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TM & 2012 Wizards of the Coast LLC. All rights reserved. M a rc h 2 012 | D U N G E O N 2 0 0
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Flames
Last
Flicker
An adventure for characters of levels
2022
By Shawn Merwin
Illustrations by William OConnor, Noah Bradley,
Kieran Yanner, and Jim Nelson
Cartography by Kyle Hunter
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Flames Last Flicker
I ntroduction stealing any relics or other items that had been dedi-
cated to the Platinum Dragon. When the souls of
When the adventurers arrive at the island where
the souls were taken, they find a portal being tended
Flames Last Flicker continues the story of the wily these slain followers attempt to speed toward their by lost souls that have pledged loyalty to Flame.
and ambitious red dragon known as Flame. His tale final resting place in Celestia, Flame uses the magic Shortly thereafter, forces dedicated to Zehir invade
started in the adventure Into the Fire in the first of the stolen relics to draw those souls to Tiamats the island, attempting to slay the adventurers.
issue of Dungeon magazine in 1986, continued in domain in Tytherion instead. The resulting influx of After the battle, an old man taking the form of an
Out of the Ashes in Dungeon 17, and was reprised power is being funneled into an army preparing to avatar of Bahamut appears. He explains the truth
again in Old Embers Never Die in Dungeon 100. strike Zehirs forces when its strength is fully realized. behind Flames plans: The dragon demilich is steal-
Having survived the meddling of a host of adventur- ing the souls of Bahamuts followers. The old man
ing parties over the years, Flame now seeks revenge
on his enemies, using his newly gained status as the
A dventure Synopsis also reveals that Flame, as a lich, cannot be defeated
unless the adventurers first locate and destroy his
servant of an entity from beyond the mortal world. The mission begins when the adventurers receive phylactery. Adding to the problem, Flame has found
a message from Brother Plavius Huntro, a cleric of a way to create multiple phylacteries and has hidden
Background Bahamut who knows them by reputation. He informs
them that a great servant of Bahamut has been mur-
them in his own past, making them practically impos-
sible to retrieve. But the old man knows how the
Flame lived an extraordinary life, even for a dragon. dered in the temple that he oversees in a small city adventurers can use an artifact that Flame has stolen
Through avarice, boundless ambition, fortuitous cir- not far away. To make matters worse, a relic holy to to go back in time for a brief period, giving them the
cumstances, and no small amount of innate magical the Platinum Dragon was stolen from the victim, and means to destroy the phylacteries.
power, Flame was able to recover from not one but the temples reliquary was savaged and stripped of its The adventurers enter Flames lair through the
three separate deaths at the hands of adventurers. By contents. His message implores the heroes to come portal and obtain the artifact before the dragon lich is
the time of his final destruction, Flame had drawn and investigate, and when they do so, they learn how alerted to their intrusion. Using the artifact, the char-
the attention of the goddess Tiamat, who made him dire and urgent the situation is. acters are transported back to each of three different
one of her exalteda trusted servant with designs Brother Plavius asks the heroes to travel to a times in Flames past, enabling them to destroy the
on becoming an exarch. Since one of Flames final nearby major city and report this attack. When the phylactery hidden in each of those time periods.
incarnations before his demise was that of a skeletal adventurers arrive, they learn that the high priest of When the final phylactery is destroyed, the adven-
dragon, the Dragon Queen decided to turn him into a the great Platinum Temple in that city was killed in a turers are returned to Flames lair in the present,
unique undead creature: a dragon demilich. similar attack at almost the same time. Indeed, many where they must destroy the demilich to put an end
Grateful for the chance to serve Tiamat, Flame reports have come to the great temple recently from to his plots and release the souls he has captured.
wasted no time in proving his worth by hatching two across the land of the deaths of Bahamuts followers.
brilliant and intermingled plans. Zehir, the god of Evidence suggests that not only were these people
darkness, shares the astral domain of Tytherion with killed, their souls were hijacked on the way to their
Setting Details
Tiamat, and the two constantly battle for supremacy final resting place. It seems that some powerful force This adventure can be set in any civilized land with
there. Bahamut is the natural enemy of Tiamat, and has declared war on the Platinum Dragons followers. an organized religion that reveres Bahamut (or a
has been since both dragon gods were born from the The heroes learn that the souls of Bahamuts fol- similar deity). The first event can take place in any
death of Io. Flame thus created a scheme to siphon lowers are being diverted to an area in the Astral Sea, small city that has an established temple to Bahamut.
off much of Bahamuts power and pass it to Tiamat, and they travel there to investigate. One of Tiamats The second event should take place in one of the most
hoping that Tiamat could use that stolen power to dominion ships is in the area, and the adventurers populous civilized areas in the region, where a large
drive Zehir from Tytherion. must fight a dragon and its hired soldiers. Clues at temple to Bahamut would be located. For example, in
Flame has used his new abilities and a cadre the scene reveal that the souls are being diverted to the Forgotten Realms setting, the adventure could
of servants to coordinate attacks on highly placed one of the Scales, an archipelago of islands bordering begin in Daerlun in Sembia or Marsember in Cormyr.
mortal followers of Bahamut, killing them and Tytherion.
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The Platinum Temple could be set in Waterdeep or to other areas outside the specific events while they Platinum Dragons magnificence.) Brother Plavius, a
Baldurs Gate. are time traveling. human cleric of Bahamut, meets the adventurers.
The adventure uses material from Manual of the
Planes and The Plane Above: Secrets of the Astral Sea.
Adjustments can be made to match the cosmology of
E xtended R ests When the adventurers arrive, read:
Though Brother Plavius is young, his hair matches the sil-
the world in which the adventure is set. For example, This adventure is designed to allow the heroes to take ver-gray of the robes he wears. Thank you for coming, he
if Tiamat has her realm somewhere other than Tythe- short rests between each of the events, but assumes says. Ill answer all your questions, but first, theres some-
rion, Flames plan could involve the Dragon Queen that the characters cannot take an extended rest. The thing you should see.
fighting another cosmic power instead of Zehir. threat of Flames misuse of the stolen souls and relics The priest leads you down a set of stairs into the temples
should prompt the heroes to move forward without basement, where he uses three different keys to unlock a
Time Bubbles delay. If the adventurers decide to take an extended heavy door. This is, or was, our reliquary, Brother Plavius
When the adventurers go back in time in search of rest after Event 3 or Event 4, the final encounter says. The storehouse of our most sacred treasures. With a
Flames hidden phylacteries, a time bubble is cre- with Flame should be increased in difficulty. With grimace, he gestures for you to look inside.
ated that encompasses the area in which it appears. additional time to make use of the souls and relics, The stone walls of this room were once lined with pol-
The characters can see the edges of the bubble, but Flame can create more dragonborn chosen of Tiamat, ished oaken shelves and cabinets. However, these fittings
to creatures in the encounter, it does not exist. If an and might have recruited additional creatures to his have been savaged, the items held there now stolen, or shat-
adventurer moves outside the time bubble, he or she cause. tered and strewn across the floor. Amid the destruction lies
disappears from the encounter and is held in stasis If the heroes are having a difficult time, you can the crumpled form of a human female in plate armor. Long
until the bubble moves to the next time period. You adjust the rules governing the time-travel events, raven hair spills from beneath a decorated helm. A dazed
can adjust the size and shape of the time bubble to allowing the adventurers to gain the benefit of an expression shows on her pallid face, but her open eyes are
change the difficulty of the time-travel encounters. extended rest instead of a short rest for one or more devoid of life.
events. Suggestions have also been made in the
Q uests encounters to help you adjust the difficulty level. Brother Plavius provides the following information.
F The body is that of Lady Glorianna Pike. She is a
The major quest of this adventure is the investigation E vents paladin of Bahamut and the personal investigator
of the deaths of Bahamuts faithful and the fate of of the high priest of Bahamut, Father Narthex. The
their souls, culminating in the release of the captured As the adventurers recover from their latest victory
high priest lives at the Platinum Temple in a dis-
souls of Lady Glorianna, Father Narthex, and Solinger and enjoy their status as epic heroes, they receive a
tant, larger civilized city.
Stowe. A major quest reward appropriate to the par- message from Brother Plavius Huntro, the cleric in
charge of a temple dedicated to Bahamut in a small F Lady Glorianna was helping to investigate the
tys level should be given if this goal is achieved.
city. He requests their assistance in an urgent matter. suspicious deaths of twenty devout followers of
A minor quest can also be given for the final
When the adventurers answer his call, proceed to Bahamut in the last two months. She arrived yes-
destruction of the dragon demilich Flame. This award
Event 1. terday and was preparing to begin her work. The
should be given only if Flame is defeated and all his
first few deaths seemed coincidental, since the
phylacteries have been destroyed.
original victims were elderly or in poor health.
