Dungeon Magazine 100 - Text
Dungeon Magazine 100 - Text
“You never told him? Never told him what was in the letter
Dumbledore left fer him? Iwas there! I saw Dumbledore leave
it, Dursley! An’you've kept itfrom him all these years?"
“Kept what from me?" said Harry eagerly.
“STOP! I FORBID YOU!" yelled Uncle Vernon in panic.
Aunt Petunia gave a gasp of horror.
“Ah, go boil yer heads, both of yeh," said Hagrid. "Harry—
yer a wizard.”
Harry Potter and the Sorcerer's Stone
1K. Rowling
Downer uo
I've been subscribing since year one it! I’m gonna miss that element of #102. The general plan was to put one in
and own every issue. I love it! The your magazine. I'm glad you're still each of the even numbered issues, but
magazine is the best DMing tool in including monster tokens, but I sure we didn't want to shift the focus of issue
the world. wouldn't mind seeing you bring back #100 away from the Incursion project.
Ireally appreciate you bringing the artwork. I wouldn't mind seeing
SPELLJAMMER back with POLYHEDRON some SPELUAMMER adventures, either! © Skin for Sale
[SPELLJAMMER: Shadow of the Spider Dennis Best The covers of both the current issues of
Moon, DUNGEON/POLYHEDRON #92]. York Haven, PA DUNGEON (#98) and DRAGON (#306)
SPELLIAMMER has been an integral part magazines are embarrassing. To see you
of my campaigns since it came out. I've We still reprint the cover art facing the stoop to using skin to sell your product
DMed several groups that eventually adventure it supports, minus those pesky is disheartening. Your use of blatant
got powerful enough to conquer the cover lines. We know it's not as conven- eroticism demonstrates alack of faith in
world. SPELLIAMMER allows me to ient to cut out, but wed received sensi- your product; don’t you think your con-
extend their influence into the multi- ble complaints that using the cover tent is strong enough to sell the maga-
spheres—really, really cool! three times in an issue was excessive. zine on its own merits? It is sad to see
Since you began reprinting the We don't have any current plans to that you, too, have begun catering to the
cover art inside without all that pro- revisit the SPELUAMMER campaign set- lowest common denominator to make
motional text, I've been cutting them ting, but if the right article comes along, profits. While I enjoy seeing the human
out and storing them in a plastic it'll find its way into POLYHEDRON. figure (both male and female), I think
sleeve binder. Painted miniatures and your selection of images is too provoca-
artwork always seem to make the $3 Adventure Path tive for a magazine centered around a
adventures much more vivid for the Thrills game. Aren't there other venues avail-
players, so I save the pictures and then Ishamefully admit that I stubbornly able that provide that kind of entertain-
work them into my campaign when- refused to use DUNGEON for the first ment besides these magazines? If you
ever possible. Both of my groups love nineteen years of my gaming life, think you are simply providing what
believing that I could create anything I the gamers want, think again—teens
would ever need for my campaigns. can get smut almost anywhere, and the
Fortunately, I became too busy to do it adults can get a higher quality some-
where else. Please do what you do best,
Amekes
Gains:
alone and have enjoyed the creative
juices oozing out of DUNGEON ever
since. Your cartographers and many of
the artists are tremendous as well Getting in Touch
(silent plug to see more of Jason Engle). with Dungeon/
Iam thrilled at the Adventure Path Polyhedron
concept. My wife finally volunteered to
runan entire campaign for me (the
perpetual DM finally gets a break) and
the Shackled City miraculously
appeared to answer the call. I noticed,
however, that the next issue does not
contain an Adventure Path sequel. How
often will the campaign adventures be
published and in what issues? The
MEEST
DIANAPOLIS
down side to being very excited about
this campaign is that I am impatient to
seethe path unfolding before me.
Jeff Holdaway
Via Email
The next installment of the Adventure
Path: Shackled City will appear in issue
8 Dungeon/Polyhedron July 03
and stick to letting your content sell nearly any module off the store rack. A
your magazine instead of scantily clad typical 32-page module costs $10. In a SEEKING Out-or-Paint TITLES?
figures in provocative poses. "light" DUNGEON issue (like #99), you get NEED THE New Sturr Too?
Corey Johnston at least 40 pages (56 ifyou're a sub-
San Diego, CA scriber) for $7, plus a Po(YHEDRON Mini-
Game and other goodies. Still seem like a
C Suckitude lousy value?
Let me make sure I have this straight:
You are alternating issues in terms of 2 Living Greyhauk
content: month one has 60 pages of Rocks
DUNGEON, month two has 40 pages of After reviewing issue # 98 I have
DUNGEON. We used to get around 100 pledged to receive every issue until
pages every other month, so we're get- the end of time! I enjoy the new
ting the same amount, but for twice the Adventure Path. It has really helped
price. That sucks. Ihate POLYHEDRON. If me observe how to birth a campaign
you are so certain ofthe quality and from the beginning and I can't wait
success of POLYHEDRON, why can't you to see it to fruition.
split DUNGEON into two bi-monthly However, I am totally impressed with
http://www.hitpointe.com
magazines and let each stand alone, so I the first installment of the Lrvinc
don't have to pay for this content Idon't. GREYHAWK JOURNAL. It seemed that Mail-orderGameShop
SpecializinginUsedandOut-of-Print
want? What motivates this ridiculous with the terrific amount of detail and D&D®, ADAD® and
White Wolf'sWorldofDarkness®
hybrid idea? Desperation? Greed? I just depth of the Bright Desert you have game products,
don't get it. Since Paizo took over, DUN- out-done your sister magazine DRAGON. Nocomputer? Writeforcurrentpricelist:
GEON has gone from being one of the Ireally look forward to seeing more 540 NorthLapeer Road, Suite255
best value-for-your-buck magazines out time and space devoted to GREYHAWK, ‘Orion Township, MI48362
there, to, well, the tragedy that is laugh- seeing as its Wizards of the Coast
ably called issue #98. And that's a 60% support is nil.
DUNGEON issue!
Dan Forrest
Great job, and
thanks from the
CHARON PROOUCTIONS
" er
Via Email bottom of a THE Gamer's SATCHEL
GREYHAWK fan's CARRY AS MUCH AS YOU NEED — WHERE YOU DEED it
Sorry you're so unhappy, Dan. As we've heart.
said here before, neither DUNGEON nor William Kirk | Three large pockets
POLYHEDRON was healthy before the Via Email | together with a zippered case
for dice, pens, a calculator
merger. It's not a matter of one maga- and a spacious main pouch
zine carrying the other. As for being a large enough to hold
all your core rulebooks
great value, it still is. You pay more now, as well as an
but you still get more adventure material insert case to
safely hold
for your gaming dollar than buying your figurines
See Charon's
full line of
figurine
carrying cases B= ~ a 1
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10 Dungeon/Polyhedron July 03
HELPFUL NPCS, WOULD-BE COHORTS, AND UNIQUE SIDEKICKS
Y
Lycanthropic Empathy (Ex): Homnar gains a +4 racial bonus reduce the number of antagonists he faces. However, Homnar
on checks made to influence toads and dire toads, and can com- would prefer not to fight a pitched battle against armed and
municate simple concepts (such as “friend,” “foe,” or “attack” if armored adventurers. Given the chance, he'd rather flee a fight
the animal is friendly. with the intention of returning later to attack his enemies in
Poison (Ex): Dire toad form only. Bite; Fortitude DC 19; dam- the dark hours of the night.
age 1d6 Con/1d6 Con.
Swallow Whole (Ex): Dire toad form only. Homnar can swallow DEVELOPMENT
a grappled opponent of Medium size or smaller by making a suc- Homnar could be the featured killer in a “whodunit” adventure.
cessful grapple check. Once inside, the opponent takes 1d6 The PCs find themselves sharing an inn with Homnar and a
points of bludgeoning damage plus 1d4 points of acid damage
per round. A successful grapple check allows the swallowed small number of other travelers on a cold and rainy night, but
opponent to climb out of the stomach and return to Homnar's over the course of the evening, the other guests begin disappear-
maw. Another successful grapple check is required to get free. A ing. Master Thest, of course, points out that since no bodies have
swallowed creature can try to cut its way out with a light piercing been found, foul play is not very likely. After all, the missing
or slashing weapon. Dealing at least 10 points of damage to the people might have been lured out into the night by some sinis-
gizzard (AC 13) creates an opening large enough to permit ter force, if they didn't choose to leave of their own accord.
escape. Once a single swallowed creature exits, muscular action Master Thest has hired a number of weaker weretoad rogues and
closes the hole. Homnar's stomach can hold 2 Medium or 8 organized them into a group of smugglers and slavers. The were-
Small or smaller opponents. toads snag victims and goods in dire toad form, swallow them, then
Possessions; +2 studded leather armor, +2 rapier, masterwork take them out ofa major city in their ownbellies. The kidnap victims
dagger, masterwork composite shortbow [+2 Str] with 10 +2
arrows and 10 silver arrows, ring of protection +2*, 2 potions of cure that don't survive become the toads’ next meals; those that do are
moderate wounds, 1 potion offly. *Homnar normally wears his hardy enough to command a hefty price in the slave market. Tired of
ring in hybrid or animal form. losing so many slaves to his underlings’ bellies, Master Thest has
begun looking for a spellcaster capable of protecting his kidnap vic-
and swallow the unfortunate soul whole, quickly leaving the tims from the acid in the toads’ stomachs. His unique qualifications
scene of the attack once he's made his kill. for this job have attracted the attention of
several local organizations
1f forced to fight, Homnar is not above grabbing and swal- (the thieves guild or a college of wizards are likely to become suspi-
lowing a weak-looking enemy for no other reason than to cious) that have turned to the PCs to discover what's happening. Q
20 Dungeon/Polyhedron July O3
into writing the editorial (thanks, Wolfgang!). one"no DM required" adventure.) But we man- 2004 rolls around." (Well, okay, so I'm not so
And when that didn't work, on at least one aged to keep this dialog going before email. By good with math.) | had no idea that issue would
occasion | got one of our authors to write it. issue #8, we'd established an online presence arrive so soon, but I'm happy to again partici-
Well,|can't pull that offnow, soI've uncrated (in GEnie’s Gamer's Forum). But we didn't have pate in the ongoing DUNGEON adventure.
all mycarefully preserved issuesofDUNGEON for a real email address until issue #48
inspiration. Looking through them is like looking (July/August 1994). Even then, we received only Wolfgang Baur: The
at a kaleidoscope of eight years of my life, years a few email messages a week. Gloriesof Slush
that went by too quickly. It was the best job | Wolfgang Baur had been one of our more Many writers and editors dread the slush pile,
ever had because ofthe people I worked with. prolific freelance authors, writing adventures that source of unsolicited manuscripts and
We became like family. Although I was nomi- by himself and with Steve Kurtz. In the fall of well-intentioned efforts by young or begin-
nally in charge ofthe magazine, allofthe maga- 1991,1 was talking on the phone to Steve about ning writers out to break into print. | had the
zine staff worked as a team. relied on Wolfgang. an adventure,
and he mentioned that Wolf had opposite relationship with it during my time
Baur's intimate knowledge of
the rules, Larry packed upall his earthly belongings in an aged at DUNGEON: As far as l'm concerned, all good
Smith's artistic sense, Dale Donovan's humor, van and was driving to the Chicago area to things come from the slush pile. It's where I
and Roger Moore's support. look fora job."Tell him to get in touch with us!" started with the magazines—that is, | was in
When Roger called me in 1987 to offer me Roger and | chorused. | don't remember what the slush pile as a writer. Years later, when |
a job on DUNGEON Adventures, TSR's newest kind of job Wolf was looking for, but we effec- was editing DUNGEON, the slush pile was
magazine, | was skeptical. If anyone other tively derailed him from whatever career he always the most surprising place to be.
than Roger had asked, | think | might have was heading toward by inviting him up to Lake During my high school and college years,
passed. But | took the job, knowing that Geneva to "meet us and have lunch." We'd sent queries and submissions to the magazine.
startup magazines had high failure rates. already agreed that, if he had no more than To my surprise, |got letters and contracts back,
Not this one, though. I'm happy to receive the requisite number of heads and didn't slob- and eventually a certain level of beer money.
each issue of DUNGEON and know that it is ber too badly, we were going to offer him the This was great! They were paying me for some-
still going strong. job of assistant editor. We were stunned at thing | loved to do. Plus | earned bragging rights,
In looking through the 50 issues |worked on, what a nice, normal fellow Wolf turned out to and got the thrill of seeing my name in print. It
what strikes me is how much of a dialog the be. (You can read his assessment of the rest of was almost too easy—| was writing adventures
magazine staff had with its readers. We the staff in DUNGEON #33.) When | moved on for my own campaign anyway, so | sort of
received lots of letters, read them all, and to become managing editor of TSR's book assumed that the magazines needed the help,
responded to many in the pages of the maga- department, | was happy to leave the maga- because if they were accepting my submissions,
zine. We conducted polls, asking about what zine in Wolf's capable hands. the slush pile couldn't be that big. Basically, |had
the readers wanted to see. We tried new things. In DUNGEON issue #50 | wrote, "I'm looking no idea what a mountain ofpaper the slush pile
Some ideas worked (Side Treks debuted in issue forward to issue ttioo. Who knows what mile- really was.
#26). Some didn't. (I believe we printed only stones we'll all have passed by the time March When | heard they were hiring at TSR, Steven
July O3 Dungeon/Polyhedron 21
Kurtz put me onto the trail. “You've written for well as he draws, I'm sold!” |had just found Others think it's a compelling story. Okay.
them,sothey'll interview you. Gofor it,” he said. Christopher Perkins's first manuscript, and it Still others say it's the great rewards for
And what do you know, they were happy to stood out like a torch in the dark. which the heroes fight, and sure, who would-
train someone who they knew could write Later still, |stopped reading the slush pile, n't want those? Still, these are the elements,
decently. In a sense, the slush pile got me hired. and depended on otherstobring meitsgoodies. along with character and place names, that
Once I'd arrived, | figured | had it made. This certainly cut down on the pain involved in DMs are most likely
to change. Yet what's the
But it was right back to the slush pile, this confronting Our Failing Educational System one thing a good module provides that most
time from the other side. It was my job to directly,butit made the choices tougher. Mostly, DMs are least likely to create yet need most
screen everyone else's work and pass the |weighed whether anew kid from the slush pile desperately?
best parts to Roger and Barbara. Most days, could measure up to the regulars in the maga- Why, the dungeon, of course. The map.
this editorial chore was a huge ego boost zine: Willy Walsh, James Jacobs, Christopher By "map" | mean not just the floor plan, but
(Hey, my stuff is better than this!”). Perkins, all the folks whose work appeared in everything connected to it—all the information
After a while, you got a bit of a sixth sense print at least three times a year. keyed with mysterious runes like 24.b.3. That
about submissions. The ones with rambling, These days, | suspect that the slush pile is marvelous blueprint saves DMs hours of work.
unfocused cover letters usually went back with really someone's overstuffed inbox, packed Some people are rather loudly proud that
a form rejection—the text wasn't any better with email queries. | know that’s a better way they don't read Dunceon. While the effort
than the letter. Other letters included touching. to go than self-addressed, stamped envelopes. these dedicated individuals put into their
testimonials ("My mom and my gaming group But |like to think that someone at Paizo is sit- own campaigns is admirable, some of these
really like it!"). A few queries claimed to have ting in front of amountain ofpaper, hoping for smug bastards scorn the "canned" adventure
great ideas, butasked for help writing the actual just one good one to show the boss. and boast of their own, superior creativity.
text (sorry, that's why we're the editors). And That they don't actually publish their bril-
once in a while, someone would write some-
Dave Gross: Mappers: liant work is only because their art is too
thing worth consideration: a good idea badly An Appreciation of pure to be sullied by mass consumption or,
executed, or a bad idea written brilliantly. They Dungeon worse yet, we wouldn't appreciate them. At
were always set aside, though often with an There's a reason they call the magazine DUN- least, that's what they'd like us to think.
encouraging letter to the writertotry again. The GEON, and no, it's not all the personal ads mis- The truth is, their maps are weak.
ones that were almost right, but would require takenly submitted bysweaty little guys hoping | mean, sure, they've got some wonderful
weeks of developmental editing to bring into to meet a lash-wielding lady in stiletto heels. drawings on graph paper—and sketching
shape, were the heartbreakers. Of course, considering the recent covers, you those is pretty fun, I'll be the first to admit—
Fortunately, the illiterates and the heart- could beforgiven for that mistake. but there's little or nothing attached to those
breakers weren't the only submissions. | very Some gamers, including another former rooms. Where's the trap description for 18.h? |
clearly remember one Canadian fellow who editor, believe the key to a great adventure is want my stat blocks! Give me the cute little
drew great maps. | thought, "If he writes as the villain, and that’s a strong argument. treasure icon and some cool artwork, dammit!
~
Realms
^
22 Dungeon/Polyhedron July O3
To be fair, | should point out that a few dence, in particular the Chris Perkins files. | the monster. (Pitched to Michelle first, then
hearty souls actually do create the whole started reading the editorial staff's comments to Disney. Both took a pass.)
map, complete with the rules needed for scrawled in the margins of my proposals and 7.“Dwarvenbane.” The heroes are bounty
each area—but the best of those do end up manuscripts, quickly realizing how one stroke hunters looking for dwarf fugitives. The
in the pages of DUNGEON, for all DMs to ofa red pen can pop a person's ego like a bal- dwarves hide in a tower and are killed by its
share. It's a good thing for the rest of us, loon. Here are my favorites: nefarious owner—a wizard! (What a sur-
since these maps give us the time to do Roger: "Overwritten. Return for slow, not- prise.) Barbara needed all her fingers and
things like walk the dog, go to a movie, and too-hasty rewrite.” toes to count the plot holes in this one.
maybe kiss somebody pretty now and then. Barbara: “Nothing about this jumps out 6."Ankh of the Ancients.” Aforementioned
Fortunately for the future of D&D, it and screams ‘Take me!" pyramid and minions of Set highlight this
seems like more and more people are discov- Wolf: “Pyramids and minions of Set are tedious dungeon crawl to find a lost artifact.
ering this wonderful resource. Sure, a few trite, even by forgiving standards.” Trite, indeed.
chuckleheads still scoff at the “canned” Dave: “The villain lacks personality. He's 5."Woodenhead." Think “homicidal Pinno-
adventures, but with all the time they spend just evil. Bleh.” chio in Ravenloft” and you'll get the gist.
on their creations, they're the ones least Michelle: “Argh. Is this a Canadian thing?" Roger liked it. Barbara entertained it. Wolf
likely to breed, and they'll die out within With little ego left to bruise, | present to shot it in the head.
another generation or so. So fear not, gentle you the Top 10 Chris Perkins Adventures 4."Shreds of Sanity.” The main villain was a
DM;ifyou're reading these pages, you'll have you'll never see in print, as determined by wolfwere who played the bagpipes. Wolfwas
all the spare time you need to seek out that Those Who Went Before: not smitten. Dave called it “Shreds of Dignity.”
special someone in stiletto heels. 10. “Cutters.” This PLANESCAPE adventure 3."The Troublesome Toymaker.” Petite con-
was the RPGA Open tournament at Gen Con structs run amok. Three guesses who's to
Christopher Perkins: one year.Ata modest 180,000 words, it would blame? | couldn't sell this dud to Barbara or
Falling Down have filled more than two issues. Turns out Wolf—and don't think | didn't try.
What can |say about my illustrious predeces- Dave liked PLANescape, but not that much. 2."The Quill, the Quest, and the Quagmire.”
sors? Roger discovered me. Barbara educated 9. “Quill or be Quilled.”Awizard hires the Pitching atrilogy of "O" adventures was really
me. Wolf humored me. Dave challenged me. heroes to steal another wizard's magic quill. 1 arrogant, particularly given that the third
Michelle spoiled me. By the time I took over, the should have been skinned for the title alone, adventure hinged on the PCs delivering a
magazine had found its loyal followers, so my never mind the plot. birthday present to a wizard in a swamp. To
smartest contribution was not mucking with 8. “The Verdantshire Snatcher.” A charm- quote Barbara:"No, no, and ...no.”
the good things my predecessors had done. ing tale about a girl and her “imaginary” 1.“Kelvin Wickerclock’s Whimsical Adven-
When | first arrived from the Great White friend—a friendly ogre named Grundelspuf. ture.” The heroes follow a gnome time traveler
North, | thought it would be harmless fun to When the girl wanders off with “Spuf,” local through a portal and encounter Tex “Tomb-
browse through the folders of past correspon- townsfolk believe she’s been kidnapped by stone” Cully (a rootin’, tootin’, six-shootin’
buckaroo), gangsters, ninja assassins, and Zack
“The Hack” Moriarty (a B-movie film director),
not to mention! kid you not—a pygmy hunt-
ing party and a WWI flying ace named Griffon. 1
must've been really, really bored that day.
Fortunately for DUNGEON'S readers, the
editors have always done a great job picking
the diamonds out of the slush. Chris
Thomasson is no exception. Unlike the rest
of us, however, he likes wading through
slush. He likes it a /ot. If you're a writer, don't
be afraid to send him some. Q
a aa
WITHIN THE SUNKEN CAVERNS unless they are particularly lean (such as the dire weasels, which
The tunnels in this area average barely4feet high—plenty tall for a can move about as if they were Large creatures). The ceilings of the
kobold, but forcing most Medium or larger creatures to crouch rooms are 10 feet high.
Any character standing at least 5 feet tall suffers a —1 penalty to Unless otherwise noted, all areas within the Sunken Caverns are
attacks (except with piercing melee weapons) and to AC while in dark, requiring darkvision or alight source to see. The area is also
the area except while prone (in which case the character suffers the very damp, which applies a -5 penalty to Climb checks and gives
normal penalty for being prone). Large creatures must squeeze to creatures and objects a +2 bonus to saves to avoid catching on fire.
get through the tunnels at all, which inflicts a —4 penalty to attacks The soft limestone walls of the caverns and tunnels require a Climb
and AC. Huge creatures generally can't fitthrough the tunnels at all check (DC 20) to ascend or descend.
en a a Ln o e 1
Possessions: Small +1 chain shirt, Small entrance (characters squeezing through
buckler, Small masterwork short sword, are denied their Dexterity bonus to AC
Small masterwork longbow with 20 and thus ripe for a sneak attack).
arrows, potion of cure serious wounds. Once the characters gain access to the
Scouts, Male and Female Kobold chamber, the weasels charge into
Rog? (2): CR 7; Small Humanoid (reptil- combat. The guards use Spring Attack to
ian); HD 746; hp 21 each; Init
+8;Spd 30 ft; enter melee together, aiding each other's
AC 20, touch 15, flat-footed 20; BAB +5 attacks, then retreating out of easy reach
Grap +1; Atk/Full Atk +10 melee of their opponents. The scouts attempt to
(1d4/19-20, masterwork short sword) or deliver sneak attacks (either invisibly or
+10 ranged (1d4/x3, masterwork short- by flanking), f using on the same target
bow); SA sneak attack +4d6; SQdarkvision as the guards or the weasels. If both
60 ft., evasion, light sensitivity, trapfind. weasels or any two kobolds are killed, a
ing, trap sense +2, uncanny dodge; AL LE; remaining kobold flees to area B5 to
SV Fort +3,Ref+9,Will +3; Str 10, Dex 18, warn the rest ofthe comple:
Con 11, Int 10, Wis 12, Cha 8. Ad-hoc XP Award: Award an extra 25%
Skills: Climb +9, Craft (trapmaking XP for any enemy defeated in this area due
+12, Hide +18, Listen +13, Move Silently to their advantageous position
+14, Search +12, Spot +13, Tumble +14.
Feats: Alertness, Improved Initiative, B3. SORCERER'S
Weapon Finesse, CHAMBER (EL 10)
Possessions: Small +1 leather armor, The door to this chamber is sealed with
Small buckler, Small ma terwork short an arcane lock cast by Ss ar the sorcerer. A
sword, Small masterwork shortbow, peephole 3 inches from the floor (S arch
potion of invisibility. r 20 to locate) allows the occupant to
2 Dire Weasels, Advanced (2): CR spy on anyone in the hallway.
6; Huge Animal; HD 9d8+36; hp 76 each; Trap (EL 8): Inside the room and above
Init +3; Spd 40 ft.; AC 18, touch 11, flat- the door is a tank of sticky, flammable
footed 15; Atk/Full Atk «15 melee liquid, the result of much experimentation
(2d6415, bite); Space/Reach 15 ft./10 ft; by Sszar. Effectively, the liquid is a combi-
SA attach, blood drain; SQ scent; AL N; nation of alchemist's fire and a sticky goo
SV Fort +10, Ref +8, Will +6; Str 30, Dex similar to that contained within a tangle-
17, Con 18, Int 2, Wis 12, Cha 11 foot bag. Anyone opening the door trig-
Skills: Hide +5, Listen +3, Move gers this trap, which sprays the fiery goo
Silently +7, Spot +5. Feats: Alertne: out into the hallway in a 10-foot-long, 5-
Iron Will, Stealthy, Weapon Finesse foot-wide burst starting at the doorway
Weapon Focus (bite) Anyone in this area must make two Reflex
Attach (Ex): A dire weasel that hits The first (DC 20) is to halve the fire
with its bite attack latches onto the damage inflicted by the fie y goo, while the second (DC 25) is to avoid becoming glued to
opponent's body with its powerful jaws. the floor (as a tanglefoot bag). Even with a successful second saving throw, anyone within
An attached dire weasel loses its Dex the area is entangled (just as if he had been hit by a tanglefoot bag). A character glued to
bonus to AC. the floor by the liquid can't roll around on the ground to extinguish the flames.
Blood Drain (Ex): A dire weasel The trap only has enough fiery goo for one burst, after which the tank must be
drains blood for 2d4 points of temporary reloaded (Sszar doesn't have enough goo on hand to refill the tank). From inside the
Constitution damage each round it room, the trap is obvious (no Search check needed to find, +10 to Disable Device
remains attached. checks to disable).
Scent (Ex): Detect opponents within 4^ Fiery Goo Trap: CR 8; mechanical; touch trigger; manual reset; multiple targets
30 feet. Exact location is not revealed (all targets in a 10-ft.-radius semicircular burst); never-miss; Reflex save (DC 20) half
unless within 5 feet. damage, 10d6 fire damage, then 4d6 the next round; plus Reflex save (DC 25) partial
Tactics: Unless warned by Reshka the (as tanglefoot bag); Search (DC 25); Disable Device (DC 35).
druid, the guards are pretty lax, relying Creatures: Sszar the sorcerer lives and works in this split-level area. He doesn't
on the dire weasels to warn them of keep a regular schedule, so at any given time he is 75% likely to be awake and working
intruders. They fire their bows at any in the main portion of the chamber. The remainder ofthe time he is asleep in his loft
enemy fumbling with the grate at the (area B3a). His familiar, a weasel named Fingerbiter, guards him while he sleeps.
2 Sszar, Male Kobold Sori0: CR 10; Small Humanoid (rep- than kobolds or dire weasels, it warns Sszar, who immediately
tilian); HD 10d4+13; hp 40; Init +7; Spd 30 ft; AC 19, touch 14, flat- casts improved invisibilityonhimself, retreats to his loft (B3a), and
footed 16; BAB 47/42; Grap +0; Atk/Full Atk +3 melee (1d3-3, uses detect thoughts to determine the nature of the intruders.
Small dagger), or +12 ranged touch (damage varies, ray spell); SA From his position of cover, Sszar targets the first intruder he
spells; SQ darkvision 60 ft., light sensitivity; AL CE; SV Fort +7, sees with baleful polymorph, attempting to change the target into
Ref +13, Will +10; Str 4, Dex 16, Con 13, Int 12, Wis 10, Cha 18. a lizard. He follows this up with slow to delay his attackers’
Skills: Bluff +9, Concentration +14, Craft (alchemy) +6, Craft progress. He prefers to remain hidden as long as possible,
(trapmaking) +5, Diplomacy +6, Intimidate +6, Knowledge refraining from casting spells that might reveal his location,
(arcana) +6, Listen +2", Search +3, Spellcraft +12, Spot + ^. Feats: such as lightning bolt or scorching ray.
Alertness*, Improved Initiative, Lightning Reflexes, Tough- If any character manages to reach his loft, he uses his ring of.
ness, Weapon Focus (ray). the ram to bull rush the opponent back to the ground below.
*Sszar gains Alertness, and its bonuses, only if Fingerbiter is Should he find himself cornered, he casts dimension door and
within 5 feet. retreats to area B5 to warn the rest of the inhabitants.
Spells Known (6/7/7/7/6/3, base save DC = 14+ spell level): 0— Treasure: Among the bottles, flasks, and vials on the table are
three flasks of alchemists fire and a potion ofwater breathing, which
acid splash, arcane mark, detect magic, flare, ghost sound, light, mending,
message, read magic; 1st—alarm, mage armor, magic missile, ray of are likely destroyed ifany damaging area spells go off in the room.
enfeeblement, unseen servant; 2nd—arcane lock, cat's grace, detect
thoughts, scorching ray; 3rd—dispel magic, lightning bolt, slow; 4th— B3A. LOFT
dimension door, improved invisibility; 5th—baleful polymorph. Sszar the sorcerer sleeps in this loft area, accessed by a small
Possessions: Cloak of resistance +3, amulet of Charisma +2, ring of ladder. The ladder holds a maximum of 50 pounds—any weight
the vam (12 charges), potion of cure serious wounds, Small dagger, greater than that breaks the rungs.
spell component pouch (includes 50 gp gold dust). Any creature in the loft area, which is 10 feet above the floor
2 Fingerbiter, Weasel Familiar: CR N/A; Tiny Magical Beast of
area B3, enjoys cover (+4 AC and +2 Reflex saves; no attacks
(augmented animal); HD 10; hp 20; Init +2; Spd 20 ft., climb 20 ft; of opportunity) against characters in area B3. The loft itself is
AC 19, touch 14, flat-footed 17; BAB +7; Grap —5; Atk/Full Atk «11 barely tall enough for a kobold to stand—Medium creatures
melee (1d3—4, bite); Space/Reach 2 1/2 ft./0 ft; SA attach, deliver must squeeze to enter the area.
touch spells; SQempathic link, improved evasion, scent, share Treasui : Scattered among the many layers of rags and furs
spells, speak with animals, speak with master, AL CE;SV Fort 43, that Sszar uses as a bed are 327 gp and 42 pp, along with a long-
Ref +5, Will +8; Str 3, Dex 15, Con 10, Int 10, Wis 12, Cha 5. forgotten potion of invisibility (Search DC 20 to find the potion).
Skills: Balance +10, Climb +10, Concentration +13, Hide +11,
Knowledge (arcana) +5, Move Silently +8, Spellcraft +11, Spot B4. STORAGE
+3. Feats: Weapon Finesse.
Attach (Ex): Ifa weasel hits with a bite attack, it uses its pow- This small dry room holds a few barrels and crates. A side of
erful jaws to latch onto the opponent's body and automatically meat hangs from a hook set in the ceilin
deals bite damage each round it remains attached. An attached
weasel loses its Dexterity bonus to Armor Class. The kobolds store their supplies here, but nothing of value.
