they can pro
ceed farther into the rypt
Ad-hoc XP Award: If the PCs bypa
fighting it, award them experience as if they had defeated it
the golem without
in combat.
3C. FORBIDDEN CORRIDOR (EL VARIES)
to prevent
‘The faithful of Heironeous also warded this corrd
Kel Virond
ince spel (caster level 13th). Any creature that isnot lawful
rom escaping, The entire passage is affected by a fo
good must succeed at a Will save (DC 22) or be hedged out and
damaged as per the spell description (see the Player's Handbook
To get through this corridor, the PCs must deal with the ghost
thar inhabits i and find a way chrough the heavy iron porteullis
Creature (EL. 11): One of those
in during the assault on
the crypt five centuries ago was Adelros Melzemen,a paladin of
Heironeous. Now a ghost, he appears as a knight in full plate
armor and shield, wielding a sword, His spirit can never rest
red in
until either his bones (currently lying broken and gn
area 3d) are given a proper burial in hallowed ground or Kel
Virond is destroyed
Adelros Melremen, Human Ghost Palo (against ethe-
real opponents): CR 11; Medium Undead; HD 9412; hp 58;
Spd 20 ft; AC 22, touch 10, fla-footed 22; BAB +9; Grap
14/49 melee (1410+5/19-20, +2 bastard sword); SA
ite evil (1/day, +3 on attacks
Init
12; Atk
frightful moan, malevolence,
and +9 on damage), spells, turn undead 6/day; SQ aura of
courage, detect evi, divine grace, divine health, lay on hana
hp/day), manifestation, rejuvenation, remove disease 3/week,
turn resistance +4, undead traits; AL LG; SV Fort +9, Ref +6, Will
485 Ste 17, Dex 10, Con —, Int 12, Wis 15, Cha
Skill: Concentration +12, Diplomacy +12, Handle Animal
12, Heal +11, Hide +2, Knowledge (religion) +4, Listen +10,
Ride (horse) +11, Search +9, Spot +10, eats Exotic Weapon Pro-
ficiency (bastard sword), Improved Initiative, Mounted
Combat, Ride-By Attack, Spirited
‘See Monsler Manual page 212 for ghost special attacks and
qualities. Note that the save DC is 17 for Adelros’s frightful
sarge
‘moan and malevolence abilities
Paladin Spells Prepared (2/1; base save DC=12 + spell level
1st—bless weapon, divine favor; 2nd—sl
4 Adelros Melremen, Human Ghost Palo (manifested;
against material opponents): CR 11; Medium Undead (incor-
pporeal); HD 9412; hp $8; Init +4; Spd fly 30 ft. (perfects AC 25,
touch 13, flat-footed 25; BAB +9; Grap 49; Atk +11/+6 melee
11410+2/19-20, +2 bastard sword); SA frightful moan, malevo
ence, smite evil (1/day, +3 on attacks and +9 on damage), spells,
turn undead 6/day; $Q aura of courage, detet ei, divine grace,
divine health, lay on hands (27 hp/d ation, remove di
case 3/veek, turn resistance +4, undead tats; SV Fort +9, Ref 46,
Will 4; Ste —, Dex 10, Con —, Int 12, Wis 15, Cha 17.
skills: Concentration +12, Diplomacy +12, Handle Animal
+12, Heal +11, Hide +2, Knowledge (religion) +4, Listen +10,
) rej
Ride (horse) +11, Search «9, Spot +10. Feats: Exotic Weapon Pro
Initiative, Mounted
ficiency (bastard sword), Improv
Combat, Ride-By Attack, Spirited Charge.
Paladin Spells Prepared
1s base save DC=12 + spell evel
1st—Hless weapon, divine favor; 2nd—shie
Tactics: Adelzos is committed to preventing the lich’s
‘escape, but he does not wish to destroy innocent creatures in
the process. However, he cannot speak unless he takes over a
living body. Th
from the portcullis using h
he first attempts to scare the PCs away
sfrightfal moan. If that tactic
fails, he attempts co use his malevolence ability against a BC,
so that he can verbally warn the
the PCs can convince him (with a successful Diplomacy
wap of what lies ahead. If
check that their mission involves a greater good, he allows
them to pass. I they mention that :hey seek a nique item of
power, he aso tells them that it may be the liehs phylactery:
‘Adelros attacks only a8 a last resort, and then only to subdue
tunless his opponent is evil
Development: Ifthe PCs manage to open the crypt and com
front the lich, Adelros uses every means in his power to aid
them fhe isi present.
{§ Porecullis: 2 in. chick; Hardness 10; bp 60; break DC 25
Strength, DC 25, t lift.
