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Dungeon Magazine - 174

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0% found this document useful (0 votes)
357 views107 pages

Dungeon Magazine - 174

Uploaded by

johan.hafiz6926
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

ISSUE 174 | January 2010

A D ungeons & D rag ons ® Roleplaying Ga me Supplement


Co n t e n t s

4Chaos Scar: 67
Domains of Dread: 97 Ruling Skill Challenges
A Chance Encounter The Endless Road By Mike Mearls
Mike continues to educate on the nature of skill
By Robert J. Schwalb
By Ari Marmell challenges, with unique applications and examples.
While near the Chaos Scar, the PCs encounter Those who follow the Endless Road find themselves
a strange wagon stuck in a hole, and the strange
cultists escorting it. A Chaos Scar adventure for
caught in this dark domain. 101 Dungeoncr af t
By James Wyatt
1st-level PCs.
81 Red Shoals of Dak ar James discusses the latest changes to his f ledgling
campaign.
By Bruce R. Cordell
9 Chaos Scar: Sliver’s Call This tumultuous sea on the Elemental Chaos
By Stephen Radney-MacFarland is sailed by the brave, the desperate, and the
A voice from the Scar has summoned a wizard of despicable. 105 Eye on the Re alms
great power for many years. Now, as he closes in on By Ed Greenwood
the secret of the Cave of Dark Whispers, he needs
help to achieve his ends. A Chaos Scar adventure
90 Sealing the Pact Ed sheds light on the most distant and compelling corners
of the Realms.
for 2nd-level PCs. By Arnie Franke and Jeff Morgenroth
If your warlock character is on the lookout for
21 Test of Fire more adventures with personal meaning, try
introducing one of these patrons, first discussed in
By Scott Fitzgerald Gray Dragon #381’s “Performing the Pact.”
The Scales of War Adventure Path continues.
The epic-level adventurers have saved their world
from the githyanki and brought a dead deity back
to life. But now they face their most difficult task
to date. The adventurers must break the siege on
Tiamat’s last stronghold—the City of Brass. All that
lies between the heroes and success is Tiamat’s
blue exarch and the labyrinthine ways of the City’s
efreet-run society. A Scales of War adventure for
27th-level PCs. On the Cover
Illustration by Mark Zug

Dungeons & Dragons, D&D, Dungeon, Dragon, d20, d20 System, Wizards of the Coast, all other Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast, LLC, in the U.S.A. and other countries. ®
This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use
of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast,
Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
Printed in the U.S.A. ©2010 Wizards of the Coast, LLC.
No portion of this work may be reproduced in any form without written permission. For more Dungeons & Dragons
articles, adventures, and information, visit www.wizards.com/dnd
edit o ria l
174
Du ngeon

Editor-in-Chief
J a n u a r y 2 010

Chris Youngs
Elemental Chaos, Ahoy!
Senior Art Director Jon Schindehette
It’s a brave New Year. I’ve never been one for powerful, characters. With a little work, you could send a group of
Web Specialist Steve Winter motivating, inspiring resolutions. I find the setting of new heroic characters there, if for no other reason than to let
goals on January 1 a little arbitrary. I mean, if you’re going them dabble in its zaniness as a taste for later adventure.
Web Production Bart Carroll
to set a new goal, why wait? But in the spirit of the holiday, As for our feature—we have the “Red Shoals of Dkar,”
Contributing Authors Bruce R. Cordell, Scott Fitzgerald I do have one resolution: I want to spend more time in the which describes pirates who ply the treacherous seas
Gray, Arnie Franke, Ed Elemental Chaos. within a perpetual chaos storm that rages across the
Greenwood, Ari Marmell, Mike OK, not me personally. That would suck rocks. Hot, plane. Islands within the storm, known as the Red Shoals
Mearls, Jeff Morgenroth, Stephen magma rocks, most likely. No, I want to spend more D&D of Dkar, form a home base from which these pirates light
Radney-MacFarland, Robert time in the Elemental Chaos. I want my campaign’s heroes out to attack seaside settlements and ships of the mortal
J. Schwalb, James Wyatt to adventure there. I want to pack up my characters and world before sailing back to their home base on the
head out myself. Elemental Chaos, loot in tow. These pirates have unique
Developers Peter Schaefer, Stephen
Why the sudden interest in the Elemental Chaos? knowledge and magical prowess that lets them safely navi-
Schubert, Rodney Thompson
I feel like we’ve spent much more time in the Shadow- gate these storms, making the Red Shoals like Shipwreck
Editor Miranda Horner, Steve Winter fell and the Feywild, which means to say we’ve devoted Cove on steroids.
more magazine space to their exploration and expansion. I mean, pirates sailing seas of fire through chaos
Cover Artist Mark Zug
The Astral Sea follows close on the heels of these two. storms? This is good stuff! Consider an adventure vil-
Contributing Artists Wayne England, Jeremy Jarvis, But the red-headed stepchild of the bunch has been the lain who appears and disappears at will throughout the
Jorge Lacera, Raven Mimura, Elemental Chaos. We haven’t set any adventures there course of a campaign. Now make that villain a pirate on
William O’Connor, David Rapoza, (although we dipped our toe). We haven’t featured many a ship that sails the planar seas—does it get any better? As
Cartographers Mike Schley, Jason Engle
articles that touch on the plane, either. Well, that’s chang- an alternative, consider giving your adventurers a ship
ing, and in a big way. like this of their own, or the option to join the crew of
Publishing Production Specialists Angelika Lokotz, Erin Dorries, Last month saw the release of The Plane Below: Secrets of one of these vessels. Just think of the adventure potential
Christopher Tardiff the Elemental Chaos. This was the first book since Manual when the adventurers’ home base is a pirate ship that sails
of the Planes to really start to uncover the secrets of this through the Elemental Chaos to any sea of the mortal
Web Development Mark A. Jindra
plane. Now, we’re catching up with digital content. realm, or possibly beyond.
D&D Creative Manager Christopher Perkins This month, we’re devoting one adventure and one fea- How have we let the Elemental Chaos lie fallow for
ture article to the Elemental Chaos, and there are more on so long? My only excuse is that the world of D&D is big—
Executive Producer,
the way. This month’s Scales of War adventure takes epic- bigger than we could ever handle in full. But we’re going
D&D Insider Chris Champagne
level characters to the City of Brass, where they’ll need to use 2010 to make a dent in the Elemental Chaos.
Director of RPG R&D Bill Slavicsek all their wits to survive the Byzantine efreeti politics. The What are your favorite parts of the Elemental Chaos?
City of Brass has to be one of the best possible locations for What would you like to see us tackle next in an article or
adventures—but not just for the epic tier. The questions of adventure? Send us your feedback to dndinsider@wizards.
Special Thanks
why the City of Brass’s influence isn’t larger and what the com, or better yet, your adventure or article pitch to
Richard Baker, Greg Bilsland, Michele Carter, Jennifer Clarke
efreet families will do to further their goals in the city’s [email protected]
Wilkes, Andy Collins, Bruce R. Cordell, Jeremy Crawford, Peter
structure are great launch points for adventure.
Lee, Mike Mearls, Kim Mohan, Cal Moore, Peter Schaefer, Stephen
What about the rest of the city? We only scratch the
Schubert, Matthew Sernett, Rodney Thompson, James Wyatt
surface this month. Just consider all the other denizens,
permanent or transient, who visit the City of Brass. Many
of them make excellent threats or foils for low-paragon tier
Chaos Scar:
A Chance Encounter
A Chaos Scar Adventure
By Robert J. Schwalb
Illustrations by Jorge Lacera
Cartography by Jason A. Engle

“A Chance Encounter” is a single combat encounter for a group of five 1st-level charac-
ters set in the Chaos Scar. The adventurers find a wagon sinking into a hole despite the
best efforts by the struggling horse pulling it. Yellow-robed attendants fight to pull the
wagon free, but the wagon’s slide and the horse’s screams suggest their efforts are futile.
Should the PCs lend a hand, however, they find their good intentions met with cold
steel, bitter curses, and a wild three-way fight.

If you’re not playing a Chaos Scar campaign, you can still use this adventure by
integrating it into any existing campaign on a road through a remote wilderness area.

For details on the Chaos Scar and its environs, read the Chaos Scar introduction
and check out the map of the entire valley.

TM & © 2009 Wizards of the Coast LLC All rights reserved. J a n u a r y 2 010 | D u n g e o n 174
4
A Chance Encounter

Background The Glass Cube PCs might leave some or all of the loot behind. Should
this be the case, add the missing value to the treasure
The glass cube is behind Pung’s madness, for it
In a village not far from the Chaos Scar, a simple they find when they next gain a parcel.
imprisons an otherworldly entity known as a fell taint.
trader named Pung made a poor investment. A curi-
ous glass box came into his possession by way of a
The creature wants to be freed and has been working Conclusion
on its prison for years until now; the slightest jostle Once Pung and the other creatures are defeated, the
grubby adventurer. It was curious, but a crude piece will break it. Once a resident in the Chaos Scar, lurk-
compared to the jewels and other items the seller PCs are free to go about their business. However, you
ing with several others of its kind (see “The Tainted might expand this encounter into a full adventure.
offered. With the adventurer a few gold pieces richer, Spiral” in Dungeon #173), the fell taint was captured
Pung went about his business, the box nearly forgot- The ant tunnels might lead to the hive, wherein the
by a curious mage passing nearby, imprisoned, and PCs can fight giant ants to their hearts’ content. Or,
ten. But that night, unsettling images plagued his studied. The mage learned all he could, however, and
dreams, and they continued each night thereafter, they might access one of the many dungeons littering
sold the box as a curio as a (admittedly cruel) joke. the valley.
growing more disturbing, until his fraying sanity The monster was able to exert some influence from
unraveled altogether. Each dream was unique, but There’s also the matter of the glass cube. Who sold
its prison, however, and has gradually passed through the cube to Pung and why? Where did it come from?
each featured one common element: the strange glass many hands, each urging the bearer to bring the box
box he’d purchased. Is there some conspiracy behind its sale or is it just
back to the Chaos Scar. Now, nearly free from its some strange trinket recovered from the Scar?
A god was speaking to him, Pung was certain. And prison, it is almost home.
it was speaking to him through the cube. So Pung shut
the doors to his general store, sold all of his posses-
sions except for the glass box and a few yellow robes, Getting the
and set out to make a new life for himself as a prog- Characters Involved
nosticator—there was no doubt the visions portended
the future. His predictions grew stranger and more You can use this encounter at any point while the
sinister until his fellow visitors urged him to find some adventurers explore the lands just outside the valley
other home—at the point of pitchfork and with flames proper. The heroes might stumble on the wagon while
from their torches licking the back of his wagon. heading to a dungeon or on their way out, returning
Pung and the few unstable fellows who saw from a successful mission. You can use the following
something special in him abandoned civilization for text to draw the PCs into the encounter.
the wonders of the Chaos Scar, for the prophet was A horse’s shrill scream splits the air, followed by panicked
convince the god in his dreams slumbered some- shouting and the sound of splintering wood. You think it
where in the valley. A tragic development, however, came from just behind the trees ahead.
has derailed his plans, for his wagon has fallen afoul
of a pit. If he and his fellows don’t act quickly, his Treasure Preparation
wagon, his horse, his possessions, and his dreams will “A Chance Encounter” rewards a party with parcel 8
disappear. (see “Treasure Parcels” in the Dungeon Master’s Guide).
Since the 120 gp worth of treasure is composed of a
riding horse, wagon, and sack filled with silver, the

J a n u a r y 2 010 | D u n g e o n 174
5
A Chance Encounter

Sinking Fortunes Pung (P) Level 2 Artillery (Leader) 4 Pung’s Believers (B) Level 1 Minion Brute
Medium natural humanoid, human XP 125 Medium natural humanoid, human XP 25 each
Encounter Level 1 (600 XP) Initiative +1 Senses Perception +0 Initiative +1 Senses Perception -1
Ecstatic Fury aura 3; any ally that starts its turn in the aura HP 1; a missed attack never damages a minion.
slides 1 square and gains a +1 bonus to attack rolls until AC 13; Fortitude 15, Reflex 13, Will 12
Setup the start of its next turn. Speed 6
Pung (P) HP 31; Bloodied 15; see also wild swing m Kukri (standard; at-will) F Weapon
AC 13; Fortitude 14, Reflex 13, Will 16 +4 vs. AC; 5 damage.
4 Pung’s believers (B)
Speed 6 C Pung! (when a Pung’s believer drops to 0 hit points)
1 hive soldier (S) m Flail (standard; at-will) F Weapon Close burst 5; target’s Pung; Pung shifts 1 square toward
5 hive workers (A) +7 vs. AC; 1d10 + 1 damage. the minion and rolls to recharge rise fool!
1 fell taint lasher (F) r Bitter Epithets (standard; at-will) F Fear, Psychic Alignment Unaligned Languages Common
Ranged 10; +7 vs. Will; 1d6 + 3 psychic damage, and the Str 16 (+3) Dex 12 (+1) Wis 8 (-1)
Pung led his companions off the trail and into an target takes 3 extra psychic damage if it ends its next turn Con 14 (+2) Int 8 (-1) Cha 10 (+0)
closer to the mad prophet than where he began. Equipment yellow robes, kukri
open field. He didn’t have the prophetic ability to note R Perilous Order (standard; at-will)
the ant tunnels riddling the earth beneath the grassy Ranged 5; targets one ally; the target makes a charge Hive Soldier (S) Level 3 Soldier
terrain. When his wagon rolled overtop a tunnel, the attack and deals 3 extra damage. Medium natural beast XP 150
C Incite Bloodlust (standard; encounter) Initiative +6 Senses Perception +0; low-light vision,
rear wheels dropped through the thin earth into the
Close burst 5; targets allies; the target makes a melee basic tremorsense 10
tunnel just below. attack and deals 3 extra damage on hit (6 extra damage HP 46; Bloodied 23; see also death convulsion
Pung stands on top of the wagon. His believers against prone targets). AC 18; Fortitude 16, Reflex 15, Will 12
work to pull the wagon free from the hole. Don’t place C Wild Swing (standard; requires flail; recharges when first Speed 6, climb 6
bloodied) F Weapon m Grasping Mandibles (standard; usable only while the hive
the giant ants or the fell taint yet (see Tactics, below). Close burst 1; targets 1d4 random creatures in the burst; soldier does not have a creature grabbed; at-will)
+5 vs. AC; 1d10 + 1 damage, and the target is knocked +10 vs. AC; 1d8 + 3 damage, and the target is grabbed.
When the PCs come upon the scene, read: prone. M Acid Sting (standard; at-will) F Acid
Through the trees, you spot a wagon sinking into the M Rise Fool! (minor; recharge 4 5 6) F Healing Targets a creature grabbed by the hive soldier; +10 vs. AC;
Targets one dead ally; the target regains 1 hit point and 1d6 + 3 acid damage, and ongoing 5 acid damage
ground. The horse tied to the wagon screams and thrashes stands up as a free action. (save ends).
as it is pulled back to the hole. Several men and women Alignment Unaligned Languages Common C Death Convulsions (when the hive soldier drops to
dressed in yellow robes and matching round, brimless Skills Endurance +7, Intimidate +9 0 hit points)
Str 12 (+2) Dex 10 (+1) Wis 8 (+0) Close burst 1; targets enemies; +8 vs. Reflex; the target is
hats run about in panic. Climbing on top of the wagon
Con 13 (+2) Int 8 (+0) Cha 16 (+4) knocked prone.
and helping the situation not at all is a wild-eyed lunatic Equipment robes, flail Hive Soldier Frenzy (when any giant ant within 10 squares of
wielding a length of chain with a chunk of stone at the end. the hive soldier drops to 0 hit points; at-will)
He looks around, spots you, and screams, “I have foreseen The soldier gains a +2 bonus to attack rolls until the end
of its next turn.
this! A trap! Kill them! Kill them all!”
Alignment Unaligned Languages -
Str 17 (+4) Dex 15 (+3) Wis 9 (+0)
Con 14 (+3) Int 2 (-3) Cha 4 (-2)

J a n u a r y 2 010 | D u n g e o n 174
6
A Chance Encounter

Fell Taint Lasher (F) Level 1 Soldier 5 Hive Workers (A) Level 1 Minion Skirmisher
Small aberrant magical beast XP 100 Medium natural beast XP 25 each
Initiative +3 Senses Perception +8 Initiative +0 Senses Perception -1; low-light vision,
HP 20; Bloodied 10 tremorsense 10
AC 15; Fortitude 12, Reflex 12, Will 14 HP 1; a missed attack never damages a minion.
Resist insubstantial; Vulnerable 5 psychic AC 15; Fortitude 13, Reflex 13, Will 10
Speed 1, fly 6 (hover) Speed 6, climb 6, burrow 2 (tunneling)
m Tendril Caress (standard; at-will) F Psychic m Bite (standard; at-will)
+5 vs. Reflex; 1d6 + 4 psychic damage. +6 vs. AC; 4 damage.
M Tendrils of Stasis (standard; at-will) F Psychic Hive Worker Frenzy (free, when any giant ant within 10
+5 vs. Will; 1d4 + 4 psychic damage, and the target squares of the hive soldier is reduced to 0 hit points; at-will)
is immobilized until the end of the fell taint lasher’s The hive worker shifts 2 squares.
next turn. Alignment Unaligned Languages -
Fell Taint Feeding (standard; at-will) F Healing Str 17 (+3) Dex 15 (+2) Wis 9 (-1)
Targets a helpless or unconscious creature; the fell taint Con 14 (+2) Int 2 (-4) Cha 4 (-3)
lasher loses insubstantial and its fly speed until the end of
its next turn, and it makes a coup de grace against Giant Ants: The hive soldier and hive workers join
the target. If the lasher kills the target, it regains all of its the fight starting at the beginning of round 2. The hive
hit points.
soldier comes out first, entering an unoccupied square
Flowing Tendrils (free, when the fell taint lasher makes an
opportunity attack; at-will) adjacent to the wagon. Each round thereafter, add one
The lasher shifts 1 square. hive worker until you account for all five of them. The
Alignment Unaligned Languages - hive soldier uses grasping mandibles against the closest
Str 11 (+0) Dex 12 (+1) Wis 16 (+3)
Con 13 (+1) Int 4 (-3) Cha 10 (+0)
creature it can reach, targeting a PC before a believer
or Pung. The soldier focuses its attacks against a single
Tactics target at a time using acid sting when possible. The
The encounter is composed of three groups of ene- hive workers attack the closest enemy they can reach.
mies: Pung and his believers, the giant ants, and the Whenever a hive worker starts its turn adjacent to a
fell taint. Each group regards the other as an enemy. dead or unconscious creature, it uses a minor action to
Pung’s Group: Pung holds his position atop the pick up the creature and then moves to the hole with
wagon until he falls off (see Wagon, below). He uses its meal in tow. All ants fight to the death.
perilous order to hurl his allies against the PCs, while Fell Taint: The fell taint only joins the combat
peppering the adventurers with bitter epithets. Once his when the glass cube shatters or when the wagon falls
minions are engaged, Pung uses incite bloodlust. Pung in the hole (thus shattering the cube). It appears in
can restore dead minions to life with rise fool! When a an unoccupied square adjacent to wherever it was
believer is slain, don’t remove its miniature from the released. The fell taint attacks the closest creature,
battlefield until Pung himself is dead. Pung fights to giving preference to Pung. It never attacks the ants.
the death. When he drops, his surviving minions flee. Start with tendrils of stasis to keep an opponent pinned
down and then follow up with tendril caress until it
can use its fell taint feeding power.

J a n u a r y 2 010 | D u n g e o n 174
7
A Chance Encounter

and 100 hit points. Entering the wagon’s space costs About the Author
2 extra squares of movement. Each square in the Robert J. Schwalb is an award-winning game designer
whose more recent work can be found in Martial Power™ 2,
wagon’s space counts as difficult terrain. Draconomicon:™ Metallic Dragons, and Primal Power™. Robert
A creature can climb inside the wagon’s enclosed lives in Tennessee.
interior by entering the wagon’s space and succeed-
ing on a DC 5 Acrobatics check. Each round after the
first, the DC increases by 5.
At the end of each round, the wagon shifts in the
hole, forcing each creature on the wagon to make a
DC 10 Acrobatics check. A failure means the creature
falls prone in the wagon’s square, while a failure by 5
or more means the creature falls prone in an unoccu-
pied square adjacent to the wagon.
Ant Tunnel: Below the wagon is a 2-square wide
tunnel that extends away from the hole in the direc-
tion of the Chaos Scar, and also a short way off to the
east. The tunnel is tall enough to allow a Medium
creature to stand. Climbing out from the tunnel
requires a DC 10 Athletics check (DC 5 if the wagon
Features of the Area has fallen).
Treasure: The characters can calm and claim the
Panicked Horse (H): On the fourth round during
horse with a DC 5 Nature check. It is a riding horse
initiative count 10, the horse slips and falls, pulled
worth 75 gp. The wagon is worth another 20 gp.
after the wagon into the hole. It and the wagon take
Inside the wagon is a modest leather sack containing
20 damage.
250 sp. A DC 20 Arcana check made on the remains
Adjacent characters can prevent this by succeed-
of the glass cube reveal it is the product of a Binding
ing on three checks using the Acrobatics, Diplomacy,
ritual. Success by 5 or more also reveals that when
Insight, or Nature skills (DC 10). Each time a charac-
broken, the creature it contained was freed.
ter fails a check, the horse makes a kick attack as an
opportunity action: +4 vs. AC; 1d6 + 4 damage. If the
characters make three successful checks before the
start of the fourth round, the horse is loosed from the
wagon, which falls into the pit alone, automatically
killing any hive workers still in the tunnel below.
Once freed, the horse runs off to the battlefield’s edge.
Wagon (W): The wagon is a Large vehicle with
an enclosed bed. It has AC 3, Fortitude 10, Reflex 3,

J a n u a r y 2 010 | D u n g e o n 174
8
Sliver’s
Call
A Chaos Scar Adventure
By Stephen Radney-MacFarland
illustration by David Rapoza ✦ cartography by Jason A. Engle
TM & © 2009 Wizards of the Coast LLC All rights reserved.

“Sliver’s Call” takes place in the Chaos Scar, near the King’s Wall.
The characters become entwined in the rivalry of a pair of arcane
scholars searching for a long-lost treasure.

The wizard Casaubon hires a group of adventures to help him


achieve his destiny. The characters must confront mercenaries,
warlocks and an ancient evil as they unseal the final barrier
imprisoning this powerful treasure.

J a n u a r y 2 010 | D u n g e o n 174
62
Sliver’s Call

“Sliver’s Call” is a short adventure for five 2nd-level memory crystal in a forgotten corner of the academy’s The crystal’s last entry was a disjointed and con-
characters that takes part in the Chaos Scar, near Lost Secrets Library. fusing jumble of emotions and thoughts. Some of
the King’s Wall. The characters become entwined in Casaubon read the memory crystal’s contents, them were Xor-Souf ’s, but others came from an inde-
the rivalry of a pair of arcane scholars searching for which described the final days of Xor-Souf, a long- scribable being wielding potent psionic power. The
a long-lost treasure. Both rivals are under the influ- dead githzerai. Xor-Souf had spent the last part of her telepathic voice raged that Xor-Souf was and unsuit-
ence of psionic commands from a sliver of the Chaos life chasing a strange meteor streaking through the able vessel for its gift. It called out to Casaubon by
Meteor that compel them to uncover it. heavens toward the world—the same one that ulti- name to come to the Chaos Scar, find the sliver, and
The wizard Casaubon is on the verge of finding mately carved the Chaos Scar. She knew the cosmic claim true power.
the sliver and hires a group of adventures to help him stone was an artifact of evil and rightly feared it, but A brilliant but flawed scholar, Casaubon was
achieve his destiny. The characters first confront a she was also drawn by its immense power—and by a instantly seduced by the sliver’s call. Xor-Souf had
mercenary force hired by his rival, then come upon psionic call issuing from it. As she followed the rock’s died hundreds of years before his birth, yet the voice
her with her warlock associates as they unseal the path, she stayed ever vigilant for a sliver of the main spoke his name. He became convinced he found his
final barrier imprisoning the sliver. Finally they must mass—the one issuing the psionic call—to break away. true destiny, one written in the stars long ago—maybe
contend with the ancient evil as it takes control of Foolishly, she believed that she could harvest some even before the Dawn War.
their employer. of the meteor’s power from such a shard without suc- In other words, Casaubon took the first steps
If you’re not playing a Chaos Scar campaign, you cumbing to its evil. toward delusion, obsession, and insanity.
can still use this adventure by integrating the Cave When the meteor made landfall, a fragment did The half-elf academic’s obsession with the sliver
of Dark Whispers into any existing campaign, in a break away to embed itself in the ground not far from grew each day. He spent every moment of free time
stretch of wilderness where a meteorite fragment fell the main impact site. The next-to-last memory stored researching the Chaos Scar, Xor-Souf, and the
long ago. If you use the adventure somewhere other within the crystal was of Xor-Souf landing her planar meteor. His studies developed into plans for an expe-
than the Chaos Scar, you’ll need to invent your own vessel near the Chaos Scar and leaving it to excavate dition, and those grew into a conspiracy with a fellow
explanation for the sliver’s malign influence. the shard. student—an earthsoul genasi swordmage named
For details on the Chaos Scar and its environs, Ediza.
read the [link] Chaos Scar introduction [/link] and Ediza came from a family of means, unlike Casau-
check out the map of the entire valley. bon. He struck up a romance of convenience with
Memory Crystals the genasi, leading her on with the promise of power
Background These psionic crystals come in many sizes, but none in return for funds and materiel to supply his expe-
larger than a short sword. Creatures trained in Arcana dition. Although he was careful not to share all his
The promise of riches and adventure has called many can access the crystal as a standard action and then secrets with Ediza, in the end Casaubon was the one
to the Chaos Scar over the centuries, but other voices scan its memories, much like reading a book. The manipulated. His evasiveness piqued the genasi’s
literally summon the gullible and the greedy with sin- smallest crystals hold one to ten pages’ worth of curiosity. She eventually found and read Xor-Souf ’s
ister and seductive words. information; the largest can contain the equivalent memory crystal, but the strange voice in the crystal’s
Five years ago, the half-elf wizard Casaubon heard of 10,000 pages. Memory crystals can serve as both last entry called her name, not Casaubon’s.
one of those voices in an unlikely place. While a ritual books and as scrolls. This revelation hit Ediza like a punch in the gut.
student at the renowned White Lotus Academy of Not only was she being used for her wealth (which
the arcane arts, the mage stumbled upon a githzerai she had always suspected), but Casaubon wanted to

J a n u a r y 2 010 | D u n g e o n 174
10
Sliver’s Call

cheat her of her rightful destiny. Ediza secretly left Once the characters reach the inner temple, they Treasure
the academy and mounted her own expedition to the are attacked by more wraiths—as well as by Casau- “Sliver’s Call” uses the treasure parcel system
Chaos Scar. Now, nearly a month later, Casaubon is bon, who has bonded with the sliver and does not described in the Dungeon Master’s Guide. The charac-
struggling to catch up to her. intend to share its power with anyone. ters should earn a total of five treasure parcels in this
The sliver saw in Casaubon the ideal qualities for a adventure. Listed below are the most likely places to
servant but was content to lead Ediza on to hasten its Dungeon Tiles find treasure and what each parcel should contain.
release. Once Casaubon arrives at the excavation site, All of this adventure maps were constructed with one (When placing magic items, you should consult your
the sliver moves to embrace its chosen one. set each of the following D&D Dungeon Tile sets: players’ wish lists, if any).
Halls of the Giant Kings (DU1), Caves of Carnage (DU3), If appropriate, you can have a monster use a magic
Adventure Synopsis and Sinister Woods (DU5). item in an encounter, making changes to its stat block
The map for encounter W1 uses tiles from the as needed to reflect the item’s abilities.
Casaubon approaches the characters with a plan to Caves of Carnage and Sinister Woods sets. The maps for
explore a site in the Chaos Scar known as the Cave of encounters W2 and W3 draw on the Halls of the Giant
Dark Whispers. Kings and Caves of Carnage sets. Getting Started
Outwardly the half-elf seems an eccentric and “Sliver’s Call” starts when the characters meet Casau-
slightly befuddled wizard looking for some long-lost bon. The circumstances of the meeting depend on the
bit of arcana. Insightful characters might suspect that current needs of your campaign. The mage introduces
Parcel 1: Two potions of healing and 190 gp
Casaubon is not being entirely honest about his quest, himself.
(carried by Casaubon)
or even gain a clue as to his true mental state.
All encounters “I’m Casaubon, a wizard and explorer. I recently finished
If the characters take the job, they accompany the
wizard to the Chaos Scar and eventually approach the my apprenticeship and, as a parting gift, my master gave
Parcel 2: One level 3 magic item
Cave of Dark Whispers. There they encounter Ediza’s me a scroll detailing the location of an ancient—and likely
(carried by a mercenary)
mercenaries, who are guarding the excavation. Casa- undisturbed—treasure trove in the Chaos Scar. I hired
Mercenaries at the Mouth
ubon urges bloody battle, but if the characters defeat a group of adventurers to help me procure it, but I was
the mercenaries by other means, they can learn more Parcel 3: 100 gp gem (amber) and 70 gp betrayed. Their leader, a treacherous genasi named Ediza,
about Ediza, Casaubon, and the history of the cave. (carried by a mercenary) stole the scroll and left me for dead. I seek help to continue
Beyond are the lower ruins, once the temple and Mercenaries at the Mouth searching for the treasure, as well as to get revenge on those
base of operations for the long-dead Cult of Dark Whis- who betrayed me. I’m willing to pay well.”
Parcel 4: One level 5 magic item
pers, dedicated to the malevolent sliver. The characters (carried by Ediza or one of the warlocks) Casaubon’s behavior can give the characters a clue
find Ediza and a pair of halfling warlocks attempting The Sealed Doorway that the situation is not quite as it seems.
to open the final seal on the sliver’s resting place. Once
they open the door, the swordmage and warlocks are Parcel 5: One 250 gp art object Insight DC 12
aided by sliver wraiths, servants of the whispering (buried in the rubble in the old temple) The wizard fidgets and looks away when he talks about
shard, but only until the wraiths are destroyed. Then Call Heeded Ediza and her treachery. You get the impression that he’s
their essence empowers the whispering sliver’s true holding something back.
chosen, Casaubon, to help him defeat his rival.

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Arcana DC17 Fool’s Gold ritual (Arcane Power, page 155) to fund Casaubon Level 3 Elite Controller
In addition to fidgeting, Casaubon exhibits odd tics that the more expensive parts of his expedition, traveling Medium natural humanoid, half-elf XP 300
Initiative +2 Senses Perception +0; low-light vision
suggest symptoms of prolonged psionic suggestion. Such in disguise to different towns so as to avoid pursuit
HP 88; Bloodied 44
exposure often causes insanity, usually in the form of by bilked merchants. He has 50 gp worth of ritual AC 18; Fortitude 14, Reflex 14, Will 14
delusions of grandeur, but it can manifest as full-blown components left, which he can use to create 500 gp of Saving Throws +2
sociopathic behavior. illusory gold. Since the ritual takes only a minute, and Speed 6
Action Points 1
the fake gold lasts for only 4 hours, the wizard prefers m Dagger (standard; at-will) F Weapon
If the characters ask for any payment up front, Casau-
to hand it over only after reaching the Cave of Dark +8 vs. AC; 1d4 + 1 damage.
bon tries to delay them. In truth, he is broke and has r Magic Missile (standard; at-will) F Force, Implement
Whispers. He insists on accompanying the party to
been for weeks, though he has some residuum and Ranged 20; +6 vs. Reflex; 3d4 + 4 force damage.
the excavation site.
alchemical reagents at his disposal. (Over the years R Misdirected Mark (standard; encounter) F Implement
With a successful DC 24 Arcana or Perception Ranged 10; +7 vs. Reflex; 1d8 + 5 damage, and the target
spent studying the memory crystal and planning
check, a character can identify the gold as false. is marked by an ally of Casaubon’s choice within 5 squares
the expedition, he carefully stole small quantities of him until the end of his next turn.
of ritual components from the academy’s stores.) Digging Deeper R Light (minor; at-will)
Ranged 5; targets one object or unoccupied square; the
Since Ediza’s betrayal, Casaubon has been using the
The characters might not trust Casaubon, especially if target sheds bright light that fills the square and all squares
they notice his odd behavior. The unexplained holes within 4 squares of it. The light lasts 5 minutes and can
be put out with a free action. Casaubon can have only one
in his story and his insistence on coming along should
Casaubon light active at a time.
be red flags. Cautious characters might research A Maze of Mirrors (standard; encounter) F Illusion,
Casaubon is not unattractive, but he is by no means Casaubon or the excavation site to learn more about Implement
handsome. A tall and lanky man with dark blond hair, both before they join the wizard’s expedition. Area burst 1 within 10; + 6 vs. Will; until the end of
curly on top and shorn at the sides, he is often sullen, Casaubon’s next turn, the target is immobilized and takes a
Before they leave town, the PCs can ask the locals
–4 to attack rolls.
sometimes terse. The wizard wears long blue robes about the cave and its history. Townsfolk point them Expeditious Retreat (move; encounter)
and usually keeps his face hidden under a voluminous to the shrine of Ioun, the god of knowledge, skill, and Casaubon shifts twice his speed.
hood. He displays a number of strange physical habits, prophecy. Alignment Unaligned Languages Common, Deep
Speech, Draconic
such as twiddling his fingers and rubbing his face.
Skills Arcana +10, Bluff +6, History +10
Though he insists on coming along, Casaubon does Scribers of Ioun Str 11 (+1) Dex 13 (+2) Wis 9 (+0)
not participate in encounters unless forced. The The shrine is little more than a small library tucked Con 12 (+2) Int 18 (+5) Cha 16 (+4)
wizard stays at the back of the party, providing light Equipment robes, dagger, wand, spellbook
into an alleyway near the town’s marketplace. It is run
and verbal guidance, but he stays out of combat by two aged human brothers named Peer and Poul The twins can provide some useful information in
unless the characters get into serious trouble. In Revet. Identical twins, the two are hard to tell apart. response to the characters’ inquiries. They frequently
such a circumstance, he provides token spellcasting Both have shaggy gray hair tucked under scriber’s interrupt each other, each finishing the other’s sen-
(typically magic missile or misdirected mark), but if the caps; they wear the same color, style, and cut of robes; tences as though sharing his thoughts.
situation gets too hot, he uses expeditious retreat to and they speak in the same low grumble. The only
flee, returning only when the coast is clear. obvious difference between them is in the style of the
handlebar mustaches that both affect: Peer wears his
curled upward, while Poul’s curls down.

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What can you tell me about Casaubon? Approaching Beyond the cave mouth is a 100-foot-long wind-
“We have heard the name. An earthsoul genasi woman ing tunnel, scaffolding lining its walls. The passage
warned us he might be coming this way. We think they are
the Cave of ends at a steep flight of stairs descending to the lower
temple complex.
rivals or maybe more—” one adds with a wink—“if you know Dark Whispers A DC 12 Perception check reveals signs of a larger
what I mean.”
Casaubon leads the characters to the ruins at the labor camp not far from the entrance ruins. The camp
What did Ediza want? was home to two dozen laborers camped there until
mouth of the cave. The area is guarded by a group of
“She came in looking for information about the Cave of Dark Ediza’s mercenaries. very recently.
Whispers. We warned her about its danger, but we don’t
think she was listening. It is a terrible place better left alone.”
At the far end of the clearing, crumbling walls front a cliff Finding Ediza
face. Strange symbols are carved into the weathered gray Beyond the stairs, the characters find the gateway to
What is the Cave of Dark Whispers? stone of the ruins. Beyond is a recently excavated cave the inner sanctum of the Cult of Dark Whispers. The
mouth, its newly cleared passage stabilized by wooden temple has been blocked by cave-ins for a century,
The brothers let out a sigh in unison. “Long ago, before
scaffolding. and Ediza’s team broke through the last barrier only
we were born, the cave was home to a cult that revered a
In front of the cave mouth sits a motley group of five a few days ago. Since then, she and her warlock assis-
whispering thing said to dwell in its depths. At the cult’s
humans eating around a fire. Most wear simple leather tants have been working to defeat the arcane seals on
height, half the town was under its sway. Its sole purpose
jerkins and carry maces, but one large lout is clad in bear a door guarding the inner chamber, where the sliver
seemed to be to locate some ‘chosen one.’ Eventually the
furs and hefts a greataxe over his shoulder. He bullies the lies. They are on the verge of doing so.
enemies of the cult crushed it and caved in its subterranean
others aside to grab chunks of venison. Little do the excavators know that their actions
temple, but some folk say they can still hear dark whispers
Above the humans, a cloak-garbed dwarf perches atop a will release the remnants of souls ensnared by the
from beneath the earth. The cave is dangerous and should
ruined wall, watching the clearing with a loaded crossbow shard that now seek to merge with its chosen servant.
remain buried.”
at his side. His gray clothing and skin almost blend into the Tactical Encounter: W2. The Sealed Doorway
If the characters ask for advice, the brothers suggest crumbling stonework. (page 16).
finding out what the wizard is up to. If Casaubon or “They are the genasi’s hirelings. We must kill them,”
Ediza plans to uncover the Cave of Dark Whispers, Casaubon whispers. The Whispering Temple
finding out why might let the characters halt any If the characters question the wizard’s bloodthirsty Once the inner chamber has been breached, the char-
threat that might be awakened. Such research might suggestion, he attempts to sway them with wild acters have to deal with the power of the sliver and its
involve retracing the wizard’s movements, which stories of Ediza’s treachery. His claims are largely servants, as well as an empowered Casaubon intent
could reveal the existence of the memory crystal and ­f ictional but, in his madness, he has convinced him- on keeping its power to himself.
its disappearance from the academy’s library. self they are true. A DC 14 Insight check allows a Tactical Encounter: W3. Call Heeded (page 19).
character to recognize the wizard’s fabrications.
Tactical Encounter: W1. Mercenaries at the
Mouth (page 14).

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W1. Mercenaries at The gnome skulks stay in fortified positions 4 Human Bandits (H) Level 2 Skirmisher
behind the walls, allowing the humans to draw Medium natural humanoid XP 125 each
the Mouth enemies into the courtyard. They fire hand crossbows Initiative +6 Senses Perception +1
HP 37; Bloodied 18
with combat advantage until melee is joined, then use AC 16; Fortitude 12, Reflex 14, Will 12
Encounter Level 5 (XP 1,100) fade away to disengage. Speed 6
The dwarf bolter fires down from atop the ruined m Mace (standard; at-will) F Weapon
Setup wall, preferring to target enemies that don’t have
+4 vs. AC; 1d8 + 1 damage, and the human bandit shifts 1
4 human bandits (H) square.
cover. He has anchored himself to the wall with a r Dagger (standard; at-will) F Weapon
1 human berserker (B) leather strap, strengthening the effect of his stand your Ranged 5/10; +6 vs. AC; 1d4 + 3 damage.
1 dwarf bolter (D) ground ability. M Dazing Strike (standard; encounter) F Weapon
2 gnome skulks (G) +4 vs. AC; 1d8 + 1 damage, the target is dazed until
the end of the bandit’s next turn, and the bandit shifts
Dwarf Bolter (D) Level 4 Artillery
The gnome skulks start hidden behind the crumbling 1 square.
Medium natural humanoid XP 175
Combat Advantage
walls. Do not place them on the map until they attack Initiative +5 Senses Perception +8; low-light vision
The bandit deals 1d6 extra damage with melee and ranged
or a character notices them. HP 46; Bloodied 23
attacks against any creature granting combat advantage
AC 17; Fortitude 16, Reflex 16, Will 14
to it.
Perception DC 17 Saving Throws +5 against poison effects
Alignment Any Languages Common
Speed 5
You catch a slight movement among the ruins from the m Warhammer (standard; at-will) F Weapon
Skills Stealth +9, Streetwise +7, Thievery +9
corner of your eye. Small cloaked figures raising hand Str 12 (+2) Dex 17 (+4) Wis 11 (+1)
+8 vs. AC; 1d10 + 2 damage.
Con 13 (+2) Int 10 (+1) Cha 12 (+2)
crossbows lurk amid the crumbling stone. R Crossbow (standard; at-will) F Weapon
Equipment leather armor, mace, 4 daggers
Ranged 15/30; +10 vs. AC; 1d8 + 3 damage.
The mercenaries have been warned by Ediza that a Aimed Shot
With ranged attacks against creatures that don’t have Human Berserker (B) Level 4 Brute
wizard matching Casaubon’s description might try to Medium natural humanoid XP 175
cover, the dwarf bolter gains a +2 bonus to attack rolls and
disrupt the excavation. They’re also worried because deals 1d6 extra damage on a hit.
Initiative +3 Senses Perception +2
they have not heard from the expedition’s leader for HP 66; Bloodied 33; see also battle fury
Stand Your Ground
AC 15; Fortitude 15, Reflex 14, Will 14
some time. They are ready to defend themselves, but When a dwarf is pulled, pushed, or slid, it can move 1
Speed 7
fewer squares. When an attack would knock the dwarf
only to a point. m Greataxe (standard; at-will) F Weapon
prone, it makes a saving throw to remain standing. See
+7 vs. AC; 1d12 + 4 damage (crit 1d12 + 16).
also stabilizing restraints.
Tactics Stabilizing Restraints
M Battle Fury (free, when first bloodied; encounter)
The human berserker makes a melee basic attack with a
The mercenaries know the importance of a fortified The dwarf bolter reduces forced movement by 2 squares
+4 bonus to the attack roll and deals 1d6 extra damage
instead of 1 and gains a +2 bonus to saving throws against
position and take advantage of their superior terrain. any effect that would knock it prone. However, it is also
on a hit.
R Handaxe (standard; at-will) F Weapon
The humans start the battle behind the cover of immobilized. The bolter can release the restraints by
Ranged 5/10; +5 vs. AC; 1d6 + 3 damage.
the central collapsed wall. They throw daggers and taking a minor action.
Alignment Any Languages Common
Alignment Unaligned Languages Common, Dwarven
handaxes at enemies in an attempt to draw them Skills Athletics +9, Endurance +9
Skills Dungeoneering +10, Endurance +7
through the bottleneck, where the berserker lunges to Str 17 (+5) Dex 12 (+3) Wis 11 (+2)
Str 14 (+4) Dex 16 (+5) Wis 12 (+3)
Con 16 (+5) Int 10 (+2) Cha 12 (+3)
attack. Once the characters close, the bandits use the Con 16 (+5) Int 11 (+2) Cha 10 (+2)
Equipment hide armor, greataxe, 2 handaxes
terrain to gain combat advantage wherever possible. Equipment chainmail, warhammer, crossbow with 20 bolts,
leather strap

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2 Gnome Skulks (G)


Small fey humanoid
Level 2 Lurker
XP 125 each
Development Fallen Tree: A large tree has fallen to the side of
the cliff. It provides cover, and its squares are difficult
Initiative +8 Senses Perception +2; low-light vision Characters taking a closer look at the strange mark-
HP 34; Bloodied 17 terrain.
ings on the ruined walls notice a repetition of symbols
AC 16; Fortitude 14, Reflex 14, Will 12 Forest: Squares containing forest are difficult ter-
related to Ihbar, a dark nebula revered by some star
Speed 5 rain and provide cover.
m War Pick (standard; at-will) F Weapon pact warlocks.
Rubble: Piles of rubble from the excavation litter
+7 vs. AC; 1d8 + 3 damage (crit 1d8 + 11).
R Hand Crossbow (standard; at-will) F Weapon Features of the Area the area. Squares containing rubble are difficult
Ranged 10/20; +7 vs. AC; 1d6 + 3 damage. terrain.
Combat Advantage Illumination: Daylight illuminates the area. The
Ruined Walls: The walls are 10 feet tall and 5
The gnome skulk deals 1d6 extra damage with melee mercenaries’ campfire sheds bright light if they are
and ranged attacks against any creature granting combat feet wide. A creature can climb to the top of a wall
encountered at night.
advantage to it. with a DC 20 Athletics check. It can walk along the
Campfire (Night Only): Any creature that enters
Fade Away (immediate reaction, when the gnome skulk takes top, treating those squares as difficult terrain.
damage; encounter) F Illusion or starts its turn in the campfire’s square takes 1d6
The gnome skulk turns invisible until it attacks or until the fire damage.
end of its next turn.
Reactive Stealth
If a gnome has cover or concealment when it makes an
initiative check at the start of an encounter, it can make a
Stealth check to become hidden.
Shadow Skulk
A hidden gnome skulk that misses with a melee or a
ranged attack remains hidden.
Alignment Unaligned Languages Common, Elven
Skills Arcana +10, Stealth +11, Thievery +9
Str 8 (+0) Dex 17 (+4) Wis 12 (+2)
Con 16 (+4) Int 14 (+3) Cha 13 (+2)
Equipment leather armor, war pick, hand crossbow with
20 bolts

Surrender Is an Option
Ediza has paid the mercenaries well to this point, but
her long absence has softened their resolve. For pur-
poses of Intimidate checks to compel surrender, the
bandits, bolter, and skulks are considered unfriendly
(+5 Will defense modifier), and the berserker is hos-
tile (+10 Will defense modifier).