Scent (Ex): Detect opponents within 30 feet. Exact location
is not revealed unless within 5 feet. B5. CHAMBER OF THE DIVINE (EL 13)
Tactics: Sszar spends most of his waking hours with mage A heavy animal hide hangs in the doorway, screening it from the
armor in effect (granting him the listed AC). If Sszar is awake and hall. Unless the party approaches stealthily, the inhabitants of
hears anyone outside his door, he tells Fingerbiter to look this chamber almost certainly hear them coming and prepare.
through the peephole. Should Fingerbiter see anything other
nET - = -
NEW WEAPON TYPE
This material is an exclusive preview from the Draconomicon, a new dragonfang weapons made from its remains do not deal any extra
D&D supplement releasing in November, 2003. damage. This damage is treated as an extraordinary (and thus non-
magical) feature of the weapon. It doesn't stack with any other
energy damage (of the same type) inflicted by the weapon
DRAGONFANG WEAPONS A single tooth or claw from a dragon can be crafted into a light
Dragonfang weapons are masterwork weapons crafted from the weapon of the same size category of the dragon, a one-handed
claws and teeth of a dragon. In addition to the «1 non-magical weapon ofone size category less, or a two-handed weapon of two
enhancement bonus to attacks granted by its masterwork quality, a. size categories less. A dragon's body can usually provide enough
dragonfang weapon deals 1 point of energy damage on each suc- material for up to 12 weapons.
cessful hit. The type of energy is the same as that of the dragon's Only piercing and slashing weapons may be created as dragon-
damaging breath weapon. If a dragon doesn't have a breath fang weapons.
weapon that deals acid, cold, electricity, fire, or sonic damage, Price Adjustment: +300 gp.
a RR SESS SETS SS SS AS
Beyond the curtain ofanimal hides is a large room that smells ft; AC 27, touch 14, flat-footed 24; BAB +9/+4; Grap +9; Atk +17
of wet fur. A pile of hides sits atop a wooden platform along melee (1d10«10/17—20 plus 1 fire, Small +2 red dragonfang
one wall. A passage leads out the far side ofthe room. greatsword) or +14 melee (1d4+4, bite); Full Atk +17/+12 melee
(1d10«10/17—20 plus 1 fire, Small +2 red dragonfang greatsword) and
This chamber is home to Vermilona the dracolyte and her con- +9 melee (1d4+2, bite), or +14 melee (1d3+4, 2 claws) and +9 melee
sort Skreebo, a half-red dragon kobold. Vermilona spends most of (1d4+2, bite); SA breath weapon (6d8 cone of fire; Reflex DC 13
her time with the skeletal dragon in area B6, leaving Skreebo half), sneak attack +3d6; SQ darkvision 60 ft., low-light vision,
alone with their pets. For his part, Skreebo can't understand why light sensitivity, immunities (fire, sleep, paralysis), evasion,
the kobolds don't simply use the skeletal dragon to lay waste to a uncanny dodge, trap sense +1; AL CE; SV Fort +11, Ref +13, Will
nearby village, but Vermilona claims to have "bigger plans." 47; Str 18, Dex 16, Con 16, Int 10, Wis 10, Cha 14.
The two kobolds share a bed which is little more than a fur- Skills: Bluff +10, Craft (trapmaking) +3, Diplomacy +6, Handle
covered wooden platform balanced atop a few big rocks. Animal +10, Hide +12", Intimidate +6, Listen +10, Move Silently
Creatures: A very bored Skreebo loiters here, along with «8^, Ride (dire weasel) +6, Search +10, Sense Motive +8, Spot +10.
two Huge dire weasels. One weasel rests near the bed where Feats: Alertness, Blind-Fight, Improved Critical (greatsword),
Skreebo sits, while the other reclines in one of the nests to Improved Initiative, Iron Will, Lightning Reflexes, Weapon
either side of the entrance from the hallway. Focus (greatsword), Weapon Specialization (greatsword).
2 Dire Weasels, Advanced (2): hp 89, 84; see area B2 for *Includes -3 armor check penalty.
other statistics. Possessions: Small +3 dragonhide breastplate, Small +2 red dragon-
2 Skreebo, Male Half-Red Dragon Kobold Rog5/Ftré: CR fang greatsword (new item; see the sidebar on page 31), cloak of
13; Small Dragon; HD 5d6+15 plus 6d10+18; hp 86; Init +7; Spd 20 resistance +2,
breath weapon. Each time you do, the clinging breath lasts an addi-
NEW FEATS tional round.
This is an exclusive preview from the Draconomicon, a new D&D
supplement releasing in November, 2003. DRAGONTHRALL
You have pledged your life to the service of
evil dragonkind.
Prerequisite: Speak Language (Draconic).
CLINGING BREATH [METABREATH] Benefit: You gain a +4 bonus to Bluff checks made against drag-
Your breath weapon clings to creatures and continues to affect ons, and a +2 bonus to Ride checks made to ride dragons.
them on the round after you breathe. You gain a +4 bonus to saves against the frightful presence of
Prerequisite: Dragon, Con 13 evil dragons.
Benefit: Your breath weapon has its normal effects, but also clings You suffer a —2 penalty to saves against Enchantment spells and
to anything caught in its area. The clinging breath weapon lasts one effects cast by dragons.
round. On the second round, the clinging breath weapon inflicts one- IMPROVED MULTIATTACK
half the damage it inflicted the previous round. Creatures that evade
You are particularly adept at using all your natural weapons at
damage from the breath weapon (such as creatures with the evasion once.
special quality or incorporeal creatures) do not suffer the extra dam- Prerequisite: Three or more natural weapons, Multiattack
age. For example, an old silver dragon uses its cold breath and inflicts
Benefit: Your secondary attacks with natural weapons suffer no
72 points of cold damage (36 points with a successful saving throw). penalty to hit. They still add only one-half your Strength bonus, if
The following round, foes who failed their saves against the breath any, to damage dealt.
suffer an additional 36 points of cold damage, and foes who made Normal: Without this feat, your secondary natural attacks suffer
successful saves suffer 18 points of cold damage. à —5 penalty (or a -2 penalty if you have the Multiattack feat).
A foe can take a full-round action to attempt to remove the cling-
ing breath weapon before taking any additional damage. It takes a LARGE AND IN CHARGE
successful Reflex saving throw (same DC as your normal breath You can prevent opponents from closing inside your reach
weapon) to remove the effect. Rolling around on the ground grants Prerequisite: Natural reach of 10 feet or more, size Large
a 42 to the saving throw, but leaves the foe prone. The breath Benefit: When you make a successful attack of opportunity
weapon cannot be removed or smothered by jumping into water. against an opponent who is moving inside your threatened area,
The clinging breath weapon can be magically dispelled (DC equal you can force the opponent back to the 5-foot space he was in
to your breath weapon save DC). before he provoked the attack of opportunity. After you hit with
This feat only works on breath weapons that have instantaneous your attack of opportunity, make an opposed Strength check
durations and that inflict some kind of damage, such as energy against your opponent, You gain a +4 bonus for each size category
damage (acid, cold, electricity, fire, or sonic), ability damage, or larger than you opponent you are, and an additional +1 bonus for
negative levels. every 5 points of damage you dealtwithyour attack of opportunity.
When you use this feat, add +1 to the number of rounds you If. you win the opposed check, your opponents is pushed back 5
must wait before using your breath weapon again. feet into the space he just left. An opponent you push cannot move
Special: You can apply this feat more than once to the same any farther this round.
Tactics: Skreebo A 2-foot-wide, 10-foot-long wooden plank lies in one corner of
launches himself into any the room. It is used to bypass the pit trap between here and area B6.
fight that presents itself, happy
to be doing anything other than B6. RITUAL CHAMBER (EL 15)
waiting around. He has trained The passage from area BS leads down at a shallow angle, widen-
his pets to take up flanking posi- ing to a maximum of 10 feet across as it goes.
tions with him, allowing him to Trap: Any creature who crosses the "X" marked on the map
deliver sneak attacks. arms the trap for 10 minutes. After the trap is armed, the next
Skreebo won't retreat creature weighing at least 50 pounds who steps into that area
to area Bé triggers the trapdoor, which dumps all characters in the shaded
unless at area into a steep chute leading to the lower floor of area B6.
least one These characters suffer a small amount of damage and end up
weasel is prone at the exit point of the chute.
slain and 4^ Chute Trap: CR 3; mechanical; location trigger; timed
he is out- reset (every 3 rounds); Reflex save (DC 25) avoids; fall (1de, fall);
Search (DC 30); Disable Device (DC 25).
Read the following text to any character who goes down
the chute.
The steep chute empties onto the floor ofa limestone cave;
scattered pools of water and piles of coins dot the area. Stand-
numbered, as he ing before you is a truly gigantic skeletal creature. The red pin-
wants to appear point gleams in its eyesockets betray its animate nature, just
powerful in the before it turns its toothy maw in your direction. Bony wings
eyes of the other creak and flap uselessly as it moves to attack.
kobolds. He is
aware of the trap Ifthe characters enter area B6 by normal means, read the fol-
in the passage- lowing boxed text.
way and attempts
to get one or The passage leads to the upper portion of a large limestone
more PCs to follow him cavern. The ceiling extends up at least 20 feet. Not far from the
in that direction. entrance, the floor drops away into a pit or shaft. The air
Treasure: A silver statuette of a seems surprisingly warm, combining with the dampness to
five-headed dragon (worth 125 gp) sits in a tiny create an uncomfortable humidity
niche in the south wall.
A locked chest (Open Lock DC 20) under the bed holds 3,427 The pit is 20 feet deep, with handholds cut into the wall in
Sp, 218 gp, and 44 pp, as well as a journal kept by Vermilona. The various places (Climb DC 15).
pages, written in Draconic, relate her deal with a group of azer Creatures: Vermilona spends a great deal of time in this
to purchase the skeleton of amighty red dragon named Flame, area, attempting various rituals and experiments that she hopes
whom Vermilona once served in a great crystal fortress and her will turn the undead creature into a dracolich (they won't). The
(surprisingly) unsuccessful efforts to resurrect the dragon. (The warm temperature is from an elder fire elemental that Ver-
cleric doesn't realize that the reason she can't resurrect Flame is milona has called here. She hopes somehow to bind its spirit to
that he's already alive again, thanks to the cloning effort of the the skeletal dragon, but the elemental thinks that it is merely
githyanki wizard.) Vermilona carries the only key to the chest. assisting her efforts in the hopes of receiving a great reward.
> | —I
GR zian =
LEVELS € "
WILDERS
>
“Woe to Mistledale” is set in the Dales region of the FORGOTTEN Wary of their growing commitments elsewhere, the Zhents
REALMS, and serves as a sequel to “The Raiders of Galath's have not as yet made any overt moves against Mistledale.
Roost” in DUNGEON issue #87, although you need not have Instead, they seek to sow alittle chaos in the region. If Mis-
played that adventure to use this one. i tledale becomes a truly lawless region, reason the Zhents, cara-
The adventure requires the FORGOTTEN REALMS Campaign van traffic along the Moonsea Ride would slow to a trickle, and
Setting and makes use of the map of the Dales region on page the Zhents would have their monopoly. They have already
{17 arid the map ofthe town of Ashabenford on page 134 (por- sponsored a few raids in Mistledale (see issue #87), and now
tions of both maps ‘have been reproduced here for reference they're ready to send more trouble this way.
during play). The adventure can be easily adapted for play out- The situation in Mistledale has reached a sort of equilibrium.
side the Realms by altering the names ofspecific people and at present. The folk of the Dale patrol the forest's edges, trying
places from the campaign setting. to intercept drow raiders before they can slip into the Dale,
The adventure is designed for a party of four 8th-level char- while elves from Semberholme to the southeast and Tan-
acters. A party of 7th-level characters could tackle the adven- gledtrees to the east offer what assistance they'can. The drow,
ture, but will require some help to survive the climactic whose ambitions in Mistledale are limited to simply keeping
encounter. Some of the NPCs in this adventure might lend a attention focused on the Dales and away from their efforts to
hand, particularly Jarrod Rold from Scene 2 and Teegahn from colonize the forest, are happy with the result, but the Zhents
Scene 3. See the “Scaling the Adventure” sidebar for details on Want to liven things up a little.
altering the adventure for groups of different levels. One key to cooperation between humans and elves in the
Dalelands is the Dales Compact, an ancient treaty between the
elves of Cormanthor and the people of the Dales that keeps set-
BACKGROUND tlement in the Dales constrained to naturally unforested areas.
Once known as the lucky Dale, thanks mostly to its protected It also prohibits logging in the forest. Although several cen-
location in the heart of the Dalelands, Mistledale faces hard turies have passed since the Compact has truly been in force,
times these days. The departure of most elves from the neigh- most Dalesfolk continue to honor its general terms. The actyal
boring forest of Cormanthor and the subsequent rise of the agreement was not so simple. For example, the elves recognized
drow in those former elven lands has put Mistledale squarely the Dales’ need to exploit some forest products and set aside
on the front lines in a guerrilla war (see pages 118, 125, and 133 areas along the forest's boundaries where the Dalesf;lk could
in the Forcorren REALMS Campaign Setting). harvest some timber. Almosto one in the Dales today recalls
Mistledale's troubles aren't limited to drow raids, however. the details of the Compact, and only the force of tradition
The rulers of Zhentil Keep, who have long coveted the Dales upholds the agreement now.
for their agrarian riches and control of key trade routes Still, logging is on the increase throughout Cormanthor,
between the Moonsea region and points south and west, have much to the chagrin of the elves still living there. The Zhents
lately taken an interest in Mistledale. Mistledale lies along.the hope to increase friction between Mistledale and the elves as a
Moonsea Ride, a major trade route that runs from Hillsfar in cover for their attempt to cut off the Moonsea Ride and isolate
the north to Tilverton in the southwest. Whoever conttols Hillsfar. The Zhents are quite aware that any threat to the road
Mistledale controls the Moonsea Ride, and the Zhents would would invite intervention frém-Sembia, Cormyr, and ‘Hillsfar,
dearly like to-control the Moonsea Ride. Were they to do'so, not to mention the other Dales, but that is all part of the plan.
they could have a monopoly on nearly all trade flowing west To this end, the Zhents have sent several agents into Mis-
out of the Moonsea region. tledale to speak against honoring the Compact and to foster
distrust between the Dalesfolk and the elves in any way they likely an elf, half-elf, or character known to be friendly to the
can. Another group is busy attacking caravans along the Moon- elves) is asked to investigate the situation. Likewise, any PC
sea Ride. Thus far, the Zhents have concealed their activities in with connections to the Harpers or a similar organization
Mistledale, leaving the Dalesfolk, the elves, and the drow to sus- might be asked to investigate.
pect each other of perpetrating the evil deeds.
IF YOU'VE PLAYED “THE RAIDERS
OF GALATH’S ROOST”
——ADVENTURE TIMELINE Characters who successfully thwarted the Zhents in “The
This adventure takes place over several days in the late winter Raiders of Galath’s Roost” probably will be recognized and wel-
or early spring (the months
ofAlturik and Ches—see page 77 in comed by the folk of Mistledale and given the benefit of the
the Forcorren REALMs Campaign Setting). The events unfold doubt when things look bad for them. This could be helpful
as follows unless the PCs do something to alter them: early in this adventure.
Day 1: A caravan leaves Ashabenford, bound for Hillsfar. Zhent Three NPCs who originally appeared in “The Raiders of
agents in and around Ashabenford note the caravan's departure. Galath's Roost” reappear here: Jarrod Rold, Suddilis (a cleric
Day 3: A Zhent force ambushes the caravan in the forest of of Bane), and Xthraxix (Suddilis's imp companion). If any of
Cormanthor. Most of the caravan's personnel are killed, but a these NPCs were killed during the previous adventure,
few are taken prisoner. replace them with similar characters. These NPCs’ memories
Day 5: Zhents establish a roadblock on the Moonsea Ride, just of the previous adventure could influence their actions in
north of where the road enters the forest of Cormanthor. this one—Suddilis in particular might want to get revenge on
Day 8: The adventure begins when the Zhents take one of
the one or more PCs.
captured caravan wagons and send it careening into Ashaben-
ford. The wagon contains a pair of trolls and a load of recently ZHENTS IN ASHABENFORD
cut logs. The Zhents hope to sow destruction and confusion in The town of Ashabenford has one permanent Zhent mole
Ashabenford. The PCs come to the Zhents attention. (Arvien Blackhair—see page 135 in the FORGOTTEN REALMS
Day 9: Teegahn, a Mistledale lumber merchant, leaves Campaign Setting). Arvien is aware of the other Zhent agents
Ashabenford to inspect a logging camp northwest of town. currently operating in Mistledale, but none of these know
Unless stopped or distracted, Zhent agents in Ashabenford about Arvien. The Zhents have decided not to risk Arvien's
pursue and assassinate Teegahn before he can reach the camp. cover by involving her in this operation.
Later that night, drow raiders from the Underdark attack the In any case, the Zhents have sufficient eyes and ears in Mis-
lumber camp. The drow and the Zhents are unaware of each tledale to keep tabs on the PCs and deal with them when they
other's plans and activities, and each group could care less about start meddling (see Scene 5).
the plans of the other.
Day 10 and Beyond: The Zhents deal with the PCs as best RUNNING THE ADVENTURE
they can. They continue to man their roadblock, and Zhent The action in this adventure is divided into scenes that can be
agents based in Ashabenford track and attack the PCs ifthey played in almost any order. In some cases, the players might
have not already done so. jump back and forth between scenes as they attempt to make
sense of the events unfolding around them. If the players finish
ascene and move on before they learn all the information avail-
— — CHARACTER HOOKS able in that scene, it's okay if they return to the first scene later.
Mistledale's troubles are no secret, and the PCs might become This is likely to occur in Scenes 1—4, which take place in the
involved in this affair for any number of reasons: town of Ashabenford.
* If the PCs participated in "The Raiders of Galath’s Roost,” they
are known to various movers and shakers in Mistledale, such CAPTURED FOES
as Jarrod Rold (now a captain with the Riders of Mistledale) or Smart players will be quick to understand the value of
Zander Wolcot (a gentleman farmer). Either of these people, taking prisoners during this adventure, because interroga-
or the authorities inAshabenford, might appeal to the PCs for tion is the best way to figure out what's going on. Unfortu-
help or seek to hire the them as troubleshooters. nately, taking prisoners introduces the problem of what to
The PCs learn that one Ilten Blackeagle of Ashabenford is do with them after interrogations are over. Fortunately, the
hiring adventurers as scouts and guards for his caravans. PCs have an easy solution to the problem. Within the town
Ilten organized the caravan the Zhents attacked, and ifthe of Ashabenford, the Riders of Mistledale or the clerics of
PCs accept Ilten’s offer, finding out what happened to it will Tyr gladly take charge of anyone the PCs capture. Outside of
be their first order of business. town, the PCs can leave prisoners at any of Mistledale's scat-
The elves have become concerned about reports that the age- tered farms and be sure that a patrol of riders will pick them
old Dales Compact is unraveling and one of the PCs (most up in a day or two.
cover is lashed closed, but slits at the front and back allow the
SCENE 1: RUNAWAY WAGON (EL 7) trolls inside to peep out. A driver's seat at the front is big
This scene occurs early in the evening while the PCs are in the enough for two Medium creatures. Four horses or oxen com-
town of Ashabenford. The Zhents who raided Ilten's caravan monly draw wagons of this kind, but the Zhents have attached
have decided to send one of the wagons they captured back an extra pair of heavy horses to it.
through Ashabenford. The wagon originally carried typical Mis- Wagon Body: 3 in. thick; AC 8; Hardness 5; hp 15, break
tledale exports: ale, pickled beets, cheese, and grain. It now car- DC 18.
ries a load of green logs and two passengers: a pair of trolls the Wagon Cover: paper thin; AC 8; Hardness 0; hp 2, break
Zhents recruited from the depths of the forest of Cormanthor. DC 13.
Wagon Wheel: 2 in. thick; AC 10; Hardness 5; hp 20,
A damp chill settles over the town of Ashabenford as the sun
break DC 23.
sets. As dusk falls, fog rolls in from the river, wrapping the
The wagon moves at a speed of 50 toward the ford. The
streets in a gray pall. All around, you heara flurry of activity as
horses stop for nothing until they reach the ford, where they
the townsfolk get ready to settle in for the night. Shutters skid to a halt. They fear the trolls in the wagon, but they're also
slam, footsteps ring on the cobbles, and conversations hurry afraid to enter the water without some coaxing from a driver.
to a close. Sound seems magnified in the heavy air, and even
The foggy air limits vision to about 50 feet, but the PCs can
distant noises come to you clearly. Soon, the aroma ofgood make their way toward the wagon, thanks to all the noise. Feel
plain country cooking permeates the fog, making the air out-
free to decide exactly where in town the PCs are (probably near
side seem even colder and more clammy.
their lodgings). Ifthey decide to investigate the noise, they can
Abruptly, the clangor ofa bell, struck sharply and rapidly,
intercept the wagon on its way to the ford, or find it stopped at
splits the air, and you can hear another sound. It starts low,
the ford, depending on how quickly they move.
like distant summer thunder, but grows rapidly into a chorus
If the PCs try to intercept the wagon before it reaches the
of drumming hooves and the clatter of wheels moving too water, they have to stop the wagon.
quickly over the cobblestone streets. “Runaway!” someone
Creatures: Six normal heavy horses draw the wagon, and a
shouts. “Runaway, headin’ to the ford!” pair of trolls lie concealed inside.
2 Heavy Horses (6): hp 19 each; Monster Manual 273.
The Zhents brought the wagon close to Ashabenford, Trolls (2): hp 63 each; Monster Manual 247. Each troll has
hitched three pairs of fresh horses to it, loaded the trolls aboard, received a resist energy spell, giving it fire resistance 10. The
and then sent the team charging, driverless, into town. The spells were cast by Suddilis, a cleric of Bane (see Scene 8).
wagon entered Ashabenford from the east, and it's headed at top A few riders of Mistledale and their captain, Jarrod Rold,
speed along the town’s main street toward the ford. The town arrive shortly after the wagon stops (6 rounds). If the PCs are
watch saw the wagon bearing down on them and tried to stop it, still fighting the trolls, they may lend a hand. Otherwise, they
but the panicked horses overran them and continued on. simply keep the crowd back.
Unable to catch the wagon, and unaware of its deadly cargo, the $ Riders of Mistledale, Male and Female Ftr1 (4): CR 1;
watch members rang the town's alarm bell. Medium Humanoid (human); HD 1d10+3; hp 13; Init +1; Spd
The wagon is a kind commonly used to carry freight cross 20 ft. (50 ft. when mounted); AC 18, touch 11, flat-footed 17;
country. It has a leather cover to keep out the elements; the BAB +1; Grap +3; Atk/Full Atk +3 melee (1d8+2/19-20,
SCALING THE ADVENTURE Sth- and 10th-level PCs: The adventure is still challenging for
“Woe to Mistledale" is intended for four 8th-level PCs. It can be PCs ofthis level, but access to higher-level magic might still dis-
easily altered for larger or smaller groups, or for higher- or lower- rupt the adventure's flow (especially Divination spells like com-
level groups by using the guidelines provided here. mune). Increase all classed NPCs by 1 or 2 levels, and add
6th- and 7th-level PCs: Run the adventure mostly as written, but another pair of drow raiders to Scene 7. Also, add one troll to
give the PCs some aid in the form of magical healing (from a Scene 8, or give each troll in the adventure one fighter or barbar-
friendly cleric in town who works with the Riders of Mistledale), ian level. Finally, consider adding a time element (an important
more opportunities to rest, or NPC assistance (from Jarrod Rold or incoming shipment Mistledale desperately needs that can’t be
one of his associates). PCs of this level might not have the tracking disrupted, or perhaps avisiting dignitary whose death or kidnap-
resources for some encounters, or money to hire trackers for that ping would cause friction with a neighboring region) to heighten
matter, Provide them with an alternative method to obtain relevant the sense of urgency and force the PCs onward when they might
information, or perhaps approach them with a friendly NPC ranger otherwise stop to rest.
who is willing to track but not fight for the PCs. Since most of the Remember that changing the Encounter Levels should raise or
villains in the adventure are classed characters, you can scale them lower the amount of treasure in the adventure. Consult page 51 in
back by reducing them by 1or 2 levels. Also, consider using ogres the DuNcEoN Masren's Guide (Tables 3-3, 3-4, and 3-5) to deter-
in most of
the encounters with trolls. mine the treasure appropriate to the new encounters.
longsword) or +3 melee (1d6«2/x3, lance), or +2 ranged Possessions: Masterwork studded leather, masterwork
(1d6/x3, composite shortbow); AL LG; SV Fort +5, Ref +1, Will longsword, masterwork short sword, masterwork composite
+0; Str 15, Dex 12, Con 16, Int 10, Wis 10, Cha 8. longbow [+2 Str] with 20 arrows, dagger, eyes of the eagle, potion of
skills: Handle Animal +3, Jump — , Ride (horse) +5. Feats cure moderate wounds, light warhorse.
Mounted Archery, Mounted Combat, Ride-By Attack. Tactics: The horses race along the road as quickly as they
"Includes -7 armor check penalty can, making a double move each round. They stop for nothing,
Possessions: Chainmail, heavy wooden shield, longsword, but try to maneuver around creatures or objects in their path. If
lance, dagger, composite shortbow with 20 arrows, potion of cure unable to avoid running over a creature, the horses try to over-
moderate wounds, light warhorse. run it (treat the team and the wagon as a Gargantuan creature)
$ Jarrod Rold, Male Human Rgr3: CR 3; Medium The team tramples or pushes unattended objectsofsize Largeor
Humanoid (human); HD 3d8+3; hp 20; Init +2; Spd 30 ft; AC smaller ifit can't move around them. In doing so, the team deals
15, touch 12, flat-footed 13; BAB +3; Grap +5; Atk +6 melee 4d6 points of damage to the object. A solid barrier or a Huge or
(1d8+2/19-20, masterwork longsword) or +6 ranged (1d8+2/x3, larger object (even an illusory one) makes the team stop.
masterwork composite longbow [+2 Str]); Full Atk +4 melee A character can coax the horses to a halt either by grabbing the
(1d8+2/19-20, masterwork longsword) and +4 melee bridle on one of the lead horses, or jumping on one of the le
(1d6+1/19-20, masterwork short sword), or +6 ranged horses backs. The easiest way to grab a bridle is to match speed with
(1d8+2/x3, masterwork composite longbow [+ 2 Str]); S/ the team. Doing so from the back of amount or from another vehi-
combat style (two-weapon fighting), favored enemy cle drawn by a draft animal requires a Ride or Handle Animal check
(humanoid—elves +2); SQ wild empathy; AL CG; SV Fort +4, (DC 15) to match speeds, followed by a successful grapple check
Ref «5, Will 42; Str 14, Dex 15, Con 13, Int 13, Wis 12, Cha 12. against one of the horses. If the Ride or Handle Animal check suc-
Skills: Hide +8, Knowledge (geography) +7, Knowledge ceeds, the character gets a +5 circumstance bonus to the grapple
(nature) +4, Listen +7, Move Silently +8, Ride (horse) +8, Search check. A character whocan somehow manage a speed of50 on his
+7, Spot +11, Survival +10 (+12 to avoid getting lost or follow own can gain the circumstance bonus without making a Ride or
tracks), Feats: Blind-Fight, Endurance, Point Blank Shot, Skill Handle Animal check. A character can also simply try to grab a
Focus (Survival), ick bridle as the team thunders by. If the check succeeds and the char-
Languages: Common, Elven. acter establishes a hold, the team slows and stops in 1 round.
IO
Leaping onto a horse requires a Ride or Jump check (DC 20); Development: Curious townsfolk gather around the run-
success indicates that the character has managed to get on a away wagon (or what's left of it) once the commotion dies down.
horse's back. Failure by 5 points or more indicates the charac- The riders of Mistledale stand guard over the wagon; if the PCs
ter falls and takes 2d6 points of damage. If a character gets helped deal with the trolls, they're allowed to inspect it. If they
aboard, she can attempt a Ride or Handle Animal check (DC didn't help, a successful Diplomacy check (DC 15) directed at
20) to make the team stop. If this check fails, the team keeps Jarrod is necessary to get near the wreckage. If the PCs investi-
heading toward the ford. gate, move on to Scene 2. Otherwise move on to Scene 4.
Leaping into the driver's seat on the wagon (or onto the back Treasure: If the PCs stop the wagon without wrecking it or
of the wagon) might seem like a good idea; this requires a Jump killing any of
the horses, Ilten Blackeagle pays them a reward of
check (DC 20). However, the reins to control the team were cut 25 gp (not much, but it’s all he can afford). The town of Ashaben-
by the Zhents, and the trolls in the wagon lose no time in ford pays the PCs 100 gp for each troll they kill or capture.
attacking any character who jumps in. If the PCs aren't already working for Ilten, the merchant
The trolls stay hunkered down in the wagon until it crashes, might try to hire them (see the introduction),
stops, or until someone tries to board the wagon. The wagon's Ad-hoc XP Award: If the PCs defeat the trolls, increase their
interior is well packed with twigs and logs, giving the trolls XP award by 10% to account for the spells the trolls have received.
plenty of cushioning in the event ofacrash. The trolls can
escape the wreckage with a move action after a crash. SCENE 2: A MYSTERY CARGO AND
The trolls are under orders to kill every creature they see, and GRUMPY ELVES (EL 6)
they follow their instructions with relish. If unopposed by the If the PCs look over what's left of the wagon and team after Scene
PCs, the trolls work their way east and north (in the general 1, they notice that the surviving horses seem exhausted and nerv-
direction of Battledale). They leave a considerable trail of bodies ous, but several of them bear the brands ofthe Black Eagle Coster,
in their wake; meanwhile PCs within the town hear numerous a local trading company. The PCs might not know the brands, but
cries of: “Trolls! Bring fire quick!” If the PCs don't confront the the townsfolk do. The townsfolk also quickly recognize the wagon
trolls, several riders of Mistledale move from their headquarters as the work ofalocal wheelwright named Braunstar.
and stop the trolls themselves. Once confronted by anyone A look inside the wagon reveals a jumble of green logs and
more powerful than the unarmed townsfolk, the trolls fight to fresh twigs, along with the smell of ale and vinegar. A Knowl-
the death. edge (local) or Knowledge (nature) check (DC 15) reveals the
wood to be a mixture of oak and shadowtop, both local species. sword), or +5 ranged (1d8+3/x3, masterwork composite longbow
In addition, a successful Knowledge (nature) reveals that the [+3 Str]; SA combat style (two-weapon combat), favored enemy
logs were cut sometime in the past week. The presence of the (goblinoids +2), spells, turn undead 3/day; SQ elf
traits, wild
logs causes quite a stir among the townsfolk: empathy; AL CG; SV Fort +6, Ref +4, Will +5; Str 16, Dex 13, Con
11, Int 10, Wis 15, Cha 11.
Asizable crowd has come to gawk at the wagon and wonder out Skills: Concentration +4, Hide +11, Listen +7, Move Silently
loud what its sudden appearance and mad, driverless dash +6, Search +5, Spot +7, Survival +7 (+9 to follow tracks); Feats:
through the streets might mean. You hear the words, “This Dodge, Point Blank Shot, Track, Weapon Focus (longsword).
must have somethingtodo with drow” repeated several times. Languages: Common, Elven.
The people in the crowd are mostly humans, but you see a few Cleric Spells Prepared (4/4; base save DC = 12 + spell level): 0—
half-elves, elves, halflings, and dwarves mixed in. A trio of cure minor wounds, detect magic, mending, resistance; 1st—com-
scowling elves seems to have claimed a space all to themselves. mand, entropic shield, magic weapon*, shield offaith.
