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Dungeon Magazine 100 - Text

This document is an editorial from DUNGEON Magazine celebrating its 100th issue, reflecting on the magazine's journey and the milestones of various contributors in the gaming community. It features a mix of new adventures, critical threats, and nostalgic gaming moments, emphasizing the commitment to providing quality adventure material. The issue also includes reader feedback and discussions on the magazine's content and direction.

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0% found this document useful (0 votes)
35 views127 pages

Dungeon Magazine 100 - Text

This document is an editorial from DUNGEON Magazine celebrating its 100th issue, reflecting on the magazine's journey and the milestones of various contributors in the gaming community. It features a mix of new adventures, critical threats, and nostalgic gaming moments, emphasizing the commitment to providing quality adventure material. The issue also includes reader feedback and discussions on the magazine's content and direction.

Uploaded by

asasinkruzo72
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

In This Issue

“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

Editorial 6 Editorial | Agents and Allies:


Retrospective 20 Lone Tooth 46
Letters DUNGEON Editors Peter Adkison
Past editors of DUNGEON look back at New Feature! This reincarnated monk
Agents and Allies: their time on the magazine, reminsc- guards a natural paradise, but under the
Derthan Kaderas 14 ing about DuNnceon’s journey. right conditions, he might join a worthy
Monte Cook cause. AD&D Agents and Allies NPC.
New Feature! This cunning, mysterious Old Embers
NPC hides a dark secret. A D&D Agents Never Die 24 Woe to
and Allies NPC. Andy Collins Mistledale ua
The red dragon Flame, from DUNGEON Skip Williams
Critical Threats: issues #1 and #17, returns to the The sequel to issue #87's “Raiders of
Master Thest 16 Western Mountains—twice! This Galath's Roost" returns the PCs to the
Rich Baker adventure also features an exclusive Dales region, where they must uncover
This weretoad likes his victims live and preview of the D&D Draconomicon, a plot to destabalize the region. A
kicking, preferably in his belly. A D&D releasing this fall. A D&D adventure for D&D Forcorten REALMS adventure for
Critical Threat. 12th-level characters. 8th-level PCs.

ON THE Cover: The legendary Lich-Queen of the githyanki is a


formidable challenge. This villain from DuNGEON's
contribution to the githyanki Incursion is wonderfully
illustrated by the amazing Wayne Reynolds. See her in action
on page 96.
POLYHEDRON

Critical Threats: The Lich-Queen's


Hungash 70 Beloved 96 First Watch 3
Jonathan Tweet Christopher Perkins
Wizards make potent foes, especially The Incursion has begun! DUNGEON S Global Positioning —
when all they care about is ensuring contribution to this three magazine
your death. AD&D Critical Threat. project sends the PCs to the Palace of Knights of the
Whispers in the githyanki capital city Lich-Queen 5
Beast of Burden 72 on the Astral Plane. There, the charac- James Wyatt
Michael Kortes ters must brave the githyanki lich- Take the role of the enemy in the
A massive behemoth from another queen's deadliest tricks and traps to Knights of the Lich-Queen Mini-Game,
plane stalks the land, destroying every- stop her quest for godhood. A D&D in which you play a githyanki invad-
thing in its path with the aid of an adventure for 18th-level characters. ing a Prime Material world. The rest
army of gnolls. A D&D adventure for of Incursion assumes you're the good
6th-level characters. guys. We know you better than that.

Downer uo

Julu 2003 ON THE Fulpsipe: After we decided to create the Incursion


cross-magazine event, my first question was “Who could best &
Vol. XVII, No. 4 illustrate a modern interpretation of the original Fiend Folio
cover?" Not surprisingly, fan-favorite artist Wayne Reynolds
Issue 100 captured it perfectly. How are you at drawing flumphs,
Wayne?—ERiK MONA
And Then There
Were 100 Dun; D
y first character was—this is quite embarrassing to admit—a hobbit. My brother gíeupPublisher Piedad
i manipulated,
was desperata for players. | was five, easily i and ninfatuated with
i The PorvneoronatkEditor
[e Erik
pay Mona
Hobbit.To get me to play, Marc told me | could play a hobbit (he later worked PowweomON ArtDirector Kyle S.Hunter
halfling into my vocabulary once | was hooked on the game), and he even gave me a magic Cowan ioe ^ Ntopher Paden
sword named Sting. The absolutely most embarrassing bit? My character's name was Bilbo Prodi Di D Dilan
Baggins.Weplayed for only a little more than a year before our books found their way into Prepress Manager MattBeals
ae J 3 don e Senior Production Theresa Cummins.
the trash after the “playing D&D is like scratching Satan's back" garbage gained momentum. Circulation Director. Plerce
(Ifeel like I've made up for those non-gaming years, but I'll get back to that.) eewee peddle
| couldn't figure out why | felt compelled to dig up this little tale until | realized that in DUNGEON CoverArtist
wrapping up this issue, |found myself thinking a lot about gaming milestones. Withthat
idea in mind, | asked folks around here for some of their favorite defining gaming moments. PiAi RuitsnyColins
Maton
POLYHEDRON Art Director Kyle Hunter:“In high school, | decided gaming wasn't cool. It EO ina e ci
estia Test;
wasn't until college that I rediscovered games and realized they could be.|started back with ae
TSR's Marvel Super Heroes Game, DCHeroes, and then the Mayfair Star Wars game." porius JeffCarle; Tom.
For some, it's a decision that playing isn't enough. Deacon Senior Editor Matt Sernett peregri dina jeep rr
decided in junior high that he wanted to get into RPG design: "In junior high, was at a Christopher West,PeterWhitley,AaronWiliams,CraigZipse
friend's house and he was lamenting that it would be impossible to design stuff for D&D, : paizo
and |just thought, Why not me?" In high school, Matt realized the best course to realize his PUBLIC
(insane) dream would be to become an editor ... and he set his sights on Deacon Magazine. PalzoPublishing,Lic
Not much else compares with the first time you play. Dracon Editor-in-Chief Jesse Decker pause ig
says, “The first module | read, ran, and played through was B2: Keep on the Borderlands. It's
ChiefExecutive Officer UsaStevens
bad—it's so bad—but it's great. I've already played a 3rd Edi n version of that module once, ^ president Johnny
L.Wilson
Y
but if someone decided to run Wasa n be there.’ »
it again, I'd Director
M oftbat Marketing ler Franklin
Star Wars Insider Editor-in-Chief Dave Gross remembers his realization that "All DMs are Corporate Administrator —Wailam Wilson.
unjust.” He remembers ruining a DM's carefully drawn map. After the retributive slaughter of BENEENEENENEENENENNNEEEEESEUEEEEI
his character, Dave switched almost full time to DMing duties. In his words,
“Ifthere was going Duncton (ISSNE 1526-6391) ispublished monthly byPaizoPublishing,
UC,324546thPlaceSE,Suitevo,Bellevue, WA98007,UnitedStates
to be a tyrant, at least it was going to be me.” ‘ofAmerica.Periodicals Postage PaidatBellevue, WA,andatadditional
Undefeated Editor Mike Mikaelian's moment was the realization that he spent more time pr oc ETUR TROSUR
buying books and trying to figure out how games worked than actually playing. Hari secang NOMAS ME Excid
And PoLYHEDRON Editor Erik Mona reminisces,"The third RPGA game |ever played in was the Nopart
of
thia magazine maybereproducedexeptfor review
first time Ifelt that I played with players who took the game as seriously as | did. Theyspoke A
with different voices and played in character all the time.” Harve parnope monia cr e iiia
DUNGEON Art Director Sean Glenn remembers running the Forcorten Reaims module Under martsowned
fay bythe
companies
prec butthat publiof
wanton those
products.
earn Use
satu ot
should
Illam for the first time right before 2nd Edition. What made it special? “Everyone was interested. potconstrued
be at a thatenge
tonuchratu.
It was the first time |had a group ofplayers interested in roleplaying as well as rollingdice.” Pee Cue pataNala D&D; FORGOTTEN:
WIZARDS OFTHECOAST;DUNGEONS&DRAGONS;
AE
IdE like to think
" that the last few years have given
; me a chance to make up for lost gaming i ‘Geena A SumSia: AM AQao Da MATTE:
QUADR MAR DUNGDe
time. In working on this issue,|think I've also made up for missed gaming memories. I've GesConandRPGAaretrademarksofWizardsoftheCoast,ic.
made a milestone for myself here, with what |believe is one of Dunceon’s best issues. And | jimi a MO
hope that for you faithful readers, something in this issue becomes a milestone in your APENES NUA A
gaming career. | hope that years from now, when you're making your 6th Edition characters, ‘ADVERTISING: Contact ourAdvertising SalesDirector,Johnny
eating pizza, and drinking Mountain Dew, you'll say, “Remember DUNGEON #100? | remember —_ approvalbyPaizoPublishing LICwhichreservestheighttoreject
fighting the Lich-Queen—man, that was a blast!” ary
eee 24toranyn reasonAdvertisers
A and/oragenciesaofadvertisers
ae
I don't know where we'll go from here, to be honest. DUNGEON has seen more change in eg wrongdoingthatmayariseoutofthepublction ofsuch
the past two years than it has in the rest of its history. We've joined PoLyHEDRON at the spine; Verrem dert epeeba,
introduced Critical Threats, a new Adventure Path, and now Agents and Allies; gone from bi- _fpasiegtansa, i Arenosonayion<r068
5
monthly to monthly; and switched $
publishers. Distribution Nationallyandeadein
“seyeasly eoe €—
One thing hasn't changed, though: We're still committed to being the best source ofadven- — fam2or6347499 CONTENT:
GAMEproduct Unlessotherwisenoted,thisWizardsof
k
ture material in gaming. With that, welcome to this,à the 100th :issue of DUNGEON Magazine. “theOPEN
Constgame containsnoOpenGameContent.Noportion
Enjoy your stay. Now go create some milestones of your own. phil cg debecom ipti et
x “System License,please visitwwwwizards.com/dao.
Athough
weaccept subscription
tpison addresses,dairyls
subjecttheductionandr lmofprisonperce! youhave
notreceiveda magazine orpremium, pleaseconsultwithyourMail
Room authorities.Thispublisherisnotresponsible fornon-delivery.
6 DuNGEON/POLYHEDRON July O3
PrintedintheUSA.
PRISON MAIL
Tell us what you think of thi: issue. Write to: Prison Mail,
Love You, Love Your 3245 146th Place SE, Suite 110, Bellevue, WA 98007
Magazine! or send an email to [email protected].

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
by Aaron Williams with unmatched carrying capacity.
www.nodwick.com www.battlepack2001.com 1-866-491-9019

10 Dungeon/Polyhedron July 03
HELPFUL NPCS, WOULD-BE COHORTS, AND UNIQUE SIDEKICKS

AGENTS AND ALLIES


BY MONTE COOK
ARTWORK BY TOM FOWLER

$ Derthan Kaderas, Male Dwarf Ftr7/Sor2: CR 9; Medium


Humanoid (dwarf); HD 7d10+21 plus 2d4+6; hp 75; Init +6; Spd 20
ft; AC 14, touch 13, flat-footed 12; BAB/Grap +8/+11; Atk +13
melee (14847, +1 longsword); Full Atk +13/+8 melee (1d8+7/19-20,
+1 longsword) or +10/+5 ranged; SQ dwarf traits; AL CN; SV Fort
48, Ref«6,Will 45; Str 17, Dex 14, Con 16, Int 14, Wis 6, Cha 14.
Skills: Appraise +4 (+6 with stone or metal), Bluff+5, Climb +9,
Concentration +5, Craft (alchemy) +3, Craft (metalworking) +12,
Hide +4, Jump +8, Move Silently +4, Ride +7, Spellcraft +5. Feats:
Combat Expertise, Combat Reflexes, Dodge, Improved Initiative,
Iron Will, Lightning Reflexes, Point Blank Shot, Weapon Focus
(longsword), Weapon Specialization (longsword).
Possessions: +1 longsword, two daggers, ring of protection +1,
amulet of natural armor +1, necklace offireballs (Type Il), wand of
Melf's acid arrow (27 charges), potion ofcure moderate wounds,
potion of levitate, potion of nondetection, 13 gp, 9 sp.
Spells Known (6/5; base save DC = 12 + spell level); Oth—danc-
ing lights, detect magic, mage hand, ray offrost, read magic; 1st—
‘mage armor, shield.
Required Leadership Score: 13
Preferred Leader Class: Bard, fighter, rogue, sorcerer
Preferred Leader Alignment: CN, N (also CE, NE)

wading into melee with his sword (with which he is quite


Derthan's main fault is that he was always too smart for his own deadly), Conversely, he could pretend to be just a fighter caught
good. Born with what his parents called the “taint of magic,” he without his armor in town, confusing foes with his invisible,
clearly had an inborn talent for spellcasting—not terribly potent defenses, In any event, Derthan doesn't like people to
common among dwarves, and certainly among the Kaderas know his secrets. Sometimes, he leads with attacks from his
clan, not at all desirable. Looked down upon by his peers, even wand while other times he hides it in a boot as a sudden surprise.
though he excelled at normal dwarven activities, he grew into a In a fight Derthan puts survival first, He's not fast, however,
spiteful adult; he never made an effort to fit in. Derthan thought so he always tries to plan a unique method ofescape. His potion
that his differences made him better than everyone else. His of levitation is for just such an emergency. He hopes to one day
angry but intelligent demeanor both precipitated and ended his get hold of some item that can grant him invisibility (or learn
short martiage. He was thoughtful and ingenious in ways that the spell) to use for the same purpose.
many dwarves were not, but he also was quick to judge others
harshly and far too free with unkind words DEVELOPMENT
He left his home after the heinous murder of another dwarf. Derthan is a likely patron at a tavern the PCs frequent, or a cus-
‘The Kaderas clan continues to search for him tothis day.Derthan tomer at a shop they visit. He's not necessarily looking for trou-
found his way to a cosmopolitan city and settled down there. ble, but he does frequently make some gold by conning the
Meeting new types ofpeople has broadened his horizons and unwary—selling useless junk as “dwarven artifacts,” selling
even softened his demeanor abit. No longer a sociopath, he now worthless treasure maps, or simply pretending to know more
regrets his past crimes and is trying to reform—but it’s an uphill than he does about a topic of interest in order to get some bribe
battle to change when all you've known is hate and resentment. money. He gives various contacts—bartenders, for example—a
Now afixture in the city, he earns some gold as a con man, small cut if they send “rubes” his way.
and occasionally as a bodyguard or enforcer. He'd rather not kill The dwarfs also likely to fall in with the wrong crowd. A capa-
anyone, and he's no longer cruel, but he does whatever it takes ble fighter, he makes a good bodyguard and is often hired as such
to defend himself. for criminals in need of protection. The PCs might encounter
him in this role. While Derthan is not bloodthirsty, he uses his
TACTICS various skills and tricks to perform his duties effectively.
Using his spells almost solely for defense, Derthan usually has Derthan is a great figure to use as a “more than he appears"
mage armor cast (giving him AC 18), and the first thing he does kind of encounter. He could turn into a useful ally, if acharis-
when danger rears its head is cast shield (for a total AC of 22). He matic PC can turn him away from his dishonest ways, or even
loves convincing his foes that he is nothing but a wizard before become the cohort ofa less scrupulous character. Q
CRITICAL THREATS BY RICHARD BAKER
ARTWORK BY TOM FOWLER

2 Homnar Thest, Advanced Dire Weretoad Human Rog6:CR 10;


Medium Humanoid (human, shapechanger); HD 6d6+6 plus
8d8+43; hp 106; Init +7; Spd 30 ft. (6 squares); AC 22, touch 15, flat-
footed 22; BAB +10/+5; Grap +12; Atk +15 melee (1d6+4/18-20, +2
rapier) or +14 ranged (1d6+2/x3, masterwork composite shortbow
[+2 Str]); Full Atk «13/48 melee (1d6+4/18-20, +2 rapier) and +12
melee (1d4+1/19-20, masterwork dagger), or +14/+9 ranged
(1d6+2/x3, masterwork composite shortbow [+2 Str]); SA alternate
form, sneak attack +3d6; SQ evasion, low-light vision, lycanthropic
empathy, scent, trap sense +2, uncanny dodge; AL CE; SV Fort +11,
Ref +14, Will +11; Str 14, Dex 16, Con 12, Int 13, Wis 12, Cha 8.
Skills: Bluff +8, Disable Device +10, Hide +22, Jump +16,
Listen +20, Move Silently +12, Open Lock +12, Search +10, Sense
Motive +10, Spot +20, Tumble +12. Feats: Dodge, Great
Fortitude, Improved Initiative, Iron Will, Mobility, Toughness,
Two-Weapon Fighting, Weapon Finesse.
Dire Toad Form: As human form, except: Large Humanoid
(human, shapechanger); Init +8; AC 22, touch 15, flat-footed 22;
BAB +10; Grap +20; Atk +15 melee (1d6+9 plus poison, bite) or +13
ranged (none, tongue); Full Atk +15 melee (1d6+9 plus poison,
bite) or +13 ranged (none, tongue); Space/Reach 10 ft./5 ft. (15 ft.
with tongue); SA alternate form, curse of lycanthropy, improved
grab, poison, sneak attack +3d6, swallow whole; SQ damage reduc-
tion 10/silver, evasion, low-light vision, lycanthropic empathy,
scent, trap sense +2, uncanny dodge; SV Fort +15, Ref +15, Will
+11; Str 22, Dex 18, Con 20, Int 13, Wis 12, Cha 8.
Skills As human form, except: Hide +19, Jump +20, Move
Silently +13, Open Lock +13, Tumble +13.
Hybrid Form: As human form, except: Large Humanoid (human,
shapechanger); Init +8; AC 22, touch 15, flat-footed 22; BAB +10/+5;
Grap +20; Atk +15 melee (1d8+6, bite); Full Atk +15 melee (1d8+6,
bite) and +11/+11 melee (1d6+3, 2 claws); Space/Reach 10 ft./10 ft;
SA alternate form, curse oflycanthropy, sneak attack +3d6; SQ dam-
age reduction 10/silver, evasion, low-light vision, lycanthropic empa-
thy, scent, trap sense +2, uncanny dodge; SV Fort +15, Ref +15, Will
+11; Str 22, Dex 18, Con 20, Int 13, Wis 12, Cha 8.
Cynical and hedonistic, Homnar Thest seems to be a prosper- Skills: As human form, except: Hide +19, Jump +20, Move
ous merchant and caravan master who spares no expense to pro- Silently +13, Open Lock +13, Tumble +13.
Alternate Form (Su): Homnar can shift into toad or hybrid
vide himself with the finest things in life—well-made clothing,
good wine, fine service, and enormous quantities of rich viands. affectedas ifandusinghe polymorph
form on himself, although his gear is not
does not regain hit points for changing form.
While Master Thest's avarice and gluttony are plain for all to Changing to or from animal or hybrid form is a standard action.
see, Homnar possesses some peculiarly horrible appetites that Curse of Lycanthropy (Su): Any humanoid or giant hit by
he prefers to keep secret. He is actually a weretoad, and he takes Homnar's bite attack in animal or hybrid form must succeed on
particular pleasure in devouring humans and humanoids ofall a Fortitude save (DC 15) or contract lycanthropy.
sorts whenever he gets the chance Improved Grab (Ex): Dire toad form only. To use this ability,
Homnar Thest is a grotesque figure. He is quite fat, with a Homnar must hit an opponent with his bite or tongue attack.
large, round head perched on a neck seemingly as thick and
round as afur collar. His mouth is quite wide, and his eyes are TACTICS
small and beady. Despite the heaviness of his torso, his limbs Homnar Thest is a predator. He seeks out opportunities to
are long and spindly, and he moves with far more grace and waylay lone travelers or creep into the rooms ofsolitary inn
quickness than one would expect of aperson his size. His guests. He is quite stealthy, even in toad form, and naturally
animal form is a Large dire toad. Like all lycanthropes, Homnar retains his sneak attack and other rogue abilities while in his
Thest can also assume a hybrid form, but he rarely does so, pre- dire toad shape. He avoids fights with large groups of people,
ferring to gulp down his human prey whole in toad form. preferring to use his improved grab to seize a single opponent

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

DRAGON #310; DUNGEON #101


DM Screen: That's right—next issue includes a complete DM Prison of the Firebringer By Richard Baker: An ancient slaad
screen, This exclusive 4-panel screen is fully compatible with lord has waited for his freedom for centuries, and members of a
the Revised 3rd Edition DUNGEONS & DRAGONS game. new cult have dedicated themselves to freeing the powerful
Barbarians: Master the changes to the 3.5 barbarian with creature and allowing it to unleash its fury on the land. A D&D
intriguing class combos, alternate rage abilities, barbarian-only FORGOTTEN REALMS adventure for 13th-level PCs.
feats, and other innovative options. In addition to these intrigu- Special Duncron Subscriber Section: The Chasm
ing new game mechanics, the article features advice for playing Bridge By Desmond P. Varady and Revised by Chris Thomas-
barbarian characters that are sure to fuel your inner rage. son: This module originally appeared as a special section in
Fighters: The most versatile weapon masters in the D&D DRAGON Magazine #131. Now updated for Revised 3rd Edition,
game get even more options with new customized versions of your players can relive this great adventure. A wizard living in
the fighter class. the Underdark seeks to extort tolls from travelers seeking pas-
Monks: The Monk class in the Player’s Handbook represents sage through his territory. The PCs must deal with the greedy
only one of the many fighting styles open to players. A new, spellcaster and stop his tyranny ifthey wish to pass. A D&D
customizable version of the class opens up new fighting tech- adventure for éth-level PCs.
niques and new roleplaying opportunities. POLYHEDRON #160 Iron Lords of Jupiter: A d20 Modern
Rangers: These options and class combos explore the versa- Mini-Game of Planetary Adventure By Lizard:
tility of the revised ranger and give you more ways to build “I had considered myself prepared for anything. X had one degree in
interesting ranger characters. Engineering and another in Astrophysics. I had completed my emer-
Rogues: Alternate sneak attack abilities, customizable rogue gency training with honors, and I could disassemble and reassemble
options, and intriguing roleplaying advice. any one ofMinerva's systems blindfolded, or so 1 liked to think. Yet, in
Plus: Mike Stackpole Fiction, Player Advice, Dungeoncraft, the end, the reason I am alive today is that Y allowed myselfthe indul-
Dork Tower, Nodwick, What's New, Zogonia. gence ofkeeping my hobby offencing.”
Personal journal of Alicia Vanderveck, October 10, 2092
CO issues of Dungeon Magazine
hoard. Artwork was first-rate, supplied by the
Roger Moore: In the likes of Daniel Horne, Clyde Caldwell, Robin
beginning ... Wood, and Jim Holloway. Our staff was
„there was a dragon that wanted a dungeon. blessed with gifted workers who cared about
It was 1986, and | had been with the TSR the readers as well as the final product.
Periodicals staff for three years, working on The tradition came into being of offering a
Dracon Magazine as an associate editor,when brief biography
ofeachwriter at the startofhis
work to create a new games magazine at TSR, or her adventure, a bit of fame that has started
DUNGEON has been carried, nurtured, and Inc. began in earnest.
Thepossibility of starting many designers on the road to better things.
beaten into submission by a number of tal- a magazine strictly for AD&D and D&D game The tradition also began of supplying a little
ented editors over the years. Roger founded adventures had long been discussed as a quote from fantasy literature for each issue's
the magazine, Barbara shepherded it means of reducing the creative burden for the table of contents page. This was a creation of
through half its issues (Holy Wow!), and Chris Games division, which was feeling over- my own, away of nudging fantasy gamers into
(the Canadian one) went from most prolific whelmed with its workload. We also heard becoming fantasy readers as well.
contributor to seeing his name atop Dun- calls from gamers for shorter adventures, and Handling two magazines at once was too
GEON's masthead. The thing that strikes me a magazine that offered three to six adven- much of a strain for me, however. | vaguely
the most powerfully looking through these tures per issue would be a godsend to all. recall laying out an issue of DUNGEON on
old issues, though, is that all these people The editor for Dracon Magazine abruptly Christmas Eve, wondering what | was doing at
were more than editors of the magazine— left the company as work progressed, and | work when everyone else had gone home. |
they were fans
ofthe game. took over Periodicals and became editor for spoke with the publisher in January, and we
I wanted to see just where the magazine both Deacon Magazine and the newly named soon hired the remarkable Barbara Young as
had been—maybe to get an idea of where DuNGEON Adventures.
The first issue came out an assistant editor. She took over nearly all
it's going, but also out of a certain curiosity for September/October 1986, with cover art editorial duties before issue #9 (January/Feb-
generated by my own D&D geekiness and by the renown Keith Parkinson and a short ruary 1988), when she was named as a full
the job title we've all held at one point in our adventure by Patricia Nead Elrod, later famous editor, and the magazine prospered.
lives—so | contacted as many of the past edi- for her vampire novels. It was an instant suc-
tors of DUNGEON as I could find. What fol- cess, and subscriptions poured in. Barbara Young: The
lows is a take on important moments in the The first year’s adventures were striking, Marathon
magazine's history and more than a few key indeed. Freelance writers submitted most of I have a secret to confess. When | was the
impressions many of those editors took the work, and the results were imaginative. editor of DUNGEON, one of the few parts of
away with them from theirtime spent here. Heroes could venture into a ruined tower in the job | really disliked was writing the
We've moved from Wisconsin to Washing- search of a world-destroying book; venture monthly editorial. So when Chris Thomasson
ton, from TSR to Wizards of the Coast to undersea to save kidnap victims; walk asked me for "500-750 words on your time
Paizo Publishing, but one thing hasn't through a titan's dream; struggle through an working on the magazine," I flashed back to
changed: The adventure still continues, and insane, non-Euclidean dungeon that defeats allthose deadline weeks when I couldn't think
few can claim to do it better. all attempts to map it; and fight a dragon of anything to say. In those days, | often
CHRIS THOMASSON that puts entire sailing ships in its treasure cajoled one of the other Dungeon staffers

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

The epic Incursion triptych painted by Wayne Reynolds.


July O3 Dungeon/Polyhedron 23
|OLD EMBERS `
ARTWORK BY MARK NELSON, ANDREW HOU, AND ARNOLD TSANG -
NEVER DIE a T

CARTOGRAPHY BY PETER WHITLEY


“Old Embers Never Die" is a two-part D&D adventure designed form of Elame became an animated skeleton. Within weeks, the
for four 12th-level PCs. Characters who survive the entire kobolds had built a shrine around the skeleton, hollowing out a
adventure should approach or advance to 13th level. DMs can complex of caverns beneath the swamp.
modify the adventure for parties beyond this range of level (and Some period of time later, the githyanki wizard came across
size) by increasing or decreasing the number of enemies pres- the jar holding the last existing remnant of Flame's body. After
ent, as noted in the "Scaling the Adventure" sidebar. ascertaining that the dragon was indeed dead, the wizard carried
~.Thig adventure previews some material from the Draconomi- out the arcane process of duplicating the dragon's body. Sud-
con, although that book is not necessary to play. denly, Flame was alive again in the body of ahealthy adult red
dragon. Any memories of his previous defeats were long lost to.
him (although a nagging distaste for diamonds lingered in his

BACKGROUND subconscious)—for all he knew, he had lived a long and prosper-
Asan adult red dragon, Flame wisely entrusted a githyanki wizard ous life,dyingonly after amassing a treasure hordeof mythic pro-
with a small chunk of his flesh, to be used to clone him should he portions. For his part, the wizard made no attempt to dissuade
meet an untimely end. Over the years, the wizard forgot his prom- Flame from these beliefs, simply encouraging him to return to
ise and lost track of
time—as is wont to occur in the timeless void the Prime Material Plane and live life as a dragon should.
of the Astral Plane—and lost contact with Flame. The dragon Flame took the githyanki’s advice and spent weeks searching
grew older and more powerful, but even this power couldn't pre- fora new lair. Somehow, his travels brought him to the Western
vent him from dying (twice) at the hands of treasure-hungry Mountains, anarea familiar to him in his previous life. Whether
adventurers, Although Tiamat herself returned him to life after Flame was guided by some subliminal memory or sheer happen-
his first death, Flame’s second demise seemed far more perma- stance can only be guessed, but he found the crater lake to his
nent, as his only hope of return lay preserved in an astral fortress. liking. The area was not empty of life, however—a band of fire
In the meantime, a squad of azers found the ruins of Flame's giants had settled in Flame's old lair. After slaying the band's
last lair floating in the Elemental Plane ofFire. Investigating, leader, Flame took the remaining giants under his wing (even
they discovered the intact skeleton of the dragon, along with fathering a half-dragon child with a comely fire giant maiden),
fragmentary skeletons of dozens of kobolds. Not sure what to So far, he has kept his presence in the mountains asecrèt;
make of the discovery, they towed the crystal fortress back to although he looks forward to the day when he will lead a war
their city to report their findings. Months later, during negotia- party against the human forts at either end of the pass.
tions between an azer noble and a tribe of kobolds that had dis- Today, then, two creatures called Flame exist: a skeletal dragon
covered a vein of diamonds, the azer casually mentioned the worshiped by kobolds and another in the prime of his life, ruling
discovery. To the noble's surprise, the kobolds offered the azer a group of
fire giants in the lair he created many years ago.
complete access to the diamonds in exchange for the skeleton,
for one of these very kobolds was among the few survivors of
the band of “kamikaze kobolds" that had served Flame in the —— ADVENTURE SYNOPSIS
citadel before adventurers destroyed both it and the dragon. The PCs follow the trail of some particularly competent kobold
Now the leader of asmall but powerful dragon cult,ithe thieves to the lair of adragon cult deep in the swamp. There,
kobold priest took the skeleton and a number of his most they discover efforts underway to grant sentience to the skele-
devoted followers and traveled deep into the swamp, far away ton of apowerful red dragon once named Flame.
from prying eyes. There, the kobold spent long months of The second part of the adventure may follow closely on the
prayer and study until her dreams became true, and the skeletal heels óf the first, or it might occur some time later, depending
on how energetically the heroes pursue the leads discovered in If one of the PCs owns a stronghold with a temple, a ship-
the kobold lair. Eventually, however, the PCs determine that ment of materials destined for that temple is attacked in the
trouble has returned to the Western Mountains in the form of a method noted above.
band offire giants. Upon further investigation, the characters
learn that the giants are ruled by Flame himself, who has
returned to life yet again. ACT I: THE SUNKEN
The lair of the kobolds, an area they call the Sunken Caverns, is
RUNNING THE located in a dark forest known as the Bogwood. The closest city
of any reasonable size is at least 100 miles distant. You can place
The two acts of the adventure (“The Sunken Caverns” and “The the Bogwood anywhere appropriate in your campaign world.
True Flame”) can be played back-to-back or separated by some
time. Both are site-based adventures where the PCs must face TRAVELING THROUGH THE BOGWOOD
deadly enemies on their home turf. The adventure assumes that the party uses potent methods of
If the PCs don't figure out that Flame is alive again from the information gathering (such as find the path) to determine the
hints found in the Sunken Caverns, don't rush them to that route to the Sunken Caverns, and thus need not waste much time
conclusion. Instead, plant additional clues that lead them to searching the Bogwood. If they need assistance, add an encounter
investigate the problems in the Western Mountains and let with a helpful NPC druid or another forest denizen who can be
them discover Flame's return the hard way. persuaded to guide the PCs to the lair
ofthe kobolds (most natives
It is possible to run the two parts of
this adventure in the oppo- are aware ofthe kobolds presence in the vicinity of the pond, but
site order. In that case, you'll need to add clues that lead the PCs know no more than that). When the characters arrive at the pond
from the dragon's lair in the Western Mountains to the cultists in concealing the entrance to the caverns, proceed to area B1, below.
the Sunken Caverns. Perhaps the kobolds heard a rumor that a Most of the Bogwood is typical medium-density forest, filled
red dragon had settled in that area and sent an emissary to forge a with trees and light undergrowth, Such areas provide cover and
deal. If the characters interrogate that emissary (use the statistics concealment as described in the DuNcroN Master's Guide, and the
fora kobold scout from Act 1), he reveals that he is part of a group maximum distance at which the characters can spot creatures is
that seeks to return an evil dragon to life—something sure to 2d8x10 feet. Overland movement is at half normal speed.
grab the attention of almost any party of adventurers. The deepest areas of the Bogwood, including the region sur-
rounding the entrance to the Sunken Caverns, are very thick
forest, marked by dense undergrowth and more large trees than
— — ADVENTURE HOOKS a medium-density forest. This provides cover and concealment
At first, the PCs should believe only that they are on the trail of as described in the DuNGEoN Master's Guide, and grants a +5 cir-
some pesky (if surprisingly competent and picky) kobold cumstance bonus to Hide checks. The maximum Spot distance
raiders, The following hook can pull the PCs into the action. is 3déxs feet. Overland movement is at half normal speed.
The PCs are contacted by the local merchants guild or a trader In addition, the deepest regions of the Bogwood are dotted
of their acquaintance. Twice in as many weeks, shipments of by occasional shallow bogs (up to 1 foot of mud or standing
exotic goods—incense, rare oils, spell components, and the like— water). Movement through a shallow bog is at half normal
have been attacked by kobold warriors riding enormous weasels. speed (reducing overland movement to one-fourth speed,
Each time, the guards have driven off the kobold riders only to thanks to the undergrowth).
find the bulk of their goods gone by the time the battle ends. In The background noise in the forest makes Listen checks more
one case, the thieves didn't even disturb the cashbox lying adja- difficult, increasing the DC of
the check by +2 per 10 feet, not +1
cent to the stolen goods! The PCs are offered a reward of 5,000 gp (but note that Move Silently is also more difficult in under-
to halt the attacks and recover any stolen materials. growth, as described in the DuxcroN Master's Guide).