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W2. The Sealed Arcana or Religion DC 15 Ediza (E) Level 2 Elite Soldier
The halflings are studying a mass of melted silver, engraved Medium elemental humanoid (earth), genasi XP 250
Doorway with Supernal hieroglyphics, that seals the two doors Initiative +5
HP 74; Bloodied 37
Senses Perception +2

together. Traces of six similar seals, now broken, line the AC 18; Fortitude 15, Reflex 14, Will 14
Encounter Level 3 (XP 750) seam between the doors. This last one appears to be giving Saving Throws +2
the pair trouble. Speed 6
These lower ruins once served as temple to the Cult of Action Points 1
Dark Whispers. Rocks are piled almost to the ceiling, If the characters hesitate, do not make their m Longsword (standard; at-will) F Weapon
nearly blocking the passage to the chamber beyond. +9 vs. AC; 1d8 + 4 damage.
presence known, or wait to see what is going on, M Swordsnare (standard; encounter) F Weapon
The characters can make their way through, getting a read: +9 vs. AC; 1d8 + 4 damage, and the target is immobilized
glimpse of the activity inside as they do so. until the end of Ediza’s next turn. Ediza can use this power
“Eureka! I finally have it!” The silver-haired halfling
in place of a melee basic attack when charging or using her
Setup shrieks. He then mumbles an arcane phrase, and the silver aegis of assault.
R Lightning Lure (standard; at-will) F Implement, Lightning
seal warps and cracks.
Ediza, genasi swordmage (E) Ranged 3; +7 vs. Fortitude; 1d6 + 6 damage and Ediza pulls
Jargo (J) and Reymol (R), half ling star pact Reymol (R) and Jargo (J) Level 1 Artillery the target 3 squares to a square adjacent to her.
warlocks Small natural humanoid, halfling XP 100 each C Sword Burst (standard; at-will) F Implement, Force
Initiative +3 Senses Perception +5 Close burst 1; +7 vs. Reflex; 1d6 + 6 force damage.
2 sliver wraith seekers C Aegis of Assault (minor; at-will) F Teleportation
HP 31; Bloodied 15
AC 18; Fortitude 14, Reflex 14, Will 14 Close burst 2; no attack roll; Ediza marks the target, and
Do not place the sliver wraiths on the battle map ini-
Saving Throws +5 against fear effects the target remains marked until Ediza uses this power on
tially. They are released once the seal is broken (see Speed 6 another creature or this mark is superseded by another
below). m Dagger (standard; at-will) F Weapon mark. If a creature marked by this power makes an attack
+6 vs. AC; 1d4 damage. that does not include Ediza, is within 10 squares of Ediza,
When the characters get a look at the cleared r Eldritch Blast (standard; at-will) F Implement and hits the creature with the that attack, Ediza can, as an
chamber, read: Ranged 10; +6 vs. Reflex; 1d10 + 3 damage. immediate reaction, teleport to a square adjacent to that
R Dire Radiance (standard; at-will) F Fear, Implement, creature, and make a melee basic attack against it.
A pair of male halflings in robes—one bald, the other with Radiant C Earthshock (minor; encounter)
short-cropped silver hair— intently study a large, iron- Ranged 10; +6 vs. Fortitude; 1d6 +3 radiant damage, and if Close burst 1; targets enemies in burst touching the
the target moves closer to this character on its next turn, it ground; +7 vs. Fortitude; the target is knocked prone.
bound double door at the far end of the chamber. Behind Mythal Recovery (minor; encounter)
takes 1d6 +3 extra damage.
them a female earthsoul genasi paces nervously. C Arms of Hadar (standard; encounter) F Implement Ediza makes a saving throw against one effect that a save
Close burst 2; +6 vs. Reflex; 1d8 + 3 damage, and the can end.
The warlocks are having some difficulty with the last target is pushed 4 squares. Alignment Unaligned Languages Common, Primordial
seal, but Jargo (the silver-haired halfling) is on the Second Chance (immediate interrupt, when hit by an Skills Arcana +9
attack; encounter) Str 17 (+4) Dex 14 (+3) Wis 12 (+2)
verge of cracking it.
The attacker must reroll the triggering attack and take the Con 13 (+2) Int 16 (+4) Cha 13 (+2)
new result. Equipment leather armor, longsword, githzerai
Alignment Unaligned Languages Common memory crystal
Skills Arcana +8, Thievery +7
Str 10 (+0) Dex 14 (+2) Wis 10 (+0)
Con 14 (+2) Int 16 (+3) Cha 16 (+3)
Equipment leather armor, dagger, rod

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2 Sliver Wraith Seekers (S) Level 3 Controller Tactics Sliver Wraiths and Casaubon
Medium aberrant humanoid (undead) XP 150 each
When the PCs make themselves known, Ediza moves The wraiths’ real goal is to fall in battle and have their
Hypnotic Form (Charm) aura 2; each enemy that ends its turn
in the aura is slowed and takes a –2 penalty to Will until to block them so that the halflings can continue work- dying essence meld with Casaubon, who has been
the end of its next turn. ing on the seal. She marks defenders or strikers in the chosen by the sliver.
Initiative +4 Senses Perception +2 group, and uses her lightning lure to pull in a leader or
HP 31; Bloodied 15 When a sliver wraith drops to 0 hit points, read
AC 15; Fortitude 14, Reflex 15, Will 14
a controller (targeting Casaubon if possible). Her first
the following:
Immune dazed, disease, poison; Resist 10 necrotic, priority is protecting the halflings; after they have
insubstantial opened the seal, she fights to the death, dealing as The strange wraith implodes into a mote of purplish light
Speed fly 6 (hover); phasing that streaks toward Casaubon, striking him square in the
much damage as possible to all who dare get between
m Maddening Touch (standard; at-will) F Psychic
+5 vs. Will; 1d6 + 2 psychic damage, and the target is her and her perceived destiny. chest. The wizard stumbles at the impact but seems unhurt.
knocked prone and can’t stand up (save ends). If the characters attack before the halflings have
C Seeker’s Calling (standard; recharge 6) F Psychic Each time a sliver wraith dies and merges with
opened the final seal, they both continue their efforts
Close burst 5; targets one creature in burst; +5 vs. Will; Casaubon, it grants the wizard a benefit. These ben-
2d6 + 2 psychic damage and the seeker slides the target 5
as long as they are protected. Each round, each half-
efits might not have much effect as long as Casaubon
squares to a square either adjacent to the seeker or within ling adjacent to the door can attempt a DC 15 Arcana
avoids combat but become much more important
its hypnotic form aura. check as a standard action. On a success, the seal
Alignment Evil Languages Deep Speech in the final encounter. In addition, each sliver that
breaks. Once they are free to join the fight, the war-
Str 6 (–1) Dex 17 (+4) Wis 13 (+2) merges with Casaubon counts toward his ultimate
Con 14 (+3) Int 10 (+1) Cha 15 (+3) locks use dire radiance and arms of Hadar to support
transformation (see page 19).
Ediza and keep the characters at a distance.
Once the seal is broken, the sliver wraiths phase
through the door and scream into the room. They
attack only the characters, apparently to aid Ediza.
Casaubon keeps out of the fight for the most part,
although he takes action to defend himself against
attacks from Ediza or the warlocks.

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Features of the Area


Ceiling: 10 feet high.
Illumination: The excavators’ lanterns shed
bright light that fills the chamber.
Fallen Rocks: Rocks fill the 2-square-wide area
directly in front of the stairs. A character must climb
up the rocks (Athletics DC 5), squeeze through the
space they occupy, and then drop 8 feet to enter the
main chamber. A creature gains cover while squeez-
ing in squares filled with rocks.
Rubble: These squares are difficult terrain.
Sealed Door: The door is impossible to open, and
the sliver wraiths cannot pass through, until all the
seals have been defeated. If the halflings do not break
the seal, the PCs can attempt to do so. This is a com-
plexity 1 skill challenge (4 successes before 3 failures)
requiring DC 15 Religion or Arcana checks as stan-
dard actions while adjacent to the door. On a failure,
all creatures within 5 squares of the door lose a heal-
ing surge. A failed skill challenge can be retried.

Development
After Ediza is defeated, Casaubon searches her body
and tries to pocket the memory crystal (Perception
DC 12 to notice). If a character manages to retrieve
the crystal and access its stored memories, he or she
experiences the same thing that Casaubon and Ediza
did. However, the psionic voice calls the character’s
name instead. Again, the sliver seeks release by any
agent but prefers to merge with Casaubon as soon as
the opportunity arises.

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W3. Call Heeded Whenever a sliver wraith drops to 0 hit points, its Casaubon, Sliver’s Servant
Medium aberrant humanoid, half-elf
Level 3 Elite Controller
XP 300
essence melds with Casaubon. Once he has trans-
Initiative +2 Senses Perception +0; low-light vision
Encounter Level 4 (XP 975) formed, the wizard enters the fray on the wraiths’
HP 88; Bloodied 44
side. He attempts to grab one character with his ten-
Setup AC 18; Fortitude 14, Reflex 14, Will 14
tacle arm while hurling spells at the others. Saving Throws +2
3 sliver wraith guardians (G) Speed 6
2 sliver wraith seekers (S) 3 Sliver Wraith Guardians (G) Level 2 Soldier Action Points 1
Medium aberrant humanoid (undead) XP 125 each m Tentacle Arm (standard; only while not grabbing a creature;
Once the doors are unsealed, Casaubon is eager Hypnotic Form (Charm) aura 2; each enemy that ends its turn at-will)
to enter the inner temple where rests the object he in the aura is slowed and takes a –2 penalty to Will until Reach 2; +8 vs. AC; 1d6 + 3 damage and the target is
seeks. It lies in the bottom of a pit dug though the the end of its next turn. grabbed. The target does not need to be adjacent to
Initiative +4 Senses Perception +2 Casaubon for him to sustain the grab, but must be within
years by the destructive energy of its own malice. Casaubon’s reach. Casaubon can have only one creature
HP 26; Bloodied 13
The sliver is guarded by a pair of sliver wraith AC 16; Fortitude 13, Reflex 14, Will 13 grabbed at a time.
seekers and a trio of sliver wraith guardians. As in Immune dazed, disease, poison; Resist 10 necrotic, r Magic Missile (standard; at-will) F Force, Implement
insubstantial Ranged 20; +6 vs. Reflex; 3d4 + 4 force damage.
the previous chamber, the wraiths try to merge with
Speed fly 6 (hover); phasing M Soul Drain (standard; only while grabbing a creature;
Casaubon. After three of them do so (including those m Dizzying Touch (standard; at-will) F Psychic encounter)
from the outer chamber), he is transformed into an +5 vs. Will; 1d6 + 2 psychic damage, and the target is +6 vs. Fortitude; targets the grabbed creature; the target is
aberrant servant of the sliver. marked and grants combat advantage until the end of the dazed (save ends) and loses 1 healing surge.
guardian’s next turn. R Misdirected Mark (standard; encounter) F Implement
When Casaubon is transformed, read: Alignment Evil Languages Deep Speech Ranged 10; +7 vs. Reflex; 1d8 + 3 damage, and the target
Str 6 (–1) Dex 17 (+4) Wis 13 (+2) is marked by an ally of Casaubon’s choice within 5 squares
The wizard screams and falls to his knees; his hands clutch Con 14 (+3) Int 10 (+1) Cha 15 (+3) of him until the end of his next turn.
his head in pain. Then his right hand stretches grotesquely A Maze of Mirrors (standard; encounter) F Illusion,
and begins to bubble with violet pustules, transforming 2 Sliver Wraith Seekers (S) Level 3 Controller Implement
Medium aberrant humanoid (undead) XP 150 each Area burst 1 within 10; + 6 vs. Will; until the end of
within moments into a sickly purple tentacle. When the Casaubon’s next turn, the target is immobilized and takes a
Hypnotic Form (Charm) aura 2; each enemy that ends its turn
transformation is complete, the wizard rises, his eyes aglow in the aura is slowed and takes a –2 penalty to Will until –4 penalty to attack rolls.
with a weird green luminescence. He smiles wickedly. the end of its next turn. Alignment Evil Languages Common, Deep Speech,
Initiative +4 Senses Perception +2 Draconic
“Fools! The sliver is mine,” he hisses. “And I will share
HP 31; Bloodied 15 Skills Arcana +10, Bluff +6, History +10
its power with no one.” AC 15; Fortitude 14, Reflex 15, Will 14 Str 17 (+4) Dex 13 (+2) Wis 9 (+0)
Con 12 (+2) Int 18 (+5) Cha 16 (+4)
Tactics Immune dazed, disease, poison; Resist 10 necrotic,
insubstantial Equipment robes, dagger, wand, spellbook
The sliver wraiths dart forth to attack the characters. Speed fly 6 (hover); phasing
As in the outer chamber, they leave Casaubon alone m Maddening Touch (standard; at-will) F Psychic
+5 vs. Will; 1d6 + 2 psychic damage, and the target is
until they are destroyed, then try to merge with him.
knocked prone and can’t stand up (save ends).
The seekers hover near or on the aberrant circles, C Seeker’s Calling (standard; recharge 6) F Psychic
hoping to lure characters into them with seeker’s call- Close burst 5; targets one creature in burst; +5 vs. Will;
ing. By keeping them in range of their hypnotic form 2d6 + 2 psychic damage and the seeker slides the target 5
squares to a square either adjacent to the seeker or within
auras, the wraiths force the characters to provoke its hypnotic form aura.
opportunity attacks if they try to leave a circle. The Alignment Evil Languages Deep Speech
guardians protect the seekers, marking characters Str 6 (–1) Dex 17 (+4) Wis 13 (+2)
Con 14 (+3) Int 10 (+1) Cha 15 (+3)
snared by seeker’s calling.
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Sliver’s Call

Features of the Area


Ceiling: 10 feet high.
Illumination: The aberrant circles glow with
eldritch power, dimly lighting the area.
Aberrant Circles: Any nonaberrant creature that
ends its turn in a circle is dazed until the end of its
next turn.
Rocks: Squares containing rocks are blocking
terrain.
Rubble: These squares are difficult terrain.
Pit and Sliver: The pit is 15 feet deep, and at its
bottom is the meteorite sliver. This black metal shard
is about 2 feet long and radiates malignance. When
any creature other than Casaubon ends its turn hold-
ing or carrying the shard, it takes 15 psychic damage.

Development
Once the characters defeat Casaubon, they have to
figure out what to do with the sliver. It’s too dangerous
to move, but given enough time and with help, they
should be able to collapse the cavern once more. The
party might also seek out arcane specialists or priests
to reseal the temple’s entrance.

About the Author


Born on a stormy Christmas day, in our nation’s capital,
during the Nixon administration, the stars were definitely
wrong when Stephen Radney-MacFarland came screaming
into the world. Spending most of his impressionable years as a
vagabond and ne’re-do-well, Stephen eventually settled in the
Northwest to waste his life on roleplaying games.
Stephen teaches a class on roleplaying design for the Art
Institute of Seattle, molding the minds of young and upcom-
ing designers. Be afraid. Be very afraid.

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Test
of
Fire
By Scott Fitzgerald Gray
illustration by William O’Connor
cartography by Mike Schley
TM & © 2010 Wizards of the Coast LLC All rights reserved.

“You call yourselves heroes? You


claim greatness? Prove it to those who
­survived the Dawn Wars of gods and
primordials. Prove it before the lords
of fire and chaos. Prove in this Cru-
cible Court of the City of Brass that
you are worthy of the ­allegiance of the
efreets!”

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Test of Fire

In “Test of Fire,” the heroes are tasked by the reborn In a last-ditch effort to win its campaign against Tiamat’s army attempts to enter the Elemental Chaos
Bahamut with infiltrating Tiamat’s last stronghold the forces of good, half of Tiamat’s remaining army in order to attack Bahamut’s force. Bahamut’s magic
in the planes—the legendary City of Brass. There, the has been sent to hold her final redoubt in the planes— has sealed off the City of Brass, but it cannot do so
heroes must engage a formidable efreet noble in a risky the legendary City of Brass. By virtue of foul rituals for long. Against this dark deadline, it is up to the
alliance, then square off against the Lord of the Efreets and dark pacts undertaken with Bashumgarda, the characters to infiltrate the besieged city and negoti-
and the blue exarch of Tiamat in a city under siege. Lord of the Efreets, the Dragon Queen has bolstered ate an alliance with the efreet noble Estumishu. The
“Test of Fire” is an adventure for five characters her draconic servants with elemental power that may heroes must then make their way across a city prepar-
midway through 27th level. By the end of the adven- yet turn the tide of war in her favor. ing for all-out war to find and kill Bashumgarda in
ture, the characters should have attained 29th level. Bahamut’s forces have already surrounded the order to win the allegiance of the efreets. Unknown
This adventure is the penultimate chapter of the city, but the combined defenses of Tiamat and the to the characters is the fact that Tiamat’s blue exarch
Scales of War adventure path, following the events of efreets will not be easily broken. The Platinum Namissi, not Bashumgarda, is the true power in the
“Those Once Loyal.” This assault on the City of Brass Dragon’s servants, however, have made contact with besieged City of Brass. The adventurers’ mission in
can be adapted for use in other epic tier campaigns efreet factions within the city that might be turned the fabled city will push them to their limits.
with a bit of effort. against Bashumgarda. Even now, the other half of

Background The Quests


For untold centuries, the Dragon Queen Tiamat has In “Test of Fire,” the heroes must infiltrate the Major Quest—Open the Gates to Bahamut’s Forces
labored on a deadly mission—the permanent destruc- besieged City of Brass by way of the deadly warren After treating with Estumishu, the party must chart
tion of her soul-sibling and nemesis Bahamut, the of ruins known as the Keening Delve. Once inside a dangerous path through the City of Brass to where
Platinum Dragon. Tiamat’s plans came to light in the the city, their mission from Bahamut is to negotiate Bashumgarda, Lord of Efreets, holds court. Only after
mortal realm by virtue of her alliances with the githy- an alliance with the capricious efreet noble Estumi- Bashumgarda is put down can the characters seize
anki. In the end, even the greatest of the heroes who shu. In order to obtain Estumishu’s favor and open control of the magical wards protecting the city as a
turned the tide of the githyanki invasion of the world the City of Brass to Bahamut’s forces, the characters prelude to Bahamut’s assault.
were unable to prevent Tiamat’s foul plots from claim- must slay Bashumgarda, the renegade Lord of Efreets. Reward: 65,000 XP.
ing the Platinum Dragon’s life. The real power in the city, however, is Tiamat’s blue
Major Quest—See Tiamat’s Armies Routed
All was not lost, however, for Bahamut is wise and exarch Namissi, who emerges for a final showdown as
As Bahamut’s forces crash against Tiamat’s defenders
farseeing. To prevent Tiamat’s ultimate revenge, he Bahamut’s forces attack.
in the City of Brass, the heroes must do battle against
installed a fragment of his own essence into the deva
Major Quest—Infiltrate the City of Brass the Dragon Queen’s blue exarch. Only when their
Amyria. Through this fragment and the bravery of
The City of Brass is sealed behind powerful magical leader is destroyed can Tiamat’s forces be broken and
the heroes, Bahamut has been reborn at the Bridge of
wards laid down by Tiamat’s ritualists. Bahamut’s their threat ended.
al-Sihal on Celestia. Tiamat’s forces, emboldened by
forces cannot attack until the seals are opened to them. Reward: 65,000 XP.
the Platinum Dragon’s apparent demise, are reeling
The adventurers must follow the deadly paths of the
from this sudden reversal of fortune. Tiamat’s plans
Keening Delve in order to gain secret access to the city.
for cosmic dominion have been shattered, but the
Reward: 55,000 XP.
Dragon Queen is far from helpless.

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Test of Fire

Adventure Synopsis After slaying Bashumgarda, the adventurers must


drop the magical wards which protect the city and
“Test of Fire” begins in the aftermath of the events of prevent Bahamut’s forces from attacking. At the Eter- Adapting the Adventure
“Those Once Loyal.” Bahamut has been restored to nal Flame Pavilion, the heroes face off against the “Test of Fire” is designed for five adventurers but can
life by the sacrifice of Amyria, and Tiamat’s plans to protectors of the shrine of the Fire Lord Imix, which be easily adapted for larger or smaller groups. Simply
break the power of the fallen god have been dealt a has been corrupted by Tiamat’s foul rituals so as to add or subtract treasure parcels and monsters using
crippling blow. grant power to the Dragon Queen’s servants. the guidelines presented in the Dungeon Master’s
As the adventure opens, the characters have Then the unthinkable happens. The reborn Guide. The Keening Delve is a chaotic warren haunted
returned to Sayre to rest, recuperate, and mourn Bahamut, fighting Tiamat’s blue exarch Namissi, is by ancient magic and foul creatures, and any type of
Amyria’s sacrifice. From there, they are summoned to struck down in a titanic battle that shatters the great elemental-themed monster or hazard can be placed
Bahamut’s side in the Crystal Tear, an astral domin- Charcoal Palace. Only the heroes can stand against there. The City of Brass is a thriving metropolis within
ion from which Bahamut directs his reenergized the blue exarch in the end. the Elemental Chaos. The adventure is already set up
forces. The Platinum Dragon lays out the scope of with encounter groups that play a part in the charac-
Tiamat’s failure and her dark hope to turn this near- ters’ attempts to move within the city (see Encounter
defeat into victory. What is an B2, page 43). These can be used to add additional
The City of Brass is Tiamat’s last stronghold in Adventure Path? creatures to existing encounters.
the planes. It is held by arrangement with Bashum- This adventure is designed for characters partway
An adventure path is a connected series of adven-
garda, Lord of Efreets. Bahamut’s force has the city through 27th level. Be wary of sending lower-level
tures that comprises an entire D&D campaign,
surrounded but cannot break in. Tiamat’s remaining parties against the challenges of the Keening Delve
from the heroes’ humble beginnings at 1st level
legions are attempting to return to the Elemental and the City of Brass. The Keening Delve contains
to their epic triumphs at the pinnacle of level 30.
Chaos to attack Bahamut’s force. The full brunt of Tia- plenty of space for expansion, and you are encour-
These adventures cover all three tiers of play: heroic,
mat’s armies, energized with elemental power, will be aged to add encounters to the delve if you need to
paragon, and epic. Each tier is covered by roughly six
too much for Bahamut’s army to withstand. bring a lower-level group up to speed. The heroes
adventures, meaning that the entire adventure path
Bahamut enlists the characters to infiltrate the should be 28th level (or close to it) when they meet
consists of eighteen adventures. Each adventure
City of Brass by way of a secret portal hidden deep in with Estumishu in Encounter B1.
covers between one and three levels, but the adven-
the Keening Delve. This legendary and deadly warren
turers can undertake side quests to supplement their
of caverns and ruined chambers is set within the
XP. This assures that the heroes are the correct level
basalt plate on which the City of Brass is built. After
entering the city, the heroes meet with Estumishu, an
to tackle each adventure. Preparing
“Test of Fire” is the penultimate adventure in the
efreet noble who represents factions seeking to over-
Scales of War. It brings the characters into Bahamut’s for Adventure
throw Bashumgarda because of his foul alliance with
confidence and sets up the climactic confrontation
the Dragon Queen. Estumishu offers his allegiance This adventure begins in the downtime immediately
between the heroes and Tiamat which will conclude
only if the characters find and kill Bashumgarda—a after the characters’ previous adventure, “Those Once
the final chapter.
deadly quest that requires the heroes to undertake a Loyal.” Go to Part One: The Summons of Bahamut
dangerous pilgrimage across a city under siege. (page 15) when you are ready to begin.

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Test of Fire

What You Need to Play


Treasure
This adventure contains everything you need to play,
As with previous installments of the Scales of War Parcel H: _______________, B4
including background information, setup, encounters,
campaign, “Test of Fire” makes use of the parcel system (carried by the redspawn magmastomper).
and maps. You might wish to review any appropriate
of treasure rewards as described in the Dungeon Mas- Parcel I: ___________________, B5
Dungeons & Dragons® 4th Edition rules before play
ter’s Guide. The characters should accumulate fifteen (carried by the pyremasters).
begins.
treasure parcels by the end of the adventure. You can Parcel J: _______________, B5
You need only read the opening sections of the
supply these treasures in whatever way you wish, but (carried by Bashumgarda; see the tactical encounter).
adventure—the introduction and the encounters in
the accompanying list presents the most likely encoun- Parcel K: _______________, B5 (as above)
the Keening Delve—to begin play. The encounters
ters to bear treasure. Parcel L: _______________, after F2
within the delve make up a good single session’s play,
During your preparation, assign parcels from those (reward from Estumishu).
or they can be expanded into a larger adventure. You
that follow to the encounters in the spaces provided. Parcel M: _______________, after F2 (as above).
can then read up on the City of Brass and prepare for
Use the players’ wish lists to come up with magic items Parcel N: _______________, after F2
the two complex skill challenges that are the center-
for the first six parcels. Consider saving at least one or (reward from Bahamut).
piece of the heroes’ mission. Background information
two of the highest-level magic items for the end of the Parcel O: _______________, after F2 (as above).
about the City of Brass from Manual of the Planes may
adventure, representing gear the adventurers can claim
be useful but is not required to run this adventure. Based on the guidelines in the Dungeon Master’s Guide,
from their victories over Bashumgarda and Namissi or a
the following parcels can be placed in the areas above.
reward granted by Estumishu or Bahamut for the heroes’
Off the Adventure Path service to the City of Brass and the cause of good. Parcel 1: Magic item, level 30
Even if you are not running “Test of Fire” as part of
Parcel 2: Magic item, level 30
the Scales of War adventure path, a stealthy infiltra- Treasure Parcels
Parcel 3: Magic item, level 30
tion and assault on a besieged City of Brass is about Parcel A: _______________, K1 Parcel 4: Magic item, level 30
as epic as adventures get. If you don’t favor a draconic (carried by the black slaad overlord). Parcel 5: Magic item, level 30
connection, the dark forces that Bashumgarda has Parcel B: _______________, K3 Parcel 6: Magic item, level 29
allied with can be any other long-term villain or evil (scattered within the rubble). Parcel 7: 75 ad + two potions of recovery
organization in your campaign. In such a scenario, Parcel C: _______________, B1 (a gift from Estumi- Parcel 8: 50 ad + 500 pp
Bashumgarda and Namissi could be reworked as shu as a sign of trust if the heroes succeed at the skill Parcel 9: 50 ad + three ceremonial holy symbols
creatures of other types—perhaps a pair of powerful challenge; if the adventurers fail the challenge, add to of Tiamat (15,000 gp each) + 500 pp
demon lords that have claimed the City of Brass as parcels L–O). Parcel 10: two potions of life + eight elemental
their domain. Parcel D: _______________, B1 (as above). onyx rings (50,000 gp each)
Use one of the following hooks to bring the heroes Parcel E: _______________, B2 (carried by the leader Parcel 11: 100 ad
into such an adventure. of a patrol encountered in the course of the skill chal- Parcel 12: 70 ad + 200 pp
lenge; if none, add to parcels L–O). Parcel 13: 60 ad + one potion of life + 200 pp
Parcel F: _______________, B2 (as above). Parcel 14: six astral diamond signets
Parcel G: __________________, B3 (50,000 gp each) + two potions of recovery + 100 pp
(carried by the greenspawn defender). Parcel 15: 25 ad

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Test of Fire

A Friend in Need At the same time, word is received that Bahamut’s He will not apologize if asked to by the characters; the
A powerful patron or ally of the characters has strong forces have rallied around the deity’s return and that exarch has no patience for such trivial concerns. Only
business or family connections to the City of Brass. the armies of Tiamat have lost the advantage they his mission is important.
He comes to the heroes in a panic, having heard that gained from the Platinum Dragon’s death. When you are ready to depart, Xerefri orders you to stand
the great planar metropolis has been besieged. He The adventurers have ample time to attend to close by. The dragon creates a Planar Portal that rises from
knows of the secret portal in the Keening Delve and personal business in Sayre and to be briefed on any the ground to swirl around you. A blast of arcane power
offers the adventurers a powerful incentive to restore information they might have failed to glean in pre- shatters the last of Lord Limbic’s statuary as you and the
the city to normalcy. vious adventures. This adventure begins with the exarch disappear.
arrival of an emissary from Bahamut.
The Curse of Namissi The Crystal Tear
The heroes are on their way to the City of Brass by
An Unexpected Envoy The reborn Bahamut has temporarily abandoned his
planar dromond or some other form of planar travel The characters awake to the clamor of warning bells castle domain in Celestia as he focuses on leading his
when their journey is abruptly halted. The city is sounding out across Sayre. forces against Tiamat. The Platinum Dragon’s new
sealed behind magical wards unleashed by a cursed Throngs of city folk are running in panic through the command center is a specially created astral realm
artifact, its leaders and people driven to madness. An streets even as militia guards and coalition warriors known as the Crystal Tear.
impromptu skill challenge allows the characters to race in the opposite direction toward the March. A din of The familiar vista of Sayre melts and vanishes to be replaced
gain information regarding the portal in the Keening voices shouts about some disaster striking at that shabby with a field of shimmering, silver light. You find yourselves
Delve. The heroes’ infiltration of the city allows them monument site, but details are lost in the panic. As you race soaring like disembodied spirits in a bright nonspace
to parley with its efreet leaders who’ve been driven along the rapidly emptying streets, the source of the chaos surrounding a crystal teardrop that grows in size as you
underground to save their lives. The adventurers must becomes obvious. In the middle of the March, a gargantuan plunge toward it. With a shudder, you pass within. Suddenly
then fight their way across the city in order to face the silver dragon paces within a field of shattered arches and you are standing on a white dais in a great translucent
efreet sorcerer whose mind the artifact has claimed statuary. Its claws rend the ground as it idly scratches, and chamber. Crystal walls reflect the dozen great dragons
and the monstrous guardian that protects it. even as you push through the field of uncertain guards surrounding you. Xerefri murmurs a greeting as he takes his
surrounding it at a safe distance, the dragon’s head swings place among them. “My lord, the heroes are here.”
Part One: The slowly toward you. “You’ve come,” it growls. “Prepare for thy
Bahamut awaited the arrival of the adventurers with
journey. My lord Bahamut desires to speak with thee.”
Summons of Bahamut The great silver dragon Xerefri is an exarch of
his exarch war council comprised of a dozen metallic
dragons of great size and age.
In the immediate aftermath of the events of “Those Bahamut. It is the master of powerful planar magic
and is charged with bringing the heroes to the Plati- Silver and gold, copper and iron, and all the other hues of
Once Loyal,” Bahamut’s thoughts flash through the the metallic dragon races are here, but there is no mistaking
characters’ minds, bidding them return to Sayre; then num Dragon at his temporary command center in
the Astral Sea. If characters ask, witnesses describe the monumental figure that all give fealty to. Bahamut
the Platinum Dragon vanishes without another word. towers before you once more, proud and mighty. But then
As the adventure begins, the heroes have returned how the creature appeared suddenly within the open
ground of the March in a blast of white light and the great Platinum Dragon dips his head, slightly but
to Sayre to rest. Bahamut’s return and the sacrifice significantly. One by one, the other dragons follow, lowering
of Amyria are events of world-shaking importance. storm-force winds, with panic quickly following.
Xerefri poses no threat but the dragon is entirely their heads nearly to the level of yours in a majestic salute.
Word of the Platinum Dragon’s rebirth spreads “Friends,” Bahamut rumbles. “Champions. Welcome.”
quickly through the lands and people of the Coalition. indifferent to the destruction his arrival has caused.

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Test of Fire

Fortunes of War What happened to Amyria? Is she truly gone? What is Tiamat doing in the City of Brass?
The heroes are made welcome to the Crystal Tear, a “Amyria was possessed of a splinter of my consciousness “The Dragon Queen has entered into dark bargains
bounded astral dominion of sweeping crystal cham- and life force, not unlike that which manifested to aid you with the Lord of the Efreets, the powerful and power-
bers set with pillars of platinum and other precious in the Karak Lode. The creation of that fragment was a hungry Bashumgarda. He believes that this alliance will
metals. This is the war room and council chamber gamble against fate which would have failed countless times grant him control of the Elemental Chaos, but Tiamat’s
from which Bahamut and his exarchs direct the if not for Amyria’s bravery, and yours. Though I have not treachery runs deep. Her ritualists have used the great
battle against the armies of Tiamat. yet regained my full strength, by her sacrifice I live again. knowledge of the efreets to channel the raw energy of the
After a drawn-out process of introduction between As to her ultimate fate, that is no more known to me than is elements. She intends to claim the efreets’ power as her
the characters and the council, Bahamut directs the the fate of any of us.” own and to infuse her armies with elemental might that
characters to private chambers, saying he will meet could tip the tide of battle.”
What is this place?
them shortly for further conversation. The adventur-
“The Crystal Tear is an astral dominion forged by my How long will the siege continue?
ers’ quarters are in an opulent wing of marble halls
whose shape and contents are divinely mutable will and the power of my exarchs. It is home and council “We might break the magical wards that protect the city
according to the characters’ own will. chamber, a site whose edges touch all other planes and from and Tiamat’s army within a week … if we had that much
Bahamut comes to the characters a few hours later, which we can observe the war against Tiamat as it rages time. We do not. Just as the arcane wards of efreet and
but the characters might be shocked to see the form across those planes.” dragon hold us at bay, our ritualists have sealed the basalt
he has taken—a venerable human male with a fringe plain of the city and the Sea of Fire against Tiamat’s
How goes the war? Haven’t Tiamat’s plans been
of white hair and a snow-white beard. Though his remaining armies which are amassing to break our siege.
broken by your return?
platinum robes are a far cry from the peasant’s garb Using the power of the Well of Worlds, dragon ritualists
he once wore, the same seven yellow canaries perch “The war has turned under the pressure of a tide that the have effectively blocked the Elemental Chaos to planar
on Bahamut’s shoulders as when the heroes met him Dragon Queen could never have predicted, but it is not won. travel by Tiamat’s forces, but we cannot maintain those
in the lost mines of Karak (Dungeon® #159). The forces of good and law hold their own, but Tiamat’s wards for long. Within a day, Tiamat’s forces will batter
The adventurers no doubt have countless ques- power is carved out by treachery. With each failure, the through our barrier and we will be caught between two
tions, and Bahamut is happy to provide answers as he Dragon Queen need simply seek the next betrayal that will armies. We must take the city, and quickly.”
explains the purpose of his summons. fuel her ambition.
“The word of my return shattered the resolve of Tiamat’s What do you need us to do?
Was the bird man in the Karak Lode really you? forces and gave our own armies a much-needed chance to “The City of Brass is sealed against physical incursion,
“Yes and no. That was not I in the way you see me now—the regroup. In the weeks since my return, we have taken the the power of teleportation, and all forms of planar
whole of my physical presence and consciousness. Rather, fight to them, and we are near the endgame now.” travel. Bashumgarda holds the city in an iron grip, and
think of that figure as an avatar of sorts, unaware of me his allegiance to Tiamat will not waver. Our spies have
What is that endgame? What are Tiamat’s plans?
as I was unaware of it, but roaming the mortal realm as a determined, however, that there are cracks in both of
fragment of my mind and will. Even then, it seems that the “The Dragon Queen has sent nearly half her remaining these defenses.
fates already knew our paths were intertwined.” force to her last redoubt in the planes—the City of Brass Although Bashumgarda promised his people power,
in the Elemental Chaos. Already, our forces lay siege Tiamat’s forces have taken over in all but name. Many of
against her blue exarch who stands in command there, but the efreet nobles now chafe under Bashumgarda’s reign.
his power is formidable. He is an ancient wyrm named One of those, the lord Estumishu, has sway over the nobility
Namissi whose thirst for blood is unequalled. We must
break his defense, and time is short.”
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Test of Fire

and a claim to the throne of the Charcoal Palace as strong Delve,” below. He also briefs the characters regarding
as Bashumgarda’s. By magical communication, we have their contact in the City of Brass.
treated with him, but he will not commit to joining us. A Test of Fire
“Estumishu’s agent is an efreet named Selerin. It is she who
direct appeal—a meeting within the city itself—must change has been our go-between and who will take you to a secret As befits the home of the Efreets, the City of Brass is
his mind.” council where you will speak. We know little of Estumishu a settlement whose strength is built on the power of
except his hatred for Bashumgarda. He is a noteworthy elemental fire. Hundreds of thousands of non-efreets
How will an envoy get into the City of Brass?
noble of the efreets, but wickedness runs deep in even also dwell here. Members of the mortal races find
“One of Estumishu’s followers has aided us there, with the environment within the city searingly hot but
the best of their kind. It is said that his followers call him
rumors of an ancient portal set within a shrine inside the ultimately manageable. The adventurers’ mission to
‘The Smiling King,’ but I fear your reception may not be a
city. Its power is primordial in origin, so it is not hindered the City of Brass will see them exposed to the realm’s
friendly one.”
by Tiamat’s magic. This Portal of Forgotten Fire connects most potent hazards.
to another primordial shrine lost in the legendary Keening Bahamut will send the adventurers to within striking
If none of the characters have any way to reduce
Delve. That warren of timeless tunnels and cursed ruins distance of their destination—a particular warren of
at least some damage from exposure to fire (through
sits not far from the City of Brass, but its narrow passages the Keening Delve where the shrine concealing the
powers or magic items), consider having Bahamut
cannot be trod by dragons. A group of mortals must find Gate of Forgotten Fire is said to be found. Bahamut
offer each hero a potion of resistance as part of the
their way through the delve and enter the city. does not yet know, however, that persuading Estumishu
treasure given out for this adventure. Likewise,
“Estumishu negotiates from a position of both power and his followers to rise up against Tiamat will require
potions of resistance can find their way into the trea-
and pride. Those who treat with him must be able to do that the heroes kill Bashumgarda. The characters will
sure found during the adventure (including gifts
so as his equals and to speak with Bahamut’s voice. This discover this only in the course of their negotiations.
bestowed by Estumishu).
mission cannot fail, my friends. I trust it to no one but you.” Likewise, Bahamut is only partly correct in his
On the other hand, if the characters have some-
assessment of Tiamat’s reasons for holding the City
how all picked up full-time fire immunity by this point
Preparations of Brass. The Dragon Queen’s plots to augment her
in their adventuring careers, their excursion into the
Once the characters agree to undertake Bahamut’s forces with elemental power are already well under-
City of Brass might prove less challenging than you’d
mission to the City of Brass, they are given a few way (the characters will discover this in the course of
like. In such a case, feel free to chip away at the
hours to prepare. The party’s goals as set out by the adventure—see page 27 for details).
heroes’ immunity from time to time. The elite defend-
Bahamut are: A strict 24-hour time frame for the mission is not
ers of the City of Brass might be specially trained to
F Enter the Keening Delve and locate the shrine an absolute requirement. The adventurers should,
overcome immunity to fire, expecting that creatures
containing the Portal of Forgotten Fire. however, have a clear sense that time is of the essence.
intent on attacking the city would depend on such a
F Gate across to the City of Brass and meet with The events in the City of Brass happen at a fast pace,
defense. This training could take the form of the fol-
Estumishu’s contact. and the characters can take only two extended rests
lowing power which can be added to any creature:
F Attend a summit with the efreet noble and during this adventure—one in the aftermath of the
convince him and his followers to aid Bahamut’s Keening Delve, the other while in the city (see the Defender of the Flame (minor; recharge ⚃ ⚄ ⚅)
This creature makes a basic attack that deals fire damage
cause. “Through the City of Brass” skill challenge, page 38,
against a creature with immunity to fire. On a hit, the
Bahamut does not know the specifics of what the for more information). target takes no damage but loses its immunity to fire until
heroes will face in the Keening Delve, but he can When the heroes are ready, Bahamut leads them the end of this creature’s next turn.
provide the information outlined under “The Keening to the council chamber where Xerefri waits to take
them to the Elemental Chaos.

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Part Two: Even at this distance, their battle cries ring loud over the legend, the echoing scream of a primordial slain in
roar of the sea and over a distant shrieking that seems to the Dawn War. In the heart of the Elemental Chaos,
Forgotten Fire rise from the empty basalt plain behind you. Xerefri growls Haemnathuun fought against Bahamut, Bane, and
as he cranes his long neck toward that shrieking, away from Ioun, and was slain. Countless centuries later, the
In order to breach the nigh-impenetrable defenses of the city. “There,” he says, indicating a great red-black rift wind that is his dying breath has scoured his former
the City of Brass, the adventurers must seek out an that splits the ground a mile away. “May fate and goodness citadel into ruin.
ancient primordial shrine in the heart of the Keening guide thee.” Then with a crack of thunder and a blast of The Keening Delve is a place of madness and
Delve—a legendary labyrinth twisting deep into the wind, the silver exarch is gone. mystery now inhabited by slaads, demons, elemen-
elemental rock on which the City of Brass is built. tals, and other foul creatures. Great treasures are
The Keening Delve said to be lost there, including artifacts and magic
Arriving in The vast basalt plate on which the City of Brass stands from the Dawn War. Some say that Haemnathuun’s
the Elemental Chaos is threaded by an ageless and endless series of tunnels living heart still beats at the center of this labyrinth,
A planar portal summoned by Xerefri brings the cut through a great mass of blood-red rock, as intro- patiently awaiting the chance to be reborn.
heroes to a rocky plateau above the City of Brass. Char- duced in Manual of the Planes. The Keening Delve is
acters who have played “Beyond the Mottled Tower” a labyrinthine warren of ruined tunnels and caverns
(Dungeon #163) have seen the great Sea of Fire before, threaded by an endless shrieking wind—according to
but the view from the vast basalt plate on which the Days of Future Passed
City of Brass stands is more impressive by far.
The portion of the Keening Delve presented in this
With a shudder, the council chamber and Bahamut melt A Lasting Coalition adventure is one small fragment of this site’s endless
away to a field of shimmering silver, then a haze of red maze of tunnels and caverns. The full extent of the
This penultimate episode of the Scales of War
firelight and seething smoke. The heat hits like a hammer ruins is outside the scope of the adventure—and, most
adventure path provides a good opportunity to pull
as you find yourselves standing atop a high bluff of black likely, outside the interest of the heroes at this late
together the threads and events of previous adven-
stone. To one side, a field of basalt stretches as far as the eye stage of their adventuring careers. If you like conti-
tures, showing how Bahamut’s forces are drawn from
can see. To the other, perhaps three miles away if distance nuity in your campaigns, a new generation of heroes
a wide range of races and planes. If the adventurers
is reckoned here as it is in the world, the roiling Sea of Fire might return to this spot in the long aftermath of the
liberated Nefelus in “Alliance at Nefelus” (Dungeon
blazes with an unholy light. Scales of War, and hear legends or see signs of the
#165), that city-state’s deva mages should be front
At the sea’s edge, the walls of the great City of Brass adventurers’ presence here as they undertake their
and center in Bahamut’s forces. If the heroes nego-
burn with the brightness of molten gold. The light of the own expedition into the Keening Delve.
tiated an alliance with Gith in “A Tyranny of Souls”
city is dimmed by a seething dome of magical force that
(Dungeon #168), flying githyanki warships share the
surrounds it on all sides. Pressed up against this barrier,
skies over the City of Brass with Bahamut’s dragons.
an army stands ready. Smaller figures and their camps
Here and in the final battle (Encounters F1 and F2),
spread around the walls of the city, but it is the dragons that
the characters should see that their earlier efforts
dominate the field—a force perhaps five thousand strong.
have paid off as the adventure path pushes toward
Tiamat’s endgame.