You hear one of them say, to nobody in particular, “Ilten Black- *Domain spell. Domains: Protection (protective ward 1/day),
eagle had better be able to explain those logs!" This statement War (Martial Weapon Proficiency and Weapon Focus with
sends a tremor through the crowd, and the assembled towns- deity's favored weapon).
folk fall quiet for a moment. Their voices soon swell again, but Possessions: Masterwork studded leather armor, masterwork
people seem to avoid eye contact with the elves. longsword, masterwork short sword, masterwork composite
longbow [43 Str] with 20 arrows, cloak of elvenkind, 2 potions of
Creatures: About twenty citizens of Ashabenford have gath- cure light wounds.
ered here. Each is a tst- through 3rd-level commoner or expert. Development: Nobody here cares to fight. If the PCs wish
Ifthe PCs wish to question them, proceed to Scene 4.The horses to question them, the elves prove willing to talk, but they're
and the riders of Mistledale from Scene 1 are also still here. very angry. They relate the following in response to the PCs
The three elves are wood elves from Semberholme. They questions or comments:
came to Ashabenford to help defend the town. They're not sur-
prised to meet trolls, but they seem shocked and outraged to see * "Nobody is supposed to be shipping whole logs out of
a wagonload of logs. here. It's a breech of the Compact—no taking timber from
$ Cymnar, Rhisthil, and Vestele, Male and Female Wood the forest"
Elf Rgr2/Clr2 (Corellon Larethian): CR 4; Medium Humanoid + "The Compact provides for mutual defense between the elves
(elf); HD 4d8; hp 23 each; Init +1; Spd 30 ft; AC 14, touch 11, flat- of Cormanthor and the folk of the Dales. We elves of Sem-
footed 13; BAB +3; Grap +6; Atk +8 melee (1d843/19—20, master- berholme have always stood by the Compact. That's why
work longsword) or +5 ranged (1d8+3/x3, masterwork composite we're here now, to defend our allies. This is a betrayal!”
longbow [+3 Str]); Full Atk +6 melee (1d8+3/19-20, masterwork * "The wagon belongs Ilten Blackeagle, let him answer for
longsword) and +5 melee (1d6+1/19-20, masterwork short its contents!”
ASHABENRORD &
FEET
Se MACON
* “The drow of Cormanthor sometimes use troll slaves or mer- * The Sembian merchant house that owns the cloth has an
cenaries. This could be a drow trick. So could the logs, we agent in Ashabenford: Brechtu, who can be found at the
suppose.” (This last is delivered grudgingly.) White Hart Inn most nights.
Ilten does not deal in lumberorlogs. He never has and prob-
That's about allthe elves are willing to say to the PCs. They avoid ably never will; there's no profit in it. There is some timber
being overtly impolite to the group, but they're angry and want to cutting done around here, but it's mostly for local use. The
take their complaint to the authorities in Ashabenford elves have never objected to that before
No matter what the PCs do, Braunstar Wheelwright and There's one lumber merchant in the area: Teegahn. Braunstar
Ilten Blackeagle (owner of the Black Eagle Coster) are sum- buys lumber from him. Teegahn is in town now, probably at
moned to the scene to identify their property and explain how the White Hart Inn.
it came to be involved in this incident. The two merchants
haven't a clue what actually happened, but they can supply the If the PCs can cast speak with animals, they can interrogate
following information if asked the right questions the horses, but the animals don't have a very clear recollection
ofevents:
* Both the wagon and the horses belong to the Black Eagle
Coster. Ilten certainly expected to see the wagon again, but not * "We were pulling our loads along the man-road, as usual, right
this soon and not under these circumstances. Ilten assumes into the big wood. Everyone got nervous when we got there
that the whole caravan is lost and that drow raiders must have Duringthefirst dark afterreaching the wood,all kinds ofsneaky,
sent back the wagon with its new, deadly cargo. nasty things came out ofthe dark. They killed all the two-leggers
All the Black Eagle Coster's caravans have been heavily with us, and captured some horses and wagons
guarded lately, owing to the drow raids in the area. This one
had a dozen warriors, a cleric of ; and a sorcerer. Note: Some of the humanoids with the caravan were cap-
The wagon and its team of four horses left Ashabenford eight tured, not killed. But the horses don't know that.
days ago as part ofasmall caravan (ten wagons) bound for
Hill far and carrying grain, pickled beets, and ale (all produced + “It was an awful fight. There were hooded two-leggers with
locally), along with several bales of wool and cotton cloth. The bows, and tall two-leggers who smelled awful (just like the
latter were part of aconsignment from Sembia. ones that hid in our wagon just now
Note: The horses are describing unidentified humanoids * "Our employers have a few men and a couple more trolls
(Zhents disguised as elves) and a few trolls. working for them.”
“After the fight was over, we were all blindfolded. We were
stabled in a cave, with lots of pointy-eared folks, and some tall The trolls can lead the party back to the site where the cara-
two-leggers who smelled awful. Later we were blindfolded van was attacked or to the place where they boarded the wagon
again and taken to the man-road, and we came back here, into town.
with a wagon and a lot of horses, and some smelly two-leg- After the PCs are done here, they can seek out Brechtu (see
gers in the wagon. We didn't have to pull the wagon at first, Scene 3), talk to some other townsfolk (see Scene 4), visit the
but just before we got back home, the wagon stopped, and we site where the wagon started its run into town (Scene 1), or go
were hitched to it. It was foggy even then, and some two leg- to the site were the caravan was attacked (Scene 4). However, if
gers came out ofthe fog and our two-leggers killed them. the PCs try to go the attack site, they'll probably encounter the
There was a two-legs stallion who chanted and sang alot, and Zhent roadblock (Scene 3) first.
we got really scared. So we ran and ran.” The PCs might also wish to question someone about drow
Note: The "cave" is actually a dugout shelter the Zhents activity in the area, or about Mistledale's military situation.
have built (see Scene 3). When the Zhents were getting Jarrod Rold can answer such questions:
ready to launch the wagon, some locals spotted the Zhents
on the road outside of town, so the Zhents killed them. The “Drow attacks on caravans happen all too frequently,
“stallion” is a human cleric of Bane who cast the defensive although the drow prefer to harass small parties of travelers
spells on the trolls. Once that was done, he cast fear to and unarmed civilians when possible.”
frighten the horses into running for their lives. “The drow have proven very unpredictable about when and
where they strike. They usually attack at night, and on moon-
The horses have no real idea how long they have been away less nights most of all. There is absolutely no pattern to the
from Ashabenford or where the “cave” lies. They do know locations of their attacks.”
where the caravan was attacked and where they were hitched to “The drow sometimes employ monsters in their attacks.
the wagon. A horse could lead the party to either spot. They been known to use trolls and humanoids like gnolls
Characters who manage to capture at least one troll can ques- and orcs.”
tion it and possibly learn a great deal. The trolls are hostile and
don't wish to talk, but if pushed, the trolls claim they captured SCENE 3: AT THE WHITE HART INN (EL 8)
the wagon outside of town and decided to take a joyride into Use this event if the PCs seek out Brechtu, the Sembian mer-
town and feast on some manflesh. The PCs can persuade them to chant, at the White Hart Inn.
be more truthful with a successful Diplomacy check (DC 35) to
improve their attitude to friendly. A successful Intimidate check The White Hart Inn stands near the west bank of the river. It
also gets them talking (opposed by the troll's level check, which looks like a prosperous and comfortable place. The common
is made with a +5 bonus). If inclined to be truthful, the trolls room isn't exactly packed, but is well filled with garrulous
relate the following (note that the trolls only speak Giant) townsfolk and travelers. The incident of the runaway wagon
seems to be the main topic of conversation here. The talk
* "Some days ago (the trolls aren't sure exactly when), some sounds lively, but not all that friendly. Your arrival doesn’t
humans wearing silly pointed ears offered us gold and meat appear to attract much attention, except from one beefy-look-
for some easy work attacking some humans and elves." ing fellow who stands at the bar, tankard in hand. He glares at
"The humans were wearing fake, pointy ears, green clothes, you for a moment but soon turns his attention to a compan-
and carrying bows. They were pretty skinny for humans." ion. The barkeeper gives you a polite nod while keeping a wary
“Things have been going well so far. We attacked acircle of eye on the crowd.
wagons in the forest some leagues north of here a few nights
ago (the trolls aren't sure exactly when)" The White Hart Inn caters to one and all, although the man-
“Sometime after that, our employers decided it was time for agement has little patience with strangers who misbehave.
us to feast on manflesh. We were loaded onto a wagon and Food and drink of good quality are available at normal prices.
driven south. Just outside of town, we were placed in a Sleeping rooms are clean and comfortable, and each costs 1 gp a
wagon. Our employers hitched fresh horses to the wagons night (meals not included).
and sent us into town, with orders to kill everyone we met.” The staffcan direct the PCs to Brechtu, who sits at a table. If
“After our night on the town, we were to make our way back the PCs inquire about Teegahn, the staff can point him out, too;
to the scene of
the attack on the circle of wagons and get fur- he sits quietly at one end of
the bar, trying to look inconspicuous.
ther instructions.” A character who pauses to listen to the general conversion
"Our employers have a camp somewhere near the attack site, can pick up the gist, which deals primarily with the merits of
but we have never seen it.” Dales Compact. Most folks here are all for observing it, just as
they have for generations, but a few think it’s high time to he began by sending his compatriots word of
Ilten Blackeagle's
give it up. A PC who listens in (Listen DC 15) picks up part of most recent caravan, along with details of
its route, schedule,
the following exchange, which is representative of several and guards (all information to which he had access, since he
conversations in the inn tonight. A check of DC 20 garners himself had goods in the caravan). Brechtu has two bodyguards
the whole conversation: with him and two more elsewhere in town, keeping their eyes
and ears open. He also has a raven familiar that is currently
+ "The Compact has served everyone well for ages now. Why away gathering information.
fix it if it ain't broken?" $ Brechtu: 34; see page 60 for complete statistics.
* "Yeah, we can get all the wood we need from the outskirts Brechtu's two bodyguards are armed but sit quietly at a
that the Compact doesn't cover. Why should we be greedy corner table.
for more?" Olef andErmilhk, Zhentarim Bodyguards: hp 31 each;
+ "I'll tell you why—profit! Them elves have been sitting for see page 60 for complete statistics.
centuries on timber that'd bring a fortune in some markets, Among the locals Brechtu has befriended is Evadan, a farmer
and it's just going to waste.” from the northern end of Mistledale who lost his home and
+ "It's not wasted! Those trees provide homes and food for all immediate family to a drow raid last fall. Evadan had originally
sorts of nature's creatures." intended to spend the winter in Ashabenford and return to his
+ "Quit being such a bleeding heart! What are you anyway, a homestead in the spring to rebuild. Instead, he has fallen victim
druid? You can't stand in the way of progress!" to Brechtu's charm person spells and spent most of the winter
+ "I'm not sure progress depends on cutting timber. We've got drinking and growling about cutting down the whole of Cor-
plenty of trade goods, and there's nothing to be gained by manthor as a solution to the “drow problem."
infuriating the elves over alittle timber." $ Evadan, Male Com2/Exp2: CR 3; Medium Humanoid
+ "They'll get over it. Let 'em find someplace else to hold their (human); HD 2d4+2 plus 2d6+2; hp 16; Init +1; Spd 30 ft; AC 9,
songs and dances. Forests are a resource.” touch 9, flat-footed 9; BAB +2; Grap 43; Atk/Full Atk +3 melee
* “Sorry, I'm not interested in explaining to a bunch of mad (1d3+1, unarmed strike)or+3 melee (1d4+1/19-20, dagger); AL
elves that trees are just commodities. They can be real per- NG; SV Fort +1, Ref—1, Will +3; Str 13, Dex 9, Con 13, Int 9, Wis
suasive about their point of view, especially from a dis- 10, Cha 10.
tance. And they hold grudges a long time." Skills: Handle Animal +5, Heal +5, Profession (farmer) +7, Ride
* "He's right; my great-granddad got an elf riled one time, and (horse) +3, Spot +2, Survival +3, Use Rope +3. Feats: Blooded”,
they still hate our family, Sure as heck, if anything happens to Forester®, Skill Focus (Handle Animal).
them trees, we'll bethe first ones with a target on our houses." *These feats are found in the FORGOTTEN REALMS Campaign Set-
+ “We leave the forest alone, and the elves don't bother us. ting and reprinted in the sidebar on page 54 for your convenience.
Seems fair enough to me.” Possessions: Dagger.
+ “But drow hide in them forests too. | say clear-cut the lot! If Teegahn is a half-moon elf who comes from a family of
we do that, they won't have so many places to hide. Who half-elves that has lived in Mistledale for generations, He
knows? Maybe them elves have a deal with the drow. makes his living by carefully harvesting trees from the forest
Where's the proof they're really enemies?" around Mistledale, and he’s been in town all day buying sup-
plies for a lumber camp he has established about 20 miles
Creatures: The crowd includes about thirty citizens and vis- northwest of here. Bad news travels fast, and Teegahn grew
itors to Ashabenford, plus a serving staff ofthree. All present alarmed when he heard about the incident with the wagon
(with the exception of the NPCs detailed below) range from 1st- and its cargo of logs. He sits at the bar, listening to the con-
through 3rd-level commoners or experts of assorted races versation around him and trying to decide what to do about
(mostly human). his current logging operation
The owner and barkeep, Holfast Harpenshield, is wary of $ Teegahn, Male Half-elf Exp2/Drdé: CR 7; Medium
trouble tonight and has his bastard sword ready behind the bar. Humanoid (half-elf); HD 2d6+2 plus 6d8+6; hp 50; Init +1; Spd
$ Holfast Harpenshield, Male Human Ftr9: hp 72; NG. 20 ft;AC 19, touch 12, flat-footed 18; BAB +5; Grap +5; Atk/Full
Use the standard statistics for an NPC fighter from page 117 of Atk +6 melee (1d6/18-20, masterwork scimitar) or +7 ranged
the DUNGEON Master's Guide (but no armor). (1d6, sling with masterwork bullet); SA spells; SQ animal com-
Other noteworthy characters here include Brechtu, a panions (Jokasta and Reysted), half-elf traits, nature sense, resist
Zhentarim agent sent here to cause trouble who is posting as nature's lure, trackless step, wild shape (Small or Medium animal
a Sembian merchant, Brechtu's bodyguards, and Teegahn the 2/day), wild empathy (+9), woodland stride; AL NG; SV Fort +7,
lumber merchant. Ref +5, Will +12; Str 10, Dex 13, Con 12, Int 10, Wis 17, Cha 12.
Brechtu's has been here for more than a year, playing his role, Skills: Appraise +5, Concentration +10, Diplomacy +3, Gather
pretending to make friends with the locals, and biding his time. Information +3, Handle Animal +8, Heal +7, Knowledge (nature)
After hearing talk of theDales Compact, he decided to act, and +9, Listen +6, Profession (forester) +12, Ride (horse) +5, Search
+2, Spellcraft +3, Spot +6, Survival +10 (+12 in aboveground envi- "Yes, I'm in the timber business. I spend the summer scout-
ronments). Feats: Forester”, Lightning Reflexes, Strong Soul”. ing the edges of the forest for trees that can be cut without
*These feats are found in the FoncorrEN REALMS Campaign Set- harming the rest. Sometimes selective cutting actually helps
ting and reprinted in the sidebar on page 54 for your convenience. the forest by opening things up a little and thinning the
Druid Spells Prepared (5/4/4/5; base save DC = 13 + spell level): trees, which greatly reduces the risk offire.”
O—cure minor wounds, detect magic, guidance, know direction, light; “I mark the trees during the summer and local farmers cut
1st—calm animals, entangle, magic fang, speak with animals; 2nd— them during the winter, when they don't have to work so
bear's endurance, heat metal, speak with animals, summon swarm; much on their farms."
3rd—call lightning, cure moderate wounds, neutralize poison. "Most of my customers are locals. It just doesn't pay to ship
Possessions: +1 hide armor, heavy wooden shield, masterwork lumber out of Mistledale. The best and nearest foreign mar-
scimitar, sling with 20 masterwork bullets, ring of protection +1, kets for forest products are Cormyr and Sembia, and there are
amulet of natural armor +4,potion of blur, potion of haste, two scrolls plenty of trees closer to either place than what you can get out
of greater magic fang, scroll of remove disease, scroll of neutralize of here. Nobody can make money exporting whole logs from
poison, scroll of lesser restoration, wand of barkskin (29 charges), this region. It costs too much to ship them. I suppose logs
wand ofcure light wounds (18 charges). could be cut and floated down the Ashaba river to Scardale.
P Jokasta, Tiger: hp 45; Monster Manual 281. But Scardale is a tough place to do business and plenty of trees
P Reysted, Owl: hp 4; Monster Manual 277. grow there already."
If the PCs approach Brechtu, he plays his role as a Sembian "Occasionally, very occasionally, I manage to sell real top
merchant to the hilt and offers these observations in response quality stufftomerchants in Cormyr, who come here to buy
to the PCs questions: and ship the wood back. I might get one ortwo trees a season
that produce wood good enough to sell in that fashion."
"Yes, I put several bales of good cloth on a Black Eagle caravan a “The Dales Compact certainly is not dead—just ask most
few days ago. My job was to get the best price for the goods that folks around here. You should also ask the elves of Sember-
I could, and I decided I could do that by sending it on to Hills- holme. They think the Compact is very important.”
far. There's just not much free cash in Mistledale these days. “The Compact never said anything that prohibits logging,
Now it seems I should have taken what I could get locally.” What it actually prohibits is wholesale clearing of the forests.
"I'd have to check my records to tell you exactly what was in There's a wide swath of forest border where the Dalesfolk
the shipment. I must confess I haven't been too eager to have always been allowed to take timber. The limits of that
assess my loss. Of course, maybe the wagon carrying my area are set out in the Compact. If you had a copy, you could
goods got through. You never know." trace them yourself, because they're all defined in relation to
"I represent the Moonsea-Dales trade consortium. Our head- the Standing Stone. That's a big monolith the elves erected a
quarters is in Yhaunn. We're fairly new, as merchant houses ways north of here when the original Compact was signed.
go. We ship Dales goods across the Inner Sea, but we also In any case, there are plenty of markers in the forest that
handle shipments through the Dales to points north.” show where the boundaries lie. You just have to know what
“I handle any kind of goods. I have not purchased any of Mis- they look like.”
tledale's excellent lumber yet, but I will if the price is right. I “Oh, the boundary markers vary. Piles of stones, trees shaped
understand that many farmers around here do some woodcutting to grow in special shapes—such as outstretched hands, that
in the winter as
away to earn some extra cash while their fields are sort of thing. Odd, though—someone started messing with
snowbound. So perhaps a bargain will come my way soon." the markers this past summer. I figured it was the drow, out
“I imagine the logging of Cormanthor cold bequiteaboon to to cause trouble."
the Dales. The amount of wealth the tress represent is stag- “Tve got a partial copy of the Compact, along with some old
gering, and it would clear a lot of farmland. This Dales Com- maps that show the borders. I don't imagine that there's a com-
pact is not only an anachronism, it's holding the Dales back." plete copy any closer than Shadowdale, but youd probably
have to go all the way to Candlekeep or Evereska to be sure."
The merchant house Brechtu mentioned exists, but only as a “If you logged all of Cormanthor you'd go broke. There's no
front for the Zhents (so the statement is not quite a lie). Most of market for that much wood. You'd also destroy the Dales; the
Brechtusotherstatements are at least halftruths.His final statement whole region would be a desert in no time—well, within a
is completely inaccurate, but also not a lie; the trees of Cormanthor human generation or two. One reason the Dales have good
do represent a great deal of wealth, ifone could find buyers, and farmland is because they also have the forest."
clearing the forest would clear farmland forashort time.
If the PCs approach Teegahn, he can set them straight on All of what Teegahn has said is true, except for his specula-
questions about the Dales Compact and cutting timer in Cor- tion about the boundary markers. Teegahn thinks it probably
manthor. He gladly offers these observations in response to the was the drow; in reality, it was the Zhentarim.
PCs questions:
Tactics: No one here is looking for a fight, except Evadan, Brechtu is glib enough to wiggle out of trouble unless the
but Holfast is keeping an eye on him and throws him out ifhe PCs either out-talk him or manage to throw suspicion on him.
starts to get pushy. A search of his personal effects and his room reveals plenty of
Development: If the PCs question both Teegahn and evidence that he's a Zhent spy. First, there's Brechtu's holy
Brechtu, they have to reconcile the two NPCs’ conflicting symbol of Bane (which the Dales folk recognize right away).
accounts of the Compact and the timber industry in Mistledale. In Brechtu's room, searchers find two cages full of pigeons for
Brechtu is twisting the truth and doesn't really know what he's carrying messages to Yhaunn and to the Citadel of the Raven
talking about. Teegahn is telling the truth and definitely knows (headquarters of the Zhentarim, see page 160 in the Foncor-
what he's talking about. A Sense Motive check (DC 15) reveals TEN REALMS Campaign Setting). Brechtu's fireplace contains
Teegahn's earnestness. If the PCs question Brechtu closely, they several half-burned letters detailing his orders and plans.
can attempt Sense Motive checks (opposed by Brechtu's Bluff Brechtu has a chest full of assorted adventuring equipment,
check) to note that he's not being entirely truthful. Brechtu and a stock of fake elf ears, blond and silver wigs, green cloth-
avoids telling any outright lies and waves away the PCs if they ing cut in eleven style, and a number oftunics and tabards just
begin probing too deeply. If necessary, he pretends to be drunk like those worn by the riders of Mistledale.
and accuses the characters of being “tree-loving fools.” The PCs can persuade Jarrod or Holfast to search Brechtu's
If Brechtu suspects the PCs are on to him, or he guesses that things if the Zhent is dead, unconscious, or has fled with a suc-
they might be inclined to look further into the wagon incident, cessful Diplomacy check (DC 15).
he makes plans to attack them outside of Ashabenford (Scene If Brechtu is present after the fight, however, he does every-
5). He definitely does so if he sees them talking to Teegahn for thing he can to shift suspicion away from himself and onto the
any length of
time. Brechtu won't pick a fight here, but the PCs PCs. If he and the PCs get into a war of words, have one PC
might. If they do, Brechtu and his bodyguards play the role of make a Diplomacy check opposed by Brechtu's Diplomacy
affronted merchants as best they can. The guards fight defen- check. The authorities and people of Ashabenford tend to
sively while their employer uses charm person, hold person, and believe Brechtu’s side of the story, granting him a +2 circum-
Tasha's hideous laughter spells to disable the PCs. They flee the stance bonus to his check. Should the PCs win, the authorities
fight as quickly as they can. Evadan joins the fray on Brechtu's agree to Search the merchant and his room. At that pronounce-
side, however, while Holfast herds the locals outdoors and rings ment, Brechtu and any surviving bodyguards make a break for
for the watch. Teegahn dashes out the back door to get his the stables, where their horses are waiting.
animal companions (they're housed in the stable out back), and If Teegahn and the PCs hit it off, Teegahn tells the PCs that
returns in 2 rounds to join the PCs. he plans to set out for his lumber camp in the morning and he
Holfast returns also in 2 rounds, but first watches the fight invites the PCs along, either to visit the camp or
just to share the
for a round or two. Eventually, he plunges in with his bastard road. Teegahn also is willingtoaccompany the PCs if they leave
sword, fighting defensively and striking to subdue. He's had town to look for clues about the runaway wagon, and he can
doubts about Brechtu for some time and probably joins the PCs. help them identify the logs in the wagon (from Scene 2) if the
After about 5 minutes, twenty riders of Mistledale, led by Jarrod PCs think to ask.
Rold, show up. When the PCs are though here, they can question other
If the PCs get into a fight here, they'll have to do some fast townsfolk (Scene 4), visit the site where the wagon started its
talking, even with Holfast and Teegahn to vouch for them. run into town (Scene 1), or go to the site were the caravan was
Brechtu and his bodyguards admit to nothing, pointing out attacked (Scene 9); however, if the PCs try to go there, they
they were only defending themselves and that they used only probably encounter the Zhent roadblock (Scene 8) or are
non-lethal tactics. The PCs, Brechtu says, were drunk and ambushed by Brechtu (Scene 5) first.
spoiling for a fight.
* »
"Beast of Burden” is a D&D adventure designed for four éth- shop. There she unveiled a hidden mirror ofopposition. Working
level PCs. While the majority of the encounters are below EL 6, its magic, the mirror generated the H'Jyord’s evil double: a
the party will have little opportunity to rest once they board the chaotic evil hound archon. While the duplicates battled one
kadtanach. A balance of character classes is preferable and at another, Sylkess was finally given the reprieve she needed, and
least one magic weapon will be handy. Disguise and Climb she banished the true archon with a dismissal spell.
skills, and the Track feat would be useful but are not necessary. Unsatisfied with the mere banishment of his double, the
""THésdventure's primarysetting is a desolate patch of broken HiJyord opposite became obsessed with perverting his counter.
wilderness just few miles beyond'a string of small human set- part's originalmission. He now/seeks to bring immeasurable
tlements. The names of the villages are not important and can strife to all the settlements on the borderlands (the former area
be changed to fit your campaign. protected by the original H'Jyord).
Manipulating Sylkess's greed, the evil H’Jyord enticed the
wizard into revealing her deceased mentor's greatest unfin-
— ADVENTURE SYNOPSIS ished projecta collection of scrolls designed to call and bind a
The adventure's dungeon is a patchwork of armored howdahs massive extraplanar creature capable of hauling and defending
saddled on the back of a colossal extraplanar monster. The rare, expensive cargo in a fortress it would carry on its back.
beast, called the kadtanach, has systematically pillaged local set- Although the original ritual was designed to create the ultimate
tlements and left a wave of refugees in its wake. The kadtanach Overland merchant caravan, the H’Jyord sought a greater des-
is manned by a small army of well-trained gnolls, commanded tiny for the monstrous beast. Lured by the H Jyord's promises of
by a mysterióus creature known as the H’Jyord. Kadtanach, pro~ - riches, Sylkess completed the experiment.
nounced "kad-TA-nak/' is the gnoll adjective for "too massive to For his part,theH'Jyord began to recruit gnolls to populate his
see all at once.” mobile siege engine: The H'Jyord exploitedhis canine features to
After assisting a stream of evacuees, the PCs are approached pose as a prophet of Yeenoghu, the gnoll’s hyena-headed demon
by a crippled battalion of Knights of Heironeous. Fresh from lord. The gnolls follow the H Jyord with fanatical devotion.
their defeat against the kadtanach, the injured knights encour- It hasn't hurt the gnolls loyalty that the H’Jyord’s campaign
age the PCs to sneak aboard the kadtanach and destroy it before has been, thus far,a complete success. Although the plunder is
it reaches the hamlet of Gheldaylin. Once the PCs accept the not plentifullin the wildlands, the humans have been uprooted
task, they track the beast cross country, board it in secret; and from their homes in droves. Sylkess has tried to persuadethe
battle the H’Jyord and his many minions» H'Jyord to lay low for a while before the kadtanach attracts too
much attention, but the H'Jyord refuses to lose momentum.
=
BACKGROUND
o O BEGINNING THE
The kadtanach's rampage can be traced to a horrific accident,
For years, Kaya Sylkess, a manipulative wizard, used her magic
to bully the local human populace into financing her ambi- The adventure begins in the mist of
the early morning, as the
tious reSearch to develop expensive magic items. Eventually, PCs travel toward a trading outpost known as Szaphdra's Rest.
her exploits attracted the attention of the H'Jyord, a celestial
You have been making steady progress toward Szaphdra’s
hound archon who began a hunt for Sylkess. Desperate to $ur-
vive her relentless pursuer as the defenses of her dacha crum- rest, traveling along an old dried-up riverbed that cuts through
the thinning forest. In the distance, from around a bend,
bled, Sylkess lured the H’Jyord into the depths of her work-
comes a steady stream of human men and woman in tattered $ Valor Bax, Male Human War#: CR 3; HD 4d8«11; hp 31
clothing. Children number among them, as do a few ponies (currently 7); Init +1; Spd 20 ft; AC 18, touch 11, flat-footed 17;
overloaded with poorly packed supplies. The travelers appear BAB +4; Grap +5; Atk/Full Atk +7 (1d8+1/19-20, masterwork
exhausted, and several are wounded. longsword) or +5 melee (1d8+1/x3, heavy lance); Reach 10 ft.
(with lance); AL LG; SV Fort +6, Ref +2, Will +3; Str 13, Dex 13,
$ Refugees of Szaphdra's Rest, Male and Female Con 14, Int 13, Wis 14, Cha 13.
Human Comi (46): hp 2-4 each; Atk/Full Atk +0 melee (1d3, Skills: Climb +3*, Handle Animal +8, Ride +8, Swim —2*. Feats:
unarmed); Craft (any) +4, Profession (any) +4. Power Attack, Toughness, Weapon Focus (longsword).
This encounter provides an excellent opportunity for the PCs *Includes —5 armor check penalty (-10 for Swim checks).
to exercise a few of their non-combat skills. The characters find Possessions: Masterwork breastplate, heavy steel shield, mas-
dozens ofvillagers in need of healing. But more than broken terwork longsword, lance, potion ofjump.
bones, the refugees suffer from shock, fatigue, and dehydration. Bax's exhausted stallion pulls a makeshift sled behind ir.
The PCs might be anxious about expending too much of their Inside the sled is a life-sized stone statue of a screaming
healing or donating away their provisions while traveling so knight of Heironeous. Fortunately for the PCs, Bax has begun
near uncharted regions. To reward their charity, consider grant- to recover from the shock of his defeat and can explain what
ing story award XPs commensurate with their generosity. has transpired:
The PCs receive confusing accounts of what has happened. * The people of Szaphdra's Rest are only the latest victims in a
The only common thread is that the villagers are from Szaph- series of violent raids. Bax can rattle offalist of hamlets and
dra's Rest, and that two days ago a giant beast, with jaws as big as villages that have been “hit.”
a large house, devastated their community. If pressed for Attribeof gnolls has somehow placed armored huts on top ofan
details, one elder traveler (mistakenly) identifies the beast as enormous lizard. The gnolls appear able to steer the creature.
the tarrasque. The adults who defended the outpost before The gnolls are systematically sweeping through the human
being driven off describe the beast as carrying an entire castle settlements, burning any they encounter.
on its back, filled with snarling humanoids. This group was composed of
forty knights when the band set out.
Shortly after the PCs have had an opportunity to interact Bax concludes his tale:
with the refugees, read or paraphrase the following:
"We were on a fool's mission! A frontal strike was suicide. We
You hear the sound of hoofbeats. Several moments later, were showered with arrows, scalded by boiling pitch, and
armed horsemen cut through the trees and gallop into sight pelted with rocks every time we tried to charge the beast. We
ahead. At first it looks as though the helpless villagers are figured if wecould just lodge a spear in a single ankle-joint we
about to be run down as the riders close in, but you quickly could slow it down, but its hide was impervious to our heavi-
realize the riders are in even worse shape than the villagers. est lances. It looked slow, but it wasn't."
Most of the horses carry two riders apiece, as wounded men "They had magic too." He shakes his head and looks at the
stripped of their armor cling to less-injured warriors in front. macabre statue behind his horse. "Some of our horses and
As the battered group closes, you recognize a tattered flag: men charging the front were transformed into rock by some-
these are Knights of Heironeous! Spotting you, the lead knight thing! Our numbers were cut in half, and when we ran we were
mops his brow, breaks off from the pack, and waves his arm, picked off. | think if |can get General Trolanadore to a temple,
and heads in your direction. we could get him restored."
"We think the beast is headed for the hamlet of Gheldaylin.
$ Knights of Heironeous, Male and Female Human Trapped in the open, they won't stand a chance against the
War2 (17): CR 1; HD 2d8+5; hp 14 each (currently 1-12); Init beast. We've dispatched a messenger to try and warn them, but
+0; Spd 20 ft; AC 17, touch 10, flat-footed 17; BAB +2; Grap +3; we've heard reports of villagers being run down on the road.