Note‘The bats on the heavy ion portculis are covered with
age toany PC who tries
sharp spikes that deal 1d$ points of den
to break them of lif the porteulls. The portcullis can be raised
using the winches and chains on both sides of it, but the winchoutside the crypt is locked (Open Lock, DC 25) and trapped
witha retry of warding (se Trap, be
Trap (EL 7): The floor and walls around the outer winch are
protected by greater pt of warding
-F Greater Gyphof Wardng (Blast) CR 7, spell: spell wag
no reset; spell effect (rater gyph of warding (last, 11" evel
cleric, Reflex save, DC 22, half damage, 68 sonic); Search (DC
31), Disable Device (DC 31
3D. THE LESSER CRYPTS (EL 13)
The door to this area is spiked shut from the outside. Prying
1 open requires a successful Strength check (DC 45) and
ide.
Kel Virond’s deceased acolytes and servants populate this
labyrinthine charnel house. He delighted in transforming them
ino various kinds of undead and keeping them locked! down here.
He would occasionally ros alive sacrifice into the cryptand laugh
asthe ravenous undead ripped the hapless victim to pieces.
Creatures: During the long centuries of Kel Vironds captiv
lity the undead in this charaber received no food at all, so they
began to feed on each other. The lesser undead (zombies and
shouls) were eventually devoured by the greater ones (spectres
and mohgs). Now, with even that source of sustenance gone,
the hunger of these miserable creatures is unimaginable
‘B Spectres (5): hp 45 each; Monster Manual 169,
‘ Mohrgs (3): hp 26 each; Monster Manual 137.
Tactics: The spectres and mobrgs inthis chamber sttack any
creature that opens the door. They use no care or strategy other
than to overpower their foes as quickly as possible.
Treasure: The mortal remains of Adeltos the paladin are scat
tered about this chamber, but finding them requires 30 minutes
and a successful Search check (DC 20). His + fll plate armor, +4
large shield and +2 bastard sword are also hidden in the refuse of
the ages (Search, DC 20, for each). Nothing else of value lies
here, since Kel Virond stripped any treasure from the corpses of
sacrifices before tossing them to the undead,
Development: Once the PCs overcome the undead in this
chamber, they can continue toward Kel Virondls resting place.
3E. THE SARCOPHAGUS AND ALTAR (EL 14)
‘Beyond the portcullis i the room that Kel Virond built 0 serve
ashis romb when the time of his death arvived. At the far end of
the chamber is an altar dedicated to Nerul. In front o
a sarcophagus whose top is carved with ornate lttcew
conceals « number of peepholes through which the
watch the erype.
“The ceiling in this chamber is pevhaps 30 feet high and fea
tures gothicstyle vaulting. A 15foot all statue of 2 skeletal
figure in hoaded black robes and wielding a scythe dominates
this chamber. Carvings of similar skeletal figures frolicking or
dancing with humans and halfings adorn the walls. In front of
the statue is an intricately carved, rectangular stone block—
pethaps an altar ora sarcophagus.
‘When the PCs enter the chamber, Kel Virond casts his prepara
tory spells (see Tactics, below) before making his sppearance.
‘The lid ofthe sarcophagus sides offand shatters on the Stone
floor A warrior in chainmal weatng 2 fll helm leaps out and
charges, swinging & gleaming black seythe. Only when he's
about to strike does it become obvious that his hands are
mere bones!
Creature: Although he is frustrated beyond human imaging
tion by his So0-year imprisonment, Kel Virond understands
that these mortal intruders are worth more to him alive then
dead, because they just might be able to free him,
Kel Virond, Male Human Lich Clrx2 (Nerall): CR 14;
Medium Undead (ft 2in. al; HD 12412; hp 78; Init +2; Spd 20
fi; AC 25, touch 12, flat-footed 23; BAB +9; Grap +12; Atk +12
melee touch (14815, rouch), or +15/+10 melee (2d446 plus 2d6
uunboly/19~20/%, +2 keen unholy the} SA damaging couch, fear
aura, paralyzing touch, rebuke undead 5/day, spells;SQDR 15/1,
immunities (cold, electricity, mind-affecing atacks, polymorph-
ing) turn resistance +4, undead waits; AL NE; SV Fort +8, Rf 6,
‘Will +12; Ste 16, Dex 14, Con — Int 12, Wis 19, Cha 14
Skis Bluff +4, Concentration +12, Diplomacy +10, Hide +6,
Knowledge (religion) +40, Listen +13, Move Silently +6, Search
49, Sense Motive +41, Spellerae +11, Spot +11, Feats: Combat
Casting, Craft Wondrous Item, Martial Weapon Proficiency
(Geythe) Serbe Serol, Sil Spell, Weapon Focus (scythe),
Clerc Splle Prepared (6/7/6/6/5/4/3; base save DC= 14+ spell
level) 0— detect magic 2, guidance 2, rad magic resistance; Sst—
‘command, curse water, deathwatch, detect gon, divine favor, magic
‘weapon , protection frm: good"; 2nd bulls strength, darkness death
fonll, entra old person, spntual weapon; 3rd—animate de
bestow curse, blindness/deafess, contagion, dispel magic, protection
from elements; 4ch—still dispel magic, divine power, poison, spell
immunity, unhly Blight; Sth—disel good, say living, spl esi
‘ance, summon monster V; 6th—blade barr, create wndad*, harm.