TALES OF FLAME 20 When Flame was killed, he lived in a dormant volcano in


In his day, Flame achieved a modicum of infamy, which can be the Western Mountains, not far from a community called
determined in a number of ways both magical or mundane. Once Fort Wheelan.
the PCs have learned the dragon's name, Gather Information or 25 Flame was slain not once, but twice. The second death of
bardic knowledge checks can reveal the following tidbits: the dragon occurred some years after the first, in a great
crystal fortress that was shortly afterward sucked into the
Check Information Gained Elemental Plane of Fire.
15 Flame was a mighty red dragon who terrorized various 30 The second time Flame was faced, he had a small army of
parts of the kingdom for many years before his death at the kobold minions under his control.
hands of treasure-seeking adventurers.
RANDOM ENCOUNTERS undergrowth, dense undergrowth, and shallow bogs. These ter-
IN THE BOGWOOD rain features are described in full in the Duncron Master's
Every 4 hours spent in the Bogwood, roll d% to determine if the Guide and are summarized here for ease ofplay.
PCs encounter something in the swamp. Bog, Shallow: Costs two squares of movement to move into a
square with a shallow bog, and applies -2 penalty to Tumble checks.
d% Encounter Avg. EL Trees: A creature standing in the same square as a tree enjoys
01-60 —None n/a a small amount of cover, gaining a +2 bonus to Armor Class and
61-65 Lizard, giant monitor (1) 2 a +1 bonus on Reflex saves.
6671 — Gray ooze (1) 4 Trees, Massive: These take up an entire square and provide
7278 Giant owl* (1) 3
cover (+4 AC, +2 Reflex saves) to anyone behind them.
79-85 Shambling mound (1) 6
8690 —Tendriculos (1) 6 Undergrowth: Costs two squares of movement to move into,
91-95 Kobold cultists 9 and provides concealment (20% miss chance). Applies —2
(1d3 Ftré plus 1 dire weasel) penalty to Tumble and Move Silently checks.
96-98 — Will-o’-wisps (1d3+1) 9 Undergrowth, Dense: Costs four squares of movement to move
99.00 — Chuuls (1d4+1) 10 into, and provides concealment with a 30% miss chance.
Applies -5 penalty to Tumble and Move Silently checks.
*Will not attack unless threatened, and if approached peacefully If more than one terrain type is in a square, the penalties are
may be able to share some tidbits about the area (see “Traveling cumulative. A square with undergrowth and shallow bog costs
through the Bogwood,” above). four squares to move into and applies a —4 penalty to Tumble
checks (and a —2 penalty to Move Silently checks).
BI. GUARDIANS OF THE POND CEL 12) Creatures: The entrance to the Sunken Caverns is guarded
by a pair of Huge shambling mounds. Reshka, the kobold druid
The canopy of trees breaks, revealingaclearing around a murky responsible for their care and feeding, basks in monitor lizard
pond. Several lizards of various sizes—some as long as 5 feet— form on a moss-covered rock outcropping at the position on the
lie about on moss-covered rocks surrounding the pond. map marked "A" (indistinguishable from the other monitor
lizards), while her dire weasel animal companion hides in a
The deceptively deep pond conceals an underwater entrance hollow area of the outcropping (gaining total cover from all
to the Sunken Caverns (see area B2, below). The map indicates directions). A number of other lizards are also in the area, but
a number of terrain features, including trees, massive trees, won't attack and flee if battle erupts,

a aa

SCALING THE ADVENTURE


Increase all classed NPCs by 1-2 levels. Make Vermilona a
“Old Embers Never Die” is intended for four 12th-level characters, Clr&/Dracolyte4, which adds 2 levels of clerical spellcasting,
but it can be modified for parties of different sizes or levels. among other changes.
Consider adapting the adventure as follows: Increase the number of shambling mounds, dire weasels, hell
8th- and 9th-level PCs: Run the adventure as written, but with hounds, giant crocodiles, and fire giants present in any given
the following adjustments: encounter by 5096 (round fractions up)
Reduce all classed NPCs by 2-3 levels. Make Vermilona a Add 8 HD to the elder fire elemental, making it a CR 13 creature, and
Clr7/Dracolytel, which eliminates her Alertness and Silent Spell increase the age category of the skeletal red dragon to wyrm (CR 12).
feats and 2 levels of clerical spellcasting, among other changes. 15th- and 16th-level PCs: Run the adventure as written, but with
Reduce the advanced creatures by 4-6 HD apiece. This may the following adjustments:
reduce the creatures one size category (check the Monster * Increase all classed NPCs by four levels. Make Vermilona a
Manual for details). Clr9/DracolyteS, which gives her a wyrmling red dragon as a foster
Make the elder fire elemental a huge fire elemental, and make dragon and adds 4 levels ofspellcasting, among other changes.
Flame a young adult red dragon. Double the number of shambling mounds, dire weasels, hell
10th- and 11th-level PCs: Run the adventure as written, but with hounds, giant crocodiles, and fire giants present in any given
the following adjustments: encounter.
Reduce all classed NPCs by 1-2 levels. Make Vermilona a Add 16 HD to the elder fire elemental, making it a CR 15 crea-
Clr7/Dracolyte2, which eliminates her Alertness feat and 1 level ture, and increase the age category ofthe skeletal red dragon to
of clerical spellcasting, among other changes. great wyrm (CR 13).
Reduce the advanced creatures by 2-4 HD apiece, but not so far Make Flame a mature adult red dragon.
as to reduce the creatures from their current size. Treat parties of two or three PCs as being 1 or 2 levels below
Make the elder fire elemental a greater fire elemental. their actual level. Treat parties of five or six PCs as being a level
13th- and 14th-level PCs: Run the adventure as written, but with higher than their actual level, and parties of seven or eight PCs as
the following adjustments: being 2 levels higher than actual.
flat-footed 15; BAB +6/+1; Grap +2; Atk +7 melee (1d4, Small
club); Full Atk +7/+2 melee (1d4, Small club); SA spells, wild
shape (3/day, Small, Medium, or Large animal); SQ animal com-
panion, darkvision 60 ft, light sensitivity, nature sense, resist
nature's lure, trackless step, venom immunity, wild empathy
(+12), woodland stride; AL NE; SV Fort +9, Ref +8, Will +12; Str
10, Dex 15, Con 11, Int 10,Wis 16, Cha 12.
Skills: Concentration +12, Handle Animal +10, Hide +9,
Knowledge (nature) +8, Listen +5, Profession (mining) +8,
Search +2, Spot + Survival +8 (+10 aboveground), Swim +8*.
Feats: Alertness, Dodge, Natural Spell, Toughness.
*Includes 2 armor check penalty (-1 doubled for Swim) and
bonus from ring of swimming.
Monitor Lizard Form: as above plus Spd swim 30 ft;
Atk/Full Atk +9 melee (1d8+4, bite); SV Fort +9, Ref +5, Will +9;
Str 17, Con 17; +4 racial bonus to Hide and Move Silently (or +8
racial bonus to Hide in forested or overgrown areas).
Spells Prepared (6/5/5/4/2/1; base save DC = 13 + spell level):
O—cure minor wounds x2, detect magic, flare, purify food and drink,
resistance; 1st—entangle, faerie fire, goodberry, obscuring mist, speak
with animals; 2nd—barkskin, bull's strength, produce flame, resist ele-
ments, summon swarm; 3rd—call lightning, cure moderate wounds,
speak with plants, water breathing; 4th—control water, flame strike;
5th—animal growth.
Possessions: +1 leather armor, cloak of resistance +3, ring of swim-
ming divine scroll of
dispel magic, 5 goodberries (cure 1 hp each).
Krleese, Dire Weasel Animal Companion: CR N/A;
Lizards (7): hp 2 each; Monster Manual 275. Medium Animal; HD 7d8; hp 31; Init +5; Spd 40 ft; AC 21,
Monitor Lizards (3): hp 22 each; Monster Manual 275. touch 15, flat-footed 16; BAB +5; Grap +8; Atk/Full Atk +11
Huge Shambling Mounds (2): CR 9; Huge Plant; HD melee (id6+4, bite); SA attach, blood drain; SQ link, share
16d8+80; hp 152; Init —1; Spd 20 ft; AC 21, touch 7, flat-footed spells, devotion, scent; AL N; SV Fort +5, Ref +10, Will +6; Str
21; BAB +12; Grap +29; Atk +20 melee (3d6+9, slam); Full Atk 16, Dex 21, Con 10, Int 2, Wis 12, Cha 11.
+20/+20 melee (3d6+9, 2 slams); Space/Reach 15 ft./15 ft; SA Skills: Hide +9, Listen +3, Move Silently +9, Spot +9. Feats:
improved grab, constrict 3d6+13; SQ darkvision 60 ft., plant Alertness, Stealthy, Weapon Finesse, Weapon Focus (bite).
traits, electricity immunity, fire resistance 10; AL N; SV Fort Attach (Ex): A dire weasel that hits with its bite attack
+15, Ref +4, Will +7;Str 29, Dex 8, Con 21, Int 7, Wis 10, Cha 9. latches onto the opponent's body with its powerful jaws. An
Skills: Hide +4", Listen +4, Move Silently +4. Feats: Improved attached dire weasel loses its Dexbonus to AC.
Bull Rush, Iron Will, Cleave, Great Cleave, Power Attack, Blood Drain (Ex): A dire weasel drains blood for 2d4
Weapon Focus (slam). points of temporary Constitution damage each round it
Improved Grab (Ex): To use this ability, the shambler must remains attached.
hit an opponent of Huge size or smaller with both slam attacks. Devotion (Ex): Gains a +4 bonus on Will saves vs.
If it gets a hold, it can constrict. This shambling mound has a Enchantment effects.
grapple bonus of +29. Scent (Ex): Detect opponents within 30 feet, Exact location
Constrict (Ex): A shambler deals 3d6«13 points of damage is not revealed unless within 5 feet.
with a successful grapple check against a held creature. Tricks Known: Attack, come, defend, down, fetch, guard, heel,
Plant: Immune to mind-influencing affects, poison, sleep, paral- seek, track.
ysis, stunning, and polymorphing, Not subject to critical hits. With animal growth: as above except Large Animal; HD
Electricity Immunity (Ex): Shamblers take no damage 7d8+14; hp 45; Init +4; AC 21, touch 13, flat-footed 18; Atk/Full
from electricity. Instead, any electrical attack used against a Atk +12 melee (1d8+10, bite); Space/Reach 10 ft./5 ft; SQ DR
shambler grants it 1d4 points of temporary Constitution. The 10/magic; SV Fort +10, Ref +13, Will +10; Str 24, Dex 19, Con
shambler loses these points at the rate of1per hour. 14; Hide +4, Move Silently «8.
Skills*: Add +12 to Hide checks in swampy or forested area. Tactics: The shambling mounds remain motionless, blend-
2 Reshka, Female Kobold Drd9: CR 9; Small Humanoid ing with the swampy terrain (Spot DC 26 to notice them). If
(reptilian); HD 9d8+3; hp 47; Init +2; Spd 30 ft; AC 17, touch 13, they see or hear intruders, they rise up from positions ofhiding
to attack. The shamblers attempt to grapple and pin characters, before leveling off. After another 50 feet it turns sharply up,
then pull them underwatertodrown. becoming a 15-foot-tall shaft that opens into area B2.
Characters who approach stealthily may avoid detection by A wooden grate sits atop the opening in the area. A Small or
the shambling mounds. The dire weasel's scent allows it to detect smaller creature can wriggle through easily, but a Medium crea-
the presence of creatures within 30 feet, so even silent, invisible ture must make an Escape Artist (DC 30) check to fit through.
creatures can't escape its notice. If the dire weasel smells non- Large or larger creatures can't fit through at all unless their bodies
kobolds approaching, it growls, alerting Reshka. are exceptionally slender or flexible (such as a snake or an ooze).
Once alerted to the presence of intruders, the druid casts The grate can be lifted with a Strength check (DC 15), but char-
animal growth on the dire weasel (preceded by barkskin and bull's acters in the water have little leverage and suffer a—4 penalty to
strength, if time permits), then releases it to attack the characters. such checks. Due to the cramped tunnel, no more than two char-
She avoids melee in the ensuing battle, instead remaining hidden acters can work together to lift the grate from the tunnel.
and casting spells to assist her allies. A favorite technique is to use NYWooden Grate: hp 30; Hardness 5; break DC 23.
call lightning on the shambling mounds: each bolt adds 1d4 tem- Trap: Anyone manipulating the grate without first releasing
porary Constitution to the shambler (typically adding 16 or 32 hp the lever inside the chamber (near the passage leading deeper
per bolt), She targets a spellcaster with summon swarm, ora tough into the caverns) also sets off atrap. Small, rusty, filth-smeared
foe with flame strike. If two or more allies are defeated, she uses spears fire out oftiny holes in the watery tunnel shaft, Each
obscuring mist to conceal a retreat into the deep bog. creature in the shaft is subject to 1d4+1 spear attacks,
Development: If Reshka escapes, the rest of the inhabitants 4^ Spear Trap: CR 4; mechanical; touch trigger; manual
of the sunken caverns will be forewarned of the characters’ reset; hidden switch bypass (in area 2); Atk «15 melee (1d6/x3
approach within a few minutes. For the next hour, all the crit plus disease, spear); Search (DC 28); Disable Device (DC 25).
kobolds will be at high alert, Any spells or effects with a dura- Each character damaged by a spear may be infected by filth
tion ofat least 1 hour will be cast or activated in preparation for fever (Fortitude DC 12; incubation 1d3 days; 1d3 Dex, 1d3 Con).
defense of their home. After that, the kobolds calm down, but Once the PCs are inside the area, read the following text:
remain wary for another 1d4+1 days, taking 10 on Spot and
Listen checks with no penalty. The watery tunnel comes up into a wide, damp cave that reeks
Reshka replaces destroyed shambling mounds with normal of
wet fur. A single narrow tunnel leads out of the chamber
(6 HD) versions within 24 hours, She won't replace her dire
weasel animal companion untilatleast three days go by without The ceiling of this room is a full 10 feet high, allowing even
interruption by the PCs. the Huge dire weasels to move about without penalty
Treasure: Reshka keeps most of her possessions in the Creatures: Four kobolds—two fighters and two rogues—
hollow area of the rocky outcropping. The floor of this area, along with a pair of Huge dire weasels stand guard here.
roughly 5 feet deep and 10 feet long, is covered by a mat of 2 Guards, Male and Female Kobold Ftré (2): CR 6; Small
leaves and lichen. Concealed beneath this mat (Search DC 15 to Humanoid (reptilian); HD 6d10+6; hp 57 each; Init +3; Spd 30 ft; AC
find) is a waterproof leather satchel with a potion of cure moderate 21, touch 14, flat-footed 18; BAB +6/+1; Grap +2; Atk +11 melee
wounds, a necklace of lizard teeth (5 gp), 217 sp, 102 gp, and a (1d4/19-20, masterwork short sword) or «10 ranged (1d6/x3, master-
gold ring set with an emerald (650 gp). work longbow); Full Atk +11/+6 melee (144/1920, masterwork short
sword), or +10/+5 ranged (1d6/x3, masterwork longbow); SQ darkvi-
B2. GUARD POST (EL 11) sion 60 ft, light sensitivity; AL LE; SV Fort +6, Ref +5, Will +3; Str 11,
The small cave in the pond is very difficult to see from the sur- Dex 16, Con 12, Int 10, Wis12, Cha 8.
face (Spot DC 40), but somewhat easier to notice from under- Skills: Climb +5*, Craft (trapmaking) +3, Jump +5*, Listen +4,
water (Spot DC 30). Anyone searching the pond while under- Profession (mining) +4, Search +2, Spot +3. Feats: Alertness,
water can find the cave with relative simplicity (Search DC 15). Dodge, Mobility, Quick Draw, Spring Attack, Weapon Finesse,
The cave grants access to a small tunnel. This narrow, water- Weapon Focus (short sword).
filled tunnel leads about 30 feet down at a 45-degree-angle “Includes -2 armor check penalty.

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.

DOMINATION PRESTIGE DOMAIN


Deities: None (see Appendix II). 4 Dominate Person. Controls humanoid telepathically.
Granted Power: You gain the Spell Focus (Enchantment) feat. 5 Greater Command. As command, but affects one subject/level.
6 Geas/Quest. As lesser geas, but affects any creature,
7 Mass Suggestion. As suggestion, plus one/level subjects.
DOMINATION DOMAIN SPELLS 8 True Domination. As dominate person, but later saves at —4.*
1 Command. One subject obeys one-word command for 1 round. 9 Monstrous Thrall. X As true domination, but permanent and
2 Enthrall. Captivates all within 100 ft. + 10 ft./level. affects any creature.*
3 Suggestion. Compels subject to follow stated course of action. *This spell is found in Defenders of the Faith.
The third inhabitant of the chamber is the animated skeleton (+4 to turn checks); AL NE; SV Fort +8, Ref +4,Will +11 (+15 vs.
of Flame himself, now a Gargantuan skeletal dragon. To Ver- dragons' frightful presence; +9 vs. Enchantment spells and effects
milona’s dismay, none of her efforts have succeeded in restor- cast bydragons); Str 6, Dex 13, Con 11, Int 12, Wis 16, Cha 14.
ing any of the dragon's Intelligence or memories, but she has a Skills: Bluff +8 (+12 vs. dragons), Concentration +9, Craft
great deal of patience. (trapmaking) +4, Diplomacy +8, Listen +5, Knowledge (arcana)
Elder Fire Elemental: hp 204; Monster Manual 99. +6, Knowledge (religion) +9, Ride +3 (dragons), Search +3,
Skeletal Ancient Red Dragon: CR 11; Gargantuan Spellcraft +5, Spot +7. Feats: Alertness, Dragonthrall*, Scribe
Undead; HD 34d12+34; hp 255; Init +4; Spd 40 ft; AC 12, touch Scroll, Silent Spell, Spell Focus (Enchantment), Toughness.
6, flat-footed 12; Atk +44 melee (4d6+14, bite); Full Atk +44 *New feat described in the sidebar on page 32.
melee (4d6+14, bite) and +39 melee (2d8+7, 2 claws) and +39 Spells Prepared (6/6/6/5/4/3; base save DC = 13 + spell level):
melee(2d6+7, 2 wings) and +39 melee (2d8+21, tail slap); O—detect magic, light x2, mending, purify food and drink, read magic;
Space/Reach 20 ft./15 ft; SA frightful presence, tail sweep; SQ 1st—bless, command”, entropic shield, obscuring mist, protection from
blindsense, immunities, keen senses, scent, undead, DR good, shield offaith; 2nd—bear’s endurance, cure moderate wounds,
S/bludgeoning; SR 28; AL N; SV Fort +28, Ref +19, Will +19; Str invisibility*, death knell, resist energy, silence; 3rd—contagion®, create
39, Dex 10, Con —, Int —, Wis 10, Cha 25. food and water, invisibility purge, prayer, searing light; 4th—confu-
Feats: Improved Initiative. sion, cure critical wounds, silent dispel magic, summon monster IV;
Blindsense (Ex): Dragons notice and locate creatures Sth—greater command”, silent summon monster IV, wall of stone.
within a range of 60 feet. Opponents the dragon can't actually *Domain spell. Domains: Destruction (smite 1/day: +4 bonus
see still have 100% concealment against the dragon. to attack, +10 bonus to damage); Domination (gains Spell
Keen Senses (Ex): A dragon sees four times as well a human in Focus—Enchantment as bonus feat); Trickery (Bluff, Disguise,
low-light conditions and twice as well in normal light. It also has and Hide are class skills).
darkvision with a range of 100 feet x the dragon's age category. ‘Enchantment spell. The base save DC for these spells is 14 +
Scent (Ex): Detect opponents within 30 feet. Exact location spell level.
is not revealed, unless within 5 feet. Possessions: Small +2 dragonhide full plate armor, Small 42 drag-
Frightful Presence (Ex): This skeletal dragon can unsettle onhide heavy shield, periapt ofWisdom +2, Small masterwork shorts-
foes with its mere presence. The ability takes effect automati- pear, divine scroll of
inflict critical wounds and summon monster V,
cally whenever the dragon attacks, charges, or flies overhead. gold ring (350 gp), gold unholy symbol of Tiamat set with five
Creatures within a radius of 300 feet are subject to the effect if tiny rubies (1,500 gp), key to chest in area B5.
they have fewer than 34 HD. See Appendix II for more information on the dracolyte
A potentially affected creature that succeeds at a Will save prestige class.
(DC 34) remains immune to this dragon's frightful presence for Tactics: Vermilona orders the fire elemental to attack intrud-
one day. On a failure, creatures with 4 or fewer HD become ers while she casts invisibility and moves to a hiding place along
panicked for 4d6 rounds and those with 5 or more HD become the wall. From there, she uses summon monster spells to bring
shaken for 4dé rounds. Dragons ignore the frightful presence of reinforcements, then casts silence against an enemy spellcaster.
skeletal dragons. She casts whatever personal enhancements (such as bear's
Immunities (Ex): This skeletal dragon has immunity to endurance and shield offaith) that she has time for, as well as bless to
cold and fire. assist allies. She uses her silenced spells judiciously to maintain
Tail Sweep (Ex): The skeletal dragon can sweep with its tail as her hiding place. Wall ofstone allows her to divide the battlefield,
astandard action. The sweep affects a half circle with a radius of 30 trap characters in the room, or aid an escape.
feet, centered on the dragon's rear. Creatures within the swept The skeletal dragon attacks anything thar enters its pit, such
area are affected ifthey are Small or smaller. The sweep automati- as a character falling (or flying) down the chute. Thanks to its
cally deals 2d6+21 points of damage (Reflex DC 27 for half). size and reach, it can also attack creatures on the upper level if
Undead Traits: Immune to mind-influencing effects, they get within 15 feet of the edge.
poison, sleep, paralysis, stunning, and disease. Not subject to If any other allies (such as Skreebo or Sszar) have retreated
critical hits, subdual damage, ability damage, energy drain, or here, they fight valiantly, sacrificing their own lives ifnecessary
death from massive damage. to protect Vermilona or the skeletal dragon.
See Appendix I for more information on the skeletal dragon Treasure: Several packages of incense and rare oils lie
template. around the upper portion of the chamber, the proceeds of the
2 Vermilona, Female Kobold Clr7/Dracolyte3: CR 10; kobolds' recent thievery. All told, these are worth 1,000 gp.
Small Humanoid (reptilian); HD 10d8+3; hp 53; Init +5; Spd 20 Another of Vermilona's journals can be found here, detailing
ft; AC 27, touch 12, flat-footed 26; BAB +7/+2; Grap +1; Atk +5 her latest efforts regarding the skeletal form of Flame. She
melee (1d4—2/x3, shortspear); Full Atk +5/+0 melee (1d4-2/x3, seems genuinely puzzled as to why her earlier attempts to
shortspear), or +8 ranged (damage varies, ranged touch); SA restore life to the dragon failed, but now seeks instead to at least
spells; SQ darkvision 60 ft., light sensitivity, rebuke undead s/day restore some of Flame's intellect and personality in the form of
a dracolich. One ofthe final entries indicates that ifher current mining the highest level of any commoners, experts, fighters,
experiment fails, Vermilona plans to travel to one of Flame's or warriors therein, but as a thorp for the purpose of determin-
earlier lairs in the Western Mountains in order to harvest some ing all other NPC levels. The community demographics of each
of the “spiritual echo” remaining there. fort should match the area in which you place them (or simply
In an attempt to awaken the natural greed of a red dragon, assume a mixed racial demographic).
Vermilona has scattered some treasure in the pit, totaling 3,792 A Gather Information check (DC 15) reveals that the inhabi-
cp, 1,219 sp, and 341 gp. tants of both forts are concerned about occasional fire giant
raids from the mountains, but not yet so troubled as to hire
anyone to stop them. A DC 25 check allows the PCs to learn that
—ACT 2: THE TRUE FLAME a large winged beast, perhaps a wyvern or dragon, has been spot-
This part of the adventure follows some time after the characters ted once or twice high above the mountains.
complete Act 1. The PCs may be drawn to the Western Moun- Since neither fort can supply the characters with much assis-
tains by clues found in the Sunken Caverns, or you might have tance, the topic of the nearest large city is likely to come up.
to insert additional adventure hooks to pull them into Act 2. Assume that the nearest settlement ofsignificant size is the large
+ A bard tells tales of alost dragon's hoard hidden in the city of Boucher's Crossing some fifty miles south of Fort Silan.
Western Mountains.
* While visiting Fort Wheelan to deliver an important pack- TRAVELING THROUGH THE
age, the characters hear the laments of local merchants com- WESTERN MOUNTAINS
plaining about “the fire giant problem.” As noted earlier, the adventure assumes that the party has
access to powerful methods ofdetermining the destination of
THE WESTERN MOUNTAINS their travels. Ifthey need assistance, add an encounter with a
The range of rugged peaks known as the Western Mountains rises helpful NPC or other local who can be persuaded to guide the
from the forested lands of the kingdom's border. They have PCs to the lair of the fire giants. When the characters find the
always been regarded as a dangerous frontier area and are known crater used as a lair by the troublesome fire giants (and the
to be home to mountain lions, bears, giants, bandits, and the occa- dragon Flame), proceed to area F1, below.
sional dragon. Some of the peaks are still volcanically active, The trail between Roaring Peak Pass and the Pass of the
although none has erupted violently in over a decade. The two Parents is reasonably clear, but overland movement is at
nearest active volcanoes are Mount Torch and Roaring Peak. three-quarters normal speed because of changes in altitude
A rough trail that connects two fortified towns (see “The and frequent switchbacks (or one-half speed if off the trail).
Forts," below) leads through the area of the Western Mountains The adventure doesn't call for the characters to leave the
in which this adventure takes place. This trail enters near Fort trail until they reach the crater lake, but ifthey do, consult
Silan at a point known as Roaring Peak Pass, heading west into the Mountain Terrain section in the DUNGEON MASTER'S
the foothills. Once into the mountains, it turns north and goes Guide for details.
past the foot of Mount Torch. It then turns east, roughly paral- The high altitude of the Western Mountains can be fatigu-
leling the royal highway some 30 miles to the south until it ing to creatures that aren't used to it. Any creature with a Cli-
drops down into the foothills again northwest of Fort Wheelan. mate/Terrain entry of mountain is considered acclimated to
This entrance is called the Pass of
the Parents, named for the the high altitude, as are creatures who have lived in the area
two 100-foot-tall statues that flank the road. The statues depict a for at least a month (including all the monsters encountered
man and a woman, their arms reaching toward one another in the adventure). The foothills and the trail aren't high
with palms up, clearly distraught and saddened. A matching enough to cause ill effects, but any character moving more
statue about 2 miles back up the trail depicts a 30-foot-tall young than a mile off the trail quickly ascends to an area of thinner
girl sitting and crying on a ledge 50 feet above the pass. air. All nonacclimated creatures labor to breathe in the thin air
at this altitude. Characters must succeed at a Fortitude saving
THE FORTS throw each hour (DC 15, +1 per previous check) or be
Fort Silan and Fort Wheelan stand at opposite ends of the trail fatigued. The fatigue ends when the character descends to
that connects Roaring Peak Pass with the Pass of the Parents. better air. Acclimated characters do not have to attempt the
The two forts are essentially identical. Each one houses approx- Fortitude save.
imately 240 soldiers (mostly 1st-level warriors), plus an equal The Duxceon Master's Guide has more information on the
number of
support personnel (cooks, clerks, armorers, weapon- effects of altitude and mountain travel.
smiths, and the like). Fort Silan is commanded by Grant Uilers-
son (LN male human Ftr4), while David the Bold (LG male RANDOM ENCOUNTERS
human Wars) oversees Fort Wheelan. The Western Mountains are a dangerous area in which to travel
If the characters spend any time in either location, treat each without a large armed party. Every 4hours the PCs spend in the
fort as a village for the purposes of its gp limit and for deter- region, roll d% to determine ifthey have an encounter.
ELAN)

Creatures: Six Large hell hounds patrol the entrance to the


d% Encounter Avg. EL crater, while a pair of ettin barbarians lurk just inside, one to
01-60 — None nja either side of the entrance, their eyes trained on the sky.
61-65 Giant eagle* (1) 3 Hell Hounds, Advanced (6): CR 6; Large Outsider (evil,
66-78 Patrol* (4d4 Warl, 1d4 War2) 5 extraplanar, fire, lawful); HD 8d8+24; hp 60 each; Init +5; Spd 40
79-85 Dire bear (1d2) Tord ft; AC 17, touch 10, flat-footed 16; BAB +8; Grap +17; Atk/Full
86-90 — Ettins (1d3+1) 8
Atk +12 melee (2d6+7 plus 1d6 fire, bite); Space/Reach 10 ft./5
91-95 ^ Avalanche** 5
96-98 Fire giants (1341) n ft; SA breath weapon; SQ scent, fire subtype; AL LE; SV Fort +9,
99.00 Spectres (1d6+5) 13 Ref +7, Will +6; Str 21, Dex 12, Con 17, Int 6, Wis 10, Cha 6.
*Will not attack unless threatened, and if approached peace- Skills: Hide +13, Jump +16, Listen +13, Move Silently +17,
fully may be able to share some tidbits about the area (see Spot «13, Survival +11*. Feats: Alertness, Improved Initiative,
“The Western Mountains,” above). Run, Track.
**See the Avalanches sidebar in Chapter 3 of the Dungeon Skills*: Hell hounds receive a +8 racial bonus to Survival
Master's Guide for details. Treat as a CR 5 encounter. checks when tracking by scent.
Breath Weapon (Su): Cone of fire, 30 ft., every 2d4 rounds;
Fl. ENTRANCE (EL 12) damage 2d6, Reflex half DC 17. The fiery breath also ignites any
flammable materials within the cone.
The rugged path up the mountain opens into a large crater @ Ettin Bbn4 (2): CR 9; Large Giant; HD 10d8+20 plus
filled by a lake. A black beach ofvolcanic sand extends across 4d12+8; hp 99 each; Init +3, Spd 35 ft; AC 21, touch 8,flat-footed
the south side of the lake, and a warm mist rises from the 21; BAB «11/46/41; Grap +22; Atk +19 melee (2d6+7, master-
water's surface, making the area surprisingly humid. work morningstar) or +9 ranged (1d8+7, javelin); Full Atk
+19/+14/+9 melee (2d6+7, masterwork morningstar) and
This crater is the past and present home of the red dragon +19/+14/+9 melee (2d6+7, masterwork morningstar), or 49
Flame. What strange force that led him back to his previous lair ranged (1d8+7, javelin) and +9 ranged touch (tanglefoot bag);
can only be guessed at, but one thing is for certain: he no longer Space/Reach 10 ft./10 ft; SA rage 2/day; SQ darkvision 90 ft.,
lives here alone. fast movement, superior two-weapon fighting, trap sense +1,
uncanny dodge; AL CE; SV Fort +13, Ref +3, Will +6; Str 24, Dex F2. UTHION’S TOWER (EL 9)
8, Con 15, Int 6, Wis 10, Cha 11.
Skills: Climb +8*, Jump +8*, Listen +10, Search +1, Spot +10. Through the mist you can see a ring ofcrumbling flagstones
Feats: Alertness, Improved Initiative, Iron Will, Power Attack, protruding from the water at an awkward angle. The structure,
Weapon Focus (morningstar). which extends about 5 feet above the water's surface, seems
"Includes-3armor check penalty. to be falling apart from age and abuse, The nearest point is
Possessions: Large +1 breastplate, two masterwork morningstars, roughly 80 feet from the shore, with no evidence of abridge or
4 javelins, 2 tanglefoot bags, bead of force. causeway to provide access.
Tactics: The hell hounds howl if they scent anything other
than a giant or a dragon, alerting the ettins nearby. In combat, This 60-foot-wide structure was once the tower of ayoung
the ettins focus their attention on flying characters, attempting wizard named Uthion. Flame killed him almost 150 years ago
to bring them down with javelins and tanglefoot bags. Each also when he first settled in the area, using his great strength to
carries a single bead of force for use against particularly trouble- topple the tower. After the giants moved in, they used the
some opponents. ruined tower for target practice with their boulders until the
Development: Each round of combat, there is a 25% chance top half cracked off and sank into the lake.
that the commotion draws the attention of 1d3 draconic croco- Thanks to recent heavy rains, all three remaining floors of the
diles from area F3, who arrive 1 round later. For every three croc- tower are underwater. The top level, which can be accessed via
odiles that show up, one draconic giant crocodile arrives as well. the open top of the ruined tower, is divided into five wedge-
If at least halfthe crocodiles join the fray, the half-dragon giant shaped rooms once used as barracks and a meeting room. The fur-
crocodile from area F2 appears 2 rounds later. The crocodiles nishings have long since rotted away, although a Search check
have no allegiance to the ettins or other denizens of the crater, (DC 25) can turn up a silver candelabra (200 gp) underneath
but prefer to take on smaller targets, preying opportunistically on some muck.
characters who stray too close to the water's edge. Any crocodile Astone spiral staircase in the center of the tower allows char-
reduced below half hit points flees back into the lake. acters to descend to the lower levels, although they must hold
It's highly unlikely that Flame or any other denizens of their breath unless they have some way to breathe water. The
area F4 hear the combat due to the distance involved (Listen lower levels are also pitch black, requiring darkvision or magi-
DC 40). However, if Flame hears a battle, he casts invisibility cal light sources to see
and moves to area F4a to view the scene, calling for two fire The middle surviving level is one large round room. A 15-
giants from area F4c to assist the guards if he believes it nec- foot-wide gap in the southwest corner allows access to the lake
essary. The giants arrive at F4a 2d4 rounds after being sum- outside, the portcullis that once blocked the opening having
moned by Flame. The dragon then falls back to F4b to pre- long since rusted away. Characters investigating at the water-
pare his defenses. line notice the opening with a Spot check (DC 15).
UTHION'S
The bottom level, which can be entered only by the central water. Instead, it
staircase, was once divided by iron bars into a half-dozen separate grapples and then
rooms (cells), but a century and ahalf of corrosion and the work
of the crocodiles has turned the bars into mere stubs jutting from
crushes a target to
death with its TOWER
the floor and ceiling, Although the floor is covered in shattered powerful jaws.
and splintered bone fragments, nothing of value remains. Treasure:
Creature: The spawn of Flame, a half-red dragon giant croc- While the half-
odile, uses the middle level as its home. The half-dragon is the dragon doesn't
unquestioned master ofall crocodiles in the lake, as every single specifically collect
one is directly descended from it. Assuming it is still present treasure, a few
(see area F1), the monster almost certainly hears any creatures baubles from previ-
investigating the upper level, but stealthy characters might be ous victims lie
able to surprise it. When the half-dragon crocodile is present, around the middle
1d3 draconic crocodiles typically lurk here. level of the tower.
2 Draconic Crocodiles (1d3): CR 3; Medium Magical These can be found
Beast; HD 3d10+12; hp 28 each; Init +1; Spd 20 ft., swim 30 ft; with 10 minutes of
AC 16, touch 11, flat-footed 15; BAB +3; Grap +8; Atk +8 melee work and a Search
(1d8+7, bite); Full Atk +8 melee (1d8+7, bite) and +3 melee check (DC 20), and
(1d3+2, 2 claws), or +8 melee (1d1247, tail slap); SA improved include a rotting
grab; SQ +4 saves vs, sleep and paralysis, low-light vision, dark- leather pouch with
vision 60 ft;ALN; SV Fort +5, Ref +4, Will +4; Str 21, Dex 12, 27 pp, a tarnished
Con 19, Int 2, Wis 12, Cha4. silver bracelet (110
Skills: Hide +7*, Listen +4, Spot +7, Swim +12. Feats: Alertness, gp), and a ring of
Skill Focus (Hide), swimming.
See Appendix I for more information on the draconic crea- Development:
ture template. A fight here draws
Half-red Dragon Giant Crocodil : Huge Dragon; CR 9; 25% of the remain-
HD 14d12+84; hp 175; Init +1; Spd 20 ft, fly 40 ft. (average), swim ing crocodiles and
30 ft; AC 20, touch 9, flat-footed 19; BAB +14; Grap +34; Atk +24 giant crocodiles
melee (2d8+48, bite); Full Atk +24 melee (2d8+18, bite) and +19 every 1d3 rounds
melee (2d8+12, 2 claws), or +24 melee (1d12+18, tail slap); until the entire
Space/Reach 15 ft./10 ft; SA breath weapon, improved grab; SQ population of the
darkvision 60 ft., hold breath, immunities, low-light vision; AL lake has arrived.
CE; SV Fort «15, Ref «10, Will 412; Str 35, Dex 12, Con 23, Int 3, The sound of
Wis 12, Cha 4. combat from area
Skills: Hide +8”, Listen +11, Spot +11, Swim 428. Feats: Alert- F1 might draw the
ness, Endurance, Flyby Attack, Iron Will, Skill Focus (Hide). half-dragon from
Breath Weapon (Su): 30-ft. cone of fire; 6d8 damage; Reflex its lair. If reduced
DC 23 half. to half hit points,
Improved Grab (Ex): If the giant crocodile hits an opponent it retreats to this
of up to Large size with its bite attack, it deals normal damage area once again. EACH FLOOR 60° WIDE
and attempts to start a grapple asa free action without provoking Persistent char-
an attack of opportunity. If it gets a hold, the crocodile grabs the acters can discover the remaining portion of
the tower (consisting
opponent with its mouth and heads for deep water. of the upper four levels) near the center of the lake, lying on its
Immunities (Ex): Immune to fire, paralysis, and sleep. side where it rolled from the rest of the tower. This portion is in
Skills*: +4 racial bonus to Hide checks in water. The bonus even worse shape than the submerged levels, having endured
increases to +10 if only its eyes show; this also gives it cover. years of hurled boulders from the ledges above before toppling.
Tactics: When facing foes outside its watery environment, the Nothing of value exists within, but determining this requires a
hal£dragon enjoys springing out of the water with its powerful full 8 man-hours of
searching. Characters who spend any signifi-
wings, using Flyby Attack to grapple a nearby or low-flying target cant time investigating have a 25% chance per hour to encounter
and heading back into the water. Failing that, it softens up a 1d3 crocodiles or one giant crocodile (equal chance ofeither),
target with its breath weapon before closing in for the kill. assuming any remain in the lake. Also, unless the characters are
In the water, the half-dragon can still use Flyby Attack, particularly circumspect in their search, their work is likely to
although it can't rely on drowning its target by heading for deep draw the attention of the denizens of area F4.
F3. CRATER LAKE (EL 10)
The misty blue lake fills mostofthe crater, its still waters exuding
a palpable warmth. Around the edge ofthe lake to the west the
black beach leads to a path that rises along the inner wall ofthe
crater, although the vapors prevent
you from seeing where it leads.

This brilliant blue freshwater lake was formed long ago by


hot water that forced its way to the surface through lava vents.
From the shore, the lake gently slopes away to a depth of about
30 feet over much of its area, dropping away to as much as 90
feet in a couple places. The water is surprisingly warm, thanks
to the lava vent at area F5.
Nearly two centuries ago, the lake was stocked with many
crocodiles (normal and giant) by Uthion, the wizard who then
lived in the now-ruined tower (area F2). Seeing no reason to
depopulate the lake (and remove a potential defense, Flame left
the crocodiles alone, with one significant exception. One night
about thirty years ago, after consuming an entire wagon of
strong dwarven ale, the dragon polymorphed into agiant croco-
dile and frolicked with the denizens of the lake. By morning,
Flame had forgotten all about the night before—but one partic-
ular female giant crocodile hadn't.
Creatures: Over the intervening years, Flame's half-
dragon spawn (see area F2) has slowly eliminated all com-
petitors to his leadership of the group. Now, that half-dragon
and its offspring—crimson-scaled draconic crocodiles and
giant crocodiles—rule the lake.
Draconic Crocodiles (12): hp 22 each; see area F2 for Pp, six gems (100 gp, 134 gp, 200 gp, 500 gp, 500 gp, and 2,000
complete statistics. gp), a small ivory statue of aunicorn (100 gp), and a ring of
2 Draconic Giant Crocodiles (4): CR 5; Huge Magical Beast; warmth. Most of the treasure is buried in the lake-bed, but with
HD 7d10+35; hp 63 each; Init +1; Spd 20 ft., swim 30 ft; AC 17, 15 minutes of searching and a Search check (DC 15), a charac-
touch 9, flat-footed 16; BAB 47; Grap +24; Atk +14 melee (2d8+13, ter can dig up 25% of the treasure. Assuming successful checks,
bite); Full Atk +14 melee (2d8+13, bite) and +9 melee (1d6+4, two a single character can recover the entire stash in about an hour.
claws), or +14 melee (1d12+13, tail slap); Space/Reach 15 ft./10
ft; Development: The crocodiles may be drawn to the sounds
SA improved grab; SQ +4 saves vs. sleep and paralysis, low-light of
battle in area F1 (see that area for details).
vision, darkvision 60 ft; AL N; SV Fort +7, Ref +6, Will +6; Str 29,
Dex 12, Con 21, Int 1, Wis 12, Cha 4. F4, FLAME’S LAIR
Skills: Hide +1*, Listen +5, Spot +7, Swim +16. Feats: Alertness, The past and present home of the dragon Flame, this network of
Endurance, Skill Focus (Hide). caves can prove deadly even to a well-prepared group of adven-
Skills*: 4 racial bonus to Hide checks in water. The bonus turers. The monsters can back each other up easily, and the ter-
increases to +10 if only its eyes show; this also gives it cover. rain and layout favors the inhabitants over intruders. An unlucky
Tactics: The crocodiles prefer to prey on targets in or near or unprepared party may well have to fall back and return later.
the water, using their Improved Grab to grapple opponents
and drag them into the deep water of the lake. Despite the F4A. WESTERN LAIR ENTRANCE (EL 11)
bloodline they share with Flame, the crocodiles aren't the ser-
A great hole gapes in the side of the cliff face, the opening of a
vants of the dragon, and won't risk themselves to protect the
black stone passage that leads into darkness.
area. Any crocodile reduced below half normal hit points is
most likely to flee to deep water.
Treasure: The northwest corner of the lake, beneath the The entrance is a full 30 feet tall and 20 feet wide, allowing
entrance to Flame's lair, is the deepest spot. There, a full 90 feet even the massive fire giants to walk two abreast. Twice each day,
below the surface, is asmall pile of treasure—various trinkets Flame casts an alarm spell at the entrance (duration 14 hours
and items dropped or scattered by Flame during his first stay in apiece). Any Tiny or larger creature coming within 20 feet of the
the region. The treasure includes 4,476 cp, 403 sp, 156 gp, 67 entrance triggers the mental alarm, alerting Flame to intruders.
Trap: The hall has a pair of linked traps, built by deep gnome 4 Tar Pit Trap: CR 10; mechanical; location trigger; manual
captives during Flame's first habitation of the area and restored reset; Reflex (DC 25) avoids; 10-ft. fall (1de, fall, plus 8dé fire
and improved upon by the fire giants since their arrival. Unless damage from hot tar); Search (DC 40); Disable Device (DC 35).
the locking mechanism in area F4b is activated (see below), any Development: The loud clang of the portcullis falling can
weight of 30 pounds or more applied in the shaded area of the easily be heard in area F4b (Listen DC 0) or F4c (DC 15) unless
hallway triggers the traps. silenced somehow. If the trap is triggered, Flame's attention is
When the trap springs, a portcullis falls along the border almost certainly drawn by intruders.
between the shaded area and the trapdoor (marked with an *X").
The character triggering the trap is attacked by the falling F4B. MAIN CHAMBER CEL 12 OR 15)
portcullis, Any character adjacent to this area who wishes to leap The black walls of this chamber are polished smooth in many
to the opposite side of the portcullis before it drops may attempt places by the application of great heat. Without much in the
a Reflex save (DC 20). Failure means the character remains way of handholds, these walls are difficult to climb (DC 25),
where he is; failure by 5 or more means the character is also except for a spot just above the passage to F4c, where a few
attacked by the enormous sharpened gate as it falls. If the widely spaced handholds allow a Large creature (such as a fire
portcullis hits the ground, it locks in place, requiring a Strength giant) to climb more easily (DC 15). A 10-foot-wide ledge runs
check (DC 25) to lift. If acharacter is pinned beneath, the around the entire room.
portcullis can't lock in place, and the Strength check to lift it is The floor of this chamber, 30 feet below the ledge, is covered
only DC 20. The bars are set close together, but a Small character in bubbling hot tar to a depth of 2 feet. Any character who
could slip through with an Escape Artist check (DC 25). comes in contact with the tar suffers 1d6 points of fire damage,
As the portcullis finishes its drop, the area of the floor marked or 8d6 points if fully immersed. Unlike the tar pit at area F4a,
with an "X" falls away, dropping characters in that area into a pit. there is very little risk of drowning here, although the other
Since this trapdoor is perfectly safe until the portcullis drops, it effects of immersion in hot tar apply. A 20-foot-wide, 20-foot-
is particularly hard to find. Characters who fail the save tumble high passage slopes gently up from the southeast corner out of
down a steep slope and then drop 10 feet into a pool of bubbling the tar and toward area F4c.
hot tar. The fall deals only 1d6 points of damage, but immersion A lever that locks the portcullis/tar pit trap in area F4a is set
in the hot tar deals 8dé points of damage each round. Also, any into the eastern wall, about 10 feet below the ledge. Even ifthe
character immersed in tar sinks unless he makes a Swim check characters manage to reach the lever (a tricky task, given its
(DC 10) each round to stay above the surface. Failure by 5 or position), moving it requires a Strength check (DC 20).
more indicates that the character sinks below the surface and Creatures: Two fire giants stand guard here—just inside the
begins to drown (see the DuNGEON Master's Guide). Even after hallway from area F4a and out of sight to either side. A pair of
leaving the tar pit, any character covered in tar suffers 4d6 points Large hell hounds pace around the ledge. Unless the characters
of fire damage each round for 1d3 rounds. have managed to bypass the guards at area F1, the alarm spell at
4 Portcullis Trap: CR 8; mechanical; location trigger, manual the entrance, and the traps at area F4a, Flame is well aware of
reset; hidden switch bypass (in area 5b); Atk +15 melee (6d6 their intrusion and has moved from F4c to F4b to receive them.
damage/x3 crit, portcullis); Search (DC 35); Disable Device (DC 35). 2 Hell Hounds, Advanced (2): hp 60 each; see area F1 for
Portcullis blocks passageway and may trap characters underneath. complete statistics.
2 Fire Giants (2): hp 142, 149; Monster

ELAME'S LAIR I= Manual 121.