Event 1: Death of One However, recent deaths have been more suspicious
T reasure Roleplaying Encounter in nature. As with Lady Glorianna, no evidence
The events of this adventure include no treasure. You has been left behind to hint at what caused the
The temple of Bahamut is one of the largest and deaths.
should assign treasure as appropriate for your cam-
most lavishly decorated buildings in this small city. F Most of the items in the room were minor pieces,
paign, remembering that the characters cannot travel
(Temples to Bahamut are rare, and they exemplify the including trinkets and small charms belonging to
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some of Bahamuts most faithful servants. A few Moving Forward Syrriline is in a dark mood after her brush with
items stored here were magicalrelics said to have The speed with which Flame has advanced his plots death. She shows little grief.
been held or touched by the Platinum Dragon. means that the characters must focus quickly on the
Brother Plavius is certain that all those items are task at hand. Brother Plavius asks them to travel to When the adventurers meet Syrriline, read:
gone. the Platinum Temple in the larger city to report the The tall, stately human female waiting for you appears
F After arriving, Lady Glorianna asked to spend murder and check in with Father Narthex. He reveals grim and shaken. In response to Mother Opalines request,
time in the reliquary, so Brother Plavius escorted that when he tried to perform a ritual to contact she tells you what she saw.
her there and watched her lock herself in. (The Father Narthex regarding Lady Gloriannas death, he I opened the door to the fathers chamber, bringing him
keys that Plavius gave her can be found beneath received no response. his drink, and there hanging in the air was a skull the size
some debris.) People worshiping and working late The adventurers presumably have the means to of a horses, except with glowing horns and shiny teeth as
at the temple heard the attack. When Brother Pla- travel to the Platinum Temple quickly. Brother Pla- bright as diamonds. Bright lights burst out of the skulls eye
vius arrived to investigate, the sounds of battle had vius can provide the coordinates and the authority to sockets, striking the father. He stood for a moment as if he
ended but the door was still locked. Whatever had use that temples teleportation circle, or he can pro- couldnt breathe. Then he collapsed.
killed Lady Glorianna apparently vanished into cure a Linked Portal ritual scroll for the characters A few soldiers were with the skull, too, so I closed the
thin air. from the temples library. door and ran to fetch the guards. When we got back, all
was silent. The father was dead.
F Brother Plavius attempted to perform a ritual to
speak with the departed soul of Lady Glorianna, Event 2: Death of Many The adventurers can ask Syrriline more questions,
but the ritual failed utterly. To him, it felt as though Roleplaying Encounter but she cannot give any other helpful information.
her spirit had been terribly and utterly eradicated.
Mother Opaline lets the adventurers inspect the
Father Narthex was the high priest in the Platinum high priests quarters and his corpse, which reveals
When the adventurers examine the reliquary and Temple, the largest temple of Bahamut in the land. the same information learned from Lady Glorian-
Lady Gloriannas body, they can learn the following. With his death, Mother Opaline has taken charge. nas body. Necromantic magic was involved, and all
F A DC 26 Heal check reveals that Lady Gloriannas attempts to contact or bring back the soul of the high
death is not from any natural causes or known When the adventurers arrive, read: priest are doomed to failure. Additionally, a number
trauma. Her body shows no evidence of any physi- A stately priestess in silver-gray robes meets you on your of relics were stolen from Father Narthexs chambers.
cal harm. arrival. I am Mother Opaline, she says. I am head of the
F A DC 19 Arcana check reveals that residual necro- temple now that Father Narthex has passed. Thank the Mother Opaline adds:
mantic magic lingers in the body. A DC 26 Arcana Platinum Dragon you are here. Attempts to contact Bahamut and his divine servants have
check reveals faint traces of teleportation magic failed. Something worse than a battle against Bahamuts
in the room. Some kind of planar travel was used Mother Opaline reveals that Father Narthex died at worldly holdings is in the offing. Some force meddles with
here recently. nearly the same time as Lady Glorianna. Moreover, his power across the planes.
F Lady Glorianna still wears her armor, shield, and
she has begun to receive reports from across the land Mother Opaline then asks her assistant to bring in Cap-
empty scabbard. There is no sign of her sword. that powerful followers of Bahamut have been mur- tain Horatio Sincaid. Captain Horatio was once a sailor
dered and their relics stolen in attacks that took place who traveled the wide seas. As a young man, he was caught
F A DC 26 History check or Religion check recalls nearly simultaneously. up in a planar rift and dragged to the Astral Sea. As he
tales of Lady Gloriannas exploits, and that her Mother Opaline takes the adventurers to meet a drifted there, helpless and afraid, he claims to have gazed
sword is called Justices Edge. The blade is one of witness to the attack on Father Narthex, a chamber- on the countenance of the Platinum Dragon in his true
Bahamuts most holy and powerful artifacts. maid named Syrriline. The maid is resting in a small form. Since that time, Horatio has been touched with the
meeting room, watched over by one of Mother Opal-
ines aides. Humorless and stoic at the best of times,
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power to move back and forth between the world and the Platinum Temple. She asks for the heroes by name
Astral Sea, and he undertakes missions for us there. and claims that she has an important message for
Captain Horatio is an elderly human male with a bald them. She says that her great-great-grandsire, Ivorpo,
head, a long beard, and a stooped gait. His eyes shine with was a tribal chief in the mountains of the north-
a platinum light as he tells you his story. ern wilderness. He tasked his ancestors to deliver a
Last night I was making the voyage along the golden parchment to the adventurers at this exact time and
strand betwixt the Land of the Dead and the realm of my place. Though his kin thought him insane, on his
master. Then I noticed that a number of souls, unusual to deathbed the old kobold chieftain claimed that the
see, were sailing the strand. Curiosity overcame my sense, tribe owed its power and status to the heroes. If the
so I followed. Not long after I started down the strand, adventurers do not receive the message, it will doom
I saw it was entwined with a mote of dark blue crystal. the kobolds fortunes forever.
I turned sail and fled, because a more unnatural sight I Iantli gives the adventurers an old ivory scroll case
never saw. But them souls arent reaching the master. That containing a rolled-up piece of parchment. However,
I know. the parchment is devoid of writing. No matter what
skills, powers, or rituals are used on it, the parch-
A character who has training in Religion knows more ment remains an empty sheet of paper containing no
regarding Horatios tale. Souls that leave the mortal magic.
realm travel through the Shadowfell, after which The message on the parchment appears only if the
some move on toward other planar resting places. adventurers rescue Ivorpo in Event 7 and have the
Colored strands show the connections between these presence of mind to tell the kobold where they will
realms. The golden strand leads to the domain known be to receive the message in the future. The message
as Celestia, where Bahamuts realm of Mertion is contains a clue that can help the adventurers deal
located. Souls traveling along a strand move more with the trapdoor in Event 7.
quickly than mortals traveling through the Astral Sea
by normal means.
Mother Opaline asks the adventurers to seek the
Event 3: Indigo Crystal
location in the Astral Sea where Horatio saw the blue Combat Encounter Level 22 (23,600 XP)
crystal intercepting the strand. If the characters dont
own an astral vessel or have access to other magic Assuming the adventurers accept passage on the
allowing them to enter and safely traverse the Astral Rusty Bucket with Captain Horatio, he uses his innate
Sea on their own, they can take passage on Captain magic to transport them and the vessel to the Astral
Horatios astral skiff, the Rusty Bucket. Sea. He finds the golden strand leading toward Celes-
tia and sets sail to follow it.
Fun with Time Travel
Traveling the Astral Sea
Since this adventure involves the heroes moving
backward in time, you might add an element of fun For more information on traveling in the Astral Sea,
by playing on the theme that something they do in consult Manual of the Planes and The Plane Above. The
the past could affect their present. astral skiff the adventurers are riding has a standing
As the characters are preparing to travel to the room 2 squares wide by 6 squares long, and moves at
Astral Sea, a young kobold named Iantli comes to the 12 squares per round.
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In the Astral Sea, creatures that have a swim crystal f loating in the Astral Sea. The golden strand runs of the Planes, page 159. The astral clipper can be found
speed or a fly speed can use those modes to move. directly into the crystal and continues out the other side. in The Plane Above, page 20.
Other creatures gain a fly speed of 2 (clumsy). The A third strand, the same indigo color as the crystal island, Although a vessel normally needs a crew to keep
Astral Sea has no directional gravity, so falling is not breaks off in a different direction. Inside this indigo strand, it under control, Captain Horatio can sail the Rusty
possible. Creatures can move vertically as easily as a golden light shines weakly. Bucket by himself. The captain doesnt join the fight
horizontally. Arcana DC 26 or Religion DC 19: The indigo hue as he focuses on piloting his ship. If the Rusty Bucket
Perception DC 35: As the adventurers approach is typical of astral strands that lead to Tytherion, the astral takes part in combat and is damaged beyond repair,
the encounter location, an invisible astral clipper waits dominion of Tiamat and Zehir. the adventurers can take command of the Sweet Shock
20 squares from the crystal mote. Those making the to continue the adventure.
Perception check notice that the astral mist around When the Rusty Bucket or any of the adventurers
the clipper is slightly displaced. reach the crystal island, the monsters attack, ren- The Crystal Island
Light: Bright ambient light throughout the Astral dering the other vessel and its occupants visible. In Flame created the crystal island to divert the souls of
Sea. addition to the dragon and the angels, the enemy Bahamuts faithful from their final rest. When such
Monsters: Elder blue dragon (D), 2 angels of ven- ship includes four humanoid crew members that souls arrive here, they feel the pull of the Bahamut
geance (A). operate the vessel but dont actively fight. Characters relics that Flame has stolen. This diversion of souls is
who were successful at the Perception check can act obvious to anyone trained in Arcana or Religion.
