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One Last Riddle is a DUNGEONS & DRAGONS adventure

for four to six characters of between 5th and 7th level.


This short adventure should occupy a single evenings
play.

PREPARATION
To use this adventure, you need the Players Handbook,
the D UNGEON M ASTER s Guide , and the Monster
Manual.
Text in shaded boxes is player information, which
you should read aloud or paraphrase when appropriate.

one last Unshaded boxes contain information for the DM.


Monster statistics noted in each encounter are abbrevi-

riddle ated, but provide the Monster Manual page number


where full statistics of common monsters can be found.
Statistics for special monsters and NPCs appear in the
text.
Individual encounters have an overall ratingtheir
encounter level (EL), which is the challenge rating
(CR) summation of each encounter element. The EL
helps you gauge how difficult or easy any given
encounter will be for your players characters.
CREDITS One Last Riddle can be set just about anywhere,
within any campaign world. No map is needed for this
Design: David Eckelberry
adventure, because even the locations the characters
Editing: Kim Mohan travel to represent part of an event-driven series of hap-
Web Production: Sue Cook penings. To begin, just allow your player characters a
Web Development Mark Jindra moments peace some evening alongside a road, and
start the first encounter.
Graphic Design: Sean Glenn, Cynthia Fliege
Adventure Background
The great sphinx Ujaset died last night. Before that
Based on the original DUNGEONS & DRAGONS game by time, the people of the surrounding land reported the
E. Gary Gygax and Dave Arneson and on the new edi- occasional appearance of a translucent winged leonine
tion of the Dungeons & Dragons game designed by figure in the skies above. According to local folklore,
Jonathan Tweet, Monte Cook, Skip Williams, Rich this beast sometimes halted the progress of travelers to
Baker, and Peter Adkison. trouble them with its clever questions, generously
rewarding those who could answer the sphinxs riddles.
Perhaps its this legend that has drawn the player char-
acters to the region.
D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned
by Wizards of the Coast, Inc. All Wizards characters, character names, and the distinc-
tive likenesses thereof are trademarks owned by Wizards of the Coast, Inc.
Encounters
This material is protected under the copyright laws of the United States of America. All of the following encounters are event-based, each
Any reproduction or unauthorized use of the material or artwork contained herein is one building on what has come before it.
prohibited without the express written permission of Wizards of the Coast, Inc.
This product is a work of fiction. Any similarity to actual people, organizations, 1. A Riddle for You (EL 11)
places, or events is purely coincidental.
In this encounter, the characters are drawn into the
2001 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A.
adventure. Assuming theyre wise enough to avoid
using violence, Ujaset starts them on their short quest.