*Domain spel. Domains: Death (death touch 1/day), Evil (evil
spells cast at +1 level.
Languages: Common, Infernal
See the Monster Manual page 216 for lich special attacks and
‘qualities. Note that the save DCs for Kel Vironds damaging
‘ouch, fear aura, and paralyzing touch are 18, and his fear aura is
caster level 120
Posesions: +3 chainmail, +2 keen umboly seythe, phylactery of
darknes, seroll of restoration, scroll of harm, scroll of rase dead,
silver unholy symbol (150 gp), jeweled helm (750 gp), key to
porteullis lock
Tactics: faerted to the PCs’ presence atthe portcullis, Kel
Virond casts proton from god while lying in his sarcophagus.
Afier the first wo PCs enter the tomb proper, he casts blade bar
rier atthe entrance ofthe hall 10 keep the rest at bay, hopefully
dicing up a few intruders in the process. He then uses summon
‘monster Vt call forth a shadow mastiff (hp 48; Monster Manal
162) 10 keep the advancing PCs busy. Time permitting, he then
casts unholy blight, hold person, bull's strength, and divine powerbefore emerging from his sarcophagus and wading into combat
with his deadly seythe
Kel Virond does not seek to kill all the PCs—at least not
immediately. If he can render one of them helpless by any
‘means (hit point reduction, harm, hold person, or paralyzing
touch), he begins to bargain with the others for that character's
life. He threatens to kill the helpless PC unless the others agr
to free him fom his imprisonment. If they refuse, he slays the
CHARIOT FEATS
The following feats ate taken fiom Sword and Fist: A Guidebook to
Fighters and Monks
CHARIOT COMBAT [GENERAL]
You ate skiled in chariot combat
Prerequise: Handle Animal sil
Benefit: Once per round wh
make @ Handle Animal check to negate the hit. The hits negated if
your Handle Animal check results greater than the atack oll with al
applicable modifiers included. (Essentially, the Handle Animal check
result bec
regular AC)
CHARIOT TRAMPLE [GENERAL]
nes the sted's Armor Class ifitis higher than the steeds
You are trained in using your chariot to knock down opponents
Prerequisite: Chariot Combat, Handle Animal sk
Benefit: When you attempt to overrun an opponent with your
chariot, the target may not choose to avoid you. Ifyou knock down
the target, your steeds each may make one hoof (or stamp) attack
captive with his death rouch, death kell, or scythe, whichever is
most convenient, then rejoins combat
‘ine cube of black
est adamantine inscribed with unholy prayers to Nevull. 1
fused to Kel Virond forehead, hidden under his full helmet.
Treastre: The phylactry of darkness
location under any circumstances. Once Kel Virond’ helmet is
removed, the phylacterys blue glow immediately reveals it asa
against the opponent, gaining the standard +4 bonus on attack
rolls agsinst prone targets. The wheels deal a
26 points of damage automatically, but you must succeed at @
Handle Animal check (DC varies depending on the size of the
‘opponent) or upend the charit. See the table below for sample
DCs.
tem Struck or Run Over oc
ight underbrush 10
Log 10
Muddy ground 10
Small pedestrian 10
Medium pedestrian 15,
Large pedestrian (including horse) 20
‘Wooden fence 20
Heavy underbrush x
Hedgerow 25
Another chariot, side or eat 2!
Another chariot, head-onpiece of divine essence to the PC who guessed the answer t0
riddle 2. Alternatively, a successful bard k
edge (religion) check (DC 25) allows any cha
the phylactery as an object sacred to Nerull,
The phylactry can be removed by chipping the sku
5, hp 10) away from it. Anyone, regardless of alignment, who
touches the phylactery gains 1 negative level per round of contact,
with it-The Fortitude save DC to remove the negative evel is 20.
{good creature who touches it takes 1d6 points of unholy damage
perround of contact in addition tothe negative level
‘The statue of Nerull has two large black opals (2,000 gp
cach) for eyes. Finding these requires a successful Search
check (DC 15)
‘The phylactery of darkness acts as Virond’ lich phylactery
Removing it from his headdestroys him permanently as surely
as destroying a lichs normal phylactery would. Ifthe PCs try 0
leave before removing the phylactery, they encounter the ghost
‘once more, who demands that they finish the job
Development: Ifthe PCs agree to release Kel Virond, he tells
them that they must dispel the forbiddance in the outer corridor
and deal with the stone golem (area 3b) if they havent already
To get the lich outside, they can dig through the 70 feet of dirt
and stone separating the crypt from the outside world, or use a
spel such a teleport or dimension door.
the ghost of Adelros Melremen, if sil present, atacks any
BC who tries to remove the wards that keep the lich impris
coned, Also, a temple of Heironeous has been built on the ruins
of Kel Vironds fortress on the hill above the crypt, and the cler
cs and paladins who reside there swiftly retaliate against
anyone who frees him. Of course, if Kel Virond is set free, he
flees with the phylacery of darkness.