When the skiff arrives, read: during the surprise round. Soul Danger: At the start of each round in which
The golden strand continues into the distance, and you see any creature stands on the crystal island, roll a d20.
a glint of light where it touches an indigo-colored mote of Tactics: The monsters order the humanoid crew On a 10 or higher, a soul passes through the crys-
of their astral clipper to close tal, dealing 15 necrotic and radiant damage to each
and attack, after which the creature on the island. The monsters here know the
A creatures board the charac- danger of touching the crystal and avoid doing so. A
ters vessel or fight alongside character who succeeds on a DC 35 Arcana check or
it. Mobility is the dragons Religion check (a minor action) recognizes the danger
greatest weapon, and it soars before coming into contact with the crystal.
D above melee attackers while Shutdown: Physical damage cannot disturb the
A it uses its ranged and area crystal island or sever the strands. If the characters
powers. The angels are the can accumulate three successes with DC 35 Arcana
dragons personal body- checks or Religion checks (each a standard action) in
guards, and they do their 1 round, they can turn off the flow of souls through
best to lock down or slay the wrong strand for 24 hours. A character who fails
those who attack the dragon. one of these checks takes 30 necrotic and radiant
Ship Combat: The Rusty damage.
Bucket and the astral clipper
(named Sweet Shock) can take Conclusion
part in the combat if you When the adventurers defeat the monsters, the
wish. The statistics for an humanoid crew of the Sweet Shock surrenders without
astral skiff appear in Manual a fight. They are slaves of Tiamat that were forced to
crew the vessel and follow the blue dragons orders.
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Elder Blue Dragon (D) Level 20 Solo Artillery C Breath Weapon (lightning) F Recharge 5 6 2 Angels of Vengeance (A) Level 19 Elite Brute
Huge natural magical beast (dragon) XP 14,000 Attack: Close blast 20 (up to three creatures in the blast); Large immortal humanoid (angel) XP 4,800 each
HP 756; Bloodied 378 Initiative +13 +25 vs. Reflex. HP 426; Bloodied 213 Initiative +13
AC 34, Fortitude 33, Reflex 30, Will 30 Perception +18 Hit: 4d12 + 16 lightning damage, and the target is dazed AC 31, Fortitude 33, Reflex 29, Will 33 Perception +16
Speed 10, fly 12 Darkvision (save ends). Speed 8, fly 12 (hover)
Resist 15 lightning Miss: Half damage. Immune fear; Resist 15 cold, 15 fire, 15 radiant
Saving Throws +5; Action Points 2 A Thunderclap (thunder) F Recharge 5 6 Saving Throws +2; Action Points 1
Traits Attack: Area burst 3 within 20 (creatures in the burst); +25 Traits
O Uncontained Lightning (lightning) F Aura 5 vs. Fortitude Cloak of Vengeance (cold, fire)
While the dragon is bloodied, any enemy that ends its turn Hit: 4d6 + 12 thunder damage, and the target is stunned While the angel is not bloodied, attack rolls against it take
in the aura takes 10 lightning damage. until the end of the dragons next turn. a 2 penalty, and any creature that hits the angel with a
Action Recovery Miss: Half damage, and the target is dazed until the end of melee attack takes 10 cold and fire damage.
Whenever the dragon ends its turn, any dazing, stunning, or the dragons next turn. Standard Actions
dominating effect on it ends. Triggered Actions m Longsword (cold, fire, weapon) F At-Will
Instinctive Lightning C Wing Backblast F At-Will Attack: Melee 2 (one creature); +24 vs. AC
On an initiative of 10 + its initiative check, the dragon Trigger: An enemy hits the dragon with a melee attack. Hit: 4d10 + 12 cold and fire damage.
can use a free action to fly up to its speed and use light- Attack (Immediate Reaction): Close burst 3 (enemies in the M Double Attack F At-Will
ning burst. This movement does not provoke opportunity burst); +23 vs. Reflex Effect: The angel uses longsword twice.
attacks. If the dragon cannot use a free action to make this Hit: The target falls prone. Minor Actions
attack due to a dominating or stunning effect, then that Effect: The dragon flies up to half its speed. This movement Sign of Vengeance F Encounter
effect ends instead of the dragon making the attack. does not provoke opportunity attacks. Effect: Ranged sight (one creature). Until the end of the
Standard Actions C Bloodied Breath F Encounter encounter, the angel can teleport adjacent to the target
m Gore (lightning) F At-Will Trigger: The dragon is first bloodied. as a move action.
Attack: Melee 3 (one creature); +25 vs. AC. Effect (Free Action): Breath weapon recharges, and the dragon Triggered Actions
Hit: 4d12 + 16 lightning damage. uses it. C Coldfire Pillar Transformation (cold, fire, polymorph) F
M Claw F At-Will Skills Athletics +22, Insight +18 Encounter
Attack: Melee 3 (one or two creatures); +25 vs. AC. If the Str 25 (+17) Dex 16 (+13) Wis 17 (+13) Trigger: The angel is first bloodied.
dragon targets only one creature, it can make this attack Con 21 (+15) Int 15 (+12) Cha 16 (+13) Effect (Free Action): The angel becomes a 6-square-high
twice against that creature. Alignment evil Languages Common, Draconic pillar until the start of its next turn. While in this form, it
Hit: 4d8 + 13 damage. is immune to all damage. When the effect ends, the angel
A Lightning Burst (lightning) F At-Will makes the following attack.
Attack: Area burst 2 within 20 (creatures in the burst); +25 Attack: Close burst 2 (enemies in the burst); +22 vs. Reflex
vs. Reflex Hit: 2d8 + 18 cold and fire damage.
Hit: 3d12 + 13 lightning damage. Skills Insight +21
Miss: Half damage. Str 27 (+17) Dex 18 (+13) Wis 25 (+16)
Con 13 (+10) Int 19 (+13) Cha 26 (+17)
Alignment unaligned Languages Supernal
If the characters interrogate any prisoners, they A Souls Decision: While the adventurers are Equipment 2 longswords
learn that the monsters were instructed to guard this investigating the crystal island, presumably after the
crystal island and make sure no one interfered with combat has ended, a special soul passes through the extraordinary effort to manifest for a few seconds and
it. They have no idea what its purpose might be. stranda halfling named Solinger Stowe. Stowe was speak to the characters.
The only clues the adventurers have are the fact an avenger dedicated to tracking down and defeating Stowe has only enough time to ask the adventur-
that Tiamat is involved and that the indigo strand Bahamuts foes, and he was killed during the recent ers who they are and what they are doing. When they
leads in a unusual direction. The characters can attacks on the Platinum Dragons followers. His soul answer, he tells them that he feels a strong pull along
follow that strand to the next event. feels the presence of mortals nearby, and he makes an the indigo strand toward his master Bahamut, but
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Lore: Zehir has learned of Flames plans to steal to an acid green. When Zehirs forces are defeated,
souls and use Bahamuts power to boost Tiamats the portal returns to its previous indigo hue.
might. Since such power is likely to be used against
him and his forces, the dark god has instructed his Old Man with the Canaries
exalted to increase their raids against creatures Toward the end of the combat or shortly afterward,
loyal to Tiamat in the Scales. The strike force in this a bearded old human male in platinum-colored
encounter is the first to find this location, and its robes materializes in the chamber. Around his head
members plan to destroy everything in the chamber. fly seven canaries. A DC 19 Religion check reveals
Tactics: Zehirs forces attack the chamber from that Bahamut occasionally appears to mortals in this
all directions at once, staying spread out to avoid area guise. This creature, however, is an aspect of Zehir
attacks. The berserker and the soulforms work to cut (as the characters might guess from the color of the
the characters off from escape, flanking to maintain portal).
combat advantage. The spitter slithers around the bat- Aware of Flames plots, Zehir has decided that the
tleground, avoiding melee but staying close enough to adventurers are his best chance to foil those plots.
the fray to employ venom spray effectively. Even if the characters are able to discern his true
The berserker and the spitter are unwilling to die identity, Zehir offers his assistance, believing that
here, cutting their afterlife short, so they retreat if both parties benefit from ending Flames threat.
hard pressed. When the outcome of the battle is cer- Zehir conveys the following information.
tain, you can wrap the fight up by having the old man F A servant of Tiamat has concocted a way to use the
with the canaries appear (see below). Any remaining energy from the souls of Bahamut worshipers to
yuan-ti disappear or flee when this happens. give power to Tiamat.
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identify a phylactery when it is in view. A phylac- Waves of energy composed of bits of soul-stuff f low from looters hoping to steal my treasure. Killing them shall seal
tery glows brightly if properly identified. the items on the dais to the columns. Prominent on the dais our alliance.
F The magic to travel through time sets up a time is a magnificent sword that must be Justices Edge. Detect Magic (Arcana DC 19): The giants are
bubble to protect timeline integrity. When travel- standing on a platform of invisible magical force.
ing back in time, the adventurers have only a few The adventurers arrive in the chamber at the Detect Magic while holding Justices Edge
minutes at a location where a phylactery is hidden. opposite end from the dais. (This arrangement fore- (Arcana DC 19): The dragon glows even more brightly
Time travelers cannot leave the bubble. shadows their reappearance in the lair after dealing than the surrounding area. This clone of Flame is one of the
with the phylacteries in the past.) lichs phylacteries.
F The old man with the canaries has spies in Flames
As long as the adventurers move with haste to Perception DC 35: Show the players the bound-
inner circle, and he knows exactly where Justices
grab the sword and speak the words of the time travel aries of the invisible platform.