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Features of the Keening Delve Approach and Entrance


The caverns and chambers of the Keening Delve The heroes can easily make their way across the
share the following common features. basalt flats to the fissure that marks this entrance to
Illumination: Except as indicated in the encoun- the Keening Delve.
ter descriptions, there is no light in any of the caverns
of the Keening Delve. The shrieking wind grows louder as you approach, to the
Walls, Floors, and Ceilings: Passageways in point where speech becomes impossible at anything less
the delve run from 6 to 10 feet high; caverns and than a shout. The red-black scar plunges deep into the
chambers are typically 20 to 30 feet high. Walls, basalt plain, forming a rough passageway leading down
floors, and ceilings are all rough stone, even in areas into darkness.
that were clearly once finished chambers. There are Unless you wish to develop further sections of the
numerous areas on the map where passageways are Keening Delve as a preamble to the characters’
so narrow that Medium creatures must squeeze to adventures in the City of Brass, the passageway runs
gain access. approximately one-quarter mile before emerging in
Blood Rock: Areas of mottled red-black stone area K1 (see below).
across the cavern floor are blood rock, infused with
the energy of ancient battles fought here. These Additional Encounters
patches of stone do not stand out unless the charac- in the Keening Delve
ters make specific attempts to discern them (a DC 28 Although much of this section of the Keening Delve
Perception or Arcana check). A creature standing in is uninhabited, it should inspire caution and careful
an area of blood rock scores a critical hit on a natural exploration on the part of the adventurers. The heroes
die roll of 19 or 20. should not automatically know that these areas are
Keening Wail: The Keening Delve rings out empty, so as to keep them on their toes when the
constantly with the shriek of a wailing wind. The encounters come. You can fill some of these empty
ever-present din of this keening wail bestows a –10 spaces with additional encounters if you desire.
penalty to Perception checks made in the Keening In particular, if the heroes are not already at least
Delve and makes it impossible for creatures to com- halfway through 27th level, add enough level-appro-
municate using speech at a distance of more than 10 priate encounters to the Keening Delve to bring
squares. them close to 28th level by the time they reach the
City of Brass.
Set up additional encounters in the Keening Delve
by choosing encounter groups from those listed
below, or use these groups as inspiration for creating
your own encounters.

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Denizens of the Delve Level 26 Encounter (XP 54,000) Level 27 Encounter (XP 60,300)
Creatures of all sorts, from demons to elementals to F 1 balor (level 27 elite brute, MM 53) F 2 abyssal rotfiends (level 26 controller, MM 52 or
mortal explorers, are drawn to the mysteries of the F 1 beholder eye of chaos (level 25 elite artillery, Encounter K3)
Keening Delve. MM2 25) F 1 efreet karadjin (level 28 soldier, MM 100)
F 1 thunderblast cyclone (level 26 elite artillery, F 1 efreet pyresinger (level 25 controller, MM 99)
Level 25 Encounter (XP 35,400) MM 105 or encounter K2) F 1 glabrezu (level 23 elite brute, MM 54)
F 1 eladrin lich (level 24 elite controller, MM 176) F 2 great flameskulls (level 24 artillery, MM 109)
F 2 mariliths (level 24 elite skirmisher, MM 57)
F 2 soulspike devourers (level 20 elite soldier, Traps and Hazards
MM 69) In addition to creature-based encounters, an
expanded Keening Delve can feature a range of traps
and hazards.
Entropic Collapse: Upgrade this hazard from
level 23 to level 27 with a +4 bonus to attack rolls and
a +2 bonus to damage rolls (DMG 92).
Haemnathuun’s Heart: A fragment of the fallen
primordial’s crystalline heart creates a deadly trap
at the center of an ancient shrine. Modify a soul gem
(DMG 93) to deal psychic damage instead of radiant
damage.
Symbol of Suffering: Upgrade this hazard from
level 24 to level 26 with a +2 bonus to attack rolls and
a +1 bonus to damage rolls (DMG 93).
Voice of Chaos: The walls of a ruined cavern echo
and amplify the keening wail of the delve to a deadly
hazard. Modify a far realm star trap (DMG2 74) to
incorporate shimmering fields of sonic energy instead
of motes (Perception DC 26 to notice). The hazard
deals psychic damage instead of radiant damage.

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Keening Delve Encounters K2: Elemental Rift To the City of Brass


As they seek the Portal of Forgotten Fire, the charac- Raw elemental energy pours forth from a great rift in Once the portal has been activated, the characters
ters must contend with some of the mad denizens of the heart of this section of the Keening Delve. can step through it to be taken to the City of Brass
the Keening Delve. When the characters are within 50 feet of either (see below). The portal sits on the surface of the lava
entrance, read: pool and does not confer any protection against fire to
K1: Slaad Outpost those who plunge into it. A creature using the portal
From ahead, a distant din rises—a sound like an approaching
A slaad war party makes use of an ancient portal to takes 2d6 + 8 fire damage.
storm, thunder echoing over the shrieking wind.
come and go from this ruined shrine.
The rift is a hazard that the heroes must cross, but
As the adventurers move in from the entrance to
deadlier still are the elemental creatures drawn to
Part Three:
the Keening Delve, read:
The narrow passage twists sharply as it descends, requiring
its power. The City of Brass
Tactical Encounter: K2. Planar Rift (page 31).
a combination of squeezing and careful climbing to The adventurers’ mission for Bahamut takes them
navigate. The keening wail of wind never lets up, even as K3: Primordial Shrine into the City of Brass—the great home of efreets and
the passage begins to straighten and level after perhaps a the heart of trade and commerce in the Elemental
This ancient shrine is home to a group of demons
quarter-mile of slow movement. Chaos. The City of Brass is introduced in Manual of the
that make use of its latent planar power. Even over
From ahead, the pitch-black darkness shows a sudden Planes, and the information presented here is taken
the noise of the wind, the adventurers can gain an
flare of light. The passage appears to end at a narrow stone from that supplement. Efreet culture and society is
advance warning of what awaits them.
shelf some hundred strides ahead, a dimly lit cavern beyond. explored in more detail in The Plane Below.
Tactical Encounter: K1. Slaad Outpost (page 29). When the characters are within 30 feet of the
entrance to the shrine, read: City of Brass Traits
Faintly over the shriek of the keening wail that threads the Type: Elemental realm.
caverns, a voice can be heard, shouting. Size and Shape: Walled metropolis surrounded
by a sea of fire; bounded.
Perception Check, for a hero who understands Gravity: Elemental buoyancy.
Abyssal Mutability: Normal.
DC 33: The shrill tones of a demon howl in Abyssal, Fire Affinity: Attacks with the fire keyword gain a
berating a servant from the sounds of it. +1 bonus to the attack roll, and attacks with the cold
keyword deal half damage (ongoing cold damage is
The lava vent in the upper right arm of the chamber not affected).
is the Portal of Forgotten Fire, which connects to an
abandoned primordial temple in the City of Brass.
Tactical Encounter: K3. Primordial Shrine
(page 33).

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Arriving in
the City of Brass
The Portal of Forgotten Fire takes the heroes to a The City of Brass
secret primordial shrine in the Ashlarks ward. (See The capital city of the efreets, the City of Brass is the cater to travelers from across the Elemental Chaos
the “Through the City of Brass” skill challenge on marketplace of the universe, where virtually anything and other planes beyond. Guests are advised to keep
page 38 for general information on this ward and all can be bought or sold. a close eye on their valuables and be wary of con art-
areas of the city.) Population: Approximately 500,000. Efreets form ists, but little risk of death or enslavement exists.
A sudden lurch spills you to the stone floor of a chamber the upper class of the city, with only a handful of dis- Supplies: Commoner’s Market; Street of Steel in
brightly lit by stone braziers. Ancient Primordial runes graced members standing outside the noble caste. the Keffinspires; Marlgate warehouses; Pyraculum
which match those seen in the Keening Delve line the walls, Other residents include salamanders, archons, azers, bazaar. Anything can be bought in the City of Brass.
marking this place as another shrine. As you look around, genasi, fire giants and titans, demons, and other intel- The Commoner’s Market in the district of Avencina
you are distracted by movement. A young efreet female ligent elemental creatures, as well as a smaller number is an ideal place to secure both ordinary and exotic
leaps to her feet where she appears to have been dozing in of visitors and immigrants from the natural world. goods of a nonmagical nature. The Keffinspires district
the corner. She nods deferentially. “I am Selerin, servant of Roughly two-thirds of the city’s residents are slaves. is home to most of the city’s smiths, who make and sell
my lord Estumishu. Please, follow me.” Government: Bashumgarda is the Lord of the magical and mundane items including weapons and
Efreets, ruling the city from his Charcoal Palace. armor. The warehouses of the Marlgate district hold
Though not overly friendly, Selerin is deferential to Defense: An entire caste of slaves are born and goods brought from across the planes for trade in the
the characters. She answers any questions put to her raised as soldiers to defend the City of Brass against city, and the bazaars of Pyraculum offer the greatest
but knows little of the party’s mission other than that incursion from the wider Elemental Chaos and the diversity of high-quality goods.
they are to meet with Estumishu and that the efreet Abyss. These include archons, azers, and salaman- Temples: The City of Brass is hostile to worshipers
noble is waiting. ders. A corps of fanatical efreet warriors called the of the deities. It houses no public temples to any gods.
Unquenchable patrol the Charcoal Palace. The city The primordial known as the Fire Lord, Imix, has an
The City of Brass guard, housed in the Ashlarks district, consists primar- opulent temple in the Furnace called the Eternal Flame
The City of Brass is the grand home of the efreets, ily of archon and salamander soldiers. Pavilion. Residents of the city are strongly encouraged
the greatest settlement in the Elemental Chaos, and Inns and Taverns: The best place for visitors to to offer praise and gratitude to the lord of the Charcoal
the most significant center of trade and commerce find food or lodging is the district of Iskalat, near the Palace in large shrines located in each district.
in all the planes. The city is detailed in Manual of the city’s harbor. The inns and taverns ringing the harbor
Planes, but much of the information in that book has
been summarized and reworked for this adventure in
Encounter B2 (starting on page 38).

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Features of the City of Brass City of Brass Encounters


The streets and public spaces of the City of Brass The characters have come to the City of Brass expect-
share the following common features. ing only to have to broker an alliance with the noble
Illumination: The City of Brass is brightly lit at all Estumishu. Winning the support of the efreets for an
times. The Sea of Fire, its canals, and hanging lamp- insurrection against Bashumgarda and Tiamat will
pots of unquenchable elemental fire all add to the prove to be a complicated task.
fiery illumination cast off by the city’s efreet residents
and the countless other fire creatures that dwell here. B1: Efreet Alliance
Estumishu has chosen the location of the meeting for
The Secret Shrine maximum security. The heroes go unnoticed along
The secret shrine is set within the enclave of a lesser the short journey from the shrine.
noble (an ally beholden to Estumishu). A false door
leads out to an elevated courtyard. This residential At the end of the courtyard, a wide flight of stairs
area is empty at present on Estumishu’s orders. From leads down into darkness. At the bottom, brass double
the courtyard, the adventurers can catch sight of the doors open at a coded knock from Selerin. She nods
street below and get their first glimpse of the City of as she falls back to let you enter. Inside, a dozen
Brass preparing for war. efreet guards lining both sides of a wide marble
corridor watch darkly as you pass between them.
The City of Brass is well known as a center of commerce Beyond the end of the corridor, a massive
and interplanar trade, but the city you see as you follow vaulted chamber opens up, its roof rising into
Selerin across the courtyard bears no resemblance to the shadow a hundred feet overhead. Braziers
tales you’ve heard. The streets throng not with merchants and torches along all the walls shed light
and planar travelers but with armed troops. Elite efreet against a shroud of smoke and heat haze
guard squads march along the main roads or soar above and show that the floor rises in six great
them. Packs of azers and archons, genasi and salamanders tiers around a central open court twenty
stand guard at every intersection, their slave status marked paces on a side.
by the bracelets at their wrists.
Everywhere, the servants of Tiamat show their control This place is one of the many Cruci-
over the city. Dragonspawn lead squads of slave warriors ble Courts of the City of Brass—great
or bark orders to scowling efreets. Dragons of every size meeting halls where efreet nobles
perch atop buildings or soar overhead. The largest of these work out disputes with a combina-
is a gargantuan blue beast whose terrible cry echoes across tion of subtle diplomacy and brutal
the city as he wings his way along the underside of the martial skill.
shimmering force dome. On the other side of that barrier,
Bahamut’s forces circle in response, watching and waiting
for their chance to attack.

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The tiers of the room might hold three-hundred efreets remain in the city to offset debts incurred by Bashumgarda’s of rank to enter the Crucible Court, but I have heard its
packed shoulder to shoulder, but only a dozen are here now, treachery; and the gates of the city shall be opened to outcome. My loyalty is to my lord Estumishu but also to my
alone at the far end of the chamber. At their center stands Bahamut’s forces only once Bashumgarda is slain.” city and its people. I sense you are loyal to your masters. If
a hulking figure in fine jewelry and with a gem-studded they would see the City of Brass join with them against the
Whether or not the players saw this development
scimitar at his belt to demonstrate his rank. As you approach, Dragon Queen, there is still a way.”
coming, the characters are likely to want to argue
the figure seems to offer you an awkward smile, but that grin
their sudden involvement in an assassination. Estumi-
is overshadowed by the burning anger of his eyes.
shu will not back down from this demand, because an
“Welcome,” the efreet noble says, but there is no hint
assassination attempt by outsiders leads to a guaran- The Price of Failure
of welcome in his voice. His great protruding teeth flash
teed win for him regardless of whether it succeeds or
the false smile again as he appraises you, one by one. “You The adventurers’ mission to kill Bashumgarda is chal-
fails. If the adventurers kill Bashumgarda, Estumishu
stand before Estumishu. Speak the will of your masters, lenging enough in and of itself. However, failure in this
takes the throne with nothing connecting him to the
and quickly.” skill challenge makes the task even more daunting.
killing, making it easier for him to bring Bashum-
Persuading Estumishu to support Bahamut’s cause Success in this challenge means that Estumishu
garda loyalists under his control. If the heroes fail to
and lead the angry efreet nobility in an uprising provides the characters with enough information to
kill Bashumgarda, the attempt will drive Bashum-
against Tiamat will be an arduous process for the guide them relatively safely on their journey across
garda into a rage and draconian countermeasures
adventurers. A complex skill challenge provides the the city. In addition to the heroes receiving a gen-
that alienate even more of his followers and shift the
framework for these unique negotiations. eral overview of the City of Brass and its wards (see
balance of power further in Estumishu’s favor.
Skill Challenge: B1. Efreet Alliance (page 36). “Movement Through the City” on page 43), the efreet
Estumishu has no interest in further discussion.
noble’s assistance establishes the baseline DCs and
He and his entourage leave the Crucible Court imme-
Bashumgarda Must Die the strength of encounters in the “Through the City
diately once his demands have been declared.
The characters’ success or failure sets the groundwork of Brass” skill challenge (see below).
for their subsequent adventures in the City of Brass. Failure A failure in this challenge means that the charac-
Finding and killing Bashumgarda is the only way to If the characters fail the skill challenge, Estumishu ters must set out with only the minimal knowledge
win Estumishu’s allegiance. This new mission can be makes no effort to hide his disdain. of the city given to them by Selerin. This covers the
pressed upon the party in one of two ways. overview of the city and its wards. The adventurers’
“You are mortal children playing at the tasks of heroes. Go lack of specific knowledge forces them to start the
Success back to your Bahamut with this message: Your war means “Through the City of Brass” skill challenge with two
If the heroes succeed at the skill challenge, they win nothing and your forces will fall, as will Tiamat’s armies, in failures and all the penalties those failures impose.
Estumishu’s favor. The Smiling King’s smirk is real as one year, or ten, or one hundred. For as long as we must, the See that challenge (and specifically the “Success and
he lays out his terms. efreets shall endure, and we will not forget the treachery of Failure” section) on page 46 for more information.
dragonkind.” Estumishu will not allow any of his servants to
“You have carried yourselves favorably. Honor to your
masters and to you. Estumishu, true Lord of the Efreets and The efreet lord and his entourage leave the Crucible accompany the heroes on their quest, because he
challenger to the traitor Bashumgarda, will ally as agreed Court, taking to the air once outside. As soon as the cannot afford to be connected to their actions.
with Bahamut and the forces of the Platinum Dragon on the adventurers leave, however, a voice calls to them. Likewise, the young Selerin is a mid-paragon level com-
following three conditions: all dragons and dragonkin are “My lord Estumishu is great, but his wrath is easily kindled. batant at best and cannot travel with the characters.
to quit the City of Brass, which shall be returned to the rule Forgive him, please.” From the smoke and shadow of the
of the efreets; the wealth of the Dragon Queen’s armies shall stairs, Selerin steps forth and bows to you. “I am not worthy

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Instead of Estumishu, it is Selerin who tasks the char- the magical wards that hold Bahamut’s forces at bay, and B2: Through the City of Brass
acters with killing Bashumgarda—but as a plea, not an Bashumgarda controls the scepter. With Bashumgarda The adventurers learn Bashumgarda’s location from
order. dead, those wards can be broken.” Estumishu or Selerin (depending on the outcome of
“Lord Bashumgarda has lost the favor of more noble Before undertaking their mission into the city, the the previous skill challenge).
houses than he knows. My lord Estumishu is strongest of heroes can return to the secret shrine to take an “The false Lord of the Efreets is rarely seen outside the
those, but there are others. If Bashumgarda falls, they will extended rest. They have only one other opportunity barracks of the Ring of Fire. He claims to hold court there
rally against the blue exarch, whether or not Estumishu to take an extended rest while in the city. with his military advisors, but it is fear that keeps him
leads them. The scepter of the city controls the gates and within. Gain the barracks and you find him.”

The heroes must make their way to the Furnace—the


political heart of the City of Brass and site of the
Charcoal Palace. Meeting the Lord of the Efreets in
combat comes only at the end of an arduous journey.
The characters begin the challenge alone in the
courtyard adjoining the now-deserted Crucible Court.
From there, they gain a more detailed view of the city
and can strategize.
Preparations for battle seem to hold the city in an iron grip.
In addition to the movements of guards and troops noted
earlier, wagons heaped high with arms and armor are in
constant motion along the streets, which are packed with
throngs of efreets and lesser city folk. Moving within the
city and under the watchful eye of Tiamat’s forces will be a
challenge of the highest order.

The heroes’ journey from Ashlarks to the Furnace


takes the form of a complex skill challenge that trig-
gers the following three tactical encounters as well as
additional encounters with wandering patrols. This
travel must be undertaken on foot; teleportation has
been shut down by the powerful magical wards pro-
tecting the city, and flying would drastically increase
the number of encounters the adventurers will face.
(Point this out if the players seem inclined to flying.)
See the skill challenge for more information.
Skill Challenge: B2. Through the City of Brass
(page 38).

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The characters have a chance to take one extended B3: Canal Crossing B5: Lord of the Efreets
rest at some point in their journey across the City of Fiery canals flow in from the Sea of Fire to crisscross The heroes make it to the Furnace as the “Through
Brass. Their choice of when to do so should depend on the city. Crossing most canals is simply a matter of the City of Brass” skill challenge comes to an end.
how well they avoid patrols and how they fare in the avoiding guards while moving over bridges, hopping Bashumgarda is at the barracks of the Ring of Fire.
encounters. across the decks of moored barges, or simply jump- The characters must deal with those fanatical guards
ing at a narrow crossing. One well-watched crossing, before facing off against the Lord of the Efreets.
however, requires a full assault against the guards. Tactical Encounter: B5. Lord of the Efreets
Tactical Encounter: B3. Canal Crossing (page 49).
(page 45).
The choice of where to place encounter B3 is The Call to Battle
entirely up to you. It works best as the final canal the With Bashumgarda dead or captured, any other efreets
heroes must cross on their way toward the Furnace. within sight of his battle with the adventurers quickly
Be aware that characters moving from Marlgate or flee. Word of the fight spreads, but the heroes’ immedi-
Keffinspires to Avencina, or from Marlgate to the ate concerns will override any threat of retaliation.
Char, have only one canal to cross. The ceremonial scepter Bashumgarda carries is
a magic item that controls the gates and the magical
B4: Gate Crashers wards locking down the City of Brass. If the charac-
As the adventurers approach the Furnace, they ters have not learned this from Selerin (see page 25),
must deal with the increased defenses of that any Arcana check reveals the scepter’s powers. It then
most important ward. The walls in the interior of takes a DC 33 Arcana check to activate the scepter,
the city have been sealed, making it necessary for allowing the wielder to will the gates open and the
the heroes to fight their way through one of two city’s magical defenses to fall.
great gates.
The blurred haze above the city shatters like glass. A crack
Tactical Encounter: B4. Gate Crashers
of thunder shakes the ground as the dome of force shreds to
(page 47).
gray smoke and ash which is torn away quickly by the wind.
This encounter takes place either at the
In the fading echo, a moment of stunned silence hangs.
Phoenix Gate (accessible only from Avencina or
Then with the collective roar of ten-thousand dragons, the
the Char) or at the Gate of the Fallen (accessible
battle for the City of Brass begins.
only from the Arches or the Foundry).

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Test of Fire

Part Four:
Bahamut’s Fall
The Eternal Flame Pavilion is a shrine to the primor-
dial Fire Lord Imix, but its power has been corrupted
by Tiamat. The Dragon Queen had hoped to use the
City of Brass as the center of her campaign against the
reborn Bahamut, with the power of the shrine fueling
dark rituals that will imbue her forces with the raw
energy of the Elemental Chaos. Now, only the charac-
ters can stop her.
If they have not already done so, the heroes can
take a short rest in the aftermath of the previous
encounter. They have no chance to take an extended
rest before the final two encounters.

Battleground
The battle raging around the characters is epic in
both scale and scope, but their focus is on the Eternal
Flame Pavilion on the far side of the Furnace. While
it is certainly possible to expand this final section of
the adventure, doing so is not recommended. The
adventurers have no chance to take an extended rest
in the heat of battle, and it’s likely they’ll have already
The heroes are likely to need a short rest after dis- wrought with Tiamat twists through your mind. Those expended resources in the battle with Bashumgarda.
patching Bashumgarda, and they have plenty of time pacts involved more than just fealty and false promise. Taking on the guardians of Imix’s shrine and Tiamat’s
to do so. Even as Bahamut’s forces pour into the city, The shrine of the Fire Lord Imix at the Eternal Flame blue exarch might well be an impossible challenge.
however, the scepter bestows information on the Pavilion is a site of great power revered by the efreets. That Once the magical wards that protect the city have
adventurer who used it to drop the defensive wards. power has been corrupted by Tiamat, whose foul rituals now been dropped, teleportation is no longer shut down
siphon off primordial, elemental energy from the shrine within the city. Likewise, with the city’s efreets and
The view from the slopes of the Furnace shows that as many
to the war dragons leading the battle against Bahamut’s dragons locked in combat, the heroes can fly without
efreets are fighting against Tiamat’s forces as are standing
forces. With the breaking of the magical wards around the repercussion.
with them. Estumishu has his insurrection, whether he
city, similar wards governing the flow of energy through
controls it or not. Just as the powers of the scepter became
the shrine have also been shattered. If the corruption of the
known to you, so does the corruption that infests it. Like
shrine is not ended, the Dragon Queen’s armies will drink
a dark shadow, the knowledge of the pacts Bashumgarda
fully of its power, becoming unstoppable before the end.

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Bahamut’s Fall Encounters F2: Namissi’s Revenge While the battle winds down, the heroes can descend
Still weakened from his rebirth, Bahamut has fallen to the rubble pile where Bahamut is half-buried.
As the battle for the City of Brass rages around them,
in battle with the blue exarch Namissi. Only the char- Thankfully, their worst fears are soon allayed.
the characters must break Tiamat’s control of the
shrine of the Fire Lord Imix, then undertake a final acters can save him. Beneath the fall of rubble, Bahamut still lives. His great
battle against Tiamat’s blue exarch for the fate of a Tactical Encounter: F2. Namissi’s Revenge sides heave as he draws ragged breaths and his bright eyes
wounded god. (page 55). slowly open. Rubble spills like water from his scorched
scales as, with labored strength, the Platinum Dragon rises.
F1: Eternal Flame Conclusion
As the adventurers prepare to assault the Eternal With the death of Namissi and the breaking of Tia- Though badly wounded, Bahamut is in no danger of
Flame Pavilion, Bahamut enters the fray above them. mat’s control over the shrine of Imix, the Dragon dying again. His weakness endures, however, and sets
Queen’s forces are quickly routed by the remainder up the events of the final episode in the adventure path.
The battle above and across the city is a maelstrom of of Bahamut’s army and the forces of the City of Brass.
draconic fury. Storms of fire and lightning tear the sky, Champions of Bahamut
louder than the shrieks of the dying and the roar of the The City of Brass has been devastated by the battle,
victorious. At the center of the carnage, the great blue but the efreets will rebuild. With Bashamgurda and
exarch Namissi fights with the speed of a creature half Namissi gone, Estumishu quickly establishes consen-
his size. Bahamut’s forces fall as fast as they can throw sus among the efreets for his claim to the throne even
themselves at him. The exarch and the war dragons closest as he offers his unwavering loyalty to Bahamut. (If the
to him are surrounded by a shroud of fire, the product of heroes failed the earlier skill challenge, they can take
Tiamat’s foul magic and the energy of the shrine. an active role in new negotiations to secure Estumi-
Then, a white light flares to scour the city’s shroud of shu’s fealty. Having demonstrated their full power,
black smoke. Bahamut leads the charge of his exarchs they should have no trouble persuading the new Lord
through the sky, smashing into Namissi’s forces like a of the Efreets to parley.)
living wave. As Bahamut and Namissi fight, you see and When the battle is done and the characters have
hear the pain in the Platinum Dragon’s roar. The aura of taken a well-deserved rest, Bahamut summons them
primordial fire that Namissi wields can burn even a god! to the ruined courtyard of the Charcoal Palace.
Smoke and flame wrap around both dragons like a shroud.
Amid the rubble and ruin, an honor guard of efreets
This is a good place to remind players that Bahamut is and dragons flanks you on both sides. “Champions,” the
still weak from his rebirth. If Bahamut and his forces Platinum Dragon says again, “your bravery has won the
are to triumph, Tiamat’s control over the shrine of battle for the City of Brass. The Dragon Queen’s forces
Imix must be broken. are routed, her blue exarch slain. This is a great day … but
Tactical Encounter: F1. Eternal Flame (page 52). I fear it will end again in darkness before the dawn can
finally be won.”

The adventurers have won the day and saved Bahamut,


but their battle against Tiamat is not over yet.

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Test of Fire

Encounter K1: Tactics The entropics spread out to avoid area attacks.
They use ray of entropy whenever possible, falling back
In its first round of combat, the black slaad void-
Slaad Outpost howler closest to the teleportation circle makes a ray
on claw attacks only when pressed into melee.

of entropy attack, then steps into the circle and disap-


Encounter Level 27 (64,000 XP)
pears. In the third round, that entropic returns with
Development
If the heroes attempt to flee, they are pursued by any
Setup four other entropics and a red slaad reaver, which
surviving entropics. The overlord and the reavers
1 black slaad overlord (B) step out of the teleportation circle to attack at once.
pursue only if they are not bloodied.
1 red slaad reaver (R) The overlord stays in constant motion, making
4 black slaad void nexus (E) chaos strikes against lightly armored foes. It uses black
Black Slaad Overlord (B) Level 29 Skirmisher
wrath the first time it can target two or more foes. Large elemental humanoid XP 15,000
If the black slaad void nexus successfully summons The reavers use reaving leap as often as possible, Initiative +26 Senses Perception +22; low-light vision
making bite or claw attacks in other rounds. HP 267; Bloodied 133; see also zone of oblivion
reinforcements, one additional red slaad reaver and
AC 43; Fortitude 40, Reflex 42, Will 40
four more void nexuses show up as described in Immune disease; Resist insubstantial
2 Red Slaad Reavers (R) Level 27 Soldier
Tactics. Speed 6, teleport 3
Large elemental humanoid XP 11,000 each
m Claw (standard; at-will)
Initiative +22 Senses Perception +21; low-light vision
The level of ambient noise in the Keening Delve Reach 2; +36 vs. AC; 3d8 + 5 damage, and the target is
HP 249; Bloodied 124
allows the heroes to move along the upper passage slowed until the end of its next turn.
AC 43; Fortitude 40, Reflex 38, Will 37
M Chaos Strike (standard; at-will)
unnoticed. The slaads automatically see any char- Immune chaos phage (MM 239)
The black slaad overlord shifts 3 squares and makes two
acters who draw attention to themselves (including Speed 8, teleport 4
claw attacks. If both attacks hit the same target, the target
m Bite (standard; at-will)
approaching with bright light). Reach 2; +33 vs. AC; 3d10 + 5 damage, and the target is
loses a healing surge.
R Eye of the Overlord (standard; at-will) F Teleport
marked until the end of the reaver’s next turn.
When the adventurers can see into the cavern m Claw (standard; at-will) F Disease
Ranged 20; +34 vs. Reflex; 3d10 + 6 damage, and the
overlord teleports to within 5 squares of the target.
below, read: Reach 2; +33 vs. AC; 1d10 + 7 damage, and the slaad
A Black Wrath (standard; encounter) F Necrotic
makes a secondary attack against the same target.
The passageway ends in a steep cliff dropping 30 feet to the Secondary Attack: +32 vs. Fortitude; on a hit, the target
Area burst 2 within 10; +34 vs. Fortitude; ongoing 10
necrotic damage, and the target is slowed (save ends both).
rubble-strewn floor of a rough cavern. Four slaads stand to contracts chaos phage (MM 239).
C Zone of Oblivion (when the overlord drops to 0 hit points)
either side of a slab of glowing blood-red stone. Their erratic M Reaving Leap (standard; recharge 5 6 )
F Zone
The slaad shifts 4 squares and makes two claw attacks at
movements and howling voices suggest that some kind of Close burst 2; +34 vs. Reflex; 4d10 damage. The burst
any point during that movement. If either claw attack hits,
ritual is in progress. becomes a black void until the end of the encounter. The
the target is slowed until the end of the slaad’s next turn.
zone blocks line of sight. Any creature that enters the zone
C Horrid Croak (standard; encounter) F Fear
Perception Check or starts its turn there takes 3d10 + 6 damage.
Close blast 5; +32 vs. Fortitude; the target is immobilized
Alignment Chaotic evil Languages Primordial
DC 17: Another cliff and a steep rubble slope mark a until the end of the slaad’s next turn.
Skills Athletics +26, Stealth +29
second cavern beyond, faintly lit by a pulsing blue light. Alignment Chaotic evil Languages Primordial
Str 25 (+21) Dex 30 (+24) Wis 26 (+22)
Skills Athletics +27, Stealth +25
DC 26: Two more slaads linger in the distant shadows. Str 29 (+22) Dex 25 (+20) Wis 26 (+21)
Con 27 (+22) Int 15 (+16) Cha 19 (+18)
Con 25 (+20) Int 13 (+14) Cha 18 (+17)
A dark ritual is in progress as the party approaches.
Unless they are noticed, the characters can attack
with surprise.

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Test of Fire

8 Black Slaad Voidhowlers (E) Level 26 Minion Brute Attack any nonslaad moves adjacent to the altar, an entropic
Large elemental humanoid XP 2,250 each Move Action Personal
nexus erupts around it. See the hazard statistics block.
Initiative +21 Senses Perception +15; low-light vision The entropic nexus slides 6 squares toward the nearest
HP 1; a missed attack never damages a minion; see also nonslaad each round. Steep Slope: The chamber slopes steeply upward
entropic void. Standard Action Melee reach 3 away from the entrance. A creature ascending the
AC 38; Fortitude 39, Reflex 38, Will 37 Target: A living creature slope treats it as difficult terrain. A creature descend-
Immune disease Primary Attack: +29 vs. Reflex
Hit: 3d10 + 5 damage, and the target is grabbed and pulled
ing the slope or making a melee attack while on the
Speed 6, teleport 3
m Claws (standard; at-will) into a square adjacent to the entropic nexus. On each of slope must make a DC 20 Acrobatics check or fall
Reach 2; +29 vs. AC; 12 damage, and until the start of the its subsequent turns, the entropic nexus deals 3d10 + 5 prone.
black slaad voidhowler’s next turn, the target takes 5 extra damage to targets that it has grabbed. The nexus can grab
Teleportation Circle: A teleportation circle is
damage whenever the target is hit by an attack. up to eight targets at a time. Make a secondary attack
r Ray of Entropy (standard; at-will) against each grabbed and bloodied target. set into the adjoining chamber. It is imbued with a
Ranged 20; +27 vs. Reflex; 10 damage, and ongoing 7 Secondary Attack: +29 vs. Fortitude permanent Planar Portal ritual that functions only for
damage (save ends). Hit: The target is pulled into the Far Realm and removed from the slaads. Any nonslaad that moves adjacent to the
C Nexus Void (immediate interrupt; when reduced to 0 hit points) play. At the end of the nexus’s next turn, the target appears
circle takes 2d8 psychic damage. Any nonslaad that
Close burst 2; +27 vs. Fortitude; 10 damage, and the target in an unoccupied space adjacent to the nexus. The target
is pulled 1 square. The voidhowler (see below) gains a +1 returns from the Far Realm as a misshapen and horrid enters or starts its turn within the circle takes 4d8
bonus to its next attack roll. version of its former self. It is helpless until a Remove psychic damage and is stunned (save ends).
Alignment Chaotic evil Languages Common, Primordial Affliction ritual can be performed, at which point the target
Skills Stealth +26 is no longer helpless and reverts to its former form.
Str 29 (+22) Dex 26 (+21) Wis 15 (+15) Countermeasures
Con 25 (+20) Int 12 (+14) Cha 25 (+20) F A character who is trained in Arcana can engage in a skill
challenge to banish the nexus: Arcana DC 31; complexity
Entropic Nexus Level 26 Lurker 1 (4 successes before 3 failures); each check is a standard
Hazard XP 9,000 action. Success in the challenge banishes the nexus. Failure
in the challenge causes it to split into two unstable nexuses
A cloud of shimmering black energy suddenly flares above the
that occupy adjacent spaces. Each round, each unstable
blood-red altar, a shrieking roar rising as it advances.
nexus rolls a saving throw at the end of its turn. On a failed
Hazard: The entropic nexus is a magically created gate to the saving throw, an unstable nexus winks out of existence.
Far Realm. It devours creatures, then spits them back out
as horrid abominations. The entropic nexus fills an area 3
squares on a side.
Features of the Area
Perception Ceiling: 40 feet above the cavern floor; the
F Perception cannot be used to notice this hazard before it entrance passageway is 10 feet high.
appears. Once the entropic nexus appears above the altar,
Illumination: The altar stone and the teleporta-
no check is necessary to notice it.
Additional Skill: Arcana tion circle glow to shed dim light throughout the area.
F DC 24: A character can identify the entropic nexus once it Rubble: These areas of loose scree are difficult
appears. terrain. A creature that runs, charges, or makes a
Initiative +23
Trigger double move through rubble must make a DC 20
The entropic nexus appears and rolls initiative when any Acrobatics check or fall prone.
creature except a slaad moves adjacent to the altar. Altar: A 2-foot-high slab of bloodstained rock
serves as an altar to some unnamed Far Realm entity.
The altar provides cover and is difficult terrain. If

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Test of Fire

Encounter K2: Perception Check Three shardstorm icewinds appear each round on the
DC 33: The swirling wind is more than just a product elemental rift’s initiative count. When all six icewinds
Planar Rift of the elemental rift. A thunderblast cyclone lurks at the have appeared (after two rounds), the caustic slayer
center of the chamber. appears (in the third round).
Encounter Level 28 (69,500 XP)
The heroes have ample time to strategize their Caustic Slayer Level 27 Elite Lurker
Setup approach. The elemental rift, however, is a more Huge elemental magical beast (earth) XP 22,000
Initiative +27 Senses Perception +21
1 thunderblast cyclone (T) potent threat than the waiting cyclone. See the hazard
HP 388; Bloodied 194
statistics block and “Features of the Area” for details. AC 41; Fortitude 38, Reflex 40, Will 38
Whichever path the adventurers take to approach Immune disease, poison; Resist 30 acid
this cavern, the view is the same. When the rift activates, read: Saving Throws +2
Speed 7 (earth walk), climb 7; see also malleable form
When the characters can see into this area, read: A sudden surge of elemental energy shakes the floor and walls
Action Points 1
of the cavern as the rift flares with a blinding white light. An m Slam (standard; at-will) F Acid
An enormous ovoid chamber opens up ahead, its uneven unearthly shriek heralds the appearance of more elementals. Reach 3; +30 vs. Fortitude; 1d10 + 8 damage, and ongoing
floor split from side to side. This great rift surges with the Their swirling forms phase into view within the storm. 10 acid damage (save ends). If the target cannot see the
power of an elemental storm. Fierce winds swirl as gouts of caustic slayer, it instead takes 2d10 + 8 damage, and
ongoing 15 acid damage (save ends).
fire and lightning touch the ceiling. Thunderblast Cyclone (T) Level 26 Elite Artillery r Eyeburn (standard; at-will) F Acid
Huge elemental magical beast (air, water) XP 18,000
Ranged 20; +30 vs. Reflex; 2d6 + 10 acid damage, and
Arcana Check Initiative +24 Senses Perception +16
the target is blinded until the end of the caustic slayer’s
DC 28: Pure elemental energy surges dangerously within HP 382; Bloodied 191
next turn.
AC 42; Fortitude 40, Reflex 42, Will 35
the rift, but its full power waits to be unleashed. M R Slayer’s Fury (standard; at-will)
Immune disease, poison; Resist 30 lightning, 30 thunder
The caustic slayer makes two basic attacks.
Saving Throws +2
C Caustic Breath (standard; recharge 5 6 ) F Acid
6 Shardstorm Icewinds Level 27 Minion Skirmisher Speed fly 10 (hover)
Close blast 5; +30 vs. Fortitude; 2d10 + 8 acid damage,
Medium elemental magical beast XP 2,750 each Action Points 1
and the target takes ongoing 10 acid damage and is slowed
(air, cold, earth) m Lightning Arc (standard; at-will) F Lightning
(save ends both).
Initiative +24 Senses Perception +20 Reach 3; +29 vs. Reflex; 2d8 + 11 lightning damage.
C Sight-Burning Cloud (standard; recharge 5 6 ) F Acid,
Iceblast aura 1; each enemy within the aura takes a –2 penalty r Lightning Bolt (standard; at-will) F Lightning
Zone
to all defenses. The area of the aura is difficult terrain for Ranged 10; +29 vs. Reflex; 2d8 + 11 lightning damage.
Close burst 2; the burst creates a zone of corrosive grit
creatures without ice walk. C Thunderclap (standard; at-will) F Thunder
centered on the caustic slayer that lasts until the end of its
HP 1; a missed attack never damages a minion. Close burst 2; +28 vs. Fortitude; 2d10 + 9 thunder damage.
next turn. When the slayer moves, the zone moves with it,
AC 41; Fortitude 39, Reflex 40, Will 38 C Charged Mist (standard; recharge 5 6 ) F Lightning
remaining centered on it. Any creature that ends its turn
Immune cold, disease, poison Close burst 3; automatic hit; 1d10 + 9 lightning damage,
within the zone takes 20 acid damage and is blinded until
Speed 0, fly 8 (hover) and the thunderblast cyclone becomes insubstantial until
the end of its next turn. The zone’s area is heavily obscured
m Ice-Shard Slam (standard; at-will) F Cold the end of its next turn.
for all creatures except the caustic slayer, which treats it as
+30 vs. Fortitude; 15 cold damage. A Lightning Storm (standard; begins uncharged; recharges
lightly obscured. Sustain Minor: The zone persists.
Vortex Step (move; at-will) when the thunderblast cyclone uses charged mist) F
Malleable Form
The shardstorm icewind shifts 4 squares. Lightning, Thunder
A caustic slayer can squeeze through spaces as though it
Alignment Unaligned Languages Primordial Area burst 3 within 20; +29 vs. Reflex; 6d8 + 9 lightning
were a Large creature.
Str 13 (+14) Dex 29 (+22) Wis 24 (+20) and thunder damage. Miss: Half damage.
Alignment Unaligned Languages Primordial
Con 26 (+21) Int 7 (+11) Cha 9 (+12) Alignment Unaligned Languages Primordial
Skills Stealth +28
Str 25 (+20) Dex 32 (+24) Wis 17 (+16)
Str 24 (+20) Dex 30 (+23) Wis 26 (+21)
Con 29 (+22) Int 8 (+12) Cha 15 (+15)
Con 26 (+21) Int 10 (+13) Cha 9 (+12)

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Elemental Rift
Hazard
Level 28 Blaster
XP 13,000
Development
The cavern is split in two by a great rift surging with pure If the characters attempt to flee, the elementals pursue.
elemental energy.
Hazard: The rift surges with raw elemental power, making it Features of the Area
dangerous to creatures that get too close (see “Features of Ceiling: The cavern toward the top of the tactical
the Area”). In addition, the presence of creatures other than
map is 20 feet high. The cavern toward the bottom of
elementals causes the rift to flare up, creating a deadly hazard.
Initiative +24 the map is 40 feet high at its center and 20 feet high
Trigger along the walls.
The elemental rift is triggered and rolls initiative when Illumination: When the adventurers first
any creature that does not have the elemental origin
approaches within 2 squares of it. approach, the elemental rift fills the area with dim
Attack light. Once the rift is triggered, it fills the area with
Standard Action Ranged 10 unnaturally bright light. See the hazard statistics
Target: 1d4 random creatures that do not have the elemental
block for more information.
origin in range.
Attack: +31 vs. Reflex Rubble: These areas of loose scree are difficult
Hit: 2d8 + 10 cold, fire, and lightning damage, and the target is terrain. A creature that runs, charges, or makes a
dazed (save ends). double move through rubble must make a DC 20
Special: Once triggered, the elemental rift floods the cavern
with unnaturally bright light. Any creature with darkvision
Acrobatics check or fall prone.
must make a DC 26 Endurance check at the start of each The rubble in this cavern is attuned to the elemen-
of its turns or be dazed. Once a creature makes a successful tal energy surging within the rift. If any creature that
check, it is immune to this effect. Elemental creatures are suspended by fierce winds, takes 4d8 + 10 cold, fire,
does not have the elemental origin ends its turn in a
immune to this effect. and lightning damage, and is immobilized (save ends).
Countermeasures square of rubble, the rocky floor thrusts up beneath
Elemental creatures are immune to these effects.
F With a DC 28 Arcana check (a minor action), a character it. The creature’s space and all adjacent squares
gains a +2 bonus to Reflex against the elemental rift’s next The rift is 10 feet across at its narrowest point. A
become a rubble pile (see below). Any creature in the
attack. creature that jumps the rift must take into account
area of the newly formed rubble pile is thrown into
the 20-foot drop from the top of the tactical map to
Tactics the air and comes down in a random square adjacent
the bottom. A creature cannot jump the rift from the
to the new rubble pile. The creature must make a DC
The thunderblast cyclone enters combat only if attacked bottom of the map to the top.
31 Acrobatics check or fall prone.
or when the first creature crosses the rift. It uses charged The rift is a hazard that activates when any
Rubble Pile: Fallen rock and debris are piled to a
mist and lightning storm as often as possible, falling back creature that does not have the elemental origin
height of 10 feet. A rubble pile must be climbed with
to prevent creatures from fleeing the chamber. approaches within 2 squares of it. See the statistics
a DC 15 Athletics check.
The shardstorm icewinds spread out against indi- block for more information. A hero who flies over the
Elemental Rift: The cavern is split by a rift surging
vidual targets, avoiding area attacks and maximizing rift does not trigger it only if he or she states an intent
with pure elemental energy. Any creature that starts its
the difficult terrain created by their iceblast aura. to fly as close to the ceiling as possible. If all characters
turn adjacent to the rift takes 3d8 + 10 cold, fire, and
The caustic slayer stays at the edge of the fray, cross the rift in this way, or if all adventurers teleport
lightning damage. Any creature that flies or jumps over
making caustic breath and sight-burning cloud attacks across the rift, it triggers in the third round of combat.
the rift takes 2d8 + 10 cold, fire, and lightning damage.
as often as possible. While those powers recharge, it
Any creature that enters or falls into the rift is held
makes double eyeburn attacks with slayer’s fury, falling
back into melee only if pressed.
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Test of Fire