P Flame, Adult Red Dragon: CR 14; Huge
Dragon (fire); HD 22d12+110; hp 253; Init +4;
Spd 40ft,fly 150 ft. (poor); AC 34, touch 13, flat-
footed 34; BAB +22; Grap +41; Atk +31 melee
(2d8+11, bite); Full Atk +31 melee (2d8+11,
bite) and +31 melee (2d6+5, 2 claws) and +34
melee (1d8+5, 2 wings) and +31 melee (2d6+16,
tail slap); SA breath weapon, crush, spells; SQ
blindsense, DR 10/magic, fire subtype, immu-
nities, keen senses, locate object, scent; SR 23; AL
CE; SV Fort +18, Ref +13, Will +17; Str 33, Dex
10, Con 21, Int 16, Wis 19, Cha 16.
Skills: Appraise +15, Bluff +28, Concentra-
tion +19, Diplomacy +22, Intimidate +30,
Jump +22, Knowledge (arcana) +22, Knowl-
edge (history) +22, Listen +29, Search +18,
Sense Motive +24, Spot +29. Feats: Blind-Fight, Cleave, Clinging coins) is a slightly dented, but still intact, silver helm of dwar-
Breath*, Improved Initiative, Improved Multiattack", Large ven make set with tiny amethysts (100 gp).
and In Charge*, Multiattack, Power Attack. Three heavy wooden chests sit at the opposite end of the
*New feat; see the sidebar on page 32. chamber from the pile of coins. Claw marks gouged into the
Breath Weapon (Su): 50-ft. cone of fire; 12d10 damage chests reveal that Flame uses the chests as a footrest when
(Reflex save DC 25 half). reclining. Each unlocked chest holds 2,000 gp.
Crush (Ex): A flying or leaping dragon can land on opponents A large burlap sack spills gold coins (a total of 822 gp) from its
ofup to Small size as a standard action, using its whole body to split seams where a jeweled dagger (110 gp) has been thrust into
crush them. A crush attack affects as many creatures as can fit it. An identical dagger (110 gp) is wedged into the rock wall
under the dragon's body. Creatures in the affected area must suc- about 5 feet above the sack.
ceed at a Reflex save (DC 25) or be pinned, automatically taking A marble basin (300 gp) lies along one wall, filled with 3,121
bludgeoning damage during the next round unless the dragon gp. A polished darkwood staff wrapped in gold wire and set
moves off them. If the dragon chooses to maintain the pin, treat with a black star sapphire (4,000 gp) pokes up from the coins.
it as a normal grapple attack. Pinned opponents take 2d8+16 Also among the gold coins are a dozen matched bloodstones
points of damage each round ifthey don't escape. (100 gp each) and a potion of cure moderate wounds.
Frightful Presence (Ex): 180-ft. radius; creatures up to 4 A dented heavy steel shield, bearing the emblem of ahammer
HD panicked 4d6 rounds, creatures with 5 to 21 HD shaken 4d6 and anvil, hangs near the archway between F4c and F4d, where
rounds; Will save (DC 24) negates. it serves as a target for thrown rocks. An intact suit of master-
Immunities (Ex): Immune to fire, paralysis, and sleep. work full plate armor bearing the same emblem lies nearby, the
Locate Object (Sp): 6/day, as the spell. charred skeleton of its dwarven wearer still within.
Spells Known (6/7/7/5; base save DC = 13 + spell level): o— A once-fine teak coffer lies on its side, covered with scratches
arcane mark, dancing lights, detect magic, ghost sound, light, mending, that render it valueless. Inside are two items, a Small +2 mithral
read magic; 1st—alarm, magic missile, ray of enfeeblement, shield, breastplate painted leaf-green and a Small ceremonial heavy mace
unseen servant; 2nd—detect thoughts, invisibility, resist energy; (600 gp). A lead-lined secret compartment within the coffer
3rd—haste, slow. Flame casts spells as a 7th-level sorcerer. (Search DC 30 to find) conceals a 1-ounce vial of stone salve.
Possessions: Most of Flame's horde is stored in area F4c. He An empty wine barrel holds 810 pp. Lying atop the coins is a
wears a ring of protection +5 and carries a wand of mirror image (16 steel scroll tube holding two scrolls: an arcane scroll of detect secret
charges) wedged between two scales at his right side. Embedded doors, identify, and knock; and a divine scroll of invisibility to undead,
in his underbelly are seventeen various gems (100 gp each). lesser restoration, and invisibility purge. Mixed in with the coins are
Tactics: The hell hounds and giants remain in this chamber three small sapphires (700 gp each) and a potion of darkvision.
unless Flame directs them toward F4a. If facing opponents here, A human skull sits atop a pile of exactly 100 pp, with a «2 keen
the giants hurl rocks at airborne foes or move into melee with kama piercing its crown. The skull still wears a gold circlet ser
landbound enemies, The hell hounds are opportunistic fighters, with green garnets (1,000 gp), and an emerald (1,000 gp each)
attempting to flank characters fighting on the ledge. has been placed in each eyesocket. A small leather pouch under
Ad-hoc XP Award: Add 10% to the XP reward for any crea- the skull holds 8 golden pearls (100 gp each).
tures defeated in this area, due to the difficult terrain. Finally, a ring of minor fire resistance dangles from an exquis-
itely wrought platinum chain (1,000 gp), which in turn hangs
F4C. FLAME'S BEDCHAMBER (EL7 OR EL 14) from a rocky outcropping 30 feet above the floor (Spot DC 22 to
Creatures: A pair of Large hell hounds rests in the side niche notice it). Even a character using detect magic to search for magic
just outside this chamber. Their scent allows them to detect any treasure is likely to miss this item unless she specifically directs
creatures passing by, and they howl a warning if anything other the spell upward.
than a giant or dragon comes near.
Although Flame spends most of his time in this chamber, F4D. WARBAND'S QUARTERS (EL 14)
when the characters arrive he is most likely found in area F4b. A great curtain crudely stitched from the hides of several dire
2 Hell Hounds, Advanced (2): hp 60 each; see area F1 for bears separates this chamber from area F4c.
complete statistics. Creatures: This large chamber serves as living quarters for
Development: If Flame retreats here, he spends a full-round the warband. Although the room holds bunks for nine giants
action pushing a massive boulder into the room's entrance. (apparently constructed from the remnants ofan old sailing
Moving the boulder requires a Strength check (DC 26). ship), currently only two fire giants rest here, along with
Treasure: Flame keeps his hoard in this room, scattered as piles Flame's scion, a half-red dragon fire giant named Pyrathax.
of treasure in the southern half of the chamber. Pyrathax's pet, a Nessian warhound that serves as packleader to
When resting, Flame reclines upon a great pile of copper and the rest of the hell hounds, also lives here with the giants.
silver coins (totaling 42,712 cp and 82,479 sp). Buried in this Tactics: If not alerted to the character's intrusion, the two
pile (Search DC 25 to find, unless the PCs actually collect all the giants and Pyrathax are sleeping in chain shirts (reduce AC to
20). Given sufficient warning, they don their half-plate armor Spell-Like Abilities: At will—darkness and invisibility; 1/day—
and stand ready to join Flame if called upon. charm person (DC 16), cone of cold (DC 20), gaseous form, poly-
If attacked, the giants defend themselves while calling for morph, and sleep (DC 16). Caster level 9th.
assistance from the inhabitants of area F4c and F4e. Spells Known (6/8/4; base save DC = 15 + spell level): o—
2 Nessian Warhound: hp 114; Monster Manual 152. arcane mark, detect magic, flare, light, mage hand, read magic; 1st—
Fire Giants (2): hp 144, 136; Monster Manual 121. grease, true strike, ventriloquism; 2nd—blur.
2 Pyrathax, Male Half-red Dragon Fire Giant: Large Dragon Possessions: Large half-plate armor, Large +1 greatsword, circlet of
(fire); CR 12; HD 15d12+90; hp 187; Init—1; Spd30 ft, fly60ft. (aver- Charisma +2, gold bracelet (300 gp).
age); AC 29, touch 8, flat-footed 29; BAB +15; Grap +33; Atk +29 Tactics: The ogre mage's primary duty is to prevent intrud-
melee (3d6+22 plus 1dé cold, Large +1 frost greatsword); Full Atk ers from gaining entry through the volcanic vent. If she notices
+29/+24/+19 melee (3d6+22 plus 1d6 cold, Large +1 frost greatsword) anyone investigating the dilapidated roc’s nest at the top of the
and +23 melee (1d8+7, bite); SA breath weapon, rock throwing; SQ vent, she turns invisible and flies up to check out the distur-
immunities, rock catching, fire subtype; AL CE; SV Fort +15, Ref +4, bance. While invisible, she employs darkness, grease, and ventril-
Will +11; Str 39, Dex 9, Con 23, Int 12, Wis 14, Cha 13. oquism to mislead and otherwise annoy foes. If she believes her-
Skills: Climb +27*, Craft (weaponsmithing) +19, Diplomacy self outmatched, she retreats back down the vent to warn the
+6, Intimidate +19, Knowledge (arcana) +5, Listen +6, Jump occupants of areas F4c and F4d.
+27*, Search +5, Spot +20. Feats: Cleave, Great Cleave, Improved If Kryllia hears combat in the main area of
the lair (Listen,
Overrun, Improved Sunder, Iron Will, Power Attack. DC 15 for area F4d or DC 35 for area F4b), she polymorphs into
“Includes -5 armor check penalty. the form of amale fire giant before entering combat (Spot DC
Breath Weapon (Su): 30-ft. cone of fire; 6d8 damage, Reflex 26 to notice the disguise), hoping to appear no different than
half (DC 23). the other denizens of the area. After approaching a weak-look-
Immunities (Ex): Immune to fire, paralysis, and sleep. ing opponent invisibly, she uses true strike and Power Attack to
Possessions: Large +1 full plate armor, Large +1 frost greatsword, set up a deadly ambush, retreating again with invisibility. If she
platinum bracer (280 gp). finds herself unable to avoid melee combat with a competent
foe, she uses blur to aid her defenses, unleashing cone of cold only
F4E. VOLCANIC VENT asa last resort.
This area is normally shrouded in shadow at all times, thanks to Because of her half-plate armor—the better to blend in with
its inhabitant's darkness spell-like ability. All creatures in the the other giants while polymorphed—some of Kryllia's spells
area have concealment (20% miss chance) unless the darkness is (arcane mark, detect magic, grease, mage hand, and read magic) suffer
banished with a daylight spell or the like. a 40% arcane spell failure chance. The rest don't have somatic
Creature: Kryllia, a 4th-level ogre mage sorcerer, once served as components and thus have no chance of failure.
the consort and chief advisor to the leader of the warband, and Treasure: In addition to the items listed under Kryllia's pos-
secretly aspired to taking control of the group. That changed when sessions, she keeps a stash of treasure hidden under a large rock
Flame arrived. At first, Kryllia thought she could assume a similar (Search DC 20 to find, and Strength DC 15 to uncover). This
position, but the dragon's chaotic nature soon led to conflict horde consists of 1,300 gp and 4 black pearls (700 gp each).
between the two. Since that time, Kryllia has seen her influence
among the other giants diminish. Now, she lives a largely solitary F5. HOT SPRINGS (EL VARIES)
existence, guarding the rear exit of
the cavern. Still, she dreams of An ancient lava vent provides the heat source for the lake. The
reclaiming a position of power, perhaps even leading the giants magma below superheats the water, driving it up through the
should something happen to Flame. Ofcourse, the wily ogre mage vent to keep the lake comfortably warm.
wouldn't dream of openly opposing the dragon, but she might just Creature: At any given time, 1d3 draconic crocodiles lounge
withhold assistance at a crucial juncture if defeat appears immi- here, enjoying the warmer area of the lake. If the characters
nent, particularly ifshe could swoop down after Flame's death to have already defeated all of the draconic crocodiles in the lake,
defeat the dragon's slayers and prove herself to the other giants. this area is empty.
2 Kryllia, Female Ogre Mage Sor4: CR 12; Large Giant; Draconic Crocodiles (1d3): hp 22 each; see area F2 for
HD 5d8+15 plus 4d4+12; hp 58; Init +4; Spd 40 ft., fly 40 ft. complete statistics.
(good); AC 21, touch 9, flat-footed 21; BAB +5; Grap +14;
Atk/Full Atk +10 melee (3d6+8, Large +1 greatsword);
Space/Reach 10 ft./10 ft.; SA spell-like abilities, spells; SQ dark- LL
CONCLUSION

vision 90 ft., regeneration 2; SR 19; AL LE; SV Fort +8, Ref +4, If the adventurers manage to end the twin threats of the
Will +7; Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 20. kobold dragon cult and the Flame-led fire giants, they should
Skills: Concentration +15, Disguise +7, Knowledge (arcana) be rightly proud of their accomplishments. But even an effi-
+10, Listen +10, Spellcraft +10, Spot +10. Feats: Combat Exper- cient group is likely to leave loose ends that might come back
tise, Improved Initiative, Lightning Reflexes, Power Attack. to haunt them later.
If any kobolds escaped the Sunken Caverns, they are furious Draconic creatures often bear hints of their heritage, such as
with the PCs. Too cowardly for a fair fight, the characters might slit pupils or talonlike nails. They are sometimes mistaken for
have to endure a long string of annoying (and cruel) pranks, half-dragons.
traps, and ambushes unless they actively track down the culprits. It isn't necessary to determine the source ofa draconic crea-
Who knows what other scions of Flame might exist in other ture's heritage (unlike with half-dragons), since the creature
areas? If one of these creatures heard that its father had doesn't gain any abilities directly related to its dragon ancestor
returned, it might seek him out, whether for an alliance, a (such as a resistance to a certain type of energy).
showdown, or even just a conversation. Such creatures aren't
likely to look kindly on anyone knocking off “dear old Dad.” CREATING A DRACONIC CREATURE
The githyanki who cloned Flame could visit the crater lake to “Draconic” is a template that can be added to any living corpo-
check on his old friend. If he finds evidence of foul play, he might real creature (referred to hereafter as the “base creature") except
well seek vengeance on the PCs. This could even lead the PCs on dragons. Animals with this template become magical beasts, but
a trip to the Astral Plane to deal with their foe face-to-face. otherwise the creature type is unchanged.
A draconic creature uses all the base creature's statistics and
Andy Collins co-designed the upcoming Draconomicon, and recently special abilities except as noted here.
served as lead developer on the Revised Player's Handbook. He reckons Armor Class: Natural armor improves by +1.
that he spends more time thinking about D&D than would be considered Damage: Draconic creatures have claw attacks. If the base
healthy. Catch up withhis latest thoughts over at www.andycollins.net. creature does not have these attack forms, use the damage
values in the table below. Otherwise, use the values below or
the base creature's damage, whicheverisgreater.
—___ APPENDIX I Size
Up to Tiny
Claw Damage
1
DRACONIC CREATURE (TEMPLATE) Small 142
This template originally appeared in Draco» Magazine #301. Medium 143
Large 144
Draconic creatures are descended from a dragon ancestor,
Huge 1d6
though that ancestor may be many generations removed. Gargantuan 148
Colossal 1d10
Special Qualities: A draconic creature has all the special Attacks: As base dragon, except that skeletal dragons cannot
qualities of the base creature, plus low-light vision and darkvi- make effective crush attacks.
sion with a range of 60 feet. Special Attacks: A skeletal dragon loses all supernatural and
Saves: A draconic creature gains a +4 racial bonus on saves spell-like special attacks possessed by the base dragon. It retains
against sleep and paralysis, thanks to its heritage. any exceptional special attacks (such as frightful presence or
Abilities: Increase from the base creature as follows: Str +2, improved grab).
Dex +0, Con +2, Int +0, Wis +0, Cha +2. Special Qualities: A skeletal dragon loses all supernatural
Skills: Draconic creatures gain a +2 racial bonus on Intimi- and spell-like special qualities possessed by the base dragon. It
date and Spot checks. retains any exceptional special qualities (such as immunities or
Organization: Solitary or as part ofbase creature's organization blindsight). It loses any subtypes it had, though ifthe base dragon
Challenge Rating: As base creature +1 had any immunities based on its subtype (such as the Fire sub-
Level Adjustment: As base creature +1 type), it keeps those immunities despite losing the subtype. It
also gains additional special qualities as listed below.
DRACONIC CHARACTERS Immunities (Ex): Skeletal dragons have cold immunity,
Draconic creatures with a Charisma of 12 or higher who are Because they lack flesh or internal organs, they take only half
capable of gaining levels are often sorcerers. Draconic charac- damage from piercing or slashing weapons.
ters have a level adjustment of «1. Undead Traits: Immune to mind-influencing effects,
poison, sleep, paralysis, stunning, and disease. Not subject to
SKELETAL DRAGON (TEMPLATE) critical hits, subdual damage, ability damage, energy drain, or
Skeletal dragons are created via the animate dead spell and func- death from massive damage,
tion as normal skeletons in most ways, though they retain a few Saves: As base dragon. As undead, skeletal dragons are immune
of their draconic abilities and qualities even after death. Despite to anything that requires a Fortitude save unless it affects objects
their loss of sentience, the pinpoints ofred light smoldering in Abilities: The skeletal dragon retains the base dragon's
their eyesockets betray the spark of unlife that still exists. Strength, Dexterity, and Charisma score: Being undead, the
Much like typical skeletons, skeletal dragons do only what skeletal dragon has no Constitution score. It also has no Intelli-
they are ordered to do. They can draw no conclusions of their gence score. Its Wisdom becomes 10 (regardless of the base
own and take no initiative. Necromancers particularly prize dragon's Wisdom).
skeletal dragons, as they make formidable guardians. They are Skills: The skeletal dragon loses all skill ranks and racial skill
sturdier than a typical skeleton of their size, and their added bonuses possessed by the base dragon.
qualities strike terror into would-be intruders. Feats: The skeletal dragon loses all feats possessed by the
Powerful draconic spellcasters have even been known to ani- base dragon. It gains Improved Initiative as a bonus feat.
mate the skeletons of their fallen rivals or, in the case of partic- Climate/Terrain: Any land and underground
ularly vile dragons, family members who have passed away. Organization: Any
Challenge Rating: Basedragon's CR divided by 2 (minimum 1)
CREATING A SKELETAL DRAGON Treasure: None
“Skeletal” is a template that can be applied to any dragon (referred Alignment: Always neutral
to hereafter as the “base dragon.") The dragon's type changes to Advancement: Up to +2 HD
“undead,” and it loses any subtypes it had in life. It uses all the
base dragon's statistics and special abilities except as noted here.
Hit Dice: The base dragon's hit dice remain the same, but it APPENDIX II
loses any Constitution bonus to its hit points (see Abilities, below).
However, a skeletal dragon gains bonus hit points equal to its HD. DRACOLYTE
Speed: The base dragon retains its ground speed, but loses fly or Its a rare non-dragon that takes up worship ofthe draconic gods.
swim speeds.Ifit had a burrow or climb speed, it retains that as well. The dracolyte is the most dedicated of these rare individuals, a
AC: Replace the base dragon's existing natural armor bonus divine spellcaster who devotes his energy and support to the
to AC with a new natural armor bonus based on its size. deities of dragonkind. As the dracolyte gains power and prestige,
he receives abilities associated with the dragons themselves.
Size Natural Armor Clerics and druids are the most common dracolytes. Some
Up to Tiny +0 paladins and rangers, particularly those with metallic dragon
Small E allies, enter this prestige class. Other classes don't generally
Medium-size +2 have the religious bent to pursue this path.
Large E
Huge E
Dracolytes often congregate with others who share their
Gargantuan +6 respect and faith. They tend to be outsiders in most cultures,
Colossal except those with innate respect in dragonkind (such as
kobolds, lizardfolk, and Taste 1-1: THE DRACOLYTE
troglodytes). Class — Base Fort Ref Wil
This sidebar presents a Level Attack Bonus Save Save Save Special Spellcasting
:dueed(sdlevelyversionofihe “RE "O +2 40 42 —— Prestige domain +] level of
existing class
dracolyte prestige class. For a full and H a +0 43 existing class
+1 level of
ole venida itibar OM | +3 43 43 Alertness +1 level of existing class
4th 33 PI a +1 level of existing class
the Draronomiton: Sth 43 +4 +1 4+4 Foster dragon +] level of existing class
Hit Die: ds.
controlling or rebuking undead, and so on). This essentially
REQUIREMENTS means that he adds the level of dracolyte of the draconic mys-
To qualify to become a dracolyte, a character must fulfill all the teries to the level of some other spellcasting class the character
following criteria has, then determines spells per day and caster level accordingly.
Race: Any non-dragon. Prestige Domain (Ex): At ist level, the dracolyte gains
Feats: Dragonfriend or Dragonthrall, Toughness. access to a prestige domain based on his alignment. Good-
Skills: Concentration 8 ranks, Diplomacy 4 ranks, Knowl- aligned dracolytes (and neutral clerics who channel positive
edge (arcana) 4 ranks, Knowledge (religion) 8 ranks. energy) gain access to the Glory prestige domain (and its
Languages: Draconic. domain power), while evil-aligned dracolytes (and neutral cler-
Spellcasting: Able to cast 2nd-level divine spells ics who channel negative energy) gain access to the Domina-
tion prestige domain (and its domain power). Dracolytes who
CLASS SKILLS are neither good nor evil (and who don't channel positive or
The dracolyte’s class skills (and the key ability for each skill) are negative energy) can select either of these domains, but once
Bluff (Cha), Concentration (Con), Diplomacy (Cha), Heal made, the choice can never be altered.
(Wis), Jump (Str), Knowledge (arcana) (Int), Knowledge (reli- The domain spells can be chosen as daily domain spells. If
gion) (Int), and Spellcraft (Int). See Chapter 4: Skills in the this is the character's only domain, he gains the ability to cast a
Player's Handbook for skill descriptions. domain spell of each spell level to which he has access once per
Skill Points at Each Level: 2 + Int modifier. day, in addition to those spells he already casts.
Prestige domains are presented and explained in the Spells
CLASS FEATURES section, earlier in this chapter.
Allof the following are class features of
the dracolyte prestige class. Alertness: At 3rd level, the dracolyte gains the Alertness feat
Weapon and Armor Proficiency: Dracolytes gain no profi- for free.
ciency with any weapons, armor, or shields Foster Dragon: At sth level, the dracolyte is entrusted with
Spellcasting: A dracolyte continues training in divine the care of awyrmling dragon. The type is up to the DM, but the
magic. Thus, when a new dracolyte level is gained, the character dragon's alignment should match the dracolyte's. The wyrmling
gains new spells per day as if he had also gained a level in a dragon follows the dracolyte loyally, and will even accompany
divine spellcasting cl ss he belonged to before he added the it on adventures (though it receives no XP and can't gain levels).
prestige cla He does not, however, gain any other benefit a 1f the wyrmling dragon dies, the dracolyte cannot gain any
character of that class would have gained (improved chance of additional dracolyte levels until he receives an atonement from
another dracolyte or a cleric who worships a draconic deity. Q
HELPFUL NPCS, WOULD-BE COHORTS, AND UNIQUE SIDEKICKS

AGENTS AND ALLIES BY PETER ADKISON


ARTWORK BY TOM FOWLER

$ Lone Tooth, Male Dire Lion Mnk12: CR 14; Large Magical


Beast; HD 12d8+48; hp 112; Init +4; Spd 40 ft.; AC 17, touch 13,
flat-footed 13; BAB +9/+4; Grap 423; Atk +19 melee
(3d8+16/19-20, claw) or +19 melee (1d8+16, bite); Full Atk
+19/+14 melee (3d8+11/19-20, claws) and +14 melee (1d8«6,
bite), or +19/+19/+19/+14 melee (3d8+11/19-20, flurry of
blows) and +14 melee (1d8+6, bite); Space/Reach 10 ft./5 ft.; SA
greater flurry, improved grab, ki strike (lawful, magic), pounce,
rake 3d8+5, unarmed strike; SQ abundant step, diamond body,
improved evasion, low-light vision, purity of body, scent, slow fall
60 ft., still mind, wholeness of body; AL LN; SV Fort +12, Ref +12,
Will +13; Str 31, Dex 18, Con 18, Int 10, Wis 20, Cha 8.
Skills: Hide +15, Jump +25, Listen +20, Move Silently +19, Tumble
+19. Feats: Combat Reflexes, Dodge, Improved Critical (claw),
Improved Trip, Mobility, Multiattack, Spring Attack, Stunning Fist.
Possessions: Amulet ofmighty fists +1, bracers of ogre power +2,
monk's belt (worn as rope collar), periapt of Wisdom +2.
Required Leadership Score: 20
Preferred Leader Class: Cleric, druid, monk, paladin
Preferred Leader Alignment: LG, LN, N
If Lone Tooth believes combat is his only option, he lets
opponents track him to a location of his choice with a good
escape route. Once battle seems imminent, Lone Tooth allows
While many monks rely greatly on speed when fighting, Barath his enemies to prepare their defenses. Then he leaves, leading
the Sacred Order of them to another ambush point of
always relied more on strength. The ways of his choosing. This frustrating
Man-Beasts (see the issue #100 Web enhancement for more tactic is repeated until Lone Tooth feels that many of his ene-
information on the order) came naturally to Barath, or Lone mies’ resources have been expended. Then he launches his
Tooth as he is called after enduring the transition from a human attack. In combat, Lone Tooth uses his Spring Attack feat to
toa dire lion. Strong as an ox and quietly contemplative, Barath pick offspellcasters first. He also favors using pounce to move
enjoyed a solitary life in the wilderness, and the transition to and geta full round of attacks on an opponent. If he kills some-
dire animal form was an easy one for him. one, he runs offwith the body and takes it to the order for rein-
Lone Tooth has seen the evils that his order opposes. Vast carnation, as well as to receive healing himself before returning.
cities filled with stench, filled with those who have no love for
the earth and would spread the vile diseases of corruption and DEVELOPMENT
greed if left unchecked. While Lone Tooth understands that The PCs enter Lone Tooth's jungle at the behest of a group of
many individuals within society are often fine, virtuous folk, foresters who have been attacked by a massive lion. The foresters
when banded together their cause of advancing “civilization” are secretly backed by a rakshasa hoping to penetrate the Sacred
will eventually spell doom for all he holds dear. Order ofMan-Beasts and learn their secrets. The leonine creature
Lone Tooth is devoutly loyal to his order and his cause. He is hopes that if powerful adventurers can defeat the lion monk, it
a loner, for he trusts only other entities of the forest. As a dire can steal the reincarnated creature's body and use it for study, and
lion, he wanders his lands and sees to it that those who would to possibly blackmail other members of the order into revealing
ravish it are “persuaded” to do otherwise. Lone Tooth knows the ritual magic that allows creatures like Lone Tooth to exist.
every animal and every plant in his demesne and cautiously No matter their reasons for entering Lone Tooth's lands,
takes note of any disturbances, interfering ifnecessary. when they do, the monk observes them for some time. If the
PCs get in a fight and are careless with their spells, or engage in
TACTICS some other act of destruction, Lone Tooth either warns the PCs
Surprise is Lone Tooth’s best ally. He tries to avoid being iden- or simply attacks them (ifthey seem disrespectful of nature). If
tified as anything other than a “typical” dire lion, concealing his the PCs make an effort to confront Lone Tooth, he must be per-
magic items beneath his thick fur (Spot DC 25 to notice one). suaded to reveal his true nature. Once this is done, he might be
He lives in a concealed cave next to an old woodsman's cabin in convinced to accompany the party should the characters per-
the hopes ofdeluding intruders into thinking he might be the suade him that he could do more good for nature elsewhere, or if
companion of apowerful druid or ranger. they promise to find another guardian for his territory. Q
lu
at @
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GR zian =
LEVELS € "
WILDERS
>

ARTWORK BY PETER BERGTING - CARTOGRAPHY BY PETER WHITLEY $

“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!”

FEATS OF THE REALMS


The following feats from the adventure appear in the FORGOTTEN Benefit: You get Martial Weapon Proficiency (longbow) and
REALMS Campaign Setting but are reprinted here for your convenience.
Martial Weapon Proficiency (longspear). In Luiren, this feat applies
to Martial Weapon Proficiency (shortbow) and Martial Weapon
BLOODED [GENERAL] Proficiency (short sword) instead of longbow and longspear.
You know what it means to fight for your life, and the value of quick
wits and quicker reactions when blades are bared and deadly spells SILVER PALM [GENERAL]
chanted. Enemies find it difficult to catch you offguard. Your culture is based on haggling and the art of
the deal.
Benefit: You get a +2 bonus on Initiative and a +2 bonus on Spot Benefit: You get a +2 bonus on all Appraise and Bluffchecks.
checks.
STRONG SOUL [GENERAL]
FORESTER [GENERAL] The souls of your people are hard to separate from their bodies.
Faerün's great forests stretch for hundreds of miles across the
Benefit: You get a +1 bonus on all Fortitude and Will saves and
northlands. You are knowledgeable about the secrets of
the forest
an additional +1 bonus on saving throws against energy draining
and wise in its ways.
and death effects.
Benefit: You receive a +2 bonus on all Heal checks and a +2
bonus on all Survival checks.
THUG [GENERAL]
Your people know how to get the jump on the competition and
MILITIA [GENERAL] push other people around. While others debate, you act.
You served in a local militia, training with weapons suitable for use Benefit: You get a +2 bonus on Initiative checks, and a +2 bonus
on the battlefield. on Intimidate checks.
TS ZOD

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.