Edge is currently located. He also knows the ritual
ritual (a standard action), they are transported to the
needed to move the characters back in time.
next event without interruption. If they spend more Light: The glow of lava fills the area with bright
than a few rounds here, Flame and his cohorts appear light.
The characters must use the portal here to enter
out of the columns and attack (see the map and statis- Ceiling: The chambers ceiling is 20 feet above
Flames lair. After locating the sword and speak-
tics blocks in Event 9). the crater opening.
ing the ritual words, they move through time until
If Flame drops to 0 hit points while his phylacter- Monsters: Flames clone (F), fire giant forgecaller
the ritual expires or they have destroyed all the
ies are intact, he disappears, then reappears out of a (C), 4 fire giants (G).
phylacteries.
column 1 round later with more reinforcements. He
adjusts his strategy in reaction to the characters pre- The characters appear in the start area.
Conclusion
vious tactics.
When the characters finish talking to Zehir and goes The adventurers might begin combat here but then Tactics: The gigantic creatures here use their
through the portal, go to Event 5. perform the ritual before defeating the monsters. reach and size to divide the adventurers. Flame
If so, Flame and his servants are at full normal hit
Event 5: Into the Lair points when the characters return here in Event 9.
Roleplaying Encounter
F
Event 6: Young Flame
If the characters understand what theyre here for Combat Encounter Level 21 (18,300 XP)
and they work briskly at the task, this encounter
might be nothing more than a quick snatch-the-sword The adventurers use Justices Edge to travel back in C
mission. If they dont vacate this area fairly quickly, time to find the first of Flames phylacteries.
they get a taste of what awaits them later on.
Light: The fire column fills the chamber with When the ritual is performed, read:
bright light. The chamber of columns fades around you, replaced by a G G
large chamber with a deep crater at its center. The crater G
When the characters step through the portal, glows with the red light of molten lava, and stif ling heat
read: fills the room.
With a lurch, you step through into a chamber illuminated G
Four giants stand in thin air before you, facing a red-
by a column of fire. Another column of coursing frost orange dragon. Your sudden appearance leaves them
stands nearby. Beyond them both, an assortment of items looking confused. In a deep voice, the dragon says, More
is strewn across a stone dais etched with hundreds of runes.
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Flames Last Flicker
allows the giants to bear the brunt of the attack, Flames Level 22 Elite Controller (Leader) 4 Fire Giants (G) Level 18 Soldier
standing back to use arcane spikes twice per round. Clone (F) Large elemental humanoid (fire, giant) XP 2,000 each
Huge natural magical beast (dragon) XP 8,300 HP 174; Bloodied 87 Initiative +11
Lava Crater HP 416; Bloodied 208 Initiative +17 AC 34, Fortitude 34, Reflex 28, Will 28 Perception +14
AC 36, Fortitude 35, Reflex 33, Will 34 Perception +20 Speed 8
A 60-foot slope separates the lava from the mouth
Speed 8, fly 10 (hover) Darkvision Resist 15 fire
of the crater. A creature that enters the crater slides Resist 15 fire, 15 poison Standard Actions
down the slope, but can stop its descent with a DC 26 Saving Throws +2; Action Points 1 m Searing Greatsword (fire, weapon) F At-Will
Athletics check. A creature that plunges into the lava Traits Attack: Melee 2 (one creature); +23 vs. AC
stream from the mouth of the crater takes 3d10 fall- Sorcerous Assistance Hit: 2d12 + 13 fire damage.
ing damage and 6d10 fire damage. A creature that Allies who can see Flame gain a +2 power bonus to attack Effect: The giant marks the target until the end of the
starts its turn in the lava takes 30 fire damage. Swim- rolls and saving throws, and a +4 power bonus to damage giants next turn.
rolls. C Sweeping Sword (fire, weapon) F At-Will
ming in the lava requires a DC 26 Athletics check.
Action Recovery Attack: Close blast 2 (enemies in the blast); +23 vs. AC
Climbing the crater is a DC 19 Athletics check. Whenever Flame ends his turn, any charm, dazing, stun- Hit: 2d12 + 13 fire damage.
ning, or dominating effect on him ends. Effect: The giant marks the target until the end of the
Conclusion Standard Actions giants next turn.
As soon as the clone drops to 0 hit points, time slows m Bite (fire, poison) F At-Will Str 23 (+15) Dex 11 (+9) Wis 10 (+9)
to a halt, giving the adventures time for a short rest. Attack: Melee 3 (one creature); +27 vs. AC Con 22 (+15) Int 10 (+9) Cha 11 (+9)
Hit: 2d10 + 9 damage, ongoing 10 fire and poison damage Alignment evil Languages Giant
The characters then fade into the next event.
(save ends), and Flame slides the target up to 3 squares. Equipment chainmail, greatsword
Miss: Flame can slide the target 1 square.
Event 7: Vengeful Flame r Arcane Spikes F At-Will
Attack: Ranged 20 (one creature); +25 vs. Reflex
Fire Giant Forgecaller (C) Level 18 Artillery
Encounter Level 23 (29,050 XP) Hit: 2d6 + 18 damage, and the target is restrained until the
Large elemental humanoid (fire, giant) XP 2,000
HP 136; Bloodied 68 Initiative +11
end of Flames next turn.
The time bubble brings the adventurers to the period AC 32, Fortitude 33, Reflex 29, Will 30 Perception +17
Effect: The target is slowed (save ends).
Speed 8
after Flames first death, when the wily dragon had Draconic Fury F At-Will
Resist 15 fire
set a trap to gain revenge on those who originally Flame makes two basic attacks.
Standard Actions
killed him. C Toxic Breath (fire, poison) F Recharge when first
m Smoldering Mace (fire, weapon) F At-Will
bloodied
The monsters appear here only after the adventur- Attack: Melee 2 (one creature); +23 vs. AC
Attack: Close blast 5 (creatures in the blast); +23 vs.
ers have had a chance to move around the room. Fortitude
Hit: 2d10 + 11 fire damage.
Light: Bright magical light glows throughout this R Fire Pillar (fire) F At-Will
Hit: 3d10 + 18 fire and poison damage.
area. Attack: Ranged 20 (one creature); +23 vs. Reflex
Miss: Half damage.
Hit: 3d10 + 10 fire damage.
Ceiling: The chambers ceiling is 20 feet above Triggered Actions
A Flaming Burst (fire) F Recharge 6
the walkway around the perimeter of the room, and C Draconic Splendor F Encounter
Attack: Area burst 2 within 10 (creatures in the burst); +23
40 feet above the bottom of the sloping floor. Trigger: Flame is first bloodied.
vs. Reflex
Effect (Free Action): Close burst 5 (allies in the burst); the
Sloping Floor: The chambers bowl-shaped inte- Hit: 2d10 + 10 fire damage, and ongoing 10 fire damage
target can shift up to half its speed and make a basic
rior is difficult terrain. attack as a free action. All effects on Flame end, and he
(save ends).
Monsters: Vengeful Flame (elder red dragon), ball Miss: Half damage, and ongoing 5 fire damage (save ends).
can shift up to half his speed.
of ice trap, hezrou (if the trap triggers). Str 23 (+15) Dex 15 (+11) Wis 16 (+12)
Skills Arcana +20, Bluff +23, Insight +20, Intimidate +23
Con 22 (+15) Int 10 (+9) Cha 11 (+9)
Str 26 (+19) Dex 22 (+17) Wis 18 (+15)
Alignment evil Languages Giant
The characters appear in random locations around Con 24 (+18) Int 18 (+15) Cha 24 (+18)
Equipment mace
the rooms upper tier. Alignment evil Languages Common, Draconic
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Flames Last Flicker
Elder Red Dragon Level 22 Solo Soldier R Immolate Foe (fire) F Recharge 5 6
Huge natural magical beast (dragon) XP 20,750 Attack: Ranged 20 (one creature); +25 vs. Reflex
HP 832; Bloodied 416 Initiative +18 Hit: 4d10 + 7 fire damage, and ongoing 20 fire damage
AC 38, Fortitude 36, Reflex 33, Will 32 Perception +19 (save ends).
Speed 8, fly 10 Darkvision Miss: Half damage, and ongoing 10 fire damage (save ends).
Resist 20 fire C Breath Weapon (fire) F Recharge 5 6
Saving Throws +5; Action Points 2 Attack: Close blast 5 (creatures in the blast); +25 vs. Reflex
Traits Hit: 4d12 + 17 fire damage.
Action Recovery Miss: Half damage.
Whenever the dragon ends its turn, any dazing, stunning, or Triggered Actions
dominating effect on it ends. M Tail Strike F At-Will
Instinctive Assault Trigger: An enemy leaves a square within 3 squares of the
On an initiative of 10 + its initiative check, the dragon can dragon.
use a free action to use bite or claw. If the dragon cannot Attack (Immediate Reaction): Melee 4 (triggering enemy); +25
use a free action to make this attack due to a dominating or vs. Reflex
stunning effect, then that effect ends instead of the dragon Hit: 2d8 + 4 damage, and the target falls prone.
making the attack. C Bloodied Breath F Encounter
Standard Actions Trigger: The dragon is first bloodied.
m Bite (fire) F At-Will Effect (Free Action): Breath weapon recharges, and the dragon
Attack: Melee 3 (one creature); +27 vs. AC. uses it.