If the PCs slay Kel Virond, remember that the lich is not
truly defeated unless the PCs also remove the phylactery of
darkness The moment that a PC frees the phylactery of darkness
and takes itin hand, the entie party is transported back tothe
wledge oF Knowl
er to recognize
hardness
cauldron of melding
—_______SLATE TUNDRA
‘When the PCs answer riddle 3 correctly, they are transported t0
a location somewhere east of Josplat, inthe land ofthe ice bar
barians. Anyone without winter clothing is subject to the
effects of extreme cold (see page 86 of the DUNcEON Mastin’
Guide for details
4A. OF BEARS AND WOLVES (EL 12)
“Three frost giant brothers are out hunting today.
‘Avast plain of broken, jagged slate svetches before you. The
Visibility is poor, and the wind howis asa light dusting of
snow collects in the crevices between the dark gray stones.
Slowly, the howling of the wind diverges into individual
canine vocalizations coming from directly behind you.
If the PCs investigate, continue with the following
{ess than 100 feet away, near a large rock outcropping a hall
dozen immense, salivating white wolves are tearing apolar bear
to pieces. A pale giant stands nearby, laughing.
Creatures: The frost giant is Oskrud, the youngest of the
three brothers, He's been sent out with the family’s pack of
winter wolves to scare up some game, but hell prefer to keep it
all for himselE
+ Oskeud, Male Frost Giant: hp 130; Monster Manual
98-401,
osesons: Huge greataxe short sword, hunting horn four throw-
ing rocks, large sack holding bag of salt, whetstone, +2 munchaku
Winter Wolves, Advanced (6): CR 5%; Huge Magical
Beast (cold); HD 10410450; hp 105 each; Init +4; Spd 50 ft; AC
16, touch 8, flat-footed 16; BAB +10; Grap +26; Atk +16 melee
(246+42, bite); Face/Reach 10 ft. by 20 ft./10 ft; SA breath.
weapon, trip; SQ cold subtype, scent; AL NE; SV Fort 412, Ref
47, Will +4; Str 26, Dex 11, Con 20, Int 9, Wis 13, Cha 10
Skills: Hide 47%, Listen +10, Move Silently +8, Spor +40,
Wilderness Lore 1°, Feate Alertness, Improved Initiative.
Breath Weapon (Su): Cone of cold, 15 ft, every 1d¢ rounds;
damage 446; Reflex half DC 20. Winter wolves can use their
breath weapon while biting.
Trip (Ex): A winter wolf that hits with a bite attack can
axtempt to trip the opponent as free action (see page 139 in the
Players Handboot) without making a touch attack oF provoking
an attack of opportunity. If the attempt fails, the opponent
cannot react to trip the winter wolf
Cold Subtype: A winter wolf is immune to cold damage, but
it takes double damage from fre unless a saving throw for half
NEW WEAPON
Exotic Weapon—Ranged
Cost Damage rtieal
Large Net “op
‘Weight ype
201 ‘
Range Increment
208
“Except as noted below, a Large net works the same as a Medium net. t may be used effectively only by a Large or larger creature, or
in two hands by a Medium creature witha Sten
Huge creatures. A Large net can entangle upto
acter who ffl the size and Strength requirements
Exotic Weapon Proficiency (net
(of atleast 20, A Large net is useful only against Tiny, Small, Medium, Large, of
ledlum or smaller creatures at once if they are within S feet of each other. chatdamage is allowed. In tht case it takes half damage on asuccess
and double damage on a fulure
Skills: Winter wolves receive a +1 racial bonus to Listen,
Move Silently, and Spot checks, and 2 +2 racial bonus to Hide
checks. “Their natural coloration grants winter wolves a +7
racial bonus t0 Hide checks in areas of snow and ice. A winter
wolf has a +4 racial bonus to Wilderness Lore checks when
tracking by scent.