2 Nycademon Level 28 Skirmisher


Encounter K3: only passive Perception checks to notice anyone
Warmasters (N)
­approaching unless the heroes have a bright light
Large elemental humanoid XP 13,000 each
Primordial Shrine source in hand or otherwise announce their presence. Initiative +25 Senses Perception +22
The abyssal rotlord and the nycademon war­masters HP 261; Bloodied 130
Encounter Level 29 (91,000 XP) attack as soon as the characters engage them. Starting AC 41; Fortitude 41, Reflex 41, Will 38
Resist 20 variable (2/encounter)*
Setup in the third round of combat, the kazrith flame- Speed 6, fly 6 (hover)
1 abyssal rotlord (R) tongues that lair beneath the shrine are attracted by m War Flail (at-will; standard)
the sound of combat. One kazrith appears per round Reach 2; +33 vs. AC; 2d8 + 7 damage, and ongoing 5
2 nycademon warmasters (N) damage (save ends).
3 kazrith f lametongues at a location of your choice, either erupting from a lava M Merciless Flail (at-will; standard)
vent or burrowing up through the floor. The nycademon makes two war flail attacks.
Planar energy threads through this ancient shrine, Each time a kazrith burrows up from or into the M Snatch (at-will; standard)
allowing the demons that lair here to create tempo- Before or after the attack, the nycademon flies 6 squares.
floor of the shrine, that square becomes a lava vent.
Reach 2; +31 vs. Fortitude; the target is grabbed.
rary portals across the planes. The characters will See “Features of the Area” for more information. Strong Flyer
make use of a forgotten permanent portal hidden When a nycademon moves a grabbed target, it does
here, which leads to the City of Brass. Abyssal Rotlord (R) Level 29 Controller not need to make a Strength attack. While bloodied, a
Large elemental humanoid (demon, undead) XP 15,000 nycademon can fly at full speed instead of half speed when
When the heroes can see into this area, read: Initiative +22 Senses Perception +22; truesight 20 moving a grabbed target.
Abyssal Fields aura 5; each enemy within the aura cannot Alignment Chaotic Evil Languages Abyssal, Common
A nycademon falls back before a foul rotfiend threatening
teleport. Skills Intimidate +26
it. Another nycademon lurks close by. The fractured walls HP 270; Bloodied 135 Str 28 (+23) Dex 29 (+23) Wis 16 (+17)
of this chamber are etched in endless runes lit by the flaring AC 43; Fortitude 41, Reflex 39, Will 43 Con 29 (+23) Int 11 (+14) Cha 24 (+21)
firelight of a number of lava pits across the floor. Immune fear; Resist 20 fire, 10 necrotic, 20 variable Equipment war flail
(3/encounter) * The warmasters have used their variable resistance to give
Intelligence Check, for an adventurer who reads Speed 6, fly 6 (hover) themselves resist 20 fire before the start of the encounter.
m Skullsplitter (standard; at-will) F Psychic
Primordial Reach 2; +31 vs. Reflex; 3d8 + 9 psychic damage, or 2d8 +
DC 28: The runes are an ancient Primordial script. The 9 psychic damage against a bloodied target.
detail of their meaning is obscured, but this place is clearly R Conjure Abscess (standard; at-will) F Psychic
Ranged 10; +32 vs. Fortitude; 2d8 + 9 psychic damage,
a shrine to primordial power.
and if the target moves more than 2 squares on its turn, it
Arcana Check takes 2d8 extra damage (save ends). If the abyssal rotlord
is bloodied, the target takes the damage for moving 1 or
DC 28: Planar power surges within the stones and the
more squares.
lava vents, the lingering essence of a great portal that once A Floating Despair (standard; encounter) F Psychic, Zone
stood here. A disruption to that essence indicates that Area burst 2 within 10; the burst creates a zone of dark
creatures frequently make use of it, most likely creating miasma that lasts until the end of the abyssal rotlord’s next
turn. Any enemy that starts its turn within the zone takes
their own temporary portals to and from this site. 10 psychic damage and grants combat advantage to the
Like all their kind, the demons here engage in a rotfiend until the end of its next turn. Sustain Minor: The
zone persists, and the rotfiend can move it 5 squares.
constant struggle for power and status, and the pres- Alignment Chaotic evil Languages Abyssal, Common
ent argument has no relevance to the characters’ Str 27 (+22) Dex 26 (+22) Wis 26 (+22)
quest. The demons are distracted, however, and gain Con 30 (+24) Int 21 (+19) Cha 33 (+25)

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3 Kazrith Flametongues Level 28 Lurker As each kazrith flametongue appears, it moves Religion (DC 31, standard action): The character rec-
Medium elemental XP 13,000 each
toward the closest group of characters, then uses ognizes the primordial energy powering this ancient
magical beast (demon, water)
Initiative +28 Senses Perception +21; tremorsense 20 molten f low to attack and burrow to safety beneath the portal, and can bend it to his or her will.
HP 196; Bloodied 98; see also magma skin floor. It repeats that tactic as often as possible, making This skill can provide a maximum of 1 success in
AC 42; Fortitude 40, Reflex 42, Will 38 bite attacks while molten f low recharges. this challenge. No character can attempt this check
Immune fire; Resist 20 variable (2/encounter)
Speed 6, burrow 6 (tunneling), swim 8
more than once, and this check cannot be retried if
m Bite (standard; at-will) F Fire Development the adventurers fail to complete the skill challenge on
+33 vs. AC; 2d8 + 6 damage, and ongoing 5 fire damage The adventurers can attempt to slay this area’s their first try.
(save ends).
demonic guardians before undertaking the skill Thievery (DC 17, standard action): By carefully clear-
C Molten Flow (standard; recharge 5 6 ) F Fire
Close burst 2; +31 vs. Reflex; 2d6 + 4 damage, and challenge to activate the lava vent portal, or they can ing centuries of carbon ash from the etched stones on
ongoing 10 fire damage (save ends). Effect: The kazrith attempt the skill challenge during combat. If the the wall above the vent, the character strengthens the
burrows its speed. heroes flee through the activated portal before the magical energy feeding the portal. A character must
Magma Skin (usable only while bloodied) F Fire
The kazrith gains a +4 bonus to its burrow speed, and at
fight is over, the demons do not pursue. In addition to be adjacent to the appropriate lava vent to attempt
the start of its turn, creatures adjacent to it take 15 fire awarding XP for monsters killed and the skill chal- this check and takes damage as normal (see “Features
damage. lenge, award full XP for any monster bloodied before of the Area”). This skill can provide a maximum of 2
Slippery
the characters make their exit. successes.
A kazrith makes saving throws against immobilized,
restrained, and slowed conditions at the start of its turn as Success: If the heroes earn 4 successes, the portal
well as at the end of its turn. The Portal of activates for 1 hour.
Alignment Chaotic evil Languages Abyssal, Primordial Forgotten Fire Failure: If the characters accumulate 3 failures,
Skills Stealth +29
Str 27 (+22) Dex 30 (+24) Wis 25 (+21)
The lava vent in the upper right arm of the shrine is six shardstorm firewind elementals erupt from the
Con 22 (+20) Int 16 (+17) Cha 15 (+16) a portal connecting to a secret primordial temple in lava vent and attack the closest creatures (including
the City of Brass. The adventurers must activate the any surviving demons). Use the statistics block for the
Tactics portal before it can be used. shardstorm icewinds (page 31), but their basic attack
The abyssal rotlord opens with f loating despair, then Level: 27 (XP 11,000). deals fire damage instead of cold damage and ignore
falls back to conjure abscess on the strongest-looking Complexity: 1 (requires 4 successes before 3 the ice walk exemption to the creature’s aura.
melee combatants. It stays close to eladrin characters failures). The adventurers must attempt the skill challenge
and other teleporters to take advantage of its abyssal Primary Skills: Arcana, Religion, Thievery. again. Each additional failed challenge summons
fields aura. Arcana (DC 26, standard action): The hero taps into three more firewinds than the previous failure.
The nycademon warmasters throw themselves and summons up the ancient magic of the portal. A
against the closest heroes, doubling up with mer- character must be within 2 squares of the appropriate
ciless f lail attacks. If pressed, a warmaster uses lava vent to attempt this check. This skill can provide
warmaster strike to escape and reposition itself to a maximum of 2 successes.
attack a softer target.

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Features of the Area


Ceiling: 30 feet high.
Illumination: The lava pools shed dim light
throughout the area.
Rubble: These areas of loose scree are difficult
terrain. A creature that runs, charges, or makes a
double move through rubble must make a DC 20
Acrobatics check or fall prone.
Blood Rock: Areas of mottled red-black stone
across the cavern floor are blood rock infused with
the energy of ancient battles fought here. These
patches of stone do not stand out unless the adventur-
ers make specific attempts to discern them (a DC 28
Perception or Arcana check). A creature standing in
an area of blood rock scores a critical hit on a natural
die roll of 19 or 20.
Lava Vent: The floor of the shrine has been shat-
tered to reveal pools of blazing lava vented from the
Sea of Fire. Any creature that ends its turn adjacent to
a lava vent takes 2d6 + 8 fire damage. A creature that
enters a lava vent or starts its turn there takes 3d8 +
10 fire damage and is slowed as long as it remains in
the area of the vent.
The lava vent in the upper right arm of the cham-
ber is the one that connects to the City of Brass. It
takes a DC 31 Arcana check to determine that the
lava vent contains the portal, after which the charac-
ters must engage in a skill challenge to activate it. See
“The Portal of Forgotten Fire,” above.
Once the portal has been activated, the heroes can
step through it to be taken to the City of Brass (see
page 22). The portal sits on the surface of the lava
pool, however, and does not confer any protection
against fire to those who plunge into it. A creature
using the portal takes 2d6 + 8 fire damage.

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Encounter B1: History (DC 19): A hero can gain Estumishu’s favor
by demonstrating an accurate understanding of Communication
Efreet Alliance Bashumgarda’s betrayal of efreet history and culture. Breakdown
Each History check made in the challenge (regardless
Encounter Level 29 (75,000 XP) The characters need to keep aware of the delicate
of success or a failure) increases the DC for subse-
nature of their mission to the City of Brass, but the
quent History checks by 5. This skill can provide any
Setup number of successes in the challenge.
ritual combat of the Crucible Court should keep things
The adventurers make a plea for Estumishu’s support moving for those players with more interest in the
Intimidate (DC 33): The efreets are a warrior
of Bahamut’s fight against Tiamat. Winning the efreet crash of battle than the language of diplomacy. If the
culture, and they respect a show of confidence and
noble’s favor requires more than mere diplomacy. players decide to force Estumishu’s loyalty at sword
strength. However, attempting to cow Estumishu into
point, they have their work cut out for them. The
supporting Bahamut is risky. A successful check earns
Estumishu’s Favor the characters 4 successes in the skill challenge. A
noble’s advisors and followers are two dozen advanced
In the ritual combat of an efreet Crucible Court, the efreets (see the “Crucible Court” sidebar), all of which
failed check earns 2 failures and imposes a –2 penalty
characters attempt to win Estumishu’s favor and to swarm any heroes attempting violence against their
on all further Diplomacy or Perception checks made
enlist the efreet noble’s aid in Bahamut’s attempt to master. If Estumishu is forced into combat, treat him
in the challenge. The adventurers can attempt only
rout Tiamat’s forces in the City of Brass. as an elite advanced efreet karadjin (MM 100) with a
one Intimidate check in the skill challenge.
Level: 29 (75,000 XP). +4 bonus to initiative, attack rolls, and defenses, a +2
Perception (DC 28): The nobles and advisors around
Complexity: 5 (requires 12 successes before 3 bonus to damage rolls, a double attack with scimitar
Estumishu uniformly despise Bashumgarda, but they
failures). of horrendous flame, and 586 hit points.
have vastly different opinions on how to deal with
Special: When efreet nobles negotiate, they do so the efreet lord. With a successful Perception check,
face to face and with scimitars bared in one of the Cru- a character manages to pick out distinct threads of character can make an Arcana or Insight check as
cible Courts of the City of Brass. The skill checks in this conversation from the din of the Crucible Court, gain- part of each primary check made in the challenge.
challenge are meant to be made during ritual combat. ing information and helping shape the course of the With a successful check, the primary check gains a
See the “Crucible Court” sidebar for more information. negotiations for maximum effect. +2 bonus. On a failed check, the primary check takes
Primary Skills: Diplomacy, His­tory, Intimidate, On a failed check, the hero’s efforts to eavesdrop a –2 penalty.
Perception. are noted. This earns a failure in the skill challenge A character who fails two Arcana or Insight checks
Diplomacy (DC 28): An adventurer undertakes the and imposes a –2 penalty on the next primary skill made alongside checks with a single primary skill can
most direct course of action by attempting to convince check made in the challenge. Once a failure has been no longer make checks with that primary skill.
Estumishu of Bahamut’s respect for his power and the made with Perception, no further checks can be Bluff (DC 33): Dissent and open conflict is an
Platinum Dragon’s backing of his claim to the throne. made in the challenge using this skill. This skill can essential part of efreet diplomacy. Whenever a hero
This check covers direct appeals to the efreet noble provide a maximum of 4 successes. fails a primary skill check in the challenge, another
as well as more subtle flattery of his advisors. A Diplo- Secondary Skills: Arcana, Bluff, Endurance, character can step in to berate and belittle the failure.
macy check made directly to Estumishu earns two Insight. With a successful Bluff check, the primary failure is
successes or two failures in the skill challenge. Other Arcana or Insight (DC 28): A successful Arcana or not counted as a failure in the skill challenge. How-
Diplomacy checks earn one success or failure in the Insight check represents an adventurers’ knowledge ever, the adventurer who failed the primary check
challenge. This skill can provide any number of suc- of the ways of efreet culture or his or her ability to takes a –2 penalty to his or her next primary skill
cesses in the challenge. read specific efreets in the heat of negotiation. A check made in the challenge.

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Endurance (DC 19): The efreets have lowered the the challenge. On a failed check, the adventurer earns efreet noble’s demands. See “Bashumgarda Must Die”
normally blistering temperature of the Crucible the contempt of the gathered efreets and takes a –2 on page 24.
Court for the heroes’ benefit, but the chamber penalty to his or her next check in the skill challenge. Failure: If the adventurers earn 3 failures in the
remains uncomfortably hot. A character must make Success: If the characters earn 12 successes in the skill challenge, Estumishu rejects their overtures.
an Endurance check after making a primary skill challenge, Estumishu accepts their fealty and pledges The characters still have a chance to win the support
check in the challenge. On a successful check, the the support of himself and his allies to Bahamut’s of the efreets of the City of Brass. See “Bashumgarda
efreets are impressed with the character’s stamina, cause. The heroes’ mission is still complicated by the Must Die” on page 24.
granting a +2 bonus to his or next skill check made in

The Crucible Court


The advanced culture of the efreets is built around a boisterous affairs, with spectators shouting advice to Each hero must accept or decline the challenge of
core of savagery, with the elemental essence of these favored combatants, disparaging enemies, or arguing ritual combat, stepping up in whatever order the play-
creatures manifesting in a violent and intrinsically loudly among themselves. ers decide. An adventurer cannot fight twice until all
amoral nature. However, the City of Brass has not A Crucible Court bout is run in the same manner other characters have accepted or rejected a bout. A
become the mercantile capital of the planes without as a normal combat encounter, with four restrictions: hero takes a –2 cumulative penalty to all checks made
a certain amount of statecraft. The efreets are as open F One hero faces off against one efreet in a bout. in the skill challenge for each bout he or she rejects.
to negotiation and parley as any race. Their warlike Combatants cannot request or receive the assis- In each bout, a character faces off against an
nature lends a very specific flavor to their diplomacy. tance of allies in any way during a bout. advanced efreet from the Monster Manual (pages
On the streets of the City of Brass, conflicts F Combatants are limited to at-will and recharge 98–100), determined randomly. Adjust each efreet’s
between efreets are typically settled by a fight to the powers only, whether from class abilities or magic combat statistics as indicated.
death. In order to avoid constant bloodshed between items.
d4 Combatant Init/Def/Atk Dmg Bloodied
their houses, efreet nobles agree to settle trade dis- F Combatants cannot make use of any fire resistance
1 Fireblade +6 +3 129
putes, personal conflicts, and open challenges in one or fire immunity not bestowed by a racial ability.
2 Cinderlord +5 +2 100
of the city’s many Crucible Courts—a combination F A bout is lost by the first combatant to become
3 Flamestrider +5 +2 129
bargaining session and combat grudge match. The bloodied or to break one of the above rules. Both
4 Pyresinger +3 +1 129
summit at which Estumishu meets the heroes is a combatants are given magical healing to return
modified version of a traditional Crucible Court, but them to full hit points at the end of a bout. (One As befits his rank, Estumishu does not face off against
the principles remain the same. In order to win the exception: If a character in combat makes the failed the adventurers himself.
loyalty of the efreet noble to Bahamut’s cause, the check that ends the skill challenge, he or she will The heroes, being outsiders to the City of Brass,
characters must demonstrate not only their skills at not be healed by the efreets.) have some leeway as regards their appearance in the
diplomacy but their strength in combat. For each 50 points of damage an adventurer deals Crucible Court. A character can make primary checks
The adventurers make checks in the skill challenge in a bout, he or she can make one primary skill check without undertaking ritual combat, either while
while undertaking ritual combat against Estumi- in the challenge. For each 50 points of damage a char- another character is fighting or after rejecting a bout.
shu’s followers on the floor of the Crucible Court (a acter takes, he or she takes a –2 cumulative penalty to However, each primary check made outside combat
20-square-by-20-square open space). These bouts are his or her next primary skill check in the challenge. takes a –2 penalty.

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Encounter B2:
Through the
City of Brass
Encounter Level 30 (100,000 XP)

Setup
In order to face off against Bashumgarda and grant
Bahamut’s forces access to Tiamat’s army in the City
of Brass, the characters must make a dangerous jour-
ney across a city preparing for war.

Through the City of Brass


This complex skill challenge provides a framework
for combat encounters B3, B4, and B5 and charts the
heroes’ progress as they make their way across the
City of Brass.
Level: 30 (100,000 XP).
Complexity: Special.

Movement Through the City


The City of Brass is divided into fourteen sectors (see
“The City of Brass,” below). The adventurers begin
this skill challenge in Ashlarks ward, having just left
the Crucible Court of Estumishu. Bashumgarda is in
the Furnace, holed up with his personal guard in the
barracks of the Ring of Fire.
Provide the characters with a copy of the map of the
City of Brass and read or paraphrase the information
on each city ward detailed below. This represents the
intelligence they were given by either Estumishu or
Selerin. The players should not be given the different
skill DCs for each sector of the city until they begin
making checks in that sector. However, expand the gen-
eral information given for each sector as appropriate to

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Test of Fire

allow players to consider the advantages and disadvan- The adventurers attempt to pass unharried
tages of different routes through the city. For example, through a ward with a group skill check. All charac- The High Road
Marlgate and Iskalat (the wards with low-DC Athletics ters make the same check. The ward they are moving
The party is likely to have access to flying magic at this
checks) might be described as having relatively open through determines the skill check DC, as noted
stage of the epic tier, but they should be very wary
streets or contiguous roofs perfect for climbing across. on the “Through the City of Brass” table. A success-
of using it in the City of Brass. Dragons and efreets
ful group check allows the party to move within the
are in constant flight across the city at all times, and
The Skill Challenge ward. A failed group check means that the characters
although there are fewer enemies in the air than on
This skill challenge is built on three different types of attract the attention of a passing patrol. See “Evading
the ground, those enemies are doubly wary and the
activity the heroes can undertake: movement within Pursuit” and “Patrols in the City of Brass,” below.
characters would be doubly exposed. Almost without
a specific ward, crossing from one ward to another, or Primary Skills: Athletics, Bluff, Intimidate.
exception, the humanoid slaves and residents of the
avoiding pursuit and confrontation with city guards Secondary Skills: Insight, Streetwise.
city do not fly, and a party taking to the air attracts
and the forces of Tiamat.
immediate attention.
The skill challenge is built around group checks. Crossing to a New Ward
If all the adventurers are able to fly for 5 minutes or
At each stage of the challenge, all characters make a The boundaries between wards are not always clearly
more, they can do so to gain an automatic success at
primary check using one of the skills noted for that defined in the City of Brass. The preparations for war
a group skill check to travel through a ward or cross
part of the challenge. All characters make checks mean that the major thoroughfares, gates, and plazas
to a new ward (including automatically crossing
using the same skill, decided on by the group. In addi- that mark off such boundaries are under the most
any canals). Doing so, however, incurs an automatic
tion to making his or her primary check, a character intense scrutiny by the city’s defenders.
encounter with two patrols. One attacks immedi-
can also choose to make a secondary skill check using The heroes attempt to cross between one ward
ately; the other attacks after 6 rounds. (The first
a skill of his or her choice. Characters cannot aid and the next with a group skill check. All characters
patrol will attack while the characters are in the air
another on any checks. make the same check. Use the higher of the DCs for
if possible, so select an appropriate encounter group.)
If at least half the characters succeed on their pri- the two wards the characters are moving between,
The heroes cannot elect to make a group skill check
mary checks, the adventurers earn a success in the as noted on the “Through the City of Brass” table. A
to avoid either of these patrols.
challenge. If fewer than half the heroes succeed, the successful group check allows the party to move into
Characters who can manage both long-term flight
party earns a failure in the challenge. However, this the new ward. A failed group check means that the
and invisibility catch no breaks in this regard. The
open-ended challenge does not end with 3 failures. adventurers are unable to progress past patrols in the
haze of smoke that fills the air of the City of Brass
See “Success and Failure,” below. area. Characters who fail a check remain in the ini-
immediately gives away the position of invisible crea-
tial ward and must make subsequent checks to move
tures flying within it.
Traveling Through through the ward again, then to cross to a new ward.
a City Ward Having failed to cross to a particular ward, the heroes
The City of Brass is a major cosmopolitan center with do not need to attempt to cross to that same ward on
move along the ward boundary to a less well-guarded
a population a half-million strong. Aside from the subsequent checks.
location, and so on.
canals and the wall now sealed around the Furnace Failure to cross into a new ward does not mean
Crossing Canals: Crossing the city’s fiery canals
(see below), there are no predominantly physical that the characters are arbitrarily forced back to their
uses the same group check as crossing to a new ward.
impediments to the party’s movement through the city. original starting point. Rather, it implies that they
If the adventurers’ route from one ward to the next
Rather, this skill challenge represents the characters’ must backtrack away from too-numerous patrols,
crosses one or more canals, crossing between those
attempts to avoid trouble as they seek Bashumgarda.

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wards requires two group checks instead of one. Skills Insight: By careful assessment of guards and
(This check represents the heroes’ total efforts at get- Use the following general descriptions as a guideline other officials, a character can lessen the chance for
ting across all canals; don’t worry about the specific for the types of activities the heroes can attempt with confrontation.
number of canals between wards.) The two group each of this challenge’s primary and secondary skills. Perception: Looking for patterns in the movements
checks can be made with two different skills, at the All checks in the challenge are made using an of city patrols gives the heroes a chance to avoid those
characters’ option. If either check is failed, the adven- adventurer’s normal skill check bonuses, as each patrols.
turers must remain in the initial ward. check represents the sum of the character’s actions Streetwise: By picking up snippets of information
Primary Skills: Athletics, Bluff, Streetwise. over an extended period. Powers or magic items that overheard in the chaos around them, the adventurers
If the characters are making Athletics checks to grant a temporary bonus to a skill check or affect how can adjust their route to avoid trouble.
move across canals between wards, a hero who fails a
check takes 3d8 fire damage in addition to adding to
a skill is used (including effects such as invisibility) Movement in the City
cannot be used in the challenge. The City of Brass is far too large to worry about the
the group’s chance of failure. Primary Skills: Athletics, Bluff, Intimidate,
Secondary Skills: Insight, Perception. characters’ exact location on a street-by-street basis.
Streetwise. Instead, plot the heroes’ movement through the city
Athletics: The heroes attempt to avoid trouble
Evading Pursuit by moving quickly, by scaling walls or buildings to
along imaginary lines connecting the legends that
Adventurers who find themselves attracting the atten- mark the rough center of each ward.
bypass patrols and guarded intersections, or by jump- Assume that the characters start out at the “Ash-
tion of city guards or the servants of Tiamat with a ing roof to roof to avoid the chaos on the city’s streets.
failed group check to move through a ward have the larks” legend on the map. Moving to the “Marlgate”
Athletics also allows characters to cross the city’s legend requires a successful group check to move
option of fighting or fleeing. If the heroes choose canals by hopping from barge to barge or jumping the
to fight their way out of a confrontation, set up the through Ashlarks, then a successful group check to
entire breadth of a canal at a narrow point. cross from Ashlarks to Marlgate. If the first check is
encounter normally. D&D Dungeon Tiles set DU2: Bluff: The adventurers try to keep a low profile amid
Streets of Shadow is a great resource for running city failed, the adventurers will need to fight their way out
the chaos by pretending that they are travelers to the of an encounter or make an additional group check
encounters. See “Patrols in the City of Brass” for pos- city, conscripted to military service during the current
sible encounter groups. to avoid it. If the second check is failed, the heroes
crisis and on some errand by order of the city guard. cannot advance but find themselves stuck in Ashlarks.
If the characters decide to avoid trouble, they can Intimidate: Fear of the harsh laws of the efreets
do so with a group skill check. All characters make The characters can attempt to reenter Marlgate
keeps the folk of the city in line. By making use of this by making two more checks—one to move within
the same check. The ward they are in determines the universal attitude of “might makes right,” the heroes
skill check DC, as noted on the “Through the City of Ashlarks again, the other to cross into a new ward.
can bully their way through potential altercations Alternatively, they can try another route, for example
Brass” table. If the adventurers suc­ceed on the group with slave troops and guards.
check, they successfully avoid the encounter. If the from Ashlarks to Keffinspires (two checks) or from
Stealth: The characters blend in with the move- Ashlarks to Iskalat (three checks, including crossing
characters fail the check, they cannot escape pursuit ment of the slaves and other non-efreets in the city.
and must fight. Regardless of the outcome of the the canals between those wards).
Secondary Skills: Insight, Perception, Streetwise. Adventurers can move between any two ward leg-
combat encounter, this group check counts as a suc- All secondary skills in the challenge are made
cess or failure in the skill challenge. ends that do not have another legend between them.
alongside a primary check. With a successful check, For example, the characters can move directly from
Primary Skills: Athletics, Bluff, Stealth, Streetwise. an adventurer gains a +2 bonus to the primary check.
Secondary Skills: Intimidate, Perception. Marlgate to Avencina, but they cannot move from
With a failed check, a character takes a –2 penalty to Ashlarks to Avencina without passing through Keffin-
the primary check. spires first.

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Because of the augmented wall around the Fur- to move into the Furnace from one of the adjacent Failures in the Challenge
nace, that ward can only be entered by way of the wards. A failed check means that they cannot success- Failures Penalty
Phoenix Gate (accessible only from Avencina or the fully approach the gate but are pushed back into the 1 The attention the adventurers draw to
themselves by having to face off against
Char) or at the Gate of the Fallen (accessible only ward. A successful check made to cross into the Fur-
patrols or retrace their route makes it
from the Arches or the Foundry). nace triggers Encounter B4 on page 47.
increasingly difficult to move openly. The DC
of any Athletics check made in the challenge
Triggering Tactical Encounters Lord of the Efreets increases by 2.
At three points in the skill challenge, the heroes’ In the immediate aftermath of Encounter B4, the 2 Rumors begin circulating about agents of
movement through the city triggers tactical encoun- adventurers must make a check to move through the Bahamut in the city. The DC of all Bluff checks
ters B3, B4, and B5. Foundry ward. A successful check grants access to the in the challenge increases by 2. All creatures in
patrols and tactical encounters gain a +1 bonus
barracks of the Ring of Fire and triggers Encounter
Canal Crossing B5. On a failed check, the characters meet an efreet
to attack rolls and a +1 bonus to all defenses.
3 Word spreads that city guard units are
The adventurers will cross the city’s canals at various patrol that they must either avoid or fight before they
maintaining an active watch for the party.
points as they head toward the Furnace, depending reach the barracks and trigger the encounter. The DC of any Stealth check in the challenge
on their chosen route. At one of those crossings of Any penalties the heroes have accrued for failures increases by 2.
your choice, go to Encounter B3 on page 45. Other in the challenge remain in effect for Encounter B5. 4 The city guard are ordered to stop and
canal crossings are incorporated into the check to When Encounter B5 is done, the skill challenge ends, question all non-efreets at large in the city.
move from ward to the next, as described above. along with all penalties accrued during the challenge. The DC of any Intimidate check in the
The choice of where to place encounter B3 is challenge increases by 2. All creatures in

entirely up to you, but it works best as the final canal Success and Failure patrols and tactical encounters gain a +2
bonus to attack rolls and a +2 bonus to all
the characters must cross on their way toward the The route the adventurers take through the City of
defenses instead of a +1 bonus.
Furnace. Be aware that heroes moving from Marlgate Brass and how well they manage to avoid the notice 5 Tiamat’s agents go on heightened alert in
or Keffinspires to Avencina, or from Marlgate to the of the city guard and Tiamat’s forces determines the the city. Replace one non-minion from any
Char, have only one canal to cross. overall number of checks in the skill challenge. The multiple-creature patrol with an elite
When you use Encounter B3, the characters need challenge ends at the end of Encounter B5, which is dragonspawn (use the statistics blocks from
to cross the canal individually, either during or after triggered when the characters complete the journey Encounters B3 and B4).
the encounter. Do not require or allow the adventur- to the Furnace. 6 + The heroes are actively hunted by all guard
and slave units at large in the city. The DC
ers to make a group check to cross the canal. This open-ended challenge does not end with 3
of any check made in the skill challenge
failures. Cumulative successes move the heroes across
increases by 3. All creatures in patrols and
Gate Crashers the City of Brass and accrued failures en route make tactical encounters gain a +3 bonus to attack
As the heroes move toward the Furnace, they must the journey increasingly hazardous. Each time the rolls and a +3 bonus to all defenses instead
pass through the now-sealed ward walls at either the characters incur a failure on a group check in the of a +2 bonus.
Phoenix Gate (accessible only from Avencina or the challenge, consult the “Failures in the Challenge”
Char) or the Gate of the Fallen (accessible only from table. The penalties on the table are cumulative.
the Arches or the Foundry). Before they can reach the
gates, the characters must first make a group check

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The City of Brass Arches: The teeming slave markets of the City of
Brass are centered here. The present siege has seen Lockdown
As detailed in Manual of the Planes, the City of Brass the markets all but emptied, their slaves conscripted
As the City of Brass awaits the arrival of the rest of
is divided into fourteen districts, each with its own to the city’s defense. Tiamat’s dragonspawn and drag-
Tiamat’s forces, the city guard spends much of its time
specific function and local character. The skill check onborn forces have turned the empty markets into
locking down the lower-class residential districts.
DCs for this challenge vary according to which ward ramshackle camps, and most such troops lair here
While all the city’s folk are subject to emergency
the party is in. While the characters are unlikely to when not on duty.
conscription to defend it, the efreets are worried
visit every sector of the city as they make their way Ashlarks: The residential sector of Ashlarks is
about the lower classes taking Bahamut’s side if the
from Ashlarks to the Furnace, there are advantages to home to minor efreet houses, powerful non-efreet
Platinum Dragon’s forces break through.
not simply making the trip in a straight line. residents, and Long Castle—the base for the city
These lockdowns can be used to provide flavor as
The city is carved up into tiers, many of which are guard. While the guards are scattered across the city
the characters make their way across the city, but they
walled. For the purpose of the adventurers’ movement at present, private security and watch-dragons accost
also have an important tactical consideration. The
across the city, however, there are enough open gates all nonresidents.
area between Avencina and Keffinspires on the left
and places to cross that the locations of specific walls Avencina: This lawless lower-class district is
side of the City of Brass Map could allow the heroes
and gates are not important. The one exception is home to the Commoner’s Market, the city’s largest
to bypass the city’s canals (and Encounter B3) as
the entrance into the Furnace, as noted under “Gate (and mostly black-market) bazaar. The interior of
they advance toward the Furnace. If the adventurers
Crashers,” above. the ward remains open in the prelude to the attack
approach this area, describe open rioting in Avencina
by Bahamut’s forces, but its boundaries with Keffin-
Through the City of Brass and tell the players that the route around the canal is
spires and the Plume are locked down tight by the
Athletics Bluff Intimidate Stealth protected by too many dragons and elite efreet guards
city guard and private security forces. Dragons perch
Arches 28 28 28 28 to get past. The characters’ route through the city
along the perimeters of the ward but relatively few
Ashlarks 28 33 28 28 must involve crossing at least one canal.
lurk within it.
Avencina 33 28 33 28
Castings: This densely populated barracks ward
Castings 28 28 19 28
holds the slave army of the City of Brass. Most of that rection, but they are less than focused on the task.
The Char 28 33 33 28
army now patrols the city, but new squads are being Draconic patrols pick up the slack.
Cindersweeps 28 19 28 28
trained here day and night by teams of efreet and The Foundry: The mansions of non-efreets
The Foundry 28 28 33 28
dragonspawn. and those efreet merchants and nobles not wealthy
The Furnace 33 33 33 33
The Char: Most of the numerous foundries and enough to dwell in the Plume or the Furnace line the
Iskalat 19 19 28 28
forges of the city are located in this smoke-shrouded streets of this exclusive residential ward. The Found-
Keffinspires 28 33 33 19
industrial ward. Those forges are presently working ry’s streets are presently all but empty, but dragons
Marlgate 19 33 33 28
overtime in the manufacture of weapons and armor, patrol by air and its boundaries crawl with private
The Plume 33 28 19 28
watched over by dragons and efreet guards. security forces.
Pyraculum 28 28 28 19
Cindersweeps: The lower-class free folk of the The Furnace: The slopes of the Furnace rise as
Rookery 28 33 33 28
city congregate here, alongside the harbor garrison’s the heart of the City of Brass. The Charcoal Palace
headquarters at the Keep of Fire Striking Steel. Slave at the center of the ward is the seat of power for
troops are currently on watch against possible insur- Bashumgarda, Lord of the Efreets. The barracks of the

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Ring of Fire house his personal guard; government spires, sending the nobility a subtle signal regarding other residents, those residents will quickly scatter
offices fill the Red Pillar Halls. The Eternal Flame order. so as to not become involved. Moreover, the chaos
Pavilion is an open temple to the primordial Fire Lord Pyraculum: The City Market in this commer- that has consumed the City of Brass under Bahamut’s
Imix, its walls sheathed in beaten gold. cial sector is larger and more controlled than the siege means that battles between the characters and
With Bahamut’s forces massing outside the city Commoner’s Market in Avencina. Many of the city’s wandering patrols do not attract the kind of attention
gates, the Furnace has been sealed off. The only way artisans make their homes here. Of all the lower-class they normally would. Unless the adventurers linger at
to gain access to that ward is by way of the Phoenix wards, only Pyraculum has managed to stay free the site of a skirmish, they can safely slip away with-
Gate (accessible only from Avencina or the Char) of lockdown. The air above the ward is thick with out attracting further patrols and continue the skill
or the Gate of the Fallen (accessible only from the patrolling dragons. challenge.
Arches or the Foundry). Rookery: This residential quarter has a reputa-
Iskalat: This harbor ward contains the city’s tion for lawlessness that extends beyond the city Resting Up
public docks, serving planar dromonds, elemental ves- and across the planes. Gambling halls, brothels, and The characters can take a short rest after each
sels that ply the Sea of Fire, and the countless captains gladiator pits are among the least dangerous of the encounter with a patrol and after each triggered
and sailors who come to the city with cargo and trade. Rookery’s charms, and it is said that even the city tactical encounter. However, they can take only one
Also here is the great prison known as the Octagon. guards avoid this ward if they can. At present, the extended rest during the skill challenge. Just as the
The harbor is well guarded by red dragons and drag- city’s slave troops are supposed to have the ward location and condition of specific streets plays no
onspawn-led patrols, but much of the rest of the ward locked down, but their watch is tenuous at best. part in the skill challenge, you needn’t worry about
is deserted. Though dragons and dragonspawn patrol here, they the specifics of where the heroes decide to hole up
Keffinspires: This merchant district is home do so less frequently than in most other wards. for an extended rest. The city’s preparations for war
to many of the city’s smiths and metalworkers. All mean that many shops and apartments are closed and
have been conscripted in the production of armor Patrols in empty, providing plenty of hiding spots.
and weapons, and slave troops and city guards move the City of Brass Even after reaching the Furnace, the adventurers
through the ward constantly. As the heroes make their way through the City of can take an extended rest before facing Bashumgarda
Marlgate: The warehouses of this industrial ward Brass, each failed group skill check to move through if they have not yet done so. Though the city guards
hold the bulk of the goods that move through the City a ward incurs a possible encounter with a patrol. If are constantly on the move, many of the Red Pillar
of Brass and across the planes. Bahamut’s siege has the characters try to avoid the patrol, see “Evading Halls are empty; the city’s nobles are holed up at their
seen this ward’s warehouses stripped for the defen- Pursuit,” above. If they decide to fight (or if they fail estates in the Foundry or the Plume.
sive effort, and the city guard patrols heavily to ward in their attempt to avoid a confrontation), choose an
off looters. encounter group from those listed below or use these
The Plume: This exclusive residential district groups as inspiration for creating your own encoun-
houses the manors and courtyards of the city’s most ters. The adventurers earn full experience for any
powerful efreet nobles. The Castle of the Sun and patrols they defeat in the City of Brass.
Moon is the training ground of the city’s elite guard Open conflict is the norm here, and the brutal
units, and the ward is presently locked down by reputations of the city’s efreet guards and slave
guards whose loyalty has been purchased by the troops are well earned. Although any confrontation
nobles. Scores of dragons perch atop the district’s between the heroes and a patrol will be noted by

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Slave Patrols Draconic Disciples


The city’s slave warrior patrols fight to the death in Tiamat’s servants patrol alongside efreet and slave
the name of their efreet masters. forces, intent on ensuring that the City of Brass
remains under their control.
Level 25 Encounter (35,500 XP)
F 2 azer maulers (level 27 controller; page 45) Level 26 Encounter (53,000 XP)
F 6 genasi blackhearts (level 26 minion brute, F 1 greenspawn defender (level 28 elite soldier,
page 46) page 45)
F 3 dragonborn champions (level 26 soldier,
Level 26 Encounter (49,000 XP) MM 87)
F 1 salamander thrallmaster (level 28 controller,
page 47) Level 27 Encounter (64,000 XP)
F 8 salamander fireshields (level 26 minion brute, F 1 redspawn magmastomper (level 27 elite brute,
page 48) page 47)
F 8 fire archon flamebows (level 26 minion F 3 dragonborn death knights (level 25 elite
artillery, page 46) soldier, MM 51)

Elite Patrols Dragon Lords


Well-trained efreet guards patrol the City of Brass Veteran war dragons patrol the City of Brass by air
with unceasing vigilance. and ground in the name of the Dragon Queen.

Level 25 Encounter (43,500 XP) Level 26 Encounter (45,000 XP)


F 1 efreet pyremaster (level 27 controller, F 1 ancient black dragon (level 26 solo lurker,
page 50) MM 76)
F 1 efreet karadjin (level 28 soldier, MM 100)
F 6 efreet magmacasters (level 28 minion artillery, Level 26 Encounter (45,000 XP)
page 50) F 1 ancient iron dragon (level 26 solo lurker,
MM2 85)
Level 27 Encounter (53,500 XP)
F 1 advanced efreet pyresinger (level 27 controller, Level 27 Encounter (55,000 XP)
MM 99; +2 initiative, attacks, and defenses; +1 F 1 ancient copper dragon (level 27 solo
damage; 248 hit points) skirmisher, MM2 79)
F 3 efreet karadjins (level 28 soldier, MM 100)
F 9 efreet flamerunners (level 27 minion Level 27 Encounter (55,000 XP)
skirmisher, page 50) F 1 ancient green dragon (level 27 solo controller,
MM 81)

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Encounter B3: Greenspawn Defender (G)


Huge natural humanoid (reptile)
Level 28 Elite Soldier
XP 26,000
2 Azer Maulers (M) Level 27 Controller (Leader)
Medium elemental humanoid (fire) XP 11,000 each

Canal Crossing Initiative +24


HP 514; Bloodied 257
Senses Perception +21; low-light vision Initiative +20 Senses Perception +21
Azer’s Wrath (Fire) aura 2; any enemy that enters or ends its
AC 44; Fortitude 42, Reflex 40, Will 39 turn within the aura takes 10 fire damage.
Encounter Level 28 (70,500 XP) Resist 30 acid; see also defender HP 247; Bloodied 123
Saving Throws +2 AC 41; Fortitude 40, Reflex 38, Will 39
Setup Speed 8 Resist 30 fire
Action Points 1 Speed 5
1 greenspawn defender (D) m Greataxe (standard; at-will) F Poison, Weapon m Maul (standard; at-will) F Fire, Weapon
2 azer maulers (M) Reach 3; +35 vs. AC; 2d6 + 6 damage plus 2d8 poison +32 vs. AC; 2d8 damage plus 2d6 fire damage.
5 fire archon f lamebows (F) damage. R Hurled Maul (standard; at-will) F Fire, Weapon
M Blastback Strike (standard; at-will) Ranged 20; +31 vs, Reflex; 2d8 damage plus 2d6 fire
5 genasi blackhearts (B)
The defender makes a greataxe attack. If the attack hits, damage. The azer’s maul reforms in its hand at the end of
the defender makes a secondary attack against the same its turn.
As the heroes approach this stretch of canal,
target. Secondary Attack: +33 vs. Fortitude; the target is Clinging Flames (immediate reaction, when an enemy within 5
read: pushed 3 squares and knocked prone. squares of the azer mauler takes fire damage; at-will) F Fire
R Poison Bolt (minor 1/round; at-will) F Poison The triggering enemy takes ongoing 10 fire damage
While most of the canals you’ve seen so far have been
Ranged 5; +33 vs. Reflex; 1d10 + 8 damage plus 2d8 (save ends).
guarded no better or worse than the streets around them, poison damage. Alignment Unaligned Languages Giant
the stretch of wide channel ahead is a frustrating exception. M Shield Crush (immediate interrupt, when an adjacent ally is Str 29 (+22) Dex 25 (+20) Wis 27 (+21)
hit by a melee attack; at-will) Con 23 (+19) Int 20 (+18) Cha 18 (+17)
Dragonspawn-led troops are on constant patrol to both
Reach 3; +33 vs. Reflex; 3d6 + 6 damage, and the target is Equipment scale armor, maul
sides of you, leaving only one access point relatively dazed until the end of its next turn.
unguarded. Defender
A greenspawn defender has resist 10 all against damage
The characters can approach the crossing behind the from dragons, dragonborn, and immortals. The fire archon flamebows make ranged attacks
cover of buildings. Place their miniatures anywhere Alignment Evil Languages Draconic from behind cover, reserving their firestorm until two
Skills Athletics +29
outside the tactical map. or more adventurers can be targeted.
Str 30 (+24) Dex 26 (+22) Wis 25 (+21)
Con 25 (+21) Int 13 (+15) Cha 20 (+19) The genasi blackhearts throw themselves into the
When the adventurers have moved closer, read:
Equipment heavy shield, greataxe fray, trusting their heart of fire to take out foes that
A hulking greenspawn paces along the near side of the drop them.
canal, shouting orders at a dozen sullen defenders. Two Tactics The fire creatures here are resentful of the
azers lead separate squads of fire archons and genasi on The greenspawn defender fights front and center, greenspawn’s command, and they do not fight along-
either side of the canal, watching from cover for any sign of laying into lightly armored characters with blastback side it except to flank if possible. The flamebows don’t
trouble. strike while it targets a nearby foe with acid bolt. It uses worry about catching the greenspawn in the area of
its action point the first time it bloodies a foe to make their firestorm.
The creatures here are all on high alert. They spot the
a followup blastback strike against the target. The archons, flamebows, and blackhearts stay on
heroes as soon as they enter the area of the tactical
The azer maulers stay in the thick of combat, maxi- their own sides of the canal. If the characters cross to
map.
mizing the effect of their clinging f lames and azer’s the top of the encounter map during the fight, how-
wrath aura. ever, then the greenspawn tries to jump the canal in
pursuit (Athletics +29). The heroes cannot make a
group skill check to evade this pursuit.