Hit: 2d10 + 6 damage. The target is grabbed and takes Skills Bluff +18, Insight +19
ongoing 15 fire damage, or ongoing 25 fire damage if the Str 26 (+19) Dex 21 (+16) Wis 17 (+14)
dragon is bloodied, until the grab ends (escape DC 30). Con 24 (+18) Int 14 (+13) Cha 15 (+13)
When the party arrives, read: M Claw F At-Will Alignment evil Languages Common, Draconic
The center of this perfectly round chamber slopes down Attack: Melee 3 (one or two creatures); +27 vs. AC. If the
like the interior of a bowl. The outer perimeter of the room dragon targets only one creature, it can make this attack
is flat. In the center of the depression, 20 feet below the twice against that creature.
perimeter, a large trapdoor is set into the f loor. Sigils cover Hit: 3d10 + 14 damage, and the dragon grabs the target
(escape DC 27) if it has fewer than two creatures grabbed.
the door, and on its face are three large dials numbered
from 1 to 101. Between the three dials stands a circular
wheel that looks as though it could be turned to open the Saving Ivorpo to tell him the time and place where they can receive
door. Ivorpo is the kobold chained to the trapdoor. A char- his message from Iantlithe blank scroll that Iantli
Four iron chains shackle a kobold to the top of the trap- acter who examines Ivorpo and succeeds on a DC 19 gave them suddenly flares with magical light. The
door. The chains emit a sickly purple glow that appears to Heal check can tell that he has 5 rounds to live. parchment now contains a brief note explaining that
cause the kobold great pain. Talking to Ivorpo: The kobold was the leader of the trapdoor is not really locked and that the dials
Detect Magic (Arcana DC 19): The chains holding a tribe that Flame enslaved. When Ivorpo refused to are for show. The characters gain automatic successes
the kobold are draining its life force. Another magical field, bend to Flames demands, Flame had him chained with Perception checks and Thievery checks made
some sort of teleportation magic, swirls around the kobold. to the magic trapdoor. Ivorpo tells the characters while opening the trapdoor.
The chains hold that field in check. who he is, and reveals that he has activated a magic Breaking the Chains: As a standard action, a
Detect Magic while holding Justices Edge stone that should teleport him to safety if he is character adjacent to the trapdoor can attempt a DC
(Arcana DC 26): A slight glow visible through the trap- released. 35 Arcana check, Athletics check, Dungeoneering
door tells you that Flames phylactery lies beneath it. Fun with Time Travel: Ivorpo asks the adventurers check, or Thievery check on one of the four chains. A
who they are. If they tell himand if they remember success removes that chain from the kobold.
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Flames Last Flicker
Hezrou Level 22 Brute Rolling Ball of Ice Level 22 Trap Flame cannot drop below one-quarter of his full hit
Large elemental humanoid (demon) XP 4,150 Object XP 4,150 point total.
HP 254; Bloodied 127 Initiative +17 Detect Initiative +20 A hezrou uses its variable resistance in the first
AC 34, Fortitude 36, Reflex 33, Will 33 Perception +17 Immune attacks round to gain fire resistance. It keeps that resistance
Speed 6 Darkvision Arcana (Trained Only) unless it takes more energy damage of a different type
Traits F DC 36 (Minor Action): The character realizes the trap from the characters than it does from Flames attacks.
O Noxious Stench (poison) F Aura 2 can be controlled; see Countermeasures.
Flame is not aware that the diamond under the
Any enemy that makes an attack while in the aura takes 10 Standard Actions
poison damage, or 20 poison damage while the hezrou is M Attack (cold) F At-Will
trapdoor is a phylactery for his older self. As such, he
bloodied. Attack: Melee 1 (each enemy in the rooms bowl-shaped is not overly concerned by the adventurers attempting
Standard Actions area); +25 vs. Reflex to open the trapdoor.
m Slam F At-Will Hit: 2d8 + 6 cold damage, and the target falls prone. In
Attack: Melee 2 (one creature); +27 vs. AC addition, the target loses any immunity or resistance to Opening the Trapdoor
Hit: 4d10 + 10 damage. fire (save ends).
The demilich Flame has protected the trapdoor with
M Bite F Recharge 4 5 6 Countermeasures
Attack: Melee 2 (one creature); +27 vs. AC F Control: Arcana (trained only) DC 36 (standard action).
trickery and magic that requires a number of skill
Hit: 6d12 + 10 damage. Success: The character chooses which creatures, if any, checks to overcome. Each check mentioned below is
Triggered Actions the rolling ball of ice attacks on its next turn. The ball of a standard action unless otherwise noted. A charac-
Variable Resistance F 2/Encounter ice is still limited to creatures within the rooms bowl- ter must be adjacent to the trapdoor to attempt any of
Trigger: The hezrou takes acid, cold, fire, lightning, or thun- shaped area. these checks.
der damage. F Evade: Acrobatics DC 36 (minor action). Success: The A DC 26 Perception check (a minor action) allows
Effect (Free Action): The hezrou gains resist 20 to the trig- trap takes a 5 penalty to its next attack roll made
a character to realize that the dials and knobs are
gering damage type until the end of the encounter or against the character.
until it uses variable resistance again.
mere decoration, and the door has only a central lock
Str 28 (+20) Dex 23 (+17) Wis 23 (+17) that must be bypassed. This check can be attempted
portion of the room and makes a separate attack even if a hezrou is atop the door.
Con 24 (+18) Int 8 (+10) Cha 16 (+14)
Alignment chaotic evil Languages Abyssal
against each enemy in that area on its turn. The ball When a hezrou is no longer atop the door, a char-
of ice treats the characters as enemies, and Flame and acter can attempt any of the checks listed below to try
Each chain has AC/Reflex 10, Fortitude 5, and 25 the hezrou as allies; see the traps statistics for more to manipulate the door. The door has AC/Reflex 4,
hit points. information. Fortitude 12, and 120 hit points. If a check is failed,
Development: If the adventurers release Ivorpo or if the door is attacked before the protective magic
before the end of the fifth round, he teleports away. Tactics: When Ivorpo leaves or dies, Flame tele- has been removed, a hezrou appears atop the door
A hezrou appears in Ivorpos place if he dies. See ports in, appearing in the air above the rooms outer and attacks.
Tactics. ledge. The rolling ball of ice trap also triggers and
attacks all enemies within the bowl on its turn. It F A trained DC 26 Arcana check (a minor action)
does not consider Flame or the hezrou its enemies. detects the magic that protects the door.
When Ivorpo dies or leaves, read:
Flame spreads his fire attacks out at first, then F A DC 35 Thievery check opens the lock.
A massive red dragon suddenly appears, f lying level with
the upper tier of the chamber. At the same time, a 15-foot- focuses on characters who show no resistance or F A DC 35 Arcana check removes the protective
diameter ball of ice materializes along the sloping f loor, immunity to fire (including characters who lose such magic from the opening wheel.
hurtling toward you. defenses after an attack by the rolling ball of ice trap). F A DC 35 Athletics check is needed to pull the
When targeting his attacks, the dragon doesnt con- door open.
Roll initiative for the rolling ball of ice. On its turn, cern himself with the hezrous health.
the ball of ice rolls around the bowl-shaped central Because of the timeline integrity maintained by
the time bubble, until the phylactery is destroyed,
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Flames Last Flicker
If a hezrou is present in the chamber when another Flame, Skeletal Dragon (S) Level 24 Elite Brute
would appear, the existing hezrou instead is restored Huge natural animate (dragon, undead) XP 12,100
to full hit points. HP 548; Bloodied 272 Initiative +18
K K AC 36, Fortitude 36, Reflex 35, Will 36 Perception +12
Phylactery Destruction Speed 8, fly 6 Blindsight 2, darkvision
Immune charm, disease, poison; Resist 20 fire, 15 necrotic
The trapdoor covers a small chamber that holds a Saving Throws +2; Action Points 1
large diamond. A character holding Justices Edge who Standard Actions
succeeds on a DC 19 Arcana check to detect magic K m Bite F At-Will
confirms that the diamond is the phylactery. With K E Attack: Melee 2 (one creature); +29 vs. AC
the trapdoor open, the phylactery can be attacked: It Hit: 4d10 + 18 damage.
M M M Claw F Recharge when Flame is grabbing fewer than two
has AC/Reflex 3, Fortitude 15; immune to necrotic,
S
creatures
poison, psychic, forced movement, all conditions,
Attack: Melee 2 (one creature); +29 vs. AC
ongoing damage; and 20 hit points. When destroyed, K K Hit: 4d8 + 19 damage, and target is grabbed (escape DC
the diamond sheds an outer layer, becoming smaller 28).
as the phylacterys magic is broken. C Frightful Presence (fear) F Encounter
Attack: Close burst 10 (enemies in the burst); +27 vs. Will
Conclusion K K Hit: The target is stunned until the end of Flames next
turn.
After the phylactery is destroyed, time slows to a halt,
Miss: The target is dazed until the end of Flames next turn.
giving the adventures time for a short rest. The char- Minor Actions
acters then fade into the next event. M Crush F At-Will
Have each player roll a d20 as the encounter begins. Attack: Melee 2 (one creature grabbed by Flame that has
Event 8: Rekindled Flame On a result of 10 or higher, that players character not been attacked with crush this turn); +27 vs. Fortitude
Hit: 2d10 + 19 damage.