Polar Bear (1): hp 12 normally 70); Monsey Manual 194,
‘Tacties: As soon as Oskrud notices the PCs, he leaves three
‘wolves to finish off the polar bear and takes the others with him
to deal with the intruders, The winter wolves concentrate thei
breath weapons and trip atacks on one or two ofthe weakest:
Tooking characters. Oskeud is very confident that he can handle
puny little humanoids on his own, and hed like to prove this to
his big brothers. Thus, he blows his hunting to summon their
aid only ifhis hit points drop to below 1/3 of normal and more
than two ofthe winter wolves with him are dead,
‘Development: If Oskrud does blow his horn, his brothers
appear in 2d4 rounds. If he is prevented from blowing his horn,
bis brothers come to meet him 2dé minutes later, arriving from
the east in their chariot. Go toarea 4b when they arrive. Oskrud
isnot interested in parleying with the PCs. If they capture him
alive, he cooperates with interrogation but has no idea where
they can find what they seek. He suggests that his brothers
might know, however, and requests permission to summon
them with his horn, if he has not already done so. Of course,
COskrud knows that his brothers will be no more interested in
helping the PCs than he is
Ad-hoc XP Award: Treat the winter wolves a CR 7 monsters
for the purpose of determining the PCs' experience award
4B. THE BIG BROTHERS
When the frost giant brothers are 300 fet awa; each character
can attempr Listen check (DC 15) to detect them, anyone is
successful, read the following,
‘Xsound lke distant, rumbling thunder becomes audible, as
well sa faint crunching noise.
Allow each character a Spot check (DC 20) when the giants
successful, read the following.
close to 150 feet. Ifanyone
From the swirling snow to the east, pair of hulking forms
takes shape. Two wooly memmaths, each wearing a harness
land armor, seem to be puling a vehicle of some kind in your
direction. The creatures teumpet loudly as they approach,
The mammoths draw a massive wooden chariot occupied by
the two older frost gan brothers, Hroklevir and SkratiThey are
delighted to see actual enemies ro fight
(Creatures (EL 14} This week has been the most joyous time
in the two brothers! miserable lives, They are the elder sons of
Aurgelmis, a particularly foul-tempered frost giant chieftain,
and just days ago he was killed by a band of adventurers while
hunting, The "boys" are happy about this because now they can
drive his prized mammoth-drawn chariot. Sure, they sneaked a
fev joyrides behind dads back in the past, but they always got
‘caught and received sound thrashings. Now that hes gone,
Hrokkvir and Skrati are making up for lost rime. They are cur
rently out land-trawling” across the plains, dragging large nets
tocatch animals and smaller humanoids
Hrokkvir and Skrati, Male Frost Giant Ftrs (2): CR 10;
Large Giant (cold); HD 1448470 plus 1d10+5; hp 143; Init
Spd 40fe; AC 2, touch 6 flat BAB +145 Grap 424; Atk
+19/+14/49 melee (2d8+13/%3, Huge greataxe), or +10 ranged
(1649, rock) oF +9/+4/
by 5 f./10 fs SA rock throwing; SQ cold subtype, darkvision
60 ft, rock catching; AL CE; SV Fort +16, Ref +3, Will + Str 29,
Dex 9, Con 21, Int 10, Wis 10, Cha 11
Shille Climb +13, Handle Animal +2, Jump +43, Spot +6. Feats
Chariot Combat*, Chariot Trample*, Cleave, Exotic Weapon
4 ranged touch (—, net) Face/Reach 5
Proficiency (net), Great Cleave, Power Attack,
eats from Sword and Fist see Chariot Feats sidebar, See
Monster Manual page 98 fo frst giant special artacks and qual
ties. Note that Hrokkvir and Skratican each burl rocks weigh
ing 40 to 50 pounds with a range increment of 120 feet. Each,
brother can also catch Small, Medium, or Large rocks
Possessions: Chain shirt, Huge grestaxe, net, six throwing
rocks, two large nets, whl of Kord, silver statuette of a horse
300 gp), -ounce jar of stone salve, three hunks of cheese, bone
whistle, 3-gallon wineskin, lump of amber (900 gp), haunch of
moose, pair of skis (along with gear to secure them under the
chatior wheels
Y Wooly Mammoths (2): CR 8; Huge Animal; HD
1648480; hp 152; Init 4, Spd 40 fe; AC 16, touch 8, flat-footed
16; Atk 420 melee (246110, slam) and +15 melee (24615, 2
stamps), or +20 melee (2d8+10, gore); Face/Reach 10 ft. by 20
./10 25 SA trample 248415; SQ low-light visi
SV Fort +15, Ref +10, Will +6 Str 30, Dex 10, Con 24, Int 2, Wis
13,Cha7,
Shills Listen +6, Spot v6
n, scent; ALN;See the Elephant entry on page 196 of the Monster Manual for
iammoth special attacks and qualities. Note that the Reflex
ve DC for the mammoth trample attack is 28
Tactics: Hrokvir is driving when the brothers first sight the
arty at a distance of 120 feet. As soon as they close t 100 fet
Skratibegins throwing rocks. At 20 feet, Skrat throws his net atthe
srest opponent. Hrokkvir drive the chariot straight into the
ster of the panty and artemprsto trample as many PCs 2s possible
sis pass (The mammoth-and:-chariot combination has 20-
2 face, so theoretically he could trample « maximum of four
Medium PCs) Afters irs pass, he circles until Skratinetsat eat
‘ne PC and secures the net toa cleat on the chariot. Characters
capped ina net ae dragged over the sharp-edged slate, which
cals 1d points of damage per character per round.