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5 Fire Archon Level 26 Minion Artillery 5 Genasi Blackhearts (G) Level 26 Minion Brute Crates: Stacks of crates stand 10 feet high and
Flamebows (A) Medium elemental humanoid (fire) XP 2,250 each
must be climbed with a DC 20 Athletics check.
Medium elemental humanoid (fire) XP 2,250 each Initiative +21 Senses Perception +19
Initiative +22 Senses Perception +21 HP 1; a missed attack never damages a minion. Basalt Wall: A protective wall of magically
HP 1; a missed attack never damages a minion. AC 38; Fortitude 39, Reflex 38, Will 36 strengthened basalt lines the fiery canals of the City
AC 38; Fortitude 39, Reflex 37, Will 38 Immune fire of Brass. A basalt wall rises 5 feet above the adjacent
Immune disease, poison Speed 6
Speed 8; see also flame step m Falchion (standard; at-will) F Fire, Weapon
ground, while the surface of the canal is 10 feet below
r Flamebow (standard; at-will) F Fire +29 vs. AC; 10 damage, and ongoing 5 fire damage the top of the wall.
+31 vs. Reflex; 7 fire damage, and ongoing 5 fire damage (save ends). Canal: The fiery canals that crisscross the City
(save ends). M Heart of Fire (when missed by a melee attack) F Fire
of Brass are a deadly hazard. The canal in this area
A Firestorm (standard; encounter) F Fire If the target is taking ongoing fire damage, that ongoing
Area burst 1 within 10; +31 vs. Reflex; ongoing 10 fire damage increases by 5. flows normally, generating intense heat that can be
damage (save ends). A target already taking ongoing fire C Fiery Vengeance (when the blackheart drops to 0 hit points) felt from 50 feet away. Any creature that ends its
damage instead increases that ongoing damage by 5. F Fire turn on the top of the basalt wall takes 2d6 + 8 fire
C Deathstorm (when the flamebow drops to 0 hit points) F Close burst 5; +27 vs. Reflex; 17 fire damage. Additionally,
Fire
damage. Any creature that enters the canal takes
if the target is taking ongoing fire damage, that ongoing
The flamebow explodes and is destroyed: close burst damage increases by 5. 3d8 + 10 fire damage and is slowed for as long as it
5; targets enemies taking ongoing fire damage; +31 vs. Alignment Unaligned Languages Common, Primordial remains in the canal.
Fortitude; the target and all allies adjacent to the target Str 29 (+22) Dex 27 (+21) Wis 23 (+19)
take 14 fire damage. Miss: The target takes 7 fire damage. Con 25 (+20) Int 14 (+15) Cha 14 (+15)
Flame Step (move; at-will) F Teleportation Equipment chainmail, falchion
The flamebow can teleport to within 3 squares of any fire
creature within 20 squares of it.
Alignment Chaotic evil Languages Primordial
Features of the Area
Str 25 (+20) Dex 29 (+22) Wis 27 (+21) Illumination: The City of Brass is brightly lit day
Con 23 (+19) Int 20 (+18) Cha 18 (+17) and night.
Equipment chainmail, flamebow
Building: Buildings adjacent to the area are of
stone construction and from 30 to 50 feet high. Place
Development doors and other openings as you desire. However,
If the adventurers attempt to flee the encounter after unless you wish to develop their interiors, assume that
crossing the canal, the greenspawn defender and any buildings have been magically sealed as part of the
surviving fire creatures from the top side of the map siege preparations and cannot be entered.
pursue. Rubble: These areas of loose scree are difficult
terrain. A creature that runs, charges, or makes a
double move through rubble must make a DC 20
Acrobatics check or fall prone.
Rubble Pile: Fallen rock and debris are piled to a
height of 10 feet. A rubble pile must be climbed with
a DC 15 Athletics check.

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Encounter B4: Redspawn Magmastomper (R) Level 27 Elite Brute


Huge natural beast (reptile) XP 22,000
2 Salamander
Thrallmasters (T)
Level 28 Controller

Large elemental humanoid (fire, reptile) XP 13,000 each


Gate Crashers Initiative +19 Senses Perception +20; darkvision
HP 612; Bloodied 306; see also fiery wrath Initiative +22 Senses Perception +22
AC 39; Fortitude 41, Reflex 38, Will 39 HP 262; Bloodied 131
Encounter Level 28 (70,500 XP) Resist 20 fire AC 42; Fortitude 41, Reflex 41, Will 39
Saving Throws +2 Resist 30 fire
Setup Speed 8, fly 8 (clumsy) Speed 6
m Tail Lash (standard; at-will) F Fire
Action Points 1
1 redspawn magmastomper (R) m Bite (standard; at-will) Reach 2; +33 vs. AC; 3d10 + 6 fire damage, and the target
2 salamander thrallmasters (T) Reach 3; +30 vs. AC; 3d10 + 10 damage. is knocked prone.
10 salamander fireshields (F) M Explosive Charge (standard; encounter) F Fire M Scourge (standard; at-will) F Fire, Weapon
The redspawn magmastomper charges an enemy; +28 vs. Reach 3; +33 vs. AC; 2d10 + 4 damage, and the
This encounter takes place at one of the two gates pro- Reflex; 3d12 + 10 fire damage, and the target is pushed 4 target takes ongoing 5 fire damage and is slowed
squares and takes ongoing 10 fire damage (save ends). (save ends both).
viding the only access to the Furnace. The characters M Fling (standard; at-will) R Molten Lash (standard; recharge 4 5 6 ) F Fire
can approach the gate unnoticed behind the cover of +30 vs. AC; 2d10 + 10 damage and the redspawn Ranged 20; +32 vs. Reflex; 3d10 damage, and the
adjacent buildings. magmastomper makes a secondary attack against the same target takes ongoing 10 fire damage and is stunned
target. Secondary Attack: +28 vs. Fortitude; the target is (save ends both).
When the heroes can see the gate, read: pushed 6 squares and knocked prone. Threatening Reach
Fiery Wrath (only while bloodied) F Fire The salamander thrallmaster can make opportunity
The wall protecting the inner tier of the Furnace stands attacks against enemies within 2 squares.
The magmastomper’s bite attack deals 10 extra fire
some hundred feet tall, a great barrier of basalt and slate damage, and on a hit the target takes also ongoing 10 fire Alignment Evil Languages Primordial
whose surface roils with heat and smoke. A huge flight of damage (save ends). The target takes a –4 penalty to saves Skills Intimidate +23
against this effect at the end of his or her turn if the target Str 25 (+21) Dex 27 (+22) Wis 27 (+22)
steps rises from an open courtyard to the gate itself—twin
attacked during that turn. Con 30 (+24) Int 20 (+19) Cha 19 (+18)
brass valves 50 feet high, their surface flaring with a molten Threatening Reach Equipment scourge
glow. An enormous red dragonspawn slouches by the stairs, The redspawn magmastomper can make opportunity
its black eyes watching for any sign of trouble. A half-dozen attacks against enemies within 3 squares.
Alignment Evil Languages Draconic The salamander fireshields on the wall attack
salamanders pace around it, with more walking the wall
Str 29 (+22) Dex 23 (+19) Wis 25 (+20) with flaming javelins from behind cover. Those on the
high above. Con 26 (+21) Int 15 (+15) Cha 13 (+14) ground spread out to avoid area attacks, laying into
Beyond the wall, the dark lines of the Charcoal Palace of
lightly armored foes with fireshield bash.
the efreets is suddenly lit by a storm of lightning heralding Tactics The salamanders are resentful of the redspawn’s
the arrival of the gargantuan blue dragon you saw before. The redspawn magmastomper enters the fray with command. They do not fight alongside it, even to flank.
This must be the exarch that Bahamut named as Namissi, explosive charge, then makes f ling attacks each round.
descending now to the roof of the palace. Millennia-old It focuses on the most powerful melee combatants Development
elemental stone shudders beneath him as he perches atop a initially, hoping to become bloodied quickly. Once If the adventurers flee the encounter (either before
parapet like a bloated crow. His long neck whips side to side, bloodied, it lays into lightly armored foes with bite or after getting over the wall), the defenders on the
scanning the city as he roars in rage. attacks, hoping that its fiery wrath yields a quick kill. same side of the wall pursue. The other defenders
The creatures here are all on high alert. They spot the The salamander thrallmasters fight at range with take 2 rounds to open the gate before following. The
characters as soon as they enter the area of the tacti- their molten lash, then close with stunned foes for characters cannot make a group skill check to evade
cal map. scourge or tail lash attacks. this pursuit.

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10 Salamander Level 26 Minion Brute If the adventurers succeed in the skill challenge, Stairs: A great flight of stone stairs rises 50 feet
Fireshields (F) the salamanders immediately stand down. If they to the gates set into the great wall. The steps and
Large elemental humanoid (fire, reptile) XP 2,250 each
Initiative +20 Senses Perception +19 are told that the characters’ goal is the overthrow of risers are 3 feet on a side, and are difficult terrain for
HP 1; a missed attack never damages a minion. Bashumgarda and Tiamat’s forces, the salamanders Medium or smaller creatures.
AC 38; Fortitude 40, Reflex 38, Will 37 open the gates. Elemental Vent: Vents jetting pure elemental
Immune fire
Speed 6
If the heroes successfully parley with the salaman- energy dot the plaza before the gate. Any creature
m Fireshield Bash (standard; at-will) F Fire, Weapon ders, award full XP for the encounter in addition to that ends its turn adjacent to an elemental vent takes
Reach 3; +29 vs. AC; 12 damage, and ongoing 5 fire the bonus XP for the skill challenge. 3d6 + 6 cold, fire, and lightning damage. A creature
damage (save ends).
that enters an elemental vent or starts its turn there
R Flaming Javelin (standard; at-will) F Fire, Weapon
Ranged 20; +27 vs. Reflex; 10 damage, and ongoing 5
Features of the Area takes 3d10 + 10 cold, fire, and lightning damage, and
fire damage. Illumination: The City of Brass is brightly lit day is stunned (save ends).
C Fireshield Burst (when the salamander fireshield is reduced and night. Rubble: These areas of loose scree are difficult
to 0 hit points) F Fire
Close burst 3; +27 vs. Reflex; ongoing 10 fire damage
Wall: The walls of the City of Brass are burning terrain. A creature that runs, charges, or makes a
(save ends). hot. Any creature that comes into contact with a wall double move through rubble must make a DC 20
Alignment Evil Languages Primordial or starts its turn adjacent to a wall takes 3d8 + 10 Acrobatics check or fall prone.
Str 29 (+22) Dex 25 (+20) Wis 23 (+19)
damage. A wall’s sheer surface can be scaled with a Building: Buildings adjacent to the area are
Con 25 (+20) Int 18 (+17) Cha 14 (+15)
Equipment fireshield, 10 javelins DC 33 Athletics check, but a creature climbing the of stone construction and from 30 to 50 feet high.
wall takes the above damage at the start and end of Unless you wish to develop their interiors, assume
Standing Down each of its turns. that buildings are locked and cannot be entered.
Not all the natives of the City of Brass are as keen to A creature at the top of the wall has concealment
serve Tiamat as Bashumgarda. During the fight, stress against foes on the ground.
that the salamanders seem indifferent to the red- The heroes are free to fly over the wall, but they
spawn’s commands. An Insight check made during draw ranged attacks and will be pursued by the
combat (as a free action) tells the adventurers that ground forces here.
these guards openly loathe the dragonspawn and are Gates: Glowing brass gates 50 feet high and 15
fighting alongside it only under duress. feet thick block access from the outer city to the inner
If the redspawn is killed, savvy heroes can attempt wards. The gates are molten hot, and any creature
to establish a temporary truce with one or both sala- that comes into contact with a gate or starts its turn
mander thrallmasters. (The salamander fireshields adjacent to a gate takes 4d8 + 10 damage. The locked
cannot be parleyed with if both thrallmasters are gates can be forced open by two simultaneous DC 33
dead.) Set up an impromptu skill challenge for the Athletics checks. Up to four Medium creatures can
attempt: complexity 1 (4 successes before 3 failures), attempt Athletics checks to open the gates, but each
level 28 (XP 13,000); primary skills Diplomacy and creature must make its own check (taking damage for
Insight (DC 28); the characters must earn at least 1 contacting the gate, as above). Creatures cannot use
success with Diplomacy. the aid another action to assist on this check.

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Encounter B5: When Bashumgarda emerges, read: Bashumgarda, Level 28 Elite Soldier (Leader)
Lord of the Efreets (B)
The great doors of the closest barracks building Large elemental humanoid (fire), efreet XP 26,000
Lord of the Efreets are suddenly flung wide and five more Ring of Fire Initiative +24 Senses Perception +26
Efreet Lord’s Aura aura 2; while within the aura, allies gain a
Encounter Level 29 (92,250 XP) flamerunners rush forward to join their comrades. Behind
+2 bonus to attack rolls with fire attacks, and enemies gain
them strides the menacing figure of Bashumgarda, Lord of vulnerable 5 fire.
Setup the Efreets. The ceremonial scepter of his reign hangs at his HP 520; Bloodied 260
AC 44; Fortitude 40, Reflex 39, Will 41
Bashumgarda, Lord of the Efreets (B) belt and the scimitar in his hands pulses with black flame
Immune fire
2 Ring of Fire pyremasters (P) as he shouts out, “Defilers and infidels! You will pay for Saving Throws +2
9 Ring of Fire f lamerunners (F) treachery with your lives!” Speed 6, fly 8 (hover)
Action Points 1
6 Ring of Fire magmacasters (M)
Tactics m Blackflame Scimitar (standard; at-will) F Fire, Necrotic,
Weapon
Within the barracks of the Ring of Fire, Bashumgarda Bashumgarda wastes no time plunging into battle to Reach 2; +35 vs. AC; 2d10 + 9 damage (crit 6d10 + 29)
prepares for the upcoming assault on the City of hit as many characters as possible with burning wrath plus 1d10 fire and necrotic damage, and the target takes
Brass. The barracks are surrounded by a wall of ele- as he advances. He focuses on the strongest-looking ongoing 15 fire and necrotic damage and is immobilized
(save ends both). Aftereffect: Ongoing 15 fire and necrotic
mental stone and guarded by a dozen members of the defender or leader, moving to another target each damage (save ends). Saving throws against this power take
efreet lord’s elite personal guard. Nearby buildings time he successfully hits with a blackf lame scimitar a –2 penalty.
offer enough cover for the characters to get a glimpse attack. M Double Attack (standard; at-will)
of their destination. Bashumgarda makes two blackflame scimitar attacks.
The pyremasters each open with wall of fire, setting
A Burning Wrath (standard; recharge 5 6 ) F Fire
up a hazardous gauntlet around the adventurers that Area burst 2 within 10; targets enemies; +33 vs. Will; 3d10
When the adventurers can see this area, read:
they sustain each round. They use their pyremaster’s + 5 fire damage, and the target is blinded (save ends).
The barracks of the elite Ring of Fire are likely well lash against strikers and defenders, switching to spiked Fiery Vendetta (immediate reaction, when an enemy within
defended at the best of times, but the efreets have redoubled 2 squares of Bashumgarda attacks one of Bashumgarda’s
scimitar attacks while pyremaster’s lash recharges. If allies; at-will)
their efforts in preparation for siege. A wall of elemental surrounded, they use fire burst before moving to a Bashumgarda makes a melee basic attack against the
stone has been raised around the barracks complex. Its more advantageous position. triggering enemy.
single entrance is guarded by a dozen efreets. Alignment Evil Languages Primordial
The flamerunners spread out to avoid area attacks,
Skills Diplomacy +29, Intimidate +29
The guards of the Ring of Fire are on high alert. Any staying in motion with blazing charge and fiery escape. Str 26 (+22) Dex 26 (+22) Wis 25 (+21)
heroes moving in the open are spotted as soon as they The magmacasters unleash their magma bolts Con 28 (+23) Int 25 (+21) Cha 31 (+24)
against ranged attackers and spellcasters, target- Equipment scimitar
move onto the tactical map.
The magmacasters and one pyremaster are hover- ing characters demonstrating resistance to fire with
ing just behind the wall. They maintain clear line molten wave.
of sight to approaching foes but have superior cover
against attacks from the front of the wall.
The guards at the wall call out an alarm as soon as
combat begins. Bashumgarda and five flamerunners
are inside the closest barracks building. They emerge
on their initiative count 2 rounds later.

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No Quarter Development Treasure


Bashumgarda and his elite guards fight to the death, The characters’ victory over Bashumgarda allows With Bashumgarda defeated, the adventurers can
but the heroes might not be so quick to want to see them to use his scepter to open the City of Brass to seize both the ceremonial scepter of his reign and his
the efreet lord fall. Depending on the outcome of Bahamut’s forces. See “The Call to Battle” on page 26. blackflame scimitar. If you choose to place this unique
the “Efreet Alliance” skill challenge (Encounter B1) weapon as treasure, treat it as a +6 flaming scimitar
2 Ring of Fire Pyremasters (P) Level 27 Controller that can deal fire damage, necrotic damage, or both.
and the party’s moral bent, Bashumgarda might be
Large elemental humanoid (fire), efreet XP 11,000 each
kept alive for questioning or to be delivered up to Initiative +21 Senses Perception +17 If you do not wish to use it as treasure, the blackflame
Bahamut. If subdued with any amount of care, the Ring of Fire aura 2; any enemy that enters or ends its turn in scimitar is usable only by another efreet.
efreet lord rages and rails against his captors but the aura takes 10 fire damage.
HP 250; Bloodied 125 6 Ring of Fire Level 28 Minion Artillery
poses no further threat. AC 41; Fortitude 40, Reflex 38, Will 38 Magmacasters (M)
Immune fire Large elemental humanoid (fire), efreet XP 3,250 each
9 Ring of Fire Level 27 Minion Skirmisher Speed 6, fly 8 (hover) Initiative +24 Senses Perception +19
Flamerunners (F) m Spiked Scimitar (standard; at-will) F Fire, Weapon Ring of Fire aura 2; any enemy that ends its turn within the
Large elemental humanoid (fire), efreet XP 2,750 each Reach 2; +32 vs. AC; 2d10 + 9 damage (crit 6d10 + 29), aura takes 5 fire damage.
Initiative +24 Senses Perception +20 and the target is slowed until the end of its next turn. HP 1; a missed attack never damages a minion.
Ring of Fire aura 2; enemies within the aura takes a –5 penalty R Pyremaster’s Lash (standard; recharge 4 5 6 ) F Fire AC 40; Fortitude 39, Reflex 42, Will 40
to saving throws to end ongoing fire damage. Ranged 10; +31 vs. Reflex; 2d8 + 7 fire damage, and the Immune fire
HP 1; a missed attack never damages a minion. target slides 3 squares, takes ongoing 10 fire damage, and Speed 6, fly 8 (hover)
AC 41 (43 against opportunity attacks); Fortitude 39, is immobilized (save ends both). r Magma Bolt (standard; at-will) F Fire
Reflex 41, Will 38 A Fire Burst (standard; at-will) F Fire Ranged 10; +33 vs. AC; 10 fire damage, and ongoing 5 fire
Immune fire Area burst 1 within 10; +32 vs. AC; 3d6 + 7 fire damage, damage (save ends).
Speed 6, fly 8 (hover) and ongoing 5 fire damage (save ends). R Molten Wave (standard; encounter) F Fire
m Scimitar (standard; at-will) F Fire, Weapon A Wall of Fire (standard; recharges when bloodied) F Fire Ranged 10; +33 vs. Reflex; the target gains vulnerable 15
Reach 2; +32 vs. AC; 10 damage, and ongoing 5 fire Area wall 10 within 20; the pyremaster conjures a wall of fire damage (save ends).
damage (save ends). If used as part of a charge, increase searing flame that lasts until the end of the pyremaster’s Magma Spray (when reduced to 0 hp; encounter) F Fire
the ongoing damage to ongoing 10 fire damage. next turn. The wall is 6 squares high and blocks line of The magmacaster’s space and all adjacent squares become
Fiery Escape (move; encounter) F Teleportation sight. The wall’s space is heavily obscured and is difficult difficult terrain until the end of the encounter. A creature
The flamerunner teleports 20 squares adjacent to another terrain. A creature that starts its turn adjacent to the wall that enters these squares takes 5 fire damage.
efreet, reappearing in a flash of fire and smoke. takes 10 fire damage. A creature that enters a square of the Alignment Evil Languages Primordial
Alignment Evil Languages Primordial wall or starts its turn there takes 20 fire damage. Sustain Str 25 (+21) Dex 31 (+24) Wis 20 (+19)
Str 26 (+21) Dex 29 (+22) Wis 24 (+20) Minor: The wall persists. Con 22 (+20) Int 20 (+19) Cha 26 (+22)
Con 22 (+19) Int 17 (+16) Cha 20 (+18) Alignment Evil Languages Primordial
Equipment scimitar Skills Arcana +25, Insight +24, Intimidate +27
Str 29 (+22) Dex 26 (+21) Wis 19 (+17)
Con 26 (+21) Int 21 (+18) Cha 26 (+21)
Equipment scimitar

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Rubble: These areas of loose scree are difficult


terrain. A creature that runs, charges, or makes a
double move through rubble must make a DC 20
Acrobatics check or fall prone.
Rubble Pile: Fallen rock and debris are piled to a
height of 20 feet. A rubble pile must be climbed with
a DC 15 Athletics check.
Elemental Vent: Vents jetting pure elemental
energy dot the area before the wall. Any creature that
ends its turn adjacent to an elemental vent takes 3d6
+ 6 cold, fire, and lightning damage. A creature that
enters an elemental vent or starts its turn there takes
3d10 + 10 cold, fire, and lightning damage, and is
stunned (save ends).
Each round on initiative count 0, roll a d10 for
each elemental vent. On a roll of 10, the vent flares up
unpredictably. Any creature adjacent to the vent takes
3d8 + 8 fire damage.
Features of the Area Building: Buildings adjacent to the area are
Illumination: The City of Brass is brightly lit day of stone construction and from 30 to 50 feet high.
and night. Bashumgarda and his Ring of Fire guards do not
Wall of Elemental Stone: The barracks com- retreat into the barracks complex, but the characters
plex of the Ring of Fire has been surrounded by a are welcome to. If they do, expand the tactical map
cordon of elemental stone for protection. This rough with efreet-sized stone furnishings as appropriate.
stone wall is 60 feet high, 10 feet thick, and can be
climbed with a DC 19 Athletics check. Any creature
that comes into contact with the wall or starts its
turn there is pummeled by the wall and subject to
an attack: +33 vs. Reflex; 3d8 + 10 damage, and the
target falls from the wall and is knocked prone. A
creature that falls from the wall takes additional fall-
ing damage as normal.
The heroes are free to fly over the wall, but they
draw ranged attacks and will be pursued by the
ground forces here. The total flying distance from one
side of the wall to the other is 130 feet (26 squares).

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Encounter F1: White Dragon Firelord (W) Level 28 Solo Brute C Breath Weapon (standard; recharge 5 6 ) F Cold, Fire
Huge natural magical beast (dragon) XP 65,000 Close blast 5; +31 vs. Reflex; 5d10 + 10 cold and fire
Eternal Flame Initiative +19 Senses Perception +19; darkvision
Fire and Ice aura 5; while within the aura, enemies gain
damage, and the target is knocked prone and blinded
(save ends both).
vulnerable 15 cold and vulnerable 15 fire. C Bloodied Breath (free, when first bloodied; encounter)
Encounter Level 29 (92,500 XP)
HP 1,048; Bloodied 524; see also bloodied breath The dragon’s breath weapon recharges, and the dragon
Setup AC 42; Fortitude 43, Reflex 40, Will 40
Resist 30 cold, fire
uses it.
C Frightful Presence (standard; encounter) F Fear
1 white dragon firelord (W) Saving Throws +5 Close burst 10; targets enemies; +31 vs. Will; the target is
6 efreet scalespawn (S) Speed 8 (ice walk), fly 8 (hover), overland flight 12 stunned until the end of the dragon’s next turn. Aftereffect:
Action Points 2 The target takes a –2 penalty to attack rolls (save ends).
Tiamat’s forces are drawing power from the shrine of m Bite (standard; at-will) F Cold Steam Shroud (immediate interrupt, when hit by a melee
the Eternal Flame Pavilion. This area is protected by Reach 3; +33 vs. AC; 2d12 + 6 plus 2d12 cold damage (plus attack; at-will) F Zone
powerful wards and guarded by a white dragon fire- an extra 2d12 cold damage on a successful opportunity The dragon’s space and all adjacent squares become a zone
attack). of roiling steam that grants total concealment until the end
lord and a half-dozen scalespawn—efreets bestowed m Claw (standard; at-will) F Fire of the dragon’s next turn.
with draconic qualities by Tiamat’s foul rituals. Reach 3; +33 vs. AC; 1d12 + 6 damage plus 1d12 fire Elemental Affinity
damage. The white dragon firelord’s elemental power overcomes the
As the adventurers approach this area, read: M Dragon’s Fury (standard; at-will) fire affinity of the City of Brass. The dragon’s attacks with
Pools of elemental fire surround the Eternal Flame Pavilion, The dragon makes two claw attacks. If the dragon hits a the cold keyword deal full damage.
single target with both claws, it makes a bite attack against Alignment Evil Languages Common, Draconic
the beaten gold of its walls glowing daylight-bright. the same target. Skills Athletics +28, Intimidate +27
However, that light is shrouded by the haze of a protective R Scouring Bolt (standard; recharge 5 6 ) F Cold, Fire Str 28 (+23) Dex 21 (+19) Wis 20 (+19)
dome of magical force that surrounds the shrine on all sides. Ranged 10; +31 vs. Fortitude; 2d12 + 10 cold and fire Con 30 (+24) Int 26 (+22) Cha 26 (+22)
damage, and the firelord slides the target 2 squares.
Elemental fire pours forth from the pavilion’s main
pool, hissing like a waterfall into a smaller constrained Tactics The white dragon firelord stays in the thick of
whirlpool. Pillars of black onyx jut up from the larger combat to make maximum use of its fire and ice aura.
The efreet scalespawns race shrieking into battle,
pool of roiling fire, the largest of these the perch of a huge It focuses its dragon’s fury attacks on lightly armored
spreading out to avoid area attacks. They use their
dragon. The creature is an elder white by its appearance. foes and uses its breath weapon and scouring bolt as
breath weapon against mobile combatants, focusing
However, its scales and eyes pulse with a blood-red glow and often as possible. Against a bloodied target, it spends
scimitar attacks on more stationary, lightly armored
clouds of steam surround it as it paces. A half-dozen efreets an action point to make two dragon’s fury attacks,
foes.
stand before the shrine, but these are no ordinary guards. hoping for a quick kill.
Tiamat’s rituals have reshaped them into foul draconic
forms. Smoke and fire shroud them as they flex deadly
scaled ridges along their backs and limbs.
These creatures are on high alert and are ready to meet
any attackers attempting to break Tiamat’s control
over Imix’s shrine. The scalespawn hold their positions
until the heroes are close enough to attack. The white
dragon firelord does not leave the large pillar until the
first character enters the area of the larger pool.

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6 Efreet Scalespawn (S) Level 27 Minion Soldier pool to attempt this check. This skill can provide a Success: If the characters earn 4 successes,
Large elemental humanoid (fire) XP 2,750 each
maximum of 2 successes. Tiamat’s corruption of the shrine is broken. Any sur-
Initiative +22 Senses Perception +20
Scaled Wrath aura 1; any creature that attacks a scalespawn Athletics (DC 17, standard action): The primordial viving creatures in this encounter take a –2 penalty to
while adjacent to it takes 10 damage. power of the shrine responds to displays of sheer all defenses, as does the blue exarch in encounter F2.
HP 1; a missed attack never damages a minion. force. By striking one of the onyx altars hard enough, Failure: If the characters accumulate 3 failures,
AC 43; Fortitude 40, Reflex 38, Will 38
the hero weakens the control of Tiamat’s rituals. A they succeed only in accelerating the rate at which
Immune fire
Speed 6, fly 8 (hover) character must be on or adjacent to an onyx pillar to power is drained from the shrine. The white dragon
m Scimitar (standard; at-will) F Weapon attempt this check. This skill can provide a maximum firelord regains 262 hit points (or returns to life with
Reach 2; +34 vs. AC; 14 damage, and the target is marked
of 2 successes. that many hit points if it has been slain). The firelord
until the end of the efreet scalespawn’s next turn.
C Breath Weapon (standard; encounter) F Fire Religion (DC 31, standard action): The adventurer and any other surviving creatures in this encounter
Close burst 2; +32 vs. Reflex; 14 fire damage, and the can make an offering of fealty to Imix in an attempt gain a +2 bonus to all defenses and a +2 bonus to
target is slowed (save ends). to overcome the corruption of Tiamat. This check can attack rolls until the end of the encounter.
C Vengeful Immolation (when the scalespawn drops to 0 hit
be made from outside the area of the fire pool and the
points) F Fire
Close burst 5; +32 vs. Fortitude; the target is pushed 1 fire whirlpool. This skill can provide a maximum of 2 Development
square and takes ongoing 10 fire damage (save ends). successes. Partway through the adventurers’ fight here, bring
The scalespawn is destroyed, and its space and all
Any divine character who is successful in this the player’s attention back to the overall battle, where
adjacent squares become difficult terrain until the end
of the encounter. check disrupts the connection to the power of his or Bahamut and Namissi continue their bloody melee.
Alignment Evil Languages Primordial her own faith. Such a character takes a –2 penalty to
Str 29 (+22) Dex 25 (+20) Wis 24 (+20) When the white dragon firelord is first bloodied,
attack rolls and any subsequent skill checks in this
Con 27 (+21) Int 18 (+17) Cha 21 (+18) read the following:
challenge (save ends).
Equipment scimitar
Secondary Skill: Endurance. Beyond the Eternal Flame Pavilion, the great Charcoal
Corrupted Shrine Endurance (DC 26, free action or minor action): The Palace is suddenly lit by a storm of blue-white lightning.
searing heat of the pools hinders the characters in The blue exarch Namissi is still locked in combat with
The Dragon Queen’s ritualists have corrupted the
their attempts to undo the corruption of the shrine. Bahamut, and the Platinum Dragon’s form is burning like
shrine of Imix in the Eternal Flame Pavilion, drawing
With a successful Endurance check, a hero gains a +2 a reflection of the city below. Both are badly wounded as
off primordial power that gives strength to Tiamat’s
bonus to his or her next primary skill check made in they slam into each other in midair, crashing into one of the
blue exarch and his war dragons. The adventurers
the challenge. On a failed Endurance check, the char- palace’s high spires as they twist in a deadly embrace.
must break the control of the shrine in order to tip the
odds to Bahamut’s side. acter takes a –2 penalty to his or her next primary
Continue to describe the battle between Bahamut
Level: 27 (XP 11,000). check.
and Namissi as this encounter plays out. Stress the
Complexity: 1 (requires 4 successes before 3 Any adventurer undertaking the skill challenge
proximity of both combatants to the Charcoal Palace,
failures). must attempt an Endurance check as a free action
and describe the palace taking the brunt of their
Primary Skills: Arcana, Athletics, Religion. before making a primary skill check. Alternatively, a
attacks as they skirmish around it. Also describe
Arcana (DC 26, standard action): By sensing the character can instead make the Endurance check as
Namissi appearing suddenly weakened if the charac-
disruption in the primordial magic of the shrine, the a minor action before the primary check. An Endur-
ters are successful in the skill challenge.
character can attempt to correct it. A character must ance check made as a minor action grants the hero a
be within the area of the fire pool or the fire whirl- +2 bonus on the check.

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Test of Fire

Aftermath take 3d8 + 10 fire damage. Any creature that enters the edge and clamber onto the wall. A creature that
or starts its turn within the fire pool takes 4d8 + 10 fails its check or that moves more than 1 square into
As soon as this encounter ends, the heroes see
fire damage. the whirlpool is caught up in the vortex.
Bahamut fall under the onslaught of Tiamat’s blue
The protective dome of magical force that sur- A creature must make a DC 28 Acrobatics or Ath-
exarch.
rounds the fire pool blocks movement, line of effect, letics check (a standard action) to escape the vortex.
From the Charcoal Palace comes a sudden shuddering roar. and magic (including teleportation effects). Creatures One creature on the wall can aid this check. On a
In a blast of lightning from Namissi, the peaked roof of one can enter the fire pool only by way of the smaller creature’s third failed check to escape the vortex, it
great wing of the complex collapses where the blue exarch whirlpool and the firefall; see below. is pulled down within the elemental maelstrom and
and Bahamut coil around each other. A cloud of dust and Onyx Pillar: Rough-topped pillars of magical irrevocably destroyed.
black smoke rises, eclipsing the view before being suddenly onyx thrust up 5 feet above the roiling surface of
shredded by the beating of great wings. Bahamut is gone. the fire pool, including one large pillar that is the
Namissi perches at the uppermost parapet of the shattered centerpiece of Tiamat’s rituals. A creature standing
palace, his victorious roar echoing across the City of Brass. on an onyx pillar is partially protected from the crip-
pling heat of the fire pool. Any creature that starts its
Still weakened from his rebirth, Bahamut has fallen
turn on or above an onyx pillar must make a DC 28
and the adventurers are the only ones who can save
Endurance check (a free action) or take 2d8 + 5 fire
him. Go to encounter F2 on the next page.
damage.
Firefall: Raw elemental fire surges like a waterfall
Features of the Area down from the fire pool. The firefall is the only access
Illumination: The City of Brass is brightly lit day
from the open whirlpool to the warded fire pool. The
and night.
20-foot-high firefall can be ascended by flying or with
Rubble: These areas of loose scree are difficult
a DC 33 Athletics check. A creature that flies up the
terrain. A creature that runs, charges, or makes a
firefall takes 3d8 + 10 fire damage. A creature that
double move through rubble must make a DC 20
ascends the firefall with an Athletics check takes 4d8
Acrobatics check or fall prone.
+ 10 fire damage.
Fire Pool: The shrine of Imix at the heart of the
Fire Whirlpool: Where the flow of fire courses
Eternal Flame Pavilion is surrounded by onyx-walled
down from the larger fire pool, it creates an elemental
pools of pure elemental fire. The largest of these pools
vortex. The smooth onyx walls of the whirlpool are 10
is the center of Tiamat’s corrupt rituals and is pro-
feet high and can be climbed with a DC 20 Athletics
tected by a dome of magical force. The only entrance
check. A creature that ends its turn on the onyx wall
into the fire pool is by way of the firefall that descends
takes 2d6 + 8 fire damage.
into the fire whirlpool (see below).
Any creature that enters or starts its turn in the
The roiling elemental fire of the pool is interrupted
whirlpool takes 3d8 + 10 fire damage and is dazed
by a series of onyx pillars (see below). Any creature
until the start of its next turn. A creature that moves 1
that starts its turn in the air above the fire pool must
square into the whirlpool must make a DC 19 Acro-
make a DC 28 Endurance check (a free action) or
batics or Athletics check (a standard action) to grab

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Encounter F2: Namissi, Blue Exarch Level 32 Solo Artillery


of Tiamat, Ancient Blue Dragon (N)
C Breath Weapon (standard; recharge 5 6 ) F Lightning
Close burst 10; The dragon targets up to four creatures; the
Namissi’s Revenge Gargantuan natural magical beast (dragon)
Initiative +23
XP 135,000
Senses Perception +30; darkvision
first target must be within 20 squares of the dragon, and
each additional target must be within 10 squares of the
Exarch’s Presence (Fear) aura 5; enemies within the aura take previous target; +36 vs. Reflex; 4d12 + 22 lightning damage,
Encounter Level 32 (135,000 XP) a –2 penalty to attack rolls and saving throws and the target is dazed (save ends). Miss: Half damage, and
HP 1,184; Bloodied 592; see also bloodied breath the target is dazed until the end of its next turn.
Setup AC 46; Fortitude 46, Reflex 44, Will 43; if the heroes were C Thunderclap (standard; at-will) F Thunder
successful in the “Corrupted Shrine” skill challenge in Close burst 3; +36 vs. Fortitude; 2d10 + 10 thunder
Namissi, blue exarch of Tiamat (N) Encounter F1, the PCs have a +2 bonus on attacks in this damage, and the target is stunned until the end of the blue
Bahamut, the Platinum Dragon (B) encounter. dragon’s next turn. Critical Hit: As above, except that the
Immune lightning; Resist cold 20, fire 20 target is stunned (save ends).
Immediately after their victory at the Eternal Flame Saving Throws +5 C Tiamat’s Wrath (when Namissi drops to 0 hit points) F
Pavilion, the characters must rush to the Charcoal Speed 10, fly 12 (hover), overland flight 15 Lightning
Action Points 2
Palace to face off against Namissi, the blue exarch of Close burst 5; +36 vs. Reflex; 5d6 + 10 lightning damage.
m Gore (standard; at-will) F Lightning Miss: Half damage.
Tiamat. Bahamut has been gravely wounded and lies in Reach 4; +37 vs. AC; 2d8 + 12 damage plus 2d6 lightning A Exarch’s Shield (immediate reaction, when hit by a ranged
the ruins of the palace. Namissi stands triumphant, his damage, and the target is pushed 3 squares and knocked or area attack; encounter) F Lightning
forces about to overwhelm Bahamut’s shattered army. prone. Area burst 4 within 20; must target the triggering attacker;
m Claw (standard; at-will) +36 vs. Reflex; 4d6 lightning damage, and ongoing 10
Reach 4; +37 vs. AC; 2d6 + 12 damage. lightning damage (save ends). Miss: Half damage.
M Draconic Fury (standard; at-will) Faith of Tiamat (minor; usable only while bloodied; at-will)
Namissi makes a gore attack and two claw attacks. If all Namissi’s next successful attack that deals lightning damage
Last Stand three attacks hit, Namissi recharges wingclap. instead deals acid, cold, fire, or poison damage (his choice).
M Wingclap (move; encounter) F Thunder Alignment Evil Languages Common, Draconic
The focus of this battle is Namissi facing off against
Namissi flies up to 12 squares and attacks with his wings at Skills Athletics +32, Insight +30, Intimidate +25
the adventurers. Bahamut’s fall threatens to tip the the end of his move: reach 4, two targets; +36 vs. Fortitude; Str 35 (+28) Dex 25 (+23) Wis 29 (+25)
balance of power in favor of the blue exarch’s forces. 3d10 + 10 thunder damage. This movement does not Con 32 (+27) Int 31 (+26) Cha 18 (+20)
However, Namissi knows better than to risk Tiamat’s provoke opportunity attacks.
R Bloodied Breath (free, when first bloodied; encounter) F
wrath by slaying the weakened Platinum Dragon out-
Lightning
right, expecting that the Dragon Queen will want to Namissi’s breath weapon recharges, and he uses it.
reserve that honor for herself. The characters must ascend to the top of the ruined
As the heroes make their way from the Eternal
However, if you want to increase the tension of palace in order to see the wounded Bahamut, uncon-
Flame Pavilion to the Charcoal Palace, read:
this encounter beyond the combat, you can add a scious within a massive fall of rubble.
skill challenge by which the characters help to keep Dragons and efreets darken the skies above the city, but As Tiamat’s exarch, Namissi knows the adventur-
Bahamut alive. The Platinum Dragon should not die Bahamut’s forces are on the defensive now. None of the ers by reputation and has no intention of allowing
again, but failure can mean that Bahamut’s waning slaves or city guards scattered across the Furnace show any them to thwart his victory. He attacks when the first
life-force is channeled to Namissi to make him even inclination toward approaching Namissi atop the ruins hero reaches the upper levels of the palace as shown
more formidable in combat. of the palace, but smoke and chaos provide cover for your on the tactical map.
approach. With the city’s magical wards shut down and
Tiamat’s efreets and dragons locked in combat with
Bahamut’s forces, the characters are free to use tele-
portation or flying to ascend to the top of the palace.

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Test of Fire

Tactics Whatever power the blue exarch held over the City of Brass, Rubble Pile: Fallen rock and debris are piled to a
it has been broken with his death. height of 20 feet. A rubble pile must be climbed with
Namissi is an unrelenting opponent, blessed with
More importantly, the efreets of the city have also sensed a DC 15 Athletics check.
the foul power of Tiamat. He stays in motion as he
the blue exarch’s fall. Like a ripple spreading out from the Sloping Roof: The roof of this section of the Char-
alternates breath weapon with wingclap and draconic
Charcoal Palace, the elite guards of the City of Brass are coal Palace inside the parapets and the curtain wall
fury attacks against single targets. He reserves his
taking to the air, working with Bahamut’s dragons to crush slopes steeply up toward the center and the area of
thunderclap and exarch’s shield until he can target three
Tiamat’s faltering resistance. collapse. These areas are difficult terrain.
or more adventurers, combining faith of Tiamat with
Return to page 28 for the conclusion of the adventure. Weakened Roof: The shattered roof has been
breath weapon attacks against characters demonstrat-
weakened in the areas indicated on the tactical map.
ing a resistance to lightning.
Features of the Area A creature that walks on one of these areas triggers a
Development Illumination: The City of Brass is brightly lit day collapse, and must make a DC 33 Acrobatics check or
The power that Namissi channels from Tiamat is shat- and night. plunge down in a fall of rubble. A creature that falls is
tered when the blue exarch dies. Rubble: These areas of loose scree are difficult buried. A buried creature can clamber out of the area
terrain. A creature that runs, charges, or makes a of collapse with two DC 33 Athletics checks. Up to
Even as Namissi falls, a keening wail rises across the City
double move through rubble must make a DC 20 three characters adjacent to the collapse on the roof
of Brass. The dragons of Tiamat’s army appear to be in
Acrobatics check or fall prone. can assist this check.
sudden disarray. Bahamut’s scattered forces are regrouping
Large or smaller creatures moving through areas Namissi is too large to fall if an area of weakened
as the Dragon Queen’s servants break ranks and scatter.
of rubble on the sloping roof (see below) are slowed. roof collapses beneath him. If the blue exarch triggers
a collapse, he is slowed until the start of his next turn.
Collapse: The roof of this section of the Char-
coal Palace has been shattered and collapsed where
Namissi and Bahamut fought. The Platinum Dragon
lies wounded and half-buried within the rubble. The
bottom of the collapse is 50 feet below the peak of the
shattered roof. A creature that cannot fly or teleport
down into the rubble must climb down with a DC 28
Athletics check.

About the Author


Scott Fitzgerald Gray (9th-level layabout, vindictive neutral)
started gaming in high school and has worked as a writer and
editor much of the time since then. After belatedly realizing
he could combine both vocations in 2004, he’s been making
up for lost time as a freelance RPG editor and designer,
­primarily for Wizards of the Coast. He lives in the Canadian
hinterland with a schoolteacher, two daughters, and a large
number of animal companions.

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“Love and Fear—harsh taskmasters
both. We dance to their whips on our
backs, gallop at their goading.
Insipid epics and silly priests would
set them at odds, one against the
other, but no! They are compatriots,
secret conspirators, driving us, their
beasts of burden, to darkest deeds.

“And it is these—neither
Antipathy nor Ambition, neither
Gluttony nor Greed, but Devotion
and Dread—whose fetid rutting
births the greatest evils in hearts
both putrid and pure.

“Witness the gentle Talitha


van Hassen, and the filial
loyalty and childish fears
that led her into loathsome
betrayal and murderous lies...”

—from the opening chorus of


By Innocence Undone, a lesser-
known work of the tiefling

Domains of Dread:
playwright Semrael Engvar.

The Endless Road


By Ari Marmell
illustration by Wayne England
TM & © 2009 Wizards of the Coast LLC All rights reserved.

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Domains of Dread: The Endless Road

Like tendrils of the malevolent mists that surround The latest van Hassen patriarch was a middle-aged Nobody today knows his name. In every tale of
them, some of the Shadowfell’s domains of dread man named Eli. His wife had died some years before, Tranquility, he is called only the Horseman.
reach from the darkness to brush against the flesh of and he divided his time between his duties and his Celebrating his arrival, the villagers put him up
the mortal world—and, sometimes, to drag the inhab- only child, his daughter Talitha. To Tranquility, Eli in the inn, plied him with food and drink, listened
itants of that world back with them. van Hassen seemed as respectable a landlord as the intently as he played a silver-stringed lute and
When clouds gather and the moon squints like the citizens could expect—if perhaps not as genial as his sang the ballads that had inspired him to take up
eye of an old leper, the great length of twisted high- parents were. adventuring.
way called the Endless Road stretches itself across the Yet inwardly, Eli seethed, for Tranquility had no Talitha was smitten as only a teenager can be. She
face of the world just long enough to take travelers room for his ambitions. Standing as first citizen of sat rapt, fascinated at the Horseman’s every word,
unaware into its grasp. There they wander, perhaps a tiny hamlet wasn’t enough; Eli wanted titles with every move. The Horseman, in turn, was a perfect
forever, along a road without beginning or end. They meaning. He wanted to govern a community boast- gentleman, yet he too felt a thrill of attraction that
might find themselves torn apart by the claws of the ing more than a few hundred souls. From his estate, might grow into something more.
hungry dead or the maddened living, enslaved to the he watched the people scurry about, and he scorned And Eli watched his people fawn over this new-
man whose vile deeds spawned the Road itself...or cut them. He watched as suitors vied for his daughter’s comer, watched his daughter grow besotted, and his
down by the headless horror that terrorizes them all. attentions, and he loathed them for trying to chip heart burned with a hatred that might have immo-
The Endless Road is a domain of dread designed away at what authority he held, to steal the one person lated the hydra itself.
for characters of low-paragon (or, if they’re skilled, about whom he truly cared. For weeks the Horseman remained in Tranquility
high heroic) tier. It might keep them only briefly—or Still, Eli maintained his veneer of respectability, while his soldiers tracked down the hydra’s lair. If he
it might never let them go, forcing them to unravel resigning himself to his lot. And perhaps, had the took advantage of the delay to spend ever more time
its secrets, and perhaps sacrifice others to save world continued to ignore Tranquility, he would have with Talitha, then it must be said that not once did he
themselves. remained an unhappy man, but a blameless one. step beyond the bounds of propriety.
The villagers were woefully unprepared the day a Finally, his men found the beast’s nest. With
The Road Thus Far monstrous hydra emerged from the surrounding great fanfare, the Horseman and his entourage set
forest. Something had driven it from its native fen, for out to rid Tranquility of their tormenter. For two
The tiny hamlet of Tranquility attracted absolutely its body was scarred, and one of its four heads miss- days, the villagers waited, fretting and worrying,
nobody’s attention. The nearby road produced only ing. Though weakened, it was still far too terrible for hopeful and afraid.
sporadic travel, and while Tranquility boasted an inn the villagers to handle. They lost sheep, horses, and Tranquility erupted in jubilation when the Horse-
to provide travelers with shelter, it’s doubtful that any neighbors to its depredations. Tranquility needed a man and most of his men returned. And though they
would recall the town’s name. miracle—and, thanks to a small band of courageous were bloodied and bruised, the three reptilian heads
The villagers farmed, shepherded, gardened, and citizens who traveled to seek help, it received one. they carried left no doubt that they were victorious.
crafted under the watchful eyes of the van Hassen He rode into town like a conquering king, saber at For weeks more the Horseman stayed, getting to
family. They’d never been elected or appointed, his side, rich cloak falling across his back. He sat atop know the people, walking with Talitha through fields
held no titles like “reeve” or “baron.” No, the van a dark steed, leading a small procession of soldiers. and gardens. Slowly his men returned to their homes,
Hassen line governed Tranquility because they He appeared to have stepped from a fairy tale, and so but the Horseman remained.
owned more land (including the inn) and more far as the villagers were concerned he had, for he’d
coin than anyone else. come to slay their monster.