Atk/Full Atk +4 melee (1d8+1/19-20, longsword) or +3 melee
(1d8+1/x3, lance); Reach 10 ft. (with lance); AL LG; SV Fort +4, Bax then gives a heartfelt pitch to enlist the PCs aid, by this
Ref +0, Will —1; Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 11 time having ascertained their profession:
Skills: Climb «0*, Handle Animal +5, Ride +7. Feats: Tough-
ness, Weapon Focus (longsword). “Now if a smaller group tried to sneak aboard at night, or
*Includes —6 armor check penalty. when the beast stops to feed—it's gotta eat sometime—I
Possessions: Breastplate, heavy wooden shield, longsword, lance. think it might be possible to destroy the crew, or at least slow
2 Heavy Warhorse (10): hp 30; Monster Manual 273. the beast down until we can put together reinforcements.”
Despite their wounds, the knights attempt to assist the peas-
ants. Valor Bax, the brigade's replacement for their fallen leader, If the PCs agree, Bax warns them that the beast is capable of
rides up and meets with the PCs. great speed. If the PCs are not mounted, Bax orders the knights
to lend their four freshest horses to the PCs.
HUNTING THE seven miles might spy a thin trail of smoke (Spot DC 20). On the
eve of the second day, the kadtanach attacks Gheldaylin.
If the PCs agree to help the knights, their first task is to locate Gheldaylin is a poor place to hit the kadtanach, as the gnoll
the kadtanach. Finding the 100-foot-tall beast is not as simple as force will beonalert. Ifthe PCs are too late, they must resume the
one would expect. Every time the kadtanach pulls out of an chase before the kadtanach devastates another settlement. See
engagement or the gnolls perform their daily garbage dump, below for more details on where the PCs intercept the creature.
Gnu-Dalcom, a gnoll druid (see area 5 below), casts pass without
trace on the kadtanach, evaporating the beast's gigantic foot- WILDERNESS MAP KEY
prints and distinctive smell for the next 50 minutes.
Nevertheless, clever PCs can track the kadtanach by follow- A. REFUGEES
ing the signs left by the gnolls escorting the kadtanach on the The PCs first encounter the trail of refugees from Szaphdra's
ground below. The H'Jyord, a gifted tracker himself, however, Rest and the Knights of Heironeous at this location. By the time
orders the gnoll patrols to double-back and circle from time to the PCs arrive here the kadtanach is already at point "D" and
time to throw offpursuit (Survival DC 18 to follow). heading northeast.
Once the PCs close to within one mile of the kadtanach,
they can hear and feel the vibrations of the creature's foot- B. SZAPHDRA’S REST
falls, granting them a +2 circumstance bonus to any checks Displeased with the resistance he encountered here, the H'Jy-
made to follow the creature (such as Survival, Spot, or Listen). ord ordered Szaphdra's Rest to be burnt to the ground. Read or
Sylkess is convinced that spellcasters from more populated paraphrase the following when the PCs arrive at this ruin:
cities will inevitably scry on the kadtanach, determine its weak-
nesses, and plot its destruction. She tries to stall their efforts by Szaphdra's Rest was once a trading post and home to almost
casting nondetection once per day at a random interval. The effect a hundred villagers, but it is now a wasteland of rubble and
lasts for 9 hours and results in a 40% chance that a scrying PC char. You can still feel lingering heat in the ash, hinting that
needs to make a caster level check (DC 20) to succeed at any this atrocity must have occurred within the last few days.
divinations targeting the monster. In the distance, between the remains of a collapsed parapet
As it turns out, Bax was dead-on when he predicted the kad- less than 100 feet away, you spy a quartet of hairy, armored
tanach was headed for Gheldaylin. Although the H’Jyord has goblinoids sifting through the rubble. The creatures are com-
ordered an indirect course, if the PCs narrow their search pat- bining their efforts to shift a large, burnt wooden beam and
tern to northeast of Szaphdra's Rest and southwest of Ghel- have not yet noticed your approach.
daylin, they inevitably pick up the trail
By the second day after the PCs’ encounter with Bax and his P Bugbear Looters (4): hp 17, 16 x2, 13; Monster Manual 29.
knights, the kadtanach traverses Howling Spirit Pass and the The bugbears have taken to following a few days behind the
H'Jyord orders the gnolls to fire up the kiln in area 11c to prepare kadtanach, gathering up any valuables the gnolls overlook. They
heated shot for the kadtanach's catapult. Scouting PCs within also kill any villagers foolish enough to stay behind. The bug-
bears are engrossed with their search and have failed to keep a
SCALING THE ADVENTURE In addition, Gnu-Dalcom uses dust of tracelessness to make the kad-
“Beast of Burden" is intended for four 6th-level PCs. It can be eas- tanach harder to find. Also, consider the following changes:
ily altered for larger or smaller groups, or for higher- or lower-level * Increase Sylkess's level to 13th.
groups by using the guidelines provided here. + Add a pair of wyverns to the fortress that the gnolls use to
4th- and Sth-level PCs: Slow the kadtanach's travel cross coun- make aerial patrols. This makes flying aboard the kadtanach much
try, allowing the PCs more time to track and catch up with the crea- more difficult.
ture. At lower levels, they're less likely to have magic and resources + Consider giving the H'Jyord some clerical support in the form
to make all the skill checks and keep up the level of pursuit neces- ofanevil cleric of Nerull, Erythnul, or Vecna. This would allow you
sary to find the creature in a timely fashion. You can also provide to replace the smear traps with glyphs of warding, which have a
the party with some expendable healing items (potions, scrolls, higher CR, and add glyphs of warding to all the alarm traps.
and the like) through the Knights of Heironeous, reducing their + Give Seigonas a pair of gargoyle companions, and give him a
need for rest. Also, consider the following changes: fighter or barbarian level, or advance his Hit Dice by 2.
+ Drop one gnoll from all multi-gnoll encounters. + Increase Gnu-Dalcom’s level to 6th or 7th.
* Make Sylkess a 6th- or 7th-level wizard + Give the H'Jyord 2 more fighter levels, and give him a +2 chaot-
+ Make Seigonas's tactics more simple and straightforward, and ic spiked chain.
don't have him ambush the PCs in a battle they're already fighting. Remember that changing the Encounter Levels should raise or
+ Remove the H'Jyord's fighter levels, making him a normal lower the amount of treasure in the adventure. Consult page 51 in
(although still evil) hound archon. the Dunceon Master's Guide (Tables 3-3, 3-4, and 3-5) to deter-
7th- and 8th-level PCs: Leave the kadtanach's travel speed as is. mine the treasure appropriate to the new encounters.
lookout (4 penalty to their Spot and Listen checks). If the PCs Authority Figures: Corl Skorlocklin (mayor), human male
interrogate the bugbears, they can reveal useful tips for tracking Coms; Captain Ral Trawn, human female Ward.
the kadtanach, providing the PCs with a +4 circumstance bonus Important Characters: Dwodin, human male Clr2 (Fharlanghn).
to any Survival checks made to track the behemoth. Notes: Gheldaylin is protected by a wooden palisade, but part
of the town has outgrown its confines.
C. BATTLEFIELD.
Development: Sounds of battle here could alert the gnolls Creatures (EL 4): A gnoll mans each ballista. The gnolls, bored
in areas 2, 3, 4, or 6. and restless, pace anxiously around a two-tiered, wooden weapons
rack in the middle of the deck, which secures dozens of serrated
2. BASE PLATFORM (EL VARIES) ballista javelins-The fourth unmanned ballista is an animated con-
The saddle's base platform is riddled with upward facing struct that can be fired by a ballista crew but can't fire bolts itself.
shortspears to discourage aerial intruders from using this Unattended, it relies on its slam attack. The gnolls were told the
open area as a landing pad. Ladders lead from this platform up fourth ballista was agift from their demon lord Yeenoghu, but itis
to area 3. actually a creation from Sylkess’s dacha. Theballista springs to life
Trap (EL 2): The outer platform's edges are layered with and attacks any non-gnoll on the platform.
smear wards. Animated Ballista, Large Animated Object: hp 52;
4 Grease Trap: See "The Smear” above. Monster Manual 14.
Creatures (EL 3): Four gnolls patrol the full length of the P Gnoll Ballista Crews (3): hp 11 each; Monster Manual
platform in pairs while the kadtanach travels. During raids or 130. Each gnoll is stationed at a ballista. Ballista attacks are made
alarms, the gnolls take up firing positions on the archer's deck by the gnolls at a—4 penalty, for a net attack of —3. See the Dun-
at area 8b and will not be found here. Master's Guide, page 100, for more details on ballistae.
P Gnoll Archers (4): hp 11 each; Monster Manual 130, © Ordinary Ballista: 3d8/19-20; range increment 120
except Atk +1 ranged (1d8/x3, longbow). feet; load time 2 rounds. The ammunition rack houses 48
ballista javelins.
3. REAR BALLISTA DECK (EL VARIES) Trap (EL 5): The center 10-foot by 10-foot portion of this
deck is blanketed by a black tentacles trap. If triggered, the
A loaded ballista on wheels, aimed to snipe at ground targets tentacles lash out indiscriminately, attacking the gnolls, the
below, rests in each of the four corners of this open deck. At animated ballista, and the PCs alike.
the bow of the deck, a thick door with an iron, gripping bar ~” Evard's Black Tentacles and Alarm Trap: CR 5; see “Black
leads to the central tower of the saddle complex, a massive Tentacles” above.
birchwood howdah. Tactics: The gnolls turn their ballistae on the PCs as soon as
they reach this deck. They then draw shortbows if the PCs haven't
closed to melee, or draw battleaxes if they have. The gnolls fight to Treasure: The decanter can be removed from the tripod once
the death, although iftwo of them drop, the third howls a warning the gnoll is defeated. Doing so requires a successful Disable Device
that could be heard by the gnolls in areas 1, 2, and 4 (Listen DC check (DC 20). A PC can also break the tripod with a successful
20). The gnolls know to avoid the trapped portion of the deck Strength check (DC 20) or break it free from the basket (DC 18).
6D. SLEEPING DECK (EL VARIES) Creatures: This archer's deck is always manned by four
gnolls that serve as lackeys to the officers in area 7c between
The walls in this cylindrical chamber are tightly ringed with raids, However, if the PCs strike before or after a raid, this area
bunk beds, and the remaining floor space is blanketed with is vacant. The window facing the archer's deck of the quarter's
crowded sleeping mats. This room is made from the same howdah (area 6b)contains a pulley with a basket to receive sup-
dark-red, smooth-textured wood as the rest of this tower. plies and messages. Gnolls have cover (+4 AC) from targets out-
side the howdah.
Creatures (EL 0 or 3): The PCs find three gnolls here sleep- 2 Gnoll Archers (4): hp 11 each; Monster Manual 130,
ing, goofing off, or just hiding from their superiors. The flat- except Atk +1 ranged (1d8/x3, longbow).
footed gnolls take 1 round to stand up and pick up a weapon.
P Gnoll Archers (3): hp 11 each; Monster Manual 130, 7C. OFFICER'S QUARTERS (EL 4)
except Atk +1 ranged (1d8/x3, longbow).
Development: If an alarm has been sounded, the PCs This chamber is furnished with more luxury—if you could call
encounter these gnolls manning their posts in area 6b it that—than you'd expect. The pallets and chairs seem a little
above. Modify the description accordingly if
this is the case. more sturdy and less flea infested.
7. OFFICER'S HOWDAH Creatures: The lofts in these quarters provide more elbow-
A few gnolls who have found favor with the H'Jyord have lodg- room for the favored warriors of the tribe. Two gnoll lieutenants
ings in this tall tower, built over the kadtanach's left hindquarter. sit here, trading war stories of their respective roles in the battle
for Szaphdra's Rest as they clean the stains on their greataxes. In
7A. CROW'S NEST (EL 1) a raid, these two gnolls station themselves in area 8b.
P Gnolls Lieutenants, Male Gnoll Wart (2): CR 2;
This crow's nest is a tight fit; there's only room for a couple Medium Humanoid (gnoll); HD 3d8+6; hp 20 each; Init +0;
human-sized creatures up here. From this height you can see Spd 30 ft.; AC 17, touch 10, flat-footed 16; BAB +2; Grap +5;
the entire back half of the fortress. Looking down from the Atk/Full Atk +6 melee (1d8/x3, masterwork battleaxe) or +2
rocking perch, you see the beast's huge foot scatter trees and ranged (1d6/x3, shortbow); SQ darkvision 60 ft.; AL CE; SV
boulders as though they were pebbles and twigs. Fort +7, Ref +0, Will +0; Str 16, Dex, 10, Con 14, Int 11, Wis 10,
Cha &
A ladder from this small platform leads down to the archer's Skills: Climb «2*, Listen +5, Spot +5. Feats: Power Attack, Cleave.
deck of this howdah (area 7b). *Includes —4 armor check penalty.
Creature: A lone sentry guards this excellent vantage point. Possessions: Chain shirt, heavy wooden shield, masterwork
If the gnoll spots a disturbance on the ballista deck or on the battleaxe, shortbow with 20 arrows, carved bone signal horn (50
winch bay, he blows his horn and alerts all of his brethren. gp), bone and feather talismans, 35 gp.
Tactics: The gnolls here leap to attack intruders, howling to 8C. SLAVE PEN (EL 5)
the archers on the upper levels to come to their aid. These other
troops arrive in 3 rounds ifthey have not yet been dealt with. The ladder descending from the archer's deck above anchors
securely into the floor. The walls slope in toward the ceiling,
8. CENTRAL HOWDAH giving the room pear shape. A square, empty, rusted-iron cage
This 80-foot-high birch-wood howdah is the main hub of activity with a large dangling padlock fills the back half ofthe room.
on the kadtanach. If the PCs linger here long they should Directly across from the cage, an arch connects to a cramped
encounter a pair of gnolls from various areas every few minutes. corridor. The smell of smoke wafts through from that direction.
Also across from the cage, next to the arch, sits a pile of a
8A. CROW'S NEST dozen casks and vats, each about 2 feet high.
The largest nest in the fortress, the H ]yord insists it always be
manned by at least two gnolls. The railing at the bow is deco- The gnolls prefer to have a supply of slave labor on-hand, but
rated with the skeletal remains of the wings ofa hippogriff, since they also prefer snacks the slave pen is presently empty.
brought down by Seigonas (area 9a) a few weeks ago. At your option, you can choose to add a few prisoners for the
Creatures: The two gnolls here are prepared and act simi- PCs to rescue as seeds for future adventures.
larly to their counterparts in areas 6a and 7a. If Sylkess (area 10c) becomes convinced the H'Jyord’s min-
2 Gnoll Archers (2): hp 11 each; Monster Manual 130, ions can't withstand the PCs' assault, she casts misdirection on
except Atk +1 ranged (1d8/x3, longbow). herselftoconceal her true alignment and then orders a pair of
gnolls from area 8b to take her here, lock her in the slave pen,
8B. ARCHER’S DECK (EL VARIES) and guard her. Then Sylkess waits to be rescued. She learns all
she can about the PCs and then decides whether to strike when
Although you are still quite high in the howdah, this room
their backs are turned or attempt an escape.
feels surprisingly stable. It might be because you are so close
The arch leads to the shoulder-blade howdah at area 11c. The
to the center point of the beast's back.
two howdahs are connected by a thin, 8-inch-wide wooden plank
Twelve wide firing ports ring this large cylindrical deck.
without arailing. A Balance check (DC 10) is required to traverse
Beside each window, a longbow and loaded quiver hang on a the plank. Any PC knocked offtheplank, or who fails his Balance
peg. Closer to the center of the 20-foot-diameter chamber are
check by 5 or more, falls 20 feet onto the middle of the bare back
two large piles of
fist-sized rocks and jagged debris. Between of
the kadtanach, taking 2d6 points of damage in the process. A
the piles, a ladder leads up to a crow’s nest and down to an
successful Climb check (DC 15) enables the PC to grab a hold of
even larger chamber on a level below.
the creature's leathery hide before rolling offthe side of the beast
One end of a pulley, with a wooden basket attached, is
and plunging 100 feet to the ground. A PC who fails this second
anchored at one of the windows toward the rear, The rope
check takes 10d6 additional points of damage.
attached to the pulley stretches across a short gap and con-
On the deck floor outside the bars of the slave pen is a hidden
nects to a smaller howdah close to the beast's right rear leg.
trapdoor that leads to area 8d.
During a raid, this platform becomes the kadtanach's main Ñ Secret Trapdoor: 2 in. thick; Hardness 5; hp 20; break DC
ranged attack station. 18; Search DC 20.
Creature (EL 2 or 8): While the kadtanach is traveling, only
four gnolls keep watch in the shade here. During a planned 8D. GNOLL TREASURE HOLD
attack or ifan alarm sounds, four more gnolls (from area 2), the PCs must drop down 10 feet from the trapdoor to access this
two lieutenants (area 7c), and the elite gnolls (area 13b) join chamber, as there is no ladder. Inside lies the gnolls’ share of
them at the firing stations. Gnolls have cover (44 AC) from tar- the spoils from the campaign.
gets outside the howdah. Treasure: Many personal effects are stored here, such as jew-
P Gnoll Archers (4 or 8): hp 11 each; Monster Manual 130, eled mirrors, ivory combs, silverware, and silver candle holders
except Atk +1 ranged (1d8/x3, longbow). (total value 4,500 gp). Most are the heirlooms of frontier vil-
2 Gnoll Lieutenants (2): see area 7c for statistics. lagers left dead or homeless by the kadtanach attacks. In addi-
Elite Gnolls (4): see area 13b for statistics. tion, the PCs find 8,657 cp, 4,128 sp, and 394 gp scattered
Tactics: On command, four of the gnolls use the collected around the room and a huge wooden “Welcome to Szaphdra's
debris to rain a shower of rocks on the opposition below. Each pile Rest” sign from the gnolls' most recent sack.
of debris covers one 5-foot square. A creature in a targeted square
must make a Reflex save (DC 15) for half damage. The remaining 9. H'JYORD'S PRIVATE HOWDAH
gnolls typically fire arrows at ground targets, but are happy to As he does not require rest, the H’Jyord is seldom here.
engage in melee with any invaders who enter this chamber. Instead, he is normally found on the command deck (area
Development: The gnolls here how! while they fight, prob- 13c). This ash wood howdah has no ladders; the H'Tyord
ably alerting creatures in adjacent areas (Listen DC 5). simply teleports to each level as required.
that leads to area 9c. The opening offers no means of descent, so
9A. SEIGONAS'S PERCH (EL 5)
PCs will have to find a way to drop the 30 feet themselves.
Locked Trapdoor: 2 in. thick; Hardness 5; hp 20; break
You've reached the highest point of the entire fortress: the
DC 30, Open Lock DC 20.
crow's nest of the highest howdah. From here, over the ash rail-
ing, you can see virtually everything—from the steeply-sloped,
9C. THE H'JYORD'S TREASURE ROOM
dark wooden shingles of the tower's roof, to the rocky, uneven
ground ofthe earth below almost 175 feet below. You can also
Plunder proudly lines the walls on rows of ash-wood shelving.
see the dozens of missile ports in the other towers, the open
catapult deck jutting from between the great beast's mountain-
It’s a good bet that this room—and everything in it—belongs
to someone important.
like shoulderblades, and the ballista deck at the stern.
DAVNAK'S HELM still in the fortress during this time must also make a Reflex save
The kadtanach is controlled by a magical, eyeless bone helm kept in (DC 15) once per minute or take 2d6 points of damage from col-
the command center (area 13c). Anyone wearing the helm sees exclu- lapsing walls, ceilings, or falling debris. Characters who fail are also
sively through the eyes of the kadtanach and can control its actions. pinned beneath rubble, requiring a successful Strength check (DC
The wearer can issue one silent telepathic command to the kadtanach 15) to get free. Spells require a Concentration check (DC 15 + spell
each round as a full-round action. Davnak's helm was built exclusive- level) to be cast successfully. Anyone still inside the howdah when
ly to control the kadtanach and has no effect on any other creature. the saddle is finally torn off must make a Reflex save or take 5d6
The helm is not keyed to any individual and the H'Jyord has points of damage from falling debris and the collapse of the how-
entrusted a number of gnolls with piloting. However, a neophyte dah, then take 10d6 points of falling damage as the saddle plum-
who first places the helm on must make a Will save (DC 20) or be mets to the ground 100 feet below.
overcome with vertigo for 1d6 rounds. If the PCs manage to capture Davnak's helm, they might decide
If the helm is not worn, or the pilot stops issuing commands, to try to keep the kadtanach. This surely attracts the attention of the
the tiny brain of the kadtanach gradually resumes control. At first it Daegoth-Szonri, who soon dispatch several high-level loremasters
exhibits infrequent signs of protest: occasional grumbles or buck- to reclaim their stolen project. The PCs should also learn, through
ing motions, but after 30 minutes of freedom the kadtanach's free wearing the helm, that the kadtanach is miserable in its current
will returns completely. It begins to shakes off its saddle, destroy- state, and keeping it captive in this fashion is very cruel. See the
ing the howdahs, and lumbers off into the wild. The process takes appendix for details on the kadtanach's actions should it remain
1d8 hours, during which time anyone remaining on board suffers a uncontrolled for more than 30 minutes.
10 circumstance penalty to any actions as long as the creature Caster Level: 14th; Prerequisites: Craft Wondrous Item, dominate
remains in contact with the kadtanach or the fortress. Creatures monster; Market Price: 125,750 gp; Weight; 3 Ib.
mirror image, misdirection, nondetection, touch of idiocy; 3rd —dispel Creature: The gnoll in this nest wears a scarf over his muzzle
magic, fly, lightning bolt, suggestion; 4th—dimension door, enervation to protect himself from the thick plumes of smoke rising from
x2; Sth—baneful polymorph. the three stone chimneys attached to the howdah's exterior.
Possessions: Quarterstaff, amulet of natural armor +1, pearl of While the kiln in area 10c is in operation, all ranged attacks
power (1st level), potion of
flying, potion of protection from arrows, fired into and out of the crow's nest suffer from concealment
potion of invisibility, potion of levitate, scroll of prying eyes and minor (20% miss chance).
globe of invulnerability, scroll of teleport, bag of holding (type 1) 112 P Gnoll Archer; hp 11 each; Monster Manual 130, except Atk
pp, 510 gp and 7 tiger eyes (125 gp each). +1 ranged (1d8/x3, longbow).
In addition to the spells above, Sylkess's traveling spellbook con-
tains: 0—all remaining cantrips; 1st—alarm, grease, endure elements, 11B. ARCHER'S DECK (EL VARIES)
protection from good, reduce person, shocking grasp; 2nd—arcane lock,
invisibility, levitate, magic mouth, protection from arrows, rope trick, This round chamber is well situated for archers to stand at its
summon swarm; 3rd—fireball, flame arrow, stinking cloud, summon windows and fire at targets on the ground below. Three long-
monster IL; 4th—charm monster, dimensional anchor, Evard's black ten- bows and quivers ofarrows hang from pegs near the windows.
tacles, illusory wall, minor creation, phantasmal killer, polymorph; sth—
cloudkill, dismissal, mirage arcana, passwall, teleport, wall offorce. Creatures (EL 2 or 5): The gnoll archers here ignite their
Tactics: Sylkess is aware of her limited combat skills, and if arrows by bringing up a vat of
pitch from the kiln below. Gnolls
surprised she either tries to talk her way out of danger or flee. If firing out the windows have cover (+4 AC) from opponents out-
an alarm has been raised or Sylkess detects the PCs’ approach, side. Although only two gnolls stand guard, three more from
she casts mage armor, followed by invisibility. She then crouches area 11c take up position here in 2 rounds if an alarm is
behind her desk and spies on the PCs to assess their strengths sounded. The extra longbows and quivers are for their use
while they explore her study. If she chooses to attack, she 2 Gnoll Archers (2): hp 11 each; Monster Manual 130,
drinks her potions offlying and protection from arrows. Then she except Atk «1 ranged (1d8 plus 1d4 fire/x3, longbow).
times her strike just as the last PC tries to climb back up the
ladder. Although she has another spellbook in her dacha back 11C. KILN
home, Sylkess would rather not let the PCs leave with her trav-
eling spellbook. A large burning kiln fills the starboard half
ofthis circular cham-
Development: If hard pressed in a battle, she dimension doors ber. Two large bellows, suspended from the ceiling by leather
to the command deck (area 13c). straps, are aimed to pump jets of air into the heart of the flames.
If the PCs are able to engage her in a lengthy dialogue, a Three stone chimneys vent the smoke out ofthe howdah, but
charismatic PC might get Sylkess to reveal that she is unhappy the heat in this room is still oppressive. A stack of
crudely cut
with the way the H'Jyord has usurped her project with a suc- firewood fills what little space is left in the room.
cessful Diplomacy check (DC 25). While at first Sylkess was The room has three exits: a crooked ladder leading to a level
thrilled with the H'Jyord’s ability to recruit an endless supply of above, an arch leading to an open deck outside, and a
gnolls, she now realizes his unending campaign against the set- cramped corridor that appears to connect to another tower.
tlements will inevitably come crumbling down. If the PCs suc-
ceed in convincing her that day has finally come, she agrees to PCs fighting in this room suffer from the effects of extreme
leave without warning the H'Jyord. She's true to her word, heat, as the air temperature in this room is near 100 degrees. The
although she stops briefly to raid the H'Jyord’s treasury (area 9c) characters must make a successful Fortitude save on entering
before she flees. the room or take 1d4 points of nonlethal damage and suffer from
Sylkess no longer has a familiar; it was slain by the original heatstroke and become fatigued. Characters in heavy clothing or
H)yord. armor suffer a —4 penalty on the save. See the DUNGEON Master's
Treasure: Anyone searching the desk finds a scroll of arcane Guide, page 303, for more information on heat dangers.
lock and detect thoughts. Creatures (EL 0 or 3): Three large gnolls with burnt patches
of fur and blacksmith's aprons oversee the heating of a vat of
11. SHOULDER BLADE HOWDAH pitch atop the kiln. When they see the PCs, they immediately
This elevated howdah is tucked between the center of the grab the cherry-red fire pokers used to stir the kiln and attack. If
beast's shoulder blades. Like the center howdah, it is composed an alarm has been sounded, these gnolls have ascended to the
of birch wood. archer's deck (area 11b), in which case this chamber is empty.
2 Gnoll Kiln Workers (3): hp 11 each; Monster Manual 130,
1A. CROW'S NEST (EL 1) except Atk +3 melee (1d6+2 plus 1d4 fire, hot poker).
This smaller nest enables a lone gnoll to snipe targets at will. It Tactics: The gnolls attempt to bull rush Small PCs into the
is always manned. kiln (damage Sd6; Reflex DC 20 for half). The searing pokers
cool off after 3 rounds, negating the extra fire damage.
Development: The kiln enables the gnolls to boil oil and 13. YOKE HOWDAH (EL 1)
prepare heated shot for the heavy catapult in area 12. On occa- This howdah houses the piloting center for the kadtanach. It is
sion, the H'Jyord orders the kiln snuffed when the beast is made from bamboo protected by an ironwood spell. It has also
attempting a “stealth run” to prevent the smoke plume from been carefully wood shaped.
giving away their location. If the PCs board the kadtanach after Asa security precaution, the yoke howdah is quite hard to
it crosses Howling Spirit Pass, the gnolls have already fired up access from the outside. The H’Jyord teleports in and out as he
the kiln in preparation for the raid on Gheldaylin. The plume of pleases, and the few minions who have access here lower them-
smoke can be seen up to a mile away. selves from the ballista basket at area 12b and climb through
the forward-facing window. Otherwise, to enter one must tra-
12. CATAPULT PLATFORM (EL VARIES) verse the beast's shoulder blades, climb up the yoke, and scale
Trap (EL 4): The outer rim of this platform is protected by a the howdah walls to breach the windows. Navigating the shoul-
"Warning Cry" magic mouth, while the center is blanketed der blades while the beast is moving requires a successful Bal-
with a "Black Tentacles” trap. ance or Climb check (DC 15). Failure results in a fall to the
4^ Evard's Black Tentacles Trap: see “Black Tentacles” above. ground 100 feet below (10d6 falling damage).
When the PCs have dealt with the trap and actually gained Trap: PCs climbing the 15-foot-high outer howdah walls dis-
the surface of this deck, read or paraphrase the following: cover the walls have been inset with razor-sharp shavings of
ironwood covered with poison.
You've reached a large, open wooden deck. To your left and ~” Poisoned Ironwood Shavings: CR 1; mechanical; touch
right, just past the edges of the deck, you can see the tops of trigger; automatic reset; Atk +8 melee (1 plus Malyss root paste
the great beast's shoulder blades heave each time one of its poison: Fortitude save, DC 16, negates; 1 temporary Dex/2d4
front legs takes a gigantic step. At the same time, you can feel temporary Dex); Search (DC 22); Disable Device (DC 18).
the deck hiccup slightly with each step. The shavings cannot harm PCs with metal gauntlets and hard-
A huge catapult in the center of the deck stands readytolaunch heeled boots. The tiny blades also damage ropes with a success-
missiles over the beast's head at targets below. The catapult is ful attack and after a few rounds may sever climbing equipment
presently loaded with the top half
ofabroken statue—another while PCs are in the process of scaling the howdah walls.
twisted frozen image ofa knight ofHeironeous in agony. The windows are both shuttered and arcane locked, save for a
A smaller wooden basket, hanging from the bow of thedeck, single open window on the forward facing side where the H'Jy-
houses a ballista on a tripod. ord’s minions climb in. However, unless a PC lowers herself from
the ballista basket above, to access (or even notice) the open
This large, ironwood deck is supported by a central arm window the PC must first climb around the front of the howdah
attached to the kadtanach's yoke. and risk contacting more poisoned ironwood shavings.
Heavy Catapult: éde, or édé plus 1dé fire for flaming Window Shutters: 1 inch thick; Hardness 5; hp 15;
ammunition; range increment 200 feet; load time 1 round (with break DC 28.
crew of four). See the DuNcEoN Master's Guide, page 99, for
more information on siege weaponry. 13A. CROW'S NEST
Ñ Ballista: 3d8/19—20; range increment 120 feet; load time 2 This crow's nest is left empty to keep up the pretense that the
rounds. The ammunition rack houses 48 ballista javelins. yoke howdah is unimportant. The gnoll manning the ballista at
Creatures (EL 5): The catapult is manned by a crew of four area 12b is positioned just overhead, keeping a sharp eye out for
gnolls. A small basket hanging at the platform's forward facing tip intruders. The nest does not connect to the lower decks.
holds a mounted ballista inside, covering potential targets at the
kadtanach's front and sides. The ballista is manned byasingle gnoll. 13B ELITE GUARD CHAMBER (EL VARIES)
2 Gnoll Catapult Crew (4): hp 11 each; Monster Manual 130.
2 Gnoll Ballista Crew: hp 11; Monster Manual 130. Only one window is open; the others have been securely shut-
IÉan alarm has not yet been sounded, one of the gnolls blows tered. The narrow window provides a dizzying view of the
asignal horn tied to the frame of the catapult before joining the ‘small tower built on top of the beast's head. You see the tower
fray. If the PCs trigger the “Black Tentacles” trap, the tentacles bob up and down in time with the beast's march.
also attack the gnoll catapult crew if they get within range. Inside this smaller circular howdah, a sputtering lantern
A folded rope ladder is tucked inside the basket. The ladder is hangs from a large rusted hook in the ceiling's center. In the
used for accessing the yoke howdah (area 13b). The gnoll is middle of the floor directly below the lantern is a round trap-
instructed to detach the rope ladder and hurl it overboard at the door with a thick iron pull-ring. The bamboo walls are covered
first sign of trouble to minimize the possibility of an intruder with paw prints made from smears of red and black paint.
gaining access to the yoke howdah.