1
The road stretches out as it has for the last hour. kept on hand my personal hard of treasure. Of
A cold wind brushes across your face, and while course, youre going to have to eliminate the
you look for its source, a low moan echoes out disgusting kobolds that evicted me from my
from in front of you. As you stare into the twi- home.
light ahead, a pale, flickering form can be seen.
Should they fail to give the correct answer, Ujaset
At first you see the noble visage of a bearded
mans head, twisted with sorrow. Then its the bursts into a rage.
body of a powerful lion, ten feet long and com- Fools! I have no pity for the feeble-witted!
plete with swishing tail. Finally, great hawklike Now listen closely, mortals, if you value your
wings greater than any birds come into view. lives. To repay this slight you have done me, I
The translucent form twinkles, coalescing into shall demand a service! You shall go to my lair
a single being. not far from here, and there you shall find and
Now you dare the last riddle of Ujaset, destroy the foul kobolds that infest it. Do this,
moans the voice. or else I shall twist your minds with horror and
torment your souls for the rest of your days!
Allow the characters a chance to react and to identify
the sphinx for what it is. They may not realize immedi- Regardless of the heroes success, Ujaset wants his
ately that it is a ghost, but its translucent image should murder avenged, and he sees the party as a likely means
be a big hint. to accomplish this.
As long as the characters dont respond with vio- After the riddle is done and Ujaset has charged them
lence, Ujaset croaks out the riddle below. Refer to the with their quest, he doesnt really have much to say.
tactics section should the party engage the ghost Read or paraphrase the following statements when
sphinx; once it has convinced them to be more reason- appropriate.
able, it returns to the riddles oration.
Yes, Im dead. Well, mostly dead. Im a ghostI
What is half of dragon, think. No, I dont want to talk about what its
but has not a wyrmlings strength? like. Do you want to talk about your short lives?
What is half of canine, I didnt think so.
but has not a mongrels length? Okay, I admit its pretty humiliating to have
What is it that is of two halves, been killed by kobolds, but there were a lot of
but has but half to stand on? them, led by a sorcerer. And they ambushed me
while I was resting. Okay, its still humiliating, I
The answer to the riddle is kobold. know. Lets not talk about it.
My lair? Its not far from here. Ujaset gives
You can allow the characters a chance to consult, dis-
directions.
cuss, and even cast divination magic that may help No, I cant go with you. Do you know how trou-
( augury and divination may give a clue or reject an bling it is to linger among you mortals, always
incorrect guess; access to commune, contact other answering your stupid questions?
plane, or legend lore would probably just give the cor-
rect answer). Ujaset gives the characters 10 minutes to Ujaset will not accompany the PCs on their quest. He
offer their reply. offers them directions to his lair, located only a few
Ujaset is patient, to a point, but hes willing to violate miles away.
some typical sphinx conventions about riddle games
now that hes dead. Should the heroes prove able to DU Ujaset: Androsphinx ghost; CR 12; Large undead (9
answer the riddle, Ujaset beams at them happily. Read ft. long); HD 12d12; hp 90; Init +0; Spd 50 ft., fly 80 ft.
the text below. (perfect); AC 22 (1 size, +13 natural) or 14 (1 size, +5
deflection, when manifested); Atk +18 melee (2d4+7, 2
Excellent. You are just the sort of clever heroes claws, only affects ethereal creatures); SA Corrupting
that I was hoping to find tonight. As a reward, gaze, manifestation, malevolence, pounce, rake 2d4+3,
Im going to offer you the chance to find the roar; SQ Incorporeal, undead, rejuvenation, turn resist-
place where I laired only last night, where I
ance +4, darkvision 60 ft.; AL CE; SV Fort +9, Ref +9,
Will +10; Str 25, Dex 10, Con , Int 16, Wis 17, Cha 21.
2
Skills and Feats: Hide +8, Intimidate +15, Knowledge Undead: Immune to poison, sleep, paralysis, stun-
(history) +5, Listen +23, Search +11, Spot +23, Wilder- ning, disease, death effects, necromantic effects, and
ness Lore +13; Alertness, Cleave, Flyby Attack, Great mind-influencing effects. Not affected by critical hits,
Cleave, Power Attack, Track. subdual damage, ability damage, ability drain, or energy