SPELLS OF THE REALMS


The following spell from the Forcorren REALMs Campaign Setting Effect: 10-ft.-radius burst
appears in “Woe to Mistledale." It has been reprinted here for your Duration: Instantaneous
convenience, but feel free to swap this spell out for a different spell Saving Throw: Reflex half
of the same level if you desire. Spell Resistance: Yes
SNILLOC'S SNOWBALL SWARM A flurry of magic snowballs erupts from a point you select. The
Evocation [Cold] swarm of snowballs deals 2d6 points of cold damage to creatures
Level: Sor/Wiz 2 and objects within the burst. For every two caster levels beyond
Components: V, S, M 3rd, the snowballs deal an extra die of damage, to a maximum of
Casting Time: 1 standard action 5d6 at 9th level.
Range: Medium (100 ft. + 10 ft./level) Material Component: A piece of ice or a small white rock chip.
Brechtu has been planning to assassinate Teegahn for some LE; SV Fort +5, Ref +4,Will +11; Str 10, Dex 10, Con 12, Int 17,
time, and he now decides that sometime soon would be ideal Wis 15, Cha 16.
(while the locals remember how angry the elves became when Skills: Appraise +9, Bluff +10, Concentration +11, Diplomacy
they discovered the logs in the wagon). He saves the attack on +11, Intimidate +8, Knowledge (arcana) +7, Knowledge (local)
the druid for another time, however, ifthe PCs show any incli- +7, Spellcraft +13. Feats: Alertness, Improved Initiative, Iron
nation to investigate the wagon incident. Should the PCs leave Will, Lightning Reflexes, Scribe Scroll, Silver Palm*.
town in Teegahn's company, Brechtu follows and attacks ifhe is *This feat is found in the FoncorreN Rearms Campaign Set-
able. See Scene 5 for Brechtu's tactics. tingand reprinted in the sidebar on page 54 for your convenience.
**Brechtu benefits from this feat only when his familiar is
SCENE 4: AROUND THE TOWN within 5 feet. Bonuses from this feat are not added into the
If the PCs try to keep an ear out for the local gossip, try a Gather statistics above.
Information check, or just spend some time talking to the locals Cleric Spells Prepared (4/4/3; base save DC = 12 + spell level):
in Ashabenford, they hear variations on what Teegahn and O—cure minor wounds, detect magic, resistance, virtue; 1st—cause
Brechtu reveal in Scene 3 (see the conversation sample in that fear, command",cure light wounds, shield offaith; 2nd—hold person’,
scene for details). Most people agree with Teegahn, although scare, spiritual weapon.
few have his knowledge of the situation. *Domain spell. Domains: Hatred (gain +2 profane bonus to
Development: After this, the PCs can head for the Inn of attack rolls, saving throws, and Armor class against one oppo-
the White Hart (Scene 3), go back and look at the wagon nent for 1 minute), Tyranny (save DCs for compulsion spells
(Scene 2), or try to find the place where the wagon began its increase by +2).
run into town (Scene 6). ‘Compulsion spell. The base save DC for these spells is 14 +
spell level.
SCENE 5: WAYLAID (EL 9) Wizard Spells Prepared (5/5/4; base save DC = 13 + spell level):
When the PCs finally leave Ashabenford, Brechtu probably 0—
daze**, detect magic, mage hand, open/close, prestidigitation;
gathers up some muscle and attacks them, provided the PCs ist—charm person** x2, hypnotism*"', shield, sleey**'; 2nd—invisi-
don't defeat him before leaving town. If the PCs remain in town bility, Tasha's hideous laughter x2, touch of idiocy**.
for a day or two, Brechtu first pursues and slays Teegahn, then Spellbook: 0—all (except acid splash, disrupt undead, and touch of
returns to keep an eye on the PCs. If the party leaves town in fatigue); 1st—charm person**, expeditious retreat, hypnotism**",
Teegahn’s company, Brechtu follows and attacks. The attack shield, sleep**'; 2nd—alier self, darkvision, detect thoughts, invisibil-
might occur anywhere outside of Ashabenford, but most likely ity, see invisibility, Tasha's hideous laughter™, touch of idiocy".
on the Moonsea Ride north of town. Brechtu likely catches up "^Enchantment spell. Brechtu's forbidden schools are Conju-
to the PCs when they've stopped to rest or camp for the night. If ration and Necromancy.
necessary, Brechtu casts an invisibility spell on his familiar and ‘Compulsion spell. The base save DC for these spells is 15 +
sends it out to scout for the PCs. Adjust the following to fit the spell level.
circumstances of the attack: Possessions: +1 quarterstaff, +1 light crossbow with 20 crossbow
bolts, amulet of natural armor +1, ring of protection +1, bracers of
The pale winter sun, which did little to warm you all day, hangs armor +1, potion of cure moderate wounds, potion of
invisibility, scroll
low in the west, casting enormously long shadows over a land- of pyrotechnics, scroll of darkness, scroll of see invisibility, scroll of
scape covered in patchy snow. The countryside seems empty fog cloud, wand of cure light wounds (41 charges), wand of Snilloc’s
for miles around, although you can see a few farmsteads in snowball swarm (21 charges).
the distance. A rising evening breeze gives you gooseflesh and 2 Xvim, Raven Familiar: CR —; Tiny Magical Beast; HD 7
brings the scent of frost. All is quiet, but you note a familiar (effective); hp 17; Init +2; Spd 10 ft., fly 40 ft. (average); AC 16,
sound: hoofbeats. A moment later, a company of cavalry touch 14, flat-footed 14; BAB +4; Grap —9;Atk/Full Atk +8 melee
comes into view. (1d2—5, claw); Space/Reach 2 1/2 ft./0 ft.; SA deliver touch
spells; SQ empathic link with master, improved evasion, low-
Creatures: Brechtu has brought four toughs with him from light vision, share spells; AL LE; SV Fort +4, Ref +4, Will +9; Str
Ashabenford. All are mounted on light warhorses. From a dis- 1, Dex 15, Con 10, Int 7, Wis 14, Cha 6.
tance, the group looks exactly like riders of Mistledale. Skills: Appraise —1, Bluff +3, Concentration +10, Diplomacy
$ Brechtu, Male Human Clr3 (Bane)/Enc4: CR 7; +4, Intimidate +1, Knowledge (arcana) +2, Knowledge (local) +2,
Medium Humanoid (human); HD 3d8+3 plus 4d4+4; hp 34; Init Listen +3, Spellcraft +8, Spot +5. Feats: Weapon Finesse (claw).
+4; Spd 30 ft; AC 13, touch 11, flat-footed 13; BAB +4; Grap 44; 4$ Olef and Ermilhk, Zhentarim Soldiers, Male Human
Atk/Full Atk +4 melee (1d4/19—20, dagger), or +5 melee (1d6+1, Ftr4 (4): CR 4; Medium Humanoid (human); HD 4d1044; hp
+1 quarterstaff), or +5 ranged (1d8+1/19—20, +1 light crossbow); SA 31 each; Init +4; Spd 30 ft. (50 ft. when mounted); AC 18, touch
rebuke undead 4/day, spells; SQ empathic link with familiar, 12, flat-footed 16; BAB +4; Grap +6; Atk/Full Atk +8 melee
raven familiar, share spells with familiar, touch (via familiar);AL (1d10+2/19-20, masterwork bastard sword) or +7 ranged
(1d6+2/x3, masterwork composite shortbow [+2 Str]); AL NE; Development: Once the PCs fight off the attack, they're free
SV Fort +6, Ref +4, Will +2; Str 15, Dex 14, Con 12, Int 10, Wis to resume whatever activity the Zhents interrupted.
11, Cha 8. Captured Zhents are hostile and unwilling to talk. They
Skills: Handle Animal +6, Intimidate +1, Jump «8', Ride claim to be brigands out to make a quick buck. Brechtu admits
(horse) +11. Feats: Exotic Weapon Proficiency (bastard sword), nothing if captured. A successful Intimidate or Diplomacy
Mounted Archery, Mounted Combat, Ride-By Attack, Thug, check might prompt Brechtu's bodyguards to talk, and the PC
Weapon Focus (bastard sword). get a +4 circumstance bonus to her checks if the guards are
"This feat is found in the ForGoTTEN REALMS Campaign Set- questioned when Brechtu isn't present.
ting and reprinted in the sidebar on page 54 for your convenience.
"Includes -1 armor check penalty. + "We're hired muscle for someone you may know as the mer-
Possessions: +1 chain shirt, masterwork buckler, masterwork bastard chant Brechtu. He doesn't seem to like you very much."
sword, masterwork composite shortbow [+2 Str] with 20 arrows, + "We had nothing to do with that incident involving the wagon
cloak of resistance +4, potion of bull's strength, potion of cure moderate and the trolls, but your interest got Brechtu's attention. He
wounds, potion of bear's endurance, everburning torch, light warhorse. didn't want you sticking your noses into the incident."
Tactics: Brechtu prepares for the fight by casting shield and + "We got paid to watch Brechtu's back, and to keep our eyes
shield of faith on himself
(heshares these spells with Xvim, his and ears open. We weren't the brains of the outfit."
familiar), and invisibility on Xvim. The bodyguards drink their
bull's strength and bear's endurance potions. These preparations The bodyguards attempt to conceal their identity as Zhent
change the Zhents' statistics as noted below: agents as long as possible. They know Brechtu is a cleric of
Bane but won't admit it unless confronted with Brechtu's holy
Zhent Power-up Suite: Brechtu and Company symbol or some other incontrovertible proof. If the body-
$ Brechtu: AC 19, touch 13, flat-footed 19. guards think the PCs have discovered the Zhent connection,
P Xvim: AC 22, touch 20, flat-footed 20. they spill the beans:
$ Olefand Ermilhk, Zhentarim Soldiers: hp 39 each; Atk/Full
Atk +10 melee (1d10+4/19-20, masterwork bastard sword); * "We were sent down here to drive a wedge between the
SV Fort +8; Str 18, Con 15. humans of the Dales and the elves—and to cutoff the Moon-
sea ride. We were based in Ashabenford, and there's another
The Zhents smile and wave, then trot within range of the group operating in the countryside north of here. We don't
fighters’ bows (70 feet). Once in range, the fighters loose arrows know who they are or where they are.
(they suffer a -2 attack penalty for firing while mounted) and
Brechtu uses his wand of Snilloc’s snowball swarm (see the sidebar) SCENE 6: WAGON LAUNCH SITE
on the party, placing the burst to cover as many foes as possible. The place where the Zhents started the runaway wagon (Scenes
After their initial attack, the fighters either scatter and 1 and 2) rolling offers a few clues to PCs who find and examine
pepper the PCs with arrows (if their initial volley seems to have the site. They can easily find the spot if one ofthe horses that
inflicted any harm), or charge in to use their swords and their drew the wagon leads them to it. Otherwise, it takes several hours
Ride-By Attack feats. (In melee, they receive a +1 bonus against of searching the road outside Ashabenford to find the place.
opponents on foot.) If they find their ranged attacks ineffective
and also have difficulty making Ride-By attacks, they try to This looks like the spot. This section ofthe Moonsea ride seems
maneuver their mounts so they can make flanking attacks well used, and you can make no sense of
the tangle of wheel
against their foes. Any fighter who loses his mount fights as ruts and tracks on the road’s hard surface. Nevertheless, you've
well as he can on foot. found a few hoofprints at the shoulder ofthe road, along with a
After the second round, the bodyguards continue to press few bits of firewood, some potatoes, and a broken crock of
their attacks. Brechtu casts Tasha's hideous laughter on fighter some kind. You also see a set offresh wheel ruts and hoofprints
types in the PC's group (his first target will be a character
who is leading offtheroad and into the countryside.
chopping up his bodyguards). Brechtu uses command (surren-
der) or scare on anyone who gets within melee reach. If he does- When the Zhents halted here to hitch a team of fresh
n't have a good target for his Tasha's hideous laughter spells, he horses to their wagon for its high-speed run into town, an
casts spiritual weapon. Against mounted foes, Brechtu might try unfortunate farmer and his son came upon them in the fog.
a sleep spell against an enemy mount or additional Snillocs snow- The pair had a two-wheeled cart loaded with firewood, some
ball swarms in an effort to disable enemy steeds. crocks of pickled beets, and a couple sacks of potatoes. They
If the battle starts going against his group, Brechtu tries to hoped to spend the night in Ashabenford, sell their goods in
use his scrolls to block the enemy's vision while the group the morning, and return home before dark. The Zhents
retreats. Brechtu's bodyguards flee immediately if Brechtu falls. quickly dispatched the pair. After sending their wagon into
Likewise, Brechtu flees ifall his bodyguards drop. town, the Zhents rummaged through the farmer's cart. They
found nothing to their liking, so they drove the cart into some A speak with dead spell cast on body of
the farmer or the son
bushes near the road, then took the farmer's horse and went reveals their story. They don't know exactly who killed them,
back to their roadblock (Scene 8). The bodies of the farmer but they heard their attackers speaking in Elven.
and his son lie under the cart. The Zhents left this place and headed north, moving at a
A Search (DC 10) of the hedge reveals the cart and the speed of 50 (thanks to the heavy horses in their train). It's
arrow-ridden bodies stashed beneath it. A Survival check (DC possible that the PCs might catch up with them if they
15) by a character with the Track feat reveals the approximate came here the same night as the wagon incident, and if they
age of the ruts and tracks (which varies depending on how press ahead right away (maintaining an overland speed
long the PCs took to get here—increase the Survival DC greater than 50). The Zhent party, led by the cleric Suddilis,
accordingly if the PCs have taken a long time to investigate poses as a group of merchants trying to carry a shipment of
this site), and indicates that one wheeled vehicle must have goods to Hillsfar without delay. If the PCs catch them, they
come from the north, halted here for a short time, then moved claim to have seen a group of
cavalry gallop by them only a
on at top speed. A second Survival check (DC 15) near the few minutes before the PCs arrived (Suddilis attempts a
hedge reveals that a horse hauled the cart to the hedge, but Bluff check—the PCs can uncover the deception with a
only the horse returned to the road. At least one troll and at successful opposed Sense Motive check). The “merchants”
least a dozen light and heavy horses made the tracks. A Sur- assumed these horsemen where riders of Mistledale on
vival or Search check that exceeds DC 20 reveals the broken some important errand, so they just got our of the way and
shaft of an arrow and a few drops of blood on the road. The let them by.
arrow looks to be of elven make. If the PCs fight the Zhents, use the statistics from Scene 8,
A Survival check by someone with the Track feat made near except that the group doesn't include atroll and Suddilis has
the hedge (DC 15) reveals the footprints of one Medium the following spells instead of
those listed in Scene 8: 0—cure
humanoid in that area at about the same time all the other minor wounds x2, detect magic, resistance, virtue; 1st—cause fear,
tracks were made. command", doom, shield of faith; 2nd—hold person! x2, scare”, shat
Development: This is a good place for Brechtu and his con- ter”; 3rd—contagion®, prayer.
federates to waylay the PCs (see Scene 5).
SCENE 7: LUMBER CAMP of subdual damage. Anyone who takes damage must make an
Teegahn's woodcutters are busy cutting trees and sawing the immediate Climb check (DC 21) or fall back down on the side
trunks into lumber in this area. As noted earlier, the camp is he started up, taking 1d6 points of falling damage.
located at the edge of the forest about 20 miles northwest of Stockade Walls: 12 in. thick; Hardness 5; hp 120; break
Ashabenford. It takes about a day to walk from the town to the DC 24; Climb DC 21.
camp, or about halfaday to ride the distance. Y Gates: 2 in. thick; Hardness 5; hp 20; break DC 25
The camp's condition when the PCs visit depends largely (when barred).
on when they visit and on what has happened before that. A
group of drow raiders from the Underdark has moved into 2B. WATCHTOWER
the area recently, and they attack the camp the night after the This building is essentially a log hut, 15 feet square, set on stilts
incident with the wagon in Ashabenford (Scene 1). If the 25 feet high. A ladder leads from the ground toatrapdoor in the
PCs arrive here before then, they find that all is as well as can hut's floor. Each wall has an opening about 6 feet square, and
be expected. If they come later, they find the camp in an each opening is equipped with a pair of shutters that can be
uproar or worse. closed, leaving only a narrow slit. A character standing in the
Teegahn planned to take a wagonload ofsupplies to the camp opening has cover (44 to AC) with the shutters open and is
the morning following the wagon incident, and if Teegahn almost completely concealed (48 AC) with the shutter closed.
keeps his intended schedule, he arrives at the camp just before © Watchtower Walls: 12 in. thick; Hardness 5; hp 120;
the raid and can organize a defense sufficient to drive off the break DC 20; Climb DC 21.
drow. However, Brechtu plans to kill Teegahn when he leaves Ñ Shutters: 2 in. thick; Hardness 5; hp 20; break DC 25
town, and he does so unless the PCs stop him, either by dealing (when barred).
with Brechtu before he can act, by accompanying Teegahn, or
by drawing Brechtu's attention to themselves. 2C. COOK WAGON
If neither Teegahn nor the PCs are present during the attack, This wagon is similar to the wagon from Scene 1, except that it
the people in the camp fall victim to the drow raiders. Should is equipped with various cooking implements and food stores.
the PCs come here after a successful drow raid, they find noth- All the cooking for the camp is done at the fires nearby.
ing but the burnt-out shell of
the stockade.
The following description assumes all is well when the
PCs arrive:

The winter air carries the scent of woodsmoke as you follow a


muddy track into the forest. About a quarter mile into the
trees, you see a low stockade made of green logs with sharp-
ened tops. Inside you see the plank roof of a long, two-story
building and a crude watchtower occupied by two sentries
armed with bows. A curl of smoke rises from somewhere
inside the stockade walls.
Outside the stockade, you see several open-sided buildings,
also with plank roofs, that contain stacks of lumber. Several
teams of men are hard at work sawing logs into boards.

The major areas in the camp are as follows


2A. COURTYARD
This area has become quite muddy thanks to all the traffic (both SHEDS
man and horse) that passes through here. The smoke the PCs
saw and smelled comes from two big cooking fires the crew
keeps burning day and night. The only ways into the camp are
over the walls or through the gate to the west.
The stockade wall is about 10 feet high and made out of
whole logs with sharpened tops. The wall has no rampart or cat-
walk for guards to patrol. Anyone climbing the wall must slip
over the top and down the other side. The sharpened logs pose
a hazard to anyone trying that maneuver. A Reflex save (DC 15)
is required when crossing the top. Failure results in 1d6 points
2D. LONG HOUSE. arrows); SQ drow traits; SR 15; AL CE; SV Fort +6, Ref +4, Will
This two-story building is built in the same fashion as the watch 33; Str 16, Dex 15, Con 12, Int 13, Wis 12, Cha 10.
tower, minus the stilts. Its ground floor serves as a stable for the Skills: Climb 49*, Hide +4, Jump 49*, Listen +3, Move Silently
camp's draft animals and storage for animal fodder. The sole +4, Search +3, Spot +3, Swim +8. Feats: Dodge, Exotic Weapon
entrances are two sets of double doors in the south wall. Proficiency (bastard sword), Mobility, Stealthy, Weapon Focus
Ladders lead to a one-room loft above the stable. Here, the (bastard sword).
workers sleep, eat, and relax. Every 20-foot section of wall on "Includes -1 armor check penalty (2 for Swim).
the upper floor has an opening about 6 feet square. These are Possessions: +1 mithral chain shirt, +1 large steel shield, masterwork
identical to the openings in the watchtower (right down to the bastard sword, masterwork composite shortbow [+2 Str] with 20
shutters). A hoist at the east end of the south wall serves as a +1 arrows, cloak of resistance +1, ring of protection +1, potion of haste,
dumbwaiter. Several charcoal braziers and torches bearing con- potion of cure moderate wounds, potion of bear's endurance.
tinual flame spells provide heat and light. Languages: Elven, Giant, Undercommon.
Vrinrea's lover and second in command is Elac; he provides
2E. DRYING SHACKS (EL 10) magical firepower for the group.
$ Elac, Male Drow Evos: CR 6; Medium Humanoid (elf);
These open-sided bui ings hold stacks of drying lumber. The HD 5d4; hp 17; Init +3; Spd 30 ft; AC 14, touch 14, flat-footed
camp has 10 ofthese; none areq full yet. 11; BAB +2; Grap +2; Atk/Full Atk +3 melee (1d6, masterwork
quarterstaff), or +6 ranged (1d8+1/19-20, masterwork light
Creatures: Some sixteen Mistledale farmers work in the crossbow with +1 bolts), or +5 ranged (damage varies, ranged
camp, although only a half dozen are present during most day- touch); SA spells; SQ drow traits; SR 16; AL CE; SV Fort +2, Ref
light hours (two guards in the tower, the cook, and few sawing +5, Will +6; Str 10, Dex 16, Con 14, Int 18, Wis 12, Cha 10,
logs); the rest are spread out over the countryside cutting trees. Skills: Concentration +8, Decipher Script +6, Hide +9, Knowl-
The whole gang gathers for three meals a day, and everyone is edge (arcana) +11, Knowledge (geography) +11, Listen +3, Move
inside the stockade by nightfall. Each worker takes his turn on Silently +9, Search +3, Spellcraft +12, Spot +3. Feats: Empower
guard and cook wagon duty. Spell, Scribe Scroll, Spell Focus (Evocation), Stealthy.
Owing to the constant threat of drow raids, the workers Spells Prepared (5/5/4/3; base save DC = 14 + spell level): o—
always go around armed and armored, although only people on detect magic, flare! x2, ghost sound, resistance; 1st—expeditious
guard duty have their weapons handy. retreat, grease, magic missile! x2, mage armor; 2nd—invisibility,
$ Lumberjacks, Male and Female Human Com2/Exp1 resist energy x2, scorching ray'; 3rd—fireball', lightning bolt,
(16): CR 3; Medium Humanoid (human); HD 2d4 plus 1dé; hp empowered magic missile.
9 each; Init +2; Spd 30 ft.; AC 12, touch 10, flat-footed 12; Spellbook: 0—all except daze and disrupt undead; 1st—endure
Atk/Full Atk +1 melee (1d8/x3, longspear), or +1 melee elements, expeditious retreat, feather fall, grease, identify, mage armor,
(1d4/19-20, dagger), or +1 ranged (1d8/x3, longbow); AL NG; magic missile!, Tenser’s floating disk'; 2nd—blur, detect thoughts,
SV Fort +0, Ref +0, Will +2; Str 11, Dex 11, Con 14, Int 10, Wis flaming sphere', fog cloud, invisibility, scorching ray’; 3rd—fireball',
10, Cha 10. Leomund's tiny hut’, lightning bolt’.
Skills: Handle Animal +5, Heal +3, Profession (farmer) +6, "Evocation spell. The base save DC for these spells, where
Ride (horse) +2, Spot +2, Survival +2, Use Rope +4. Feats: applicable, is 15 + spell level. Elac's prohibited schools are
Blooded, Forester, Militia. Enchantment and Necromancy
Possessions: Leather armor, longspear, dagger, longbow with Possessions: Masterwork quarterstaff, masterwork light cross-
10 arrows, axe. bow with 20 +1 bolts, cloak of resistance +1, ring of protection +1,
As noted earlier, a drow raiding party from the Underdark potion ofblur, potion of cure moderate wounds, wand of magic missile
lurks in the woods near the camp. The drow stay hidden during (Sth-level, 22 charges), wand of lightning bolt (34 charges)
daylight, but attack the camp after moonset one night after Vrinrea and Elac command four fighter/rogues and a troll.
Scene 1. $ Drow Raiders, Male and Female Drow Rogt /Ftri: CR
The drow leader is Vrinrea, a slaver and ruthless opponent 3; Medium Humanoid (elf); HD 1d6+1 plus 1d10«1; hp 14; Init
who has lead her band into Mistledale to take advantage of the 43; Spd 30 ft; AC 18, touch 13, flat-footed 15; BAB +1; Grap 42;
unsettled state of affairs here. She has no connection to or inter- Atk/Full Atk +6 melee (1d6+1/18-20, masterwork rapier) or +5
est in the Zhents’ plan for the Dale, nor does she care one whit ranged (1d6+2/x3, masterwork composite shortbow [+1 Str]
about the surface drow activity in the Dale. with +1 arrows); SA sneak attack +1d6; SQ drow traits, trapfind-
$ Vrinrea, Female Drow Ftr4: CR 5; Medium Humanoid ing; SR 13; AL CE; SV Fort +3, Ref +5, Will +1; Str 13, Dex 17,
(elf); HD 4d10+4; hp 31; Init +2; Spd 30 ft.; AC 21, touch 13, flat- Con 12, Int 13, Wis 12, Cha 10.
footed 19; BAB +4; Grap +7; Atk/Full Atk +9 melee Skills: Bluff +3, Climb +3”, Escape Artist +4*,Hide +5*, Jump 43*,
(1d10+3/19-20, masterwork bastard sword) or +7 ranged Listen +7, Move Silently +5*, Search +5, Spot +7, Swim +0*, Tumble
(1d6+3/x3, masterwork composite shortbow [+2 Str] with +1 +5”. Feats: Weapon Finesse (rapier), Weapon Focus (rapier).
“Includes -2 armor check penalty (-4 for Swim). Elac keeps blasting the gate while Vrinrea and the troll keep
Possessions: Chain shirt, masterwork buckler, masterwork trying to break through. They keep at it until they succeed.
rapier, masterwork composite shortbow [+1 Str] with 20 +1 Meanwhile, the fighter/rogues shoot arrows at anyone who tries
arrows, potion of cure light wounds. todefend the gate. Against targets within 30 feet who are unaware of
See the Monster Manual (Elf entry) for a description of the drow's presence, these will be sneak attacks. The fighter/rogues
drow traits. have cover (+4 AC) while crouching behind the stockade.
Troll: hp 63; Monster Manual 247. Once inside the courtyard, Vrinrea and the troll single out a foe
Tactics: The drow intend to attack the camp about 3 hours and double-team him. The troll moves in for a direct attack while
after midnight when the moon has set. The clear night sky Vrinrea maneuvers to flank. Elac moves closer to the action, ready
gives some starlight, but not much, and the campfires shed to cast an area effect spell on the first clump of opponents he sees,
some light as well. Without darkvision, a character can see and the drow on the wall keep up their arrow fire.
clearly only 30 feet. Creatures and objects more than 30 feet, On subsequent rounds, Vrinrea and the troll press their
but less than 60 feet away, have 50% concealment; anything attacks while Elac tries to use his remaining spells to best effect.
more than 60 feet away has total concealment. Characters with He saves his Empowered magic missile for an opponent menac-
low-light vision see twice as far. Characters with darkvision ing Vrinrea. The fighter/rogues shoot from the wall as long as
can see clearly to the limit of their darkvision range (the drow they can. Ifcounterattacked, two of them blanket their foes with
can see 120 feet). darkness effects, while the remaining raiders climb over the wall
The drow fighter/rogues creep up to the east wall of the and jump down into the courtyard. If they avoid falling off the
stockade under cover of darkness and quietly place wooden wall when climbing over the top, they can avoid all damage from
ladders theyvelashed together against the wall. Then they qui- the jump with successful Jump checks (DC 15). They take only
etly climb the ladders and hunker down behind the top of the 1dé points of subdual damage even if their Jump checks fail. The
wall. Neither Teegahn (ifheis present) nor his lumberjacks see drow who use darkness follow their comrades into the courtyard
or hear this. as soon as they can. Once on the ground inside the courtyard,
The attackers take 10 on Move Silently and Hide checks. Any the fighter/rogues enter melee with their foes and Tumble to
PC who is awake and watching can make a Listen check (DC 20) flank and set up sneak attacks. If this strategy proves ineffective,
to hear the drow; the DC increases by +1 for every 10 feet of
dis- they try to set up sneak attacks using feints (see the Bluff skill
tance between the drow and the listener. A PC might also see description in the Players Handbook, page 67).
the drow hiding at the top of the wall. A Spot check (DC 15) The drow and the troll fight as long as Vrinrea is still alive
reveals the drow, provided the drow do not have total conceal- and conscious. If Vrinrea falls, the troll and remaining raiders
ment because of the darkness. Add 5 to the DC ifthe drow have try to flee; the rogues use their darkness effects (if they have any
50% concealment from the darkness and also add 1 to the DC available) to conceal themselves. Elac, however, loses his head
for every 10 feet between the spotter and the drow. and keeps attacking, using his wand ifhe runs out of spells.
Meanwhile, Vrinrea, Elac, and the troll hide at the edge of Vrinrea orders a retreat if she is reduced to 10 hit points or less,
the forest about 200 feet from the gate. Elac begins the or ifall her minions drop. Vrinrea uses her own darkness ability
encounter with mage armor cast on himself; he then casts resist to cover a withdrawal.
energy (fire) on Vrinrea, and the troll. Vrinrea drinks her potion If Teegahn is present during the attack, he orders his people
of haste and Elac drinks his potion of blur. Once that is done, Vrin- to watch for enemy reinforcements and concentrates his own
rea drinks her potion of bear's endurance, then she and the troll efforts against the group attacking the gate. The two guards in
run for the gate while Elac blasts it with lightning bolts from his the tower fire their bows at the trio attacking the gate, while six
wand. If the first bolt does not shatter the gate, Vrinrea and the other lumberjacks try to deal with the fighter/rogues. The lum-
troll try to kick it down; once the gate loses half its hit points, its berjacks won't be too effective in the darkness, but the PCs
break DC drops by 4 (to 21). Vrinrea uses the Aid Another could change that by throwing out a light source
action to assist while the troll tries to break down the gate. If the PCs arrive here either before or after the drow attack,
they might still encounter the drow, especially if they go
Drow Power-up Suite poking around in the woods. The drow use the same tactics
$ Vrinrea: hp 39; Spd 60 ft.; Atk/Full Atk +10 melee noted above, although they have less time to prepare.
(1d10+3/19-20, masterwork bastard sword) or +8 ranged Development: Once the PCs finish their business at the
(1d6+3/x3, masterwork composite shortbow [+2 Str] with +1 camp, they can search the surrounding woods. If Teegahn is
arrows); AC 22, touch 14, flat-footed 20; SV Fort +8, Con 16. with the party, he can show them where the boundary markers
$ Elac: AC 18, touch 18, flat-footed 15. Attacks against Elac (see Scene 3) have been destroyed or moved. Without Tee-
have a 20% miss chance. gahn's aid, it takes the party at least a day to locate the markers.
Both Vrinrea and the troll have fire resistance 10. A Survival check (DC 30) by a character with the Track feat
reveals one very old footprint near a destroyed boundary
marker. It looks like a humanoid footprint, slightly too large to
have been made by any elf
Should the PCs manage to capture the troll or any of the
drow after the attack on the camp, the captives might answer a
few of the PCs questions:
* “We came looking for slaves and plunder. We don't care who
controls Cormanthor. Welll raid whomever takes control.”
“Boundary markers? What boundary markers? We don't care
about any stinking boundary markers.”
“We hear from our allies that a band of humans wearing silly
elfears have been recruiting trolls and humanoids for some
project of their own around here. We don't know or care
what they're up to.”
Treasure: If the PCs help defeat the drow, Teegahn (ifhe's
still alive) promises them a reward of 100 gp for every lum-
berjack whose live was saved. He doesn't have the money
right now, but promises to pay in six months (and he's as
good as his word).
Ad-hoc XP Award: Increase the experience award for this
encounter by 25% because the PCs have to defend the camp at
night, and darkness favors the attackers.

SCENE 8: ROADBLOCK CEL 10)


The group of Zhents posing as elves set up a roadblock to
stop traffic along the Moonsea Ride. These same Zhents sent
the runaway wagon into Ashabenford and hijacked Ilten
Blackeagle's caravan. every 10 feet of distance between the soldier and the PC, The
If the PCs come looking for the place where the caravan was PCs begin the encounter about 60 feet from the soldier,
attacked, they have this encounter first, provided they use the Creatures: The group guarding this section of the road con-
Moonsea Ride to get here. sists of four Zhent soldiers, a troll, Suddilis (a cleric of Bane),
and Xthraxix the imp. Two of the soldiers watch this section of
The road, which ran fairly straight, smooth, and level through the road, night and day. The other two sleep in a log and earth
the fields of Mistledale, becomes more rugged once it enters shelter dug into a hillside about 150 feet off the road.
the forest of Cormanthor. It snakes through the trees in end- $ Zhent Soldier (4): hp 31 each; see page 61 for complete
less bends, turns, rises, and dips. Forest debris—from wet statistics.
leaves to tree trunks and branches—litters the road, along The troll helps watch the road at night and sleeps near the
with mounds ofslushy snow. As bad as the road is, the land to road during daylight.
either side proves even worse; it's crammed with huge trees, P Troll: hp 63; Monster Manual 247.
some of them more than 6 feet thick, choked with brambles Suddilis commands this group. He remains near the road
and quite muddy. for about 14 hours a day, from about 2 hours before dawn until
You slog along for several hours when you reach afairly about 2 hours after dusk. At other times, he rests or sleeps in
straight and flat section of road, although the surface remains the shelter.
cluttered with snow and sticks. You've barely set foot on the $ Suddilis, Male Human Clr7 (Bane): CR 7; Medium
straight section when a figure clad in green steps out from Humanoid (human); HD 7d8+14; hp 50; Init +2; Spd 20 ft; AC
behind atree. 22, touch 10, flat-footed 22; BAB +5; Grap +6; Atk/Full Atk +7
“Halt!” says the figure in a commanding voice. “Who goes so melee (1d8+2, +1 morningstar) or +5 ranged (1d8/19—20, light
freely in the forest of Cormanthor? Stand and be recognized!" crossbow); SA rebuke undead 4/day (+3 to rebuke checks),
spells; AL LE; SV Fort +8, Ref +3, Will +11; Str 13, Dex 10, Con
The figure is a Zhent soldier doing his best to look like an elf. 14, Int 10, Wis 17, Cha 12.
Xthraxix the imp provided the soldier's disguise; the PCs can Skills: Concentration +10, Diplomacy +2, Intimidate +2,
detect it with a Spot check (DC 13). Increase the DC by 1 for Knowledge (religion) +5, Spellcraft +9. Feats: Brew Potion, Iron
Will, Scribe Scroll, Thug*
*This feat is found in the ForcorreN REALMS Campaign Set- The other Zhents remain fairly alert, even when at rest. Any
ting and reprinted in the sidebar on page 54 for your convenience. Zhent near the road can join the fight
in 1 round. Zhents in the
Spells Prépared: (6/6/5/4/2; base save DC = 13 + spell level): shelter need 1 round to notice what is going on, plus time it
O—cure minor wounds x2, detect magic, light, resistance, virtue; actually takes them to prepare and cover the 150 feet to the road
1st—bane, cause fear, command™, cure light wounds, doomf, shield of (see below).
faith; 2nd—hold person! x2, scare”, sound burst, spiritual weapon; The troll, who is always near the road (the point marked "T"),
3rd—contagion’, prayer, searing light x2; 4th—fear*, poison. moves straight toward any intruders and attacks the closest foe.
*Domain spell. Domains: Destruction (smite 1/day), Tyranny Any soldiers on the scene try to converge on the troll's oppo-
(save DCs for compulsion spells increase by +2). nent and set up flanking positions.
‘Compulsion spell. The base save DC for these spells is 15 + The soldiers in the shelter sleep in their armor (they suffer
spell level. no ill effects due to the armor's low armor check penalty), and
Possessions: +2 full plate, large steel shield, +1 morningstar, light they quickly mount a pair of light warhorses they keep sad-
crossbow with 10 bolts, pearl of power (1st level), scroll of five cure dled and ready. They can ride to the road in 2 rounds. Once
light wounds, scroll of silence, scroll of magic vestment, potion of
blur. they get there, they use the same tactics as the bodyguards in
Xthraxix serves as companion and advisor to Suddilis. He Scene 5.
also serves as the group's trapmaker and disguise expert. When on watch, Suddilis can reach the road in 1 round (he
Xthraxix helps with the road each night form dusk to dawn, and starts at the point marked "C"). Before joining the fight, how-
spends his days in the shelter. ever, he casts shield of faith on himself. When he arrives at the
2 Xthraxix, Male Imp Rog3: CR 5; Tiny Outsider (lawful, fight, he casts prayer. After that, he alternates between casting
evil); HD 3d8 plus 3d6; hp 23; Init +8; Spd 20 ft., fly 50 ft. (per- searing light and hold person on whomever he deems most dan-
fect); AC 22, touch 17, flat-footed 18; BAB +5; Grap —3; Atk/Full gerous. If anyone come within melee reach, be uses his conta-
Atk +11 melee (1d4 plus poison, sting); Space/Reach 2 1/2 ft./0 gion and poison spells, and his smite ability. If hard pressed, he
ft; SA poison, sneak attack +2d6, spell-like abili ies; SQ alter- drinks his potion of blur.
nate form, DR 5/silverorholy,evasion, fast healing 2, fire resist- If the party appears while Suddilis is in the shelter (at night),
ance 5, immune to poison, outsider traits, trapfinding, trap the cleric isn't wearing his armor. Suddilis uses his scroll of
sense +1; AL LE; SV Fort +4, Ref +10, Will +5; Str 10, Dex 18, magic vestment on himself, then casts shield of faith. Once he's
Con 10, Int 10, Wis 12, Cha 14. done that, he mounts a light warhorse and rides to the road,
Skills: Balance +10, Craft (trapmaking) +6, Diplomacy +8, arriving in 2 rounds. Suddilis is no horseman, however, and he
Escape Artist +7, Hide +18, Knowledge (the planes) +6, Listen dismounts when he reaches the fight. Once on the scene, he
+7, Move Silently +10, Search +6, Spellcraft +6, Spot +7, Survival uses the same tactics described above.
+1 (+3 when following tracks), Tumble +7. Feats: Dodge, Suddilis's statistics during this encounter depend on when
Improved Initiative, Weapon Finesse (sting). the encounter occurs. See below for details.
See the Monster Manual, page 56, for a complete description
of the imp's special abilities. Suddilis Power-up Suite
Possessions: Ring of protection +1, disguise kit. Day: AC 25, touch 13, flat-footed 25.
Tactics: The Zhents stop everyone they see moving along Night: AC 14, touch 14, flat-footed 14.
the Moonsea Ride (except other Zhents). The party starts at the In addition, Suddilis and any ally affected by his prayer spell
point marked “P” on the encounter map. The soldiers start at the gains a +1 luck bonus to attack rolls, weapon damage rolls,
points marked "S" on the encounter map. Initially, one of the saves, and skill checks. Foes affected by the prayer spell have a
soldiers watching the road hails the PCs and demands to know —1 penalty to such rolls.
who they are and what they're doing here. The other soldier
stays out ofsight behind a tree. The soldier is not much inter- When on watch, Xthraxix the imp can reach the combat in 1
ested in the party's answer, or even in successfully masquerad- round (he starts at the point mark “I” on the map—the same
ing as an elf. Instead, he just wants to delay the party until his place Suddilis rests). He tries to remain hidden. He uses his sug-
allies can get to the scene of the impending fight. The soldier gestion ability (go cower behind a tree) on the first enemy he
continues questioning the group in a loud voice until his com- sees. Thereafter, he uses invisibilily to get sneak attacks against
panions arrive on the scene or until the PCs attack (whichever the PCs. After each melee attack, he withdraws, becomes invisi-
comes first). Once the fight commences, the second soldier ble, then returns for another attack. If reduced to 6 hit points or
appears, and the pair attacks as best they can. If the PCs don't less, he retreats and waits for his fast healing power to bring
trigger the trap the Zhents have set(see below), the soldiers can him back to full strength.
trigger it themselves with the tug of arope. Otherwise, the sol- If the party arrives while Xthraxix is in the shelter, the imp
diers use their bows or swords as the situation warrants. In assumes raven form, and flies to the scene ofthe fight in 2
either case, they concentrate on one target at a time. rounds, whereupon he uses the tactics described above.
Trap (EL 2): The Zhents have cut two massive oak logs and along the Moonsea Ride (the Zhents left these when they
hung them in the trees over the road here. hauled their loot back to their camp (Scene 8).
^ Log Pendulum Trap: CR 2; mechanical; location trigger; Development: If Brechtu hasn't confronted the PCs yet, he
manual reset; 4d6 damage; Reflex saving throw (DC 20) avoids; might catch up with them here (see Scene 5). Otherwise, the
multiple targets (all within a 10-foot by 40-foot area); Search PCs can attempt to follows the Zhents back south, which leads
(DC 20); Disable Device (DC 20). them to the roadblock (Scene 8). If the PCs have dealt with the
Notes: A collection of forest debris and snow covers several Zhents at the roadblock already, a search of the graves here
triggers (each marked by an "X" on the map), any one of which reveals that all the caravan personnel, dead or alive, are
sends both logs swinging down like massive pendulums to hit accounted for.
almost anything on the road. The trap is triggered when any
creature moves through one of the marked spaces. Any member
of the Zhent group also can trigger the trap by tugging on ropes x
CONCLUSION
places in the spaces marked ^R." Anyone in the affected area If the PCs manage to defeat both Brechtu and the Zhents at the
(the shaded area on the map) must make a Reflex save (DC 20) roadblock they become celebrities in Mistledale for at least a
or be struck and knocked prone by the logs. A creature struck short time, and they're invited to be guests of the town during
suffers 4d6 points of damage. A successful saving throw negates the upcoming Greengrass festivities. If the PCs also success-
the damage, but the creature must either drop prone so the log fully stopped the Zhents in “The Raiders of Galath's Roost” in
passes overhead, or jump to the side. issue #87, they'll be made honorary citizens of the Dale.
Development: Any Zhents the PCs capture in this scene Alas, Mistledale's problems aren't over. The drow raids con-
give the same kinds of responses as the Zhents in Scene 5 tinue and any Zhents who have escaped (particularly Brechtu
If the PCs defeat the Zhents in this encounter, they have and Suddilis) quickly resume their activities in the Dale. Con-
completed the adventure unless Brechtu is still at large. In tinuing adventures might include:
the latter case, Brechtu eventually attempts to waylay the * The PCs get wind of abig gathering of troll tribes in the
PCs (he may catch up with them while they recover from forest between Mistledale and the ruins of Myth Drannor. The
this encounter). PCs are asked to find out what's going on and disrupt the troll's
In any case, the PCs might want to visit the scene of the attack plans if possible. The trolls are massing for attacks on Mis-
on Ilten's caravan (Scene 9) if they haven't done so already. tledale, or maybe even an outright invasion (perhaps Brechtu
Treasure: The Zhent have a strongbox in their shelter and Suddilis are involved in the plan).
containing 2,000 gp, 8 waterstars (100 gp each), and 60 * The PCs are told that Brechtu spent considerable time near
1-pound gold trade bars (50 gp each). The shelter also holds Horsewater Pool in Ashabenford. The pool is a popular gather-
many crates and bales of trade goods, including several hun- ing place for the folk of the town. If the PCs search the area,
dred pounds of grain, pickled beets, and ale (all goods from they find a hollow hidden underarock. In the hollow, they find
Ilten's caravan), and many bales of wool and cotton cloth a note written in Brechtu's hand that details Brechtu's plans
(goods Brechtu added to Ilten's caravan). The total value of regarding the PCs and Teegahn. Brechtu was instructed to drop
these goods is about 2,800 gp. The PCs can resell these goods reports of
his activities here. Arvien Blackhair has been picking
for 1,400 gp. If they return them to Ashabenford, they can up the reports, though she is wise enough to avoid picking up
collect a reward for their recovery of 2,000 gp. In addition, this one. If the PCs discover the report, Arvien begins a cat and
eighteen heavy horses are hobbled in the shelter, and six mouse game with the PCs, seeking to kill or distract the party
wagons are hidden in the woods nearby. The PCs can sell the without revealing her true role in Ashabenford.
animals and wagons for 1,900 gp or collect 2,200 gp if they * The authorities in Ashabenford decide it's high time the
return them to Ashabenford. The PCs also find nine human town had a reliable copy of the Dales Compact, and they
captives (survivors from the caravan attack), all tst-level offer the PCs the job of securing one. The only complete
commoners or warriors. The PCs collect a reward of 100 gp copies are in Candlekeep and Evereska (despite what Tee-
for each captive returned to Ashabenford. gahn told the PCs in Scene 3, there isn't a copy in Shadow-
dale). Of course, the Zhents do whatever they can to inter-
SCENE 9: CARAVAN ATTACK SITE fere with the party's mission.
The site of the Zhents' attack on Ilten's caravan lies nearly 100 * The PCs attend the Greengrass festivities and the Zhents
miles north of Ashabenford. The site lies well within the forest frame them for a crime. (Most likely a murder, perhaps of
of Cormanthor, and not far from the Moonsea Ride. Jarrod Rold, or a major theft.)
There isn't much the PCs can learn here. A search of the area
reveals the graves of many humans and horses, as well as three Skip Williams, better known as DRAGON Magazine's "Sage," con-
smashed wagons. A Search or Survival check (DC 20) reveals fesses that the Dales are his favorite region in the Realms. Skip tells us
the broken shafts of many arrows and some faint hoofprints, that he drew some of the details for this adventure from tales of the log-
wheel ruts, and other tracks leaving the site and heading south ging camps in his native Wisconsin.
CRITICAL THREATS BY JONATHAN TWEET
ARTWORK BY TOM FOWLER

@ Hungash, Male Hobgoblin Wiz9: CR 9; Medium Humanoid


(goblinoid); HD 9d4430; hp 48; Init +3; Spd 30 ft.; AC 15, touch
14, flat-footed 12; Atk +3 melee (1d6-1, quarterstaff) or +7
ranged (1d8/19-20, light crossbow); SA spells; SQ darkvision 60
ft., familiar (toad); AL LE; SV Fort +8, Ref +9, Will +10; Str 8, Dex
16, Con 15, Int 19, Wis 12, Cha 10.
Skills: Concentration +15 (+19 with Combat Casting),
Knowledge (arcana) +15, Listen +4, Move Silently +7, Spellcraft
+17, Spot +7. Feats: Combat Casting, Iron Will, Lightning
Reflexes, Scribe Scroll, Still Spell, Toughness.
Wizard Spells Prepared (4/5/5/4/3/1; base save DC =14 + spell
level): 0—detect magic, ghost sound x2, read magic; 1st—mage
armor, magic missile x3, shield; 2nd—bear's endurance, blur, invis-
ibility x2, stilled magic missile; 3rd—fly, fireball x3; 4th—greater
invisibility, ice storm x2; 5th—teleport.
Spellbook: 0—all; 1st—charm person, color spray, expeditious
retreat, mage armor, magic missile, shield, sleep; 2nd—bear's
endurance , blur, invisibility, see invisibility; 3rd—dispel magic, fire-
ball, fly, haste; 4th—ice storm, improved invisibility, minor globe of
invulnerability, stoneskin; 5th—hold monster, teleport.
Possessions: Quarterstaff, cloak of resistance +1, headband of
intellect +2, ring ofprotection +1, bracers of armor +1,scroll of tele-
Without warning, a glowing, red pea drops out of the clear port, potion of cure critical wounds, packet of diamond dust (three
blue sky and explodes into a fireball, catching the PCs doses for stoneskin, 250 gp each).
unaware, For the better part of a minute, more fireballs, plus ice
storms and magic missiles, rain down on the party, while the Before the drums sound, the assault begins. On his surprise
sound of beating drums measures out their doom. Above round, Hungash drops a fireball. For the next 6 rounds, he contin-
them is their assailant, invisible, unknown, and nearly ues with more offensive magic. On the 8th round, he teleports away.
untouchable. Suddenly, the barrage stops. Hungash ought to be able to deal up to 250 points of damage to the
Maybe that's the last they suffer at the hands of Hungash, party, depending on how many people he can catch in area spells.
hobgoblin wizard and mercenary. Or maybe he'll be back Hungash is protected from magic missiles and out of range of
tomorrow for another assault, dispel magic. His worst nightmare, however, is a wizard with see
Hungash has studied hard and fought many battles to achieve invisibility and fireball spells. If faced with such a foe, he tries to
the power he possesses. With his reputation as a reliable merce- kill that character or teleport away before his assault is through.
nary and his ample spellbook, he is able to command high prices
from evil warlords and villains. They pay him to rain down fury DEVELOPMENT
on their foes, and Hungash takes a special glee in seeing his tar- Hungash amounts to something ofa test. Can the characters
gets fall helpless before him. deal with an enemy that uses tricks and spells to get the better
of them? If they can't, they had better learn how. If Hungash
TACTICS escapes unscathed, he'll be back for another assault.
Hungash has worked out his tactics in his laboratory and prac- If Hungash is driven off, he may be able to return with some
ticed them in the field. His standard assault plan is as follows: clerical backup. A cleric could "buff him up” with protective
First, he travels to within a mile or two ofthe site that he spells before he sets out, such as protection from energy, shield of
plans to attack. To prepare for the assault, he casts mage armor, faith, cat's grace, and so on. Such a partnership would give Hun-
invisibility, and see invisibilityonhimself. Then he makes his way gash more staying power without endangering the cleric, so
to the site, locates his targets, casts fly, achieves an altitude of even a mid-level cleric would be able to help him without risk-
about 500 feet, and casts his shorter duration spells: bear's ing a direct confrontation with the party.
endurance, shield, ghost sound, and finally improved invisibility. He Hungash's statistics are typical enough that you could use
sets ghost sound to start at an inaudible volume and to grow in 2 them as a template for multiple wizards. Imagine this same
rounds into loud, ominous drumming. (The ghost sound makes it assault with two, three, or more flying, invisible, fireballing wiz-
nearly impossible for those on the ground to hear Hungash's ards. The attack described is especially difficult, so it's EL 10. It's
magic words as he speaks his spells. Plus, Hungash thinks it's suitable as a single encounter for a 6th- or 7th-level group, or as
stylish to kill people with drums pounding.) the climax in a series of encounters for a higher-level party. Q
4 SETTING
AONIURE rO

* »

"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.