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Domains of Dread: The Endless Road

Eli van Hassen could take it no longer, yet neither Yet what swept over them that night was not A Forgotten
could he simply order the Horseman banished or rain and lightning, but fog. The mists crept furtively
slain. He would have to turn the people against their through Tranquility, filling the streets, sending prod- Thoroughfare
savior, and that he could not undertake alone. ding fingers through doors and windows. The world
Talitha wept and argued, yet in the end, she acqui- ceased to be, buried under featureless gray. Tranquility survives today, though it’s never been
esced. It never crossed her mind to disobey, for she A sudden, unending thunder deep within the fog quite the same. The villagers abandoned the area
feared the loss of her own status within Tranquility— resolved itself into the beating of a thousand hooves. around the van Hassen estate. The property stands
and in agreeing to her father’s demands, she sealed Through the streets and fields of Tranquility they abandoned, some few hundred yards from occupied
not merely the Horseman’s fate, but her own as well. pounded, deafening in their fury, yet the villagers buildings. The villagers dislike speaking of those
The following day, as he walked with Talitha could see nothing moving in the mist. events, and travelers who press the issue, or express
through one of the van Hassen farms, the Horseman When they emerged the following dawn, the vil- any intent to explore the estate, receive cold stares
was set upon by a dozen of Eli’s guards. The Horse- lagers found their crops and gardens trampled under and icy requests to continue on their way.
man swept up a rusty sickle that lay beside the barn uncountable hoof-prints. The gates of the van Hassen Tranquility itself has little to offer. A number of
and fought, slaying several before they overwhelmed estate hung from broken hinges, and the manor farmsteads might provide a loft or a barn in which
him by weight of numbers. lay desolate, covered in the dust of decades. Eli and to sleep, shops might provide a modicum of supplies,
Before the gathered villagers, growing ever more Talitha were never seen again. Neither was the estate and the village temple—containing rude shrines to
puzzled, ever angrier, the guards dragged the bat- staff, save a few who’d been elsewhere that night. Erathis, Melora, Moradin, and Sehanine—might serve
tered Horseman to a block of wood. There, at her And the grave of the Horseman gaped open, a as a place to pray. The grave of the Horseman is long
father’s behest, Talitha told the people horrid lies, wound in the banks of the river. gone, filled in and planted over.
claiming the Horseman had taken terrible advantage, Assuming the characters ignore the villagers’
ravished her by force during their walks. Lore wishes, however, the abandoned estate could prove
Eli waited until the crowd was utterly enraged a source of adventure. Such tragedy could well
A character knows an incomplete version of the previ-
before he waved his guards forward. Even as he attract undead spirits, malicious fey, or students of
ous history—perhaps believing the Horseman was
screamed his innocence and begged Talitha to recant, necromancy.
guilty—with a DC 18 History check. With a DC 23 His-
the Horseman was forced down upon the wooden tory check, she knows the correct version of the tale. In addition to the locations listed below, the estate
block. One guard raised a heavy axe, and the head of With a DC 18 History or Arcana check, she’s heard has a number of outbuildings—primarily servants’
Tranquility’s beloved hero tumbled across the grass. rumors of a mysterious phenomenon wherein mists quarters, groundskeepers’ cottages, guest houses, and
cover an otherwise normal highway, stealing away storage sheds—all falling into decay.
The corpse was unceremoniously dumped in
travelers between one step and the next. 1. The Inn: This dilapidated building stands three
a shallow grave beside the river, and as the villag-
Otherwise, no Lore is provided for the Endless Road stories tall. The shutters hang open, and the rooms are
ers returned to daily life, bitterly bemoaning their or its inhabitants, for there is no way for the characters
“betrayal,” that should have been the end of it. rank with mildew and rot. Floorboards and furniture
to have heard it. Only by speaking to inhabitants of
One week passed. Through a ceiling of clouds, the have decayed in the rain, and several doors have been
the domain, or consulting magical sources, might they
crescent moon gleamed a sickly blue. The folk of Tran- learn more of the Endless Road. removed. Still, a few rooms are tolerable, if the charac-
quility retired early that evening, for the air smelled ters are desperate for a place to sleep—and assuming
of a coming storm. nothing horrible now occupies the inn. The foodstuffs
in the kitchen have rotted away, but a few barrels of
ale and bottles of spirits have survived the years.

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Domains of Dread: The Endless Road

2. The Broken Gate: The fence


surrounding the estate has definitely
seen better days. Entire planks are
missing, while others are so broken
or loose that they might as well be
absent. The wrought iron gate stands
open, one hanging loose from broken
hinges and the other lying flat upon
the earth. The scent of rust is over-
whelming. The gateposts are topped
with divine symbols: Erathis on the
left, Melora on the right.
3. The Manor: It stands like an
icon of another age, out of place amid
the humble structures of Tranquil-
ity. The manor’s walls are stone, its
entryway flanked by great columns,
its windows boasting actual glass.
The years have not been kind, how-
ever, for much of that glass is broken,
the walls cracked and overrun with
ivy. Inside, the dust lies far thicker
than even decades of emptiness can
account for. Cobwebs hang from the
corners, the carpets are thick with
mildew, and the furniture is decay-
ing into a soggy mass. The greatest
damage afflicts the portraits and
tapestries: Every face is obscured 4. The Stables: This rickety wooden structure
beneath heavy layers of mold. held up surprisingly well, showing far less of the
Behind the manor, a small rose garden is choked decay seen elsewhere. Inside, dried straw crunches
with brambles and weeds. A single rosebush yet underfoot, hiding scattered equine bones. In one
thrives, its petals a rich, bloody crimson. Should the stall, what was once a fine leather saddle with silver
characters dig beneath it, they find a human skull buckles lies cracked and tarnished, but no bones lie
buried below. The severed spine suggests that this beneath it.
may be the head of the Horseman himself.

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Domains of Dread: The Endless Road

Getting the Characters There The Endless Road The Domain


Unlike some other domains, the Endless Road needn’t The Endless Road seems literally to have no end.
Eli van Hassen knew something was very wrong.
wait for the characters; it can appear in the mortal While some travelers find themselves eventually re-
The estate was subtly altered: Buildings didn’t stand
realm, “overlapping” an existing path or highway. Thick turned to paths in the real world, or other Shadowfell
mists rise, the moon gleams sickly through the clouds, where they should, and the grasses and gardens were domains, most who trod the Endless Road never reach
and travelers hear the thunder of distant hooves. wilted. The property’s fence was of wood no longer, any destination at all. They may walk until all traces of
Often, a traveler’s first hint that he’s not where he was but wrought iron, and as he wandered that border, he inhabitation are lost behind them, and still find noth-
is the lightning-swift strike of the Headless Horseman, saw no sign of Tranquility, but a wide highway that ing but woods or hills to either side, and the highway
but even should the characters survive this attack—or wound to the horizon, and a thick forest beyond. stretching—always stretching—before them.
if the Horseman doesn’t appear—when the mist lifts, Eli set out with a contingent of guards, hoping to The locations presented herein represent only
they find themselves on a new and unfamiliar road. a portion of possible sites along the Endless Road.
explore this mysterious road. Yet he’d traveled barely
Still, the boundaries between the Endless Road and Feel free to add your own, spread these out, move
a few dozen yards before the clouds and the mist
the mortal realm are weakest around the van Hassen them around, or otherwise modify and expand the
estate. If you’d prefer to guide the characters there, plunged the world into darkness. The light gleaming domain. Further, if the characters manage to depart
here are a few adventure hooks. sickly through the clouds was the faint glow of the the Endless Road and then return, or if they’re caught
The Story Beckons: The van Hassen story has crescent moon, not the noonday sun. outside when the Mists rise, they might discover that
spread. Several surviving members of the estate staff The thunder of hooves was his only warning before locations have actually moved. So far as the natives
later admitted the truth of what occurred, but many the Horseman fell upon them. Eli outran death, are concerned, nothing has changed, but the charac-
villagers refused to believe them, perhaps because escaping back to the sanctuary of his estate, but he ters may find that familiar locales are no longer in the
they could not accept culpability for allowing the same order, or that the distances between them have
left behind him the headless corpses of a dozen men.
Horseman’s execution. Thus, many versions of the altered. A few might no longer exist, while new ones
Even though he never learned where he was, he
tale exist, some accurately detailing Eli’s and Talitha’s might have appeared.
betrayal, others casting the Horseman as the villain. understood his situation well enough: To leave the The Road needn’t be a single winding path; feel free
Regardless of which version they hear, the characters estate was to court death at the hands of the man he to add major forks and intersections, forming a small
might be tempted to locate Tranquility and investigate had murdered. network of byways, the largest of which have no ap-
what occurred—in part because many versions claim The true dark lord of the Endless Road is Eli van parent end.
that the van Hassen wealth remains undiscovered. Hassen, but his power is limited as compared to the
The Haunted Manor: The tragedy that occurred lords of most other domains of dread. His power Eli and Talitha van Hassen are cursed by their impris-
here could attract all manner of spiritual horrors.
extends only to the borders of his estate; if he leaves onment in the Shadowfell. Their estate remains an
While the villagers are reluctant to seek outside help
the grounds, he becomes as powerless as any other exile they dare not leave, for they know the hideous
after what happened, they might be forced to do so if
the haunting spreads beyond the estate. traveler. death that awaits beyond.
The Beast of the Swamp: Attacks on other roads Talitha shares some of her father’s curse, though For Eli, who knows that many communities lie
or communities inspire the characters to set out into none of his power. And the Horseman, though techni- along the road but was never content with his status
a nearby swamp and confront the beast that long ago cally not the domain’s dark lord, is a manifestation in Tranquility, ruling a single property is utter
drove the fen hydra into the woods around Tranquil- of the Endless Road itself, and seems more powerful torment.
ity. The characters might find themselves here as they than the dark lord. Thus many who have heard of the Talitha, meanwhile, comes slowly to understand
look for a place to stay, or as they track tales of the Endless Road make the mistake of thinking that the that in acquiescing to her father’s hideous demands,
beast’s earlier rampages.
Horseman is the region’s sovereign. she did not secure herself future social gains. Rather,

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she has sacrificed all opportunities for a greater life, Eli van Hassen Tactics The Headless Horseman
doomed to live forever in her father’s shadow. Today
Eli remains distant, putting guards and other allies The Horseman and his entourage are forces of nature
she does little more than aimlessly roam the estate, or
between himself and his foes. Eli’s “powers” are not of the Endless Road. They appear almost anywhere, at
listlessly tend the lush rose garden and hedge maze,
truly his own, but represent the land reacting to protect any time, and seem to have no motivation other than
and dream of making a different choice.
him (although, for all mechanical purposes, they are slaughter.
As to whether the Horseman suffers, whether
his powers and expend his actions). As such, they take The Horseman can sense either van Hassen leav-
anything of the man who died remains in the head-
different forms. Fickle fortune might manifest as debris ing the estate, or if the estate’s protections are broken,
less murderer that haunts the twisting road, none
falling from the ceiling, a stray arrow from earlier in the and appears instantly to seek his revenge. Otherwise,
can know.
battle, the ground reaching out with roots to twist the he appears seemingly at random. Sometimes he
ankles of the foe, or the sudden appearance of a swarm attacks instantly; at other times he harries foes for
The Van Hassens of insects tearing at someone’s flesh. Make use of these hours, letting them escape so that he might ride them
Though many decades have passed since their arrival,
powers as best befits the situation, but remember that down once more. He most frequently appears where
the van Hassens and their staff have not aged; they
Eli himself is never entirely certain what will happen. the road is wide, or where numerous paths converge,
believe only a few years have gone by, and no argu-
allowing him a wide field of battle. (The road seems
ment or evidence can convince them otherwise. Eli van Hassen Level 11 Controller
Medium natural humanoid, human XP 600
to accommodate him in this. Create tactical maps
Eli van Hassen stands on the far end of middle age,
Initiative +6 Senses Perception +7 where the road is unnecessarily wide, or where ter-
his hair gray and his face heavily lined. He prefers HP 112; Bloodied 56 rain makes leaving the road difficult.)
fine clothes of rich colors, and his movements appear AC 25; Fortitude 22, Reflex 23, Will 24; see also cringe and
In addition to being limited to the road’s vicinity
sudden or exaggerated, as though he were possessed by cower
Speed 6 (see bound to the road), the Horseman cannot cross
a constant angry frustration. The domain has granted
m Dagger (standard; at-will) F Weapon water wider than he or his mount can jump. Further,
Eli some measure of power over the land—accidents +16 vs. AC; 3d4 + 4 damage. he can be held at bay by holy barriers, such as the
befall those who oppose him, the ground reaches up c Fickle Fortune (standard; at-will)
Close burst 5; targets one creature in burst; +15 vs. Reflex;
symbol-bedecked gate of the van Hassen estate, if
to impede his attackers, and so forth. Yet even this is
2d8 + 4 damage, and one of the following effects (roll those barriers are maintained by powerful, or numer-
more frustration than blessing, for while Eli revels in
1d6). ous, individuals of true faith.
this power, he cannot consciously control it, nor exer- 1–3: knocked prone
The Horseman’s arrival is heralded by a sudden
cise that power over any who dwell beyond his estate. 4–5: slowed until the end of the target’s next turn
6: dazed until the end of the target’s next turn. clouding of the sky and a rising mist, until little of
His daughter, Talitha, appears a young woman of
A Foul Fortune (standard; recharge 5 6) the world beyond the road is visible. Day or night,
around 18 or 19. Her dark hair hangs long down her Area burst 2 within 10; +15 vs. Fortitude; 3d8 + 5 damage, the light that shines through the clouds takes on the
back, and her features are willowy, almost fey. For- and the target is knocked prone and takes one of the
sickle-shaped blue of the crescent moon.
merly fond of bright colors, Talitha now wears dark following effects (roll 1d6) (save ends).
1–3: slowed The Horseman appears amid thundering hooves, a
blouses and skirts, as though in mourning. Unlike her
4: restrained headless apparition in black leather with silver embel-
father, Talitha has no special power over the lands 5: dazed
lishments, blood-red cloak fanned out behind. He
of the estate—yet another cruel jest of fate … or some 6: –2 penalty to all attack rolls and skill checks.
Cringe and Cower stands in a saddle of blackest leather, and holds aloft a
other, darker power that holds them imprisoned. As
Van Hassen gains a +2 bonus to all defenses when he’s blood-stained sickle.
such, Talitha’s statistics are not presented here; if nec- within 5 squares of at least two allies.
essary she can be treated as a normal human lackey Alignment Evil Languages Common, Elven
(Monster Manual 162). Skills Bluff +16, Diplomacy +16, Insight +12, Religion +14
Str 9 (+4) Dex 12 (+6) Wis 15 (+7)
Con 16 (+8) Int 18 (+9) Cha 22 (+11)
Equipment dagger J a n u a r y 2 010 | D u n g e o n 174
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In life, the Horseman rode an aging warhorse he Gibbering Heads Level 15 Soldier Spitfire Level 15 Skirmisher
Large shadow magical beast (swarm, undead) XP 1,200 Large shadow magical beast (mount) XP 1,200
jokingly called Spitfire because she was “an old nag.”
Initiative +15 Senses Perception +11; darkvision Initiative +14 Senses Perception +13; darkvision
Spitfire has become a hideous beast, an enormous Teeth and Tongues aura 1; any enemy that starts its turn HP 155; Bloodied 77
black charger of impossible ferocity. Flame erupts within the aura takes 7 damage. AC 29 (31 against opportunity attacks); Fortitude 28,
beneath her iron-shod hooves, blood drips where the HP 148; Bloodied 74 Reflex 27, Will 26
AC 31; Fortitude 27, Reflex 28, Will 26 Saving Throws +2 against immobilizing, restraining,
reigns saw into the corners of her mouth, and her
Immune disease, poison; Resist half damage from melee and and slowing effects
teeth come to carnivorous points. ranged attacks; 10 necrotic; Vulnerable 10 close and area Speed 12 (14 when charging); phasing
Behind them, a crowd seems to move through the fog, attacks, 10 radiant m Iron-Shod Hooves (standard; at-will)
Speed 8, fly 4 (altitude limit 3) +20 vs. AC; 1d10 + 6 damage, and ongoing 5 damage
heralded by hideous laughter and gibbering babble.
m Chomping Maws (standard; at-will) (save ends).
What follows is a collection of the Horseman’s prior +20 vs. Reflex; 1d10 + 6 damage and the target is grabbed. Phantom Rider (while mounted by a friendly rider of 15th level
victims, an array of heads that bounce and roll as The target takes 5 damage at the end of its turn as long as or higher; at-will) F Mount
though having just fallen from the headsman’s block. it is grabbed by the gibbering heads swarm. The swarm The rider gains phasing. The mount and raider share all
can continue to make additional attacks—against the same resistances and immunities, and may act together on the
Most snap and bite, clinging to a foe, but a few bear
target or others—while maintaining grabs, and can sustain higher of the pair’s initiative.
the malevolent power of the domain, spitting vile all grabs with a single minor action. Run to Ground (standard; recharge 5 6)
curses in shrieking voices. Alignment Chaotic evil Languages Common Spitfire moves up to her speed. Each square she leaves
Str 14 (+9) Dex 23 (+13) Wis 19 (+11) becomes difficult terrain until the end of her next turn.
The Horseman’s Tactics Con 20 (+12) Int 7 (+5) Cha 14 (+9) Any enemy that hits Spitfire with a melee attack during
this move is immobilized until the end of Spitfire’s
The Horseman normally remains mounted through- Cursing Heads Level 15 Controller next turn.
out combat, making frequent executioner’s step charge Large shadow magical beast (swarm, undead) XP 1,200 Unholy Resilience (immediate reaction when Spitfire is subject
Initiative +12 Senses Perception +11; darkvision to an immobilizing, restraining, or slowing effect that a save
attacks. He uses beheading slash as soon as the oppor-
Teeth and Tongues aura 1; any enemy that starts its turn can end; encounter)
tunity arises, while Spitfire uses run to ground to keep within the aura takes 7 damage. Spitfire makes a saving throw against the triggering effect,
victims from escaping. They come in fast, moving to HP 148; Bloodied 74 even if it does not normally allow a save to end.
attack before foes can leave the road. AC 29; Fortitude 27, Reflex 27, Will 28 Bound to the Road
Immune disease, poison; Resist half damage from melee and Spitfire is linked to the road. She treats all terrain beyond
The gibbering head swarm attempts to overrun ranged attacks; 10 necrotic; Vulnerable 10 close and area the road as difficult terrain, and she cannot move beyond
one or more foes, while the cursing heads maneuver attacks, 10 radiant line of sight of the road.
to catch the largest number of foes in their curses. Speed 8, fly 4 (altitude limit 3) Alignment Evil Languages —
m Bite (standard; at-will) Skills Endurance +20
+19 vs. Reflex; 1d10 + 5 damage. Str 24 (+14) Dex 20 (+12) Wis 13 (+8)
C Curse of Stone (standard; encounter) Con 27 (+15) Int 6 (+5) Cha 16 (+10)
Close blast 5; deaf creatures are immune; +19 vs. Will; the
target is slowed (save ends). First Failed Saving Throw: The
target is immobilized instead of slowed (save ends). Second
Failed Saving Throw: The target is petrified (no save).
C Curse of Plague (standard; encounter) F Poison
+19 vs. Fortitude; 3d10 + 6 poison damage, and the target
is dazed (save ends).
Alignment Chaotic evil Languages Common
Str 14 (+9) Dex 20 (+12) Wis 19 (+11)
Con 20 (+12) Int 12 (+8) Cha 23 (+13)

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Domains of Dread: The Endless Road

The Headless Horseman


Medium shadow humanoid (blind, undead)
Level 15 Elite Brute
XP 2,400
The Van Hassen Estates who turn monstrous and carnivorous on random
nights (use stats for the celestial charger, Monster
Initiative +12 Senses Perception +16; blindsight 10 The van Hassen estate covers several hundred acres,
HP 362; Bloodied 181 Manual 159, with a chaotic evil alignment).
consisting primarily of gently rolling fields and groves
AC 27; Fortitude 28, Reflex 27, Will 26 1. The Sacred Gate: The estate is surrounded by
of trees. It boasts dozens of minor structures not
Immune disease, fear, poison; Resist 20 necrotic; a wrought-iron fence over twelve feet high. A single
Vulnerable 10 radiant detailed below, including guest cottages, servants’
gate—also of iron, with marble posts—allows access to
Saving Throws +2 (+4 against immobilizing, restraining, and caretakers’ quarters, storage buildings, a few
and slowing effects) the grounds. The gate, and the entire fence, are interwo-
barns, and a variety of stables. Intruders wandering
Speed 6 ven with holy symbols (primarily of Erathis). The gates
Action Points 1 the grounds—and, on rarer occasion, invited guests—
stand open during the day, but are locked and barred at
m Sickle (standard; at-will) F Weapon might find themselves facing not merely estate
Targets one or two creatures; +16 vs. Reflex; 2d8 + 7 night. They are manned by half a dozen estate guards,
guards, but the wrathful ghosts and wraiths of those
damage (crit 4d8+7 damage, and the target is dazed until while additional guards patrol the grounds.
who died in Eli’s service, or even Eli’s herd of horses,
the end of the Horseman’s next turn). This attack rolls a
critical hit on an 18–20.
M Beheading Slash (standard; encounter) F Weapon
Targets a bloodied creature; +16 vs. Reflex; the target is
reduced to 0 hit points. Miss: 2d8 + 23 damage, and the
target is dazed until the end of the Horseman’s next turn.
Unholy Resilience (immediate reaction when the Horseman
is subject to an immobilizing, restraining, or slowing effect;
encounter)
The Horseman makes a saving throw against the triggering
effect, even if it does not normally allow a save to end.
Executioner’s Step
When the Horseman makes a charge attack (whether on
foot or mounted), he gains combat advantage against the
target of the charge.
Combat Advantage
The horseman deals ongoing 10 damage (save ends) on a
hit against any creature granting him combat advantage.
Bound to the Road
The Horseman is linked to the road. He treats all terrain
beyond the road as difficult terrain, and he cannot move
beyond line of sight of the road.
Alignment Chaotic evil Languages Understands all
spoken languages; does not speak
Skills Athletics +19
Str 24 (+14) Dex 20 (+12) Wis 19 (+11)
Con 21 (+12) Int 9 (+6) Cha 14 (+9)
Equipment leather armor with steel breastplate, sickle

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It is Eli’s religious faith, and the mystical power 4. The Rose Garden: An enormous rose garden Life on the
he now wields, that prevents the Headless Horse- thrives behind the manor, with graceful marble
man from entering the grounds. While Eli does not statues and fountains overlooking winding paths Endless Road
explain the specifics, he’s not shy about proclaiming that eventually lead into a hedge maze several acres
himself the source of everyone’s protection, and that across. Talitha spends much time wandering these Over the decades, hundreds of poor souls have
his death would leave them vulnerable to the Horse- paths, wondering what might have been. All who die become trapped along the length of the Endless Road.
man’s wrath. on the estate are buried here to nourish the roses, and Most band together for company and safety, sharing a
2. Traveler’s Rest: This building stands nearly a rumor holds that the plants occasionally reach out to grim and joyless existence of desperation and despair.
hundred feet across and four stories high. It can house snare passersby, dragging them bodily into the soil to The domain’s citizens live beneath the heel of those
scores of people, and the enormous kitchen can feed feed their roots. strong enough to enforce their obedience: Eli van
an army. It is here most “guests” of the estate reside Hassen or the landowners (and mob rule) of Haven-
Van Hassen Estate Guard Level 10 Minion Soldier shire and similar villages.
(see “Life on the Endless Road,” until they’ve earned
Medium natural humanoid, human XP 125 Though nearly the size of a hamlet itself, access
sufficient trust to dwell closer to, or within, the main Initiative +11 Senses Perception +6
house. The inn is run by Carspen Rhenk (gnome bard HP 1; a missed attack never damages a minion. to the van Hassen estate is limited to the aristocrats
11), one of Eli’s first servants in this strange realm. AC 26; Fortitude 23, Reflex 22, Will 21 who dwell within. Eli has not given up on his ambi-
Speed 6 tions, and if he cannot obtain power elsewhere, he
Carspen knows the various methods for ending or m Halberd (standard; at-will) F Weapon
escaping the domain (see page 80). While he’ll never must bring others here to serve him. He does this via
Reach 2; +17 vs. AC; 8 damage.
tell the characters that they can escape by turning the r Crossbow (standard; at-will) F Weapon the Traveler’s Rest, a Shadowfell “echo” of the inn he
van Hassens over to the Horseman, he might reveal
Ranged 15/30; +16 vs. AC; 8 damage. owned in Tranquility. Eli knows that his estate is a
Combat Advantage refuge from the Horseman—and, thanks to his guards,
other methods. In addition to Carspen, the characters If the estate guard has combat advantage against a target,
can encounter just about any NPC of potency here, as a hit also knocks the target prone. from other hazards of the road as well. He has built
“guests” who have chosen servitude over aimless wan- Alignment Unaligned Languages Common his personal kingdom by allowing travelers to stay at
Str 21 (+10) Dex 18 (+9) Wis 12 (+6) Traveler’s Rest for as long as they like—but only if they
dering and possible beheading. Con 14 (+7) Int 10 (+5) Cha 9 (+4)
3. Van Hassen Manor: This house of stone walls swear fealty, becoming Eli’s servants. His estate staff
Equipment leather armor, halberd, crossbow, 10 bolts
and intricate columns contains over a hundred rooms and guards have swelled in number, for many who
throughout many wings and halls. The windows are Estate Guard Tactics have despaired of ever leaving the Endless Road con-
heavy glass—some stained—and vibrant tapestries sider this indentured servitude a small price for a safe
Van Hassen estate guards initiate combat with cross-
bedeck the walls. Guards and staff are everywhere, home. After so many years, the van Hassen estate has
bow attacks, then move to flank individual foes. They
as are an array of constructs and golems that simply become not merely the safest of the Road’s various
are obsessively loyal to van Hassen and fight to the
manifested from portions of the house to do Eli’s will. communities, but the largest and wealthiest.
death.
It’s remarkably easy to get lost—especially since the In the other communities, people jealously hoard
rooms occasionally move in response to Eli’s unspo- what they have. Resources are scarce, for people fear
ken desires. to travel more than a few hours from their abodes lest
they be trapped on the road by the Horseman or the
domain’s other hazards. Everyone, from outsiders to
neighbors, is viewed with suspicion, and few dare risk

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their own good to aid others. Almost nobody who’s


Havenshire
dwelt here for more than a few years believes that
escape is possible, and anyone claiming that it is can Havenshire is the size of a small town, though it lacks
expect to find themselves met by doubt, disdain, and resources that normally delineate a town from a vil-
lage.
even violence for daring to hope.
Population: 3,400. The townsfolk are mostly
human, with a smattering of other common, civilized
Havenshire humanoids.
The oldest of the Endless Road’s communities, and Government: A council of landowners—including
likely the largest, is Havenshire. both original occupants and their heirs—led by Ma-
Havenshire occupies a modest area of farmable randice Haverbrook (human), daughter of the town’s
land between a sluggish expanse of river—which founder.
protects the town from the Horseman—and the edge Defense: Havenshire is protected by a citizen mili-
tia, accompanied by a few dozen professional soldiers
of the Wailing Wood. The community has spread to
and adventurers.
cover the entirety of the available land; the streets are
Inns: None. Citizens occupy all available land, and
cramped and narrow, and buildings often have upper they don’t want outsiders staying.
stories built outward, overhanging the alleys and cast- Taverns: The Wet Whistle, the Running Hart; both
ing claustrophobic shadows. Resources are running sometimes refuse to serve outsiders.
low, no room for expansion remains, and newcomers Major Guilds: None.
are seen as competitors for space and supplies. Thus, Supplies: Havenshire has few “shops” per se. The
while Havenshire might seem the characters’ best people shop and trade with individual craftsman
within the population; most standard, non-magical
option for comfort and safety, the truth is that nobody
trades—smithing, carpentry, pottery, what have you—
wants them there. The people are afraid, hungry, and
can be found here.
forlorn, and while a powerful party might frighten Temples: Havenshire boasts one temple, with
them into keeping their distance, they may find them- shrines to Avandra, Erathis, Moradin, Pelor, the Raven
selves facing a lynch mob of desperate villagers. Queen, and Torog (the last in hopes of propitiating him
The only means of reaching the village, unless the and winning their freedom from the domain).
characters want to ford the wide waters, is a roofed
bridge of heavy wooden planks. One old man, his flesh darkened and leathered by
the sun, has maintained the Orchard since the grave-
The Stone Orchard yard first appeared. He spends his time wandering
Along an otherwise featureless expanse of the Endless in a mule-drawn cart, collecting those who have died
Road stretches a vista of rolling hills. Scattered across along the Endless Road, as well as the corpses from
them, as far as the eye can see, is a crowded array of the various villages, most of whom lack sufficient
gravestones, punctuated by crooked trees and the room to bury their own. Perhaps because they appre-
occasional aboveground mausoleum. This is the Stone ciate his service, the Groundskeeper (his real name
Orchard, the cemetery of the Endless Road. is unknown) travels undisturbed by either the Horse-
man or the cemetery’s undead.

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The Stone Orchard has a stronger connection to the The White Reeve rules from an underground White Reeve Tactics
Shadowfell proper than does the rest of the domain. palace, replete with audience chambers, sweeping
The White Reeve focuses on one or two targets, ren-
Any who die within, and a small percentage of all balconies, and winding stairs—all somehow holding
dering them weak and hideously wounded before
corpses buried here, rise as citizens of the Village of their shape despite being dug from the dirt and soil.
either finishing them off or leaving them for his allies
the Dead, while the rest serve as food for the wights The White Reeve and Tavnanda, his “court magician”
while he moves on to fresher game. He normally uses
and ghouls. These undead wander the Road at night, (a lich), know all the secrets of the domain, including
call of the grave after several rounds, and uses morbid
attacking travelers and even infiltrating living com- how to destroy the Horseman and the van Hassens,
inhabitation not merely to avoid dangerous foes, but to
munities, for the so-called White Reeve has designs but the White Reeve doesn’t wish to undertake such
appear next to tempting targets.
on the entire domain. an effort until he knows he can usurp their power
The Rusted Gate: The Stone Orchard is and keep the Endless Road—or at least the Village of The Wailing Wood
surrounded by a fence of rusted iron posts and occa- the Dead—in existence.
The Wailing Wood occupies much of the wilderness
sional wooden patches. The main gate resembles
The White Reeve Level 13 Elite Soldier (Leader) beyond the road, the ominous canopy casting thick
a pair of wings, and is carved with symbols of the
Medium shadow humanoid (undead) XP 1,600 shadows over an even thicker carpet of brambles and
Raven Queen. It hangs open at all times, allowing Initiative +14 Senses Perception +9; darkvision underbrush. Narrow trails snake through the trees,
anyone to move in—or out. Other, smaller gates stand Shroud of the Grave aura 5; undead in the area lose
vulnerable radiant. providing paths not merely for wanderers, but for
locked and chained throughout the property, but it
HP 262; Bloodied 131 beasts of the wood—and even for the Horseman, who
requires little effort to get through them. AC 29; Fortitude 25, Reflex 26, Will 25 treats these paths as part of the road.
The Groundskeeper’s Shack: Some dozens of Immune disease, poison; Resist 15 necrotic; Vulnerable 5
It is said that, no matter how far one travels into
yards from the main gate stands a rickety, three- radiant
Saving Throws +2 the Wailing Wood, or how carefully one maps the
room shack. This is the Groundskeeper’s home,
Speed 8, climb 4 pathways, one eventually finds oneself back on the
though he spends little time within. A primitive Action Points 1 road, or else is lost forever in the darkened reaches.
lean-to stands beside the shack, providing shelter for m Claw (standard; at-will)
+20 vs. AC; 2d8 + 6 damage, and the target is immobilized (But see “Escaping the Endless Road,” page 80.)
his mule and cart.
(save ends). If the target is a living creature that is already Many of those lost in the wood have given up,
The Village of the Dead: Beneath the Stone immobilized, stunned, or unconscious, the attack deals lying down to sob in frustration until death releases
Orchard sprawls an enormous warren, miles of 1d8 extra damage.
them from their torment. From these bodies grow
twisting passageways and earthen-walled cham- M Ravenous Bite (at-will; recharge 4 5 6)
Targets an immobilized, stunned, or unconscious creature; the weeping boles, trees with humanoid features
bers. Access to the tunnels can be gained via several
+18 vs. AC; 2d6 + 6 damage, and the target loses a healing whose tears nourish their own roots, and who reach
aboveground mausoleums or empty graves. surge and is stunned until the end of the white reeve’s out in their undying grief to grab at all who pass.
This “village,” as the warren is called by its deni- next turn.
M Ravening Claws (standard; at-will) The Wailing Wood is also home to dire beasts, lost
zens, is inhabited by hundreds of undead. Ruled by
The White Reeve makes two claw attacks. spirits, predatory plants, and malicious fey who enjoy
the White Reeve, a pale creature with traits of both Morbid Inhabitation (free, only on the White Reeve’s turn, leading travelers into the grasps of the boles or other
ghouls and wights, this necropolis boasts popula- 1/turn; at-will) F Teleportation
­hazardous creatures.
tions of horde ghouls, greater ghouls (Dungeon #156), The White Reeve swaps places with one undead creature
within 10 squares.
wights, and skull lords who serve as the White
Alignment Evil Languages Common
Reeve’s lieutenants. Skills Insight +14, Stealth +17
Str 18 (+10) Dex 22 (+12) Wis 16 (+9)
Con 19 (+10) Int 14 (+8) Cha 19 (+10)

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Weeping Bole
Hazard
Level 13 Obstacle
800 XP
Tranquility’s hydra dwells.) Small encampments The Crossroads
might be the home of bandits—called Toll-Tak- Although the Endless Road includes many inter-
The knots on this tree’s trunk weep copious tears even as the
ers—who wander the road, eyes ever alert for the sections, “the Crossroads” refers to one in specific.
tree’s jagged branches lash out to grasp at all who pass.
Horseman, in search of travelers to rob and villagers This junction connects several of the Road’s largest
Hazard: This hazard appears to be a tree, occupying either a
single square (Medium) or 4 squares (Large). to extort. branches, and legend states that fey powers gather
Perception A few of these appear below, but this is hardly a here when the moon and stars are right, to tempt
F DC 18: The character notices something peculiar about the comprehensive list.
tree—perhaps the face-like markings in the trunk or the mortals into horrid bargains.
clear tears it slowly weeps into the forest floor. While locations along the Road might change from
Additional Skill: Religion
The Abbey of one visit to the domain to the next, the Crossroads
F DC 23: The character recognizes the true nature of the bole Cherished Jocularity always stands 149 miles from the Horseman’s grave.
before moving within 6 squares of it. The monks who dwell within this walled monas-
Trigger
When a creature enters or begins its turn in a square within 3 tery are friendly, even jovial, offering passersby a The Horseman’s Grave
squares of the tree, it attacks. night or two of safety, to pray in their great chapel This patch of ground beside a gentle curve in the
Attack or join the monks in the commissary. The monks,
Opportunity Action Melee 3
river is a near perfect echo of the Horseman’s grave
and their abbot, are constantly smiling, jesting, and in the mortal realm. It’s said that the Horseman often
Target: The triggering creature
Attack: +18 vs. AC laughing aloud. rises here after being slain, and that he appears to
Hit: 1d10 + 6 damage, and the tree pulls the target 3 squares The monks of Cherished Jocularity believe that it is slaughter any who disturb the grave. Why this should
to an adjacent square and grabs the target. The tree their laughter and good spirits, not their religious faith,
automatically sustains the grab each turn. The target takes be so, and what might be found in the grave itself,
5 damage each time it ends a turn while still grabbed.
that keep the Horseman at bay. As such, they view any remains unknown.
Countermeasures visitor who cannot maintain a constant façade of mirth
F A character can move through a threatened square without
triggering the bole’s attack by making a DC 23 Acrobatics
and good cheer as a threat to their safety. A visitor who The Whispering Well
so much as frowns, or fails to laugh at the abbot’s jest- This old stone well is falling into disrepair. Bricks are
or Stealth check.
F A character can attack the tree itself. Medium boles have AC ing, finds himself set upon as the monks attempt to missing, the roof is full of holes, and a frayed rope
and Reflex 5, Fortitude 10; hp 20. Large boles have AC and murder him, laughing all the while. barely supports a rusty bucket. Something dwells
Reflex 4, Fortitude 12; hp 40. Both sizes have resist 10 to The monks’ homicidal madness has allowed the
all damage types except fire and radiant. within the well’s abnormal depths, and it occasionally
domain to distort them. While they appear normal whispers taunts or threats to passersby. Legend claims
to casual inspection, their bodies are twisted and dis-
Other Locations tended beneath their robes. In all respects except size
that many who dare linger here vanish entirely, but
The domain can include almost sort of feature you also that the thing dwelling within knows all the
and reach, the monastery’s leader—called the Laughing domain’s secrets, including how to escape or to slay
choose to add, but it certainly includes towns besides
Abbot—has the stats of an oni mage (Monster Manual the dark lord.
Havenshire (perhaps even an echo of Tranquility),
201), while various monks are treated as either ogre
abandoned camps and primitive buildings, roadside
savages or skirmishers (Monster Manual 199).
shrines, hazardous stretches of the rivers that appear
and disappear from alongside the Road, and wilder-
ness other than the Wailing Wood. (This last might
include a murky fen where an undead remnant of

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Domains of Dread: The Endless Road

Adventures on A Twisted Love: If the characters spend any What Cannot Die: If the domains of dread are
time at all on the Endless Road, they might find intended as prisons, then perhaps the characters can
the Endless Road themselves within the van Hassen estate—and once make those prisons work for them. Upon discover-
there, interacting with both Eli and Talitha. Despite ing that they lack the means to defeat some enemy
The Endless Road is capable of appearing almost her deep despair, Talitha is still a teenaged girl, and of theirs—perhaps a lich whose phylactery remains
anywhere, at any time, making it far more flexible still drawn to powerful, heroic men who remind her hidden, a fey horror vulnerable only to weapons they
than most other Domains of Dread. This, combined of her lost love or who rekindle her ability to hope. cannot locate, or a semi-divine creature that is truly
with the fact that it contains multiple populations of Whether or not the chosen character returns her immortal—the characters might set out to learn if
trapped souls who have given up on escape, makes affections, Talitha does everything she can to aid there is any way to deliberately call the Endless Road
the Endless Road a perfect framework for an adven- him, and even risks following should the adventurers to a particular spot in the mortal world, or at least
ture—or even a series of adventures—in which the attempt to leave. Unfortunately—perhaps due to the to predict where it will next appear. If so, and if they
characters struggle desperately to find a means of inf luence of the Shadowfell, perhaps because of her can lure their foe to the right spot at the right time,
freeing themselves, all while surviving the Domain’s own issues—Talitha has not learned from her past perhaps they can cause this “unkillable” enemy to
many hazards. mistakes. When pressed by her father, her fear of become imprisoned, if not forever, then at least long
But a “survive and escape” plot is far from the only being turned out and losing what position she has on enough for them to discover some means to defeat it
potential tale to be told within the confines of the the estate inspires her to betray the characters to Eli permanently.
Endless Road. at the worst possible moment. Holes in the World: Perhaps the road itself is not
Tracking the Lost: The characters are looking for Lost Tranquility: A moment of planar bleed the only overlap between this domain and the mortal
someone who vanished years before. Perhaps it was a between the world and the Shadowfell has strength- realm. The underground warren of the White Reeve
friend or loved one of one of the heroes, a local cham- ened the spiritual ties between the Endless Road and might open into catacombs and graveyards through-
pion or religious leader, or someone with knowledge the village of Tranquility. The entire region surround- out the world, allowing that foul undead to establish
the party can find nowhere else. Despite their great- ing the community begins to slowly die: crops wither a scattered kingdom from his throne deep within the
est efforts, the characters cannot pinpoint a location, and animals grow ill. Only by finally ending the curse Shadowfell.
and even divination magic suggests that the person of Eli van Hassen and putting an end to the Endless The Road Between Worlds: Because the End-
“can be found in no place, but only on the route Road, severing the region’s ties to the Shadowfell, can less Road can appear anywhere in the world—indeed,
between places.” The characters must determine that local heroes hope to undo this growing blight. in almost any world—it’s actually possible to use it as
this person has been trapped by the Endless Road— a road. If the characters (presumably after several
and then somehow find their way to this bizarre harrowing adventures within the domain) manage to
domain, track down the individual in one of the many find a reliable means of escaping it, or even of influ-
grim communities, and find a means of returning encing where it appears, it could become a viable
their quarry to the world. means of travel to distant locales that they could not
otherwise reach—if they can survive long enough to
get there, of course.

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Escaping the Of course, the Headless Horseman seems to lack However, the characters are not entirely reliant
any personality save for a ceaseless, towering rage, on luck; there is one deliberate way to escape, but it
Endless Road barely showing signs of sentience let alone memory requires an almost superhuman effort. If the char-
or mercy. Nor has he ever shown any indication of acters slay the Horseman within site of his grave,
If Eli or Talitha are slain, they awaken the next morn- listening to what anyone has to say as he slaughters and then reach the Crossroads before he rises once
ing in their beds, without memory or sign of their them. There’s no telling how the characters might more, they find themselves treading a similar junc-
deaths. If the Horseman is killed, he reappears at the accomplish such a tremendous feat, but if it was easy, tion somewhere in the mortal world. Of course, given
rising of the next moon. Thus, if slain before or during anyone could do it. (You might require them to first the distances involved, this requires slaying the
the new moon, up to three days might pass before he return the Horseman’s head, if only so he has some Horseman just before the new moon, and running
rises, but normally it takes only until the following means of communicating his forgiveness should the themselves ragged on a three-day hellish race to the
night. characters miraculously convince him to offer it.) Crossroads.
To truly slay any of the trio, the web of hate bind- While these are the only means of ending the End-
ing them must be sundered. The easiest way is to less Road, there are other means of escape. In some About the Author
deliver the van Hassens up to the Horseman, for if Ari Marmell was born in New York, moved to Houston
rare cases, the Endless Road randomly deposits travel- when he was a year old, moved to Austin when he was 27,
they die at his hands, their deaths are permanent. If ers back into the mortal realm after weeks or months but has spent most of his life living in other worlds through
he slays both, the Horseman, and indeed the entirety of wandering, often dozens to thousands of miles a combination of writing and roleplaying games. He has
of the Endless Road, ceases to exist at the rise of from where they started. (You can use this property to been writing more or less constantly for the last dozen years,
the next new moon, and all those trapped within though he has only been paid for it the past five. He is the
transport characters into foreign regions of the cam- author of multiple roleplaying game supplements including
find themselves returned to the mortal world. The paign world, using the domain as a conduit as much work on Dungeons & Dragons®. Ari lives in Austin with his
characters might accomplish this by tricking or forc- as a source of adventure.) However, the Road rarely wife George and two cats.
ing the van Hassens off their estate, or by finding releases travelers for long; anyone lucky enough to
some means of allowing the Horseman to enter the simply walk out is likely to be picked up by the Road
grounds. again in the future.
If they do so, however, they are not only commit- Similarly, while most who wander the Wailing
ting deliberate murder, but they are also leaving all Wood or explore the twisting tunnels beneath the
the other inhabitants of the estate vulnerable. With- Stone Orchard find themselves back where they
out Eli’s protection, nothing stands between them and started, a rare few find pathways out of the domain.
the Horseman’s wrath. (This might occur at your whim, or as the result of a
Alternatively, the characters can try to convince prolonged and difficult skill check.) Alas, these paths
the Horseman to confront the van Hassens not to take them not back to their own world, but deposit
kill them, but to forgive his betrayal at their hands. them elsewhere in the Shadowfell, perhaps even
If they can do this, the Horseman and the domain another domain of dread.
fade instantly away, depositing everyone back on the
mortal world (where Eli has no power).