Encounter Level 22 (21,250 XP) appears on the rooms higher side. The character oth-
Triggered Actions
erwise appears in the lower section. C Tail Sweep F Recharge 5 6
The third and final phylactery is hidden in the Trigger: A melee attack hits Flame.
lair of a group of flamebred koboldsthe spawn When the party arrives, read: Attack (Immediate Reaction): Close blast 3 (enemies in the
of one of Flames dalliances while the dragon was A steep 20-foot ledge separates one side of this chamber blast); +27 vs. Reflex
from the other. On the higher section, a winged kobold Hit: 3d8 + 18 damage, and the target falls prone.
shapechanged. The kobolds are attempting to turn Miss: Half damage.
Flame into a dracolich following his second death, wielding a dagger bows before a huge skeletal dragon while
Str 24 (+19) Dex 22 (+18) Wis 10 (+12)
hoping to use a captive magma elemental to help. other kobold guards look on. In the lower section of the
Con 22 (+18) Int 8 (+11) Cha 24 (+19)
Light: The diamonds and other gems embedded chamber, another winged kobold gives instructions to more Alignment evil Languages Draconic
in the surfaces of the cavern fill the area with dim guards, who stand cautiously back from a towering human-
light. The elemental sheds bright light to a distance of oid creature made of lava. Stalagmites
4 squares. Seven strange-looking stalagmites rise from the cavern The seven stalagmites make up a composite phylac-
Monsters: Flame, skeletal dragon (S), greater f loor. These formations, along with the caverns other sur- tery, the magical essence of which flows between
magma elemental (E), 2 flamebred kobold mages (M), faces, contain f lecks of shining diamond and garnet. them. All seven stalagmites must be destroyed during
8 flamebred kobold chargers (K). Detect Magic while Holding Justices Edge the same round for the phylacterys magic to fail.
(Arcana DC 19): The stalagmites glow brightly. At the start of each round, any destroyed stalag-
mite regrows unless all other stalagmites are also
The ledge requires a DC 15 Athletics check to climb. destroyed.
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Flames Last Flicker
Greater Magma Elemental (E) Level 22 Brute 8 Flamebred Level 18 Minion Skirmisher 2 Flamebred Level 18 Minion Artillery
Large elemental magical beast (earth, fire) XP 4,150 Kobold Chargers (K) Kobold Mages (M)
HP 255; Bloodied 127 Initiative +18 Small natural humanoid (reptile) XP 500 each Small natural humanoid (reptile) XP 500 each
AC 34, Fortitude 35, Reflex 34, Will 32 Perception +12 HP 1; a missed attack never damages a minion. Initiative +17 HP 1; a missed attack never damages a minion. Initiative +11
Speed 8 AC 32, Fortitude 30, Reflex 31, Will 30 Perception +12 AC 32, Fortitude 29, Reflex 30, Will 31 Perception +12
Vulnerable 5 cold (see obsidian crust) Speed 8 Darkvision Speed 6, fly 6 Darkvision
Traits Immune fire Immune fire
Obsidian Crust Traits Standard Actions
When a magma elemental takes cold damage, it is also Ferocious Charge m Dagger (weapon) F At-Will
slowed until the end of its next turn. When the kobold charges, it triggers no attacks for leaving Attack: Melee 1 (one creature); +23 vs. AC
Standard Actions the initial square. Hit: 13 damage.
m Slam (fire) F At-Will Standard Actions r Searing Light (fire, radiant) F At-Will
Attack: Melee 1 (one creature); +27 vs. AC m Spear (weapon) F At-Will Attack: Ranged 20 (one or two creatures); +23 vs. Reflex
Hit: 6d10 + 5 fire damage Attack: Melee 1 (one creature); +23 vs. AC Hit: 10 fire and radiant damage.
C Eruption (fire) F Recharge 5 6 Hit: 13 damage. Minor Actions
Attack: Close burst 1 (creatures in burst); +27 vs. AC Minor Actions Shifty F At-Will
Hit: 6d10 + 5 fire damage Shifty F At-Will Effect: The kobold shifts 1 square.
Triggered Actions Effect: The kobold shifts 1 square. Triggered Actions
C Magma Burst (fire) F Encounter Triggered Actions A Dying Breath (fire, radiant) F Encounter
Trigger: The magma elemental drops to 0 hit points. Burn Out F Encounter Trigger: The kobold drops to 0 hit points.
Attack (No Action): Close burst 1 (creatures in burst); +23 Trigger: The kobold drops to 0 hit points. Attack (Free Action): Area burst 1 within 10 (creatures in
vs. Reflex Effect (Free Action): The kobold charges an enemy. the burst); +23 vs. Reflex
Hit: 3d8 + 5 fire damage and the target is petrified and Skills Acrobatics +20, Athletics +14 Hit: 15 fire and radiant damage.
takes ongoing 20 fire damage (save ends both). This Str 10 (+9) Dex 22 (+15) Wis 16 (+12) Miss: Half damage.
ongoing fire damage ignores the resistance provided Con 16 (+12) Int 12 (+10) Cha 14 (+11) Str 10 (+9) Dex 14 (+11) Wis 16 (+12)
by the petrified condition. The magma elemental is Alignment evil Languages Common, Draconic Con 16 (+12) Int 18 (+13) Cha 22 (+15)
destroyed. Equipment hide armor, spear Alignment evil Languages Common, Draconic
Str 27 (+19) Dex 24 (+18) Wis 12 (+12) Equipment robes, dagger
Con 25 (+18) Int 12 (+12) Cha 25 (+18)
Alignment unaligned Languages Primordial
Athletics check, Dungeoneering check, Nature check, They make Acrobatics checks to jump from the ledge
or Thievery check while adjacent to the stalagmite. to the lower level without damage.
When any stalagmite first regrows, a DC 35 The kobold mages fly to avoid melee, using searing
Arcana check made as a free action enables a char- Tactics: Flame starts by unleashing frightful pres- light and dying breath from a distance.
acter to understand that all the stalagmites must be ence. He then grabs and crushes enemies as quickly
destroyed simultaneously. The second time a stalag- and violently as possible. Conclusion
mite regrows, lower the DC to 26. On subsequent Because of the timeline integrity maintained by After this final phylactery is destroyed, the time travel
occurrences, the DC is 19. the time bubble, until the phylactery is destroyed, ritual ends, pulling the adventurers back to the pres-
Flame cannot drop below one-quarter of his full hit ent. The magic of the ritual replenishes the characters
Phylactery Destruction point total. as if they had taken a short rest. The characters then
A stalagmite can be attacked: It has AC/Reflex 3, For- The magma elemental engages as many enemies fade into the next event.
titude 15; immune to necrotic, poison, psychic, forced as possible each round, shifting its position and
movement, all conditions, ongoing damage; and 25 climbing down or up the ledge to do so.
hit points. A stalagmite can also be destroyed by a Kobold chargers rush throughout the room in a
character who succeeds on a DC 35 Arcana check, mad frenzy of violence, charging whenever they can.
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Flames Last Flicker
Event 9: Returning in Time Flame, Dragon Level 24 Solo Controller r Corrupting Bolt F At-Will
Encounter Level 25 (42,700 XP) Demilich (F) Attack: Ranged 10 (one creature); +27 vs. Reflex
Medium natural animate (dragon, undead) XP 30,250 Hit: 5d10 + 20 damage, and the target cannot regain hit
HP 896; Bloodied 448 Initiative +18 points (save ends).
Having dealt with Flames phylacteries in the past, AC 38, Fortitude 36, Reflex 35, Will 37 Perception +21 Draconic Fury F At-Will
the adventurers return to the dragon demilichs lair Speed fly 10 (hover) Blindsight 5, darkvision Effect: Flame makes two basic attacks.
in Tytherion. Immune disease, poison; C Balefire Breath (fire, necrotic) F Recharge when first
Light: The fire column fills the chamber with Resist 20 fire, 15 necrotic, 15 psychic bloodied
bright light. Saving Throws +5; Action Points 2 Attack: Close blast 5 (enemies in the blast); +27 vs. Fortitude
Monsters: Flame, dragon demilich (F), 3 dragon- Traits Hit: Ongoing 40 fire and necrotic damage (save ends), Flame
O Dooming Presence (fear) F Aura 2 pushes the target up to 4 squares, and the target falls
born chosen of Tiamat (C).
While in the aura, any enemy that makes a saving throw prone.
must roll twice and take the lower result. In addition, ene- Miss: Ongoing 20 fire and necrotic damage (save ends), and
The adventurers arrive in the lair at the same spot mies in the aura can neither make opportunity attacks nor Flame pushes the target up to 2 squares.
they entered when they visited this place in Event 5. gain temporary hit points. Move Actions
Indomitable Dread Teleport (fear, teleportation) F Recharge 5 6
Whenever Flame starts his turn, he can transfer one effect Effect: Flame teleports up to 8 squares. Any enemy adjacent
on him that a save can end to another creature that he can to the space Flame leaves is dazed until the start of that
see within 10 squares of him. The transferred effect ends on enemys next turn.
Flame. Whenever Flame ends his turn, any dazing, stunning, Minor Actions
or dominating effect on him ends. R Soul Drain F At-Will (1/round)
Instinctive Assault Attack: Ranged 10 (one creature); +27 vs. Will
On an initiative of 10 + his initiative check, Flame can take Hit: The target is dazed and slowed (save ends both). If the
a free action to make a basic attack. If he cannot take a free target dies while under the effect of soul drain, its soul
C C action to make this attack due to an effect, then that effect becomes trapped in one of Flames soul gems.
ends instead of Flame making the attack. First Failed Saving Throw: The target is instead unconscious
Soul Gems and restrained (save ends both).