As you traverse this bolder-strewn valley, you near


thesite where ATTACKING THE
Bax and his men fought the giant beast. Soon you can make out
the bodies of slaughtered knights and the shattered remains of PCs who attack the kadtanach head-on are in for a world of hu
stone statues. Arrows and scorchmarks litter the ground. See the appendix for a complete description of the creature's
statistics, The basilisk in area 14 and the monstrous spider in
A pass without trace spell has removed the kadtanach's foot- area 15 are brought to bear, and the PCs are exposed to arrow
prints. If the PCs have been tracking the kadtanach's trail, add fire from roughly fifty gnoll defenders that attack from a variety
the following: ofelevated and covered positions in support of the eleven gnoll
troops on the ground. A much wiser course of action involves
It's strange—the giant, crevasse-like tracks of the beast, which boarding the kadtanach covertly.
were heading northeast, end here, but the beast is nowhere to
be found. The rest of the battlefield tracks are complex: GETTING ABOARD
dozens of horse tracks exit the battlefield, several tearing You should stay flexible as the PCs use their ingenuity to figure
southwest—they probably belong to the fleeing Knights of out how to get on board the kadtanach undetected. Below are
Heironeous. You also find a second group of tracks com- some guidelines to adjudicate the success of possible methods:
prisedof hooves and wheels. Although these tracks ran paral- Climbing Up: By making successful Climb checks (DC 15),
lel with the giant beast prior to the knights’ attack, they now a skilled climber can eventually scale the full 100 feet of mus-
break off alone and turn southeast. cled, leathery limbtoreach the lower decks (areas 1b, 2, 4, 5, 12,
or the yoke). However, if the kadtanach is in motion the DC
increases to 20, and 30 if it runs. Note that a PC with a speed of
D. DEMOLISHED STAND OF TREES 30 feet requires at least fourteen successful Climb checks to
The kadtanach crashes right over this small wooded grove at make it to the top. PCs can make halfasmany checks to Climb
the same time the PCs begin the adventure at area A. From here twice as fast, but they make any accelerated Climb checks with
the beast covers 24 miles a day; as indicated on the outdoor map, a -5 penalty. The kadtanach immediately becomes aware of
its path is far from straight. climbing PCs, but it is so used to little creatures scurrying all
over it that it pays the characters no mind.
E. HOWLING SPIRIT PASS Grappling Hooks: Throwing a grappling hook successfully
The kadtanach works its way through this low point of the the full 100 feet up to the lower decks requires a Use Rope
mountain range early on the morning of the second day. The check (DC 30). A PC can make an easier check (DC 20) to
pass is actually a granite canyon carved by a long extinct river. secure the rope part way up the leg, but a second check (DC 20)
See the section "Leap from Above" below if the PCs attempt to to throw the hook up the rest of the way is made at a —2 penalty
board the kadtanach from the cliffs. due to the precarious position. The penalty increases to —5 if the
kadtanach is in motion.
F. THE LAKE Strike at Night: Unless directed to crouch by its masters, the
This otherwise peaceful lake is another potential interception kadtanach sleeps standing-up. The gnolls have darkvision, but
point for the PCs (see "Swim on Board" below). On the after- only to a range of 60 feet. After sunset a pair of gnolls in area 16b
noon of the second day, the kadtanach stops to bathe in this operate a "floodlight" constructed from continual flame stones and
cool mountain lake. angled mirrors resting on a wooden tripod. The beam has an effec-
tive range of 200 feet but can only sweep the ground in front of
G. GHELDAYLIN the beast. The winch basket (area 1a) is normally retracted at night
Gheldaylin is small town bustling with traders and villagers. unless one of the gnoll surface patrols signals their comrades
The villagers are unaware that by sundown of the second day above by playing a two-note rhythm on a horn. PCs who spy on
they will be overrun by the kadtanach. Prior to the adventure's the kadtanach for any length of time can learn the signal.
start, the H'Jyord dispatched Seigonas, his gargoyle minion, to Leap From Above: On the morning of the second day after
eliminate the Heironean messenger. the PCs begin hunting the kadtanach, the beast passes through
W Gheldaylin (Hamlet): Conventional; AL NG; 200 -gp a low canyon called Howling Spirit Pass (area D). If the PCs
limit; Assets 4,800 gp; Population 276; (95% Human, 5% elf). track the kadtanach, correctly divine its course, and race ahead,
they can strategically position themselves on a ridge above the peril. These elite gnolls are specially trained mounted combatants
kadtanach. They can then drop 20 feet onto the higher, open who fight and move with a precision uncommon in their race.
decks (areas 3 and 12). While traveling through the pa , the Armored Caravan: 1 in. iron over 1 in. wood; Hardness 8;
H'Jyord divides his gnolls on the ground (s ;noll round hp 40; break DC apacity 6 riders and a driver. The archers
Patrols”) into two groups and orders them, as well as Seigonas riding in and firing from the caravan have cover
(area 9a), to sweep the canyon walls ahead of the kadtanach. 2 Gnoll Driver: hp 11; Monster Manual 130.
You should determine precisely where boarding PCs land, and 2 Gnoll Archers (6): hp 11 each; Monster Manual 130. Note
refer to "Protective Wards" below. that these gnolls have AC 19 with cover and carry longbows
Swim Aboard: On the afternoon of the second d; 1d8/x3) instead of shortbows.
orders the kadtanach to bathe its lower body in a lake (a 2 Elite Gnoll Cavalry (4 : CR 1; Medium Humanoid
The bath is carefully orchestrated to avoid flooding any of the (gnoll); HD 2d8+2; hp 17 each; Init +0; Spd 30 ft., 60 ft.
howdahs. If the PCs move quickly, they might be able to swim mounted; AC 17, touch 10, flat-footed 17; BAB +1; Grap +4;
level with the edge of the saddle and stow away aboard a lower Atk/Full Atk +4 melee (1d8+3/x3 lance), or +4 melee
deck undetected (areas 1b, 2, or 16d). Over half of the gnoll 1d8+3/x3, battleaxe), or +1 ranged (1d6/x3, shortbow); Reach
patrols will be too busy cooling themselves in the water to be 10 ft. with lan Q darkvision 60 ft.; AL CE; Fort
+5, Ref +0,
guarding effectively. The H'Jyord, however, does not permit Will +1; Str 16, Dex 10, Con 15, Int 10, Wis 12, Cha 8.
Sylkess's pit stop to exceed 30 minutes. Skills: Listen +3, Ride +5, Spot +4. Feats: Mounted Combat
Possessions: Chain shirt, heavy steel shield, lance, battleaxe,
GNOLL GROUND PATROLS (EL 9) shortbow with 20 arrows.
The gnolls on the surface scout ahead for barriers and ambushes 2 Light Warhorses (10): hp 22 each; Monster Manual 274.
They also double-back from time to time to check for pursuit Tactics: The archers remain in the caravan as long as possi-
Creatures: These patrols include an armored caravan with a ble, shooting foes with their shortbows while the cavalry moves
driver and are pulled by a team of six horses that carries six gnoll as a unit to charge any enemies they can see. Mounted gnolls
archers. The wagon is supported by four mounted gnoll cavalry try to charge and deal double damage with their lances
The cavalry carry signal horns, although their vicious nature usu-
ally compels them to attack first and only sound the alarm if in
FIGHTING AT THE FEET tigate the noise. Invisible PCs, or PCs disguised as gnolls, will
Battling gnolls in the vicinity of the kadtanach’s stomping feet not trigger the mouths.
is treacherous, Each round, a ground combatant fighting within
30 feet of the behemoth has a 10% chance of finding himself BLACK TENTACLES (EL 5)
inside the kill-zone of adescending foot. The PCs have two Trap: These glyphs have been cast in areas 3, 10, and 12 and are
choices each round: either keep one eye on the lumbering legs marked in red on the top and side view maps of the kadtanach on
at all times, or focus completely on the fight at hand. page 81. The tentacles are triggered by the presence of any non-
With the first option, the PCs suffer a—2 competency penalty gnoll and are not deceived by invisibility or disguises. Sylkess,
to attacks to reflect the constant distraction. Similarly, oppo- Seigonas, and the H'Jyord speak the command word "jurlinspa"
nents receive +2 circumstance bonus to attack the distracted to temporarily disable the magic for 1 minute when entering and
PCs. However, if the PCs finds themselves beneath a descend- exiting the howdahs. In addition to the Evard’s black tentacles, trig-
ing foot, they can keep themselves from being squashed with a gering one of these traps sets offanaudible alarm that lasts as
successful Reflex save (DC 10). long as the tentacles do (9 rounds). Read or paraphrase the fol-
The second option incurs no combat penalty and still provides lowing when the PCs trigger one of these traps:
the PCs a chance to dive out of the way at the last instant, but the
Reflex save is much tougher (DC 16). Being mashed under the full Without warning, a dozen jet-black, bony-ridged tentacles
weight ofthe kadtanach is almost certain death, dealing 10d6+30 erupt from the deck floor and fortress walls. A high-pitched,
points of damage. Characters who sustain more than 50 points of scream begins to resonate as the 10-foot-long tentacles whip
damage from this attack and survive must still make a Fortitude through the air and lash at you from all sides.
save (DC 15) or die outright. Be sure to describe the deep crevasses
left by the kadtanach's footprints so the players can appreciate the 4" Evard's Black Tentacles and Alarm Trap: CR 5; spell; loca-
peril. A PC who forgoes all attacks and flees as a full-round action tion trigger; no reset; spell effect (Evard's black tentacles, 9th-level
can always evacuate the kadtanach's foor-step kill zone. Clever PCs wizard, tentacles grapple [+17], then deal 1d6+4 damage, 10-foot
might try to push opponents beneath the descending feet of the area, no save); Search (DC 29); Disable Device (DC 29).
kadtanach. If they succeed at a bull rush attempt, they can shove The tentacles attack any targets that enter the area until dis-
an enemy into the path of a foot, forcing the opponent to make a pelled or the 9 rounds pass, at which point they dissolve into
Reflex save (DC 10) or be squashed. Predicting where the feet will nothingness and the alarm stops sounding.
fall exactly isn't without risk, though. A PC attempting this tactic
increases the chance of being in the path of the foot himself, THE SMEAR (EL 2)
increasing his chances of being stepped on to 30%. Successful The edge of areas 1b and 16d, and the edges of the howdah
Reflex saves can still prevent a character from being stomped, roofs over areas 6, 7, 8, 9, 10, 11, and 16, are magically trapped
even in this case. Having seen a numberoftheir former comrades with grease spells. Refer to the maps on page 81 for details. Read
compressed into puddles by a misplaced footstep, the gnolls or paraphrase the following if the PCs trigger one of
these traps:
always select the first option and accept the combat penalty.
The surface around you suddenly glazes over with a slimy,
PROTECTIVE WARDS lime-colored film. The greasy coating is everywhere and you
The edges of the open decks and the edges of the rooftops of the feel your footing grow suddenly precarious,
howdah have been rigged with arcane wards.
Trap: The vertical surface areas on the top and side view
WARNING CRY maps ofthe kadtanach are laced with glyphs to repel all non-
Sylkess has cast magic mouth spells on the edges of the lower gnolls and send free-climbing boarders to their doom.
decks to warn of intrusion. The warded areas are marked on the 4" Grease Trap: CR 2; spell; location trigger; no reset;
top and side view maps of the kadtanach (areas 1b, 2, 12 and spell effect (grease, 9th-level wizard, 10-foot by 10-foot area,
16d). The magic mouthsare set with a visual trigger and activate Reflex DC 12 negates, save must be repeated each round
whenevera non-gnoll comes within 1 foot. When aPC activates character remains in the area); Search (DC 26); Disable
one of these traps, read or paraphrase the following: Device (DC 26).
Climbing PCs who fail their Reflex saves slip and plummet to
The floor of the deck suddenly splits open and transforms into the surface below. In areas 8, 9, 10, and 11, this means the char-
a giant, hairy canine maw. The 5-foot-wide gaping mouth acter falls to the next level down on the kadtanach. Failing the
flashes its incisors and delivers a sudden savage growl. A save elsewhere sends the character all the way to the ground
moment later the mouth is gone and the deck resolidifies. below. Sliding PCs have a chance to grab a hold of anon-greased
protrusion farther down by making a successful Climb check
Development: Although the mouth itself is harmless, any (DC 20) before they free-fall to the earth, which deals 10d6
gnolls in the vicinity (within adjacent areas) immediately inves- points of damage.
— — — — IHE HOWDAHS No more than two Medium creatures can cram into the cage
The howdahs are a cluster of walled battle platforms built atop at once. The horse team in area 1b can raise the cage and a max-
the saddle of the kadtanach. Although constructed from imum of 2,500 pounds at a rate of 10 feet per round (a 10-round
wood, much of the saddle has been protected with permanent trip). The cage is not raised unless the whipmaster in area 1b
ironwood spells and will not burn. The towers were sculpted receives a pre-arranged, two-note horn signal from the ground
evenly with wood shape spells. By design, only a few of the patrol. This is a frequent occurrence throughout the day.
howdahs have doors. The gnolls painstakingly lower one
another from the crow's nest or firing ports of the archer 1B. WINCH BAY (EL 3)
decks, or use the pulley network described in areas 6b, 7b, and
8b to cross between howdahs. At the top of the winch bay, four harnessed horses drive a
The thundering footsteps of the kadtanach and the constant massive yoke in a counter-clockwise circle around the deck,
creaking of the saddle cover up the noise of combat to a range of providing the power to operate the great crank that raises the
30 feet. The effect cuts both ways: while it assists the PCs by pre- cage.
venting all of the gnolls on aboard the kadtanach from immedi- A cloaked gnoll, with a barbed whip at his belt, folds his arms
ately responding at the first sound ofintrusion, it also prevents as he supervises the operation of the winch. Two more burly
distracted PCs from hearing a gnoll charge until it is almost on gnolls assist with unloading.
top of them. Be mindful of penalties to Spot and Listen checks for
distance, particularly between parties on the saddle fortress and This mechanical device is used to operate the transport cage
on the ground—a distance typically between 100 and 160 feet. in area 1a. It can be temporarily disabled (DC 20) or ruined (DC
30) with a successful Disable Device check.
1, WINCH AND CAGE AREA A ladder in the center of this deck leads up to the ballista
‘The gnolls stationed in this area ferry troops to the ground and platform (area 3), and two passages beneath the quarter's
back. At any given time, three gnolls—one whipmaster andtwo howdah (area 6) and the officer’s howdah (area 7) lead to either
normal gnolls—wait here for an order to send troops up or side of
the base platform (area 2).
down in the transport cage (area 1a) via the winch (area 1b). Creatures: PCs exiting the cage or climbing onto the plat-
form come face-to-face with the gnolls stationed here. Whether
1A. TRANSPORT CAGE raiding or not, these gnolls are always here.
If the PCs approach while the kadtanach is stationary, there is P Gnoll Whipmaster: hp 15; Monster Manual 130, except
an 80% chance the gnolls are operating the winch in area 1b. If this gnoll carries a whip in addition to his other weapons.
the cage is in motion, read or paraphrase the following: 2 Gnoll Winch Guards (2): hp 11 each; Monster Manual 130.
2 Heavy Horses (4): hp 19 each; Monster Manual 273.
A giant winch has been constructed above the beast's hindquar- Tactics: The whipmaster doesn't have proficiency with his
ters. The winch's thick iron chain supports a large wooden cage: a whip, so in a fight, he drops it in favor
ofhis battleaxe or short-
5-foot-diameter cylinder. The winch is slowly raising the cage from bow. These gnolls are bored with winch duty and don't think to
the ground up into the saddle proper. The winch appears to be withdraw and warn the crewmembers in areas 2 or 3 until two
used to transport supplies to the gnolls stationed on top. of them fall.

FIGHTING ABOARD THE KADTANACH


Davnak's helm does not control the kadtanach completely, and the could potentially fall off the side of the fortress.
beast has the occasional unscheduled act of free will. If you want 3 Kadtanach has an itch and shudders for 2
to spruce up the battles on board the kadtanach, roll 1d6 on the rounds. All attacks made during this time are
Random Motion chart below. The chart can either be used at a des- made with a -2 penalty.
ignated round predetermined in advance of each battle, or on a 4 Kadtanach yawns. Any creatures in the head
whim if you decide it is dramatically appropriate. Either way, it region must make a Balance check (DC 10) or fall prone
should not be used more than once per combat. The gnolls get a and slide 10 feet toward the rear of
the fortress.
+4 competence bonus to any checks required by the kadtanach's 5 Kadtanach stretches its back legs. Any creatures
movements; they're used to its eccentricities. in the hindquarters region must make a
Balance check (DC 10) or fall prone and slide 10
Motion Effect feet toward the rear of the fortress.
1 Kadtanach's foot rolls, requiring every combatant 6 Kadtanach lunges at passing wildlife, hoping for a
to make a Balance check (DC 10)or fall prone. quick snack. All creatures on board must make a
2 Kadtanach stumbles, requiring every combatant Reflex save (DC 15) orfall prone and take 1d6 points
to make a Balance check (DC 10)or fall prone of damage as the entire fortress lurches out
and slide 10 feet in a random direction. Creatures from beneath the passengers’ feet.
(Mirning Cry
Black Tentacles
The Imer

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).

4. REAR SADDLE BASKET (EL 1) 5. GNU-DALCOM'S POD (EL 7)


t-deep wooden basket is suspended from the saddle This sphere-shaped pod is an open-topped arboretum filled
by thick chains, just in front of the beasts right hindquarter. from top to bottom with plants and exotic liquid-filled gourds.
A shallow pool, 1 foot deep at its center, covers the bottom of
This basket acts as the gnolls' fresh water tank; a layer of wax the wooden sphere.
lines the inside to prevent the water from escaping. It is currently
full. A single trapdoor in the lid provides access to the water below. The denizen of this pod has customized it with dozens of tiny
Creature: A lone gnoll perches atop the wooden lid of the crannies using wood shape to accommodate his favorite plants. This
dangling saddle basket, hanging onto a small tripod for balance provides a continuing supply of herbs for his spells and potions.
as he keeps watch over the hindquarters of the kadtanach. In Creature: The H’Jyord has secured the cooperation of a
front of him, mounted on a stable tripod, is the Treasure: a gnoll druid named Gnu-Dalcom. Normally a solitary creature,
decanter of endless water. Gnu-Dalcom has temporarily rejoined his kin to destroy the
P Gnoll: hp 11; Monster Manual 130. blight of encroaching human settlements
Development: Normally, the decanter is used to refill the 2 Gnu-Dalcom, Male Gnoll Drds: CR 6; HD 7d8+14; hp
saddle basket, but the gnolls also use the "geyser" feature to 46; Init +1; Spd 30 ft; AC 17, touch 11, flat-footed 16; BAB +4;
harass military targets below. The tripod reduces the recoil of Grap +6; Atk/Full Atk +7 melee (1d6+2, masterwork sickle); SA
the geyser, eliminating the chance of the gnoll being knocked spells, wild shape 1/day; SQ nature sense, resist nature's lure,
down. A dipping bucket with an attached rope leads up to area trackless step, wild empathy, woodland stride; AL NE; SV Fort
6b. If an alarm is sounded, the rope and bucket are drawn up. +9, Ref Jill +7; Str 14, Dex 12, Con 15,Int 10, Wis 17, Cha8.
Sounds of combat here could alert the gnolls in areas 1, 2, or ills: Climb +3, Knowledge (nature) +4, Listen +6, Spot +7,
6 (Listen DC 20). Survival +7. Feats: Brew Potion, Natural Spell.
Druid Spells Prepared (5/4/3/2; base save DC = 13 + spell level): Tactics: This gnoll is less likely to notice an ascent from
O—create water x2, detect magic, flare, virtue; 1st—faerie fire, pass below; he’s more concerned with events on the ground below
without trace x3; 2nd—heat metal, spider climb, wood shape; 3rd— than what's going on in the fortress. If he does notice the sounds
call lightning, speak with plants. of battle (Listen DC 15), he has no way to alert the rest of the
Possessions: +1 leather armor, heavy wooden shield, masterwork fortress except by passing messages down through the howdah.
sickle, pearl of power (1st level), potion of barkskin. He waits for the first PC to appear on the ladder, fires his long-
Gnu-Dalcom does not live alone. In lieu of bonding an bow, and then engages in melee as necessary.
animal companion, he has cultivated an assassin vine. Using
speak with plants, Dalcom has reached an understanding with 6B, ARCHER’S DECK (EL VARIES)
the vine: Dalcom supplies the plant with food, and the plant
protects the twisted hand that feeds it. This cylindrical chamber is over 20 feet in diameter. The walls,
2 Assassin Vine: hp 30; Monster Manual 20. floor, and ceiling are all made of the same burgundy, smooth-
Tactics: Gnu-Dalcom can't conceive of anyone having the textured wood.
audacity to attack the kadtanach so the assassin vine detects the Eight large, square windows encircle the room. Peering out
PCs long before Gnu-Dalcom does (he's effectively suffering a—4 the windows, you can spy into the windows of another
penalty to Listen checks to overhear intruders). The vine attacks nearby howdah.
first by animating the other plants in the pod and then stran- Two small pulleys with small wooden baskets attached are
gling the PCs one at a time. For his part, Gnu-Dalcom is caught anchored to the windowsills just inside the room. The first
unprepared, having mostly selected spells for maintaining the pulley slopes upward, traveling 50 feet and connecting to a
kadtanach. He drinks his potion of barkskin and then wild shapes window ofthe largest central tower, closertothe beast's head.
into a crocodile to defend himself. The druid can cast spells in The second pulley also slopes upward. The pulley's ropes are
this form via his Natural Spell feat. If his assassin vine dies and over 100 feet long, stretching 50 feet over the rear ballista deck
he loses half his hit points, Gnu-Dalcom tries to flee the pod. below to the window ofa tall skinny tower by the great beast's
Development: If the druid escapes, he heads to the winch back left leg.
(area 1a), hoping to be let to the ground so he can make his A wooden pole with bone rungs leads up through a hole in
escape. Gnu-Dalcom isn't a warrior, and his loyalty to the Hjy- the center ofthe ceiling to the crow's nest above. The ladder
ord lasts only as long as his personal safety isn't threatened. If also continues down through an open hole in the floor to the
the gnolls in area 1 have already been dealt with, Gnu-Dalcom deck below. In the center of the room is a crudely jumbled pile
hides near the water basket and waits for the kadtanach's next ofpoorly maintained archery equipment.
stop so he can climb down.
Treasure: Three of the gourds hold potions. They include a Creatures (EL 0 or 5): During a raid or if an alarm has
potion of water breathing, a potion of cure moderate wounds, and a sounded, six gnolls are stationed here. Otherwise, the archers
potion of protection from energy (fire). lounge in areas 6c and 6d instead.
2 Gnoll Archers (6): hp 11 each; Monster Manual 130,
6. QUARTERS HOWDAH except Atk «1 ranged (1d8/x3, longbow).
Although most of the gnolls sleep under the stars on the open The windows are missile ports that provide archers with
decks, a lucky few rest here off-shift. cover (44 AC) from attacks outside the deck. However, gnolls or
PCs attacking from the archerss deck of another howdah enjoy
6A. CROW'S NEST (EL 1) the same protection.
The gnolls use the pulley baskets as a quick method to send
Although one of the lower crow's nests in the fortress, the supplies and messages to one another without having to climb
view from here is still incredible: You must be almost 140 feet out of the howdah. The first connects to the central howdah
above the ground. (area 8) and the second to the officer's howdah (area 7). The
Inside the nest, a halberd, securely embedded in the wooden pulley baskets are too small for Medium size or larger creatures
floor, flies a flag featuring a crudely drawn skull from its shaft. to ride in. Larger PCs can travel along the pulley by climbing
Next to the blade, a crude ladder—a single pole lashed with hand-over-hand (Climb DC 15), but the pulley only supports
bone rungs—leads down into the deck below. 300 pounds of weight at one time. Climbing targets are denied
their Dexterity bonus to AC, so gnoll snipers who Spot (DC 15)
The ladder leads to area 6b. them quickly take advantage of the slow-moving targets.
Creature: Outfitted with a composite longbow, a gnoll watch- The other end ofthe rope, tied to the dipping bucket hanging
man in the crow's nest stands ready to snipe at targets below. in the rear saddle-basket (area 4), is tied to a third windowsill
P Gnoll Sentry: hp 11; Monster Manual 130, except Atk +1 and may be drawn up to provide drinking water
orslid down to
ranged (1d8/x3, composite longbow). provide a quick way out of the howdah.
6C.CHOW DECK (EL VARIES) 2 Gnoll Sentry: hp 11; Monster Manual 130, except Atk +1
ranged (1d8/x3 longbow).
Filled with stools, low tables, and the stench of rotting meat, Tactics: Like the sentry in area 6a, this guard is concerned
this small room is obviously some sort of feeding area. A table with watching the ground below. He's unlikely to notice the
near one wall is piled with dirty pans and plates, as well as a PCs approaching from below (Listen DC 15). If he does hear
large, barely cooked haunch of meat. them, he takes the same approach as the gnoll in area 6a: he pre-
The bone-rung ladder continues through a crude hole in the pares to fire his longbow at the first PC who starts to climb up.
center of the floor and ceiling.
7B. ARCHER’S DECK (EL 4)
Creatures (EL 2 or 5): Three gnolls wait here for a meal. The
gnolls eat in shifts, so three can be found hereatany given time. This tower appears to have been carved from a single piece of
2 Gnoll Chef: hp 16; Monster Manual 130, except +3 melee oak; unfortunately, this chamber reeks of wet dog fur.
(1d6+2/x3, cleaver). Eight large windows encircle the deck, enabling you to see
2 Gnoll Assistant: hp 11; Monster Manual 130. the other towers sprouting from the saddle on the creature's
2 Gnoll Archers (3): hp 11 each; Monster Manual 130, back. One ofthe windows anchors one end ofa long pulley.
except Atk +1 ranged (1d8/x3, longbow). The pulley's ropes slope gently downward, traveling almost
Development: These gnolls move to the archery deck (area 6b) 100 feet before connecting to one of the windows of a wider
if they hear sounds of combat above; modify this description if the but shorter tower by the right rear leg.
gnolls have already been defeated when the PCs arrive. The chef A thin ladder leads up to a crow's nest and down to a cham-
and his assistant are here regardless of the other gnolls’ actions. ber through holes in the ceiling and floor.

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.

The H’Jyord has stashed his share of


the loot taken thus far in
Unlike the other crow' nests, this platform has no railing. this chamber.
Creature: The top of H Jyord's howdah is guarded by a gar- Treasure: The H'Jyord's war chest consists of the follow-
goyle named Seigonas. If the PC's have not yet dealt with the ing items:
creature (see Tactics below), add the following: 6,489 sp, 921 gp, 87 pp, and seven gemstones worth (3 x 200
The port-side of the nest is dominated bya 6-foot-tall basalt stone gp and4 x 150 gp)
statue perched on the edge ofthe howdah. The demonic carving Three ice jade scroll casings (60 gp each). One case holds a
has outstretched bat wings; razor-edged, scythe-like horns jutting letter ofinvitation to attend classes at a prominent college of
from its shoulder blades; and wicked jaws. A tiny sphere, pulsing arcanists. The letter could be worth 80 gp to the right person.
with light, orbits slowly around the statue's head. A scholar's orrery of the planes cast in bronze (175 gp—a success-
ful Knowledge—the planes check DC 20 reveals its purpose)
2 Seigonas, Gargoyle: hp 41; Monster Manual 113. * Aset of masterwork adamantine wrist shackles (400 gp;
Possessions: Pale lavender ellipsoid ioun stone (5 spell levels Hardness 20; hp 20; break DC 28; Open Lock DC 35)
remaining). A 5-foot-high water clock sculpted in the shape of a sea lion
Tactics: If an alarm is raised, or if Seigonas spots the PCs’ (1,175 gp)
activities from his perch, the gargoyle
canfly to any crow's nest,
open deck,
orthrough any missile port toambush the PCs. Seig- 10. SYLKESS’S HOWDAH
onas does not, however, coordinate his actions with the gnolls. "The wizard Sylkess has reserved this howdah as her private refuge
He cares little for the lesser mongrels and collaborates only from the gnolls. The exterior has been wood shaped from elegant
with the H’Jyord, with whom he can communicate. mahogany and has been kept cleaner than the other howdahs.
This deck has no opening leading to the area below.
10A. CROW'S NEST (EL 4)
9B. INITIATION CHAMBER Like the H'Jyord’s howdah, no ladder or trapdoor leads down to
The windows to the H'Jyord’s howdah have been shuttered the deck below. Although it was part of the original design,
and locked. Sylkess had Gnu-Dalcom cast wood shape to seal offthe entrance.
Reinforced Shutters: 1 1/2 in. thick; Hardness 5; hp 15; Trap: Because the nest does not provide apoint of access, it is
break DC 18; Open Lock DC 15. left unmanned. Instead the nest is blanketed with an Evard's
If the PCs gain entry, read the following: black tentacles spell.
4^ Evard's Black Tentacles and Alarm Trap: see “Black Tentacles’
The inside of this howdah is engulfed in flame! Judging
bythe for details
lack of smoke, someone must have set the room ablaze only
moments ago, 10B. SYLKESS'S BED CHAMBER
Sylkess has cast multiple illusory wall spells to hide the win-
The fire is a minor illusion generated by dozens of harmless dows. Probing PCs, however, find portholes ringing the deck,
continual flame spells, Using his special ability, the H’Jyord has consistent with the upper levels of the other howdahs.
centered the effect on several of the windowsills and dozens of
points on the floor. After its initial shock value, though, the This windowless room has been converted into a breezy bed-
effect is not very convincing; the PCs quickly discover the chamber. Inside the mahogany chamber you find a silk ham-
flames do not generate heat or smoke and can plainly see that mock, a collection of embroidered pillows, and a closet filled
the wood is not being consumed. with the personal effects of awoman with expensive tastes.
Other than the continual flames, this room is empty. The H’Jy-
ord uses this room as a ceremonial chamber where he initiates Sylkess has cast multiple illusory wall spells to hide the win-
new gnolls into his command by walking them through the false dows. Probing PCs, however, find portholes ringing the deck,
fire. At the rear of the room, the PCs can find a locked trapdoor consistent with the upper levels of the other howdahs.
Sylkess's personal items have a total value 750 gp but weigh 100 using Sylkess's own voice and says: “Ah, ah, ah! If you touch my
pounds. The PCs do not immediately see any way down, as the book, it is the innocent who will suffer. . . ." The vain use of her
floor is also covered with an illusory wall spell. However, a own voice is an error that might provide the PCs with a clue if
ladder leads down from a an unlocked trapdoor in the floor. Sylkess later tries to pose as a prisoner in the gnoll's slave pen
Trapdoor: 1 in. thick; Hardness 5; hp 10; break DC 18. (see area 8c).
Next, if anyone other than Sylkess tries to dislodge the book,
10C. SYLKESS'S STUDY (EL VARIES) a bestow curse spell is triggered that makes it appear as though
tiny people are trapped inside the liquid of the violator’s eyes.
The ladder leads you tothe bottom ofthe howdah. Thewallsare The illusory victims are desperately pounding at the cornea,
tightly ringed with bunk beds, and the remaining floor space is their silent screams begging for release. This curse results in a
blanketed with crowded sleeping mats. Although you don't see —6 decrease to the character's Charisma score.
any gnolls here now, their mangy scent lingers in the room. 4 Bestow Curse Trap: CR 5; spell; location trigger; no reset;
spell effect (bestow curse, 9th-level wizard, target creature touch-
Sylkess has cast mirage arcana to further conceal her study ing book, Will DC 16 negates); Search (DC 29); Disable Device
from intruders. The PCs see filthy gnoll sleeping quarters, pat- (DC 29). The curse is permanent and cannot be dispelled, but
terned after area 6d. If the mirage is dispelled or disbelieved, read may be removed by remove curse or other potent healing magic.
or paraphrase the following: The PCs find that they can freely page through the spellbook
The bunk beds and sleeping mats vanish before your eyes.
without any danger as long as the book is not removed.
Creature (EL 9): If the PC's have been quiet thus far, they
Instead you now find yourself inside a great study. The smell
catch Sylkess unprepared, lost in study at her desk.
ofgnoll is gone, replaced by the scent ofbeeswax candles. A
$ Kaya Sylkess, Female Human Wiz9: CR 9; Medium
smooth mahogany desk fills the back of the room, matching
Humanoid (human); HD 9d4; hp 21; Init +1; Spd 30 ft; AC 12,
the howdah walls and floor. Next to the desk, a large,
touch 11, flat-footed 11; BAB +4; Grap +5; Atk/Full
Atk +5 melee
amethyst-encrusted pedestal holds a leather-bound tomb. The
(1d6,quarterstaff); SA spells;ALNE; SV Fort +5, Ref +4, Will +6;
pedestal has been sculpted into the shape ofa purple
Str 12, Dex 13, Con 10, Int 19, Wis 10, Cha 14.
wormwith its mouth agape, its hinged jaws securing the
Skills: Bluff +7, Concentration +12, Craft (alchemy) +6, Craft
book in place.
(trapmaking) +11, Decipher Script +10, Diplomacy +8, Intimi-
date +4, Knowledge (arcana) +10, Knowledge (history) +6,
The pedestal has a potential value of 2,000 gp to someone Knowledge (the planes) +10, Spellcraft +18, Spot +3. Feats: Brew
with a strange taste in art, but it weighs 225 pounds. It holds Potion, Craft Wand, Craft Wondrous Item, Great Fortitude,
Sylkess's traveling spellbook. Scribe Scroll, Spell Penetration, Still Spell.
Trap (EL 5): Sylkess has placed two wards on the spellbook. Spells Prepared (4/5/5/4/3/1; base save DC = 14 + spell level):
The first is a magic mouth. It triggers whenever a non-evil being 0— detect magic, mage hand, ray of frost, read magic; 1st—charm
comes within 5 feet of the book. The mouth speaks in Common person x2, color spray, mage armor, magic missile; 2nd—invisibility,

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.