Creature (ELO or 5): This room is an ambush site for the H’Jy-
ord's elite gnoll guardians. It acts as the final barrier between
intruders and the control center of the kadtanach. Although the 13C. COMMAND DECK (EL 6)
floor and walls are made of bamboo protected by an ironwood
spell, the ceiling itselfisonly a thin layer of mundane bamboo. An alien, azure symbol blankets almost the entire floor except
Above the false ceiling is a cramped chamber where the gnolls lie for a thin, foot-wide stretch of wood circling the edge of the
in wait in the dark, spying on the room below through thin open- room. A lone gnoll seated in a high-backed chair stares vacu-
ings in the wood. In a raid or ifan alarm has sounded, the elite ously at the wooden wall. He wears an over-sized bone helmet.
gnolls have relocated to area 8b. Standing directly behind the seated gnoll is a smaller, finely
The gnolls delay their strike until the PCs become distracted muscled humanoid with the head ofacanine, Barbed spikes line
trying to open the trapdoor in the floor. They then break his leather armor and the battle chain folded across his back.
through the ceiling in a single round, leap down, and attack.
The rickety lantern hanging from the ceiling is a lantern of Although the PCs might suspect the presence of amagic ward
revealing and it purges any invisibility effect in the room. It con- on the floor, the markings are non-magical. Sylkess uses the
tinues to operate even after it falls to the floor once the gnolls design asa focus point for her teleport spells. She infrequently trav-
tear the ceiling apart. els here to issue orders to the kadtanach pilot, the near-catatonic
The false ceiling can be detected with a Spot check (DC 25). gnoll facing the wall.
If they fail to notice the false ceiling, the PCs are surprised. Creatures: PCs who succeed at a Spot check (DC 15) notice that
2 Elite Gnolls, Male Gnoll Ftr1 (4): CR 2; Medium the gnoll's helm bears runs identical in style and appearance to
Humanoid (gnoll); HD 2d8+4 plus 1d10+2; hp 22 each; Init +2; Spd runes on the yolk worn by the kadtanach. This gnoll has the cov-
30 ft;AC 17, touch 11, flat-footed 16; BAB +2; Grap +5; Atk/Full eted honor of wearing Davnak's helm and is piloting the kadtanach.
Atk +7 melee (2d6+4, masterwork greatsword); AL CE; SV Fort +7, While wearing the helm, he cannot engage in combat and is con-
Ref +2, Will +0; Str 17, Dex 14, Con 14, Int 8, Wis 11, Cha 8. sidered helpless. The pilot sees through the kadtanach's eyes, so he
Skills: Climb +2", Listen +2, Spot +3. Feats: Power Attack, cannot see the PCs (see the sidebar for more information on
Weapon Focus (greatsword). Davnak's helm). The pilot nervously ignores any sounds of combat,
*Includes -2 armor check penalty. under orders to maintain control of the kadtanach at all times.
Possessions: Chain shirt, masterwork greatsword, potion of 2 Gnoll Pilot: hp 11; Monster Manual 130, except the gnoll is
cure moderate wounds, 1d4 continual flame beads, leather pouch currently helpless and cannot attack unless Davnak's helm is
containing 25 gp. first removed.
As a symbol of
their elite rank, the gnoll guardians have The H Jyord normally spends his time teleporting between the
braided their thick manes with black beads from the H'Jyord vantage points at areas 9a and 16b, where he takes stock of the
that burn with continual flames. This creates the illusion that the terrain, and here, where he issues orders to the pilot. When the
gnolls heads are eerily engulfed in flames. PCs arrive in the piloting chamber, the H'Jyord is already here,
Tactics: The gnolls follow the orders of the H’Jyord fanati- prepared to defend his prize.
cally and will not permit any ofthe PCs to descend to the com- 2 The H’Jyord, Mirror-of-Opposition Hound Archon
mand deck under any circumstances, opening themselves to Ftr2: CR 6; Medium Outsider (6 ft. 2 in. tall); HD 6d8+6 plus
attacks of opportunity if necessary. If the PCs flee the howdah 2d10+2; hp 51; Init +4; Spd 40 ft; AC 22, touch 10, flat-footed 22;
the gnolls do not leave their post to pursue. They instead call for BAB +8/+3; Grap +11; Atk +12 melee (2d4+5, +1 spiked chain), or
other gnolls in the fortress to take up the chase. +11 melee (1d8+3, bite), or +9 ranged (1d8/19-20, masterwork
Once the PCs best the gnoll guardians they can return their light crossbow); Full Atk +11 melee (1d8+3, bite) and «6 (14444,
attention to the trapdoor. slam), or +12/+7 melee (2d4+5, +1 spiked chain) and +6 melee
Locked Trapdoor: 2 in. thick; Hardness 5; hp 20; break (1d8+1, bite), or +9 ranged (1d8/19-20, masterwork light cross-
DC 28; Open Lock DC 22. bow); Reach 10 ft. with chain; SA spell-like abilities; SQ archon
Trap (EL 1): Gnu Dalcom has coated the pull ring with a subtype, change shape, damage reduction 10/holy', outsider
powerful, clear-colored, herbal adhesive. The gnolls gain a +4 type, scent; SR 16; AL CE; SV Fort +9, Ref +5, Will +6; Str 16,
bonus to attack creatures stuck to the ring. Dex 10, Con 13, Int 10, Wis 13, Cha 12.
~” Adhesive Trap: CR 1; mechanical; touch trigger; Skills: Concentration +10, Diplomacy +3, Hide +9", Intimi-
manual reset; no attack roll necessary (creature touching date +5, Jump +11, Listen +10, Move Silently +9, Sense Motive
adhesive is stuck; Reflex save, DC 20, avoids; adhesive can be +10, Spot +10, Survival +10* (+12 following tracks). Feats:
permanently neutralized with alcohol or pulling free with a Combat Expertise, Exotic Weapon Proficiency (spiked chain),
Strength check, DC 27, which deals 1dé points of damage); Improved Initiative, Power Attack, Track.
Search (DC 20). Possessions: +1 spiked chain, masterwork studded leather, mas-
terwork light crossbow with 24 screaming bolts, potion ofcure mod-
erate wounds x2.
The H Jyord deals damage as an unholy’ weapon.
Spell-Like Abilities: At will—aid, continual flame, detect good’, The H'Jyord also seeks out Seigonas from area 9a if the PCs
and message. These abilities are as the spells cast by a 6th-level cleric. have not already defeated the gargoyle. Even ifhis minions fail
Change Shape (Su): Hound archons can assume any canine him entirely, the H'Jyord is unwilling to abandon his prized kad-
form of Small to Large size. While in canine form, the hound tanach without a fight. The H'Jyord hunts the PCs using his
archon loses its bite, slam, and weapon attacks, but gains the bite scent and detect good abilities. Once he spots the PCs, he teleports
attack of the form it chooses. For the purposes of this ability, to an ideal ambush site. He continually taunts the PCs with mes-
canines include any dog- or wolf-like animal of the Animal type. sage spells to keep them offbalance, uncertain of which direc-
Archon Subtype: Archons are a race of celestials, or good tion he will strike from ("I select you to die next. . . ” is a favorite
outsiders, native to the plane of Celestia. This archon is evil. taunt). When the opportunity arise, he fires his screaming cross-
Aura of Menace (Su): An unholy’ aura surrounds the H'Jy- bow bolts. As soon as the PCs pinpoint his location and are able to
ord when he fights or gets angry. Any hostile creature within a retaliate, the H'Jyord teleporis away and begins the game anew.
20-foot radius of the archon must succeed at a Will save (DC 16) If the H’Jyord heard his elite gnoll guardians battling the PCs
or suffer a -2 morale penalty to attacks, AC, and saves for one in area 13b above, he has already activated his aid ability on
day or until they successfully hit the H'Jyord. A creature thar himselfinpreparation for combat.
has resisted or broken the effect cannot be affected again by the
H'Jyord's aura for one day. 14. RIGHT EAR BASKET (EL VARIES)
* Darkvision 60 feet and low-light vision. A sliding trapdoor on the roof of this pod enables the PCs to
* Immune to electricity and petrification. drop down into the chamber.
* +4 bonus to saves against poison sliding Trapdoor: 1 in. thick; Hardness 5; hp 10; break DC 18.
Magic Circle against Good (Su)}: A magic circle against good
effect always surrounds the H’Jyord, identical to the spell cast by This cramped, podlike room is almost filled to capacity by a 6-
a 6th-level cleric. The effect can be dispelled, but the archon can foot-long, six-legged, tan lizard that faces the front of the
create it again during its next turn as a free action. (The defensive room. The creature's head has been completely wrapped in a
benefits from the circle are not included in the statistics block.) thick black horse blanket, and the head and neck have been
Teleport (Su): The H'Jyord can greater teleport at will, as the encased in a torturous metal brace. The brace locks around
spell c: t by a 14th-level sorcerer, except that the creature can the lizard's skull and connects it to the walls with taut chains,
transport only itself and up to 50 pounds ofobjects. holding the creature in place before a large, shuttered window.
Tongues (Su): All archons can speak with any creature that The lizard's tail hangs limply, and you can see from its
has a language, as though using a tongues spell cast by a 14th- exposed ribs that it is in terrible physical condition,
level cleric. This ability is always active. A gnoll stands on each side ofthe lizard, scrubbing the crea-
Skills: *While in canine form, a hound archon gains a +4 cir- ture’s bony spine with a brush and a bucket of soapy water.
cumstance bonus on Hide and Survival checks. Seeing you, they drop their buckets and reach for their weapons.
‘Note that these are the reverse of the normal hound
archon abilities. Creature (EL 2 or 5): The lizard is a basilisk. Immune to pet-
See the Monster Manual for more information on the archon tification, the H'Jyord was able to get close enough to trick the
subtype, the outsider type, and hound archons. dangerous predator into captivity. Now a chained prisoner for
Tactics: "HJyord" means "tracker of truth" in Celestial. The several months, the basilisk's muscles have begun to atrophy. It
original H’Jyord pursued his foes relentlessly. His double, how- survives mostly by the healing magic and herbs provided to it
ever, has adopted the opposite tactics, and finds his innate abil- by Gnu-Dalcom. As a result of
its unique diet, not only does its
ities surprisingly well suited to the task. Despite his strength petrifying gaze still function, its range has increased to 60 feet,
and bravado, the H'Jyord avoids direct confrontation, prefer- 2 Atrophied Basilisk: hp 45; Monster Manual 24, except this
ring to soften enemies up with his gnoll fodder. If the PCs have specimen is CR 1 ifthe PCsare inside the basket and CR 5ifthe PCs
made it this far, the H’Jyord is the only thing standing between are outside. Also, this basilisk is held in place and cannot move, and
them and Davnak's helm. Rather than abandon the centerpiece its Strength is now 10 due to the long period of inactivity.
ofhis plan, he engages the PCs until he can lure them away 2 Gnoll Basilisk Handlers (2): hp 11 each; Monster Manual 130.
from the command deck and into the open. If the PCs refuse to Fortunately for the PCs, the metal brace prevents the basilisk
take the bait, the H'Jyord takes Davnak's helm and teleports away from turning away from the shuttered window in front of it.
with it to another howdah. This means the kadtanach is uncon- Tactics: The basilisk is used as a surprise weapon against
trolled until the H'Jyord can recruit another gnoll to pilot the heavy opposition. First, an order is given from the command
beast. (See the Davnak's helm sidebar for details on what hap- center, either by a signal horn or direct instruction from the
pens ifthe kadtanach remains uncontrolled for long.) HJyord. The gnoll handlers then open the windows, allowing
Once outside, the H'Jyord rouses any remaining gnolls into the creature to peer through the barred windows. At the same
strike teams, He summons their aid with his message spell-like time, the pilot commands the kadtanach to bow its head low to
ability or by teleporting from howdah to howdah. the ground to maximize the range ofthe gaze attack.
The gnolls have practiced this maneuver. The gnoll surface Creature (EL 2): In addition to the basilisk in area 14, the
troops then ride out and either smash the statutes into powder H'Jyord captured a large spider and imprisoned it in this pod. The
or retrieved the statues and haul them atop the kadtanach, pod was wood shaped open to accommodate the creature, then the
where they are used as ammunition for the catapult in area 12. pod opening was sealed to its current size to trap it within. The
Inside the howdah, the basilisk is powerless. The PCs gnolls have trained the spider to cast its web at non-gnoll targets
should receive no XP for slaughtering the beast while it's on the ground. The spider then reels in the ensnared victim at a
chained and covered. If one handler drops, the other tears off rate of 10 feet per round. Once the victim nears the kadtanach's
the blanket and remove the brace (a single full-round action), head, the kadtanach frequently takes a moment to swallow the
forcing the PCs to contend with the basilisk after all. spider's prisoner whole depriving the spider of its meal. As a
result, the spider aggressively targets every non-gnoll it can spot,
15. LEFT EAR BASKET (EL VARIES) relying on the law ofaverages to at last drag a meal inside the pod.
This over-sized basket has been secured to the left side of the kad- 2 Large Monstrous Spider: hp 22; Monster Manual 289.
tanach’s helm. A sliding trapdooronthe roofis the only way inside. Tactics: Unless the PCs drop into the pod below, only a single
Sliding Trapdoor: 1 in. thick; Hardness 5; hp 10;break DC 18. PC can attack the spider through the trapdoor at a time. The spider
Creatures (EL 1): Two gnoll handlers sit atop the basket is unable to exit the pod and if the PCs attack with a reach weapon
next to the trapdoor. One has a large leather bag filled with such as the handlers pole, which acts as a longspear) they can dis-
dried meat to reward the monstrous spider imprisoned below, patch the spider from safety. The spider has cover from any ranged
and the other has a 10-foot long, barbed, prodding stick to poke attacks made through the trapdoor.
it when it misbehaves. During a raid, one of these unlucky Ad-hoc XP Award: The PCs should receive only 50% of the
gnolls mans the head crow's nest (area 16a). normal XP for defeating the trapped spider.
P Gnoll Handlers (2): hp 11 each; Monster Manual 130.
If the PCs open the trapdoor read or paraphrase the following: 16. HEAD HOWDAH
This howdah is particularly unstable. PCs and gnolls alike
The trapdoor slides open with a dull click, revealing a giant, receive a —4 circumstance penalty to all attacks and skill checks
10-foot-wide spider. The massive beast fills the entire pod. It as long as they remain here. Spellcasting requires a Concentra-
immediately shuffles around on its spindly legs, turning away tion check (DC 10 + the level of the spell cast).
from the single round window in the pod to attack.
16A. CROW'S NEST forward every second round and deliver much greater damage
(8d6+4). The ram is normally used only against structures.
As you grab the wooden guardrail, you question the wisdom of
the architect who placed a tower this high atop the beast's
head. The nest sways with each bob ofthe beast's head.
= CONCLUSION
The gnolls only man this post during raids, at which time a If the PCs disable the kadtanach by destroying Davnak's helm or
gnoll from the left ear basket (area 15) is stationed here.
by toppling its leadership, Gheldaylin and the surrounding set-
tlements are saved. Rather than roleplaying a complete mop-up
16B. THE FLOOD LIGHT (ARCHER'S DECK; EL 2)
operation, once the climactic encounters are concluded, have
This deck houses the gnolls' “floodlight’: a cluster of continual the replenished Knights of Heironeous return to assist the PCs
flame stones, focused by a mirrored case. The oversized lantern
in driving off remaining gnolls.
is on a tripod and the gnolls can sweep the ground in front of Once the kadtanach is free from magical control for 30 min-
the kadtanach out to a range of 200 feet with a 10-foot-radius
utes, it begins to shake offits yolk. After 1d8 hours of vigorous
shakes, coupled with some rubs against a cliffside, the entire
light beam. The floodlight is surprisingly functional and
fetches 450 gp ifsold to an interested buyer. It weighs 200
howdah complex is unceremoniously dumped on the ground.
Once the helm is destroyed, the magic binding the kadtanach
pounds, though, so getting it down could be tricky.
Creatures: Two gnolls are always stationed here, protecting to the Prime Material Plane begins to decay. By dawn, the kad-
the valuable floodlight during the day and sweeping the land
tanach winks out of sight and returns to its home plane—the
Wilderness of the Beastlands (treat as a banishment spell)
below with it at night.
The Knights offer to accompany the PCs to Gheldaylin to
2 Gnolls (2): hp 11 each; Monster Manual 130.
host a banquet in the PCs' honor, if it still stands. Over the next
^ large spindly ladder with bone rungs provides access to the
few days, Gheldaylin swells with refugees from the surround-
crow's nest above or the troop hold below.
ing destroyed communities. If the H'Jyord or Sylkess escaped,
16C. TROOP HOLD
the PCs might wish to pursue them. Sylkess cuts her losses, but
the H'Jyord never forgives the PCs for ruining his campaign.
When he decides it is worthwhile, the H’Jyord allocates some of
Ad-hoc XP Award: If the PCs defeat the H']yord before Ghel-
his troops and packs a boarding party inside this hold. On com-
daylin is destroyed, they should each receive a 1,000 XP story award,
mand, the gnolls operate the folding bridge at area 16d and
swarm over defensive walls to break into opposing compounds.
Creatures: Between raids, three gnolls are stationed here,
ready to respond if an alarm sounds. no APPENDIX
2 Gnolls (3): hp 11 each; Monster Manual 130.
The inside walls of this hold are covered with a giant mural of
THE KADTANACH
the kadtanach descending upon a human settlement, recently Colossal Magical Beast (Extraplanar)
Hit Dice: 28d10+364 (518 hp)
finger-painted by gnolls awaiting battle. PCs who take time to
Initiative: 1 (Dex)
study the details of the mural carefully (Spot DC 20) obtain Speed: 60 ft. or 40 ft. (with saddle)
clues of the kadtanach's layout: the mural crudely depicts a ten-
AC: 21 (9 size, 1 Dex, 421 natural) or 29 with hide barding,
tacle from the black tentacles trap in area 10a ripping apart a
touch 1, flat-footed 21
human warrior; a villager being ensnared by the web of the Base Attack/Grapple: +21/+49
giant spider in area 15; and the assassin vine in area 5 reaching
Attack: «25 melee
out from inside Gnu Dalcom's pod Full Attack: «25 melee
Damage: Bite 4d6+18/19-20
16D. THE BRIDGE
Space/Reach: 60 ft./30 ft.
The kadtanach can bow its head to align the bridge with defen-
Special Attacks: Improved grab, swallow whole, trample
sive walls. The gnolls then extend the bridge with a wide fold-
Special Qualities: DR 15/magic, immunities, regeneration 5
ing plank and the landing party in area 16c can charge out onto
Saves: Fort +29, Ref +17, Will «11
the defenders’ parapet. Extending the plank has to be coordi- Abilities: Str 35, Dex 8, Con 36, Int 2, Wis 12, Cha 10
nated carefully with the command center so that the pilot can
Skills: Listen +14, Spot +13.
give full concentration to steadying the beast’s head. In a prior Feats: Alertness, Cleave, Endurance, Great Cleave, Improved
raid, the beast shook its head while the bridge was in mid-exten-
Critical (bite), Improved Overrun, Iron Will, Lightning
sion, sending the entire landing party to its death. Reflexes, Power Attack
17. THE BATTERING RAM Climate/Terrain: Any land (Beastlands)
Organization: Solitary
A large horn on the kadtanach's head has been covered by an iron- Challenge Rating: 16
wood ram. Unlike a normal ram, the kadtanach can drive the ram
Treasure: None action without provoking an attack of opportunity (grapple
Alignment: Always neutral bonus +49). If it gets a hold, it can swallow the opponent on its
Advancement: 29-84 HD (Colossal) next successful grapple check. Thereafter, the kadtanach has
the option to conduct the grapple normally, or simply use its
The kadranach was originally discovered by a secret cabal of bite to hold the opponent (-20 penalty on grapple check , but
lawful neutral loremasters known as the Daegoth-Szonri. The the kadtanach is not considered grappled). In either case, each
Daegoth-Szonri sought to fund their endless research by opening successful grapple check it makes during successive rounds
a merchant company. To compete, they decided to design a mer- automatically deals bite damage.
chant caravan that would be impervious to bandit attacks so they Worry (Ex): A kadtanach that successfully gets a hold on
could trade in even the most inhospitable and lucrative regions. an opponent with its improved grab ability shakes the victim
Their researches into the planes led them to, they believed, the violently back and forth. This attack deals bite damage each
perfect subject for their ambitious project. The kadtanach blended round until the victim breaks free, the kadtanach is slain, or
incredible resilience, a massive and intimidating presence, and a the victim dies.
natural placidity and easily manipulated temperament. It was the Swallow Whole (Ex): A kadtanach can swallow a single
ultimate pack mule. However, although the ground work was per- creature that is at least two size categories smaller than itself by
formed, the project of relocating the kadtanach to the Prime Mate- making a successful grapple check (grapple bonus +49), pro-
rial Plane and harnessing it for the merchant caravan was eventu- vided it already has that opponent in its maw (see Improved
ally shelved as the Daegoth-Szonri's attention turned to a growing Grab, above). Once inside the kadtanach, the opponent takes
feud with a rival wizard clan. One of the loremasters chiefly 4d6+18 points of bludgeoning damage and 2d6 points of acid
responsible for the project, a man named Davnak, was Sylkess's damage per round from the kadtanach's stomach. A successful
mentor, and the young student learned of the abandoned project. grapple check allows the creature to climb out of the stomach
Throughout her tenure, Sylkess secretly coveted the project's and return to the kadtanach's maw; from there another success-
power. She never attained the status of a loremaster herself, as she ful grapple check is needed to get free. Alternatively, a swal-
lacked the discipline and was ultimately refused admittance to the lowed creature can try to cut its way out with either claws or a
Daegoth-Szonri. However, years later, after her former mentor was light piercing or slashing weapon. Dealing a total of at least 30
killed in the feud, Sylkess returned to steal the project and ran off points of damage to the stomach (AC 17) in this way creates an
with the kadtanach scroll library and Davnak's helm. opening large enough to permit escape. Once a single swal-
Sylkess was working out the details of how to best capitalize lowed creature exits, muscular action closes the hole; thus,
upon her “inheritance” when she caught the attention of a group another swallowed opponent must cut its own way out. A kad-
of celestials, and a hound archon (the original H’Jyord) was dis- tanach's maw can hold 2 Huge, 4 Large, or 16 Medium or
patched to stop her. After her desperate mirror of opposition smaller opponents.
ambush, the double encouraged Sylkess to finish her endless Frightful Presence (Su):Akadtanach can unsettle foes with its
preparation and at last perform the incantations necessary to mere presence. The ability takes effect automatically whenever the
finish the project, which involved calling the beast and binding kadtanach attacks or charges. Creatures within a radius of 60 feet
it to the Prime using its yoke as an anchoring device. are subject to the effect if they have fewer HD than the kadtanach.
The ritual detailed in the scrolls was successful, and the kad- A potentially affected creature that succeeds at a Will save
tanach was harnessed and saddled. While the fitting and construc- (DC 24) remains immune to the kadtanach's frightful presence
tion were completed, the H Jyord set about rounding up an army. for one day. On a failure, creatures with 4 or fewer HD become
Other kadtanaches roam the Beastlands, but the beasts are panicked for 4d6 rounds and those with 5 or more HD become
extremely rare, meeting only once every decade or so to mate. shaken for 4d6 rounds. A kadtanach ignores the frightful pres-
ence of others of its kind.
COMBAT Immunities (Ex): The kadtanach is immune to all mind-
Left to its own devices, the omnivorous kadtanach roams the affecting magic and psionics until Davnak's helm is destroyed.
Wilderness of the Beastlands, eating constantly to keep its The kadtanach loses this ability if it does not have the helm.
tremendous metabolism satiated. In battle, the kadtanach uses Note that the kadtanach in “Beast of Burden" is wearing hide
its massive jaws to pick up, crush, and devour the bodies of its barding, so its AC is 29 as described in the statistics above. Q
prey. Those who prove difficult to slay with an initial bite are
shaken by the beast until dead, or simply swallowed whole, Michael Kortes would like to thank Sam Wood for his sketch art,
although the kadtanach doesn’t particularly enjoy slurping which formed the catalyst for "Beast of Burden," and apologizes in
down live food. Even under the control of the wearer of advance to any players whose PCs might be inadvertently squashed
Davnak’s helm, the kadtanach's battle tactics remain the same. into origami strips by a misstep of the kadtanach.
Improved Grab (Ex): Ifa kadtanach hits an opponent that is
at least one size category smaller than itself with a bite attack, it
deals normal damage and attempts to start a grapple as a free
ARTWORK BY TOM BAXA & WAYNE REYNOLDS - CARTOGRAPHY BY CHRISTOPHER WEST T
“The Lich-Queen’s Beloved’ is a challenging D&D adventure Vlaakith jealously guards her throne by devouring the
designed for four 18th-level characters. It can be played as a essences of her most powerful followers. Any githyanki who
stand-alone adventure or as the climax of an Incursion cam- rises above 16th level must stand before her in the Palace of
paign centered around a githyanki invasion, as presented in Whispers and be judged. Most come to her willingly;sped to
Dragon Magazine #309. The adventure can be played using stan- their doom by blinding loyalty or pride. Gowards and others
dard hero races (humans, elves, and such) or githyanki heroes who try to avoid their ultimate fate are hunted down, captured,
who'stek to overthrow their hated lich-queen. For more infor- and dragged before the lich-queen in dimensional anchor shack-
mation on playing githyanki heroés, see the Polyhedron side of les. In every instance, Vlakith destroys the potentialusurper
this issue. For more information on the githyanki capital of and feeds on the individual's power. _
Tu'narath, see “The Lich-Queen's Beloved" Web enhancement The lich-queen usés her crown ofcorruption (an artifact crafted
(www.paizo.com). by one of her ancestors) to transform devoured githyanki
You will need all three revised D&D core rulebooks to run whom she favors into obedient undead servants. The tl'a'ikith |
this adventure, which takes place in a githyanki city on the (former githyanki knights) manifest as incorporeal githyanki
Astral Plane. Before running the adventure, you should famil- wielding spectral versions of the swords they held in life. The
iarize yourself with the traits of the Astral Plane, as described in kr'y'izoth (former githyanki warlocks and gish) manifest as
Chapter 5 of the revised DuNGEON Master's Guide. entities of flickering black flame swathed in tattered robes and
Player characters (PCs) who complete the adventure should. bandages. Those who earn the lich-queen’s undying wrath
amass sufficient experience points to advance to 20th level, (including nongithyanki brought before her) are devoured
assuming they survive the perils of the githyanki lich-queen's utterly, As zombies, they wander the halls of Susurrus as rotting
palace. A canny. group of i6th- or 17th-level characters can sur- mockeries of their former greatness. Githyanki who neither
vive the adventure if they have more members, plenty of heal- impress nor infuriate the lich-queen have their spirits trapped
ing magic, a few stalwart cohorts, and a powerful planar ally or within her palace's whispering walls so that Vlaakith can hear
two. Conversely, a group of 19th- or 20th-level heroes will have their grim cacophony and take comfort in the fact that they
an easier time with some encounters, but even they should find cannot harm her.
the tougher encounters challenging, particularly if they are
careless or poorly equipped. THE DUTHKA'GITHS
Years after the githyanki claimed the Astral Plane as their
home, Vlaakith I began advising Gith, the githyanki liberator
——
BACKGROUND and ruler, in matters of state. In the pursuit of powerful allies,
Vlaakith CLVII, the reigning sovereign of the githyanki race, is Vlaakith advised Gith to descend into the Nine Hells and meet
the legitimate descendant ofthe original Vlaakith, and her with the legendary Tiamat, queen of evil dragons. Gith agreed,
Word is law. Unlike her predecessors, however, she is a lich, has and soon thereafter an eternal pact was forged between the
no heirs, and in her undead state is now unable to produce githyanki and red dragons. t-
them. Vlaakith demands unswerving loyalty and obedience Ephelomon, Tiamat's red dragon consort, visited the Astral
from her people, and few dare question her resolve or her Plane and informed Vlaakith I of the pact. He also reported that
wisdom. She sequesters herself in her forlorn palace and is Gith would remain in Baator and that she had chosen Vlaakith
rarely seen by her subjects. She views undeath merely asa tfan- Tas her successor. Gith’s last command was that her people con-
sitional state and strives to become a true god, attaining true tinue their legacy of conquest. Whenever the githyanki ven-
immortality and power as vast as the Astral Plane itself. tured to the Material Plane, they would find staunch allies
among red dragons lairing there. Vlaakith I and her descen- is merely unstable. Certain githyanki hra'cknir (seers), whose
dants have maintained this pact in the years since, carving lairs duties include studying, cataloging, and harnessing the ener-
for numerous dragons in the rocky hillsides near the githyanki gies of the Silver Void, suspect something more. They believe
capital city of Tu'narath, luring red dragons to the Astral Plane that the dead god is awakening and that Tu'narath is doomed.
with promises of long lives and vast troves. However, few see Vlaakith’s hand in the earthquakes: The lich-
Unable to sire children of her own, Vlaakith the Lich-Queen queen's refusal to acknowledge the tremors as anything more
has taken her people's pact with red dragons to a new level by than natural occurrences is dismissed as arrogance or perceived
creating the duthka’giths, fearless and brutal githyanki with red asa symptom ofher centuries-old madness.
dragon blood. Originally created by an arcane spell of Vlaakith's
devising, the duthka'gith can now create progeny of their own. THE SHA’SAL KHOU AND THE CH'R'AI
Duthka'gith hatcheries can be found in many secret locations The Sha'sal Khou are githyanki and githzerai radicals working
on the Material Plane. (See PoLyHEDRON pages 10 and 34 for toward the reunification of their respective peoples. They labor
more information on the duthka'gith.) Duthka'giths that sur- to end the warfare between the githyanki and githzerai and
vive to adulthood often return to the Astral Plane to serve as create a unified nation of gith. Members of the Sha’sal Khou
elite shock troops and palace guards. work secretly within their respective societies, subtly discour-
Most githyanki barely tolerate and secretly detest the aging attacks on the other gith race while carefully recruiting
duthka'giths. Some believe the lich-queen has perverted the pact like-minded individuals. They maintain secret redoubts on the
with the red dragons and strayed from the wishes of Gith; others Material Plane as well.
fear that the duthka giths are the mad queen's attempt to "perfect" The Sha'sal Khou hope to raise a proper army and establish a
the githyanki race—a grim harbinger of worse things to come. fortified enclave where their children will grow up calling
themselves simply “gith.” Their greatest ally is a powerful
THE ONE IN THE VOID githyanki warlord named Zetch'rr. He secretly supports the
After years of research, Vlaakith has uncovered a path to god- reunification of the githyanki and githzerai, but more impor-
hood. The lich-queen guards it well, for she cannot take the tantly, he has the charisma and influence to lead the Sha'sal
chance that a rival might walk the path before her. In her mad- Khou and turn others toward their cause.
ness, however, she often speaks of a being called the One in the Zetch'rr maintains a stronghold in Tu'narath, where he shel-
Void —the one who will bring her godhood. ters other Sha'sal Khou members and plots against the lich-queen.
"The One in the Void" is the name Vlaakith has given to the He fears Vlaakith has created the duthka'giths in a mad attempt to
dead god atop which her palace and the githyanki capital city of “perfect” the githyanki race, and his most trusted hr'a'cknir reports
Tu'narath are built. This god passed into obscurity long before that Vlaakith is behind the earthquakes threatening Tu'narath.
Gith freed her people from the tyranny ofthe illithids, hundreds Zetch'rr believes that a unified gith nation under his august lead-
of centuries before the emergence of the githyanki and githzerai ership will restore his people's failing resolve. Only under his rule
as distinct races. The dead god's true name is lost to the ages, and can Gith's legacy of conquest continue.