F
Flames twelve soul gems can each hold one soul. At the Second Failed Saving Throw: The target dies.
start of an encounter, the soul gems contain up to three Consume Soul F Recharge when first bloodied
souls. After Flame is destroyed (see soul phylacteries), crush- Effect: One soul in Flames soul gems is destroyed. Flame
ing a soul gem destroys the gem and releases any soul gains an action point, and all his encounter and recharge
within. powers, other than this one, recharge.
C Soul Phylacteries Triggered Actions
When Flame drops to 0 hit points, he and his soul gems C Soul Shred F Encounter
crumble to dust but are not destroyed. He and his gems Trigger: A melee or a ranged attack hits Flame.
reappear in 2d6 days unless all his phylacteries are Effect (Immediate Reaction): Close burst 5 (one enemy under
destroyed. If Flames phylacteries have been destroyed, his the effect of soul drain in the burst); the target takes the
soul gems do not crumble to dust when he is destroyed. same amount of damage Flame took.
Standard Actions Skills Arcana +21, Bluff +25, Insight +21, Intimidate +25
m Disintegrating Bite (fear) F At-Will Str 24 (+19) Dex 22 (+18) Wis 18 (+16)
Attack: Melee 1 (one creature); +29 vs. AC Con 24 (+19) Int 18 (+16) Cha 27 (+20)
Hit: 2d12 + 19 damage, and ongoing 15 damage (save ends). Alignment evil Languages Supernal
Effect: Flame slides the target up to 2 squares.
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Flames Last Flicker
3 Dragonborn Level 22 Soldier From inside the shining horns and teeth of the draconic soul that Flame intended to consume is spared. Flame
Chosen of Tiamat (C) skull, tiny figures appear to move. Most you do not rec- cannot benefit from his use of consume soul, and can
Medium natural humanoid XP 4,150 ognize, but three are familiar to you. One is surely Lady no longer use consume soul in this encounter.
HP 208; Bloodied 104 Initiative +19 Glorianna, and two others resemble Father Narthex and
AC 38, Fortitude 34, Reflex 32, Will 33 Perception +18
the manifestation of the half ling Solinger Stowe. Tactics: Flame stays near the pillars of fire and
Speed 7 Darkvision
Resist 15 poison
frost, forcing the adventurers to come close to them.
Traits Elemental Pillars He keeps at least one adventurer under the effect of
O Draconic Majesty F Aura 2 Flame is using the elemental pillars to focus the soul drain, using soul shred on that character when he
While in the aura, an unmarked enemy that willingly leaves energy drawn from Bahamut through souls and arti- takes heavy damage from a melee or ranged attack.
the aura or makes an attack that fails to target a dragon- facts, shaping the soul forms of Tiamats exalted into The Chosen of Tiamat are here to protect Flame.
born that has this aura active provokes an opportunity They position themselves to make it as difficult as
greater and larger forms.
attack from the dragonborn.
Both columns are blocking terrain. A creature possible for the characters to approach the demilich.
Inopportune Doom
A creature the dragonborn hits with an opportunity attack that ends its turn adjacent to the fire pillar or the
loses all resistances (save ends). frost pillar takes 15 fire damage or 15 cold damage, Concluding the
Tiamats Fury respectively. A creature that ends its turn adjacent to
While bloodied, the dragonborn gains a +2 bonus to attack both pillars takes 30 cold and fire damage. Creatures A dventure
rolls and a +5 bonus to damage rolls. that worship Tiamat take no damage from the pillars.
Standard Actions If all the phylacteries from the past have been
A character who succeeds on an Arcana check or
m Greatspear (weapon) F At-Will destroyed and Flame drops to 0 hit points, the magic
Religion check (DC 37 as a minor action; DC 28 as
Attack: Melee 2 (one creature); +27 vs. AC that holds his lair together fails. Any remaining
Hit: 2d10 + 19 damage, and the target falls prone. a standard action) suppresses the effect of one pillar
Chosen of Tiamat crumble into ash, and the room
M Tiamats Sting (poison, weapon) F Recharge if this pow- until the end of the characters next turn.
starts to shake. Justices Edge begins to glow brightly,
ers greatspear attack misses Taking relics from the dais has no effect on the pil-
Effect: The dragonborn uses greatspear. If the attack hits,
and the character wielding it knows instinctively that
lars, since Flame has already subverted their power
the target also takes ongoing 15 poison damage (save the adventurers have a couple of minutes to gather
with his rituals. With a DC 20 Arcana check or Reli-
ends). the items here before the power of the sword tele-
gion check (a minor action), a character understands
First Failed Saving Throw: The target is also dominated ports them back to the Scales and Flames now-inert
that the dragon demilich must be slain to end his
until the end of the dragonborns next turn. soul portal.
Skills Athletics +24, Intimidate +21 influence.
The old man with the canaries still waits at the
Str 27 (+19) Dex 22 (+17) Wis 24 (+18)
portal. At this point, he might reveal himself to be
Con 24 (+18) Int 13 (+12) Cha 20 (+16) Soul Consumption and Sacrifice
Alignment evil Languages Common, Draconic
Zehir, or he could retain his disguise and give the
Flames soul gems contain three souls: Lady Glori- party other missions. The real Bahamut might even
Equipment greatspear
anna, Father Narthex, and Solinger Stowe. At some show up in his human form if such drama is appropri-
point during the combat, Flame attempts to use his ate for your campaign.
When the party arrives, read: consume soul power, destroying one of the captured
You arrive back in the chamber with the elemental col- If you desire, Flame might have made Justices Edge
souls. When Flame prepares to use this power, each into his present-day phylactery. The adventurers can
umns, from which you earlier claimed Justices Edge. A adventurer can attempt a DC 21 Arcana check or
dragon skull now floats in the air here, its eyes and open deduce this fact with appropriate knowledge checks,
Religion check as a free action. Success lets a charac- acknowledging the fact that if this is true, Flames
maw burning with unholy light. Nearby, three dragonborn ter know that Flame is about to consume a soul, and
warriors level their ornate greatspears at you. soul gems crumbled with him when he was destroyed.
that a character can save the soul by sacrificing his or If the characters fail to figure out this twist, Flame
A booming voice resonates from the skull. So you think her own life. The character making the sacrifice dies
you can defeat me? The Dragon Queen shall have your could erupt from the sword again in a matter of days.
instantly, but his or her soul is not consumed. The
souls!
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Flames Last Flicker
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Flames Last Flicker
Unsatisfied (14) disrupting the adventurers lives. Staunch allies might Developer
suddenly disappear, with no one else in the world Chris Sims
Justices Edge is disappointed in the acts of its wielder,
who has performed in a manner inconsistent with remembering that they ever existed. Flame might even Editor
the blades dedication to fighting injustice and bat- resort to attacking the characters ancestors to erase Scott Fitzgerald Gray
tling evil at all costs. The swords enhancement bonus the adventurers from history. Such a diabolical scheme
makes an excellent subject for an epic tier adventure. Managing Editor
becomes +4, and its properties and powers fail to
If the adventurers are killed in a different time, Kim Mohan
function.
the campaign does not have to end. Instead of perish- Development and Editing Lead
Angry (0 or lower) ing, the adventurers might end up stuck in a past fifty Jeremy Crawford
Justices Edge is unforgiving in the face of mortal weak- to a hundred years before their own time, restored
to life by the power of the time bubble that brought Senior Producer
ness. The moment a wielder does enough to anger Christopher Perkins
the sword, by failing to strike out against evil or injus- them there. Regaining consciousness in a place of
tice, Justices Edge disappears, seeking a more worthy safety, the characters have a chance to recover, to Producers
champion. The sword of Bahamut offers no second learn about their current situation, and to regain their Greg Bilsland, Stan!
chances or long goodbyes. It might call forth servants bearings.
Continuing the campaign in the time in which the Senior Creative Director
of Bahamut to punish a wicked former wielder. Jon Schindehette
adventurers are stranded, they must defeat Flame in
Moving On his current form. Doing this means investigating his Art Director
whereabouts, learning his plans, and tracking him Kate Irwin
Justices Edge might abandon its wielder not out of
down. In addition to giving you the chance to create
anger but out of respect. If the sword recognizes that Illustrators
your own plans for Flame, you can also look to his
its wielder has become the epitome of the ethos of the Noah Bradley, Jim Nelson, William OConnor, Kieran
original adventures for guidance. When the adven- Yanner
Platinum Dragon, and that its own abilities are now
turers succeed in restoring the past, the time bubble
needed to help guide a lesser hero, then the next time Cartographer
is empowered once more to return them to the pres-
the wielder gains a level, the sword and scabbard vanish Kyle Hunter
ent, where they have another opportunity to foil the
in a flash of platinum-white light, appearing some-
plans of the dragon demilich. Digital Studio Consultant
where else in the world where a champion requires a
If the characters fail to defeat Flame and instead Dan Helmick
weapon in the fight against injustice and evil.
allow his plots to succeed, the aftermath potentially
has huge ramifications for your campaignand might Graphic Production Manager
Failure? set the seeds for Tiamats rise to power as the core of Angie Lokotz
Failure to destroy all the phylacteries means that the the rest of the epic tier. Playtesters
present-day Flame cannot be permanently defeated. Kevin Lawson, Mike Barnes, Jeff Barnes, Greg Hartman,
If he is destroyed while any phylactery remains About the Author Nick Wolfanger, Jordan Conrad, Steve Kuhaneck
intact, he returns eventually. At your discretion, Shawn Merwin is a technical writer and freelance game
designer whose previous work includes Dungeon Delve, Special Thanks
Flame retains enough of the power of Justices Edge to To Teos Abadia for suggestions and sanity checks.