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80
T
he Raiders of Dkar sail out of the storm,
plunder the holds of ships and fishing villages
up and down the coast, then disappear in a
twinkling, leaving only fading wakes and dissipating
squalls to mark their passage.
Well, that and looted treasuries, bodies of fallen
defenders, and memories of terror.

Raiders of Dkar Lore


A character knows the following information with a
successful History or Streetwise check.
DC 15: The Raiders of Dkar are marauders who
appear under the cover of storms and other violent
weather. They launch their attacks from a ship, and
they are singularly adroit at losing any pursuers in the
storm who give chase on the open water.
Folks recognize the Raiders of Dkar for the symbol
most wear as tattoos or scars on their bodies: a light-
ning spiral.
DC 18: The raiders might strike a given region
several times over the period of a month, then never
show up again, or appear subsequently only after a
few years have passed since their last visit.
DC 22: The raiders are rumored to be based in a
location known as the Red Shoals of Dkar. However,
on the rare occasion a raider is captured, they are

Red Shoals
far more likely to die than to describe in any way the
location of their hidden lair.

Red Shoals of Dkar Lore

of Dkar
A character knows the following information with a
successful Arcana check.
DC 25: The Red Shoals of Dkar are a series of
sandy islands that lie in the watery eye of a colos-
sal chaos storm that perpetually rages through the
by Bruce R. Cordell Elemental Chaos. Most of the islands within the
illustrations by David Rapoza eye are impermanent things; they swell and shrink

TM & © 2010 Wizards of the Coast LLC All rights reserved.

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according to random fluctuations of the surrounding view. For this reason, the Fury of Dkar’s hollow eye
storm. Though many of the shoals are inconstant, the makes a perfect lair for raiders.
Mechanics of Raiding
elemental sea of water suffusing the eye seems a per-
Raiders can sail their craft out of the protected eye
manent fixture of the storm’s hollow center.
and into the storm until they breach into the greater Abmelech Island
DC 30: Some of the Red Shoals have been stabi-
lized magically and serve as lairs to various groups Elemental Chaos. However, if the storm is churning at
One of the largest permanent islands inside the
of pirates, ne’er-do-wells, and other fearsome forces. the proper frequency (giving it a distinctive red cast)
storm’s eye is Abmelech. Abmelech Island hosts a
These raiders have learned how to sail out of the eye raiders can choose to call upon the magic resident in
busy port town, “Abmelech City,” thick with caravan-
at just the right time and in just the proper fashion their spiral marks and sail into the world through an
serai. These trade centers serve the privateer vessels
so as to slip back into the world for a brief while—a inconstant portal that lasts for several hours. Every
and send trade out to larger metropolises found in
period long enough to launch a raid and return before raider with a mark is always aware of how long the
the Elemental Chaos; most notably, the City of Brass,
the tide turns and the passage closes. portal will last and where it is, despite other creatures
though trade between the other islands in the Red
DC 35: All the various raiders agree upon one law. being completely blind to its existence. However,
Shoals is also brisk. A hard-bitten and no-nonsense
Everyone who lives within the confines of the eye on creatures of the world might stumble, even without
merchant djinn named Corinth heads the place.
a shoal who wishes to partake in raiding, either back a Mark of Dkar, back through an open storm portal
Abmelech is known for trade, information, and
into the world or out into the Elemental Chaos, must and find themselves in Red Shoals.
travelers from the Elemental Chaos and accidental
submit to bearing the mark of Dkar: a lightning spiral. The focus of the portal created between the world
visitors from the storm portal. More than a few visi-
Any raider who dares and survives Dkar’s Maze, a and the Elemental Chaos shifts each time it manifests
tors from the world wind up being sold to Farkus
cave system in the centermost isle among the shoals to a new location in the world. Most assume the focus
Island as slaves.
from which all the rest of the isles take their name, changes randomly or according to a cycle too compli-
Three raider ships capable of crossing into the
gains the lightning spiral mark. cated to model.
world put in at Abmelech: Chaos Raven (captained
by a human woman named Erenia), Mist of Shadows
Fury of Dkar Tempest’s roiling, red blot reaches miles in all direc- (captained by a male shadar-kai named Mur Kar),
tions as it rolls across the Elemental Chaos, while the and Velvet Song (captained by a half-elf male named
From the perspective of a native or traveler through Fury of Dkar might be wider. Of the two, the Great Blackleaf ). Each is crewed by a mix of humanoids and
the Elemental Chaos, the tempest surrounding Red Red Tempest is more well known (The Plane Below: humanoidlike creatures, all of which bear the spiral
Shoals is like any other storm of raw chaos sweep- Secrets of the Elemental Chaos, page 63), while the Fury lightning mark of Dkar.
ing across the Elemental Chaos, though larger than of Dkar is an outlier because it doesn’t often cross into Captain Erenia: Whenever the storm walls sur-
most. All such tempests pose a significant threat to
natives and travelers alike (except for slaads, who are
Abmelech is known rounding the shoals turn red, Chaos Raven puts to sea.
Captain Erenia’s black hair streams unbound in the
immune to the effects).
Chaos storms (Manual of the Planes, page 67) come
for trade, information, and wind, as do her salty curses. No fouler mouth exists
in Red Shoals, though few are brave enough to point
and go. Normal chaos storms are normally limited travelers from the Elemental this out to her. Erenia lives to raid, and she never fails

Chaos and accidental visitors


to just over a dozen feet in radius. Some are much to return with a bounty of looted cargo and wares,
larger, and a few are so large and long lasting that though she stops short of capturing live victims for
they’ve acquired names. For instance, the Great Red
from the storm portal. later sale to Farkus Island. In fact, on more than one

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occasion Chaos Raven and the ship Slight Bastard sail- Captain Mur Kar, Shadar-Kai
Medium shadow humanoid
Level 14 Controller
XP 1,000
Farkus Island
ing out of Farkus Island have come into conflict. Most
Initiative +10 Senses Perception +13; low-light vision
believe it is only a matter of time before one craft HP 138; Bloodied 69 Farkus Island enjoys a mixed reputation in Red
sinks the other. AC 27; Fortitude 25, Reflex 28, Will 28 Shoals. This rich island can host powerful travelers
Though never substantiated, some mutter that Speed 7
from the Elemental Chaos in style, especially rich
m Stormblade (standard; at-will) F Lightning, Thunder
Erenia operates a secret slave salvation route and fer- ones. However, the comforts of Farkus Island are
+19 vs. AC; 1d10 + 6 lightning and thunder damage, and
ries freed slaves back into the world. the target falls prone. bought on the backs of the slave trade that serves as
Captain Mur Kar: The captain of Mist of Shadows r Stormbolt (standard; at-will) F Lightning the islands’ primary export. Farkus Island is adminis-
Ranged 5; +18 vs. Reflex; 3d6 + 6 lightning damage, and
is interested primarily in alchemical substance and tered by Maeryn the Whip, a hard-eyed dwarf female
the target falls prone.
drug trade. The shadar-kai captain has a keen nose for R Overboard (standard; at-will) F Charm who can size up a slave’s value within seconds. Mae-
ferreting out drug shipments and uses the apparently Ranged 5; targets a prone creature; +18 vs. Reflex; slide the ryn’s personal bodyguard and chief slave overseer is
random portals into the world with amazing success target 5 squares.
Stoneheart, an earth archon.
C Thunderburst (standard; recharge 6) F Thunder
when it comes to disrupting (and commandeering)
Close burst 3; targets enemies; +16 vs. Reflex; 1d10 + 6
such trade. Mur Kar doesn’t particularly care if a par- Stoneheart, Earth Archon Level 17 Brute
thunder damage, and slide the target 5 squares. Miss: Half
Medium elemental humanoid (earth) XP 1,600
ticular substance is banned; he cares only what kind damage.
Initiative +12 Senses Perception +13; tremorsense 20
Shadow Jaunt (move; encounter) F Teleportation
of price he can command when he returns to trade HP 204; Bloodied 102
Mur Kar teleports 3 squares and becomes insubstantial
the contents of his hold in the bazaars of Abmelech AC 29; Fortitude 31, Reflex 28, Will 29
until the start of his next turn.
Immune disease, petrification, poison
and Ellasar. Alignment Unaligned Languages Common
Speed 6 (earth walk)
Mur Kar double-crossed the Circle (a mercenary Skills Arcana +19, Stealth +15
m Stone Warhammer (standard; at-will) F Weapon
Str 12 (+8) Dex 16 (+10) Wis 12 (+8)
band led by the eladrin Scarvarial of Ellasar Island) +20 vs. AC; 2d12 + 9 damage.
Con 18 (+11) Int 24 (+14) Cha 20 (+12)
C Dazing Strike (standard; recharge 5 6)
a few years back to secure a cargo of “traveler’s dust” Equipment leather armor, inescapable longsword (Adventurer’s
Close burst 2; +18 vs. Reflex; 2d10 + 9 damage, and the
from destruction. Since then, the Circle and Mist of Vault™, page 70)
target is dazed (save ends). A target with a slave collar
Shadows have waged a secret and often cold war. The must roll a d20 twice and take the lower result when
Circle has promised to sink Mist of Shadows, and for its Captain Blackleaf: Velvet Song spends more making a saving throw against this effect.
time in port than Chaos Raven and Mist of Shadows Slave Taker F Thunder
part, Mur Kar has promised to assassinate Scarvarial.
Stoneheart’s attack deals 2d8 extra thunder damage if it is
put together. It seems Captain Blackleaf has made a attacking a creature wearing a slave collar that was fitted
name for himself performing songs in local taverns, while it was on Farkus Island.
especially the Edgewater. Rumor is he seeks a buyer Alignment Chaotic evil Languages Primordial
Str 24 (+15) Dex 18 (+12) Wis 21 (+13)
for his ship so that he can retire from the business of
Con 24 (+15) Int 15 (+10) Cha 17 (+11)
raiding and settle into the songcraft in which he has Equipment warhammer
found renewed interest. He is often in the company of
an energetic woman named Parcilia Keshar, appar- The only law Farkus Island abides by is the Law
ently a rich citizen of Abmelech Island (but see more of the Mark—anyone who bears the Mark of Dkar
on Parcilia under “Jade Gyre” below). never need fear a collar fitted on Farkus Island. Or so
claims Maeryn.

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The slave market in the central (and only) city on replenish her crew after taking a load of slaves for sale
Farkus is always brisk, even in the middle of darkest makes more sense.
night. Permanent teleportation circles set in the slave Most people believe that Red Marjorie is a sort
market sometimes sparkle into life, providing access of shape-shifting demon or demon-kin, a rumor on
to a specific courtyard in the City of Brass where which the captain is happy to trade. In truth, she’s a
slaves are similarly bought and sold. In fact, Farkus doppelganger who takes on a demonic visage. This
Island might be one of the City of Brass’s largest sup- helps cow slaves in her hold, buyers and sellers, her
pliers of enforced labor. own crew, and rival captains who might think twice
Several ships sail out of Farkus Island to raid for about taking on a ship captained by a demon.
warm bodies in the world, but the two best known
Red Marjorie, Doppelganger Level 15 Elite Lurker
craft are Slight Bastard (captained by a halfling named
Medium natural humanoid (shapechanger) XP 2,400
Thamus) and Chain Bounty (captained by Red Marjo- Initiative +16 Senses Perception +8
rie, who sometimes looks like a woman, other times HP 222; Bloodied 111
a bat-winged demon). The crew all bears the spiral AC 31; Fortitude 25, Reflex 29, Will 29
Saving Throws +2
lightning mark of Dkar. Speed 6
Captain Thamus: His ship’s name, Slight Bastard, Action Points 1
is a play on Thamus’s own diminutive stature. Having m Dagger (standard; at-will) F Weapon
+20 vs. AC; 2d6 + 6 damage.
faced the subtle prejudice taller folks have “heaped”
M Double Attack (standard; at-will)
on him all his life, Thamus enjoys nothing more than Red Marjorie makes two dagger attacks. If she hits two
enslaving humans and others of equal stature. For different targets with the attacks, one of the targets of her
him, it’s personal, and few in his own crew who are choice is dazed (save ends).
M Shapeshifter Feint (minor; at-will)
not diminutively sized themselves can long stand up +18 vs. Reflex; Red Marjorie gains combat advantage
to the captain’s scorn. Though the Law of the Mark against the target until the end of her next turn.
keeps his crew safe from being seized as slaves, no law C Cloud Mind (standard; recharge 5 6) F Charm
Close burst 5; +16 vs. Will; Red Marjorie is invisible to the
keeps him from making “stubborn” crew dance the
target (save ends).
hempen jig for the least of slights. Combat Advantage
Captain Red Marjorie: The Chain Bounty is one Red Marjorie deals 3d6 extra damage against any target
of the few ships capable of not only sailing terrestrial granting combat advantage to her.
Change Shape (minor; at-will) F Polymorph
seas, but also the fluctuating tempest of elements that Red Marjorie can alter her physical form to appear as any
boil beyond the storm walls. Bearing a mysterious Medium humanoid, including a unique individual (see
orb known as an anarch sphere (Prince of Undeath™, Change Shape, Monster Manual page 280).
Alignment Evil Languages Common
page 24), the Chain Bounty can pass from a body of
Skills Bluff +16, Insight +13, Stealth +15
water into the swirling, sometimes empty maelstrom Str 12 (+8) Dex 21 (+12) Wis 12 (+8)
of the Elemental Chaos, and even (it is rumored) Con 15 (+9) Int 13 (+8) Cha 19 (+11)
into the Abyss. If the later is true, the ichor stains, Equipment dagger

scorch marks, and frequent need for Red Marjorie to

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Dragon Island dragon (Monster Manual 2, page 84) named Graytalon;


The Mark of Dkar Graytalon is of Iron Mercy’s brood, and he sees to it
The dragon of Dragon Island is an elder iron dragon that his mother’s interests are always represented.
This scarlike tattoo appears as a jagged spiral. Bear-
(Monster Manual™ 2, page 84) whose true name is Captain Ferrick takes Coin and Claw out when
ers share a special bond with the permanent storm
hidden, but who enjoys the title Iron Mercy. Iron word returns that the storm portal endpoint has
sheltering the Red Shoals of Dkar. Someone with the
Mercy’s island is not particularly welcoming to raid- opened near a large city. Only the treasuries of rich
mark is immune to the effects of the particular chaos
ers or trade, except for those raiders who serve her nobles, merchants, and kings interest Iron Mercy, and
storm surrounding Red Shoals. Moreover, a mark
completely and turn over the greater portion of their by extension, her raiders. More than a few contents
bearer is transferred from the Elemental Chaos into
takes as tribute to be added to Iron Mercy’s hoard. of petty (and not so petty) king’s vaults have been
the world when they pass out of the eye of the storm
Iron Mercy sometimes invites important captains pilfered from the world and now reside in a place of
when the storm’s predominant color is red (an event
and heads of other islands to Dragon Island to enjoy honor in Iron Mercy’s hoard.
that occurs approximately once every three days). The
location of the portal endpoint in the world changes a rare feast prepared by Iron Mercy’s servitors. Most
Ferrick Spark, Genasi Level 15 Elite Brute
with every opening. Sometimes the endpoint shifts invited attend, because the iron dragon is one of the Medium elemental humanoid XP 2,400
only by yards, other times by miles or the spans of most powerful creatures to lair in the Red Shoals, Initiative +8 Senses Perception +9
and no one wants to get on her bad side. After all, she HP 358; Bloodied 179
continents. AC 28; Fortitude 28, Reflex 27, Will 24
The “portal” does not appear as a physical open- has sunk more than a couple raider ships from other
Resist 15 lightning
ing, but instead manifests as a blot of swirling storm, islands for perceived slights. Saving Throws +2
which remains open for up to 6 hours. Anyone with Besides a scattering of humanoid servitors pledged Speed 6
to serve the dragon (as well as several slaves), the Action Points 1
the Mark of Dkar knows to the second when the m Falchion (standard; at-will) F Lightning, Weapon
opening back to Red Shoals will close, and to the inch island sometimes seems overrun with iron dragon +18 vs. AC; 2d4 + 9 damage (crit 4d4 + 14), and ongoing 5
where they must be to travel by using the portal. If hatchlings and young iron dragons (Monster Manual 2, lightning damage (save ends).
page 84). Iron Mercy is prolific; however, she knows M Double Attack (standard; at-will)
even one person aboard a ship that passes through a Ferrick makes two falchion attacks. If he hits two different
portal storm or storm wall bears a mark, the entire space in Red Shoals is limited, and to keep the dragon
targets, each target takes ongoing 10 lightning damage
ship, its contents, and its passengers make the trip (in population under control, she sponsors yearly dragon instead of ongoing 5 lightning damage (save ends).
either direction). hunts. For one day, representatives from each island M Electric Riposte (immediate reaction, when the genasi is hit
are permitted to land and hunt dragons. Those who by an attack; at-will) F Lightning
Finally, anyone bearing the Mark of Dkar who Targets an enemy adjacent to Ferrick; +18 vs. Reflex; the
speaks of, names, or describes the Red Shoals of Dkar succeed must hand over the body, but they are given a target takes ongoing 10 lightning damage (save ends). If
to anyone other than another mark bearer drops to pick from Iron Mercy’s hoard in recompense. the target is already taking ongoing lightning damage, that
Coin and Claw is the only ship that runs under Iron damage increases by 5.
0 hit points. (The Mark of Dkar can be removed by C Lightning Surge (standard; recharge 5 6) F Lightning
a Remove Affliction ritual if successfully performed Mercy’s flag (which shows a stylized iron dragon on
Close burst 1; +18 vs. Reflex; the target takes ongoing 10
against a 23rd-level effect.) a field of red). Coin and Claw is captained by Ferrick lightning damage (save ends), and the target takes a –2
Marks are gained by traversing the Maze of Dkar Spark. penalty to saving throws against ongoing lightning damage
Captain Ferrick Spark: The male genasi cap- until the end of the encounter.
at the center of the eye. Alignment Unaligned Languages Common, Primordial
tain of Coin and Claw commands a handpicked crew Skills Endurance +16, Intimidate +12
of humanoids loyal to Iron Mercy—a loyalty that is Str 22 (+13) Dex 13 (+8) Wis 15 (+9)
enforced by the shipboard presence of an adult iron Con 19 (+11) Int 17 (+10) Cha 11 (+7)
Equipment hide armor, falchion

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Ellasar Island Captain Scarvarial: Though she doesn’t com- Most of the contracts Scarvarial accepts are in the
mand a ship, Scarvarial is accorded just as much world—even though easy “natural” access to the Red
Ellasar Island enjoys a permanently stabilized core. respect by her company of specially drilled eladrin Shoals is too infrequent to be reliable. Once the mer-
Where Ellasar Fortress is built, however, sandy edges warmages. Skilled in both blade and spell, the Circle cenaries have finished up a particular job, Scarvarial
constantly swell and dissolve, creating short-lived fin- is a formidable force, and Scarvarial makes excellent and at least one or two of her lieutenants know the
gers of sand that more often than not extend past the coin when she accepts contracts in the Circle’s name. Planar Portal ritual and can return to the safety of
storm wall and out into the Elemental Chaos. Thus Ellisar Fortress at need.
Ellasar Island serves as a place where traffic, though Scarvarial, Eladrin Level 15 Elite Skirmisher A few years back, one of the Circle’s contracts
infrequent, passes between the eye of the storm and Medium fey humanoid XP 2,400 required that it travel into the world and secure a
Initiative +14 Senses Perception +8; low-light vision hold filled with an illicit drug known as “travelers
into the greater chaos.
HP 292; Bloodied 146
However, when the storm wall turns red, fingers of AC 32; Fortitude 26, Reflex 30, Will 29 dust” (whose users invariably end up dead after first
sand bisecting the storm lead instead to the world (at Saving Throws +2 (+5 against charm effects) becoming addicted). The Circle commandeered the
least for those bearing the Mark of Dkar). Instead of Speed 8 hold, but was foiled in completing its contract because
Action Points 1
forming inconstant storm portals in the world, bridge the raider Mur Kar of Abmelech Island and Captain
m Brilliant Blade (standard; at-will) F Radiant, Weapon
portals are created. A bridge portal is a path of sand +20 vs. AC; 2d8 + 7 radiant damage, and the target takes a of Mist of Shadows double-crossed Scarvarial. Since
that connects to dry land somewhere in the world. –2 penalty to attack rolls against Scarvarial until the end of then, the Mist of Shadows and the Circle have engaged
her next turn. in an off-again, on-again skirmish.
Thus Ellasar Fortress is one of the most heavily
M Double Attack (standard; at-will)
fortified sites in Red Shoals. High stone walls front on Scarvarial makes two brilliant blade attacks. If she hits Captain Gannun Crowfeather: Like the Circle,
the extendable spits of land, just in case hostile visi- both times, she can teleport 5 squares. the Band of the Hand mercenaries travel only by ship
M Crippling Strike (standard; encounter) F Weapon when they take a commission by someone who owns
tors from the greater Chaos or the world stumble (or
Scarvarial shifts 3 squares before and after making the
knowingly travel) into the eye of the storm where Red one. Unlike the circle, the Band of the Hand doesn’t
attack. +18 vs. Fortitude; the target is weakened and slowed
Shoals shelters. (save ends both). Miss: The target is slowed (save ends). seem particularly concerned with the nature of the
Despite the daunting walls, Ellasar competes with M Dance of Brilliance (standard; at-will) F Radiant, Weapon contract they accept—they have no qualms about
+20 vs. AC; 1d8 + 8 radiant damage, and Scarvarial shifts 3 murdering apparent innocents, as long as the Band is
Abmelech for the trade crown in Red Shoals. Those
squares and uses brilliant blade against a different target.
who wish to sell their raided profit but can’t find a M Wyvern Strike (standard; recharge 6) F Poison, paid. Since the entire economy of Red Shoals is based
buyer elsewhere in the eye of the storm prepare cara- Teleportation, Weapon on thievery, no other group has found the moral
vans to travel through Ellisar into the greater Chaos. Scarvarial teleports 10 squares, but might break the trip ground to oppose Captain Crowfeather; however, as
into two segments. At any point during the teleport,
The Lord of Ellisar Fortress is an eladrin warlord more stories of contracts taken on behalf of demons
Scarvarial can appear and attack: +18 vs. Fortitude; 1d8 + 8
named Utúlien. damage, and ongoing 10 poison damage (save ends). and massacres of children make the rounds, someone
Several mercenary companies operate out of Ella- Combat Shift (minor; requires combat advantage against an might well challenge the group. If Crowfeather has
enemy adjacent to Scarvarial; at-will 1/round) any allies at all, it is Red Marjorie and Thamus of
sar Fortress (though all are pledged to turn a portion
Scarvarial shifts 1 square to a space adjacent to the enemy.
of their profits to Utúlien). The two most well known Fey Step (move; encounter) F Teleportation
Farkus Island, as well as the island’s administrator,
are the Circle, led by an eladrin female named Scar- Scarvarial teleports 5 squares. Maeryn the Whip.
varial, and the Band of the Hand, led by the human Alignment Unaligned Languages Common, Elven
Str 13 (+8) Dex 21 (+12) Wis 13 (+8)
male Gannun Crowfeather. Con 18 (+11) Int 15 (+9) Cha 18 (+11)
Equipment chainmail, longsword

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Jade Gyre mount, so does their desperation to take meaningful severed head of the ancient, dead, mummified, and
actions. petrified primordial named Dkar.
Lacking knowledge on how to stabilize one of the The Gyre Wardens are led by a human woman Regardless of whether these dreams touch on a
impermanent shoals, the ambitious tiefling called named Parcilia Keshar. Parcilia is a devotee of Ioun, deeper truth or are subconscious fancy, no one denies
Jade created an artificial “island” from lashed- though few enough in Red Shoals know it. Currently, the power that the “island” can confer on anyone
together rafts, driftwood, and barely seaworthy ships. Parcilia assumes the role of a rich citizen of Abm- hardy enough to dare its narrow, tunneled mazes.
Thus Jade Gyre was born. Also called the Drifting elech Island. What started as a spying mission on one These seekers want to find the stone’s heart, which is
Island, the impermanent nature of the structure of Abmelech’s most prolific raiders (Captain Black- a glowing red stone that transfers a jagged spiral mark
means it is dangerous to move too far across its leaf ) developed into an actual relationship. Blackleaf once it is touched. The raiders informally call this
expanse, lest an unexpected wave knock a citizen doesn’t realize Parcilia’s true goals and might be stone the Heartstone.
through one of the many gaps in the city’s “surface” put off to realize that her encouragement to give up Those seeking the Heartstone can attempt a skill
and into the cold unforgiving waves. raiding and pursue his “music” might be more than challenge to simulate success or failure in attempting
As such, Jade Gyre has become a place filled with personally motivated. to reach the center of Maze. Unfortunately, maps are
Red Shoal’s undesirables, which indicates a higher of little use, since the most expedient route changes
level of danger given that most of Red Shoal’s “desir- Maze of Dkar day by day.
able” inhabitants are happy to be called raiders,
pirates, and worse. For the most part, undesirables At the center of the storm’s eye sits a barren, twisted Gaining the Mark
in Jade Gyre include escaped slaves, those suffering mass of stone. Every other land mass within the eye Waves smash upon the twisted, fused gray stone of the
from strange afflictions or curses, and those who’ve is either temporary or magically stabilized. Only the island called Dkar’s Maze. A dozen or more tunnels
run afoul one of the other island administrators, cap- Maze is permanent. It remains permanent because plunge into the island’s interior. Some shine with strange
tains, or other politically powerful personages. this mass of half-submerged stone is the focus of the illumination, and others are completely dark. It’s up to the
Because Jade Gyre lies outside the trading relation- entire storm that surrounds Red Shoals—it somehow adventurers to choose which route to take into the Maze.
ships, such as they are, that most of the islands enjoy, generates and mystically maintains the chaos storm. In this challenge, the adventurers must enter one
it now also houses the secret headquarters to a group Some sages in Red Shoals recognize that the Maze of the tunnels and make their way into the island’s
interested in stamping out the activities of the Raid- is a bit of Elemental Chaos flotsam that draws the per- center by intuiting the best route while avoiding the
dangers that beset them.
These dreams, or nightmares, reveal how the twisted, seamed, Level: 11 (XP 3,000).

and compacted gray stone is the severed head of the ancient, Complexity: 5 (requires 12 successes before 3
failures).

dead, mummified, and petrified primordial named Dkar. Primary Skills: Acrobatics, Arcana, Athletics,
Dungeoneering, Nature, Perception.
ers of Dkar. Composed of only a handful of people, manent storm all around it. They guess that deeper Acrobatics (DC 16 or 21): After the first success
the so-called Gyre Wardens want to find ways to put secrets lie within this heavily tunneled stone. A few using Acrobatics, the DC increases to 21. Shift-
an end to the activities the Red Shoals allows. So far, have experienced disquieting dreams regarding the ing floors, falling stones, and the ability to squeeze
their attempts have been mild, but as their failures great mass. These dreams, or nightmares, reveal how through openings by folding one’s body just so (or
the twisted, seamed, and compacted gray stone is the helping an ally do the same) become important on

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a couple of occasions while spelunking through the Dkar sidebar on page 85 for more information on the Avatar of Dkar Level 15 Solo Soldier
Huge natural magical beast XP 6,000
Maze’s tunnels. mark, and the Chamber of the Heartstone below for
Initiative +14 Senses Perception +12; darkvision
Arcana or Nature (DC 16 or 21): After the first suc- conditions in the final chamber. Lightning Storm aura 5; each enemy that starts its turn within
cess using either Arcana or Nature, the DC increases Failure: The adventurers are injured by a col- the aura takes 10 lightning damage.
to 21. Is that odd glow magical fire or phosphorescent lapsing tunnel that sends them back to the surface HP 596; Bloodied 298
AC 31; Fortitude 28, Reflex 27, Will 26
algae? Does the odor of sulfur wafting up the passage to try another route, and start all over again. Each
Immune disease, petrification, poison; Resist 15 lightning, 15
to the left presage a dangerous obstacle or a natural adventurer loses 1 healing surge, and worse, finds an thunder
occurrence? And what about these odd stone marks— awakened Avatar of Dkar back on the island’s surface Saving Throws +5
Speed 6, fly 8 (hover)
magical glyphs, or just how this kind of mineral looks ready eager to deal with the intruders. See Waking
Action Points 2
when scratched? Avoiding the dangers helps the the Avatar below for statistics on the wakened m Lightning Trawl (standard; at-will) F Lightning
adventurers farther into the Maze. guardian. Reach 3; +22 vs. AC; 2d8 + 6 lightning damage.
Athletics (DC 16 or 21): After the first success using M Thunderous Strike (standard; at-will) F Thunder

Athletics, the DC increases to 21. A rough wall, a Chamber of Reach 3; +20 vs. Fortitude; 2d8 + 6 thunder damage.
M Avatar Blitz (standard; at-will)
deep rock chimney, or a wide chasm that must be the Heartstone The avatar of Dkar makes a lightning trawl attack against
jumped are all challenges that adventurers must face The correct route into Maze Island finally leads to the each enemy within reach. It also attacks one creature with
a thunderous strike.
when wending toward the Heartstone. Chamber of the Heartstone.
M Envelop (standard; recharges when no creature is affected by

Maze Island is indeed This roughly spherical chamber is sheathed in quartz


this power)
Reach 3; +20 vs. Reflex; 2d8 + 6 damage, and a Medium

the remnant of a bound crystal. A ten-foot-diameter scarlet stone pulses in the


center of the bowllike floor of the chamber, dimming and
or smaller target is enveloped. An enveloped target is
grabbed and restrained. An enveloped creature has

primordial named Dkar.


line of sight and line of effect only to the avatar, and no
brightening over the course of several natural heartbeats. creature has line of sight or line of effect to it. A creature
that escapes the grab is no longer enveloped and appears
Dungeoneering (DC 16 or 21): After the first suc- Anyone who doesn’t already have the Mark of Dkar in a space adjacent to the avatar. An avatar can move
cess using Dungeoneering, the DC increases to 21. normally while it has a target grabbed in this way. When
who touches the red crystal takes ongoing 10 damage the avatar is destroyed, the target can escape as a move
When deciding between which of the plethora of tun- (save ends). When the target finally saves, a new light- action, appearing in the avatar’s former space. Sustain
nels might provide the best entry, someone’s general ning spiral tattoo now adorns its flesh. Minor: The avatar sustains the grab, and the target takes
knowledge of tunnel grade, size, and “feel” is a benefit 15 damage.
The red crystal is as vulnerable to damage as any C Howling Winds (standard; at-will)
to all. large stone, but if any visitors begin to smash away Close burst 5; +20 vs. Fortitude; 2d8 + 7 damage, and the
Perception (DC 21): Odd noises, dire smells, move- at it, the entire complex animates and mimics the target falls prone.
ments of air, and hidden secondary tunnels make effects of a stomach regurgitating all its contents back C Storm Lash (standard; recharge 5 6) F Lightning
movement deeper and deeper into the bowels of Maze Close blast 5; +20 vs. Reflex; 3d10 + 7 lightning damage,
to the surface. Creatures subjected to this unpleasant and the target is dazed until the end of its next turn. Miss:
Island a job suited for someone with sharp senses. mode of travel lose 2 healing surges, fall prone on the Half damage.
Success: The adventurers reach the center of the surface, and stand up in the presence of an awakened Alignment Unaligned Languages Primordial
Maze. They consequently gain a jagged spiral tattoo Str 22 (+13) Dex 21 (+12) Wis 20 (+12)
Avatar of Dkar.
Con 21 (+12) Int 6 (+5) Cha 12 (+8)
somewhere on their bodies, as well as the benefits
that go with having such a mark. See the Mark of

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Red Shoals of Dkar

Waking the Avatar About the Author


Bruce R. Cordell is an Origins and ENnie award-winning
Other Islands Maze Island is indeed the remnant of a bound pri- game designer whose long list of professional credits include
A handful of other permanent and semipermanent mordial named Dkar. Dkar is unlikely ever to make the new Forgotten Realms® Campaign Guide, Keep on the
Shadowfell™, Draconomicon™: Chromatic Dragons and Open
islands also exist in Red Shoals, as well as two or three a reappearance. If it did, all Red Shoals would be
Grave: Secrets of the Undead™. Bruce is also an author of
times as many actual shoals whose existence rarely destroyed as it absorbed material all around it to form Forgotten Realms novels, including Plague of Spells, first
exceeds more than a few months. a new elemental body for itself. However, lesser ver- book in the Abolethic Sovereignty series.
Temple Island: Several temples crowd this small sions of Dkar do wake from time to time (when those
island. The largest temple is sacred to Melora, and attempting the Mark of the Heartstone skill challenge
many of the devout in Red Shoals hold her as most fail, and when those who succeed physically attack
sacred. The head priest of Melora’s temple in Red the Heartstone).
Shoals is an elf named Taveral Silkwave. An avatar of Dkar appears as a distinct blot of boil-
Demon Island: What used to be the private island ing stormcloud constantly sparking with lightning,
of a wizard named Garderian of the Seven Wands is rumbling with thunder, and flashing odd, chaotic
now a blasted expanse of dense sand holding the ruin colors. Between peals of thunder, the visage of a
of a wizard’s tower from which horrendous, demonic furious humanoid face briefly resolves before being
screams regularly sound. No one knows what has wiped away by the next onslaught.
become of Garderian, because no one has had the
curiosity or courage to do much more than sail by the
island and wonder.
The Dump: This collection of refuse has grown
over the years from the place where other islands
dumped their garbage to a visible, growing heap
of stagnation and filth. Many believe that a colony
of ghouls have somehow gained a foothold in the
refuse pile, and it’s only a matter of time before one
or more of them find their way to a populated island
and wreak mayhem.

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Sealing
the
Pact
By Jeff Morgenroth and Arnie Franke
illustration by Jorge Lacera

TM & © 2009 Wizards of the Coast LLC All rights reserved.

“You’ve made a wise decision, my friend.


Now sign here, and we’ll ­discuss the trivial issue of
the payment I’ll be asking in return for the feats of power
you’ll be able to ­perform.”

 —Belphegor of the Broken Horn

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This article explores the opportunity provided by a patron would reveal every detail of its plans to the ited, so when the group concludes the adventure,
warlock’s pact as an impetus for unique adventures. fledgling warlock servitor. Take the patron’s goals to they can move on to the next feeling satisfied. This
This includes advice on ways you can work with a places the player would never expect, and add your adventure model is conventional and attractive to
warlock’s player to develop a patron using material own elements to the patron’s personality. Evil patrons most players for its simplicity, but can still establish
from Dragon #381’s “Performing the Pact,” as well as exhibiting moments of compassion or good patrons the patron as a powerful force in the adventurers’, and
a few key points to consider when designing adven- capable of sudden cruelty will make these entities especially the warlock’s, careers.
tures based around that patron. You’ll find guidelines more unpredictable and dangerous. The goal here is Ongoing Involvement. This model puts the
on how to bring the warlock’s inhuman patron to life, compromise: You want a patron that has the core ele- patron or its influence in the foreground of an ongo-
complete with roleplaying suggestions and tips for ments of your player’s imagination, supplemented by ing narrative. Their goals and personality greatly
wielding its immense power in ways that will appeal ideas you’ll be able to build on to create adventures impact the entire party. Here, a patron’s schemes take
to your group. and story arcs of your own. years of game time to unravel, pitting PCs against the
Finally, determine where the patron resides within patron’s foes, their own morality, or the patron itself.
Developing a the game world, and how it contacts its warlock to Advanced planning can help you foreshadow future
instigate adventures. adventures, use thematic storytelling, and build dra-
Warlock’s Patron matic tension. In an arc, the presence of the patron

“Performing the Pact” contains everything a warlock Designing Adventures should slowly become more important, as events
build across adventures to a climax. The best warlock
player needs to develop his own patron, so let them with Patrons adventure arcs emphasize an antagonistic patron,
do most of the work. Still, this can be a collaborative which sets the stage for dark, edgy decision making
process. Give the player an idea of what the cam- Incorporating a warlock patron into adventures that tests the party at every turn.
paign’s starting point will be, as well as what will requires some unique considerations to ensure a fun,
work with your group’s gaming style. You might feel smooth game experience. Portraying a Patron
that one pact fits your campaign’s theme better than Next, think about how the patron will interact with
others, but try to give your player the ability to let his Incorporating Patrons the characterss.
imagination take charge. Different players will be First consider the importance you want to assign the Subtle Presence. Here the patron’s presence is
drawn to different pacts, and you should find ways patron in the scope of the campaign. barely felt. Characters have the sensation of being
to accommodate their enjoyment. Work with your Brief Appearances. This is the most common watched or followed, or witness events that point
player to make a seemingly impossible background level of involvement for a campaign, since allowing toward the patron’s involvement. The patron never
more practical. a patron a brief influence gives you the ability to directly impacts the narrative; it allows the warlock
Once your player has a basic character concept, introduce a large variety of plots and quests. Patrons and her allies to act out of fear or faith. Any instruc-
have him explain the patron to you in detail, includ- in this campaign appear infrequently, and when they tions given by the patron are sudden, cryptic, and
ing a few specific goals and story points, with the do, stick around only for short periods. This might ominous. Use this option to build tension and mystery,
ultimate goal of describing the moment when the mean that the PCs undertake adventures pertaining or to introduce clues or hooks for players to pick up on
character made the pact. Run with these ideas. Flesh to a patron’s goals every few levels, or that the patron’s that point toward other hooks and adventures. This lets
out details in the story and add some twists of your influence is felt during an unrelated narrative. The the players know that the patron is out there, scheming
own (and be sure to keep some private, since no patron’s goals for these adventures are usually lim- to unknown ends, but nevertheless actively involved.

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Dynamic Engagement. This option openly Using Quests


reveals the patron. The patron’s words, actions, and
It’s now time to create a series of quests to translate
influence become a catalyst to adventure. A patron Patron Appearances these ideas into the framework of the game. Patrons
candidly asks characters (and specifically the warlock
Though a patron might be playing a big role in an offer a rich resource for creating unique quests, with
adventurer) to undertake quests, threatening them
adventure, the warlock and the party must always goals and themes that change depending on the war-
into obedience if necessary. Its power can be plainly
remain in the spotlight. Patrons shouldn’t force the lock’s relationship with her patron.
demonstrated, but do not attack the characters; rather,
party’s actions, nor show up to rescue them. They
use a patron’s might or influence to demonstrate its Patron as Ally
might be able to, given their power, but a patron
power to the players’ allies or associated NPCs. Use
will seem more mysterious if the players wonder If the warlock and the patron share goals, beliefs, or
this demonstration to create plot hooks for the players
what their worth is to the patron. Focus on players alignments, create quests that put the party into a
to act on. Make it clear that this is a being of advanced
by highlighting their opinions and decision making position where they can help or will be helped by the
power, able to make their lives interesting at best,
in regards to what the patron wants. Don’t force the patron. Usually these quests immediately appeal to
and miserable at worst. The goal isn’t to torture unco-
warlock player into asking, “Why doesn’t the patron the characters, and frame the success of the patron’s
operative characters, but to give them incentives to
just do this itself?” goals as being important to those of the characters.
pursue these adventures, just as you would with other
The patron’s relationship with the party takes on that
hooks. Most players will enjoy seeing and interacting
of a teacher or mentor, one who can help the party
with these mighty, otherworldly entities, and you can
mature through tiers of play as well as send them on
use them to create gravitas, panic, awe, and wonder.
important adventures.
It also helps if the goals of the patron line up with might also be a recurring villain the heroes have
Major Quests. Protect a site, creature, or object
the overall goals of the adventurers—you don’t want already tangled with. What the characters don’t
important to the patron. Seek information or magical
the players to feel like their characters are acting in know is that eliminating this villain creates a power
lore desired by the patron. Defeat an enemy threaten-
a non-heroic or immoral way just to satisfy some evil vacuum that the patron plans to fill with one of its
ing the patron.
creature. own minions—someone who could become the next
Minor Quests. Uphold ideals held by the patron.
recurring villain in your campaign!
Foster a self-enriching relationship with the patron.
Sharing the Spotlight Insidious Patrons. To a vain and selfish patron,
Learn legends of the patron’s past. Establish friend-
The warlock player will occupy a large share of your even warlocks are mere pawns, so why should the
ships with creatures allied with the patron. Protect or
attention when you run a patron-themed adventure; party be any different? Look for ways in which the
spread the patron’s reputation.
however, keeping everyone included will not only patron can exploit other party members’ desires,
make the party happy but make the story more enter- strengths, or weaknesses. This presents a fun role- Patron as Antagonist
taining as well. playing experience, since characters can interact
This patron becomes a menacing figure, one whose
Mutual Interest. A patron’s plotting should with a patron directly. Be prepared for passionate
morality, goals, and alignment are opposed to the
always have ramifications, affecting people other character building as players stand up to antagonistic
majority of the party. They create problems for the
than just the warlock. Design adventures with goals patrons. Others might make pacts with the patron of
party and those around them, directly or through
that the whole party wants to accomplish, and use their own, taking warlock multiclass or hybrid feasts.
servants. Create quests that have the characters
their sensibilities to hook the other players into a Either way, you show that the patron has an interest in
thwarting the patron’s plans, or struggling against
plot that might otherwise be “ just for the warlock.” the whole party, not just the warlock.
trials the patron creates for them. They should not
For example, an enemy the patron wants eliminated

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constantly harass or impede the characters, but rather Minor Quests. Deal with a sub-plot put into
be used as a device to provide them with an intimate, motion by a patron’s meddling. Establish meaningful
ongoing enemy lurking in the shadows of their adven- relationships during and after a sub-plot. Discover
tures. All the while, the warlock character continues the patron’s goals or vices and use them to keep the
to draw on the benefit of the pact, holding the patron patron out of affairs. Encounter NPCs or creatures
to its end of the bargain despite his actions—but allied with the patron.
knowing that there will inevitably be consequences.
Major Quests. Intercept monsters or agents A Patron’s Rewards
sent by the patron. Protect a person or site from the Players love seeing material rewards for their
patron’s influence. Obey a patron’s commands with- actions—and a pleased patron is a perfect way to give
out compromising alignment or morality. Keep a vital characters unique treasures or other rewards.
object or knowledge out of the patron’s hands. Treasure. Reward players with treasure parcels
Minor Quests. Ward off a patron’s corrupting sent by the patron. Swapping out loot normally found
influence. Expose the patron’s secrets and use them during an adventure with this treasure can be sty-
against it. Conceal your pact when necessary. Protect listic and evocative. Though the party is banking the
something loathed by the patron. Strengthen institu- same amount of wealth, perceptions of where the
tions or allies opposed to the patron. loot came from become more meaningful. You can
use these “gifts” as plot points as well, using them to
Patron as Meddler start adventures or put the party into harm’s way. The
A meddling patron fills a unique middle-ground warlock player might claim ownership of these items,
between allied and antagonistic patrons. The patron which is fine. You can compensate by allocating
may or may not share goals or alignment with the attractive items for other party members with other
party, but it is neither hostile nor benevolent enough treasure parcels.
to direct the narrative. Instead, these patrons stick Creatures. Another exciting way to reward char-
their noses into the characters’ business when it suits acters is with the appearance of a patron-themed
their whim. The adventurers become playthings for monster that will aid them in a battle. Most players
the inscrutable patron to assist, bother, or otherwise find battling alongside monsters a thrilling experi-
meddle with at inopportune times. How the char- ence. You can also use these monsters to creatively
acters decide to handle these situations help shape assist the party in a skill challenge or with clues
later quests. This is an attractive choice early on in a or information relating to a current adventure. To
warlock’s career, when a relationship with a patron is keep an encounter with a monstrous ally balanced,
being developed. Over the course of play, the patron compensate by increasing its difficulty by one or
might decide that it likes the party (because its goals two levels. If you think the warlock player is up to
and theirs align), and become an ally—or that the mis- the challenge, let her control the monster. This will
behaving mortals need to be punished. Use a variety not only be a blast for the player, but free up some of
of minor quests incorporated into ongoing narratives your attention.
to help develop the relationships between the patron,
warlock, and party members.
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Forms of punishment. Monsters are the easiest Sample Adventures


Timing way for patrons to hinder the party, because you can
use them to create new, balanced encounters. Addi- Each pact has different themes and motifs that you
A patron-themed minor quest might show up when tionally, you could use a patron’s influence to create can explore. The following sections will help you
least expected. This could be in the midst of an unexpected challenges within an ongoing narrative. brainstorm themes, plots, and arcs for patron-based
unrelated battle, or firmly entrenched in another Punishments can also be springboards for new quests adventures. Each adventure hook uses sample patrons
adventure. Minor quests should be used to develop and adventures. The PCs may have caught the atten- detailed in “Performing the Pact,” but could easily be
the world, patron, and characters. In the course of tion of a patron because of their actions, such as by modified for a player’s unique patron.
a story arc, it’s often fun to begin a patron-driven slaying allies of the patron or trespassing in its domain.
adventure just before a level in which the charac- For example, a patron feels insulted by the char- Dark Pact Adventures
ters gain a new daily power. This gives the player a acters because they had a destructive battle in a site These adventures emphasize pain. The characters
feeling of accomplishment, as well as the sense that sacred to it. In retaliation, the patron destroys some- often act in the role of aggressors. Let the party’s
this exciting new power is a gift from his patron as a thing important to them, like a temple or public area. morality decide how to best accomplish the patron’s
reward for a job well done. This causes a civil uprising, and when the patron goals. Pull no punches when violence occurs, and put
openly appears to chastise the characters, they find the warlock in a position where his powers can inflict
themselves forced to deal with an angry mob led by agony on villains, allies, and innocents alike.
authority figures blaming them for the destruction. Themes. Assassination, spitefulness, risks, self-
A Patron’s Punishments This could lead to any number of adventures, depend- ishness, kidnappings, exotic or perverse enemies,
Angry patrons give you a nearly limitless excuse to ing on the characters’ actions. revenge, theft.
make things happen. If incorporated smartly, punish- Yorgrix: Bloated with hate and the souls of count-
ments create depth to a campaign and help you craft less victims, Yorgrix requires the warlock to strike
memorable drama. at its foes beyond the walls of its web-entombed city.
When to punish. Patrons are not omniscient, so Its presence is felt in the silent creeping of arachnid
most of the warlock’s actions go beneath their notice. Problem Patrons?
messengers, and it delights vicariously from suffering
Additionally, most patrons are so complex that they If a patron becomes obtrusively needy or a petty inflicted by the warlock’s powers.
simply don’t care what the warlock does—so long as bully, you’ve gone too far. Avoid getting to this point Adventure Hook: Drow from the Underdark city of
they obey. However, if a player actively makes deci- in the first place. Don’t use a patron to show the party Aoroon seek vengeance on Yorgrix for its treachery.
sions contrary to a patron’s will, they should expect it how tough you are, and remember that patrons are Knowing that it cannot win a war under the eight-fold
to come back to them. Just be sure punishments don’t meant to be a tool you can use to make an adventure eyes of Lolth, Yorgrix commands its warlock disciple
railroad the party or foster resentment for the war- memorable. If the players aren’t into patron-themed to assassinate key leaders among the attackers, chief
lock character’s player. encounters, don’t include them; the group’s fun among them the drow priestess commanding the
Patron capabilities. Patrons do not control what a should always come first. force, before the attack commences.
character says, does, or is capable of. Never burden the Adventure Hook: Millennia of feasting from a cornu-
warlock or party with penalties to die rolls, rob them copia of victims leaves Yorgrix with a jaded palate. It
of powers or items, or use magical domination to force now demands sweeter meats and charges its warlock to
them into things they wouldn’t do normally; how a kidnap Athraddis, a dark wizard of great renown, and
player handles consequences of the pact is their choice. deliver him onto the stained dais of its feasting hall.