Vlaakith doesn't actually speak to it. However, the lich-queen The warlord's staunch opposition to Vlaakith worries other
knows that the stony corpse of this ancient god holds a spark of members of the Sha'sal Khou, who fear that the lich-queen
divine life. She intends to capture that spark, become the might discover them and send her inquisitors—the Ch'rai—to
revered god of the githyanki, cast off the teachings of Gith, and capture and interrogate Zetch rr and his lieutenants.
give birth to a new supreme order governed by priests and The Ch'rai are githyanki spellcasters who believe Vlaakith is
duthka'giths who have sworn their eternal souls to her. destined for godhood. They want a hand in creating the first
Capturing the life-spark of adead god isn't a simple task, but true god of the githyanki people and hope that Vlaakith will,
Vlaakith believes she can accomplish her goal using multiple upon ascension, reward them with clerical powers. Led by a
wishes. The endeavor has cost Vlaakith thousands of wish spells zealous githyanki warlock named Xam'kras, the Ch'rai are the
over her millennia-long reign. To cast so many wishes without lich-queen’s greatest sycophants, entrusted with more power
reducing her own power, the lich-queen slays and devours her and influence in Tu'narath than some feel they rightly deserve.
own servants, as well as any foe that dares cross her. Each life Vlaakith views them as instruments and potential rivals, but
essence she consumes gives her the strength to continue her Xam'kras believes his order can win the lich-queen's favor by
quest. (In game terms, she needs to recover the experience accomplishing the myriad tasks she sets before them.
points she loses every time she casts a wish spell.) Zetch'r'r dares not upset the Sha'sal Khou's plans by oppos-
How many wish spells does it take to capture the spark of ing Vlaakith directly. He has two options: He can send an inde-
divinity? The answer is unknown, but after a thousand years of pendent githyanki strike force to destroy the lich-queen, or he
casting spells and calling out to The One in the Void, Vlaakith can solicit aid from a group of non-githyanki heroes who have
believes her time is near—and she’s not the only one. In the effectively opposed his people in the past.
past several months, earthquakes have rocked the githyanki
capital. Some believe that the “island” on which the city is built
4 ADVENTURE SYNOPSIS on the Astral Plane, where the githyanki warlord explains his wish
In this adventure, the heroes invade Susurrus, the palace of the to unite the gith races and hunt down the illithids. He warns the
githyanki lich-queen, and attempt to end Vlaakith's reign for- PCs of
the lich-queen's plans to create an army of half-dragon
ever. The adventure begins when Zetch'rr, a githyanki warlord, githyanki—an endeavor that could spell disaster for her enemies
petitions the heroes to confront and destroy Vlaakith. How- and all the peaceful races of the multiverse, Zetch'rr and the Sha'sal
ever, the lich-queen's spies know of Zetch'r'rs treachery and are Khou vow to leave the heroes’ world in peace if they agree to
preparing to deal with him and the PCs. destroy the lich-queen and her phylactery.
Zetch'r'r offers the PCs sanctuary in Tu'narath as they pre-
USING GITHYANKI HEROES pare for their assault on the lich-queen's palace. Zetch'rr also
When githyanki heroes reach 16th level, their glorious achieve- provides them with information about the perils lurking in the
ments begin to attract the attention of the Ch'rai and the lich- lich-queen's palace. If they succeed in destroying Vlaakith and
queen. If she is not preoccupied with more pressing matters, her phylactery, they will stop any further incursion by
Vlaakith orders the Ch'rai to bring the would-be champions to githyanki into their world, end the threat of the duthka'giths,
her palace in Tu'narath—one at a time, of course—so that she and further Zetch'r''s plan to reunite the githyanki and gith-
may "reward" them with death. Most githyanki accept their fate zerai people against their common foes, the illithids.
with blind obedience and fatalistic resolve. The PCs are differ-
ent, however. This adventure assumes that the PCs have thus far
ayoided their fatal meeting with the lich-queen and are conse- —
SHA'SAL
— THE KHOU
quently out of favor. Perhaps they have even survived one or If the PCs are primarily githyanki, Zetch'r'r sends two
more altercations with members of the Ch'r'ai. Even as fugi- githyanki lieutenants to meet with them. If most of the PCs
tives, the PCs' past deeds have earned them some prestige belong to races other than githyanki, Zetch'r'r sends two repre-
within githyanki factions that secretly oppose the lich-queen sentatives of the Sha'sal Khou instead. Zetch'r'r's emissaries
and her plans for the githyanki people. arrive at the PCs stronghold or residence. Begin the encounter
The adventure begins when Zetch'rr sends two members of by reading or paraphrasing the following:
the Sha'sal Khou to meet with the heroes and escort them to
Zetch'rr's stronghold on the Astral Plane. There, the PCs learn Two figures clad in drab cloaks greet you, their faces half-
of Zetch'r'r's glorious plans to unite the githyanki people in a hidden by cowls. Each ofthem carries a longbow and enough
mission of conquest against the mind flayers. In exchange for gear to suggest that they might be travelers or adventurers.
destroying the lich-queen and her phylactery, Zetch'r'r prom- One of them holds up a slender hand and says, “We are mes-
ises the PCs whatever their hearts desire: a stronghold, a mili- sengers sent by Zetch'r'r of Tu'narath, warlord of
the Silver
tary command, or a place in his “new gith order.” If the PCs Void. Our lord asks to speak with you in person about an
despise githzerai, Zetch'r’r sends two githyanki (instead of one urgent matter threatening all the planes of existence.”
githyanki and one githzerai) to meet with them; the warlord
also conceals his affiliation with the Sha'sal Knou—at least If the PCs ask the strangers for their names, they oblige. PCs
until the PCs complete their mission. recognize Kel'i'lec as a githyanki. If the PCs are mostly
Zetch'rr offers the heroes sanctuary in Tu'narath as they pre- githyanki, Saarys is a githyanki with statistics similar to
pate for their assault on the lich-queen's palace. Zetch'r'r also Kel'i'lec; otherwise, she's a githzerai. PCs familiar with the
provides the heroes with intelligence that will better prepare githyanki and githzerai know that the two races share a deep
them for the perils awaiting them in Susurrus, the Palace of hatred for one another. The notion of a githyanki and githzerai
Whispers. Once inside Susurrus, the PCs must contend with its working together is almost unimaginable.
maby traps and guardians before finally confronting Vlaakith. Saarys and Kel'ilec do not voluntarily reveal their allegiance
They must also locate and destroy the lich-queen's phylactery to to the Sha'sal Khou. If asked how they overcame their races’
make certain she never returns. long enmity, Saarys responds as follows:
USING NON-GITHYANKI HEROES “Hatred is a powerful force. Long ago, the gith used hatred to
Ifyou are running this adventure using non-githyanki heroes, overcome the tyranny of the illithids. In the eons since, we've
Zetch'rr sends two representatives of the Sha'sal Khou to make con- allowed hatred to rule and weaken us. If the gith are to survive,
tactwith the PCs at their stronghold on the Material Plane (or wher- we must focus our hatred on the ones who shackled us, repair
ever they happen to be). It is assumed that the heroes have either the damage that war has wrought, and reunite our people.
aided or opposed the githyanki in the past.Zetch'r'r hopes that their This is the way of the Sha'sal Khou. We are not alone in our
history of battles against the githyanki will fuel their hatred of the beliefs, but we are admittedly few in number.”
lich-queen. Moreover, he hopes that his alliance with the Sha'sal
Khou will persuade the PCs that he isn't like other githyanki they've If the PCs ask for more information about Zetch'rr and his
encountered before. The PCs are escorted to Zetch'rr's stronghold summons, Kel'ilec reveals the following:
“Zetch'r'r has a stronghold in the city of Tu’narath, on what the PCs express concern about working with the githyanki war-
you call the Astral Plane. There he plots to usurp Vlaakith, our lord, Saarys and Kel'i'lec emphasize the following points:
demented lich-queen, and lead the githyanki down a different * Zetch'rrisastrongally and an equally powerful enemy./To
path—one not bent on the extermination of the githzerai, but refuse his request might not be in the PCs best interests.
the destruction of the illithids and their tyranny. Vlaakith has * If the lich-queen learns of Zetch'r'r's treachery, she may
chosen a darker path for her subjects—a path that sees send the Ch'rai (her servants) to capture and interrogate him.to
githyanki blood mixed with the blood of red dragons. She cor- learn the identities of his collaborators. In other words, the PCs
rupts the eggs of unborn githyanki to create the have already crossed Vlaakith by consorting with her enemy.
duthka'giths—half-dragon abominations. Unless she is * If the PCs are seeking a reward, Zetch'r'r knows that the
stopped, the day will come when all githyanki are born as lich-queen's palace contains unimaginable treasures, noné'of.
duthka'giths. Were this to happen, the gith people could never which he desires. Conversely, he's willing to pay for their help
be reunited. with a future favor.
"Only you can destroy the lich-queen, and Zetch'r'r can pro- 2 Saarys, Female Githzerai Mnk11: CR 13; Medium
vide you with answers to your many questions. Will you Humanoid (extraplanar); HD 11d8«11; hp 61; Init +3; Spd 60-ft;
accompany us to his stronghold?” AC 22, touch 18, flat-footed 20; BAB 48/43; Grap +10; Atk #10
melee (1d10+2, unarmed strike)
or+15 ranged (1d8+4/x3, master-
Creatures (EL 15): Saarys and Kel'i'lec fear that the lich- work composite longbow [+2 Str] with +2 arrow); Full Atk +10/+5
queen's servants might learn of Zetch'r'r's treachery too soon. If melee (1d10+2, unarmed strike) or +10/+10/+10/+5 melee
(1d10+2, flurry of blows) or +15/+10 ranged (1d8+4/x3, master-
work composite longbow [42 Str] with «2 arrow); SA greater
flurry, ki strike (magic), psionics, unarmed strike; SQ darkvision
60 ft., diamond body, improved evasion, inertial armor, leap of the
clouds, psionics, purity of body, slow fall 50 ft, still mind, whole-
ness of body (22 hp/day); SR 16; AL LN; SV Fort +8, Ref +11, Will
+9; Str 14, Dex 18, Con 12, Int 8, Wis 14, Cha 11.
Skills: Balance +10, Climb +7, Escape Artist +6, Hide +9, Jump
+10, Knowledge (the planes) +1, Listen +6, Move Silently +40,
Tumble +12. Feats: Blind-Fight, Deflect Arrows, Dodge,
Improved Disarm, Mobility, Spring Attack, Stunning Fist.
Psionics (Sp): 3/day—daze (save DC 10), feather fall, shatter (DC
12); 1/day—plane shift (DC 17). Caster level 11th; save DC 10 +
spell level.
Inertial Armor (Sp): Githzerai can use psychic force to block
an enemy's blows. This gives them a +4 armor bonus as long as
they remain conscious.
Possessions: Belt of giant strength +4, amulet of health +2, potion of
owl's wisdom, potion of cure moderate wounds, masterwork compos-
ite longbow [+2 Str] with 20 +2 arrows, gray cloak.
2 Kel’i'lec, Female Githyanki Wizs/Ftré: CR43;
Medium Humanoid (extraplanar); HD 6d10 plus 5d4; hp:50;
Init +1; Spd 40 ft. (30 ft. base); AC 17, touch 11, flat-footed:16;
BAB «8/53; Grap +8; Atk +12 melee (2d6+4/17—20, +1 keen
greatsword) or +10 ranged (1d8+1/x3 plus 1dé electricity; +1
shock longbow); Full Atk +12/+7 melee (2d644/17—20, +1 keen
greatsword) or +10/+5 ranged (1d8+1/x3 plus 1d6 electricity, +1
shock longbow}; SA psionics, spells; SQ darkvision 60 ft., psionics;
SR 16; AL LE; SV Fort +8, Ref
+5, Will +7; Str 15, Dex 12, Com40,
Int 16, Wis 10, Cha 8.
Skills: Concentration +8, Craft (weaponsmithing) +8, Jamp
+11, Knowledge (arcana) +9, Knowledge (the planes)9,
Listen +6, Ride +8, Spellcraft +13, Spot +6. Feats: Alertness,
Brew Potion, Craft Magic Arms and Armor, Combat Exper-
. tise, Improved Trip, Mounted Combat, Point Blank Shot,
Quick Draw, Scribe Scroll, Weapon Focus (greatsword).
Psionics (Sp): At will—clairaudience/clairvoyance, daze (DC 9), W Tu'narath (Metropolis): Conventional; AL LE; 100,000-
mage hand; 3/day—blur, dimension door, telekinesis (DC 14); 1/day— gp limit; Assets 500,000,000 gp; Population: 100,000; Isolated
plane shift (DC 16). Caster level 11th; save DC 9 + spell level. (96% githyanki, 4% other).
Wizard Spells Prepared (4/4/3/2; base save DC = 13 + spell Authority Figures: Vlaakith, female githyanki lich Wiz25 (CE);
level; 15% chance of spell failure): 0—delect magic, open/close, read Yev'dakai (Commissar of Tu'narath), male githyanki Ftr15 (LE);
magic, resistance; 1st—magic missile x2, ray of enfeeblement, shield; Xam'kras (Master of the Ch'r'ai), male githyanki Wizi4 (CE);
2nd—invisibility, resist energy, see invisibility; 3rd—fireball, slow. Zetch'r'r (warlord), male githyanki Ftr10/Blks (LE).
Possessions: +2 studded leather armor, +1 keen greatsword, +1 shock Common Male Githyanki Names: Bvid, Debrelx, Elirdain,
longbow with 25 arrows, ring of protection +1, cloak of resistance +1, Gaath, Galdvisk, Ja'adoc, Jladmir, Joarth, Kar''nas, Kel'ijith,
boots of striding and springing, amulet of the planes, pearl of power Karluth, Lykus, N'a'rai, Ninir, Osojen, Quith, Rech, Ris'a'n,
(1st), potion of haste, scroll of
scorching ray, gray cloak. Su'lukel, Tehv'in, Terath, Tropos, Veldrada, Vheld'r'r, Viran,
Tactics: If attacked, Saarys and Kel'ilec use their plane shift Xamodas, Zaryd'ai
ability (or Kel'ilec's amulet of the planes) to flee to the Astral Common Female Githyanki Names: Aaryl, B'noor, Ch'a'nev,
Plane, where they alert Zetch''r. Dulurin, Eri'inth, Fenel, Fenelzi'ir, Haranor, Ilaareb, Jen'lig,
Development: If the PCs insist that Zetch'rr meet them on Madivh, Malastra, Merical, Pah'zel, Quorstyl, Shargad, Sirruth,
“their turf,” Saarys and Kel'lec leave and relay the message. The Tarain, Tonuin'li, Un'ruth, Vaira, Vharist, Vo'ryd, Yessune, Zar'ryth.
next day, they return with a knight (11th-level githyanki fighter)
posing as Zetch'rr. The knight, Pakas, is one of Zetch'r''s trusted ARCHITECTURE
lieutenants. If the PCs see through the ruse and refuse to meet Tu'narath's architecture reflects the githyanki militaristic mind-
with Zetch'rr, the outraged warlord sends a task force to destroy set—ominous structures with flying buttresses and protruding
the PCs, their cohorts, their hirelings, and their holdings. If the wrought-iron spikes, but with enough décor to make them
PCs destroy the task force, Zetch'r'r sends another. Ifthe second more than cold assemblages of stone and iron. Porticos are
task force fails, the warlord sends athird. If the heroes survive the often adorned with sculptures and frescoes depicting githyanki
third attack, Zetch’r’r leaves them alone for the time being. The ini- champions riding red dragons, while beautifully carved statues
tial task force consists of six 12th-level githyanki fighters astride of prominent githyanki dominate city squares. Buildings are
juvenile red dragons (EL 20). Future task forces may include addi- densely packed, multi-story affairs joined by stone bridges on
tional forces, larger dragons, or githyanki wizards. the upper levels. Bridges that span roadways are common sights
If the PCs agree to meet with Zetch'rr, Saarys and Kel’ c in every district of Tu'narath.
allow them to collect their gear and make whatever arrange- The lich-queen dwells in Susurrus, an immense obsidian
ments are required. When the PCs are ready, Kel'ilec uses the palace that rises from the forehead of the dead god. A great
amulet of the planes in her possession to transport herself, Saarys, obsidian statue of Gith stands in front of the palace, looking out
and the PCs to Zetch'r'r's stronghold in Tu'narath. over the city.
Proper use of
the amulet of the planes requires an Intelligence
check (DC 15), with afailed check sending the group to a LAWS
random location on the Astral Plane (a 01—60 result on d%) or to Githyanki society precludes the need for codified laws, since
a random plane (a 61-00 result on d%). You can either assume there is virtually no crime and all disputes are handled within a
that the plane shift is successful or make the Intelligence check strict military chain of command. Although githyanki do not
and prepare contingencies to deal with the outcome. generally share space with other races, Tu'narath is cosmopoli-
tan enough to host other races in its Merchant District. These
races are allowed to conduct trade and come and go as they
——
———UNARATH please (either by portal or astral ship), but they have few rights
The githyanki capital city is built on the body of adead god and are watched closely by githyanki patrols assigned to the dis-
adrift in the Astral Plane. The deific husk appears vaguely trict. In general, any creature capable of observing the city's
humanoid in shape, with a "head," an elongated body, and six codified laws is allowed to live and earn a living in Tu'narath—
radiating arms. Subjective directional gravity holds sway within unless the githyanki Commissar or some higher authority dic-
200 feet of the husk, allowing the city's inhabitants to walk nor- tates otherwise. Githzerai, mind flayers, and other blood-ene-
mally. Creatures and objects moving within 200 feet of the city mies of the githyanki are killed on sight. Harboring one in the
begin to fall as they enter the astral island's "gravity well.” A city is a capital crime punishable by death.
series of mooring towers and landing platforms on the "head Codified laws exist to deal with races prone to violating the
spikes" and "arms" of theisland allow astral ships to dock. orderofthings. In short, any wrong inflicted upon a githyanki—
Surrounding the city are several chunks of astral detritus from the most heinous murder to a hateful glare—is punishable
atop which the githyanki have built small, fortified citadels by death. Particularly heinous criminals are brought before the
Chained to these “flying fortresses” are smaller chunks of rock Commissar so that he may have the honor of killing the perpe-
with towers jutting out of them. trators personally. When a crime is committed against a non-
githyanki, both the accused and the accuser are dragged before Creatures (EL 25+): Despite being a ruthless blackguard,
the Commissar andgiven one chance to plead for justice. In most Zetch'rr is an honorable and lawful githyanki devoted to the
instances, the accused is presumed guilty and killed. In some ancient teachings of Gith. His plans of conquest are secondary to
instances, particularly when no githyanki are involved in the his hatred ofillithids and his desire to reunite the children of
crime, both the accused and the accuser are deemed at fault and Gith asa single people. If the heroes are githyanki, he offers them
summarily slain, which is usually enough to discourage criminal a stronghold or positions of influence within his great faction. If
acts and the willingness to report them. the heroes belong to other races, he vows to leave the PCs world
in peace ifthey are willing to risk their lives for the glory of his
EARTHQUAKES people. Convincing the other warlords to abandon their con-
The dead god atop which Tu'narath rests shudders each time quest of
the PCs world will take some time and effort on his part,
Vlaakith casts a wish spell to capture what remains of its life and Zetch'rr believes he stands a better chance of
persuading the
essence. These tremors increase in magnitude as the lich-queen other faction leaders once Vlaakith is destroyed.
comes closer to achieving her goal. During a quake, PCs must Vraxanault, a very old red dragon polymorphed into the
succeed at a Reflex save (DC 15) or be knocked prone. The form ofagithyanki warlock, serves as the warlord's steed and
quake lasts 1d4 rounds, and a new Reflex save must be made military advisor
each round ofthe quake. 2 Zetch'rr, Male Githyanki Ftrt0/Blks: CR 17; Medium
If the PCs abandon their quest only to return weeks or Humanoid (extraplanar); HD 15d10+30; hp 137; Init +1; Spd 20
months later, increase the DC ofthe Reflex save increases by +2 ft. (30 ft. base); AC 28, touch 15, flat-footed 27; BAB «15/10/45;
per week of expired game time to account for the increasing Grap +18; Atk 422 melee (2d649/17-20, +3 silver sword) or +21
severity of
the quakes. melee (1d6+6/19-20 plus poison, +3 short sword) or +16 ranged;
Full Atk +22/+17/+12 melee (2d6+9/17-20, +3 silver sword) or
THE POSTER MAP +21/+16/+11 melee (1d6+6/19-20 plus poison, +3 short sword) or
This adventure includes a poster map depicting Tu'narath. The +16/+11/+6 ranged; SA aura of despair, command undead, eye of
various keyed locations and city districts are described in "The fear, poison use, psionics, smite good 2/day, sneak attack +1d6,
Lich-Queen's Beloved" Web enhancement. spells; SQ aura of evil, darkvision 60 ft., dark blessing, detect good,
fiendish servant, psionics; SR 20; AL LE; SV Fort +17, Ref +9,
ZETCH'R'R'S STRONGHOLD Will +10; Str 17, Dex 13, Con 15, Int 13, Wis 14, Cha 18.
Zetch'rr maintains a fortified estate in the city of Tu'narath. Skills: Concentration +10, Diplomacy +14, Hide +2, Intimi-
From there, he coordinates his troops, meets in secret with date +13, Knowledge (religion) +3, Knowledge (the planes) +4,
agents ofthe Sha'sal Khou, and quietly plots to overthrow the Ride +9. Feats: Cleave, Combat Reflexes, Exotic Weapon Profi-
lich-queen. If the PCs agree to accompany Saarys (disguised as a ciency (silver sword), Improved Critical (greatsword), Improved
githyanki) and Kel'ilec to Zetch'r''s stronghold, read or para- Sunder, Mounted Combat, Power Attack, Quick Draw, Ride-By
phrase the following text: Attack, Skill Focus (Diplomacy), Weapon Focus (greatsword),
Weapon Specialization (greatsword).
You appear on the rooftop ofafortress surrounded by a drab Eye of Fear (Sp): Three times per day, Zetch'rr can use his black
city built atopagreat stony husk, The argent phlogiston of the eye-gem to cast a quickened fear spell (Will save DC 21 negates).
Astral Plane fills the sky. In a courtyard at the base of the Psionics (Sp): 3/day—blur, daze (DC 14), dimension door, mage
fortress, scores ofgithyanki soldiers march in perfect forma- hand, telekinesis (DC 19); 1/day—plane shift (DC 21). Caster level
tion, barking vile epithets about their enemies. 15th; save DC 14 + spell level.
Roof guards lead you down into the bowels of the strong- Smite Good (Su): Twice per day, Zetch'r'r can make a smite
hold, to a circular chamber with a vaulted ceiling and tile attack with a +4 bonus and deal +5 points of additional damage
mosaic on the floor depicting a massive, fearsome red against a good foe.
dragon. War banners hang on the gray slate walls. In the Blackguard Spells Prepared (2/2; base save DC = 12 + spell level):
middle ofthe room stand two figures: a githyanki warrior clad 1st—cure light wounds, doom; 2nd—cure moderate wounds, death knell.
in black armor with a black gem embedded in his right eye Possessions: +5 full plate, +3 silver sword (treat as greatsword), +3
socket and a black raven perched on his right shoulder, and a short sword coated with dragon bile (Fortitude save DC 26
githyanki wizard dressed in vermilion robes adorned with resists; 3d6 Str/0 and see “Astral Plane Effects" sidebar), eye of
black symbols. fear, ring of protection +4, ring of shooting stars, cloak of resistance +4,
potion of bull's strength, potion of bear's endurance.
Zetch'r'r’s stronghold contains hundreds of githyanki loyal 2 Eyebite, Raven Fiendish Servant: CR — Tiny Animal;
to Zetch'rt, plus one or two spies working for other githyanki HD 4d8; hp 18; Init +2; Spd 10 ft., fly 40 ft. (average); AC 17,
factions in the city. The warlord and his advisor, "Vrax, are con- touch 14, flat-footed 15; BAB 43; Grap 10; Atk +7 melee (1d2-4,
ferring when the PCs arrive. claws); Full Atk +7 melee (1d2—4, claws); Space/Reach 2 1/2
ft./o ft; SA share spells; SQ empathic link, improved evasion,
low-light vision, speak with blackguard;
ALLE; SV Fort +15, Ref * To insure the lich-queen's demise, one must also destroy her
+10, Will +10; Str 3, Dex 15, Con 10, Int 7, Wis 14, Cha 6. phylactery, which is hidden in the palace library. (This infor-
Skills: Listen +3, Spot +5. mation is only partially true. Vlaakith keeps a fake phylactery
Feats: Weapon Finesse. in her library; the real one is protected by a sequester spell and
2 Vraxanault, Male Very Old Red Dragon: hp 465; Mon- sealed in a hidden sarcophagus.)
ster Manual 75. (Vraxanault's statistics aren't provided here,
since the PCs shouldn't, in theory, need to fight him.)
Development: The PCs might have philosophical issues THE PALACE
concerning an alliance with Zetch’r’r, given his alignment.
They might decide to oppose the lich-queen on their own,with- Vlaakith the lich-queen dwells in Susurrus, the Palace of Whis-
out the warlord's support. If negotiations with Zetch'r'r fall pers. Its polished obsidian walls are supported by flying but-
apart, Vlaakith's spies may learn of this clandestine meeting and tresses and carved with narrow windows set with opaque panes
try to eliminate both the PCs and the warlord before they have of crimson glass. Entrance is gained through the 100-foot-tall
achance to resolve their differences. statue of Gith that “guards” the palace and watches over the city
If the PCs and Zetch'rr come to an agreement, Zetch’r'r below (see area 1 for details), A vast necropolis surrounds the
allows them plenty of time to prepare for their assault on the palace on all sides, the graves and mausoleums of fallen
lich-queen's palace. He does not volunteer any of his men, how- githyanki heroes eerily silent. As one nears Susurrus, the whis-
ever, fearing that Vlaakith or Xam'kras might somehow trace pers of the dead trapped within its walls can be heard. These
them back to their commanding officer. Zetch'rr knows all of whispers become louder as one enters the forlorn edifice, and
the information contained in the “Background,” except for the even more intense in the presence of Vlaakith.
material in “The One in the Void” section. He also knows the
following information about the lich-queen and her palace: WHISPERS OF THE DAMNED
* Vlaakith carries the scepter of Ephelomon, a gift given to the Ominous whispers issue from the walls, floors, and ceilings of
ruling line by Tiamat's red dragon consort and a symbol of the Susurrus. These whispers are the last vestiges of
creatures slain
alliance between the githyanki and red dragons. by the lich-queen, and though they exist to torment her, they
have even greater effect on the living, Living creatures that enter
Vlaakith rules from a throne made of illithid skeletons. the Palace of Whispers must succeed at a Will save (DC 20) or be
Vlaakith is somehow responsible for the earthquakes shaken (-2 penalty on attack rolls, saving throws, skill checks,
plaguing Tu'narath. and ability checks) by the whispers for as long as they remain in
The Ch'r'ai bring githyanki eggs to the palace so that the palace, and for an additional 2d6 rounds thereafter. A new
Vlaakith can corrupt them with a spell that makes them save must be made each time acreature enters Susurrus.
hatch as duthke’gith. The whispers are always louder in Vlaakith's presence. Any
The leader of the Ch'r'ai (Xam'kras) dwells in the palace, creature in the same room or corridor as the lich-queen must
along with several of his closest subordinates and numerous succeed at a Will save (DC 20) or be frightened (as shaken,
durhka'gith knights, Xam'kras is a githyanki warlock born except the creature must flee if possible) for as long as it
without legs. remains in the area.
Susurrus echoes with the whispers of the dead, which can When a living creature perishes in Susurrus, its soul is
shatter the resolve of even the most battle-hardened trapped in the palace. Thousands of creatures have died in
githyanki knight. Susurrus, and their overlapping whispers create a dull cacoph-
One can enter the palace’s reception chamber by standing ony through which no single voice can be ascertained. Occa-
on a symbol at the base of the Statue of Gith and uttering sionally, one might hear a singular whisper pleading for free-
Gith’s name. Vlaakith's throne room is located near the dom and release, but nothing else intelligible can be gleaned
reception chamber. from listening to these whispers of the damned. Releasing a
Teleporting into and out of Susurrusis possible, but the lich-queen trapped soul requires a raise dead, resurrection, true resurrection,
can sense when living beings enter and depart her palace. miracle, or wish spell. The spell must be cast inside the Palace of
Whispers to work, and in the case of a raise dead or resurrection
ASTRAL PLANE EFFECTS Magic: All spells and spell-like abilities used within the Astral
The Astral Plane has the following relevant effects: Plane may be employed as if they were improved by the Quicken
Timeless: Age, hunger, thirst, poison, and natural healing don't Spell feat. Already quickened spells and spell-like abilities are unaf-
function, though they resume functioning when the traveler leaves fected, as are spells from magic items. Spells so quickened are still
the Astral Plane. Psychic poisons (introduced in the Book of Vile prepared and cast at their unmodified level. As with the Quicken
Darkness) function normally in the Astral Plane. Spell feat, only one quickened spell may be cast per round.
spell, the body of the slain creature (or a portion thereof) must of damage as the past (or future) impinges on the present. This
also reside in the palace. In short, if acreature is killed in symbol is a mind-affecting spell.
Susurrus, the only place it can be brought back to life is inside ~” Irzharn Symbol Trap: CR 6; magic device; variable trigger
the palace. (see text); automatic reset; spell effect (irzharn symbol, 25th-level
wizard, strong enchantment, 60-ft. radius, 11d6 damage, DC 27
POWER OF THE MIND Will save for half); Search DC 31; Disable Device DC 31.
Gravity functions normally in Susurrus: Creatures walk on the Mirhanac (“crystallize”) (EL 9): One or more creatures
floor, and items fall to the floor when dropped. However, intel- within 60 feet of the symbol, whose combined total hit points do
ligent creatures can use the power of their minds to travel not exceed 150, are turned to solid crystal; the effect is other-
within the palace more easily. The ability functions just like the wise similar to the flesh to stone spell. The symbol affects closest
fly spell except that activating the ability is a free action, the creatures first, skipping creatures with too many hit points to
flight cannot be dispelled, and a creature's fly speed equals 10 affect. A successful Fortitude save slows the victim for 2d6
feet per point of Intelligence (perfect maneuverability). Mind- rounds instead.
less creatures cannot fly without the aid of magic. 4 Mirhanac Symbol Trap: CR 9; magic device; variable trig-
Using the power of one’s mind to fly isn't something the PCs ger (see text); automatic reset; spell effect (mirhanac symbol,
are aware of upon arrival. They must discover this ability on 25th-level wizard, strong transmutation, 60-ft. radius, flesh to
their own. If they specifically ask if they know or have heard stone or slow spell, DC 29 Fortitude save partial); Search DC 33;
anything about the palace, allow them a bardic knowledge Disable Device DC 33.
check (DC 35) or Knowledge (the planes) check (DC 40) to see Rzydu'un (“ectoplasmic blast") (EL 7): Creatures within 60
whether they know of this unique trait. feet of the symbol are engulfed in a white-hot blast of astral ecto-
plasm that deals 11d6 points of damage. In addition, creatures
GITHYANKI SYMBOLS are overwhelmed by raw emotions that cripple them mentally,
The githyanki use a written language composed of alphabetic leaving them shaken (-2 penalty on attack rolls, saving throws,
letters arranged in circular signs called tir'su. Each tirsu sign skill checks, and ability checks) for 4d6 rounds. A successful
represents a single word, and multiple tir’su can be connected Will save halves the damage and negates the shaken effect. This
to form phrases and sentences. symbol is treated as a mind-affecting spell and functions only on
Githyanki read tir'su clockwise, starting at the top. (Githzerai the Astral Plane.
use a similar language but read their signs counter-clockwise.) 4 Reydu'un Symbol Trap: CR 7; magic device; variable trigger
Each “spoke” on the wheel represents a letter of the alphabet. (see text); automatic reset; spell effect (rzydu'un symbol, 25th-
Vlaakith the lich-queen and many high-level githyanki war- level wizard, strong enchantment, 60-ft. radius, 11d6 damage
locks use tir'su when creating magic symbols. Here are some plus shaken for 4d6 rounds, DC 27 Will save half and negates
symbols used as traps in the lich-queen’s palace: shaken effect); Search DC 31; Disable Device DC 31.