‘Thereafter, the giants switch places, and Hirokkvir has a go
st trawling. While traveling at a double move (80 feet), the
hariot can turn only 45 degrees in 2 round. Once both nets
ccupied and all six throwing rocks have been used, the
driver concentrates on trampling any remaining PCs while
he passenger hacks at any he can reach with his greataxe in
ssing. Note thatthe chariot affords each giant one-quarter
‘over (+2 AC bonus and +1 Reflex save bonus, not included in
Treasure: The left wheel ofthe chariot the wheel of Kord, 2
solid iron disk pierced in the center and embossed with Kords
oly symbol The PC who correctly answered riddle 3 sees it
surrounded by a blue glow. Any other PC can recognize it asthe
rem for which the group came with a successful Knowledge
religion) check (DC 10). The wheel of Kord weighs more than
00 pounds
Development: The PCs must do more than just grasp the
hel of Kord to be teleported back to the cauldron of melding; they
‘must actually activate the item through 2 fat of Strength. A suc
essful bard knowledge or Knowledge (religion) check (DC 15)
reveals that Kord often requires such a display to activate devices
sacred to him, Once a PC raises the wheel of Kord overhead
strength, DC 18) or performs similar fea of Strength involving
he wheel, the party istelzported back to the shrine.
—_________OUT TO SEA
Upon giving the correct answerto riddle the PCs appear ina 18
iotong, double-prowed rowboat in the middle ofthe Azure Sea
Blue water stretches as fa asthe eye can see in all directions,
and the smell of salty air asslls your nostrils. Your rowboat
rides high on the blue swells and then slips back down into
the troughs, but the se is fury calm. Your sturdy boat has 2
rudder atthe back and looks like it would comfortably seat,
eight humans. It is equipped with two sets of oars,
Anyone who can read Elven and bothers to examine #
mithral inlay along the outer portion of the bow
determine thatthe boat is named "Seasprite
(W Seasprite: 4in, thick; Hardness 5; hp 40
SA. SQUID ATTACK (EL 9)
Before the PCs have a chance to decide on a direction, they are
attacked by a giant squid. Any PC who makes a successful Spot
check (DC 20) notices the following and is not surprise.
'A slim, silver form dashes toward your Boat, just below the
surface of the water. t's hard to tell exactly what iis, but
large eye stares up at you fora moment
‘Creature: The giant squid noticed some tasty morsels inside
the boat and decided to investigate
* Giant Squid: hp 70; Monster Manual 202
Tactics: The squid attacks by reaching its tentacles into the
boat. Each character inside the boat must make a successful Bal:
ance check (DC 10) each round that the bout is under attack or
fall prone due to the rocking caused by the monster’ attacks.
Development: A pseudoleviathan (see below) arrives 246
rounds after the bale with the squid begins, whether or not the
Aight is over.
5B. THE PSEUDOLEVIATHAN CEL 14)
Each character can attempt a Spot check (DC 15) 4 rounds after
the battle with the giant squid begins. If anyone is successful
read the following.
[As your boat rides up the crest ofa swell, a large fin slices
‘through the waves near your craft. About 30 yards behind it
comes a second fn, skinnier but taller than the fist. The lead-
ing fin suddenly dives into the sea, and the second rises
higher out ofthe water. It seems tobe the tall ofthe biggest
fish youve ever seen!
The party is being circled by the largest construct ever to
cruise the ocean depths. ts head alone measures three times the
length of the party’ boat.
Creature: A successful Knowledge (nature) check (DC 15
Identifies the creature asa pseudoleviathan, while a successful
bardic knowledge or Knowledge (religion) check (DC 20 for
either) reveals that che creature is a construct sacred to Obad
Hai, built in the image of one of his most beloved creatures. The
pseudoleviathan is essentially a massive, oceangoing, sub:
rmersible shrine to the god of nature. A successful Spor check
DC 20) reveals that the creature was constructed from the
remains of thousands and thousands of sea creatures gathered
‘over time from the ocean floor. This pseudoleviathan is cur
rently being used to collet fish for study under the direction of
a druid (see area se, below)
Pseudoleviathan: CK 14; Colossal Construct (aquatic)
HID 24d10; hp 132; Init +0; Spd swim 40 fe; AC 23, touch 2, fla
footed 23; Atk +25 melee (448+16, bite) and +20 melee (4d6+8
tail slap); Face/Reach 20 ft. by 40 f,/10 fe SA frightful pres-
‘ence, gulp: SQ blindsight 100 &, cold resistance 25, construct
alts, DR 20/43; AL N; SV Fort +8, Ref +8, Will 49; Str 43, Dex
10,Con -, Int, Wis 13, Cha 14
See the pseudoleviathan entry in “Appendix 11" for the
pseudoleviathans special attacks and qualities. Note that theWill save DC for its frightful presence ability is 24
‘Tactics: The pseudoleviathan circles the party’s boat for 2
rounds before diving underneath and coming up for a gulp
attempt against the entite boat. The bite deals no damage
Deca
the druid controlling the construct wants to capture
the PCS alive, The pseudoleviathan keeps tying to swallow the
boat and the party until either i is successful or more than 150
sins of damage have been dealt ro it, As long as any PCs are in
1e bout, one of them (their choice) must make a Profession
sailor) check each round. This check result isthe boat's AC
against the creature’ bite attacks,
Development: If the PCs are swallowed, each character in
the boat must make a Profession (sailor) or Balance check (Dt
15) to stay in the boat as it slides into the pseudoleviathanis
gullet. Failure indicates the PC goes overboard and must make
Swim checks (DC 15) each round ot risk drowning, Death by
drowning is unlikely, though, since Caedra see area $c) rescues
drowning PCs after 246 rounds,
SC. IN THE BELLY OF THE BEAST CEL 1.