ASTRAL DRIFTMETAL can be made from Astral driftmetal.


This extraordinarily rare mineral is mined only on Tu'narath and A suit ofdriftmetal armor weighs 5 pounds more than the same
other islands of matter floating on the Astral Plane. It is very simi- armor made of steel, but the other statistics of the armor (maxi-
lar to iron but has a single remarkable feature: It has a 25% chance mum Dexterity bonus, armor check penalty, spell failure chance)
of
being effective against an incorporeal attack, as ifit were made are unchanged.
offorce. It is not malleable enough to be worked into chainmail or Astral driftmetal has a hardness of 12 and 30 hit points per inch
scale mail; only a breastplate, shield, or any form of heavy armor of thickness. Its market price modifier is «1,000 gp.
Shot, Rapid Shot, Ride-By Attack, Spirited Charge, Weapon geas/quest, power word kill, mass suggestion, mind fog, and scare.
Focus (greatsword), Weapon Specialization (greatsword). Caster level 25th; save DC 14 + spell level. The throne has hard-
Psionics (Sp): 3/day—blur, daze (DC 11), dimension door, mage ness 5 and 600 hit points.
hand, telekinesis (DC 16); 1/day—plane shift (DC 18). Caster level The piles of coins in the windowed alcoves are discussed fur-
16th; save DC 11 + spell level. ther under Treasure.
Possessions: +2 driftmetal breastplate (see the Astral Driftmetal Creatures (EL 28+): When the PCs enter the palace,
sidebar for details), +2 silver sword, +2 flaming composite longbow Vlaakith is standing 10 feet in front of her throne, preparing to
[43 Str] with 50 arrows, amulet of natural armor +2, ring of protec- pass judgment on the githyanki in area 6. Flanking her are two
tion +2, boots of speed, cloak of
resistance +2. kry'izoths and two tl'a'ikiths. Two fiendish red dragons named
Tactics: Gr'a’kryt is resigned to his fate and will not betray Eliskyndra and Sarranafel watch the room from their win-
the lich-queen unless he is magically compelled to do so. If the dowed alcoves. Although the dragons have no wings, they can
PCs try to persuade him to abandon in faith in Vlaakith, he glide through the air using the power of their minds.
curses and attacks them. He uses his dimension door ability to The whispers intensify the nearer one gets to the lich-queen.
slip in and out of combat quickly. See the “Whispers of the Damned” section for details.
P Vlaakith: hp 180; see the "Vlaakith the Lich-Queen” sec-
7. VLAAKITH'S THRONE ROOM (EL VARIES) tion for statistics, possessions, and tactics.
This chamber has a screen spell cast upon it. The screen spell P Kr'yizoths (2): hp 104 each; use the sample Kr'y'izoth sta-
hides the bloody symbol on the chamber floor, the treasure tistics at the end of the adventure (described under the Kr'y'i-
piles in the windowed alcoves, and all the room's occupants zoth template).
Modify the following read-aloud text as needed: P Tl'a'ikiths (2): hp 104 each; use the sample Tl'a'ikith sta-
tistics at the end of the adventure (described under the Tl'a'ikith
The maddening whispers intensify within this dark chamber. template).
Four obsidian pillars support the 50-foot-high vaulted ceiling. 2 Eliskyndra and Sarranafel, Female Adult Fiendish
Four desiccated corpses hang from each pillar by iron shack- Red Dragon: CR 16; Huge Dragon (extraplanar, fire); HD
les, and carved into each of their foreheads is a small circular 22d124110; hp 258, 244; Init «0; Spd 40 ft., fly 160 ft. (perfect) on
symbol. The same symbol, only much larger, is painted in the Astral Plane; AC 29, touch 8, flat-footed 29; BAB +22; Grap
blood on the floor between the pillars. +41; Atk +32 melee (2d8416, bite); Full Atk +32 melee (2d8+11,
Great piles of coins fill a pair of opposite-facing, windowed bite) and +30 melee (2d6+5, 2 claws) and +29 melee (2d6+16, tail
alcoves. Perched atop each pile is a wingless dragon with glis- slap); Space/Reach 15 ft,/10 ft.; SA breath weapon, crush 2d8+16,
tening red scales. Black smoke issues from between the frightful presence, smite good; SQ blindsense 60 ft., damage
dragon's scales, and the room is filled with the stench of brim- reduction 10/magic, darkvision 600 ft., cold resistance 10, fire
stone. subtype, immune to sleep and paralysis, keen senses, locate object
At the far end of the hall rests a throne. The steps leading up. 6/day (as 7th-level sorcerer); SR 25; AL CE; SV Fort +18, Ref +13,
to the throne, as well as the seat and arms of the throne, are Will +17; Str 33, Dex 10, Con 21, Int 16, Wis 19, Cha 16.
composed of mind flayer skulls. The back of the throne is Skills: Bluff +28, Concentration +30, Diplomacy +32, Intimi-
made of purplish illithid skin stretched over large rib bones. date +30, Jump +36, Listen +31, Search +28, Sense Motive +29,
Hellish light emanating from within the throne casts sordid, Spot +31. Feats: Ability Focus (breath weapon), Alertness,
skull-shaped shadows on the nearby walls and ceiling. Cleave, Improved Overrun, Multiattack, Power Attack,
Weapon Focus (bite), Weapon Focus (claw).
Here is where Vlaakith holds court. Githyanki knights and Breath Weapon (Su): 50-ft. cone-shaped burst every 1d4
warlocks who reach 16th level are brought here to die and be rounds; 12d10 points of fire damage; Reflex DC 27 for half.
transformed into undead thralls of the lich-queen. Vlaakith also Crush (Ex): The dragon can, if it is flying or jumping, land
meets dignitaries here, feeding those who displease her to her on opponents as a standard action, using its whole body to
fiendish dragon pets. crush them. Crush attacks are effective only against opponents
The symbol painted in blood on the floor is a githyanki tir'su three or more size categories smaller than the dragon (though it
that spells the name “Vlaakith" (see Trap below). The suspended can attempt normal overrun or grapple attacks against larger
corpses are all that remains of
slain githzerai spies and assassins, opponents). A crush attack affects as many creatures as can fit
and they have similar symbols carved into their foreheads, but under the dragon's body, as determined by the dragon's space.
these symbols are nonmagical and purely ornamental. Creatures in the affected area must succeed at a Reflex save (DC
j Vlaakith's Throne of Bones: The throne of bones is hor- 25) or be pinned, automatically taking bludgeoning damage
ridly illuminated by red continual flame spells cast within it. A during the next round unless the dragon moves off them. If the
creature seated on the throne can use the following spell-like dragon chooses to maintain the pin, treat it as a normal grapple
abilities, although no ability can be used more than once per attack. Pinned opponents take crush damage each round if they
day: circle of death (centered on the throne), crushing despair, don't escape.
Fire Subtype (Ex): Immune to fire. The dragon takes halfagain 8. CH'R'AI QUARTERS (EL 8)
as much (+50%) damage as normal from cold, regardless of whether
a saving throw is allowed, or ifthe save is a success or failure. Dozens of obsidian shelves protrude from the walls of this
Frightful Presence (Ex): This ability comes into play when- vaulted chamber. Atop each shelf rests a black candle that
ever the dragon attacks, charges, or flies overhead. Non-dragons sheds a flickering blue flame. The room contains several fur-
with fewer Hit Dice than the dragon, that can see the dragon, nishings, including a table with two matching chairs, a bronze-
and that are within 180 feet of the dragon must succeed at a wood chest with claw-shaped feet, a tall bronzewood wardrobe,
Will save (DC 24) or succumb to the effects of the dragon's and a small shrine lit with more blue-flamed candles. Sprout-
frightful presence. On a failure, creatures with 4 or fewer H it ing from the floor of a windowed alcove are a pair of 8-foot-tall,
Dice become panicked for 4dé rounds and those with 5 or more 5-foot-wide eggs made ofasilvery, mirrorlike substance.
Hit Dice are shaken for 4d6 rounds.
Smite Good (Su): Once per day, a fiendish dragon can make This chamber belongs to Ar'dru and Zr'adi, two members of
a normal attack to deal +20 points of
additional damage against the Ch'rai, but neither githyanki is present (they are with
a good foe. Xam'kras in area 10). Thirty coldfire candles (see “New Magic
Spells Known (6/7/7/5; base save DC = 13 + spell level): 0o—arcane Items") illuminate the room and cast dancing shadows upon the
mark, daze, detect magic, ghost sound, mage hand, open/close, read magic; floor, walls, and ceiling.
1st—comprehend languages, expeditious retreat, obscuring mist, magic The twosilvery eggs are rejuvenation pods (see area 3 for details).
missile, shield; 2nd—bear’s endurance, bull's strength, detect thoughts; The shrine is dedicated to the lich-queen and contains an
3rd—clairaudience/clairvoyance, protection from energy. obsidian githyanki skull carved with a nonmagical, blood-red
Tactics: The tla'ikiths and kr'y'izoths heed Vlaakith's every symbol of Vlaakith. The shrine also contains a bronze triptych
whim. If the PCs find themselves outmatched and flee, etched with the following words (in Githyanki): “The souls of the
Vlaakith sends her undead minions after them. The dragons mighty will usher our queen to her divine throne, whereupon she will
remain behind to defend the throne room. If the PCs press the take her rightful place above all. The unworthy will mourn foreternity
attack, one of the dragons breathes forth a cone offire while the while Those Who Serve crush the infidels in Vlaakith's name."
other leaps onto the symbol of death in the middle of the room, The bronzewood wardrobe contains two gold masks shaped
triggering it. The dragons then close into melee combat, using like githyanki skulls (500 gp each) and two black hooded robes
their smite good abilities with the first bite. If they have time to stitched with golden thread (250 gp each). The front of each
prepare spells ahead of time, the dragons take 2 rounds to cast robe is emblazoned with a gold symbol of Vlaakith. The masks
shield, bear's endurance, bull's strength, and protection from energy and robes are part of aceremony to celebrate the lich-queen's
(cold) on themselves. ascendance to godhood—a ceremony that members of the
Treasure: Characters searching the dragons’ alcoves find Ch'rai anxiously await to perform.
250,000 cp, 154,600 sp, 66,000 gp, 9,000 pp, 500 10-gp gems, 210 The bronzewood chest has a lock built into its lid. Smashing
50-gp gems, 85 100-gp gems, 29 500-gp gems, six 1,000-gp gems, the chest (2 in. thick; Hardness 10; hp 60; break DC 28) or forc-
a suit of +2 dragonhide plate, a suit of +2 leather armor offire resist- ing the lock triggers a Trap. The chest contains the Treasure.
ance, a lion's shield, an assassin's dagger, a +2 adamantine dwarven Trap (EL 8): Inscribed on the inside lid of the chest is a ghel"-
waraxe, a +2 axiomatic longsword, a wand of cure critical wounds (23 zor symbol cast by Xam'kras that activates when the chest is
charges), a circlet of persuasion, an elemental gem (water), and a opened improperly.
helm of teleportation, and a piece of
Astral driftmetal shaped like 4^ Ghel'zor Symbol Trap: See the "Githyanki Symbols" section
part ofagithyanki tir'su. The driftmetal fragment is Piece #1 of for details.
a four-piece key needed to unlock Vlaakith's sarcophagus (see Treasure: The bronzewood chest contains some githyanki
area 49 for details). body wrappings and garments, 600 gp, 180 pp, a +1 keen kukri, a
Trap (EL 9): The symbol painted on the floor is a Vlaakith +2 buckler, a potion of greater magic weapon (+2), a potion of haste,
symbol (identical to a symbol of death) that triggers whenever it and a potion of heroism. The chest also contains a secret compart-
is touched. ment (Search check DC 25 to locate) that holds a spellbook with
4 Vlaakith Symbol Trap: See the "Githyanki Symbols" section bone covers. The spellbook contains all of the spells Ar'dru and
for details. Zr'adi have prepared (see area 10), plus 2d8 additional spells of
Development: If Vlaakith is destroyed, her body turns to 1st through 3rd level.
dust while her spirit is instantaneously transported to her phy-
lactery in area 58. Thanks to a carefully phrased wish spell, 9. CH'R'AI QUARTERS (EL 8)
Vlaakith's items (including her crown and scepter) vanish as This chamber is identical to area 8, except that it belongs to a
well, teleported into the black sarcophagus that holds her phylac- pair of githyanki named Ll'irath and Yrthyx, and it contains
tery (see area 49 for details). different Treasure.
Trap (EL 8): See area 8 for details.
Treasure: The bronzewood chest in this room contains some with orders to return with information on the stronghold's
githyanki body wrappings and garments, 810 gp, 70 pp, a potion of defenses.
fox’s cunning, a scroll of tongues (caster level 6th), and a masterwork Creatures (EL 26): The seven figures surrounding the Will-
silvered dagger
withablackdiamond (5,000 gp) set in its pommel. grinderaremembers of the Ch'rai. Six of them are powerful gish
The chest also contains a secret compartment (Search check DC (githyanki with levels of fighter and wizard). Xam'kras, the
25 to locate) holding a spellbook with bone covers. The spellbook leader oftheCh'rai, floats near oneof the northernmost pillars,
contains the same spells as the book found in area 8. next to his fiendish beholder bodyguard, Ourydei. Xam'kras
was born without legs, but his mobility is unhindered on the
10. THE WILLGRINDER (EL 26) Astral Plane. Ourydei wears eye tyrant armor, giving it a formida-
ble AC and four sword attacks per round.
A horrendous grinding noise fills this chamber, occasionally The gray slaad confined to the Willgrinder isn't a threat to the
punctuated with tormented croaks. The ceiling rises to a dark- PCs until it is released (in 1d4 minutes, or as determined by the
ened height of 50 feet, but drops to a height of only 30 feet in DM). At that point, the slaad obeys the first creature that gives
the middle. This lower area is roughly octagonal and supported itan order.
by eight obsidian pillars. The middle of this central octagon is 2 Xam'kras, Master of the Ch'r'ai, Male Githyanki
filled with a 6-foot-wide cylinder of silver light swirling with ten- Wizi4: CR 16; Medium Humanoid (extraplanar); HD 14d4414;
drils of black energy. The grinding noise comes from the cylin- hp 56; Init «2; Spd 10 ft. (crippled), fly 190 ft. (perfect) on the
der of light, and the horrible croaks emanate from a large toad- Astral Plane; AC 23, touch 14, flat-footed 21; BAB 47/42; Grap
like creature trapped within it. +6; Atk +6 melee (1d3-1 nonlethal, unarmed strike) or +9
Eight figures encircle the cylinder. Six are githyanki armed ranged (damage varies, ranged touch); Full Atk +6/+1 melee
with silver swords and standing in silence. The seventh figure (1d3-1 nonlethal, unarmed strike) or +9/+4 ranged (damage
is a githyanki with no legs who wears a red cloak and clutches varies, ranged touch); SA psionics, spells; SQ sonic damage
a staff capped with a flickering diamond. The eighth figure—a immunity, psionics, energy resistance 5 (acid, cold, electricity,
large spherical creature with multiple eyestalks and encased in and fire), spells; SR 19; AL LE; SV Fort +5, Ref +6, Will +9; Str
8,
armor with four mechanical arms protruding from its under- Dex 14, Con 12, Int 19, Wis 10, Cha 14.
side— floats near the legless githyanki. Skills: Concentration +18, Craft (alchemy) +10, Knowledge
(arcana) +16, Knowledge (the planes) +10, Listen +3, Ride +4,
The swirling cylinder is called the Willgrinder, a magical device Spellcraft +22, Spot +3. Feats: Brew Potion, Craft Staff, Craft
the Ch'rai use to deprive creatures of their free will and trans- Wondrous Item, Greater Spell Focus (Evocation), Maximize
form them into thralls. Any living creature that touches the Spell, Scribe Scroll, Spell Focus (Evocation), Spell Penetration.
cylinder must succeed at a Will save (DC 30) or be pulled inside.
Once immersed in the swirling energy of the Willgrinder, the
creature cannot leave of
its own free will, is unable to take any
physical or mental actions, and suffers 1 point of Wisdom
damage per round as tendrils of black energy slowly devour its
I
mind. When the creature is reduced to 0 Wisdom, it falls into a
nightmare-wracked coma. After keeping it in this state for 1 hour,
the Willgrinder expels the creature. Knocked prone in a square
adjacent to the cylinder, the creature regains its lost Wisdom at a
rate of 1 point per round, regains consciousness immediately,
and obeys the first creature that gives it an order. The effect is
identical to a dominate monster spell, lasts for 25 days, and cannot
be dispelled (although a miracle or wish spell can restore the crea-
ture's free will). Vlaakith created the Willgrinder,anddispelling it
requires a successful dispel check (DC 36).
A creature trapped within the Willgrinder can be pulled free,
but anyone reaching into the cylinder to grab a creature trapped
inside is also at risk of being pulled inside and subjected to the
Willgrinder's effects. The cylinder can hold as many as 3 Large, 6
Medium, or 12 Small creatures.
The Ch'r'ai are waiting for the Willgrinder to expel its latest
victim: a gray slaad. The Ch'rai captured the slaad and plan to
send it back to Limbo to spy on a known githzerai stronghold,
Psionics (Sp): 3/day—blur, daze (DC 12), dimension door, mage Exotic Weapon Proficiency (silver sword), Improved Critical
hand, telekinesis (DC 17); 1/day—plane shift (DC 19). Caster level (greatsword), Improved Trip, Mounted Combat, Quick Draw,
14th; save DC 12 + spell level. Scribe Scroll, Spell Focus (Evocation), Still Spell, Weapon
Wizard Spells Prepared (4/5/5/5/5/3/3/2; base save DC = 14 + Focus (greatsword), Weapon Specialization (greatsword).
spell level): 0—acid splash, detect magic, read magic, resistance; *Includes +4 bonus from Combat Casting.
1st—magic missile x2, ray of enfeeblement, shield, true strike; 2nd— Psionics (Sp): 3/day—blur, daze (DC 9), dimension door, mage
bear's endurance, detect thoughts, resist energy, scorching ray x2; hand, telekinesis (DC 14); 1/day—plane shift (DC 16). Caster level
3rd—displacement, haste, hold person, lightning bolt®, ray of exhaus- 14th; save DC 9 + spell level.
tion; 4th—dimensional anchor, enervation, fireshield, maximized Wizard Spells Prepared (4/5/5/5; save DC = 13 + spell level; 5%
magic missile, stoneskin; 5th—cone of cold*, hold monster, wall of spell failure): 0—detect magic, ghost sound, read magic, resistance;
force; 6th—chain lightning’, flesh to stone, true seeing; 7th—maxi- 1st—burning hands, charm person, disguise self, magic missile, true
mized lightning bolt", prismatic spray”. strike; nd—bull's strength, still ray of enfeeblement, scorching ray
*Evocation spell. The base save DC for these spells is 16 + x2, stilled shield; 3rd—fireball x2, rage, ray of exhaustion, still
spell level. scorching ray.
Possessions: bracers of armor +6, ring of protection +2, staff of frost Possessions: +3 studded leather armor, +1 silver sword, amulet of
(22 charges), red slaad cloak (see “New Magic Items"), gloves of natural armor +2, ring of protection +1, +1 composite longbow [+2 Str]
Dexterity +2, headband of intellect +2, scroll of maximized magic with 25 arrows, cloak ofresistance +2, circlet of health +2, scroll of
missile, scroll of maximized lightning bolt, scroll of greater dis- bull's strength, scroll of
bear's endurance, iron key (unlocks bronze-
pelling (caster level 14th), iron key (unlocks the dimensional wood chest in area 8, 9, or 14).
shackles in area 18). See the Knights of the Lich-Queen Mini-Game in Polyhedron
2 Ourydei, Fiendish Beholder: CR 15; Large Aberration #159 for more information on the holocaust warrior prestige
(extraplanar); HD 11d8+44; hp 100; Init +6; Spd 5 ft., fly 20 ft. class.
(good), fly 170 ft. (perfect) in the Astral Plane; AC 38, touch 11, 2 Thruzzl, Gray Slaad: hp 95; Monster Manual 231.
flat-footed 36; BAB +8; Grap +14; Atk +9 ranged touch (special, Tactics: Once alerted to the presence ofintruders, Xam kras
eye rays) and +6 melee (1d844/19—20, +2 longsword); Full Atk +9 sends his six githyanki subordinates to deal with the PCs,
ranged touch (special, eye rays) and +6 melee (1d844/19—20, 4 remaining behind with Ourydei to oversee the "conversion" of
+2 longswords) and +4 melee (2d4+1, bite); Space/Reach 10 ft./s the gray slaad. Surrounding himself with a protective wall of
ft; SA eye rays, smite good 1/day (+11 damage); SQ all-around force, Xam'kras takes the time to cast a selection of defensive
vision, antimagic cone, cold and fire resistance 10, damage spells, in the following order: bears endurance, displacement, fire
reduction 5/magic, darkvision 60 ft., flight; SR 16; AL LE; SV shield, haste (on self and allies), stoneskin, resist energy (fire), and
Fort +9, Ref +5, Will +11; Str 14, Dex 14, Con 18, Int 17, Wis 15, shield. After 4 rounds of casting defensive spells, Xam'kras is
Cha 15. ready to deal some pain, unloading a few of his favorite offen-
Skills: Hide «6*, Knowledge (arcana) +12, Listen +10, Search sive spells (such as prismatic spray, maximized lightning bolt, and
+18, Spot +20, Survival +2 (+4 following tracks). Feats: Alertness, chain lightning) before blasting foes with his staff
offrost. He saves
Flyby Attack, Great Fortitude, Improved Initiative, Iron Will. ray of enfeeblement and ray of exhaustion for well-armored fighter-
"Includes —5armor check penalty. types and targets spellcasters with enervation and flesh to stone. If
Possessions: Eye tyrant armor (see “New Magic Items"), 4 +2 Ourydei is slain or he is reduced to half hit points, Xam'kras
longswords. uses his dimension door ability to flee to area 13, taking the
2 Ardru, Ll'ir'ath, Jr'da'kr, Sziin, Yrthyx, and Zr'adi, fiendish beholder with him if he can.
Male and Female Githyanki Ftr5/Wizs/Holocaust War- Ourydei hovers in front of Xam'kras, swinging its +2
rior3 (Gish): CR 15; Medium Humanoid (extraplanar); HD longswords at any foe that comes within reach. It closes its cen-
Sd10«5 plus 5d4+5 plus 3d8+3; hp 80, 74, 69, 68, 62, 58; Init +2; tral eye whenever Xam'kras casts a spell and opens it again to
Spd 30 ft., fly 140 ft. (perfect) on the Astral Plane; AC 20, touch prevent enemy spellcasters from reciprocating,
12, flat-footed 19; BAB +10/+5; Grap +12; Atk +14 melee The other members of
the Ch'rai can cast stilled spells with-
(2d6+6/17—20, +1 silver sword) or +12 ranged (1d8+3/x3, +1 com- out suffering the 15% chance of arcane spell failure for wearing
posite longbow [+2 Str]); Full Atk +14/+9 melee (2d6«6/17—20, +1 armor. If they have time to prepare for battle, they quaff their
silver sword) or +12/+7 ranged (1d8+3/x3, +1 composite longbow potions of bear's endurance and bull's strength and cast blur before
[+2 Str]); SA flaming weapon 1/day, psionics, spells; SQ entering combat. Their favorite tactics include c ing true strike
armored casting, improved combat casting, incinerator, psionics; as a quickened spell before attacking with their swords, bows,
SR 18; AL LE; SV Fort +10, Ref +7, Will +9; Str 15, Dex 12, Con or ray spells. They also use their quickened dimension door abil-
12, Int 16, Wis 10, Cha 8. ity to maneuver around their enemies and gain flanking
Skills: Concentration +15*, Craft (weaponsmithing) +7, Jump bonuses while attacking with their silver swords.
+9, Knowledge (arcana) +10, Knowledge (the planes) +9, Listen
+4, Ride +10, Spellcraft +14 Spot +4. Feats: Combat Casting,
11. SCRYING MIRROR ‘Treasure: Shelf #1 is 10 feet high and bears ten githyanki
skulls—the remains of Xam'kras's fallen rivals—and a collec-
A 15-foot-high arch made of black spines rises from the floor. tion of curative potions the githyanki wizard took from slain
Embedded within the freestanding arch is a 12-foot-high, 8- adventurers and is hoarding for personal use. The potions
foot-wide silver mirror. include six potions ofcure light wounds, four potions ofcure moderate
wounds, and apotion of cure serious wounds.
Xam'kras uses this enormous mirror for scrying. The arch Shelf #2 is 20 feet high and bears six spellbooks pinned
consists of two entwined goristro demon spines. between crystal bookends shaped like red dragons (1,200 gp for
Ñ Spined Arch: hp 90; Hardness 8; break DC 36. the pair). The spellbooks belong to Xam'kras and other wizards
Ù Scrying Mirror: hp 10; Hardness 2; break DC 15. he has killed. Collectively, they hold all the spells Xam'kras has
prepared (see area 10) plus 1d8 additional spells of each level
12. XAM’KRAS’S QUARTERS (no 9th-level spells).
Shelf#3is 40 feet high and bears a sealed jar containing a bit
A dozen obsidian shelves protrude from the walls, each one of red dragon flesh suspended in a liquid solution. Next to the
bearing a black candle that sheds a flickering blue flame. The jar rests a bone scroll tube engraved with a githyanki symbol
room contains a large seven-sided table surrounded six match- spelling the name "Z'zish" ("Flame" in the Githyanki tongue). It
ingchairs, with the seventh chair conspicuously absent. Sprout- contains a scroll of clone. The flesh belongs to a red dragon ally
ing from the floor of awindowed alcove is an 8-foot-tall, 5-foot- that Xam'kras vowed to return to life were it slain on the Prime
wide eggsplitvertically down the middle. Its shell has a smooth, Material Plane.
almost mirrorlike texture, while silvery light ignites its interior. A secret compartment in Xam'kras's desk holds a piece of
Astral driftmetal resembling one part of a githyanki tir'su. The
Members of the Ch'r'ai meet here infrequently to discuss driftmetal fragment is Piece #2 of afour-piece key needed to
githyanki affairs and hatch plans for dealing with potential threats unlock Vlaakith’s sarcophagus (see area 49 for details).
to the lich-queen’s reign. Xam'kras keeps chairs around the table
for his six lieutenants but has no need of one himself. The opened 14. CH'R'AI QUARTERS (EL 8)
“egg” is Xam'kras's personal rejuvenation pod (see area 3). This chamber is identical to area 8, except that it belongs to a
Twelve coldfire candles (see “New Magic Items”) illuminate pair of githyanki named Jr'da'kr and Sziin, and it contains a dif-
the room. ferent Trap and Treasure.
Trap: Inscribed on the inside lid of the chest is a mirhanac
13. XAM'KRAS'S LABORATORY (EL VARIES) symbol cast by Xam'kras that activates when the chest is
If he is forced to flee, Xam'kras (see area 10) retreats to this opened improperly.
room and waits in ambush. 4 Mirhanac Symbol Trap: See the “Githyanki Symbols" sec-
tion for details.
A quartet of 5-foot-tall, cast-iron candlesticks bear numerous Treasure: The bronzewood chest in this room contains some
black candles with flickering blue flames. The light dimly illu- githyanki body wrappings and garments, 150 pp, a bag contain-
minates the room, revealing three obsidian shelves protruding ing twelve 100-gp pearls, a scroll of crushing despair (caster level
from the walls at various heights and an 8-foot-diameter black 14th), a scroll of touch of idiocy (caster level 6th), and a rusty iron
disk hovering in the middle of the room, 20 feet above the floor. globe (actually iron bands of Bilarro). The chest also contains a
secret compartment (DC 25 Search check to locate) holding a
Creature: Xam’kras drinks as many of his potions (see below) spellbook with bone covers. The spellbook contains the same
as he can to repair any damage suffered at the hands of
the PCs, spells as the book found in area 8.
then hides behind the desk and waits for them to arrive.
2 Xam'kras, Master of the Ch'r'ai, Male Githyanki 15. DUTHKA'GITH QUARTERS
Wizi4: see area 10 for complete statistics.
Each candlestick holds five coldfire candles (see “New Magic Intense heat fills this spacious chamber. Growing out of black
Items”). The three shelves each bear some Treasure. crystalline "shrubs" in the middle of the floor are nine 8-foot-
The black disk is made of obsidian and held aloft by a perma- tall, 5-foot-wide eggs composed ofsilvery matter. The eggs are
nent levitate spell. It bears an ornate desk cluttered with various grouped together in clusters of three.
trinkets and spell components that Xam'kras has collected,
including a couple of illithid skulls, a miniature bronze and Any living creature that sets foot in the room takes 2d6
glass orrery that reflects the cosmology of the planes, and a few points of fire damage per round from the ambient heat. The
empty scroll tubes made from githzerai bones. Characters who "eggs" are rejuvenation pods (see area 3) used by the duthka’gith
succeed at a Search check (DC 32) while searching the desk guards in area 20. None of the duthka'giths are presently in this
find a tiny secret compartment containing the Treasure. room, and all the pods are empty.
16. CHAPEL OF THE DRAGON QUEEN Tactics: If they have time to prepare before entering battle,
the duthkagiths drink their potions (bear's endurance first, fol-
Carved out of the wall between a pair of tall red-crystal win- lowed by bull's strength and haste). If they are unable to flank
dows is a 15-foot tall obsidian statue of a five-headed dragon their foes using their quickened dimension door ability, the
with multicolored gems set into its eyes. Two ornate, obsidian duthka'giths form into groups of three. Within each group, two
braziers filled with crackling flames stand against opposite duthka'giths use aid another actions (see the Aid Another
walls, their crackling flames illuminating and warming this description in the Players Handbook) to improve the attack rolls
chapel. Through the haze of whispered voices, you hear a sin- of the third duthkagith in the group.
gularly ominous word: “Tiamat.”
18. CELL (EL 20)
Although they revere the githyanki lich-queen, duthka'giths
also pay homage to the queen of
evil dragons, Tiamat. Thestatue A nude githyanki with shackled wrists dangles from an iron
in the corner of
the chapel depicts Tiamat, and its eye gems are hook on the far wall, such that his feet can't quite touch the
the chamber's only Treasure. floor. A terrible mark has been branded on his emaciated chest.
Treasure: Ten gems are set into the eyes of the statue,
roughly 15 feet above the floor. The white dragon's head is set The githyanki has dimensional shackles binding his wrists, and the
with two white pearls (100 gp each). The black dragon's head shackles are looped over a hook driven deep into the wall. (Xam-
has two black pearls (500 gp each) for eyes. The green dragon's "kras carries a key that unlocks the shackles.) The symbol carved into
head has a pair of emeralds (1,000 gp each) for eyes. The blue his chest is a githyanki tir'su that spells the word “kiir'vrahc”
dragon's eyes are actually sapphires (2,500 gp each). Finally, the ('betrayer" in the Githyanki tongue). Although he seems quite
red dragon's eyes are large rubies (5,000 gp each). The total alone, the githyanki prisoner is not the room's sole occupant.
value of the gemstones is 18,200 gp. Creatures: Ellv is a spy for the Sha'sal Khou. He disappeared
from Tu'narath some time ago and is presumed dead. In truth,
17. DUTHKA'GITH QUARTERS (EL 18) Xam kras is keeping Ellv alive pending interrogation. Ellv
This room is identical to area 15, except that all nine rejuvena- knows of Zetch'r'''s involvement with the Sha'sal Khou, and
tion pods are wreathed in strands of energy and are occupied. soon the Ch'rai will, too. Ellv has no loyalty to Vlaakith or her
Creatures: Each of the nine rejuvenation pods contains a rest- minions and will fight alongside the PCs for his freedom. How-
ing duthka'gith warrior. If one of them is disturbed, they all ever, he is loyal only to Zetchr'rand the Sha'sal Khou, and PCs
emerge from their pods. who oppose the Sha'sal Khou quickly earn Ellv's enmity.
2 Male and Female Githyanki Duthka'gith Ftr8 (9): CR Elly is guarded by a tl'a'ikith that lurks near the darkened ceil-
12; Medium Dragon (augmented humanoid, fire); HD 8d12+16; ing, It descends to attack any creature that tries to free the prisoner.
hp 93, 90, 82, 79, 75, 75, 70, 65, 62; Init +1; Spd 20 ft, fly 110 ft. 2 Tl'a'ikith: hp 104; use the sample Tl'a'ikith statistics at the
(perfect) on the Astral Plane; AC 21, touch 11, flat-footed 20; end of the adventure (described under the Tl'a'ikith template).
BAB 48/43; Grap +13; Atk +15 melee (2d6+10/17—20, +1 2 Elly, Male Githyanki Ftr10: CR 12; Medium Humanoid
greatsword) or +15 melee (1d6+5, bite) or +10 ranged (1d8+6/x3, (extraplanar); HD 10d10; hp 64 (currently 1); Init +1; Spd 30 ft.,
+1 composite longbow [+5 Str]); Full Atk +15/+10 melee fly 140 ft. (perfect) on the Astral Plane; AC 11, touch 11, flat-
(2d6410/17—20, +1 greatsword) and +11 melee (1d6+2, bite) or footed 10; BAB 410/45; Grap +12; Atk +12 melee (1d3+2 non-
+13 melee (1d6+5, bite) and +11 melee (1d4+2, 2 claws) or lethal, unarmed strike) or +11 ranged; Full Atk +12/+7 melee
+10/+5 ranged (1d8+6/x3, +1 composite longbow [+5 Str]); SA (1d3+2 nonlethal, unarmed strike) or +11/+6 ranged; SA psion-
breath weapon (6d8 cone offire; Reflex DC 12 half), psionics, ics; SQ darkvision 60 ft., psionics; SR 15; AL LE; SV Fort +7, Ref
smite good 1/day (+8 damage); SQ darkvision 60 ft., cold resist- +4, Will +3; Str 14, Dex 12, Con 11, Int 14, Wis 10, Cha 8.
ance 5, fire immunity, psionics; SR 13; AL CE; SV Fort +8, Ref Skills: Craft (armorsmithing) +12, Craft (weaponsmithing)
+3, Will +3; Str 20, Dex 12, Con 15, Int 13, Wis 8, Cha 12. +12, Intimidate +7, Jump +8, Listen +3, Ride +7, Spot +3. Feats:
Skills: Craft (armorsmithing) +4, Craft (weaponsmithing) +4, Cleave, Exotic Weapon Proficiency (silver sword), Improved
Jump +9, Listen +4, Ride +5, Search +3, Spot +4. Feats: Alertness, Trip, Mounted Combat, Point Blank Shot, Power Attack, Pre-
Improved Critical (greatsword), Iron Will, Multiattack, Point cise Shot, Quick Draw, Weapon Focus (greatsword), Weapon
Blank Shot, Precise Shot, Weapon Focus (greatsword), Weapon Specialization (greatsword).
Specialization (greatsword). Psionics (Sp): 3/day—blur, daze (DC 9), dimension door, mage
Psionics (Sp): 3/day—blur, daze (DC 11), dimension door, mage hand, hand, telekinesis (DC 14); 1/day—plane shift (DC 16). Caster level
telekinesis (DC 16). Caster level 8th; save DC 11 + spell level. 10th; save DC 9 + spell level.
Possessions: +1 driftmetal breastplate (see the "Astral Driftmetal" Tactics: If the dimensional shackles are removed and he is too
sidebar), +1 greatsword, +1 composite longbow [+5 Str], with 50 arrows, weak or ill equipped to fight, Ellv uses his plane shift ability to
potion of bull's strength, potion of bear's endurance, potion of haste. flee the palace. If the PCs heal his wounds and provide him with
serviceable armor and weapons, Elly remains with them until
reduced to half hit points again, at which point he flees. If he is P Male and Female Githyanki Duthka'gith Ftrs (9): hp 91,
somehow trapped inside the palace, Ellv will not allow himself 88, 85, 78, 73, 71, 65, 64, 60; see area 17 for complete statistics.
to be captured alive again, taking his own life if necessary 2 Githyanki Zombies (12): CR 1/2; Medium Undead
The tla'ikith casts weird as a quickened spell each round, (extraplanar); HD 2d12+3; hp 16 each; Init +0; Spd 20 ft. (can't
hoping to kill or stun enemy spellcasters while it clashes swords run; base 30 ft.); AC 17, touch 10, flat-footed 17; BAB +1; Grap 43;
with frontline fighter-types. Atk +3 melee (2d6+3/19-20, greatsword) or +3 melee (1d6+3,
slam); Full Atk +3 melee (2d6+3/19-20, greatsword) or +3 melee
19, TELEPORTATION CIRCLE (1d6+3, slam); SQ damage reduction 5/slashing, single actions
only, undead type; AL NE; SV Fort +0, Ref +0, Will +3; Str 15,
root Dex 11, Con —, Int—, Wis 10, Cha 1.
symbol carved into the floor. Feats: Toughness.
Possessions: Breastplate, greatsword.
The symbol carved into the floor is a githyanki tir’su that Treasure: The astral dreadnought's gullet contains many
spells the word *zanhkor" ("exit" in the Githyanki tongue). The treasures taken from Vlaakith's fallen enemies or engulfed by
symbol is a teleportation circle: Any creature that stands inside the the dreadnought before its demise. PCs who search the gullet
circle and speaks the word "zanhkor" causes the symbol to glow find the following items:
with a silver light and teleport all creatures atop it to a similar * The skeleton ofadwarf cleric of Moradin wearing dwarven
teleportation circle in area 1, at the base of the statue of Gith. plate and a belt of dwarvenkind
* The dessicated corpse of agithzerai monk wearing an
20. DREADNOUGHT HALL (EL VARIES) amulet of mighty fists +2
* The flayed corpse of an illithid (see Trap below)
The bones and lifeless husks ofthe dead litter the floor of this * A bag of holding (type 11) containing several items belonging
horrid hall, Overhead, a monstrous creature—over
60 feet long to Valciron Stormbow, the elf trapped in Vlaakith's mirror of life
from head to tail—hangs from the vaulted ceiling by great iron trapping (see area 38): +2 elven chain, a «2/1 two-bladed sword, a +1
chains and hooks. The monster is covered in thick, spiked composite shock longbow [+3 Str], a quiver of 24 arrows, a +3 amulet
plates. A single dead eye stares down at the carnage, and the of natural armor, and three potions of cure moderate wounds,
creature's great maw hangs agape, its black throat disappear- * Assorted trinkets, including a potion of haste, a divine scroll
ing into deep oblivion. Two gnarled limbs jut from its massive (with the spells antipathy, greater dispel magic, and mass cure serious
shoulders, ending in pincers held aloft by more hooked chains. wounds cast at 17th level), an arcane scroll (with the spells disin-
Below the monster's distended torso is a serpentine tail that tegrate and Tenser's transformation cast at 15th level), and a quiver
trails off into the shadows ofthis sepulchral hall. holding g six +2 g ghost touch arrows.
* A piece of Astral driftmetal shaped like a piece of a
The hall is occupied, but the number of occupants may vary githyanki symbol. The driftmetal fragment is Piece #3 ofafour-
depending on the circumstances (see Creatures, below). The piece key needed to unlock Vlaakith's sarcophagus (see area 49
monster hanging from theceiling is an astral dreadnought slain for detai
by Vlaakith herself. PCs who enter the mouth ofthe astral Trap (EL 8): Any creature touching the flayed illithid corpse
dreadnought can reach all the way to the monster's 10-foot- must succeed at a Will save (DC 25) or be affected by a psychic
diameter gullet, which contains the Treasure and a Trap. poison called lanshita. Whether the saving throw was success-
The bodies and bones littering the floor are the remains of ful or not, the caster must succeed at another saving throw 1
skeletons and zombies (the lich-queen's unworthy foes) that the minute later to avoid secondary damage.
duthka'giths destroyed while using the hall for combat training ^ Psychic Poison Trap: CR 8; touch trigger (attached); no
exercises. Among many dead githyanki lie the remains of sev- reset; psychic poison (lanshita, Will save DC 25 resists, 2d6
eral githzerai, humans, elves, dwarves, and other humanoids. Cha/2d6 Cha; Search DC —; Disable Device DC —.
Amid the bones and corpses are some nonmagical weapons and
bits of armor. 21. SKIN SPHERE (EL -)
Creatures (EL 18): In various corners of the room stand a
dozen mostly intact githyanki zombies—the animated remains This horrid chamber is unlike any you've seen. The walls are
of Vlaakith's past victims that the duthka’giths have yet to made of sewn illithid flesh, stretched into a near-perfect 30-
destroy. These zombies periodically wander the hall and attack foot-diameter sphere. The walls flex and undulate, as though
only in self-defense. Unless they have been summoned else- pressed upon by hundreds of bodies trapped on the other
where, nine duthka'giths are also here, engaging one another in side. Muffled wails fill the room, drowning the whispers that
mock duels beneath the dead astral dreadnought and above the echo elsewhere through the palace.
bones and bodies strewn across the floor (they know about the
fly ability granted by the palace, They attack interlopers on sight.
Vlaakith fashioned the skin sphere as a meditation cham 22. FACES OF GITH
ber—a room where she could not hear the whispers of the
fallen githyanki whose souls she'd claimed. Ropes of entwined Protruding from the obsidian walls—20 feet above the floor—
sinew are tied to stone rings affixed to the outer walls; these are three 10-foot-tall frescoes depicting the stern visage of a
sinewy cords hold the shape of the sphere and keep it taut. female githyanki warrior. Each face glares down at you scornfully,
Trapped in the spaces between the outer walls and the skin and carved into its forehead is a circular symbol you recognize.
sphere are 666 animated githyanki and githzerai zombies. Their
mindless, incess nt wailing comforts the lich-queen in ways the The frescoes depict the warrior Gith, and each has the
palace's whispers don't symbol of Gith (as seen in area 1) carved into its forehead. The
The skin sphere has 10 hit points per 5-foot section. A 5-foot visages are haunting but harmless
tear in the skin sphere releases 2d6 zombies, which clamber
into the room and tumble down to the bottom of the sphere. If 23. HALL OF GITH (EL 17)
a single tear grows to fill five 5-foot areas, all of the zombies
tumble into the room as the skin sphere collapses. The charnel Dozens of obsidian shelves protrude from the walls of this
sea of writhing flesh and limbs fills the room except for the 20 great, hollow sepulcher. Atop each shelf rests a black candle
feet closest to the ceiling (blocking the door to area 20). The that sheds a flickering blue flame. In the middle of the floor,
zombified door to area 22 opens, and zombies slowly begin atop a raised dais, rests an oblong sarcophagus of red crystal
spilling into that area (and area 23). In the course of several carved in the shape of adragon, its folded wings forming the
hours, the zombies fill all available floorspace in areas 21, 22 lid. Encircling the dais are more than a hundred life-sized stat-
23, 29, and 30. ues. Each statue faces the sarcophagus and depicts a kneeling
Any creature that moves through the sea of zombies moves at githyanki woman wearing regal garments and a crown.
one-quarter speed and takes 2d8+18 points of damage every
round from being clawed, bitten, and crushed between bodies. The room contains 156 statues, each depicting a githyanki
Creatures: The 666 zombies trapped behind the skin sphere een from Vlaakith I to Vlaakith CLVI. Notable by its absence
are more ofanuisance than a threat to high-level characters a statue representing the reigning queen, Vlaakith CLVII.
Although many of the zombies include the remains of slain of the statues kneel before the sarcophagus of Gith, legendary
adventurers, they no longer carry anything of value. liberator of the githyanki people. Although Gith's fate is
2 Gith Zombies (666): hp 16 each; see area 20 for com- unknown, it is believed that she will someday return, and that
plete statistics when she finally passes, her remains will be sequestered here.
PCs who approach the sarcophagus can see runes carved into Vile images and dark thoughts fill your head as you enter this
the red crystal lid, They read: “Death befalls any creature that dis- empty heart-shaped vault, as though some dreadful worm has
turbs the ashes of Gith.” PCs who inspect the sarcophagus and suc- burrowed into your subconscious and begun tearing at your
ceed at a Search check (DC 25) discover that the eyes of the soul with its teeth.
dragon-headed sarcophagus can be depressed, and that doing so
will cause the crystal wings that form the lid to part. PCs can also This room radiates an overwhelming necromantic aura when
spring the lid open with a successful Open Lock check (DC 40) a detect magic spell is cast.
or force the lid open with a successful Strength check (DC 30). Trap: Intelligent living creatures that enter the room must
The sarcophagus appears to contain nothing but ashes. succeed at a Will save (DC 30) or be stunned for 25 rounds by
Ñ Red Crystal Sarcophagus: 6 in. thick; Hardness 5; hp the horrible, mind-splintering pain. A creature that succeeds at
180; break DC 30; Open Lock DC 40 (lid). the save is immune to the effects of the room from that point
Creature (EL 17): The lich-queen has placed an undead on, having demonstrated the ability to banish the room's evil
guardian inside the sarcophagus, fully expecting that Gith will from its mind. The stunning effect can be removed with a suc-
never return to claim this sepulcher for herself. Opening the sar- cessful break enchantment spell (DC 31).
cophagus causes the ashes within to burst into flames. An Anycreature stunned for the full duration of the effect must
instant later, the flames leap forth as an effigy—the undead succeed at another Will save (DC 30). An evil creature that fails
remains of Vlaakith’s last githyanki consort. The effigy is bound this second save has its psyche warped so that it believes
to this room and cannot leave it unless Vlaakith commands it to. Vlaakith is a trusted ally; further, any attack it makes against the
P Effigy: hp 189; Monster Manual II 89. If you do not have lich-queen deals it 1d6 points of permanent Intelligence,
access to the Monster Manual II, substitute a nightwalker (Mon- Wisdom, and Charisma drain. A nonevil creature that fails the
ster Manual 196) for the effigy. Assume that the inside of the second Will save suffers a permanent alignment shift to chaotic
sarcophagus is an extradimensional space capable of holding evil as every shred of its good and decent nature is consumed. If
the Huge undead, but the creature can leave freely if the lid is the formerly good-aligned creature leaves the room and
opened, Note that this drops the EL ofthis encounter to 16. returns, it must succeed at a new set of
saves or suffer the room's
psyche-warping effect on evil creatures,
24. EMPTY SEPULCHER A wish or miracle spell is needed to restore a creature's true
This dark chamber connecting areas 22, 25, and 26 is com- alignment or remove the psyche-warping effect on an evil crea-
pletely empty. ture (a restoration or greater restoration spell is further needed to
restore drained ability score points).
25. GUEST QUARTERS Development: Nonevil characters who turn evil usually
become nonplayer characters controlled by you. However,
A triangular table—its surface of stitched flesh stretched over their alignment shift isn't immediately obvious, and if you feel
a bone frame—dominates this room. Three chairs of similar particularly insidious, you might consider allowing players to
construction surround it. The table corners and chair backs continue running their characters until their evil manifests or
are further adorned with tiny demonic skulls. Obsidian gar- is revealed (by a detect evil spell, for instance). Alternatively, a
goyles leer at you from ledges high on the walls, and carved DM may allow mature players to run evil characters, provided
niches filled with monstrous skulls add to the gloomy décor. they are willing to play their characters appropriately. In this
Unlike other areas of the palace, the whispers of
the damned case, the DM should take these players aside and inform them
are barely audible here, of their characters’ new outlook.