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Arc Hook: Yorgrix has developed a taste for arcan- Adventure Hook: Near the small village of Wil- Adventure Hook: King Morlinon, the ruler of vir-
ists who practice the vilest sorts of magic, each time lowford, the lines between the world and Feywild tuous Sommergard, is desperate to save his only
demanding that one of his followers bring him an are mysteriously growing weak, allowing crea- princess from a terrible fate, resorting finally to sign-
arcanist of greater power. Unfortunately for the war- tures of each plane to accidentally cross into the ing a contract with the fiendish arch-devil Belphegor.
lock, whose magic increases with each requisition, other—including several confused human children. The Prisoner wishes to save the good king from the
the most opulent feast of all has been dangling under Outraged by mundane creatures trespassing into the damning fate he himself suffers, dispatching the war-
Yorgrix’s palps for some time—and dark pact warlock perfect forests of the Feywild, the Eochaid sends the lock to find a loophole in the fiend’s bureaucracy and
is next on the menu. warlock through the mists to track down and return save the king’s soul.
these “eyeblights” to the banality and ugliness of the Adventure Hook: The spirit of the Prisoner urges
Fey Pact Adventures world. the characters to travel to the distant barony of Caras
A fey patron’s whimsy leads to quests for great beauty Arc Hook: The incursions continue, and the Severin, a forgotten realm ruled in secret by cruel
or violent mischief, changing without warning Eochaid decides to put an end to the problem by descendants of Bael Turath autocrats. Here they must
because of the patron’s impulsive nature. In either ordering a purge of the forest and its surroundings of search through ancient libraries that will lead them to
case, ends justify means for fey patrons, who view potential interlopers. Does the warlock agree to this an artifact from the Prisoner’s mortal life. However,
themselves beyond worldly morality. Indulge the war- impulsive demand to preserve the Feywild, or does Baron Zodacar and his servants remain steeped in
lock’s fey side, allowing allure or trickery to influence she resist the coldness of the Eochaid and protect the infernal lore, and the group’s association with the
events—unless cruel magic is called for. villagers from her patron’s other servants? Prisoner is soon discovered. A chase from the baron’s
Themes. Magical wonders, amorality, enchant- bloodseeker throngs ensues across the wastes as the
ment, sensuality, indifference to the mundane, Infernal Pact Adventures PCs race to recover the artifact.
cultivating beauty, natural splendor. The high-stakes nature of the infernal pact offers Arc Hook: This first discovery is only the begin-
The Eochaid: Through the chiming of pure the potential for tremendous drama, intrigue, and ning, opening the conduit for easier communication
streams or the sighing of mystic winds, the Eochaid violence. Highlight tension between the party and between the Prisoner and the warlock. Now, with his
sets the warlock on quests to please his fey amuse- prominent NPCs by bringing up the infernal nature freedom in sight, the Prisoner’s plea for help sends the
ment. He is capricious as a storm, and warlocks find of the warlock and his patron, and give the warlock warlock on ever more perilous quests, each ending
satisfying his impulsive whimsy a never-ending chances to utterly destroy enemies—body and soul— with the discovery of some vital clue or remnant of
challenge. with his devilish powers. his mortal life. Once all these artifacts are collected,
Adventure Hook: An orc warlord approaches the Themes. Redemption, subversion, manipulation, the breach of the Iron Fortress begins.
sacred trees of Iänii Ahvenan, set on felling the grove morality, vice, religious debate, exploitation, demon-
and using its magical timber to erect a fearsome strating power. Star Pact Adventures
stronghold. With direct confrontation futile against Prisoner in Iron: Bound in infernal chains for his Wise warlocks realize that each of a star patron’s
so large a force, the Eochaid urges the warlock to rely mortal arrogance, the Prisoner uses a final shred of demands is a small piece in some impossibly far-
on trickery to inflame the savages’ superstition into magic to reach out to living warlocks, directing them reaching scheme. Maintain the patron’s alien nature
thinking that the woods themselves are attacking, on quests to uncover the secrets of his legacy and free by using a variety of esoteric goals. Let the warlock
routing the force before they can lift a single saw. his shackled soul. explore the possibilities of planar realities and plumb
the very depths of the madness waiting.

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Themes. Questioning reality, fate, monstrous ene- Vestige Pact Adventures Arc Hook: This discovery reveals that the char-
mies, truth, metaphysics, illusion of free-will, secrets, acters departed friend lived a dual life. Apart from
Vestige warlocks will be called to undertake tasks
organizing or thwarting star spawn cults. their friendly persona, they were the cursed steward
in accordance with their patron’s relationship to
Ulban: The comet Ulban soars out of prophesy of the Orrery of Life’s Eclipse, half of an artifact said
vestiges, be they honorable or selfish. Find ways to
and the distant future, proclaiming its struggle to be a gateway to its twin in the Shadowfell which
incorporate flavor from vestige powers as story ele-
against the doomed fate of all existence. It reveals rests within the very depths of Maikedhon’s Tower.
ments in the adventure, which will lend a sense of
magical secrets to warlocks who would use that The undead invade until the Orrery is reunited with
scope and history for the warlock.
power to protect it, and stop those who would its shadowy echo, but only the Guidesman knows
Themes. Historical mystery, lineages, revelation,
hasten it. the way.
closure, uncovering secrets, personal legacy.
Adventure Hook: The mysterious and prophesized
The Guidesman: Even in death there are tolls to About the Authors
appearance of the comet Ulban has come to pass.
pay, and the Guidesman would punish those that sub- Lurking in the outskirts of Seattle, Jeff Morgenroth has
Led by its eldritch iridescence, the warlock is drawn mastered fires of endless academia and the soulless drudg-
vert the orderly transition of souls to the Shadowfell.
to a mountaintop ruin, long forgotten by the wisest ery of the skittering rat-race, at last making his pact with the
Though only able to manifest as an eldritch lantern,
scholars. Here, the warlock encounters other questing baleful entities at Wizards of the Coast. He edited a portion
this signal is enough to set the death-spirit’s vestige of Monster Manual®2, and it is prophesized that his name will
rivals, and discovers that only one will be chosen to
warlocks into action against necromancers and rest- defile the pages of more books soon.
be included in the comet’s otherworldly plans. Will
less spirits.
the warlock and her party be the last ones standing? Once every five hundred years (starting now) the dark and
Adventure Hook: The battlefield’s blood washes unnatural clouds vigilantly shrouding the towering heights
Adventure Hook: The Stargazer’s Journal has
away, but faces of the wayward dead still roam the of Arnie Franke’s third story apartment dissipate. On
returned! These moldering parchments, said to be the these nights, the peasants of Seattle’s northlands gather
charnel wastes. Seeking release, they wander the
half-mad ravings of the astrologer Thulzar, were lost in fearful speculation: “He’s an illustrator!” “Copywriter!”
outskirts of the losing side’s borders hoping to find the
centuries ago. Their mysterious resurgence has drawn “Designer!” “Nay, ‘tis written that he toils endlessly as a free-
Guidesman’s guiding light. The divine “heroes” of that lance advertising creative fantastique.” Too late these simple
the attention of numerous competing star spawn
realm are resolved to purge these unquiet spirits—but folk will realize that Arnie Franke, looking down upon them
cults, each eager to claim the forbidden lore as their in smug majesty, is all of these things, and more.
if destroyed before the Guidesman comes for them,
own. The comet Ulban, ever defiant against the star
the warlock knows that they will rise again, this time
spawn, commands its warlock champion to find the
aflame with vengeance.
manuscripts before the cultists do.
Adventure Hook: The wicker fires die down in
Arc Hook: Once the journal is in their hands, the
Trentshire and autumn’s dirges become yule feasts,
warlock and her companions must decide what to do
but not for some. A friend of the characters has died,
with it. Ulban demands they surrender it—but the for-
and this passing heralds mysterious threats. Furtive
bidden knowledge within the journal is too priceless
shadows lurk in the fields, and soon wraiths stalk the
to give up. Refusing Ulban brings the comet’s single-
empty streets. The deceased’s soul knows the secret
minded wrath upon the warlock and threatens entire
to the wraiths’ appearance, but to commune with
regions with calamity at the hands of its messengers.
the lost soul, the warlock must pass beyond the pale,
risking death to stand before the Guidesman once
again—for only he is able to bring the departed soul
back to be questioned.

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Bringing Skills to Life


by Mike Mearls

L
Illustration by Raven Mimura

For many DMs, skill challenges feel too mechanical


to blend seamlessly into the game. They break the
sense of immersion that a good DM creates, the feel-
ing around the table that absorbs the players in the
action. If you’ve ever read a really good book, you
know that feeling. The words on the page come to life
and for a time you’re transported somewhere else, be
it the streets of ancient Athens, the dustbowl of 1930s
America, or a strange land of magic, dragons, and
orcs.
The same thing can happen in D&D, but it takes
some effort. Consider the following two examples.
Player: OK, I use spinning sweep. Does a 19 hit that
guy’s AC?
DM: Yeah, that’s a hit.
Player: That’s 9 damage and he’s knocked prone.
D&D allows for a wide range of playing styles.
I’ll use an action point to hit him while I have combat
Some groups are perfectly happy with the first
advantage.
approach. This article is aimed at fans of the second
That’s a clear, concise way to describe things, but it
one. It talks about bringing a skill challenge to life,
also sells short the potential drama and action in the
specifically ones involving negotiation and roleplay.
scene. Compare it to this:
Player: Grimthor sweeps his warhammer at the action point and bring my hammer crashing down on
ogre’s knees. Does a 19 hit its AC? the prone ogre’s head. NPCs and Skill Challenges
DM: Your hammer slams into its knee with a sick- The second example isn’t Shakespeare, but it lets When it’s time for a skill challenge in your game,
ening crunch. You hit. everyone at the table draw a clear, evocative picture nothing breaks immersion faster than moments that
Player: The ogre crashes to the floor, falling of what’s happening in the game. Investing a little bring the mechanics front and center. This problem
prone and taking 9 damage. Grimthor yells, “The effort in your narration makes the game more enjoy- is particularly vexing when the characters speak with
Stone Lords shall have their vengeance!” I’ll spend an able for everyone. NPCs. Without a good overlay of story and roleplay,

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an NPC is nothing more than a monster with a Diplo- secting a demon when the characters meet him, and description of what they say. The best approach
macy DC substituted for armor class. that’s a clue that he wants more such creatures for depends on your group’s preferences.
The skill challenge mechanic has the potential to his research. Rumors are also a useful tool. The char- You can have the players speak in character or
derail immersion and turn what should be an inter- acters might hear that Rallik has researched magic describe what they say and then call for appropri-
esting scene into a series of die rolls. If you want to that’s banned in the kingdom or that he owes a crime ate skill checks based on what they said. I use this
immerse your players in the game, you need to hide boss in town several hundred gold pieces. method in my games and prefer it because it pulls the
the mechanics of the challenge just enough to keep Even the simplest NPC can come to life with such players a little deeper into character and encourages
the action flowing without losing the benefits of the flourishes. The guard’s breath smells of alcohol and them to think about their characters’ in-game action
mechanical framework it provides. There are a few the merest mention of his superiors prompts him to before calculating which skill to use. Again, there’s no
things you can do to make that happen: Do the prep complain about the punishments he has received for right answer, just what works best for your group.
work on your NPCs, make skill checks a seamless drinking while on duty. Smart players can use that to
part of the action, and work success and failure into drive their decisions. The Roleplaying Stat Block
the flow of the game. By creating such details, you give the players a
A standard stat block summarizes attacks, defenses,
clear cue as to how they might use Charisma or skill
powers, and so on. That’s the one you’re accustomed
Seamless Skill Checks checks. Many skill challenges stall when the char-
to seeing. A roleplaying stat block provides a similar
acters must grasp at straws to figure out how a skill
The second thing that kills immersion is sending the summary of how an NPC acts, his motivations, his
applies to a situation. You avoid that by making the
players to their skill lists in search of things to do. goals, and so on. The roleplaying stat block is a simple
skill checks feel like a seamless outgrowth of the
That problem is most common when the characters set of notes that you create for each NPC in a skill
situation.
have no real idea of what they want to do or what they challenge. It serves as an easy guide to the hooks and
When it comes time to actually make a check,
are supposed to do. prompts for skill checks as described above. Here’s an
you have two options. Some players like to announce
The first step to keeping things moving in a skill example:
a skill check and then describe what they do. The
challenge is to give the players immediate, clear
second part, the description, is the key to making
options for different actions. In a roleplaying scene, Name: The False Burne
the scene come to life. Some players prefer to speak
your portrayal of an NPC goes a long way toward that Key Traits: Authoritative, long-winded, florid,
in character while others prefer to give a general
goal. The sage Rallik might be in the middle of dis- powerful
Goal: Remain hidden at all costs, spy on the charac-
ters, find the black book
Motivation: To please Iuz and thereby gain power
and wealth
Fears: Displeasing Iuz, discovery, imprisonment
Weaknesses: Underestimates others, overestimates
himself

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while weaknesses are the perfect fodder for Bluff Once you’ve chosen a complexity, it’s time to
The false Burne is a character from my Temple of attempts. consider what each failure or success means. This is
Elemental Evil campaign; it’s a doppelganger who It helps to include just enough detail to suggest where your preparation comes in handy, because it is
took the place of the wizard Burne. In the campaign, something beyond a bland, simple trait. For instance, impossible to predict exactly how things might play
the doppelganger tried to trick the characters into look at the false Burne’s fears. He isn’t just afraid of out. You are better off remaining flexible rather than
handing over a book they had discovered. The dop- discovery, he’s afraid of imprisonment. Under motiva- specific, because you can more easily improvise a
pelganger works for Iuz, a demigod in the world of tion, you can see that he serves Iuz not out of loyalty generality into a specific outcome than the reverse.
Greyhawk. but because of his greed and hunger for power. Those For each success and failure, consider a basic
The stat block is a simple list of traits and features little flourishes take a fairly typical statement and signpost for the conversation and scene. Here’s an
for an NPC. Just like a combat stat block, its purpose give it some space for improvisation. example for a skill challenge in which the charac-
is to give you an easy way to sort out how the NPC The stat block helps you focus on an NPC’s key ters must persuade the captain of the guard to let
should act and react toward the characters in the traits while providing points for improvisation. It them into the town’s jail to question an imprisoned
midst of an encounter. should provide a broad summary in a short space. thief. The characters’ enemy, an evil magistrate, has
The key traits are general guidelines for roleplay- ordered the captain to keep them away from the thief.
ing. Pick those that are directly useful during a scene. Managing Success and Here are the captain’s details:
I like to pick three traits that describe how the NPC Failure
would use Bluff, Diplomacy, and Intimidate. In this Name: Captain Reldren
By framing the scene with pointers to actions, you
example, the false Burne uses his knowledge and Key Traits: Direct, honest, threatening, plays dumb
avoid sending the players to their skill lists to puzzle
expertise to pass off lies, claiming superior knowl- Goal: Keep the city free of crime and violence
out their actions. With NPCs prepared for action,
edge and study. When seeking to impress others, he Motivation: Protect his family, live up to his father’s
you have a good grasp of how they act and are ready
uses formal, long-winded speeches. For Intimidation, example
to improvise as needed. Now, it’s time to actually run
he draws on his position and influence in town to Fears: Allowing the city to fall into chaos or tyranny
the skill challenge.
make threats. Weaknesses: Soft spot for principled vigilantes
As I’ve mentioned in the past, it’s usually best to
The other entries should be self-explanatory. The
focus on low complexity challenges. Especially in a
NPC’s goal is what he wants to achieve, while motiva- The best source of such signposts is summarized
conversation or other roleplaying scene, you reach the
tion indicates why he wants to achieve it. The NPC’s directly above. As the characters interact with Rel-
point where high complexity challenges fall apart.
fears and weaknesses play an obvious role, but they dren, use the summary to guide his statements and
How many times do you have to lie to a guard to get
also have a mechanical use. As a rule of thumb, the replies. You can hint at his attributes or make direct
him to let you through a gate? Lower complexity chal-
characters can use a fear to Intimidate the NPC, references to them. With each success, the characters
lenges dodge this problem.
learn a bit more about his background, fears, and
weaknesses.

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On a success, the characters learn this information Other Hazards tion and in-character dialogue. You should use
while seeing that the NPC grows friendlier. Reldren bonuses when the characters play off an NPC’s fears,
Here are a couple of things to look out for in roleplay-
might mention his fears that the city is sliding into weaknesses, and other personality traits. Be open
ing skill challenges.
chaos but thanks the characters for their efforts to about these to show the players that paying attention
The Challenge Breaker: I use this term to refer
save it. He could mention that he admires how the and reacting to the situation can earn them rewards.
to any player action that, if successful, would logi-
characters can operate without the oversight of the You can either announce a bonus or incorporate it
cally end the challenge immediately. In the example
city government or how thugs like the thief in ques- into the narrative (“Reldren’s angry scowl fades at the
above, the characters might offer a huge bribe for
tion are a threat to innocent folk such as Reldren’s mention of his father’s legacy”) to show the players
access to the cells. If the captain accepts the bribe,
family. Each of those statements drives the action the effects of their actions.
the challenge is over. In this case, shift the context
forward and gives the characters something they can
of the challenge slightly. The first successful attempt
play off of.
means that the NPC is open to the bribe but has some Next Month …
By the same token, failures work in a similar
reservations. In Reldren’s case, he might be afraid of … this column will feature an example skill challenge
manner but indicate rising tension. If the characters
discovery. The characters must persuade him that he drawing on these ideas.
fail a Diplomacy check, Reldren threatens their arrest
won’t be caught. When the characters succeed at the
and tells them that, like his father, he is an honest About the Author
challenge, he accepts the bribe.
man who cannot be corrupted. Play up that link and Mike Mearls is Lead Designer for the Dungeons & Drag-
Bonuses and Penalties: A bonus or penalty to a ons roleplaying game. His recent credits include H1: Keep on
Reldren’s respect has for his father to give the charac-
check is a great tool to encourage additional descrip- the Shadowfell and Player’s Handbook 2.
ters a hook for their next move.
In this manner, you give the characters a sense of
their progress without resorting to a purely mechani-
cal notation. The NPC’s actions, tone, and statement
point to their progress rather than a running score of
successes and failures.

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Looking Back
by James Wyatt
illustration by Wayne England

I
I’m going to have to ask your indulgence.
This month, I celebrated my tenth anniversary of
working at Wizards of the Coast. In January of 2000,
I moved my family from Berkeley up to the Seattle
area and started work as a designer on what we then
called the D&D Worlds team. I started working on
Monster Compendium: Monsters of Faerûn right away,
setting was basically an excuse to send characters
into Angkor Wat to fight yuan-ti.
The campaign unfolded around a long prophecy
about the end of the world. Actually, it was less a
prophecy than a set of instructions for the follow-
ers of the sleeping goddess of death to wake her and
unleash her on the world.
and I’ve been designing D&D products ever since. The fun part of it (fun for me, at least—I think it
I’ve worked on more books than I can easily list, from frustrated my players to no end) was that the player
Monsters of Faerûn to Player’s Handbook Races: Dragon- characters kept unwittingly fulfilling the prophecy or
born. Even the highlights would take a lot of space. carrying out the instructions. It contributed to a real
But rather than looking at the highlights of the sense of desperation. Here’s an example:
books I’ve worked on, I thought this would be an The instructions came from a set of carved heads
interesting opportunity to reflect on the games I’ve in the basement of a temple. The characters fought a
run over the course of those ten years. What were the rakshasa in the ground level of the temple, then made
highlights of my bygone campaigns, and what could their way down into a subterranean chamber filled
I draw from them to enhance my (very sporadic right with a river of blood. After they defeated more guard-
now) Greenbrier campaign? ians, the heads recited this long verse:

The sleeping goddess shall awake


Mahasarpa And start her lovely dance of doom
Mahasarpa was the Oriental Adventures campaign I
When seven tasks ye undertake
ran at lunchtime during and for quite a while after
And seven wefts pass on the loom.
the design of that book, around 2001–3. The sketchy
One task is done: the demon’s death
details of the setting appeared on the Wizards of the
Is offered as a sacrifice;
Coast web site as a web enhancement for OA. The

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One weft is strung: the sleeper’s wrath but to enable it through the hermit’s death and inordinate amount of work to put together. I still have
Has called six greater in its place. reincarnation. the spreadsheets on my computer to prove it.
The six devouring ghosts have come, Since I’ve already decided that I want prophecy to Irae T’sarran was a 17th-level cleric and a 3rd-
To make their feast on living meat, play a part in my Greenbrier campaign, this is a trick level hierophant (a prestige class from the Forgotten
And six great tablas start to drum I plan to remember and make further use of if I can. Realms Campaign Setting), and she was geared to the
The rhythm for the sleeper’s feet. teeth with magic items and even an artifact designed
The second task you must achieve City of the Spider Queen to help get her Armor Class and saving throws up
To speed the hungry ghosts along: to a reasonable level for her CR. Her statistics in the
The first campaign I joined after I started working at
Destroy the one who shall conceive adventure included a quarter page describing the
Wizards was run by David Noonan and met weekly
The god who pipes a goatherd’s song. spells she’d cast to prepare herself for a fight she
at Ed Stark’s house. As I mentioned in a sidebar in
Then shall the second weft be strung,
the Dungeon Master’s Guide (page 12), it took a while
The bhuts allowed their terror’s reign;
before I felt comfortable DMing for this group of
Then shall Suarama’s song be sung,
pros, but eventually I took the helm with that group,
And all the world consumed in pain.
running a playtest of the Forgotten Realms superadven-
ture, City of the Spider Queen.
By killing the rakshasa in the temple above, the
For years after that adventure came out in 2002,
characters had already completed the first of the
people would come up to me at GenCon or send me
seven tasks required to free Suarama, the sleeping
email about how much they enjoyed it—and, espe-
death goddess! The second task was completed in a
cially, how badly it mauled the player characters in
roundabout sort of way: The characters were trying to
their group. I was glad for them but secretly a little
protect a friendly hermit while fighting an evil priest,
sad, because the truth is that my group waltzed
but the hermit got caught in the priest’s area spell
through that adventure with little trouble. In particu-
and died. The characters used reincarnate to restore
lar, the big bad villain of the adventure—the albino
the dead hermit to life—and he returned to life as
drow priestess of Kiaransalee, Irae T’sarran—died in
a woman who was mysteriously pregnant with the knew was coming and how her statistics would be dif-
a matter of a round or two, barely having a chance to
goatherd-god! ferent with those spells in place.
act.
This was the first campaign I ran after coming So the result was a 900-word statistics block, fill-
That wasn’t everyone’s experience, obviously, but
to work at Wizards, and what I’ll always remember ing more than half a page, which included a list of 53
not everyone plays D&D with a group of players who
about it was the way I used that “prophecy” to keep cleric spells she could cast. And in my game, she died
work on the game professionally and really know how
the players on their toes, often just improvising to less than 15 seconds after the characters burst into
to maximize their characters’ combat abilities and
make sure the prophecy was fulfilled (or the instruc- her inner sanctum. What a waste!
quickly take out an enemy they’re prepared to fight.
tions completed) in totally unexpected ways. Because That’s only the icing on that particular cake. The
Regardless, one of the problems of the game in its 3rd
they only ever heard one verse at a time, I could make adventure obviously featured drow prominently,
Edition was that opponents built as NPCs (using all
it clear after the fact that the goal hadn’t been to and every drow in the adventure was built using the
the same rules as player characters) didn’t live up to
prevent the birth of the goatherd-god (for example), NPC rules. I keep having fantasies about rewriting
their Challenge Rating. They simply weren’t as tough
as other monsters of their level. They also took an that whole adventure using the variety of drow that

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already exist in 4th edition (search the D&D Com- Irae T’sarran Level 20 Solo Controller face the mad wizard Madreus. I’m certainly not going
Medium fey humanoid, drow XP 14,000
pendium for monsters with drow in their names and to design him as if he were only an NPC wizard! He’ll
Initiative +13 Senses Perception +28; darkvision,
you’ll get 33 results as of the time I’m writing) and truesight 12 be a solo monster much like this incarnation of Irae
crafting Irae T’sarran as unique villain who can hold Damning Darkness (Necrotic) aura 1; Irae T’sarran is T’sarran, and he’ll be sure to hold his own for a good,
her own in combat against a group of 20th-level char- surrounded by a cloud of darkness that blocks line of long throwdown with the PCs.
sight for all creatures except drow and undead. Any other
acters. I don’t know that I’ll ever convert the whole
creature within the aura is blinded until it exits, and a
adventure, but I thought it would be fun to at least creature (other than a drow or undead) that enters or ends Eberron
work on Irae T’sarran. its turn within the aura takes 10 necrotic damage.
HP 756; Bloodied 378 Between 2004 and 2005, I ran a monthly Eberron
That’s still a long stat block by 4th edition stan-
AC 34; Fortitude 29, Reflex 31, Will 33 campaign set mostly in Xen’drik. (My Dungeon adven-
dards, but it’s only 311 words and almost everything Saving Throws +5 ture, “The Queen with Burning Eyes” in Dungeon
in it is something she’ll use in combat. It contains Speed 6
#113, was the first adventure for this campaign.)
everything you need to know to run Irae T’sarran— Action Points 2
m Claw of the Revenancer (standard; at-will) F Necrotic, The characters had a contact at Morgrave Uni-
there’s no need to go look up a cleric spell or magic
Weapon versity in Sharn: Tala Karrna, who appeared as Dala
item she’s using or a power-up suite that she might or Targets two enemies; +25 vs. AC; 4d6 + 14 necrotic Arand in the Sharn: City of Towers sourcebook. She
might not have a chance to use! damage, and if the target is marked by Irae T’sarran, it is
weakened until the end of her next turn. was a kind and helpful scholar who accompanied the
Irae T’sarran is not literally a cleric anymore. None
C Wrath of Kiaransalee (minor 1/round; at-will) F Necrotic characters on their expeditions to Xen’drik (while
of her powers come from the cleric powers lists. Her Close burst 3; targets enemies in burst; +23 vs. Fortitude; remaining a noncombatant), but she was also a spy
complex magic items (the claw of the revenancer, rod 4d6 + 14 necrotic damage, and slide the target 3 squares.
M Rod of the Twisted Weave (standard action; encounter)
for the Order of the Emerald Claw who ended up
of the twisted Weave, and eyes of the spider) have been
Targets an adjacent conjuration or zone; +23 vs. the Will betraying the characters, turning the artifacts they’d
reduced to a single power or trait each. She doesn’t
of the effect’s creator; the conjuration or zone is destroyed collected over to a blackguard leader of the Order,
even have one of the standard drow racial powers, and all of its effects end, and the creator of the conjuration and fleeing with him on his nightmare steed.
but her damning darkness aura is based on the drow or zone takes 2d10 + 14 necrotic damage.
Marked for Vengeance The characters in that campaign only reached 8th
cloud of darkness power. I tried to give her powers that
A creature that hits Irae T’sarran is marked by her until the level by the time we wrapped it up, but that didn’t
reflect her status as the chief priestess of the god of end of its next turn. Irae T’sarran deals 1d10 extra damage prevent me from centering the campaign on their
vengeance and undeath. If you hit her, you’ll probably with her attacks against targets she has marked, or 2d10 if
acquisition of six powerful artifacts: the Regalia of
pay for it (she marks you with marked for vengeance she is bloodied.
Eyes of the Spider Good and the Regalia of Evil, described in the 3rd
and then hurts you on her next turn). I also tried to
Flanking enemies do not gain combat advantage against edition Book of Vile Darkness and Book of Exalted Deeds.
make her a potent controller, which she accomplishes Irae T’sarran. I referred to these artifacts by different names: the
through her aura, by weakening marked targets, and White Banshee’s Blessing
When subjected to an effect that a save can end, Irae Crown of Sondar Thaj, the Orb of Kevrik the Cru-
by sliding people around with her wrath of Kiaransalee
T’sarran can make an immediate saving throw. sader, the Crown of the Frozen Hammer, the Scepter
power. Alignment Chaotic evil Languages Common, Elven of Fell Khadash, and so on. (There’s a sidebar in the
I don’t think I’m going to use Irae T’sarran directly Skills Arcana +21, Religion +21
3rd edition Player’s Guide to Eberron describing my
in my Greenbrier campaign, but I know one place in Str 14 (+12) Dex 17 (+13) Wis 26 (+18)
Con 21 (+15) Int 23 (+16) Cha 18 (+14) take on these artifacts for my game.) Naturally, the
particular where this approach to designing NPC-like
characters started off looking for them at Tala Kar-
opponents will come in handy. At the climax of the
rna’s behest, because the Order of the Emerald Claw
Gates of Firestorm Peak adventure, the characters will
wanted them. However, the ogre mage warchief of

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Darguun, Tzaryan Rrac, was also seeking to acquire were a group item set like the ones in Adventurer’s over the past several years. To my surprise, the party
the regalia and sent agents to warn the characters Vault 2, which grant additional benefits if the group turned into a big D&D game. I used the D&D Char-
and attempt to stop them from acquiring the items. as a whole has multiple items from the set but not if acter Builder to crank out nine 1st-level characters,
Of course, I used the artifacts purely as macguffins only a single character wields multiple artifacts. It’s then pitted them against a dragon and its abundant
to drive the story. Except perhaps at the end of the certainly worth giving more thought to. What would kobold minions. It was a spur-of-the-moment thing
campaign, the characters handled the artifacts but make it particularly interesting is if someone else also with virtually no preparation, in the middle of a party
never used them, though they had some of the powers wants the artifacts for less noble purposes. Maybe (as (sandwiched between making fudge and playing
of the Scepter of Evil used against them when Tala I touched on in my Eberron campaign) the draconic Rock Band). I think everyone had fun, even those
Karrna betrayed them. The artifacts they found and Chamber is trying to prevent the artifacts from being who had never played the game before. Now I’m
managed to keep, they locked away in a Leomund’s found at all. toying with the idea of turning some subset of that
secret chest to keep them safe from their enemies who group into a regular campaign ... in all my free time.
sought them. The Key Thing But who knows? As I think about it, it doesn’t really
4th Edition has a bit more of an expectation that require that much time ... .
In addition to these campaigns, I’ve run a lot of play-
artifacts can be used by the characters who come
tests and other one-shot or short-lived games in the About the Author
into possession of them without breaking the game
last ten years. I ran a two-week 4th edition playtest James Wyatt is the D&D Design Manager for Wizards of the
or throwing the campaign out of whack. It might be Coast Roleplaying R&D. He was one of the lead designers for
minicampaign based on the Dwellers of the Forbidden
interesting in the Greenbrier campaign to explore a 4th Edition D&D and the primary author of the 4th Edition
City adventure which provided the inspiration for the
similar idea, even at relatively low levels. Dungeon Master’s Guide. He was one of the designers of the
ode to the superadventure that appears in the DMG. Eberron® Campaign Setting and is the author of several Eberron
Right now, the characters are moving through
I also organized a lunchtime random dungeon game novels.
the dungeons of Greenbrier Chasm, purifying the
in which I participated as both a player and sort of a
altars to various deities. What if, when they purify
DM, which gave birth to the “Playing without a DM”
the last altar, they come into possession of an artifact,
section on page 195 of the Dungeon Master’s Guide.
perhaps one of a set … maybe even one of the Regalia
In fact, I’ve realized lately how much of my writing
of Good? That could be a theme that runs through
about the art of the Dungeon Master comes from the
the campaign for several levels. As I think about it,
fact that I am a DM with very little time to prepare,
though, the best time to do that probably is at the con-
and that campaign was the perfect exemplar of that
clusion of their second foray into the Chasm, leading
idea. Maybe the best lesson from all this is that being
up to their visit to Cendriane, their passage through
a DM is supposed to be fun and doesn’t need to be
Harrows Pass, and their arrival at Firestorm Peak.
a ton of work. For those of us trying to juggle jobs,
Alternatively, I could incorporate it into the superad-
families, writing novels, and monthly columns for
venture version of Firestorm Peak that I outlined in
D&D Insider (OK, maybe that’s just me), it’s a great
episode 16.
reminder that the game has a lot to offer even if you
I’m not sure the Regalia of Good is the right set
don’t have a lot of time to put into it.
of artifacts to use in this campaign—I might want
My wife and I hosted a party on New Year’s Day
something with more of a primal feel. And I’d want
this year, inviting a number of our friends from the
them to help the party, so I’d design them as if they
various theater productions we’ve been involved in

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Ed Greenwood’s
Eye Realms on
the
by Ed Greenwood
illustration by Jorge Lacera

The Way of Lost Power

For centuries, wizards across the Realms have heard scores There are also recurring rumors of lone pages contain- Yet, it seems at least one such book is indeed real.
of exaggerated, sometimes entirely fanciful, tales about var- ing spells, or even reams torn from lost books of magic, Numerous copies of it are now in circulation, and folk
ious lost books of spells or rituals and processes that could turning up in cluttered old bookstores in Waterdeep, across the Realms are reading and following its lore to gain
swiftly make them mighty in magic. These tales include Athkatla, Crimmor, Tarmalune, or another city in the real magical power. Some have already, run the whispers,
stories of haunted books, books wherein the opinionated Realms—or sitting in a library, secondhand trunk, or dusty become masters of wizardry.
talking souls of wizards are trapped, books that slay the attic or cellar, there for the taking. Tales of magic books that This wildly popular tome—a plain, slim chapbook—is
unwary or spew forth guardian monsters if handled with- will benefit anyone (not just spellcasters) are rarer, but they, The Way of Lost Power.
out proper precautions—many legends for many books. too, are firmly part of Realms legend.
TM & © 2010 Wizards of the Coast LLC All rights reserved.

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Eye on the Realms

The Tale of the Book editions started to appear about fourteen years ago, Spoken aloud before a shattered door
and news of the tome didn’t spread until eight winters In the place of many locks, far from that peak
Although several versions of the chapbook are now
back, its popularity rising steadily since—especially in Those words will cause the way to open.
being sold and resold across the Realms, the origi-
the wake of several widely discussed book thefts and
nal version—of which most sages believe there were
the murders of Way owners. Other sages (and chapbook owners, though reveal-
definitely more than thirty copies, and possibly as
ing ownership might be dangerous these days) are less
many as seventy—has 22 pages, including the outer
covers. The covers bear the title of the book right-
What the Inner Pages Hold specific about Way contents, but those who will speak
To understand how an altered version of this book of it generally agree that its pages are filled with simi-
side-up on the front cover, and upside down on the
can lead anyone astray, it’s necessary to know why the larly cryptic instructions. Some Way passages must
back cover, and are of the same parchment as the
contents of the tome have made it so popular. Simply be followed first to gain necessary information for a
interior pages. No author or publisher attribution is
put, The Way of Lost Power purports to outline a path reader to achieve success at sites described elsewhere
present, although some later editions spuriously give
to hidden great magic of old—magic that should be in the book, but no single “grand sequence” exists.
authorship as “Velahoondar,” “Volo, of course,” “Old
found by anyone who follows the clues in the book to This has undoubtedly helped some of the increasing
Elminster,” “Khelben the Younger,” and “The Thrice-
reach various sites and correctly interprets lore found numbers of treasure-seekers (“caravans-full,” as the
Martyred.” No one alive today, it seems, is certain
there, such as words graven in rocks or the shape and ranger of the Dales, Halthun Aumlandarr, recently
who wrote the original book. All copies are handwrit-
semblance of reflections in particular pools. observed) to retain their lives, since prowling beasts
ten, and all of the true originals (as some sages call
The chapbook contains passwords or partial expla- and brigands alike inevitably prey on steady streams
the first edition) were written by the same person
nations of how to safely and successfully navigate of wilderland travelers anywhere.
in strong black ink, in the Common Tongue. Most
places that hold magical lore. The book also offers Because the chapbook has recently “caught on,”
later editions are shorter than 22 pages (running
some tantalizing fragments of the lore held in each however, those trying to find its sites and puzzle out
instead to 20, 18, or 16), and contain text alterations
described location. Once the secrets hidden in the its secrets are becoming as numerous and excited as
intended—according to several sages who have care-
location are recovered, they can then be combined fervent believers on a pilgrimage. Occasionally, seek-
fully compared editions—to try to conceal the fact
with the fragments in the book to reveal a trail that ers have been murdered or devoured by wild beasts,
that pages have been omitted. Popular opinion is that
leads to a single ultimate destination: a site none have and several have simply vanished—though persistent
these omissions are deliberate attempts to lead read-
found purported to hold many lost secrets of great rumors insist they have disappeared after gaining the
ers of the later editions astray. That is, later editions
magic. powerful magic promised in the book and are using it
are callous attempts to separate the gullible from
For instance, according to the sage Feldran to conceal themselves from all who would hunt them
good coin in return for a book that can’t possibly lead
Omprael, one page directs the reader to: for it while they build new and splendid lives.
them to the same places as does the original.
This view is hotly disputed by some, a few of whom
contend that this or that shorter version is the true
Find a door enspelled by a fallen god The Secret of the Tome?
Gaze well upon it, to see long ago Before his own recent alleged disappearance from his
one, and the “extra” pages are the spurious misdirec-
And mark the place bedchamber—a chamber torn from the top of a tall,
tion. Debates about the origins and intentions of the
Where Sammaster toppled but did not land. austere stone tower one moonless spring night—the
Way can also become strong.
On that spot, stand and look due east sage Mavrand Aumthaeras of Gheldaneth published a
The most diligent sages say a few copies of the
To find the peak that stands alone. chapbook of his own that purports to explain the ori-
“true original” first came to notice in Scornubel or
Atop that height, words are written in the rocks. gins of the wildly-popular The Way of Lost Power.
Iriaebor twenty-one or twenty-two years ago. Other

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Eye on the Realms

Aumthaeras called his tome The Way of Deceit, and Other Views capable of luring characters to the valley or into other
its pages set forth “proofs” (culled from interviews adventures.
Unsurprisingly, other sages disagree with Aumthaeras
with escaped slaves) that the chapbook promising Sinkhole: A mild earth tremor causes part of the
and cleave to other beliefs about the truth behind
“great magic” is a “fabrication of falsehoods”—a lure valley floor to collapse into ancient dwarven delves
the book. Indragar Jhallurt of Athkatla, for example,
concocted by the slave-taking dragon Halagaunthogh. just beneath the vale. Opportunistic war-bands of
has written that the chapbook is the work of “those
This elder red dragon inhabits a remote mountain Underdark creatures stream forth, and the angry
who stubbornly cling to belief that Azuth and Mystra
valley hidden among the peaks of the Copper Moun- dragon is kept busy trying to destroy or drive them
survive in silent hiding, or perhaps a lesser rival god
tains—a long, narrow vale crowded with human, back while at the same time herding its own livestock
of magic like Savras, seeking to restore or re-found
gnome, and dwarf slaves, for Halagaunthogh’s great- and slaves away from the sinkhole.
a faith of a great deity of magic. Those who follow its
est delight lies in dominating intelligent but lesser Garthyn the Sage: One of the dragon’s newest
clues will be offered clerical appointments, divine
creatures. slaves is a sage named Garthyn, who blundered into
service, and magic to wield once this ‘new church of
The Way of Lost Power, Aumthaeras writes, leads one of the portals. He’s an expert in three fields: cook-
magic’ is ready.”
ultimately to two portals (depending on how the clues ery, herb-lore, and magic items—and he has seen the
Although no one can be certain who wrote the
are followed) in wilderland locales of the Realms. dragon sort through items atop the tor and then fly a
chapbook, why, or what “great magic” (if any) it leads
Both portals allow passage to living creatures, and select few to the hoard. He’s excited by the possibility
to, this much is true: something lies behind it because
both lead to the shores of a stinking, polluted lake at of examining (not seizing, just experimenting with)
the sites, and what can be found there, are real and
the heart of the dragon’s valley. Those who traverse magic items up close…but he can’t reach the hoard. If
aren’t singular, and the nature of these clues is such
both portals also find all their items, worn or carried, adventurers will help him get to the hoard, they can
that the first arrival at a site can’t take away some-
snatched away. The gear is teleported atop a bare tor certainly have the items after he’s finished examining
thing so later questers won’t find it. Although only the
halfway along the vale for Halagaunthogh’s eventual them.
explanation given by Aumthaeras has any supporting
inspection. Valuables are taken into his hoard, and
evidence (and he and the slaves he interviewed have
the rest he flies into the mountains and drops from
since been “snatched” by unknown hands), the popu- About the Author
on high, to keep tools and weapons out of the hands of
larity of The Way of Lost Power is still growing. Ed Greenwood is the man who unleashed the Forgotten
his slaves) Realms on an unsuspecting world. He works in libraries,
Cold, fast streams that flow from the surrounding Adventure Hooks writes fantasy, science fiction, horror, mystery, and even
romance stories (sometimes all in the same novel), but he is
mountains into the lake water the dragon’s vale, and
Calling Gem: Unbeknownst to the dragon, one still happiest churning out Realmslore, Realmslore, and more
it is crowded with herds of captured livestock—includ-
of the gems recently taken into its hoard is a mes- Realmslore. There are still a few rooms in his house with
ing slaves. Halagaunthogh examines arrivals much space left to pile up papers in . . .
sage taker that teleports itself to specific locales and
like the gear, separating them into “mere food” or
emits a magic mouth spoken message when it appears
“slaves whose talents will be useful” in the dragon’s
there (a way of requesting help or reinforcements
schemes to hunt down and eliminate rival dragons
when sent forth by its adventurer owner). Proxim-
and take their hoards.
ity to other magic in the hoard has awakened it,
According to Aumthaeras, this fate awaits all who
and it now teleports to random locales around the
follow the Way. Any “great magic” involved is the
Realms, uttering several cryptic messages scrambled
dragon’s, and his hoard is steadily augmented by gear
from past messages it has delivered. Such words are
snatched by the portals.

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