Corrupting Gaze (Su): Gaze attack range 30 ft., vic- drain. Immune to all effects requiring a Fort save.
tims make Fort save (DC 20) or suffer 2d10 points of Spells Prepared (5/5/5/4; base DC = 13 + spell level):
damage and 1d4 points of permanent Constitution 0 cure minor wounds, detect
drain. magic (3), resistance; 1stcause No Confrontation
Manifestation (Su): While in standard ethereal state, fear (3) , command, sanctuary; Required
cannot affect or be affected by physical creatures. 2ndenthrall, hold person (3), The statistics provided for
Power allows ghost to become visible, but incorporeal; zone of truth; 3rd bestow Ujaset hopefully wont be
then it can affect and be affected by creatures on both curse, deeper darkness, invisibil- needed. Given the creatures
Ethereal and Material Planes. ity purge, nondetection. formidability (reflected in its
Malevolence (Su): 1/round can merge its body with a T a c t i c s : Attacking Ujaset is challenge rating), the charac-
creature on Material Plane, possessing it for up to 10 ultimately foolish, yet some well- ters should quickly be looking
hours as per magic jar cast by a Sor10 (Fort save DC 20 intentioned characters may press for other means to deal with
to resist). the attack against the obviously the sphinx rather than fighting
Pounce (Ex): If Ujaset leaps upon a foe during the undead creature. In that case, the it. Yet the statistics are here just
first round of combat, it can make a full attack even if it ghost sphinx manifests every in case, and even if you dont
has taken a move action. Only possible against ethereal few rounds to blast the charac- need them now, you can make
use of this unique creature in
opponents. ters with its roar, its gaze, or to
another adventure.
Rake (Ex): If Ujaset pounces on a creature, it can possess a character. Ujaset toys
make two rake attacks with its hind legs. Only possible with the characters until they
against ethereal opponents. relent. Under no circumstances should Ujaset become
Roar (Su): Can roar 3 times per day. First roar: All crea- tied down in an extended fight with the heroes
tures within 500 ft. must make Will saves (DC 19) or be (though even if this happens, the rejuvenation power
affected as by a fear spell for 12 rounds. Second roar in returns the sphinx to life soon enough).
same encounter: All creatures within 250 ft. are paralyzed
(Fort save DC 19 to resist) or be paralyzed for 1d4 rounds, 2. Just a Fight (EL 6)
and all those within 90 ft, are deafened for 2d6 rounds As the characters travel toward the sphinxs lair, they
(no save). Third roar in same encounter: All within 250 ft. stumble across the flight of a hungry wyvern out on the
take 2d4 points of temporary Strength damage for 2d4 prowl.
rounds (Fort save DC 19 to resist); any Medium-size or Creatures: The wyvern descends out of the sky to
smaller creature is thrown to the ground and takes 2d8 snatch up prey and toss it to the groundrepeatedly, as
points of damage (Fort save DC 19 to resist). Any stone or needed. To the wyvern, its all just meat tenderizing.
crystalline creature takes 50 points of damage from the DW W y v e r n : hp 59; see Monster Manual page 186.
third roar if within 90 ft. Magic items and held items can Treasure: Should the characters take the time to thor-
avoid damage with a successful Reflex save (DC 19). oughly search the surrounding land over the course of
Incorporeal: Only harmed by other incorporeal crea- several daysor devise a magical means of communi-
tures, +1 or better magic weapons, and spellsand cating with a subdued wyvern, to allow them to dis-
then only when manifest. Even when hit by spells or cover a hillside or subterranean lair. Among the bones
magic weapons, it has a 50% chance to ignore any and skins inside lies a brooch of shielding.
damage from a corporeal source. Can pass through A d H o c A d j u s t m e n t : If your party is composed
solid objects at will. Moves silently and cannot be heard mostly of 7th-level characters, or is especially powerful
with Listen checks. given the characters levels, provide the wyvern with a
Rejuvenation (Su): After destruction, returns to life hunting mate, adjusting the encounter to EL 8.
in 2d4 days if it makes a level check (roll 1d20+12)
against DC 16. Can only be put to rest after the comple-
3. The Empty Lair (EL 1/6)
tion of its purpose.
The sphinxs lair is nothing more than a cave in the side