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.

NEW ALCHEMICAL SUBSTANCES


Vlaakith has perfected three new alchemical substances, which are chic energy. When aliving creature touches the patch, it explodes
located in her private brewery (area 34). with psychic spores that deal 2d6 points of temporary Intelligence
Astral Effluvium: Imagine the swirling emotions of a thousand damage (Will save DC 17 negates) to all creatures within a 10-foot-
hopeless souls trapped in the form of an ephemeral silver liquid radius burst. The damage is doubled (4d6) if the creature from
tinged with every color of the rainbow. When released on the Astral which the mold is created had latent psionic abilities, such as an
Plane, this mental effluvium explodes in a 10-foot-radius, mind- illithid or githyanki. Sonic energy destroys the patch, while sunlight
affecting burst of psychic energy. Creatures who fail a Will save (DC renders it dormant. A tiny pouch of cerebral grist (enough for a sin-
20) are overcome by powerful emotions and stunned for 1d4 gle use) costs 500 gp and weighs 0.5 Ib.
rounds. A single vial of astral effluvium costs 750 gp and has neg- Netherflame: This nonmagical, charcoal-colored liquid explodes
ligible weight. on impact. All living creatures in a 5-foot-radius burst centered at
Cerebral Grist: Grinding the dried brain of an intellect devourer the point of impact are engulfed in horrible black flames that deal
into fine dust and mixing it with various unguents yields this 1d6 points of damage per round for 5 rounds. Even creatures that
potent white powder. When sprinkled onto the putrefied husk of a are resistant or immune to fire take full damage. The black flames
dead creature, cerebral grist instantly liquifies the remains, trans- can be doused only by the touch of a sunrod. A single flask of
forming the corpse into a patch ofvelvety mold imbued with psy- netherflame costs 1,800 gp and weighs 1 Ib.
like abilities, then had him plucked and caged for his folly and
30. TROPHY VAULT (EL 16) her amusement.
Three obsidian braziers carved to resemble crouching The juvenile bronze dragon barely fits inside the cage in her
demons sink their claws into the floor of
this vaulted chamber. draconic form, so she often assumes humanoid form to make
Black flames leap from the braziers, barely illuminating the her dismal accommodations tolerable. The dragon once served
plethora of vile trophies placed here for the lich-queen's a gnome wizard as a cohort and mount, but Vlaakith captured
amusement. Eight obsidian statues carved to resemble robed the dragon shortly after destroying her master.
githyanki wizards stand against the walls. Each statue holds Greater Blackfire Elementals (3): CR 13; Spd 60 ft., fly
an obsidian tray with some horrible display atop it. 60 ft. (perfect)on the Astral Plane; hp 178 each; Atk +22 melee
Three wrought-iron cages levitate in the air 20 feet above the (2d8+7 plus 2d8 fire plus 1d4 negative levels, slam); Full Atk +22
floor, One cage is stuffed full of githzerai heads, another holds melee (2d8+7 plus 2d8 fire plus 1d4 negative levels, 2 slams); SA
a vulturelike demon plucked of feathers, and the third holds a burn, energy drain; see Monster Manual 97 (fire elemental,
comely human girl with bronze-colored hair. greater) for other statistics.
Energy Drain (Su): A living creature hit by a blackfire ele-
The black flames rising from the braziers radiate moderate mental's slam attack gains 1d4 negative levels. For each negative
evil. The flames cannot be doused or
snuffed, although destroy- level it deals, the elemental heals 5 hit points of damage.
ing the brazier (Hardness 8; hp 60; break DC 33) also puts out its 2 Jareel, Vrock: CR 7; hp 78; see Monster Manual 48
flame. Any living creature that touches a black flame suffers 1d4 (demon, vrock). The vrock's reduced CR reflects its lost spell-
negative levels and take 1d8 points offire damage. like abilities (including its ability to summon other tanar'ri).
An arcane lock spell seals each iron cage. Each cage is also 2 Aezenstar, Female Juvenile Bronze Dragon: hp 142;
magically attuned to the braziers in the room, such that open- see Monster Manual 80.
ing a cage unleashes the Creatures bound in the black flames. Tactics: The elementals are not terribly bright and use unin-
Ñ Spiked Iron Cages (3): 1-in-thick bars; Hardness 10; hp spired tactics. The vrock begs for release, willing to serve its liba
60; break DC 28 (38 for the arcane locked door). erators indefinitely for its freedom and some tasty food. How-
The githzerai heads in the first cage belong to members of a ever, it is quite mad and doesn't keep its promises for long. If
monastery wiped out by Vlaakith and her thralls. They have ani- the PCs refuse to free it from its cage, it may use its stunning
mate dead spells cast on them. When a creature approaches screech on the PCs as they fight the blackfire elementals.
within 5 feet ofthe cage, the heads open their eyes and begin If the PCs free her, Aezenstar helps them fight the blackfire
murmuring the name "Vlaakith" repeatedly. Each head has AC elementals. If she survives, she offers to join their quest, for
11, 1 hit point, and no effective attacks. better or ill. She can also warn them of the traps and guardians
The featherless demon in the second cage is a vrock in the lich-queen's throne room (area 7), which is where her
(described under Creatures, below). master waskilled and she was captured. ,
The comely human girl is actually a juvenile bronze dragon Treasure: The dead cleric’s heavy mace is actually a +1 heavy
in altered form (described under Creatures, below). mace of disruption. The bejeweled crown has the same properties
The eight statues display the following trophies: as a ring of major spell storing. Currently, it contains a heal spell.
The bloodied wings of a trumpet archon
A black lump of lead (actually a transformed silver trumpet
taken from a slain trumpet archon) and the shattered blade of SEGONR FLOOR
a magic greatsword (formerly the archon's +4 greatsword).
A ulitharid's dessicated brain The following encounters are keyed to the map of the second floor.
^ gold dragon's shriveled heart
A dead cleric's heavy mace (see Treasure, below) 31. QUEEN'S DEFENDERS (EL 23)
The bejeweled crown ofa dead king (see Treasure, below) This dark chamber is connected to the ground floor by a
The flayed white skin of an aasimar paladin 10-foot-wide chute that opens into the ceiling of area 26. The
The petrified owl familiar ofa dead elf wizard room itself contains no furnishings but is guarded.
Creatures: Opening any one of the cages triggers a spell that Creatures (EL 23): Three tl'a'ikiths float amid the shadows
transforms the braziers’ black flames into blackfire elementals near the ceiling.
(fire elementals with the energy drain ability). The elementals P Tl'a'ikiths (3): hp 104 each; use the sample Tl'a'ikith sta-
leap from the braziers and attack all intruders. tistics at the end of the adventure (described under the
Vlaakith summoned the vrock using a planar binding spell. Taikith template).
‘The proud creature claimed to have once been a powerful balor Tactics: One tl'a'ikith remains hidden near the ceiling and casts
who was wrongfully punished by his superiors. Vlaakith weird spells (two per round) at intruders. The other two t iths
destroyed a part of the creature's brain, depriving it of
its spell- descend and attack, preventing intruders from reaching area 32
and pursuing them beyond the chamber's confines, if necessary.
Forty-nine coldfire candles illuminate the room (see "New Magic
32. TAPESTRY OF FLESH Items" for details). Five of the chamber's eight crystal tables (hard-
This hexagonal chamber is empty except fora30-foot-tall tap- ness 10; hp 50) are held aloft by permanent levitate spells and can be
estry of sewn flesh hanging from an iron rod on one wall. pushed around with relative ease, although overturning one
Dozens of different skins are sewn into the gruesome tapestry, requires a Strength check (DC 20) and could spell disaster for
including the skins of several mind flayers, githzerai, humans, anyone below. The tables resting on the floor do not have levitate
elves, and demons. What seem at first to be small gems spells placed on them and are thus harder to move.
adorning the horrific work are actually glazed eyeballs. The PCs could spend hours searching through the contents
of the lich-queen’s brewery. A complete inventory of the room's
The tapestry of flesh is hideous, but it has no special properties. contents is provided under Treasure, below. None of the con-
tents are important enough to Vlaakith that she feels she must
33. VILE TAPESTRY (EL 18) post guards here.
This chamber is identical to area 32. Unlike the tapestry of Treasure: Each of the tables bears the equivalent of an
sewn flesh in area 32, however, the tapestry in this room poses alchemist's lab (500 gp). Among the various sundry items are
a threat to any living creature that enters the room. several potions and alchemical substances,
Creature: The tapestry ofstitched flesh and eyeballs is actu- Table #1 (on the floor) bears six flasks of
acid, a potion of dark-
ally an undead creature that attempts to wrap the first living ness (oil), and a potion of rage.
creature that it can reach in its gruesome folds. The hidden side Table #2 (on the floor) carries three sunrods and three flasks
of the tapestry is lined with teeth and fangs that carve into the of netherflame (see the “New Alchemical Substances" sidebar).
flesh of the enveloped creature. The tapestry can easily tear Table #3 (on the floor) holds a potion of eagle's splendor, three
from the wall to pursue prey beyond the room. flasks of alchemist’s fire, and an ebon box with platinum hinges
Vile Tapestry: CR 18; Huge Undead; HD 24d12; hp 197; (540 gp) containing 270 tindertwigs.
Init +4; Spd 15 ft., fly 30 ft. (poor), fly 40 ft. (perfect) on the Table #4 bears a potion of protection from energy (sonic) and
Astral Plane; AC 26, touch 8, flat-footed 26; BAB +12; Grap +28; eight vials of astral effluvium (see the *New Alchemical Sub-
Atk +18 melee (3d6+12 vile, bite) or +18 melee (3d6+12 vile, stances" sidebar).
slam); Full Atk +18/+13 melee (3d6+12 vile, bite) or +18/+13 Table #5 supports six flasks of alchemist's frost (as
melee (3d6+12 vile, slam); Space/Reach 15 ft./10 ft; SA alchemist' fire, except it deals cold damage), two potions of keen
improved grab, vile damage; SQ damage reduction 10/holy, edge (oil), and a potion ofgreater magic weapon +5 (oil).
resistance 10 (acid, cold, electricity), undead type; SR 29; AL Table #6 holds four pouches of cerebral grist (see the “New
NE; SV Fort +10, Ref +10, Will +17; Str 27, Dex 11, Con —, Int Alchemical Substances” sidebar), four thunderstones, and a tan-
4, Wis 12, Cha 1. glefoot bag.
Skills: Listen +11, Move Silently +8, Spot +11. Feats: Alertness, Table #7 bears three flasks of alchemist's spark (as
Blind-Fight, Combat Reflexes, Great Fortitude, Hover, alchemist's fire, except it deals electricity damage) and bottled
Improved Initiative, Improved Natural Attack, Iron Will, spell components used to enhance evil spells (strips of flesh,
Lightning Reflexes. hearts, eyes, fingers, tongues, and feathers).
Improved Grab (Ex): To use this ability, the vile tapestry Table #8 supports three flasks of netherflame (see the “New
must hit with its bite or slam attack. If it wins the grapple check, Alchemical Substances" sidebar), six flasks of potent acid (2d6
it establishes a hold and deals automatic bite or slam damage acid damage with 1d3 splash damage), and two flasks of improved
during subsequent rounds. alchemist's fire (2d6 fire damage with 1d3 splash damage).
Vile Damage (Su): Damage dealt by the tapestry can only be
healed by magic cast within the area ofaconsecrate or hallow spell. 35. ECTOPLASMIC THROAT
34. ALCHEMICAL BREWERY Unlike othercorridors in the palace, this hallway is only 10 feet
tall. Most ofthe hall, except for a 10-foot-square section at one
Numerous shelves protrude from the walls of this octagonal end, is filled by a tubular mass of undulating ectoplasm. This
chamber. Atop each shelf sitsa black candle that burns with a ectoplasmic “throat” measures 8 feet in diameter and ends
cold blue flame. Nine crystal tables fill the room. However, before an oval orifice filled with impenetrable, silvery-gray mist.
only three of the tables rest on the floor; the other five levitate
about the room, the highest one suspended 40 feet above the The ectoplasmic passage ends before a gray mist door leading
floor, about 10 feet below the apex of the ceiling. Each table is to Vlaakith's reliquary (area 38). Vlaakith created the "throat"
its own laboratory, complete with myriad flasks holding a mul- from astral effluvium and gave ita shred of sentience. It is imper-
titude ofalchemical and arcane substances. vious to physical attacks and magic, although psionic attacks can
damage it. The throat has 90 hit points per 10-foot section.
When a living creature enters the throat, it flexes and con- heart radiates faint Necromancy magic and acts as a potion of
tracts. Ripples of astral energy pull the creature along the entire inflict moderate wounds, healing undead and harming any other
length of the throat and jettison it through the gray mist portal, type ofcreature that devours it. (VIaakith uses the githzerai
into area 38. The throat deals no damage, although an ejected hearts to heal damage.)
creature lands prone and may take damage as it passes through Chest #4 is fashioned from bronzewood (2 in. thick; hard-
the mist-filled doorway (see the “Doors” section under “Palace ness 10; hp 60; break DC 28) sculpted in the likeness of a red
Features” for details). A creature can resist being pulled down the dragon and painted with red scales. An iron lock shaped like a
throat with a successful Fortitude save (DC 30), but a new save is dragon's head binds the chest. Inside rest eight ornate crystal
required at the beginning of each round spent inside the throat. flasks (100 gp each) filled with a greenish ectoplasm called
death's ichor, created by Vlaakith using the crown of corruption
36. VLAAKITH’S TREASURY (EL VARIES) (see “New Artifacts” for details). Each flask provides enough
death's ichor to count for 1,600 XP when making an item or
Three smooth, black pillars support the ceiling of this dark paying the XP cost ofaspell.
room. A 10-foot-diameter circular symbol has been carved Chest #5 is made of alchemically treated wood (2 in. thick;
into the floor between the pillars and filled with silver, and hardness 5; hp 20; break DC 22) wrapped in demon skin with
crouched inside the circle is a squat and blubbery humanoid horn fittings, handles, and protrusions. This chest contains
with hideous physical deformities enveloped in a shimmering three shriveled githzerai heads with black gems wedged in
emerald field. A continuous, 3-foot-wide obsidian shelf pro- their mouths and the symbol of Vlaakith carved into their fore-
trudes from several walls 4 feet above the floor. Twelve chests heads. Each black gem holds a pinpoint of light: the trapped
rest atop this shelf, each one crafted with a distinctive motif. soul ofagithzerai foe who tried and failed to destroy Vlaakith.
Smashing a gem (hardness 5; hp 1) releases the trapped soul
The circular symbol carved into the floor is a githyanki tir'su within, which then merges with the other souls bound to the
that spells the word “Revrykal” ("servant" in the Githyanki Palace of Whispers. However, once the souls are released from
tongue). The symbol is part of a greater planar binding spell. The the gems, PCs can restore the githzerai to life by casting resur-
creature confined to the circle has assumed the form of a dretch rection spells on the heads (see Development, below).
demon to appear less threatening and is described under Crea- Chest #6 is made of darkwood (2 in. thick; hardness 5; hp 20;
tures, below. The black pillars that seem to support the ceiling, break DC 22), its curved lid set with a dozen glazed githzerai
in fact, do not; the pillars are also described under Creatures. eyes. Inside rest six ornate crystal flasks (100 gp each) filled
Treasure/Traps: The chests are locked, and Vlaakith carries with death's ichor (see Chest #4, above). Each flask provides
the keys. Each chest is described below: enough death's ichor to count for 1,000 XP when making an item
Chest #1 is fashioned from Astral driftmetal (1 in. thick; or
paying the XP cost ofaspell.
hardness 12; hp 30; break DC 30) and lined with spikes. It con- Chest #7 is made of thick gold dragon hide (2 in. thick; hard-
tains six books: a manual ofgainful exercise +2, a manual of quick- ness 10; hp 20; break DC 25) with iron handles and fittings. The
ness in action +2, a manual of bodily health +2, a tome of clear thought chest contains a gold bracelet set with amethysts (4,200 gp), a
+2, a tome of understanding +2, and a tome of leadership and influence silver goblet encrusted with eight sapphires (8,100 gp), a bejew-
+2. The inside lid of the chest has a f'rac symbol inscribed on it. eled platinum coronet (11,000 gp), a periapt of wound closure, and
4 T'rac Symbol Trap: See the “Githyanki Symbols" section an emerald scarab pendant (actually a scarab of death), all nestled
for details. in a bed of 5,000 gp.
Chest #2 is made of alchemically treated wood (2 in. thick; Chest $8 is made ofiron (1 in. thick; hardness 10; hp 30;
hardness 5; hp 30; break DC 22) and has a death slaad's skull break DC 28) with clawed feet, iron handles, and a built-in lock
molded into its curved lid. The chest is filled with vials sus- shaped like a leering githyanki skull. Any living creature that
pended in wooden racks. Each vial contains a single dose of touches the chest triggers a chain lightning trap. The chest con-
poison—one of each type of contact, ingested, and injury poison tains a mummified githyanki hand with a magic ring on each
listed on page 297 of the DusctoN Master's Guide. (As the DM, digit: a ring ofcounterspells, a ring of protection +3, two rings of friend
you may expand the selection to include poisons from the Arms shield (matching pair), and a ring of wizardry 111. The hand rests
and Equipment Guide, the Book of Vile Darkness, or other sources.) atop a display of 12 wands: a wand of bull's strength (32 charge: ya
Chest#3is made of mortared illithid and githzerai spines (2 wand of cal's grace (45 charges), a wand of chaos hammer (caster
in, thick; hardness 6; hp 30; break DC 23) and is adorned with level 8th; 18 charges), a wand of cure moderate wounds (17
illithid skulls. Piled inside the chest are four shriveled illithid charges), a wand of dimensional anchor (24 charges), a wand of
brains and ten black, pulpy githzerai hearts. The illithid brains dispel magic (caster level 10th; 20 charges), awand of greater invis-
are infected with a disease called mindfire (see page 292 in the ibility (9 charges), a wand of inflict critical wounds (25 charges), a
DUNGEON Masrer’s Guide for effects). Anyone touching a brain wand ofknock (39 charges), a wand oflightning bolt (caster level
risks infection. If thrown, a brain explodes on impact and 10th; 33 charges), a wand of restoration (6 charges), and a wand of
releases mindfire spores in a 10-foot-radius area. Each githzerai wall of ice (47 charges).
4 Chain Lightning Trap: CR 7; magic device; touch trigger;
automatic reset; spell effect (chain lightning, 25th-level wizard,
20d6 electricity damage to target nearest center of
trigger area
plus 10d6 electricity damage to each of up to 20 secondary tar-
gets, Reflex save DC 27 half damage); Search DC 31; Disable
Device DC 31.
Chest #9 consists of alchemically treated human skin
stretched overa frame of bone ribs (1 in. thick; hardness 6; hp 10;
break DC 17), with iron fittings and bone handles. It is filled
with residuum, a translucent, ectoplasmic mucous that radiates
overwhelming Transmutation magic when a detect magic spell is
cast, The residuum is psychic residue collected from creatures
Vlaakith has slain on the Astral Plane. The residuum absorbs
into a nonintelligent magic item on contact, permanently imbu-
ing it with sentience. Use the tables in the Intelligent Items sec-
tion of the DuNGEON Master's Guide to generate an item's align- underlings” with information on Arythyzl's plans to conquer
ment, mental ability scores, powers, and ego. The chest currently the Astral Plane. If her ruse is foiled, Arythyzl assumes her true
holds enough residuum to transform four magic items. form and vows to slay Vlaakith if the PCs release her. She is
Chest #10 is draped with a green slaad cloak (see “New Magic lying, of course (see Tactics, below).
Item: he chest itself is carved from jade (2 in. thick; hard- The binding circle prevents Arythyzl from using any of her
ness 8; hp 40; break DC 26), and githyanki signs engraved on spell-like abilities, including her ability to summon tanar’ri.
the lid spell out the following phrase in the Githyanki tongue: 9 Arythyzl, Marilith: hp 242; AC 36 (—1 size, +4 Dex, +16
"Zrkiil mah di rakla Gith" ("In Gith's name, we shall conquer natural, +7 +2 breastplate of sonic resistance), touch 13, flat-footed
all"). The chest is worth 4,500 gp intact, and it holds 15 +1 illithid 32; Atk +26 melee (2d6410/19—20 plus 2d6 to opponent, plus
slaying arrows and 10 +1 githzerai slaying arrows. 1d6 to wielder, +1 vicious longsword) or +24 melee (1d8+9, slam)
Chest #11 is made of hardened gray spidersilk (1 in. thick; or +24 melee (4d6«9, tail slap); Full Atk +26/+21/+16 melee
hardness 8; hp 15; break DC 22) and adorned with black spider (2d6+10/19-20 plus 2d6 to opponent, plus 1d6 to wielder, +1
eyes and legs. This ch contains 225 10-gp gems, 160 S0-gp vicious longsword) and +26 melee (2d6+5/19-20 plus 2d6 to
gems, 70 100-gp gems, 32 500- gp gems, and 12 1,000-gp gems. opponent, plus 1d6 to wielder, 2 +1 vicious longswords) and +26
The total value of the gem trove is 42,250 gp. melee (2d6+5/17—20, 3 +1 keen longswords) and +22 melee
Chest #12 is a simple wooden chest (1 in. thick; hardness 5; (4d6+4, tail slap), or +24 melee (1d8+9, 6 slams) and +22 melee
hp 15; break DC 18) covered with a 5-foot patch of purple mold (4d6+4, tail slap); see Monster Manual 44 (demon, marilith) for
grown from the putrefied corpse ofan illithid. When aliving other statistics,
creature touches the mold, it explodes with psychic spores that Possessions: +2 breastplate of sonic resistance, 3 +1 keen longswords,
deal 4d6 points of temporary Intelligence damage (Will save 3 +1 vicious longswords.
DC 17 negates). The chest contains four flasks of the mold 2 Elder Black Pudding: hp 360 (120 per “pillar”); Monster
(which can be hurled as grenades) resting atop a bed of 1,600 pp. Manual 201 (ooze).
4" Cerebral Mold: CR 8; 5-ft. patch; affects all creatures Tactics: If set free, the marilith kills everything and any-
within 10-ft. radius burst, 4d6 Int damage, Will save DC 14 thing in the room before attempting to summon 1d4 hezrou
negates; mold destroyed by sonic energy and rendered dormant demon toadies, with whom she stages an assault on the lich-
in sunlight. queen's palace. Arythyzl delights in wielding her +1 vicious
Creatures (EL 17+): The three obsidian pillars radiate strong longswords, each of which deals +2d6 points of damage to her
Transmutation magic and are actually separated pieces of an enemy and 1dé points of damage to the wielder. As cuts from
elder black pudding held in temporal stasis. Touching one of the the vicious blades bloody her scaly form, she cries out in horri-
pillars deals 3d6 points of acid damage. When anyone other ble exultation.
than Vlaakith disturbs the chests, the pillars collapse into cor- The elder black pudding segments try to grapple and engulf
pulent mounds of black goo as the temporal stasis spells are dis- prey. The pudding can't distinguish one meal from the next.
pelled. The black mass rolls over the edges of
the binding circle Development: Chest #5 contains the trapped souls of three
inscribed on the floor, freeing the creature trapped inside it. githzerai assassins who perished trying to kill Vlaakith cen-
The creature trapped in the binding circle is Arythyzl, a turies ago. If their souls are released, PCs can bring these assas-
marilith demon polymorphed into a dretch. An ally of thedemon sins back to life using resurrection spells, provided they have the
prince Graz'zt, General Arythyzl was called to the lich-queen's githzerai heads and cast the spells within the palace (see the
palace to update Vlaakith on the Blood War. In herdretch form, “Whispers of the Damned" section). If restored to life, the githz-
she claims to be Thrux, one of General Arythyzl's “worthless erai work with the PCs to complete their mission, fearlessly
opposing the lich-queen and her minions. However, they brook 10; hp 90; break DC 40; immune to fire; SR 30) or by casting ani-
no long-term alliances with the PCs, regardless of their gestures mate objects on the lectern and commanding it to release the book.
of goodwill. Each lectern radiates a strong Abjuration aura.
2 Drathac, Niil, and Zerlym, Male Githzerai Characters who inspect the library's floor and succeed at a
Rog10/Asns (3): CR 20; Medium Humanoid (extraplanar); HD Search check (DC 30) discover a secret compartment in the
18d6+36; hp 116, 105, 99; Init +8; Spd 30 ft., fly 100 ft. (perfect) middle ofthe floor. The compartment contains a tiny, sealed
on the Astral Plane; AC 18, touch 14, flat-footed 18; BAB metal box (hardness 20; hp 40; break DC 40) holding strips of
3413/48/43; Grap +13; Atk +13 melee (1d3 nonlethal, unarmed parchment covered in arcane writings. This lich's phylactery
strike) or +17 ranged; Full Atk +13/+8/+3 melee (1d3 nonlethal, does not belong to Vlaakith, and its destruction in no way
unarmed strike) or +17/+12/+7 ranged; SA death attack (DC 20), threatens her.
poison use, psionics, sneak attack +9d6, spells; SQ darkvision 60 Creature (EL 20): A kr'y'izoth guards the library.
ft., hide in plain sight, inertial armor, psionics, improved eva- Kry'izoth: hp 104; use the sample Kr'yizoth statistics at the
sion, improved uncanny dodge, spells, trapfinding, trap sense end ofthe adventure (described under the Kryizoth template).
+3, +4 save against poison; SR 23; AL LE; SV Fort +7, Ref +17, Tactics: Given time, the kry'izoth casts the following defen-
Will +6; Str 10, Dex 18, Con 14, Int 14, Wis 12, Cha 11. sive spells in the listed order: spell turning, stoneskin, shield, arcane
Skills: Balance +6, Bluff +12, Disable Device +23, Diplomacy sight, and fire shield (warm shield version). At the beginning of
+4, Disguise +13, Escape Artist +16, Hide +25, Jump +2, Listen combat, it casts horrid wilting. It saves its mind fog and feeblemind
+13, Move Silently +25, Open Lock +19, Search +10, Sense spells for an enemy spellcaster, maximized magic missile and
Motive +13, Spot +13, Tumble +23. Feats: Blind-Fight, Improved polar ray on enemy fighter-types, and greater dispel magic for any
Initiative, Iron Will, Point Blank Shot, Precise Shot, Quick character radiating several different magic auras. Its favorite
Draw, Weapon Focus (short sword). tactic is to target a character with a flesh to stone spell, then
Psionics (Sp): 3/day—daze (DC 10), feather fall, shatter (DC 12); destroy the petrified character in the same round using a quick-
1/day—plane shift (DC 17). Caster level 18th; save DC 10+ spell level. ened disintegrate spell. Its saves the enervation power of its staff of
Inertial Armor (Sp): Githzerai can use psychic force to block an necromancy for clerics and particularly troublesome foes.
enemy's blows. This gives them a 44 armor bonus to AC as long as Trap (EL 6): Painted on the ceiling is an ir'zharn symbol that
they remain conscious. This is the equivalent of a ist-level spell. glows red whenever one of the lecterns or books is disturbed.
Assassin Spells Known (4/4/3/1; base save DC = 12 + spell The symbol may be activated repeatedly.
level): 1st—detect poison, disguise self, obscuring mist, true strike; Irzharn Symbol Trap: See the “Githyanki Symbols” section
2nd—cat's grace, invisibility, pass without trace, undetectable align- for details.
ment; 3rd—deep slumber (DC 15), deeper darkness, false life, nonde- Treasure: Thousands of bone scroll tubes line the walls, and
tection; 4th—dimension door, greater invisibility, locate creature most of them hold scrolls. A thorough search ofthe library
(taking roughly 2 hours) yields hundreds of scrolls chronicling
37. LIBRARY OF BONE (EL VARIES) major events in the history of the githyanki people, including
Vlaakith has cast a forbiddance spell on this room. Creatures that their liberation from the mind flayers and various conflicts with
are not chaotic evil must speak the proper password (“mir''tal”) the githzerai. These ancient chronicles are priceless to histori-
to enter the room without taking damage. ans interested in such topics.
Vlaakith treasures the three books atop the crystal
The walls of this dark, octagonal annex are lined with 30-foot- lecterns and would be very upset if one or all of them were
high, mortared stacks of bone scroll tubes stuffed with rolled stolen or destroyed.
pieces of parchment. Jutting up from the floor are three The first book is titled The Dread Codex of the Silver Void—a
lecterns of red crystal shaped like dragon's claws. Atop each bound spellbook with covers of treated illithid skin and pages
lectern rests an open book written on ancient sheets of flesh, made of
stitched githzerai flesh. This tome has the properties of
its covers held fast by the lectern's crystalline claws. a Boccob's blessed book and contains 1,000 pages: an introductory
Floating in the middle of the room is a humanoid creature page, 258 pages of 6th-level spells, 245 pages of 7th-level spells,
wrapped in shrouds of flickering black flame, its eyes aglow with 280 pages of 8th-level spells, and 216 pages of 9th-level spells.
cold hate. It points a twisted black staff atyou accusingly. In total, the book contains all of the 6th- through 9th-level sor-
cerer/wizard spells in the Players Handbook.
The library's guardian (see Creature, below) attacks intruders The second book is titled The Book of Vile Darkness—a hideous
on sight. Painted in blood on the 50-foot-high ceiling—notice- tome with rune-inscribed brimstone covers wrapped in demon-
able only with a successful Search or Spot check (DC 31)—is the flesh. Its pages of flayed skin are covered with black script and
chamber's Trap, triggered by any living creature that disturbs the diagrams penned in blood. The benefits and consequences for
books on the lecterns. The three books and the various scrolls handling and reading the book are described in the DuNGEON
constitute the library’s Treasure. A book can only be removed Master's Guide. In addition, and at your discretion, the book
from its lectern by destroying or breaking the lectern (hardness
may contain some or all of the spells described in the Magic The mirror facing the gray mist door is actually a mirror oflife
chapter of the Book of Vile Darkness game product. trapping, although Vlaakith also uses it for scrying. Any living
The third book is titled Vlaakith's Malefic Libram—a tome creature standing in the 20-foot-by-10-foot section directly in
wrapped in death slaad skin, with Vlaakith's red symbol promi- front of the mirror must succeed at a Will save (DC 23) upon
nently displayed in the front cover. The book contains 666 seeing its reflection or be taken bodily into the mirror and
fleshy pages, including an introductory page, 39 pages of 1st- trapped within an extradimensional cell. The victim's clothing
level spells, 100 pages of 2nd-level spells, 126 pages of 3rd-level and equipment (including worn or held items) are left behind.
spells, 164 pages of 4th-level spells, and 215 pages of sth-level The mirror currently holds eight prisoners and can accommo-
spells. In total, the book contains all of the tst- through sth- date seven more. Only Vlaakith knows the command words for
level sorcerer/wizard spells in the Players Handbook. The book releasing the prisoners, and she will not divulge this informa-
ends with a 16-page doctrine on the creation and breeding of tion under any circumstances. The mirror has been magically
duthka'giths, where Vlaakith contemplates the transformation fortified and has a hardness of 20; however, even 1 point of
of all githyanki into the dragonlike creatures. damage is enough to destroy the mirror once its hardness is
breached. Shattering the mirror releases trapped PCs and its
38. VLAAKITH'S RELIQUARY (EL VARIES) other prisoners (see Development, below).
This chamber has a screen spell cast upon it. The screen spell Behind the flesh-and-bone curtains are two alcoves, each of
hides the portals in the alcoves, the dragon bones scattered on which contains a two-way portal (treat as a gate spell cast by a
the floor, and all the room's occupants. Modify the boxed text 2sth-level wizard for dispelling purposes). Each portal looks like
below, as needed. an oval doorway covered with a thick veil of luminous, translu-
Characters hurled into the room by the ectoplasmic throat in cent ectoplasm that allows only a vague impression of what lies
area 35 land in the 10-foot-by-10-foot area directly in front of beyond. Strands ofenergy occasionally spring from the portals;
the gray mist door. Characters knocked prone must spend a though cloying, these strands are harmless. The portals are set
move action standing up. In the meantime, the chamber's into obsidian archways adorned with ominous protrusions
guardians move in for the kill (see Creatures, below). resembling horns and fangs. One portal leads to area 39 deep
When the PCs survey the room, read or paraphrase the fol- inside the One in the Void, the other to area 50 on the Prime
lowing shaded text: Material Plane.
Creatures (EL 24, 28+ if Vlaakith is present): Vlaakith
Gargoyles resembling small obsidian dragons perch on ledges retreats to this chamber if she is driven from area 7 or else-
near the vaulted ceiling
ofthis hall, which is illuminated by half- where, and here she makes her final stand. The palace whispers
melted, blue-flamed candles placed in niches set into the walls are louder in this room when the lich-queen is present (see
at varying heights. Curtains made of interlocking bones and “Whispers of the Damned” for details). Vlaakith stands behind
strips of flesh conceal a pair of20-foot-wide, 30-foot-tall alcoves, the mirror of life trapping, stepping out from behind it when she
and sickly green light seeps through the gaps in each curtain. hears intruders falling through the gray mist door.
Against one wall rests a table made ofblack skin stretched over Lurking in the curtained alcove to the left of the mirror and
a bone frame, upon which rests a cluster of gray eggs coated in guarding the gate leading to area 39 are two tl'a'ikiths. Unless
mucous. As ifthese dressings weren't awful enough, the floor Vlaakith commands them to join the battle, they remain at their
of
the hall is littered with dragon bones. post, although they may chase intruders through the portal.
A 12-foot-tall mirror set into a 10-foot-wide obsidian frame Lurking in the curtained alcove to the right of the mirror and
seems to rise naturally from the floor opposite the mist-filled guarding the gate to area 50 are two kry'izoths. They emerge
door. The frame is shaped like a yawning dragon's head, and from the alcove to assist Vlaakith as soon as intruders appear. If
the mirror fills its open maw. As you fix on your reflection, you Vlaakith is not present, they emerge to destroy any interlopers
feel a sinister force grasping for your soul. not drawn into the mirror.
As a free action, Vlaakith can silently command the dragon
Hundreds of would-be usurpers have challenged the lich- bones on the floor to knit together, forming a pair of skeletal
queen in this very chamber
and paid a dire price. The main hall red dragons. If Vlaakith is not present, the bones remain inani-
is illuminated by sixty coldfire candles (see "New Magic Items"). mate. Each skeletal dragon takes 1 round to form.
The bones covering the floor are the skeletal remains of two red 2 Vlaakith: hp 180; see the “Vlaakith the Lich-Queen” sec-
dragons, which knit together and attack at their mistress’s com- tion for statistics, possessions, and tactics.
mand (see Creatures, below). 2 Kry izoths (2): hp 104 each; use the sample Kry'izoth sta-
The table bears seven unhatched duthka'gith eggs that the tistics at the end of the adventure (described under the Kr'y'i-
lich-queen is preparing to place in the duthka’gith hatchery (see zoth template).
areas 51—52). The eggs won't hatch as long as they remain on 2 Tl'a'ikiths (2): hp 104 each; use the sample Tl'a'ikith sta-
the Astral Plane. Each egg is 8 inches tall, 6 inches wide, and tistics at the end of the adventure (described under the
quite fragile(1hp). Tla'ikith template).
Skeletal Adult Red Dragons (2): CR 8; Huge Undead; 2 Gethan, Astral Deva: hp 124; Monster Manual 11 (angel,
HD 22d12+22; hp 188 each; Init +4; Spd 40 ft; AC 12, touch 8, astral deva).
flat-footed 12; BAB +11; Grap +30; Atk +20 melee (2d8«11, bite); 2 Maelephants (3): hp 88 each; Fiend Folio 120. If you lack
Full Atk +20 melee (2d8+11, bite) and +15 melee (2d6+5, 2 access to the Fiend Folio, replace the maelephants with two fire
claws) and +15 melee (2d6+16, tail slap); Space/Reach 15 ft./10 giants, both of which have the same CR.
ft; SA frightful presence; SQ blindsense 60 ft., damage reduc- 2 Valciron Stormbow, Male Elf Ftr8/Sort/Arc7: CR 16;
tion 10/bludgeoning magic, darkvision 600 ft., immune to cold Medium Humanoid (elf, extraplanar); HD 8d10+16 plus 1d4+2
and fire, keen senses, undead traits; SR 25; AL CE; SV Fort +13, plus 7d8+14; hp 119; Init +3; Spd 30 ft, fly 100 ft. (perfect) on the
Ref +13, Will +13; Str 33, Dex 10, Con —, Int—, Wis 10, Cha 16. Astral Plane; AC 13, touch 13, flat-footed 10; BAB «15/10/45; Grap
Feats: Improved Initiative. +18; Atk +20 melee (1d848/19—20, +2 two-bladed sword*) or +23
Frightful Presence (Ex): This ability comes into play when- ranged (1d8+7/x3 plus 1de electricity, +1 composite shock longbow*
ever the skeletal dragon attacks, charges, or flies overhead. Non- [+3 Str] with +4 arrow”); Full Atk +19/+14/+9 melee (1d8+7/19-20,
dragons with fewer Hit Dice than the dragon, that can see the +2 two-bladed sword*) and +18/+13 melee (1d8+4/19-20, +1 two-
dragon, and that are within 180 feet of the dragon must succeed bladed sword") or +21/+21/+16/+11 ranged (1d8+7/x3 plus 1de elec-
at a Will save (DC 24) or succumb to the effects of the dragon's tricity, +1 composite shock longbow” [+3 Str] with +4 arrow and Rapid
frightful presence. On a failure, creatures with 4 or fewer Hit Shot); SA enhance arrow +4, imbue arrow, phase arrow 1/day, seeker
Dice become panicked for 4dé rounds and those with 5 or more arrow 1/day, spells; SQ elven traits, spells; AL CG; SV Fort +13, Ref
Hit Dice are shaken for 4d6 rounds. +10, Will +7; Str 17, Dex 17, Con 14, Int 11, Wis 12, Cha 13.
See the appendix in “Old Embers Never Die” elsewhere in *Valciron's weapons, armor, and other equipment are stored
this issue for more information on the skeletal dragon template. in area 20.
Tactics: Vlaakith's tactics are described in the “Vlaakith the Skills: Climb +6, Concentration +4, Hide +7, Intimidate +5, Jump
Lich-Queen" tion. The kr'y'izoths remain near the lich- +7, Listen +7, Move Silently +7, Ride +17, Search +2, Spot +7, Sur-
queen, healing her with their necromantic magic while she vival +5, Use Rope +7. Feats: Exotic Weapon Proficiency (two-
casts spells at intruders. The skeletal dragons aren't terribly bladed sword), Improved Two-Weapon Fighting, Point Blank Shot,
effective and mainly serve to draw attacks. Precise Shot, Rapid Shot, Scribe Scroll, Two-Weapon Defense, Two-
Development: If Vlaakith is destroyed, her body turns to Weapon Fighting, Weapon Focus (longbow), Weapon Focus (two-
dust while her spirit is instantaneously transported to her phy- bladed sword), Weapon Specialization (two-bladed sword).
lactery in area 58. Thanks to a carefully phrased wish spell, Sorcerer Spells Prepared (5/4; save DC = 10 + spell level): 0—acid
Vlaakith's items (including her crown and scepter) vanish as splash, detect magic, flare, resistance; 1st—expeditious retreat, true strike.
well, teleported into the black sarcophagus that holds her phylac-
tery (see area 49 for details).
If the mirror of
life trapping is destroyed, all of
the prisoners con- HEART OF THE DERB
tained within are released in an explosion of reflective glass
shards. In addition to any trapped PCs, the mirror contains the This network of caves was once the still-beating heart of the
following creatures: a nalfeshnee demon named Fekrex and two One in the Void, the long-dead god upon which Tu'narath is
of his succubi concubines, an astral deva named Gethan, three now built. The dread whispers that echo through the halls of
maelephants deliberately placed in the mirror as guardians, and the lich-queen's palace are not present here, nor is the unhallow
an elven arcane archer named Valciron Stormbow. The demons effect. In fact, the entire cave network radiates a faint, residual
seek to leave the palace as quickly as possible but stick around aura of good when a detect good spell is cast.
long enough to assault the astral deva, which they abhor. Despite Unknown to all githyanki except Vlaakith herself, the One
being weaponless, Gethan shows the devils no quarter, and if he in the Void was once a powerful good-aligned deity, and despite
survives, he joins the PCs’ against Vlaakith. The maelephants are being dead, divine remnants of its goodness still linger within
loyal to the lich-queen and attack the other mirror escapees at these caves. Although Vlaakith finds the caves abhorrent, she
random. Valciron, an arrogant arcane archer hailing from a world believes that she can capture the dead god's "divine spark" to
unknown to the PCs, knows that Vlaakith tortured and killed his attain godhood, and that the secret to capturing this divine
former comrades (they are among the corpses impaled on the spark lies within the dead god's heart. She also knows that her
walls of the lich-queen's tormentory, in area 29). Bereft of equip- evil rivals would never think to look for her phylactery here.
ment, he grabs whatever weapon is convenient before turning Cave Features: All of the caves are made of naturally formed
his attention to slaying the lich-queen and her minions, siding dark gray stone covered with a thin crystalline lattice, much
with the PCs ifthey share similar purpose. like a geode. Pale, wispy-white ectoplasm fills every cave. The
2 Fekrex, Nalfeshnee: hp 185; Monster Manual 45 (demon, ectoplasm is ephemeral and harmless, but its milky strands and
nalfeshnee). gossamer draperies lend the caves an otherworldly quality. The
2 Myzzri and Siffilys, Succubi: hp 78 each; Monster ectoplasm is sensitive to psionic energy and is naturally pushed
Manual 47 (demon, succubus). out of any square occupied by a creature that manifests a psionic
though empty, holds emotional residue left by the
passing ofthe dead god. Any living creature that
HEART OF THE DEAD GOD spends more than 1 round here feels a tremen-
dous sense of hope about the future and gains the
benefits ofa good hope spell (caster level 20th; Will
save DC 23 negates). The effects last for as long as
the creature remain s in the cave, pl s an addi-
tional 20 minutes after leaving the cave.