Draa'zvir (“dragon’s breath") (EL 8): Creatures and objects Trac ("insanity") (EL 9): All creatures within 60 feet of the
within 60 feet of the symbol are caught in a blast offire that symbol become permanently insane (as the insanity spell).
deals 156 points of damage. This symbol functions only on the 4 Trac Symbol Trap: CR 9; magic device; variable trigger
Astral Plane. (see text); automatic reset; spell effect (f'rac symbol, 25th-level
4^ Draa'vir Symbol Trap: CR 8; magic device; variable trigger
(see text); automatic reset; spell effect (draa'zvir symbol, 25th-level
wizard, strong evocation, 60-ft. radius, 15dé6 fire damage, DC 28
Reflex save for half); Search DC 32; Disable Device DC 32.
Ghel'zor ("brainfire") (EL 8): One or more creatures within
60 feet of the symbol, whose combined total hit points does not
exceed 250, are bombarded by scorching bolts of mental energy.
The symbol affects closest creatures first, skipping creatures
with too many hit points to affect. Those that fail their Will save
suffer the effects of a feeblemind spell. This symbol is a mind-
affecting spell.
4" Ghel'zor Symbol Trap: CR 8; magic device; variable trigger
(see text); automatic reset; spell effect (ghel'zor symbol, 25th-level
wizard, strong enchantment, 60-ft. radius, feeblemind spell, DC
28 Will save negates); Search DC 32; Disable Device DC 32.
Irzharn (“recall agony”) (EL 6): This symbol recalls horrible
wounds suffered in the past or portents wounds yet to be
received. All creatures within a 60-foot radius take 11d6 points
The Gith Alphabet
wizard, strong enchantment, 60-ft. radius, insanity spell, DC 29 ectoplasm reinforced with writhing energy strands. Each ecto-
Will save negates); Search DC 33; Disable Device DC 33. plasmic door sheds light in a 5-foot radius and provides shadowy
Vlaakith (“death”) (EL 9): This symbol slays one or more crea- illumination out to 10 feet. An ectoplasmic door has limited
tures within 60 feet whose combined total hit points do not psionic awareness such that it can be willed open or closed, a
exceed 150. The symbol affects the closest creature first, skip- free action, by any creature with psionic ability that stands within
ping creatures with too many hit points to affect 5 feet of the door. Creatures vying for control of the door make
«^ Vlaakith Symbol Trap: CR 9; magic device; variable trigger opposed Intelligence checks to determine who controls the door.
(see text); automatic reset; spell effect (Vlaakith symbol, Sth- An ectoplasmic door cannot be opened with a knock spell.
level wizard, strong necromancy, 60-ft. radius, symbol of death Any attack made against the door causes a strand of ecto-
spell, DC 29 Fortitude save negates); Search DC 33; Disable plasm to lash forth and strike the attacker. The strand has amax-
Device DC 33. imum range of 40 feet; treat it as a ranged touch attack that
duplicates the effects of a touch of idiocy spell. An ectoplasmic
PALACE FEATURES door that is destroyed reforms in 1d4 minutes. Ectoplasmic
The entire palace radiates strong Abjuration, Transmutation, doors are soundproof.
and Necromancy magic whenever a detect magic spell is cast. Ectoplasmic Door: 2 in. thick; hp 90; damage reduction
Other recurring features within the palace are described below. 10/magic; break Dt 7
Unhallowed Halls: The entire palace radiates an effect similar Gray Mist Door (EL 6): These doors are indicated with a "G"
to the unhallow spell that prevents good summoned or conjured on the map. A gray mist door looks like a 7-foot-wide, 10-foot
creatures from entering. Moreover, evil creatures within the palace tall oval portal filled with opaque, silvery-gray mist similar in
gain a +2 deflection bonus to AC and a +2 resistance bonus on saves color to the Astral Plane itself. The mist blocks all sound and
against attacks made (or effects created by) good creatures. cannot be dispersed or dispelled. Any living creature that passes
All turning checks made to turn undead within Susurrus through the door suffers horrible wounds as the fabric of time
take a —4 penalty, and turning checks to rebuke undead gain a tears apart its will and exposes the creature to grievous injuries
+4 profane bonus. Spell resistance does not apply to this effect suffered in the past. The creature takes 10d6 points of damage,
Lastly, the unhallow effect also dispels all invisibility effects, or half damage with a successful Will save (DC 26). This is a
as per the invisibility purge spell mind-affecting attack
Walls, Ceilings, and Floors: 7 he obsidian surfaces of the Zombified Doors (EL 4): These doors are indicated with a
palace (walls, floors, and ceilings) regenerate 10 points of on the map. A zombified door looks like a 7-foot-wide, 10-
damage per round, such that any hole made in the structure is foot-tall oval portal filled with stitched flesh. A zombified door
soon repaired. Any creature that passes through a wall, floor, or is unaffected by a knock spell but peels open when an undead
ceiling using ethereal jaunt, passwall, or similar spells is exposed creature comes within 5 feet of it. It can also be forced open ot
to the cries of tormented souls trapped within the palace and
must succeed at a Will save (DC 28) or succumb to an insanity
spell. This effect cannot be dispelled.
Ceilings inside the palace are 50 feet high unless other-
wise noted.
Ñ Obsidian Walls, Floors, and Ceilings: 2 ft. thic!
ness 10; hp 200 (per 10-foot section); regeneration 10; bi
48; Climb DC 20.
Windows: he palace 's opaque, crimson-colored glass windows
measure 4 feet across and 17 feet tall. They are as strong as iron,
making them difficult to break. In addition, Vlaakith has inscribed
a rzydu'un symbol on each window, set to activate if it is shattered or
a creature attempts to pass through it using magic
© Fortified Windows: 1 in. thick; Hardness 10; hp 30;
break DC 28.
4" Rzydu'un Symbol Trap: See the Githyanki Symbols section
for details.
Doors: Susutrus contains five different types of doors: ecto-
plasmic doors, gray mist doors, zombified doors, and secret
doors. Each type of door is described below.
Ectoplasmic Doors (EL 4): These doors are indicated with an
"on the map. An ectoplasmic door looks like a 7- foot-wide, 10-
foot-tall oval portal filled with a translucent mass of rippling
closed with a command undead spell or successful turning check; circle: Any creature that stands on the sign and speaks the name
treat a zombified door as a 16-HD undead creature for rurning "Gith" causes the tir'su to glow with a silver light and teleport all
purposes. The door quickly restitches itself when damaged and creatures atop it to area 2 (inside the palace). Good summoned
has fast healing 10. Zombified doors are soundproof. or conjured creatures are not teleporied, as they cannot enter the
Ñ Zombified Door: 6in. thick; hp 180; damage reduction palace due to the continuous unhallow effect that operates
5/holy, fast healing 10; break DC 28. within the edifice.
Secret Door: Secret doors are indicated with an "S" on the
map. These rectangular slabs of obsidian blend neatly with the 2. ARRIVAL POINT
surrounding stonework and require magic (such as a detect secret Creatures teleported to this room from area 1 appear in the
doors spell) or a successful Search check (DC 30) to locate. middle of
the floor.
Unless noted otherwise, all secret doors are 20 feet off the floor
and 20 feet below the ceiling. The secret doors are soundproof This 30-foot-square, 50-foot-high room holds no furnishings.
and open into rooms; a secret door that connects two rooms Five oval portals glow in the darkness. Each portal is filled with
opens into the larger room. a translucent, rippling barrier of ectoplasm coated in writhing
Illumination: Rooms in Susurrus are dark unless noted other- strands of ectoplasmic mucous. Horrible whispers call out to.
wise. Githyanki within the lich-queen's palace carry light sources you from the walls, floor, and ceiling, but you can't discern
with them when they navigate the various halls and chambers. what they're saying.
Scrying And Detection: The interior of Susurrus is not
specifically warded against scrying spells, although the lich- Characters with true seeing pierce the illusory wall that con-
queen always uses screen spells to conceal the contents of her ceals a secret door in the middle of one wall. The ectoplasmic
throneroom (area 7) and reliquary (area 38). Vlaakith can, how- and secret doors are described under "Doors," above.
ever, sense whenever someone uses scrying in her palace, and If the PCs teleport to this chamber from area 1, Vlaakith senses
she automatically spots scrying sensors in her presence. their arrival and begins observing them with the clairaudience/clair-
As long as she remains in Susurrus, Vlaakith can detect the voyance ability granted by the palace. See the “Vlaakith the Lich-
presence of every living creature in the palace. She can also Queen" section for more information on her tactics.
communicate with and view any creature in the palace as the Development: As the PCs make their way through
clairaudience/clairvoyance spell. She uses this ability to spy on Susurrus, continually reinforce the ominous and everpresent
intruders, coordinate the palace's defenses, and prepare for the whisperings of the souls trapped within the palace.
arrival of enemies. If she leaves the palace for any reason,
including visits to the caves under Susurrus (areas 39—49), the 3. DUTHKA'GITH QUARTERS (EL 18)
lich-queen can no longer sense the presence of
living creatures
in the palace, Intense heat fills this chamber. The obsidian walls are adorned
with blood-red murals depicting red dragons ofall sizes soaring
above the fires of Hell. Growing out of a black crystalline
GROUND FLOOR "shrub" in the middle of the floor are two 8-foot-tall, 5-foot-wide
eggs ofmirrorlike silvery matter wreathed in strands ofenergy.
‘The following encountersarekeyed to the ground floor map of
Susurrus. Any living creature that sets foot in the room takes 2d6
points
offire damage per round from the ambient heat.
1. GREAT STATUE OF GITH The “eggs” are rejuvenation pods—magic devices that trans-
form ambient astral energy into healing power. Although natu-
A 100-foot-tall statue of polished obsidian stands before the ral healing does not normally occur on the Astral Plane, any
lich-queen's dark palace. Thestatue depicts a female githyanki living creature that sleeps inside a rejuvenation pod for 8 hours
knight bedecked in ornate armor clutching a gigantic gains twice its character level or Hit Dice in hit points.
greatsword, its blade fashioned from gleaming silver. The Each rejuvenation pod has hardness 8 and 80 hit points. Care-
sword's point hovers 10 feet above the ground, directly overa ful inspection of each pod reveals a vertical seam. When a crea-
10-foot-diameter circular symbol carved into the statue's base. ture traces its finger along the pod's seam, the rejuvenation pod
splits open, revealing a coffin-size compartment filled with sil-
The statue depicts Gith, the legendary liberator of the very light. Any creature inside a pod can open or close the pod
githyanki (and githzerai) people. Both the statue and the giant by mental command as a free action.
sword it clutches are impervious to spells and have damage Creatures: Resting in the rejuvenation pods are two male
reduction 20/adamantine. duthka’giths (githyanki half-red dragon) fighters named Nza-
The symbol carved into the statue's base is afir'su, a githyanki shur and Szagurel. If either pod is disturbed, they emerge and
sign that spells the word "Gith." The symbol is a teleportation attack. Otherwise, they remain at rest until awakened by
Captain Zr'kiil (area 5) or Xam'kras (area 10). For more infor- alcove is an 8-foot-tall, 5-foot-wide egg of reflective, mirrorlike
mation on the duthkagith, see the “Knights of the Lich-Queen" matter cracked open along a smooth, vertical seam. Silvery
Mini-Game on the flip side of this issue. rays of light pour out of the opened egg, illuminating the
2 Nzashur and Szagurel, Male Githyanki Duthka'gith chamber. Piled around the egg are thousands of coins and
Ftr12: CR 16; Medium Dragon (augmented humanoid, fire); hundreds of gemstones.
HD 12d12+24; hp 117, 108; Init
+1;Spd 20
ft., fly 110ft.(perfect) In the middle of the room lies a smoldering humanoid
on the Astral Plane; AC 25, touch 12, flat-footed 24; BAB corpse, its ankles shackled to iron rings bolted to the floor.
412/47/42; Grap +17; Atk +21 melee (2d6412/17—20, +3 silver
sword) or +17 melee (1d6+5, bite) or +14 ranged (1d8+6/x3, +1 Any living creature that sets foot in the room takes 2d6
composite longbow [+5 Str]); Full Atk +21/+16/+11 melee points of fire damage per round from the ambient heat.
(2d6412/17—20, +3 silver sword) and +15 melee (1d6+2, bite); or Hundreds of skulls belonging to dead githzerai adorn the
+17 melee (1d4+5, 2 claws) and +15 melee (1d6+2, bite); or walls. The red crystal egg is a rejuvenation pod similar to the ones
+14/+9/+4 ranged (1d8+6/x3, +1 composite longbow [+5 Str]); SA found in area 3. The Treasure surrounding the pod belongs to.
breath weapon (6d8 cone of fire; Reflex DC 12 half), psionics, a red dragon that lairs here. Its master, a duthka'gith wizard
smite good 1/day (+12 damage); SQ darkvision 60 ft., cold named Zrkiil, also resides here (see Creatures for details),
resistance 5, fire immunity, psionics;
SR 17; AL CE; SV Fort +11, Creatures (EL 22): Captain Zrkiil answers only to Vlaakith.
Ref +6, Will +4; Str 21, Dex 12, Con 15, Int 13, Wis 8, Cha 12. He commands all of the duthka'gith based in Susurrus but
Skills: Craft (armorsmithing) +4, Craft (weaponsmithing) +4, spends most of his time inspecting the hatcheries (areas 50-56)
Jump +10, Listen +5, Ride +8, Search +4, Spot +6. Feats: Alertness, and training his duthka'gith soldiers. Presently, he has just con-
Cleave, Exotic Weapon Proficiency (silver sword), Improved Crit- cluded his interrogation of agithzerai spy who gained access to
ical (greatsword), Mounted Combat, Multiattack, Point Blank the palace. All that remains ofthe githzerai is his scorched
Shot, Power Attack, Precise Shot, Ride-By Attack, Weapon skeletal remains and some blistered bits of flesh.
Focus (greatsword), Weapon Specialization (greatsword), Zrkiil has a juvenile red dragon mount that lurksonthe ceil-
Psionics (Sp): 3/day—blur, daze (DC 11), dimension door, mage ing above the chamber's entrance. PCs spot the dragon immedi-
hand, telekinesis (DC 16); 1/day—plane shift (DC 18). Caster level ately if they think to look up after entering the room.
12th; save DC 11 + spell level. 2 Captain Zr'kiil, Male Githyanki Duthka'gith Wizt4:
Possessions: +4 breastplate, +3 silver sword, +1 mighty composite CR 18; Medium Dragon (fire); HD 14d6428; hp 97; Init +2; Spd 30
longbow [+5 Str] with 30 arrows, ring of protection +1, cloak of resist- ft., fly 190 ft. (perfect) on the Astral Plane; AC 22, touch 14, flat-
ance +1, 2 potions of bear's endurance, pouch containing 150 pp. footed 20; BAB 47/42; Grap +10; Atk +10 melee (1d6+3, bite); Full
Atk 2 claws +10 melee (1d4+3) and bite +5 melee (1d6+1); SA
4. DUTHKA'GITH QUARTERS (EL 18) breath weapon (6d8 cone offi Reflex D 12 half), spells, psion-
ics, smite good (+14 damage); SQ darkvision 60 ft., cold resistance
Intense heatfills this chamber. The obsidian walls are adorned 5, fire immunity, psionics; SR 19; AL LE; SV Fort +9, Ref +9, Will
with blood-red murals depicting hundreds of eggs floating in +13; Str 16, Dex 14, Con 14, Int 19, Wis 12, Cha 14.
a sea of
fire. Many ofthe eggs have cracked open, releasing Skills: Concentration +19, Craft (alchemy) +13, Knowledge
small dragons composed of living flame. Growing out of a (arcana) +14, Knowledge (the planes) +14, Listen +6, Ride +5,
black crystalline “shrub" in the middle of the floor are two 8- Spellcraft +23, Spot +6. Feats: Combat Casting, Craft Wondrous
foot-tall, 5-foot-wide eggs composed ofa silvery, mirrorlike Item, Greater Spell Focus (Evocation), Maximize Spell, Scribe
substance wreathed in strands of energy. Scroll, Spell Focus (Enchantment), Spell Focus (Evocation),
Spell Penetration.
This room is similar to area 3. Psionics (Sp): 3/day—blur, daze (DC 12), dimension door, mage
Creatures: Resting in this chamber's rejuvenation pods are hand, telekinesis (DC 17); 1/day—plane shift (DC 19). Caster level
two female duthka'gith fighters named Fzariyel and Zyaan. If 14th; save DC 12 + spell level.
either pod is disturbed, they emerge and attack. Otherwise, Wizard Spells Prepared (4/5/5/5/5/3/3/2; base save DC = 14 +
they remain at rest until awakened by Captain Zr'kiil (area 5) or spell level): 0—acid splash, detect magic, open/close, read magic;
Xam'kras (area 10). 1st— identify, magic missile x2, ray of enfeeblement, shield; 2nd—
2 Fzariyel and Zyaan, Female Githyanki Duthka’gith bear's endurance, cat's grace, detect thoughts, resist energy, scorching
Ftr12: hp 118, 105; see area 3 for complete statistics. ray; 3rd —displacement, haste, hold person, lightning bolt', slow*;
4th—dimensional anchor, fire shield, maximized magic missile, wall
5. ZR'KIIL'S QUARTERS (EL VARIES) of fire’, stoneskin; Sth—cone of cold', dominate person*, mind fog";
6th—chain lightning’, greater dispel magic, repulsion; 7th—banish-
This chamber is unbearably hot. Carved into the obsidian walls ment, greater scrying.
are shelves lined with hundreds ofbleached-white skulls. Grow- “Enchantment
spell.The base save DC for these spells is 15 +
ing out of a black crystalline “shrub” in the large, windowed spell level.
* Gray Mist Door
i:
= Zombified Door
or.
[N
SUSURRUS
The Palace of Whispers
"Evocation spell. The base save DC for these spells is 16 + Holocaust helps Zrkiil any way it can and isn't afraid to catch
spell level. the duthka'gith in its cone of fire.
Possessions: Bracers of armor +4, ring of protection +2, ring of mind Treasure: Piled around Zrkiil's rejuvenation pod are 135,000
shielding, gloves of Dexterity +2, cloak of resistance +3, headband of cp, 42,500 sp, 6,200 gp, 850 pp, 250 10-gp gems, 81 50-gp gems,
intellect +2, wand offireball (caster level 10th; 26 charges), pear! of 35 100-gp gems, and 12 500-gp gems. One of the 500-gp gems
power (3rd), scroll of maximized lightning bolt (caster level 10th), radiates strong magic because it has a symbol spell cast on it (see
scroll of greater dispel magic (caster level 13th), pouch containing Trap below).
25 pp and a 100-gp pearl (material component for identify spell), Trap (EL 8): One of the gems in the dragon's hoard bears a
spellbook (contains all prepared spells plus 2d12 additional drai symbol. The symbol activates when a creature picks up
spells of 1st through 7th level). the gem and looks at the symbol.
2 Holocaust, Male Juvenile Red Dragon: CR 10; Large 4 Draa'zvir Symbol Trap: See the “Githyanki Symbols” section
Dragon (fire); HD 16d12+64; hp 192; Init +0; Spd 40 ft., fly 150 for details.
ft. (poor), fly 140 ft. (perfect) on the Astral Plane; AC 24, touch Development: If an alarm is raised, Captain Zril and Holo-
9, flat-footed 24; BAB +16; Grap +29; Atk +25 melee (2d6+9, caust leave the room. While Zr'kiil awakens the duthka'giths in areas
bite); Full Atk +25 melee (2d6+9, bite) and +20 melee (1d8+4, 2 3 and 4, Holocaust marshals the duthka’gith forces in area 20.
claws) and +19 melee (1d6+4, 2 wings) and +19 melee (1ds+13,
tail slap); Space/Reach 10 ft./s ft. (10 ft. with bite); SA breath 6. DOOMED GITHYANKI (EL 16)
weapon, spells; SQ blindsense 60 ft., darkvision 400 ft., fire sub- This room is dark and featureless, save for the ever-present whis-
type, immune to sleep and paralysis, keen senses, locate object pers emanating from the walls, floor, and ceiling. A lone Crea-
4/day (as 4th-level sorcerer); AL CE; SV Fort +14, Ref +10, Will ture stands in the middle of the room, shrouded in the darkness.
+12; AL CE; Str 29, Dex 10, Con 19, Int 14, Wis 15, Cha 14. Creature: A 16th-level githyanki fighter named Gr'akryt
Skills: Climb +28, Concentration +23, Diplomacy +4, Escape awaits an audience with the lich-queen. He expects to endure the
Artist +19, Intimidate +21, Listen +23, Search 1, Sense Motive ultimate test of loyalty and hopes Vlaakith will grant him great
+21, Spot +23. Feats: Alertness, Flyby Attack, Power Attack, power and immortality once he proves his worth. Vlaakith
Snatch, Weapon Focus (bite), Weapon Focus (claw). intends to grant his wish, of course, once she's drained the life
Breath Weapon (Su): 40-ft. cone-shaped burst every 1d4 force from his body. The palace's incessant whispers have left the
rounds; 8d10 points of fire damage; Reflex save (DC 22) for half. knight shaken (see "Whispers of the Damned" for details).
Fire Subtype (Ex): Immune to fire. The dragon takes halfagain 2 Gra'kryt, Male Githyanki Ftrié: CR 18; Medium
as much (+50%) damage as normal from cold, regardless ofwhether Humanoid (extraplanar); HD 16d10+16; hp 111; Init +4; Spd 20 ft.,
a saving throw is allowed, or ifthe save is a success or failure. fly 110 ft. (perfect) on the Astral Plane; AC 22, touch 13, flat-footed
Spells Known (6/6; base save DC = 12 + spell level): 0—4. laze, 21; BAB +16/+11/+6/+1; Grap +19; Atk +22 melee (2d6+8/17—20,
detect magic, ghost sound, open/close, read magic; 1st—expeditious +2 silver sword) or +19 ranged (1d8+4/x3 plus 1de fire, +1 flaming
retreat, mage armor, obscuring mist. composite longbow [+3 Str]); Full Atk +22/+17/+12/+7 melee
Tactics: Zr'kiil casts the following spells before entering (2d6+8/17-20, +2 silver sword) or +19/+14/+9/+4 ranged
combat, in the following order: repulsion, displacement, hast, resist (1d8+4/x3 plus 1dé fire, +1 flaming composite longbow [+3 Str]) or
energy (cold), stoneskin, bear's endurance, fire shield (warm shield +17/+17/+12/+7/+2 ranged (1d8+4/x3 plus 1de fire, +1 flaming
version), and cat's grace. During the first round of
battle, he casts composite longbow [+3 Str] with Rapid Shor); SA psionics; SQ dark-
dimensional anchor on an enemy spellcaster, followed by banish- vision 60 ft, psionics; SR 21; AL LE; SV Fort +13, Ref +8, Will +7;
ment on opponents with poor Will saves. On the second round, Str16, Dex 12, Con 13, Int 11, Wis 10, Cha 13.
he targets a fighter-type enemy with mind fog, followed by dom- Skills: Craft (armorsmithing) +4, Craft (weaponsmithing) +5,
inate person. If nofighter types remain, Zr'kiil casts greater dispel Jump +11, Listen +4, Ride +8, Search +3, Spot +4. Feats: Alert-
magic and slow on an enemy spellcaster (the slow spell effec- ness, Cleave, Exotic Weapon Proficiency (silver sword), Great
tively counters the Astral Plane's quickening effect on spellcast- Cleave, Improved Critical (greatsword), Mounted Archery,
ing). In subsequent rounds, he uses damaging spells such as Mounted Combat, Point Blank Shot, Power Attack, Precise
cone of
cold, chain lightning, and maximized magic missile.
Guests of the lich-queen are quartered here, although 27. GUEST QUARTERS
Vlaakith is currently entertaining no one. The furnishings are This room is appointed similarly to area 25 and is unoccupied.
morbid but ordinary, the leering gargoyles are inanimate, and
the skulls belong to many different types of creatures that 28. KNIGHT'S SEPULCHER (EL 9)
githyanki abhor or routinely hunt.
Development: If the PCs are havinga relatively easy time A black sarcophagus, its lid carved in the likeness of a
stomping through the lower level of the lich-queen's palace (not githyanki knight, rises from a sea of white bones covered the
likely, but possible), feel free to place a pair of ultroloths (CR 18; floor of this dark sepulcher.
see Manual of the Planes, page 187, for statistics) here as guests.
The sarcophagus holds the remains ofanunnamed githyanki
26. THE BLACK HEART (EL 17) warlord who died protecting Vlaakith 1 from githzerai assassins
This vaulted chamber appears empty except for a 10-foot-square on the eve of her coronation. As a commemorative gesture,
shaft in the ceiling (leading up to area 31). Read or paraphrase githzerai bones litter the floor surrounding his tomb.
the following as the PCs enter:
The obsidian lid of the sarcophagus (hardness 8; hp 60) has The creatures impaled on the wall spikes have been dead a
been sealed with an arcane lock spell (break DC 28, 38 with the long time, but since bodies don't decay as rapidly on the Astral
arcane lock spell in place). Inside lies the perfectly preserved, Plane, their shriveled husks remain gruesome testaments to the
mummified remains ofthe githyanki knight and the Treasure. lich-queen's horrid sense of décor.
The sarcophagus's contents are also trapped (see Trap, below). Creatures: The creature writhing in agony on the floor is
Trap: The first creature (other than Vlaakith) to remove an Quezasserun, a mind flayer sorcerer captured by the Ch'rai.
item from the sarcophagus triggers a horrid wilting spell that Quezasserun was dragged before the lich-queen and subjected
affects all creatures in the sepulcher. Inscribed on the inside walls to an eternity of torture spell, as described in Vlaakith’s copy of
of the sarcophagus are runes that warn ofacurse that reads, "Gir the book of vile darkness (see area 36). In its present tormented
tarrac neh toruun" (“One theft consumes all"). A rogue can disable state, the mind flayer is helpless. The torment can be broken
the trap by scratching away the "toruun" ("theft") rune. with a successful greater dispel magic or break enchantment spell
4^ Horrid Wilting Trap: CR 9; magic device; touch trigger; no cast against DC 36. Even if it is freed from the spell, however,
reset; spell effect (horrid wilting, 25th-level wizard, 20d6 damage or Quezasserun has suffered permanent ability drain, All of the
20d8 damage to water elementals and plant creatures, DC 29 Forti- mind flayer's ability scores have been reduced to 0 except Con-
tude save half damage); Search DC 33; Disable Device DC 33. stitution, which is 1.
Treasure: The mummified githyanki is wrapped in ceremo- The eight creatures surrounding Quezasserun are githyanki
nial bandages. Over its bandages it wears a golden breastplate zombies. They attack only if the PCs try to reach Quezasserun
set with precious stones (9,000 gp), a golden headdress shaped or if the PCs attack them. If the illithid somehow breaks free of
like a bejeweled scorpion with pincers protecting the eyes the spell, the zombies have instructions to hack it to pieces.
(12,000 gp), and ornate golden vambraces (3,000 gp for the set). Vlaakith has placed a spell on each zombie that causes it to
Resting beside the knight are the shattered fragments of ablack explode in a 10-foot-radius burst of black fire if it takes even 1
greatsword, its golden hilt shaped like a scorpion (500 gp for the point of damage. The burst deals sd6 points of vile damage,
hilt). Under the head of the mummified knight rests a fragment destroys the zombie, and causes any other zombies within
of Astral driftmetal shaped like part of a githyanki symbol. The range to explode as well. Vile damage can only be healed by
driftmetal fragment is Piece #4 of afour-piece key needed to magic cast within the area of a consecrate or hallow spell.
unlock Vlaakith’s sarcophagus (see area 49 for details). 2 Quezasserun, Male Mind Flayer Sor9: hp 109 (currently
17); Monster Manual 187.
29. TORMENTORY (EL 16) 2 Githyanki Zombies (8): hp 1 each (see above); see area
20 for complete statistics.
Four-foot-long serrated iron spikes thrust from the walls of Tactics: If some or all of Quez: serun's drained ability points
this octagonal chamber. Impaled on a good many of them are are restored, the illithid tries to arrange a short-term alliance
the naked bodies and severed heads of myriad sentient crea- with its saviors. The mind flayer was captured sneaking around
tures. The corpses have stripped of their possessions, and all Tu'narath in polymorphed form and seeks only to escape from the
bare unflinching expressions of eternal dread. Eight gaunt lich-queen's palace. It encourages the PCs to do the same. The
githyanki warriors stand in a circle in the middle of the dark torture it's suffered has left an indelible imprint on its psyche,
room, surrounding thecrumpled form of ahumanoid creature and it avoids a confrontation with Vlaakith at all costs,
with rubbery, slimy flesh and tentacles encircling a lampreylike
mouth. The hapless thing writhes in agony.
Breath Weapon (Su): Every 1d4 rounds, both of affecting creatures four or more size categories smaller than
Dessakrul’s heads can breathe a 60-ft, cone-shaped burst of fire, himself. Affected creatures that succeed at a Reflex save (DC 30)
dealing 16d10 points of fire damage (Reflex save DC 30 for half take half damage.
). Both breath weapons activate on the same round but can aim Spell-like Abilities: 3/day—suggestion (DC 18); 8/day—
in different directions. locate object. C. ter level 11th; save DC 20 + spell level.
Crush (Ex): Dessakrul can, if it is flying or jumping, land on Spells Known (6/8/7/7/7 ; base save DC = 15 + spell level):
opponents as a standard action, using its whole body to crush O—arcane mark, daze, detect magic, ghost sound, mage hand, mend-
them. Crush attacks are effective only against opponents three ing, open/close, read magic, resistance; 1st—alarm, comprehend lan-
or more size categories smaller than the dragon (although he guages, endure elements, expeditious retreat, ray of enfeeblement;
can attempt normal overrun or grapple attacks against larger 2nd—bear's endurance, bull's strength, cat's grace, detect thoughts,
opponents). A crush attack affects as many creatures as can fit Melfs acid arro! ; 3rd —clairaudience/clairvoyance, haste, magic
under the dragon's body. Creatures in the affected area must circle against good, protection from energy; 4th—crushing despair,
succeed at a Reflex save (DC 30) or be pinned, automatically greater invisibility, scrying; 5th— sending, teleport.
taking bludgeoning damage during the next round unless Dessakrul has the Multiheaded Creature template from Savage
Dessakrul moves off them. If the dragon chooses to maintain Species. See that product for more information. The statistics pro-
the pin, treat it as a normal grapple attack. Pinned opponents vided above are sufficient to run the encounter, though.
take crush damage each round ifthey don't escape. Tactics: Dessakrul casts sending to warn Vlaakith that intrud-
Fire Subtype (Ex): Immune to fire. The dragon takes half again ers are in the caves. (If she has not been destroyed, the lich-
as much (+50%) damage as normal from cold, regardless of whether queen teleporis to area 49 with two tl'a'ikiths and two kry'izoths,
a saving throw is allowed, or if the save is a success or failure. either from area 7 or area 38.) As he soars up the pit, he begins
Frightful Presence (Ex):This ability comes into play when- casting the following spells on himself, in the following order:
ever the dragon attacks, charges, or fliesoverhead. Non-dragons greater invisibility, bear's endurance, bull's strength, haste, protection
with fewer Hit Dice than the dragon, that can see the dragon, from energy (cold), and magic circle against good. If unable to cast
and that are within 240 feet of the dragon must succeed at a all of these spells before entering combat, he will continue to
Will save (DC 30) or succumb to the effects of the dragon's cast quickened spells on himself while engaging foes in melee
frightful presence. On a failure, creatures with 4 or fewer Hit or blasting them with his breath weapons. Apart from slaying
Dice become panicked for 4d6 rounds and those with 5 or more all intruders, Dessakrul’s primary goal is to keep them from
Hit Dice are shaken for 4d6 rounds. finding and destroying the lich-queen's phylactery.