3
of a grassy hill. After the 10-foot-wide opening, it Im Jaalask. Who are you?
extends into an area 20 feet wide and 50 feet long with By the great god Kurtulmak, I swear I swear I
a 30-foot ceiling. The walls are of clean stone, the work shall not hurt you. Will you make a similar oath by
of some clever craftsman who labored for the Ujaset your god? Um, please?
long ago. The Blackspear tribe is the strongest kobold tribe
around. Were strong! The orcs around here fear us!
The cave is dark. And, uh, were tough too . . . and we have Oppol.
Oppols got the best mojo in the land. He blasts the
A single young kobold was left behind here by his com- other tribes into bits, and we dont even have to
panions when the rest of them abandoned the cave fight themnot that we couldnt.
after looting it. The kobold does his best to hide (+2 The Blackspear warband has camped a few miles
Hide modifier) when the characters enter. He doesnt away. Of course I know the way there!
know when or if his comrades are
Drawing It Out returning for him, but he hopes that its Treasure: Other than his halfspear, Jaalask is penni-
The trip to the lair or the camp- soon. Hes too afraid to risk the journey less, and the lair appears to be quite picked over. How-
ground can take as little as a back to the kobolds camp in the wood. ever, the sphinx kept a secret stash of its own treasure
sentence to describe, or you Creatures: Jaalask, the young kobold here that the kobolds failed to discover. The cover over
can make the journey into a who overslept. this stash is especially difficult to find (Search DC 30),
part of the adventure. Whatever dJJaalask: Kobold; hp 2; see Monster unless the PCs have learned where it is from Ujaset.
area youve set the adventure Manual page 123. Inside the stash is a suit of elven chain.
in, you can drop in a random Tactics: Jaalask hides if he can, flees
encounter or two in order to if he is discovered, surrenders if threat- 4. Blackspear Campground (EL 8)
add some action or lengthen ened, but fights when cornered. The kobold warband camp is several miles away in the
the adventure. surrounding countryside. The kobolds lair in the open
Development: The heroes can easily
There are plenty of good air in the middle of the forest, surrounding a campfire.
defeat and kill the lost kobold, but in
random encounters for a party The kobolds do not require the fire for light, but they
doing so they lose an opportunity to con-
of this level, many of which can
verse and progress further in the adven- make use of it for cooking, and for celebrations of their
be found in any climate or ter-
ture (though a speak with dead spell may victories such as this one.
rain. Add in a basilisk, a behir, a
accomplish the same purpose). When the PCs come upon the kobold camp, they
chimera, or a gray render for a
classic monster-bashing. A pair Of course, the next problem in con- find the fifteen members of the warband dancing and
of trolls or a small gang of versing with the kobold is that it only parading in celebration. Only a couple members of the
ogres may be more interesting speaks a single languagea degenerate tribe are actively on guard, so its possible the PCs can
if you enjoy running humanoid dialect of Draconic. Once that barrier is sneak up or attack the kobolds with surprise.
opponents. Finally, theres overcome, the kobold may agree to share Creatures: A total of fifteen kobolds and two dire
always the chance that the what it knows in exchange for its life . weasels represent the strength of the warband. One of the
heroes run into other travelers, Roleplay it or bring out the dice as you kobolds is a sergeant, a 3rd-level warrior. The warband
whether they be merchants, desire. Refer to the rules for NPC Atti- leader is a trained combatant of the tribe, and might have
other adventurers, or a medusa tudes on page 149 of the D UNGEON been their chief someday. He is a 5th-level fighter.
in disguise. M ASTER s Guide. The heroes can use dKKobolds (12): hp 2 each; see Monster Manual page
The stop in town presents 186.
Charisma checks or Diplomacy or Intim-
equal opportunity for roleplay- dDDire Weasels (2): hp 13 each; see Monster Manual
idate checks using the DCs on Table 54
ing encounters, and you can page 56.
in the DUNGEON MASTERs Guide. Bribes
design urban side treks as you
desire. of 20 gp or more add a +5 bonus to the
check. dK Kobold Sergeant: Male kobold War3; CR 3; Small
The kobold reveals information once humanoid (reptilian); HD 3d10; hp 20; Init +1; Spd 30
his reaction is indifferent, promises to guide the PCs to ft.; AC 16 (touch 13, flat-footed 15); Atk +2 melee
the kobold campground if friendly, and will even fight (1d61, halfspear) or +4 ranged (1d8/1920, light cross-
for the PCs if helpful. bow); SQ Darkvision 60 ft., light sensitivity; AL LE; SV
Fort +3, Ref +2, Will +1; Str 8, Dex 13, Con 11, Int 10,
Wis 10, Cha 10.