41. CALCIFYING CAVE (EL 18)

The passage widens, but a thickening web of


ghostly veils and filaments greatly reduces
visibility. The floor grows more uneven as
well. A few paces farther and you realize that
some of the floor's rocky outcroppings are
actually petrified githyanki lying on the cavern
floor, their calcified faces frozen in terror.

The web of ectoplasmic energy poses no


dange although the reduced visibility pro-
vides concealment (20% miss chance) to any
creature more than 10 feet away. The petrified
githyanki are all that remain of several low-
ranking members of Ch'rai sent here as tribute
to the undead Creatures that call this area
home. They have no equipment or salvageable
items of value.
Creatures: Two gravecrawlers lurk here,
hidden beneath the stone floor.
2 Gravecrawlers (2): hp 162 each; Monster
Manual II 118. If you do not have access to the
power or has innate psionic spell-like abilities (such as
Monster Manual 1I, substitute a quartet of nalfeshnee demons
githyanki and githzerai) Monster Manual 45), one of whom has eyes of petrification (DUN-
Unless otherwise noted, all passages are 20 feet high and all
GEON MASTER's Guide 256), for the gravecrawlers.
caves are 50 feet high.
Tactics: When they sense one or more creatures moving
39. ARRIVAL NODE toward the middle of the cave, the gravecrawlers burrow up
into the cave to catch the intruders in their calcifying auras
You stand in a 30-foot-high cave filled with thin veils and fila-
Creatures caught in both auras must make saving throws
ments of milky-white energy. These translucent curtains and
against each aura separately.
gossamer strands shift as though caught in a draft, yet there is
42. HEALING TORUS
none. This place provides a stark and welcome contrast to the
dark gloom of the lich-queen's palace. In fact, you feel strangely
The tunnel widens to form a cave. However, the veils and
comfortable here, although you're not sure why.
strands of ectoplasm are so thick that vision is obscured
beyond 10 feet. Soft white light filters down from somewhere
A hollowed-out column of roughly hewn gray rock houses high above.
the two-way portal leading back to the lich-queen's reliquary
(see area 38). Other than the column, the portal, and the psionic The ectoplasmic veils and strands provide concealment (5096
ectoplasm, the cave is empty. The ectoplasmic veils and fila- miss chance) to any creature more than 10 feet away. The soft
ments aren't thick enough here to provide concealment. light emanates from a 3-foot-diameter torus of positive energy
hovering 30 feet above the floor (20 feet below the ceiling). Any
40. EMOTION NODULE: HOPE
The strands of ectoplasm thicken here, providing concealment living creature that flies up and touches the torus instantly
(20% miss chance) to any creature more than 10 feet away. The cave,
heals 10d6 points of damage. However, too much positive
energy can be dangerous, and if the torus heals more damage
than the creature has taken, the excess healing energy actually 45. EMOTION NODULE: SORROW
causes that much damage instead. For example, if a paladin is The ectoplasmic veils are quite dense here, providing conceal-
ment (20% miss chance) to any creature more than 10 feet away.
healed for 30 points but only needed 10 points of healing, he
would be fully healed before taking 20 points of damage from The cave, though empty, holds emotional residue left by the
the positive energy "feedback." passing of the dead god. Any living creature that spends more
than 1 round feels a tremendous sense of sorrow and suffers the
An undead creature that touches the torus takes 10d6 points
of damage from the positive energy. effects of acrushing despair spell(caster level 20th; Will save DC
23 negates). The effects last as long as the creature remains in
The torus oflight cannot be moved or dispelled.
the cave, plus an additional 20 minutes after leaving the cave.
43. BECKONING LIGHT
46. DESSAKRUL’S MAW (EL 22)
White wisps ofectoplasm fill this cave, beckoning you to enter.
A tiny mote of white light floats near the mouth of the widest The tunnel opens into an enormous, 30-foot-high cavern with
tunnel leading from this cave, dances in the air briefly, and dis- three other tunnels branching from it. The cave floor slopes
appears down the passage. Wispy filaments vainly try to pull down to a 30-foot-diameter gaping pit in the middle of the
you in the direction of the light. cave. A low growl emanates from somewhere deep within the
pit, which looks more like a stony maw than a natural rock for-
The mote of light flies down the tunnel leading to area 44, mation. Like the cave, the pit is criss-crossed with wispy
staying ahead of pursuers. Apart from the pervasive ectoplasmic strands of ectoplasm.
draperies and filaments, the cave is empty. The ectoplasmic
energy provides concealment (20% miss chance) to any creature PCs who succeed at a Listen check (DC 20) recognize that the
more than 10 feet away. “low growl" is actually a deep snore. The pit descends 200 feet, and
curled up at the bottom of the shaft is a sleeping Creature. It rests
44, DIVINE BREATH atop amound of bones—the remains of past victims—and its Trea-
The tunnel from area 43 slopes down gradually to this cave. sure. The ectoplasm that lingers in this cave provides some con-
cealment (20% miss chance) to creatures more than 20 feet away.
This cave holds a forest of crystal stalagmites and stalactites Creature: Vlaakith entrusts a two-headed red dragon named
strung with ephemeral wisps of ectoplasm. A tiny mote of Dessakrul to defend the cave network and protect her phylactery
white light weaves playfully among the stalagmites, then dis- (in area 49). However, the caves see very few intruders, and
appears down a narrow tunnel at the back of the cave that Dessakrul spends most of his time asleep at the bottom of his pit. A
seems free of ectoplasmic energy. silent alarm spell awakens him when the lich-queen's phylactery is
disturbed (see area 49 for details). The dragon also awakens if he
The ectoplasmic webbing that fills this cave provides con- hears intruders in his cave; assume the sleeping dragon "takes 0”on
cealment (20% miss chance) to any creature more than 10 feet his Listen checks (his Listen check result while asleep is 42).
away. Large and smaller creatures can navigate through the 2 Dessakrul, Two-headed Male Old Red Dragon: CR 22;
forest of rock formations with ease, however. If a good-aligned Gargantuan Dragon (extraplanar, fire); HD 30d12+240; hp 476;
PC follows the mote of light down the tunnel, read or para- Init +4; Spd 40 ft., fly 200 ft. (clumsy), fly 200 ft. (perfect) on the
phrase the following: Astral Plane; AC 34, touch 6, flat-footed 34; BAB +28; Grap +52;
Atk +37 melee (4d6+12, bite) or +24 ranged (ranged touch); Full
The tunnel narrows to a dead end after 60 feet, and the white Atk +37 melee (4d6+12, bite) and +37 melee (4d6+6, bite) and
light is nowhere to be seen. Suddenly, you feel a presence waft +37 melee (2d8+6, 2 claws) and +36 melee (2d6+6, 2 wings) and
through your mind, as invigorating as a breath ofcool air. +36 melee (2d8+18, tail slap) or +24 ranged (ranged touch);
Space/Reach 20 ft./15 ft.; SA breath weapon, crush 4d6+18,
Only good-aligned PCs sense the psychic wind passing frightful presence, spell-like abilities, tail sweep 2d6+18; SQ
through them. The wind carries the dying thoughts of the blindsense, damage reduction 10/magic, darkvision 800 ft., fire
ancient god upon whom the githyanki built their capital, and subtype, immune to sleep and paralysis, keen senses; SR 24; AL
these sublime revelations provide the following permanent CE; SV Fort +23, Ref +16, Will +21; Str 35, Dex 10, Con 27, Int
benefits to those who can sense them: 20, Wis 21, Cha 20.
* A +1 bonus to Wisdom. Skills: Bluff +38, Climb +45, Concentration +41, Diplomacy
* A +2 insight bonus on initiative checks. +42, Intimidate +40, Knowledge (arcana) +38, Listen +42, Move
+ A +4 insight bonus on saving throws against death spells lently +33, Search +40, Sense Motive +38, Spot +42. Feats:
and effects Alertness, Cleave, Combat Reflexes, Flyby Attack, Improved
A creature may only gain these benefits once and cannot hear Initiative, Improved Multiattack, Multiattack, Power Attack,
the dead god's revelations a second time. Snatch, Weapon Focus (bite), Weapon Focus (claw).
AD
r
RA

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.

Wispy filaments of ectoplasm create a web stretching from


wall to wall, floor to ceiling. However, the gossamer strands
are not so close that they block passage into the cave. Rising
up from the floor is a dazzling, opaque hemisphere of pris-
matic light. Bits of ectoplasm occasionally touch the sphere,
bursting into flame briefly before vaporizing.

The dazzling hemisphere of light is a permanent prismatic


sphere cast by Vlaakith. Any creature with less than 8 HD that
comes within 20 feet of the sphere is blinded for 2d4x10
SYMBOL OF VLAAKITH
If Vlaakith’s corporeal form has been destroyed, the sarcoph-
agus holds all of
the lich's possessions in addition to her phylac-
a pair of bronze doors set to the far wall. Two spiral st;

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.

Kryizoths are created when a Vlaakith energy-drains a high-level


githyanki spellcaster. Because kry'izoths are far more social and
versatile than the tl'aikiths, the lich-queen uses them as high-level
troubleshooters. Because they can magically heal others, they're
often attached to elite githyanki units (natural healing is impossi-
ble on the Astral Plane, and loyal githyanki are never clerics).
Kry'izoths appear as emaciated, charred githyanki shrouded
in flickering, shadowy black flames. The black flames obscure
their features to such a great degree that even those who knew
them in life are hard-pressed to recognize them as undead.
When they deign to speak, it is in hollow, clipped tones.
SAMPLE KR'Y'IZOTH
Kryizoth (Githyanki Wiz16)
Medium Undead
Hit Dice: 16d12 (104 hp)
Ancient prophecies foretell that when things look bleakest Initiative: +3
for the githyanki people, Gith will return to save her people Speed: 30 ft. (6 squares); fly 220 ft. (perfect) (44 squares) on
from despair. The reappearance ofthis legendary champion- Astral Plane
turned-demigod might serve as grist for an epic-level campaign, Armor Class: 24 (+3 Dex, +3 natural, +6 bracers of armor, +2
possibly centered on the reunification of the githyanki and deflection), touch 13, flat-footed 21
githzerai people, the appearance of the first githyanki clerics, Base Attack/Grapple: +8/+7
and a gith holy war against the ancient empires of the illithids. Attack: Blackflame touch +8 melee touch (1d4 negative levels
Until Gith returns, the githyanki must find a new leader to plus 1d6+16 fire)
replace Vlaakith. Although Zetch'rr has the charisma to gain a Full Attack: Blackflame touch +8/+3 melee touch (1d4 nega-
political foothold, some of his beliefs are radical and unpopular, tive levels plus 1d6«16 fire)
and he has many competent rivals. Conflicts between power- Space/Reach: 5 ft./5 ft.
hungry warlords leave the githyanki people in turmoil for years Special Attacks: Blackflame touch
to come. The githyanki invasion of the Material Plane comes to Special Qualities: Blackflame shield, heat mirage, psionics, spell
a gradual end as githyanki forces retreat, regroup, and fortify conversion, spell resistance 21, turn resistance +4, undead traits
their faction strongholds. Saves: Fort +12, Ref +14, Will +15
Zetch'rr honors any deal he made with the PCs, ifonly to avoid Abilities: Str 10, Dex 16, Con —, Int 22, Wis 10, Cha 10.
the fate that befell Vlaakith. He vows to use his influence to stop Skills: Concentration +19, Craft (alchemy) +13, Knowledge
any further githyanki incursions on the heroes’ world, and he (arcana) +13, Knowledge (the planes) +14, Listen +4, Ride +6,
takes great pains not to cross paths with the PCs in the future. Spellcraft +18, Spot +4
Feats: Brew Potion, Combat Casting, Craft Magic Arms and
Armor, Craft Staff, Craft Wondrous Item, Forge Ring, Maxi-
—_____ VLAAKITH LIVES! mize Spell, Scribe Scroll, Silent Spell, Spell Penetration
If the PCs fail to destroy the lich-queen and her phylactery, she Environment: Astral Plane
will eventually achieve godhood by capturing the divine spark Organization: Solitary or gang (2-4)
of the One in the Void. From that point forward, githyanki may Challenge Rating: 20
become clerics of Vlaakith. The lich-queen bequeaths spells to Treasure: No coins; no goods; standard items
her loyal worshipers from the domains of Chaos, Destruction, Alignment: Always neutral evil
and Evil. Advancement: By character class
CREATING A KR'Y'IZOTH
All kr'y'izoths encountered in the lich-queen’s palace are the “Kryizoth” is an acquired template that can be added to any dead
undead remnants of 16th-level githyanki wizards. humanoid or outsider, although Vlaakith only creates them from
fallen githyanki. The dead creature, referred to hereafter as the
COMBAT “base creature,” must be able to cast at least Sth-level spells. The
A kry'izoth retains the psionic spell-like abilities and wizard creature's type changes to undead. It otherwise uses all the base
spells it knew in life. It also retains full use of its equipment. creature's statistics and special abilities except as noted here.
Before entering battle, a kr'y'izoth usually casts the following Hit Dice: Increase to d12.
spells on itself: bull's strength, blur, dimensional anchor, eagle's Speed: Ki zoths have a speed of 30 feet on the rare occa-
splendor, fire shield (chill shield version), resist energy (sonic), sions they leave the Astral Plane. On the Astral Plane, they
shield, spell turning, and stoneskin. During a battle, a kr'y'izoth move as others do, traveling by thought alone at a speed of 10
alternates between casting offensive spells and using its staffof. feet per point of Intelligence.
necromancy, although spells casts from the staff are not quick- AC: Kr'y'izoths gain a+3 natural armorbonus, unless the base
ened on the Astral Plane. creature's natural armor bonus was higher.
A kr'y'izoth encountered in Susurrus carries the following Attacks: The kry'izoth retains all the attacks of
the base creature.
magic items: bracers ofarmor +6, ring of protection +2, gloves of Dexter- Special Attacks: The kr'y'izoth retains all special attacks,
ity +4, cloak of resistance +5, headband of intellect +4, staff of necromancy including any psionics.
(50 charges), scroll ofgreater dispel magic (caster level 15th), scroll Blackflame Touch (Su): The mere touch of akr'y'izoth bestows
of Bigby's clenched fist (caster level 15th). 1d4 negative levels on the target and deals 1d6 points of fire
Blackflame Touch (Su): The mere touch of akr'y'izoth damage, plus an additional point of fire damage for each of the
bestows 1d4 negative levels on the target and deals 1d6 points krh th's character levels or Hit Dice. Ifakr'y'izoth uses black-
of
fire damage, plus an additional point of fire damage for each flame touch, it can't use spell conversion for 1d4 rounds.
of
the kry'izoth's character levels or Hit Dice. Ifakr'y'izoth uses Spells: The kry'izoth can cast any spells it could cast while alive.
blackflame touch, it can't use spell conversion for 1d4 rounds. Special Qualities: A kr'yizoth has all the special qualities of
Blackflame Shield (Su): Any creature striking a kr'y'izoth the base creature and those listed below. Furthermore it gains
with its body or handheld weapons deals normal damage, but at the undead type.
the same time the attacker takes 1d6 points of fire damage, plus Blackflame Shield (Su): Any creature striking a kr'y'izoth with
an additional point of fire damage for each of the kr'y zoth's its body or handheld weapons deals normal damage, but at the
character levels or Hit Dice. Weapons with exceptional reach, same time the attacker takes 1dé points of fire damage, plus an
such as longspears, do not endanger their users in this way. additional point of fire damage for each of the kr'y'izoth's char-
Heat Mirage (Ex): The heat from a kr izoth'sflames creates acter levels or Hit Dice. Weapons with exceptional reach, such
mirages and haze in the air around it, giving the kr’ izoth con- as longspears, do not endanger their users in this way.
cealment (20% miss chance). Opponents who have true seeing or Heat Mirage (Ex): The heat from a kry'izoth's flames creates
use nonvisual means to discern their targets are unaffected. mirages and haze in the air around it, giving the kry'izoth con-
Psionics (Sp): 3/day—blur, daze (DC 10), dimension door, mage cealment (20% miss chance). Opponents who have true seeing or
hand, telekinesis
(DC 15); 1/day—plane shift (DC 17). Caster level use nonvisual means to discern their targets are unaffected.
16th; save DC 10 + spell level. Spell Conversion (Ex): By tapping a conduit to the Positive
Spell Conversion (Ex): By tapping a conduit to the Nega- Energy Plane, akry'izoth can convert any unused spell slot into
tive Energy Plane, a kr'yizoth can convert any unused spell slot a cure spell of the appropriate level. This functions just as spon-
into an inflict spell of the appropriate level. This functions just as taneous cure casting by clerics, except that the spells are proba-
spontaneous inflict casting by clerics, except that the spells are bly arcane. Ifakr'y'izoth uses spell conversion, it can't use its
probably arcane. Ifa kr'y'izoth uses spell conversion, it can't use blackflame touch for 1d4 rounds.
its blackflame touch for 1d4 rounds. Turn Resistance (Ex): A kr'y'izoth has +4 turn resistance.
Wizard Spells Prepared (4/6/6/5/5/5/4/3/2; base save DC = Saves: Same as the base creature.
16 + spell level): 0—daze, detect magic, read magic, resistance; 1st— Abilities: Same as the base creature, except that the kr'y'i-
chill touch, expeditious retreat, magic missile x2, ray of enfeeblement, zoth has no Constitution score.
shield; 2nd—detect thoughts, bull's strength, cat's grace, eagle's splendor, Skills: Same as the base creature.
resist energy, scorching ray; 3rd—arcane sight, fireball, greater magic Feats: Same as the base creature.
weapon, hold person, lightning bolt; 4th—dimensional anchor, fire Environment: Astral Plane
shield, maximized magic missile x2, stoneskin; Sth—cone of cold, domi- Organization: Solitary or gang (2-4)
nate person, feeblemind, mind fog, waves of fatigue; 6th—disintegrate, Challenge Rating: Same as base creature +2
flesh to stone, greater dispel magic x2; 7th—greater scrying, power word Treasure: No coins; no goods; standard items
stun, spell turning; 8th—horrid wilting, polar ray. Alignment: Always neutral evil
Advancement: Same as the base creature
cm FLAUKITH
Tl'a'ikiths are the spectral remnants ofloyal githyanki fighters
and rangers who have been reduced to an undead state by
Vlaakith. They never speak, drifting through the lich-queen's
palace of Susurrus on patrol or guarding an important
githyanki armory. Tl'a'ikiths appear much as they did in
life, many still clutching their silver swords, although all
appear pale and obviously incorporeal.
SAMPLE TL'A'IKITH
Tl'a'ikith (Githyanki Ftr16)
Medium Undead (Incorporeal)
Hit Dice: 16d12 (104 hp)
Initiative: +1
Speed: Fly 30 ft. (perfect) (6 squares); fly
110 ft. (perfect) (22 squares) on Astral
Plane
Armor Class: 22 (+1 Dex, +3 deflec-
tion, +8 +3 breastplate), touch 14, flat-
footed 21
Base Attack/Grapple: +16/—
Attack: +3 silver sword +24 melee
(2d649/17-20) or +2 composite long-
bow (+4 Strength) with +1 arrow +20
ranged (1d8+5/x3)
Full Attack: +3 silver sword
+24/+19/+14/+9 melee
(2d6+9/17—20) or +2 composite long-
bow [+4 Str] +19/+14/+9/+4 ranged
(1d8+6/x3)
Space/Reach: 5ft./s ft.
Special Attacks: Ghost touch, silver
sword, spell-like abilities
Special Qualities: Incorporeal subtype, psionics, turn resistance
+4, spell resistance 21, undead traits COMBAT
Saves: Fort +14, Ref +9, Will +7 Tla'ikiths prefer straightforward tactics, slicing opponents to
Abilities: Str 18, Dex 12, Con —, Int 11, Wis 8, Cha 16. pieces with their silver swords or attacking foes at range with
Skills: Craft(armorsmithing) +8, Craft (weaponsmithing) +9, Listen their ghostly composite longbows.
+3, Ride +8, Search +3, Spot +3 A tl'a'ikith encountered in Susurrus carries the following
Feats: Alertness, Cleave, Exotic Weapon Proficiency (silver magic items: +3 breastplate, +3 silver sword (treat as greatsword),
sword), Great Cleave, Improved Critical (greatsword), Improved +2 mighty composite longbow [+4 Str] with 50 arrows, gauntlets of
Sunder, Mounted Archery, Mounted Combat, Point Blank Shot, ogre power +2, cloak of
resistance +3.
Power Attack, Precise Shot, Rapid Shot, Ride-By Attack, Ghost Touch (Sp): Any weapon, shield, or suit of armor touched
Weapon Focus (greatsword), Weapon Specialization by the base creature when the tl'a'ikith rises is thereafter consid-
(greatsword) ered a ghost touch weapon as long as it is wielded in the hand of
Environment: Astral Plane the tl'aikith. The tl'a'ikith gives this ability to the object; the object
Organization: Solitary or gang (2-4) doesn't possess it on its own. If the tl'a'ikith is slain or drops the
Challenge Rating: 20 weapon, it instantly loses the ghost touch property.
Treasure: No coins; no goods; standard items Psionics (Sp): 3/day— blur, daze (DC 13), dimension door, mage
Alignment: Always neutral evil hand, telekinesis (DC 18); 1/day—plane shift (DC 20). Caster level
‘Advancement: By character class 16th; save DC 13 + spell level.
Silver Sword: When drawn, the silver sword transforms into a
All th kiths encountered in the lich-queen's palace are the column ofsilvery liquid, altering the weapon's balance round
undead remnants of 16th-level githyanki fighters. by round as the blade's shape flows and shimmers. A silver sword
has the additional quality of reaching into the minds of
the foes Challenge Rating: Same as base creature +2
it strikes, disrupting their psionic powers. A target hit by the Treasure: None
weapon must make a DC 17 Fortitude save or lose any psionic Alignment: Always neutral evil
spell-like abilities for 1d4 rounds. Advancement ame as the base creature
A tl'aikith may use its silver sword (see below) to attack astral trav-
elers silver cords. The normally insubstantial cord is treated asa tan-
gible object with the owner's AC, hardness 10, and 20 hit points. — — —NEW MAGIC ITEMS
Spell-like Abilities: At will—darkness, detect thoughts, dimen- The following new magic items appear in this adventure:
sional anchor, true seeing, weird. Caster level equal to base creature's Coldfire Candle: This heavy black candle burns with a cold
level or HD; save DC 10 + spell level + Charisma bonus. blue flame that cannot be snuffed or doused without destroy-
ing the item. Once the candle is lit, any living creature that
CREATING A TL'A'IKITH touches the candle or its flame takes 1d6 points of negative
“Tl'a'ikith" is an acquired template that can be added to any dead energy damage plus 1 point of temporary Strength damage. A
humanoid or outsider, although Vlaakith only creates them successful Fortitude save (DC 12) negates the Strength
from fallen high-level githyanki soldiers. The dead creature, damage. An undead creature that touches a lit coldfire candle
referred to hereafter as the "base creature," must have a takes no damage but must succeed at a Will save (DC 12) or flee
Charisma score of at least 8. The creature's type changes to as if panicked for 1d4+1 rounds. A coldfire candle burns for 24
undead, It otherwise uses all the base creature's statistics and hours, or twenty times as long on the Astral Plane.
special abilities except as noted here. Faint necromancy; CL 3rd; Craft Wondrous Item, chill touch;
Hit Dice: Increase to d12. Price 150 gp; Weight 1 Ib.
Speed: Tl'a'ikiths have a fly speed of 40 feet on the rare occa- Eye Tyrant Armor: This hulking suit of spherical +4 full plate is
sions they leave the Astral Plane. On the Astral Plane, they designed specifically for beholders. It covers a beholder's entire
move as others do, traveling by thought alone at a speed of 10 body and has articulated steel flanges and protrusions to protect
feet per point of Intelligence its eyestalks. It provides a +4 enhancement bonus to the
AC: Natural armor, if any, is converted to a deflection bonus beholder's Strength. Furthermore, attached to the armor are
of the same amount. Additionally, t'a'ikiths gain a deflection four mechanical arms ending in small pincers. The beholder
bonus to AC equal to their (new) Charisma bonus. can wield a different melee weapon in each pincer and attack
Attacks: The tlaikith retain: Il the atta ks of the base creature. with all four weapons in the same round. It can also use the pin-
Special Attacks: The tl'a'ikith retains all special attacks, cers as weapons, dealing 1d4 points of damage per pincer.
including any psionics. Psionic powers now function as the Strong abjuration; CL 12th; Craft Arms and Armor, Craft
spells cast by 20th-level casters. Wondrous Item, animate objects, bull's strength; Price 119,500 gp
Ghost Touch (Sp): Any weapon touched by the base creature (does not include weapons); Weight 250 Ib.
when the tl'a'ikith rises is thereafter considered a ghost touch Slaad Cloak: A slaad cloak is fashioned from the hide of adead
weapon as long as it’s in the hand of the tl'a'ikith. The tla'ikith slaad. The color of the slaad determines the cloak's coloration,
gives this ability to the weapon; the weapon doesn't have it on but one trait they all share is their supple yer warty texture. This
its own. If the tl'a'ikith i: in or drops the weapon, it instantly adventure includes two types of
cloaks, although other colors
loses the ghost touch property. are possible.
Spe -like Abilities: At will—darkness, letect thoughts, dimensional A red slaad cloak provides a +3 natural armor bonus, sonic resist-
anchor, true seeing, weird. Caster level equal to base creature's level ance 10, and resistance 5 against acid, cold, electricity, and fire.
or HD; save DC 10 + spell level + Charisma bonus. Strong abjuration; CL 15th; Craft Wondrous Item, red slaad
Special Qualities: A tl'a'ikith has all the special qualities of skin, resist energy; Price 36,750 gp; Weight 10 lb.
the base creature and those listed below. Furthermore, it gains A green slaad cloak provides a +5 natural armor bonus, sonic
the undead type and the incorporeal subtype. resistance 10, and resistance 5 against acid, cold, electricity, and
Turn Resistance (Ex): A tl'a'ikith has +4 turn resistance. fire. It also allows the wearer to use the following spell-like abil-
Saves: Same as the base creature. ities: At will—see invisibility; 1/day—fear (DC 18). Caster level
Abilities: Same as the base creature, except that the tl'a'ikith 15th; save DC 14 + spell level.
has no Constitution score, and its Charis a score increases by +6. s rong abjuration, divination, and necromancy; CL 15th;
Skill. a'ikiths receive a +8 racial bonus on Listen, Search, Craft Wondrous Item, green slaad skin, fear, resist energy, see
and Spot checks. Because they are incorporeal, they always move invisibility; Price 124,500 gp; Weight 10 Ib. Q
silently and cannot be heard with Listen checks. Otherwise
same as the base creature.
Feats: Same as the base creature.
Environment: Astral Plane
Organization: Solitary or gang (2-4)
The Invasion Starts Now!
Ta

pos Knightsa E dus


EA , po edron 59 anrea MA

by glumag

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