The water inside the creature’ stomach is quite rough because
of the levisthans movements. The underwater visibly within
the creature’ belly i 10 fer.
‘When the PCs’ bo
see "Inside the Leviathan: Table 1” fo
the effect on the boat), then levels out, Shortly thereafter, the
‘Aer your harrowing trip down the sea creature's throat, you
arrive in its cavernous belly. A pocket of air that extends the
entice length of the stamach allows normal breathing, and a
torch lashed to a small leather boat floating inside the stom-
ach provides light by which to see. But the beas's swimming
rocks your boat enough that simply staying afloat presents 2
challenge.
The leather boat is a watertight coracle large enough to seat
four Medium creatures. The torch bur
flame spell cast upon it
Suddenly a smiling female surfaces near your boat and waves
to you, “Welcome tothe paeudolevathan,” she says. “I'm sory
for the rough reception, but you looked lke you were in some:
distress, so thought I'd invite you in the only way I could, How
did you come t be way out here in such litle boat?”
The woman is Caedta Halieth, the balfelfdewid who livesin
and controls the pseudoleviathan, She commands it mentally
through «!
standing order to
amulet she wears and has given the construct a
ntl swallow interesting creatures for study
‘The air supply inside the stomach will last only 60 minutes,
minus 5 minutes for each party member beyond fous, unless the
2, calm animals cure
in, charm
person or ani
shape; 3rd—cure moderate wou
poison sok with plants, water Breathing; 4th—contrl plants, cure
eater magic fang, neutralize
serious wounds, dispel magic, rusting grasps Sth—commune with
nature, cure eitical wounds, summon nature’ aly V; 6th—antilfe
shell, stone tll 72—sunonon nature ally VIL
Languages Aquan, Common, Elven
Posessions +2 leather amor, +2 giant bane shortsear, adamantine
dagger, amulet of peudoleviatinan commana, ring of protection +2
ving of freedom of movement, 4 potions of water breathing
"See "New Magic Item” sidebar
fish for
study
=A successful Profession (salar) check (DC 15) by one ofthe
PCs gives everyone inthe boat a +4 circumstance bonus on
this Reflex save,
‘There isa 20% chance that a larger aquatic creature i also
collected, Roll 4% and consult Table 2 inthis case
‘TABLE 2. COLLECTED AQUATIC CREATURES
boat (swallowing)
Creature Number cR
Appearing
01-02 Seahag 7 ‘
Kraken 1 2
Ot-10 —_Lacedon aaa 2
Nar Merrow 1a 2
1823 Orca 1 5
24-30 Porpoice 1a 1p
3-37 Large shark raz 2
3-43 Dive shark 1 9
4655 Squid 6 1
56-65 Giant squid 1 9
65-68 Adult tojanida 1 5
68 Dragon turtle 1 9
70-79 Octopus 1 1
80-88 Giant octopus 1 8
89-94 Sealion 122 4
95-100 Huge viper 1 3Y Hhoshiirll, Male Awakened Large Shark: CR 5 (the
sharks CR is one higher due tothe effects of the awaken spell);
Large Animal (aquatic); HD 9d8+9; hp 43; Init +2; Spd swim 60
fe; AC 15, touch 11, fla-footed 13; BAB +6; Grap +13; Atk +8
melee (1d8+4, bite); Face/Reach 5 ft. by 10 ft/s ft; SQ keen
scent, low-light vision; ALIN; SV Fort +7, Ref +8, Will +4 Str 17,
Dex 15, on 13, Int 10, Wis 12, Cha 3
ill Listen 47, Spot +7, Swim +41,
Languages Aquan.
See Monster Manual page 201 for Large shark special qualities.