4
Skills and Feats: Craft (trapmaking) +2, Hide +9,
Listen +2, Move Silently +5, Search +2, Spot +2; Alert-
5. A Stop in Town
The focus of this encounter is to allow the characters to
ness, Dodge.
discover where Oppol has holed up in town. None of
Light Sensitivity (Ex): 1 penalty on attack rolls in
the towns officials, guards, or constables know of the
bright sunlight or within radius of a daylight spell.
sorcerers entrance. The passage of a single gnome mer-
Possessions: Halfspear, studded leather armor, light
chant made little impression on the towns defenders.
crossbow, 10 bolts, pouch with 15 gp.
The merchants of the town are
more helpful. Caramip, an exotic
dKKobold War Leader: Male kobold Ftr5; CR 5; Small The Small Town of Miel
goods merchant, remembers a The community in which the
humanoid (reptilian); HD 5d10; hp 35; Init +1; Spd 30
gnome matching the heroess PCs encounter Oppol is the
ft.; AC 18 (touch 13, flat-footed 17); Atk +8 melee
description. She didnt like the town of Miel (or a name more
(1d6+3, +1 short sword) or +6 ranged (1d8/1920, light
gnome: He was cold even to her, appropriate to your campaign).
crossbow); SQ Darkvision 60 ft., light sensitivity; AL
a fellow gnome! Other mer- The town follows the rules
LE; SV Fort +4, Ref +2, Will +1; Str 9, Dex 13, Con 11,
chants, including the money- noted for a settlement of its
Int 10, Wis 10, Cha 12.
changer Saul, report similar size in the DUNGEON MASTERs
Skills and Feats: Climb +1, Craft (trapmaking) +2,
experiences with Oppol. Guide on page 137.
Hide +10, Listen +2, Move Silently +4, Search +2, Spot
Potter Holm, one of the towns cM Miel (small town): Con-
+2; Alertness, Dodge, Weapon Finesse (short sword), ventional; AL N; gp limit 800
blacksmiths, has more to offer.
Weapon Focus (short sword), Weapon Specialization gp; Assets 56800 gp; Popula-
The PCs learn from him that the
(short sword). tion 1425; Mixed (human 75,
gnome commissioned the con-
Light Sensitivity (Ex): 1 penalty on attack rolls in halfling 9, elf 5, dwarf 7, gnome
struction of a number of master-
bright sunlight or within radius of a daylight spell. 2, half-elf 1, half orc 1).
work weaponsmostly spears
Possessions: +1 short sword, chainmail, light cross- Authority Figures: Mayor
and swords. The weapons are to
bow, 10 bolts, pouch with 145 gp. Natal Miel, male human Com7.
be delivered to a house at the
Important Characters:
edge of town. Juliet Ghehan, female human
D e v e l o p m e n t : The bad news is that Oppol, the
leader of the Blackspear tribe, is not here. He took War9 (constable); Ujar Tilok,
6. Sorcerers House (EL 5)
possession of the loot he found in the sphinxs lair. male human Clr8 (Pelor,
Kobolds are clever trapmakers,
Then he took advantage of his sorcery to disguise healer); Potter Holm, male half-
and Oppol is no different for elf Exp8 (blacksmith); Saul
himself, venture into a nearby town, and sell off what that. However, he has the advan- Regarson, male elf Exp4 (mer-
he cant use. You can use any city or town from your tage of supplementing his ability chant); Caramip Loopmottin
campaign world, or the example town provided to make traps with the power of (merchant).
below. sorcery.
Its likely that the PCs believe they have fulfilled The kobolds residence here is
their quest and as a result return to the place where a plain one no different from any of those nearby. Its a
they met the ghost sphinx. Ujaset appears to tell them two-story wooden building 30 feet square on both
that theyve failed him, and he reminds them that it was floors. The locked door to the house is of reinforced
a sorcerer that slew him! wood. Its also trapped.
The war leader and the sergeant both know where sSStrong Wooden Door: 2 in. thick; hardness 5; hp
Oppol went. They can even describe Oppols gnome 20; AC 5; break DC 25.
disguise. If given the chance to surrender once its clear aC Cold Blast: CR 5; no attack roll necessary, 10-ft.-