Tail Sweep (Ex): As a standard action, Des krul can sweep Treasure: Dessakrul's hoard lies buried among the bones at the
its tail in a 30-foot-diameter half circle, centered on its rear, bottom of the pit. PCs searching the dragon's lair find 8 500-gp
gems, 4 1,000-gp gems, 4 jade six-sided dice (400 gp each), a minutes. If the PCs successfully dispel the prismatic sphere or
double-stemmed pipe carved from the femur of ayeth hound (500 enter the area enclosed within the sphere, read or paraphrase
gp), a golden figurine of the goddess Yondalla (500 gp), a brass the following:
trumpet with detailed acid-etching (700 gp), a mithral-inlaid
wooden mug set with citrines (1,500 gp), an empty ivory scroll Within the radiant hemisphere rests a sarcophagus carved
tube set with emerald chips (2,300 gp), a platinum scepter topped from polished black crystal. The sarcophagus has no remark-
with a sculpted amethyst illithid head (4,000 gp), a brightly enam- able features except for a 1-foot-diameter circular symbol
eled triptych depicting scenes of devils and demons at war (4,500 carved into its top.
gp), a small crystal box etched with soaring dragons (5,200 gp), a
mithral spider web pendant set with a black pearl spider (6,000 The sarcophagus belongs to Vlaakith, and her symbol is
gp), a rod ofwonder, a 43/43 dire flail, a +2 chain shirt offire resistance,
neatly carved into the lid. The sarcophagus radiates an antipathy
a +5 heavy steel shield, a wand of restoration (33 charges), a wand of spell (Will save DC 29 partial) that prevents lawful good crea-
arcane eye (26 charges), and a cube offrost resistance. tures from approaching it. Seemingly crafted from a solid block
of crystal, it cannot be opened or budged, and it is impervious to
47. EMOTION NODULE: FEAR all spells and physical attacks. Any attempt to peer inside the
The veils and filaments of ectoplasm are thin here, providing no sarcophagus using magic also fails.
concealment. The cave, though empty, holds emotional residue The lich-queen can open the sarcophagus by touching it; oth-
left by the passing of the dead god. Any living creature that erwise, opening the sarcophagus requires a special four-piece
spends more than 1 round here is besieged by feelings of dread key made out of Astral driftmetal and shaped like Vlaakith’s
and suffers the effects of a fear spell (caster level 20th; Will save symbol (see the accompanying Vlaakith's Symbol diagram). The
DC 23 negates). The effects last for as long as the creature remains four pieces of the key are located in areas 7, 13, 20, and 28, radi-
in the cave, plus an additional 20 rounds after leaving the cave. ate strong Transmutation auras, and fuse together when
reunited, When the key is properly assembled and placed in the
48. DUTHKA'GITH GUARDS (EL 18) lid's graven indentation, a seam magically appears in the sar-
The veils and strands of ectoplasm aren't thick enough in this cophagus, forming a heavy lid that rises 5 feet in the air (as if
cave to provide concealment. lifted by a levitate spell, although the effect cannot be dispelled).
Creatures: Vlaakith has stationed two duthka'giths here to Placing the assembled key in the lid also triggers a Trap.
keep intruders from reaching her phylactery. The guards con- If Vlaakith's corporeal form has not been destroyed, the
tinuously use clairaudience/clairvoyance to watch the portal (in hollow interior of the sarcophagus is empty except for a small
area 39), so they cannot be surprised. and nigh-impregnable adamantine box (hardness 20; hp 40;
Jez’k’nir and Sverryl, Male Duthka'gith Ftr12: hp 131, break DC 40). Vlaakith has placed a sequester spellon the box that
122; see area 3 for complete statistics possessions. Sverryl also renders it undetectable to Divination spells and invisible to any
carries a wand ofgreater invisibility (19 charges). form of sight or seeing (as the invisibility spell). However, a thor-
Tactics: As soon as they become aware of intruders, they ough tactile search of the sarcophagus (DC 25 Search check)
make themselves invisible (using Sverryl's wand) and ready locates the sequestered box. Touching or otherwise disturbing the
shots with their composite longbows. They are not afraid to box arouses Dessakrul in area 46 (see Development). The box
withdraw to a more tactically advantageous location using their servesasVlaakith's phylactery andcontains bits of herflesh with
dimension door ability. arcane sigils and runes scribed on them. If the phylactery is
destroyed, Vlaakith cannot reform after her corporeal body is
49. VLAAKITH’S PHYLACTERY (EL 9+) destroyed and is forever gone (see "Death to Vlaakith!").
Vlaakith has cast a forbiddance spell on this cave. Creatures that
are not chaotic evil must speak the proper password ("zactlev")
to enter the room without taking damage.
tery. These items include hercrown ofcorruption and the scepterof cases curl up into darkness.
Ephelomon. The sarcophagus also contains a ghostly yet harm-
Both staircases ascend 30 feet to area 53. The bronze doors (lead-
less phantom ofthe slowly reforming lich-queen. Even though
time does not pass on the Astral Plane, it takes the equivalent of
ing to area 51) feel hot to the touch and open into this room.
Development: Loud noises in this room automatically alert
1d10 days for Vlaakith to reform after her corporeal body has
been destroyed.
the duthka'gith guards in area 53 who, in turn, alert the
Trap: When the four-part key shaped like Vlaakith's symbol
duthka'giths in areas 54 and 55
is placed in the lid of the sarcophagus, the key flashes briefly,
activating a symbol of death spell. Removingand then reinserting 51. SYNFERNAL (EL 15)
the key activates the trap again.
This 60-foot-high chamber is blisteringly hot and filled with a
Vlaakith Symbol Trap: See the "Githyanki Symbols” section
for details.
roaring cylinder ofsearing black flame 30 feet tall and 15 feet
Development: If anyone other than Vlaakith touches her
in diameter. Within the black fire, two red eyes smolder like
hot coals. Archways pierce every wall, and an obsidian bal-
phylactery, a silent alarm spell alerts Dessakrul, the two-head
cony, its ornate stone railing carved like a row of miniature
dragon in area 46. Fearing the destruction of
his dark mistress,
Dessakrul hurriedly emerges from his lair and makes his way
black dragons, hangs 30 feet overhead.
down the tunnel connecting his lair to this cave. He brings fiery
Vlaakith has entrusted an elder blackfire elemental named
death (and the duthka’giths in area 48, if they're still alive) to
Synfernal to heat the duthka'gith egg hatcheries (see area 52).
anyone who would dare violate Vlaakith's tomb.
The room's blistering heat deals 1dé points of subdual damage
per round to any creature not protected against fire.
DUTHKA GITH HATCHERY Creature: Synfernal is bound to this room and has just enough
reach to catch creatures standing on the upper balcony. When
intruders enter the room, it hisses in Ignan, "You dare visit harm
One of the portals in Vlaakith's reliquary (area 38) leads to a
upon the children of Vlaakith? Your souls will burn for eternity!"
small fortress somewhere on the Material Plane, where time
It then attacks, ignoring any attempts at negotiation.
proceeds apace and the lich-queen's duthka'gith soldiers are
2 Synfernal, Elder Blackfire Elemental: CR 15; hp 253;
born and raised. This stronghold may be located anywhere,
Atk +26 melee (2d8+9 plus 2d8 fire plus 1d4 negative levels,
including somewhere on the PCs’ homeworld. Whatever the
slam); Full Atk +26 melee (2d8+9 plus 2d8 fire plus 1d4 negative
location, it should be secluded. Like Susurrus, the duthka'gith
levels, 2 slams); SA burn, energy drain; see Monster Manual 99
hatchery is carved from obsidian; however, no whispers (fire elemental, elder) for other statistics.
emanate from its walls and it has no magic wards to speak of.
Energy Drain (Su): A living creature hit by Synfernal's slam
Since the stronghold does not reside on the Astral Plane, its
attack gains 1d4 negative levels. For each negative level it deals,
occupants can't fly by mental thought or cast quickened spells.
The duthka'gith hatchery has no exits to the outside world
the elemental heals 5 hit points of damage.
except a few narrow arrow slits barely wide enough for a Small Development: A battle here alerts all of the duthka'gith
creature to squeeze through. The interior is unpleasantly warm, guards in the stronghold, who come running. They arrive in
thanks mainly to the presence of an elder blackfire elemental
groups (by area) every 2 rounds until all are present.
named Synfernal (see area 51).
Hatchery Features: All rooms in the hatchery are 30 feet
52. EGG HATCHERY
tall. Doors are made of 2-inch-thick bronze (hardness 9; hp 40;
A sunken pool of boiling mucous fills this octagonal room
break DC 30) and adorned with fiery motifs. They bear no locks
with a horrid stench. Partially immersed in the 1-foot-deep
and are warm to the touch. The interior of the structure is unlit,
as the duthka'gith rely on darkvision to get around.
pool are dozens of smallgray eggs covered with red speckles.
A 5-foot-wide stone ledge surrounds the pool.
50. ARRIVAL POINT
The portal leading to Vlaakith's reliquary on the Astral Plane
The boiling mucous deals 1dé points of
fire damage on contact.
Each pool contains 10d6 duthka'gith eggs. None ofthe eggs are
(area 38) sheds barely enough light to illuminate this chamber.
Read or paraphrase the following when the PCs first arrive:
ready to hatch, but many ofthem will hatch within a month. Each
egg is 8 inches tall, 6 inches wide, and quite fragile (1 hp).
You stand in a dimly lit, unpleasantly warm chamber with pol-
ished obsidian walls and obsidian tile floors. The sinister whis-
53. GUARDED HALL (EL 18)
Two sets of doors open into this hall, and the doors leading to
pers are gone, replaced by a dull roar originating from beyond
area 51 are hot to the touch.
The prisoners wear tattered rags. The dwarf, Corundra Ham-
merhelm, is the daughter ofadwarven smith. She lost her right
eye to a splinter of hot metal while working in her father's forge
a couple years ago. The halflings were taken from a distant shire;
Uryel cast feeblemind spells on them to quell their incessant sob-
bing, and they are no longer able to communicate effectively.
2 Captain Ur'yel, Female Duthka'gith Wiz14: hp 88; see
Captain Zr'kiil's information in area 5 forstatistics.
Spells Prepared (4/5/5/5/5/3/3/2; base save DC = 14+spell level,
15 + spell level for Enchantment spells, 16 + spell level for Evoca-
tion spells): 0—acid splash, detect magic, open/close, read magic; 1st—
magic missile x3, vay of enfeeblement, shield; 2nd—bear's endurance,
detect thoughts, resist energy, scorching ray, see invisibility; 3rd —displace-
n nt, hold person”, lightning bolt’, slow, suggestion”; 4th- —charm mon-
ster”, enervation, maximized magic missile x2, wall of fire;Sth—cone of
cold’,dominate person®, feeblemind"; 6th—chain lightning”, disintegrate,
I square = 10 feet greater dispel magic; 7th—finger ofdeath, maximized fireball*.
“Enchantment spell. The base save DC for these spells is 15 +
spell level.
Creatures: Four duthka’giths stand guard here—two guards "Evocation spell. The base save DC for these spells is 16 +
flank each set of double doors. spell level.
2 Male and Female Githyanki Duthka'gith Ftr8 (4): hp $ Corundra Hammerhelm, Female Dwarf Wart: hp 5; Mon-
88, 82, 71, 67; see area 17 for complete statistics. ster Manual 91.
Tactics: If the guards hear intruders in area 50, one of the guards $ Tylo Booginsfoot, Miri Silverwillow, and Nert Thistletoe,
alerts the duthka'gith captain (in area 54) while another alerts Syn- Feebleminded Male and Female Halfling Wart :hp 5 each; Monster
fernal (in area 51) and the other duthka’gith guards in the barracks Manual 149.
(area 55). The other two guards move to the top of the spiral stair- Tactics: Before entering battle, Ur'yel s bear's endurance
cases, watching and listening for trouble from below. and displacement on herself. In battle, she stays to the rear and
Development: Once the captain and the other guards are casts feeblemind and disintegrate on enemy spellcasters, dominate
alerted, the entire duthka'gith garrison begins sweeping through person and ray of enfecblement on enemy fighter-types, slow on
the stronghold in search of intruders to kill and devour. hasted foes, greater dispel magic on an unusually resilient oppo-
nent, and chain lightning and maximized fireball on larger groups
54. CAPTAIN’S QUARTERS (EL 18) of foes. She uses wall of fire to cut off her enemies! escape.
An obsidian slab juts from one wall of this octagonal room, 55. BARRACKS (EL 20)
forming a crude bed. A large bronzewood chest with iron fit-
tings rests nearby, and two iron cages hang from the ceiling by Seven bed-shaped slabs ofobsidian jut from the walls of this
iron chains. One of the cages contains a soot-stained female oddly shaped room. Sunlight filters in through arrow slits in
dwarf with an eyepatch; the other holds a trio of halflings some of the walls, and the floor is strewn with bones. An iron
curled up in fetal positions. ladder ascends to a wooden trapdoor in the ceiling.
The dwarf and the halflings were captured from distant set- Each ofthese rooms contains seven stone beds, and the
tlements and brought to the stronghold as food. The bones on the floor belong to various creatures that the
duthka'gith captain (see Creatures, below) carries the keys to duthka’giths have devoured (mostly humanoid captives and
their iron cages. animals from the surrounding countryside). The arrow slits
Ñ Reinforced Iron Cages (2): 1-in.thick bars; Hardness 10; afford a limited view of the surrounding landscape. The trap-
hp 60; break DC 33; Open Lock DC 2s. door in the ceiling opens onto the flat roofof the stronghold,
Creatures: Unless she has been alerted to the arrival of intrud- which is enclosed by 4-foot-tall crenelated battlements. From
ers, the duthka'gith captain is here, sharpening her fangs with an the roof, creatures are afforded a full view of the surrounding
iron file and tormenting her prisoners by telling them how she wilderness (whatever it might be).
intends to flay them before serving them up to her soldiers. Uryel Despite their draconic ancestry, the duthka'giths harbor no
is a cruel tyrant who enjoys nothing more than a good hunt. She lust for treasure (their loyalty to Vlaakith is enough). Conse-
was one of the first duthka'gith the lich-queen created, and she quently, these barracks contain no objects of value.
enjoys the prestige of commanding such an important post.
Creatures (EL 20 per room): Each room normally contains psionics, spells; SQ damage reduction 15/magic bludgeoning,
five duthka'giths—ten in all. The four unused beds belong to immunities (cold, electricity, polymorph, mind-affecting
the on-duty guards in area 53. attacks), +4 turn resistance; SR 30; AL CE; Fort +8, Ref +14, Will
2 Male and Female Githyanki Duthka'gith Ftr8 (5 per +17; Str 16, Dex 22, Con —, Int 32, Wis 16, Cha 25.
room): hp 85, 85, 80, 73, 66; see area 17 for complete statistics. Skills: Concentration +28, Craft (alchemy) +37, Diplomacy +9,
Hide +14, Intimidate +21, Knowledge (arcana) +39, Knowledge
56. DUTHKA'GITH NURSERY (history) +23, Knowledge (the planes) +39, Listen +11, Move
Silently +14, Search +34, Sense Motive +29, Spellcraft +41, Spot
This oddly shaped chamber contains six rows of crystalline +26. Feats: Craft Epic Wondrous Item, Craft Wondrous Item,
pods. Within several of the translucent pods you see what Empower Spell, Exotic Weapon Proficiency (silver sword),
appears to be a sleeping githyanki with glistening red scales. Extend Spell, Forge Ring, Greater Spell Focus (Necromancy),
Some are obviously infants and young children, while others are Greater Spell Focus (Transmutation), Greater Spell Penetration,
almost full-grown specimens. About half of the pods are empty. Improved Spell Capacity (10th), Improved Spell Capacity
(11th), Scribe Scroll, Spell Focus (Necromancy), Spell Focus
Each pod (hardness 5; hp 15; break DC 20) radiates strong (Transmutation), Spell Penetration.
Transmutation magic and is designed to accelerate the growth Damaging Touch (Ex): Vlaakith's black, desiccated body
of the duthka'gith hatchling placed within it. A dull hum keeps courses with negative energy, such that her touch deals
the pod's inhabitant asleep as it is fed nutrients that stimulate 1d8+5 points of damage. A successful Will save (DC 29)
the growth of muscles, tissues, and bone. Touching a crystalline halves the damage.
pod causes part of
its oblong shell to retract, exposing the sleep- Fear Aura (Su): Vlaakith's form is so horrid that creatures
ing duthka'gith within. The pods’ magic cannot be dispelled, but with fewer than 5 Hit Dice within 60 feet must succeed at a
a Mordenkainen's disjunction spell cast on the pods destroys their Will save (DC 29) or be affected as the fear spell cast by a
magic, turning them into inert crystal coffins. 25th-level caster.
The sleeping duthka'giths can be killed with coup de grace Immunities: Liches are immune to cold, electricity, poly-
attacks and are worth no experience points. A live duthka'gith morph, and mind-influencing spells and effects. As long as she is
removed from its pod awakens in 1d10 rounds (or sooner if delib- holding the scepter of Ephelomon, Vlaakith is also immune to fire.
erately aroused from its deep slumber) It has no martial training Paralyzing Touch (Su): Any living creature touched by
and has statistics similar to a nonclassed githyanki with the half- Vlaakith must succeed at a Fortitude save (DC 29) or be perma-
dragon (red) template applied. Once a duthka'gith has matured, nently paralyzed. Remove paralysis and any curse-removing spell
the Ch'rai remove it from the hatchery and take it to another can free the victim, but the paralyzing touch cannot be dispelled.
stronghold on the Material Plane, where it is trained to fight. The victim appears dead; only a successful Spot check (DC 20) or
Heal check (DC 15) reveals that the victim is still alive.
Psionics (Sp): 3/day—blur, daze (DC 17), dimension door, mage
VLAAKITH THE hand, telekinesis (DC 22); 1/day—plane shift (DC 24). Caster level
25th; save DC 17 + spell level.
Commanding vast armies in citadels across the Astral Plane is Wizard Spells Prepared (4/7/7/7/10/6/6/6/5/5/2/2; base save
Vlaakith, the thousand-year-old lich-queen to whom all DC = 22 + spell level): 0—detect magic x2, mage hand, open/close;
githyanki owe fealty (or at least pretend to). She rarely ventures 1st—change self, magic missile x2, obscuring mist, shield x2, unseen
beyond her obsidian Palace of Whispers, but her eyes, ears, and servant; 2nd—bull’s strength, detect thoughts x2, mirror image, touch
mind-probing instruments are everywhere. of idiocy x2, web; 3rd—dispel magic, displacement, lightning bolt,
Vlaakith is also the reason why there are no githyanki clerics. A magic circle against good, empowered ray of enfeeblement, slow”,
would-be goddess herself, Vlaakith cannot abide the notion of a extended spectral hand; 4th—animate dead, contagion*, dimen-
githyanki worshiping anyone else. In githyanki society, offering a sional anchor x2, enervation, extended haste x2, extended heroism,
prayer to anyone other than Vlaakith is a capital crime. scrying, stoneskin; 5th—dismissal (DC special), hold monster,
Vlaakith is described below with the items she's never with- empowered vampiric touch, magic jar”, wall
offorce, waves of fatigue;
out, including the crown ofcorruption and the scepterofEphelomon. 6th—disintegrate* x2, empowered enervation, greater dispel
2 Vlaakith the Lich-Queen, Female Githyanki Lich magic x2, true seeing; 7th—extended eyebite* x2, finger of death”,
Wiz25: CR 28; Medium Undead; HD 25d12; hp 180; Init +6; greater teleport x2, waves of exhaustion; Sth—empowered circle of
Spd 30 ft; AC 33, touch 20, flat-footed 27; BAB «13; Grap +16; death*, horrid wilting”, protection from spells, screen x2; 9th—fore-
Atk «21 melee (2d6«9/19—20, «5 dancing vorpal silver sword) or sight, gate, empowered spell turning, wail of the banshee, wish;
+16 melee touch (1d8+5 plus paralysis, negative energy touch); 10th—extended dominate monster, empowered horrid wilting”;
Full Atk +21/+16/+11 melee (2d6«9/19—20, +5 dancing vorpal 11th—empowered time stop x2.
silver sword) or +16 melee touch (1d8+5 plus paralysis, negative *Necromancy or Transmutation spells. The base save DC for
energy touch); SA damaging touch, fear aura,paralyzing touch, these spells is 24 + spell level.
Possessions: +5 dancing vorpal silver sword (treat as greatsword), Round 2: Extended haste (lasts 50 rounds; gains extra attack
crown of corruption, scepter of Ephelomon, headband of intellect +6, during a full attack action; +1 bonus on attack rolls; +1 dodge
bracers of armor +8, gloves of Dexterity +6, cloak of Charisma +6, ring bonus to AC; +1 dodge bonus on Reflex saves; speed increases
of wizardry IV, ring of protection +4, robe of eyes, scrolls (prismatic by 30 feet).
sphere, time stop, protection from spells, shapechange, stone shape), ring Round 3: Dimensional anchor (lasts 25 minutes; protects
of 12 iron keys (keys unlock chests in area 36). against maze spells) and quickened blur (25 minutes; attacks
suffer a 20% miss chance).
VLAAKITH’S TACTICS Round 4: Bull's strength (lasts 25 minutes; +4 Strength) and
Vlaakith begins the adventure in her throneroom (area 7) and quickened mirror image (lasts 25 minutes; creates 8 images).
senses whenever living creatures enter her palace. At that point, Round 5: Stoneskin (lasts 250 minutes or until discharged;
she begins using the clairaudience/clairvoyance ability granted by gains damage reduction 10/adamantine; spell can absorb up to
the magic of her palace to spy on the interlopers. If she detects 150 points of damage) from the scroll she carries.
the arrival of githyanki, she sends Xam'kras and his Ch'rai lieu- If Vlaakith is destroyed, her life essence returns to her phy-
tenants (see area 10) to confront them and determine their lactery, which is hidden in area 49.
intentions. If she detects the arrival of non-githyanki intruders
or discovers that the newly arrived githyanki seek to destroy OFFENSIVE TACTICS
her, she sends any nearby tl'a'ikiths to annihilate them. If the Vlaakith's offensive tactics vary, depending on whom she's
tl'a'ikiths are destroyed, she sends Xam kras, his subordinates, fighting. When faced with multiple opponents, she prefers to
and any nearby duthka’giths to finish the job. send her dancing vorpal sword after the most threatening foe
while casting the following spells:
DEFENSIVE TACTICS
While her minions keep the PCs busy, Vlaakith prepares for Wail of the banshee: Affects up to 25 creatures within a 40-ft.-
battle. She casts empowered time stop so that she may cast the radius spread, starting with creatures closest to the spell's point
following array ofspells on herself before leading six tl: ikiths of
origin; undead are immune.
and six kry'izoths into battle against the interlope: Horrid wilting: Deals 20d6 points of damage (20d8 against
Round 1: Foresight (lasts 250 minutes; can't be surprised or flat- water elementals and plant creatures) to living creatures, no two
footed; +2 insight bonus to AC and Reflex saves) and quickened dis- of which can be more than 60 feet apart.
placement (lasts 25 rounds; attacks suffer a 50% miss chance). Slow: Up to 25 creatures, no two of which can be more than
Round 2: Stoneskin (lasts 250 minutes or until discharged; 30 feet apart, can take only a single move action or standard
gains damage reduction 10/adamantine; spell can absorb up to action each turn, but not both; creatures also move at half speed
150 points of damage) and quickened protection from spells (lasts and take a —1 penalty on attack rolls, AC, and Reflex saves.
250 minutes; s +8 resistance bonus on saves against spells When targeting spellcasters or characters with poor Forti-
and spell-like abilities). tude saves, Vlaakith prefers the following spel
Round 3: Empowered spell turning (lasts 250 minutes or Greater dispel magic: Targets enemy spellcaster (roll 1d20+20
until expended; 1d4+6 levels of targeted spells are turned back per ongoing spell in effect)
at the caster, +50% because the spell is empowered). Extended spectral hand (lasts 50 minutes): Used to deliver
Round 4: Extended haste (lasts 50 rounds; gains extra attack touch range spells such as contagion, touch of idiocy, and empow-
during a full attack action; +1 bonus on attack rolls; +1 dodge ered vampiric touch; +2 bonus on melee touch attack rolls;
bonus to AC; +1 dodge bonus on Reflex saves; speed increases Vlaakith loses 1d¢ hit points that return when the spell ends,
by 30 feet), but not if the hand is destroyed.
Round5:True seeing(la 25 minutes; sees through darkness Finger of death: Creature dies or takes 3d6+25 points of
and illusions, and recogni: s true forms) and quickened magic damage on a successful save.
circle against good (250 minutes; gains +2 resistance bonus on all Disintegrate: Creature takes 40d6 points of damage, or 5de if
saving throws; prevents bodily contact by summoned or con- the save succeeds.
jured creatures except evil elementals and evil outsiders) When targeting armored characters or characters with poor
If halfofher undead bodyguards are turned or destroyed, or Will saves, Vlaakith prefers the following spells:
if she is reduced to 90 or fewer hit points, Vlaakith casts greater Enervation: Target gains 1d4 negative levels; each negative
teleport to reach her reliquary (area 38). There, the lich-queen level gives a 1 penalty on attack rolls, saving throws, skill
instructs her kr'y'izoth minions to use their spell conversion checks, ability checks, and effective level.
ability to heal her, which they do at once. She then casts Empowered enervation: Target gains 1d4 negative levels,
empowered lime stop so that she may cast the following defen- +50% because the spell is empowered; each negative level gives
sive spells on herself: a —1 penalty on attack rolls, saving throws, skill checks, ability
Round 1: Extended heroism (lasts 500 minutes; gains +2 checks, and effective level.
morale bonus on attack rolls, saves, and skill checks).
Dismissal: Forces extraplanar creature back to its own plane Vlaakith (the current Vlaakith's ancestor), saying “go forth and
(80% chance) or another plane (20% chance). conquer all."
Extended dominate monster: Target follows orders for 50 days. The scepter has the following powers:
Empowered ray of enfeeblement: Target takes 1d6+5 points of The bearer has total control over red dragons. Any red dragon
Strength damage, +50% because the spell is empowered. who approaches within a half-mile of the scepter must succeed
at a Will save (DC 35) or be affected as a dominate monster spell
CALLING FOR AID cast by a 30th-level caster.
Vlaakith's palace contains plenty of guardians. If these prove The bearer is immune to fire and fear effects.
insufficient, the lich-queen uses the gate ability of the scepter of Once per week, the bearer can create a gate through which a
Ephelomon to bring forth a very old red dragon (see Monster very old red dragon flies (see the Monster Manual for the very
Manual, page 75). She can also use her gate spell to call forth a old red dragons statistics). The dragon must immediately make
paeliryon devil (see Fiend Folio, page 58) named Urrfestro that a Will save (DC 35) or serve the scepter-bearer without reward.
owes her a favor. Even if the dragon makes its save, it is considered controlled as
described in the gate spell and may be ordered to fight the
NEW ARTIFACTS scepter-bearer's foes, or the dragon can bargain with the bearer
Vlaakith has two artifacts in her possession at all times: the of
the scepter.
crown of corruption and the scepter of Ephelomon. These unique The scepter of Ephelomon has 60 hit points and can only be
items are described below. damaged by the claws of Bahamut or one ofhis chosen vassals,
a magic weapon with the bane (evil dragons) special ability, or
CROWN OF CORRUPTION by the cold breath weapon of a good-aligned silver dragon, If
This slender, black-and-silver diadem has rested atop Vlaakith's the scepter is destroyed, the pact between the githyanki and the
head for more than 900 yea s, serving as her badge of office and red dragons dissolves. The red dragons do not immediately turn
the means of testing any githyanki who would threaten her. against the githyanki, but only the most subservient ones con-
Those who have beheld the crown say it twitches of its own tinue to serve or assist the githyanki
in any way. Red dragons in
volition, and that the 5,000-gp rubies that adorn the crown's Vlaakith's service continue to serve the lich-queen out of fear,
spires look something like flickering eyes. but not loyalty.
The crown has the following command-word activated powers: Caster Level: 30th; Weight: 5 lb.
Energy drain (Fortitude save, DC 23, negates).
Mass suggestion (Will save, DC 19, negates
Control undead (Will save, DC negates) —
—DEATH
TO VLAAKITH!
In addition, if the wearer of the crown of corruption touches Assuming the PCs don't abandon their quest to destroy the lich-
the corpse of a creature killed by its energy drain attack, the queen, the adventure can end in one of two ways: Either they
corpse transforms in one of three ways. Each transformation succeed in destroying Vlaakith forever, or they perish hero-
takes 10 minutes. ically in the attempt. If the PCs destroy Vlaakith and her phy-
Ritual of the Tl'a'ikiti he corpse rises as a tl'a'ikith under the lactery, the lich-queen is destroyed forever. Her demise triggers
control of the wearer of the crown. several events:
Ritual of the Kr'yizoth; The corpse rises as a kr'y'izoth under
the control of the wearer of the crown, The earthquakes rocking Tu'narath cease as the One in the
Ritual of Death's Ichor: he corpse liquifies, then congeals into Void returns to a state of
rest.
an ectoplasmic substance useful for magic item creation or The Palace of Whispers releases all of its trapped souls. The: e
spellcasting. Each corpse provides enough ectoplasm to count souls burst from the walls of Susurrus and depart for various
for (100xHD) experience points when making an item or outer planes. The obsidian turns brittle and, ten rounds later, the
paying the experience point cost of aspell. palace collapses in on itself, dealing 40d6 points of damage to any
The crown of corruption has 30 hit points. However, only a creature trapped within (Reflex save DC 30 for half damage).
magic weapon with the holy and disrupting special qualities Only the great statue of Gith (see area 1) remains standing.
can damage it. If the crown of corruption is destroyed, all tl'a'ikiths Githyanki everywhere lose their spell-like ability to plane
and kry'izoths created by the crown are destroyed as well shift. With the exception of warlocks and gish with access to the
Caster Level: 25th; Weight: 3 Ib. plane shift spell, githyanki on the Astral Plane are stranded and
separated from their invasion forces and egg hatcheries on the
SCEPTER OF EPHELOMON Material Plane. Various githyanki warlords in Tu'narath and
This ruby-encrusted, dragon-shaped scepter was Ephelomon's elsewhere are left to contemplate the future of agithyanki race,
gift to the githyanki centuries ago when the pact with red drag- whose ability to travel the planes has been greatly diminished.
ons was forged. Ephelomon gave the scepter to the first They and the citizens of Tu'narath must also grieve for their
fallen queen.
Vlaakith’s rise to godhood does not come without cost.
Quakes shatter the dead god into several pieces, and more than
half of Tu'narath's population perishes in the devastation. How-
ever, word of Vlaakith’s ascendance begins spreading to every
corner ofevery plane, and the githyanki people enjoy a period
of exultation matched by the nearly overwhelming desire to
crush their pitifulenemies in their goddess's unhallowed name.
by glumag