Note that RCs of this level wont gain experience for defeat
ing Hhosbiel
Clobgloob, Female Awakened Giant Octopus: CR 9
{the octopus CR is one higher due to the effects ofthe awaken
spel); Large Animal (aquatic); HD 10d8+40; hp 55; Init +2; Spd
20 ft, swim 30 ft; AC 18, touch 11, flat footed 16; BAB 47; Grap
+16; Atk +11 melee (1445, 8 tentacle rakes) and +6 melee
(4d8+2, bite); Reach £0 fe; SA constrict 24847, improved grab
SQ ink cloud, jet, low-light vision; AL N; SV Fort +8, Ref +9,
Will +4; Ste 20, Dex 15, Con 13, Int 14, Wis 12, Cha 5
Shille Hide +14, Listen +4, Spot +4, Swim +13,
Languages: Aquan, Common, Elven
See page 199 in the Monster Manual for giant octopus special
attacks and qualities. Note that Clobgloob deals 248+7 points of
damage with each successful constrict attack
Possessions: pouch, potion of cure moderate wounds, gold-and:
ruby necklace (400 gp), five pearls (75 gp each
‘Tactics: Caedra and her companions are very friendly at frst
because they have so few visitors to talk to, This attitude
changes quite dramatically when they become awate of the
party's plans, Caedra considers the pseudoleviathan a holy
‘object as well as a home, and it would take considerable com-
vineing for her to allow it 10 be damaged or destroyed. Treat
Caedea as unfriendly if the PCs broach this topic with her,
rather than indifferent, which is her actual intial attitude (see
Table 5-4: Influencing NPC Attitude on page 149 in the
Dunctow Mastexs Guide for details). Caedra must be swayed to
helpful if the PCs intend to avoid a fight here.
If the PCs do not convince Caedra of the need for them to
take the leviathan hear, she and her companions try to stop the
party from injuring the creature. They try nonlethal means
first if chose are ineffective, they switch to deadlier tactics. As
4 last resort, Caedra orders the pseudoleviathan to swallow
NEW MAGIC ITEM
[A pseudoleviathan responds to verbal commands from its creator,
but it can also be controlled with an item known as the amulet of
pseudoleiathon command,
| Amulet of Pseudoleviathan Command: This pendant depicts &
leviathan swimming ina cice It allows the wearer to telepathic:
ly contol a particular pseudolevathan that was created at the
same time a5 the amulet. The item's range is 300 fet; beyond that
tencuigh water to fill its stomach in an attempt to drown the PCs
(see the Drowning Rule on page 85 of the DuNc#oN Masten's
Guide). If this tactic fails to stop the PCs, she rells the creature
to expel the entire contents ofits stomach through its mouth,
‘This process takes 5 full rounds, during which the water is
treated as stormy. At the end of 5 rounds, everything inside the
stomach is forced our, taking 246 points of damage on the way.
Each character may make a Swim ot Profession (sailor) check
(DC 35) to resist expulsion and stay inside, if desired, but the
damage still applies.
‘Treasure: The leviathan heart isthe elemental core of the con-
struct is 2 misshapen lump of fused stone, bone, coral, and
shells that weighs approximately 100 pounds. Ie can be seen
either when the wall ofthe stomach immediately adjacent to
the heart is ou of the water (while the leviathan is climbing), oF
when a PC is underwater (Spot, DC 20, in the former ease, ot
DC 25 in the latter). The character who guessed the answer to
riddle 4 sees the heart surrounded by a blue glow:
‘To get the heart, « PC has to cut through the lining around it
and deal at least 50 points of slashing damage to remove it from
the creature’ body: Removal ofthe heart immediately ends the
life ofthe pseudoleviathan, and it begins to settle onto the
bottom of the ocean. Water begins ta pourinto the stomach, fll
ing the void completely within S minutes.
Securely lashed inside Caedraé coracle are 2 potions of water
breathing, 254 gp in a pouch, a silverand-emerald ring (worth
1,500 gp), and a silver-and-gold hand mirror (worth 220 gp)
Lying at the bottom of the leviathan stomach, hidden under
the debris of many a sunken vessel, is a locked iron chest
Search, DC 20). It contains 3,800 gp, a wand of fireball (26
‘charges, caster level 8th), and a mirror of opposition (at the bottom
of the chest)
W Locked tron Chest: 11/2 in, thick; Hardness 10
break DC 28; Open Lock DC 30.
Development: As soon as a PC grasps the freed leviathan
ear, the entice party is teleported back to the cauldron of melding.
THE EACH OF SEAS
‘The minion of chaos is busy tearing up farmhouses and devour
ing livestock west of Shiboleth while the populace flees forthe
false safety of the city. (Determine the creatures exact location
p45
stance the creature cannot receive instructions. The amulet also
allows the wearer to see through the leviathan’s eyes (whether oF
rot he or she i in the cockpit) and to make use of the creature's
blindsight ability Ifthe wearer moves beyond the command rang,
the pseudolevithan continues to carry out its last instructions
until contol is re-estabished.
Coster Level: V8th; Prerequisites: Craft Wondrous Item, greater
serving. dominate animal, command plants; Market Price: 30,000 gp
Weight: —.