that theyve lost, either one will reveal the information wide sphere (6d6); Reflex save (DC 17) halves; Search
in exchange for his life. For the more bloodthirsty (DC 25); Disable Device (DC 25).
heroes, speak with dead is an option. Otherwise, you The first floor of the building is empty. A stair leads
may have to allow the characters to poke around the to the second floor and the next encounter.
town and find some evidence of something unusual
that leads them to Oppol.
Treasure: The warband has done a little bit of raiding,
7. Sorcerers Lair (EL 8)
The staircase rises up into a hall with two rooms of
and has a total of 930 gp in mixed coins.
roughly equal size. The doors are similar to the one out-
side, but are not locked or trapped.
5
Oppol lurks behind one door; the other room is Tactics: Oppol prepares for the fight with the casting
empty. of mage armor, expeditious retreat, and invisibility.
Thereafter, he takes up a position on one corner of the
The 10-foot-by-15-foot chamber is the first youve room and unloads the offensive firepower of his 3rd-
seen that shows use. A small bed lies against one and 4th-level spells. At that point the PCs must quickly
wall, decorated with thick colorful blankets. A deco- put an end to Oppol before his damage potential is real-
rated pot lies next to the bed, while the wooden ized.
floor is covered with furs of bear and wolf. D e v e l o p m e n t : If Oppol sees the battle go against
him, the sorcerer flees, jumping out a window if neces-
Just what else the PCs see depends on how quiet sary. At the first opportunity he uses his illusion spells
theyve been. With a few rounds to prepare, Oppol may to disappear into the towns traffic.
be invisible or simply hiding. Treasure: Oppol carries most of his treasure on him.
Creatures: Oppol the sorcerer. The rooms contents can be resold for 200 gp should the
dOOppol: Male kobold Sor8; CR 8; Small humanoid characters take the time to loot it. Finally, if the PCs
(reptilian); HD 8d4+16; hp 33; Init +1; Spd 30 ft.; AC 13 claim the masterwork weapons that Potter is making,
(touch 13, flat-footed 12); Atk +2 melee (1d4, dagger) or they can be resold for 2,400 gp.
+5 ranged (1d4, dagger); SA Spells; SQ 60-ft. darkvision,
light sensitivity; AL LE; SV Fort +2, Ref +3, Will +6; Str CONCLUSIONS
6, Dex 13, Con 14, Int 10, Wis 10, Cha 16. If the heroes fail to avenge Ujaset, they may be haunted
Skills and Feats: Concentration +10, Craft (trapmak- until they can find powerful priests to exorcise the
ing) +2, Hide +8, Knowledge (arcana) +2, Listen +2, ghost. If the heroes fail to slay Oppal but manage not to
Move Silently +2, Search +2, Spellcraft +4, Spot +2; get killed by him, they may enlist some of the towns
Alertness, Dodge, Scribe Scroll. guard to assist them. If they succeedand they suc-
Light Sensitivity (Ex): 1 penalty on attack rolls in cessfully solved the ghost sphinxs riddlethe sphinx
bright sunlight or within radius of a daylight spell. reveals the location of the stash in its lair. They can find
Spells Known (6/7/7/6/3; base DC = 13 + spell a suit of (nonmagical) elven chain left there years ago.
level): 0daze, detect magic, flare, ghost sound, mage
hand, open/close, ray of frost, read magic; 1stcause ABOUT THE AUTHOR
fear, change self, expeditious retreat, mage armor, David Eckelberry left behind the study of abnormal
magic missile; 2ndalter self, invisibility, web; 3rd mental psychologies in order to study some really inter-
lightning bolt , summon monster III; 4th cone of esting fantasies in the roleplaying industry. Since then,
cold. he's enjoyed working as either designer and editor on
Possessions: Cloak of Charisma +2, potion of cure all of the Wizards of the Coast roleplaying product lines,
serious wounds, pouch with 250 gold pieces. especially ALTERNITY, FORGOTTEN REALMS, and D&D.

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