Assault on Nightwyrm Fortress, and the forthcoming Halls
return to the time when his surviving phylactery is of Undermountain. He has been an administrator in many
held, and might take control of the other version of of Wizards of the Coasts organized play campaigns, and his
himself to work wickedness in tandem. thoughts on RPGs and game design are featured in his Know
If he still possesses Justices Edge, Flame can con- Your Roll column at Critical-Hits.com.
tinue to travel throughout time, changing history and
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Hall of
the Fire
Giant
King
A D&D adventure for characters of
levels 1820
By Christopher Perkins
Based on the original by Gary Gygax
Illustrations by Noah Bradley, Jim Nelson,
Brian Valenzuela, Tyler Walpole, Jason Juta,
and Tony Foti
Cartography by Mike Schley
I ntroduction
The original Hall of the Fire Giant King adventure
was written by Gary Gygax and published in 1978
by TSR, Inc. The conclusion of a three-part series,
it packed a lot of punch into sixteen pages and pre-
sented fire giants as iconic D&D monsters. The
tripartite Giants series was later collected into a
single adventure module titled Against the Giants and
published by TSR in 1981.
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Hall of the Fire Giant King
This adventure is inspired by Gary Gygaxs classic nestled deep within his own hall. Only by revealing Giant Jarl in Dungeon 199). Whether or not the char-
module but takes advantage of the latest Dungeons the drow presence and defeating it can the heroes acters played a role in freeing Elektra, Krombaalt
& Dragons rules. Hall of the Fire Giant King can hope to break the giant alliance. harbors tremendous ill will toward Snurre and his
be run as a stand-alone adventure, or you can play it allies.
as the conclusion of a four-part series that includes
Steading of the Hill Giant Chief (Dungeon 197),
Beginning the If the characters bring the head of King Snurre
to Krombaalts castle in the Crystalmist Mountains,
Warrens of the Stone Giant Thane (Dungeon 198), and A dventure they not only gain XP but also receive a thundercloud
Glacial Rift of the Frost Giant Jarl (Dungeon 199). tower, which the characters can use as their personal
King Snurres Hall is buried deep beneath a great stronghold and base of operations (see the end of
Background basalt mound in the Hellfurnaces, a chain of volca-
noes in the heart of the Crystalmist Mountains. You
the adventure for more information on this special
reward).
Giants have been raiding the civilized lands in large can change the location of the fire giants stronghold
bands, visiting death and destruction upon villages, and the names of geographical locations to better
towns, and farmlands. Entire militias have been con- serve the needs of your home campaign. Major Quest:
quered, entire crops wiped out. These marauding It is assumed that the characters have safely
arrived at a spot near the hall of the fire giant kinga
Capture the Traitor
bands consist of mixed groups of hill giants, stone 18th-level Major Quest (2,000 XP/character)
giants, frost giants, and fire giants, as well as ogres small cave, hidden by clouds of blowing ash, where
Obmi Ironwhisper, an exiled dwarf noble, serves King
and other monsters allied with the giants. they can remain undetected while they plan their
Snurre as an advisor. The dwarf lords want this traitor to
Determined to repel the invaders, local lords offensive. If they decide to take an extended rest
stand trial for treason and are willing to pay 250 platinum
have begun hiring brave adventurers. The first few between forays against the fire giant stronghold, they
pieces for his capture.
groups didnt fare well. Some were crushed beneath can do it safely at the hidden cave as long as they take
If the characters capture Obmi Ironwhisper (area
the boulders and jackboots of rampaging giants, and moderate precautions not to leave a plain trail.
7) and return him to civilization alive, they complete
others simply never returned from the wilderness. this quest and also receive a monetary reward of 250
Now, a new band of adventurers has assembled to Q uests pp. If they bring back his corpse, the characters still
punish the destructive giants and banish them from gain the XP award and receive 200 pp. The other 50
the civilized lands. In addition to killing foes they encounter in the fire
giants stronghold, the characters can pick up several pp goes toward raising Obmi from the dead so he can
King Snurre (pronounced Snur-ee) Iron-Belly, lord stand trial for his crimes.
of the fire giants, has done the impossible. He has quests:
united the feuding tribes of hill giants, stone giants,
frost giants, and fire giants under his blazing banner Major Quest: Minor Quest:
and focused their wrath on the civilized lands of
Deliver King Snurres Head Confront Eclavdra
humans, dwarves, elves, and their ilk. Snurre rules 19th-level Minor Quest (500 XP/character)
from a mighty hall in the volcanic mountains, beyond 18th-level Major Quest (2,000 XP/character)
A mighty storm giant lord named Krombaalt descends A dark power is uniting the many tribes of giants. Find out
the reach of most mortal enemies. The heroes sent to who or what is responsible, and destroy them.
dispatch him, however, are no mere mortals. from the mountains on the back of an enormous thunder-
hawk and says, If you bring me the head of that cur, King Drow masterminds are the true power behind the
Despite the loss of some key allies, Snurre man- alliance of giants, using King Snurre as their figure-
ages to hold the giants together. Far from a brilliant Snurre Iron-Belly, I will give you a thundercloud tower to
call your own. head. The characters must learn about the drow and
tactician, he relies extensively on the counsel of his confront Eclavdra to complete this quest. They dont
advisors, some of whom are drow. The drow have This quest comes on the heels of the characters
freeing Krombaalts daughter Elektra from the prison have to defeat the drow priestess.
approached the king and shared powerful secrets
with himsecrets gleaned from an evil temple of the frost giant jarl (see Glacial Rift of the Frost
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Hall of the Fire Giant King
Minor Quest: have the giants take a few sensible precautions to pre-
pare for the partys return.
Giant Reinforcements
Rescue Moonshadow Not all the fire giants that live in Snurres Hall are
present when the characters attack. A number of
19th-level Minor Quest (500 XP/character)
Fire giants have captured an elf princess named Moon-
Treasure them are out on raids and hunting expeditions. Each
The treasure found in this adventure was assigned time the characters take an extended rest during
shadow, and King Snurre has made exorbitant ransom
using the parcel technique of treasure distribution their conquest of the hall, they run the risk of encoun-
demands for her safe return. Rescue the princess from his
(Rules Compendium, page 298) to ensure that the tering reinforcements.
evil clutches!
characters get the appropriate amount of treasure for A typical gang of reinforcements includes two
If the heroes safely escort Princess Moonshadow
their level. You can replace listed items with other fire giant marauders and four hunting hell hounds.
(area 13) from the fire giants stronghold, she and any
items of a similar level. Encounters can be staged with these forces anywhere
surviving members of her retinue make their way
In addition to treasure, giants often possess mun- in and around Snurres Hall.
back to civilization. If the heroes complete this quest,
dane items of little worth. These items add color Use these encounters sparingly. Too many encoun-
they also receive a monetary reward of 250 pp.
and realism to the adventure. As the characters loot ters with reinforcements will result in the characters
amassing more XP and gaining levels faster than
Running the corpses and plunder treasure chests, you can throw
in a few items chosen or rolled randomly from the fol- anticipated.
A dventure lowing table.
2 Fire Giants Level 18 Soldier
Mundane Treasures Large elemental humanoid (fire, giant) XP 2,000 each
This adventure is location-based. All encounters
d20 Mundane Item HP 174; Bloodied 87 Initiative +11
are keyed to the maps of the fire giant hall and the
AC 34, Fortitude 34, Reflex 28, Will 28 Perception +14
dungeon below it. As the characters explore these 1 Handaxe blade (used as a hand chopper)
Speed 8
locations, refer to the area descriptions for details on 2 Metal helm (used as a bowl) and wooden spoon
Resist 15 fire
their contents. 3 Moldy and stinky wheel of cheese Standard Actions
4 Shabby cloak (wool or hide) m Searing Greatsword (fire, weapon) F At-Will
5 Bone comb
Rests 6 Iron cooking pot
Attack: Melee 2 (one creature); +23 vs. AC
Hit: 2d12 + 13 fire damage.
The adventure is designed to allow characters to take 7 Drinking horn Effect: The giant marks the target until the end of the
short rests between encounters. Characters who need 8 Skinning knife
giants next turn.
an extended rest might have to withdraw from the C Sweeping Sword (fire, weapon) F At-Will
9 Haunch of meat
Attack: Close blast 2 (enemies in the blast); +23 vs. AC
dungeon to avoid incessant attacks. 10 Mangy fur pelt Hit: 2d12 + 13 fire damage.
Players might be reluctant to yield ground and 11 Small bag of salt Effect: The giant marks the target until the end of the
allow the giants to fortify their defenses while they 12 Old sandals giants next turn.
take an extended rest, but thats a choice they must 13 Waterskin (full) Str 23 (+15) Dex 11 (+9) Wis 10 (+9)
make. As the Dungeon Master, you need to decide 14 Cask of ale (half empty) Con 22 (+15) Int 10 (+9) Cha 11 (+9)
what happens while the characters take an extended Alignment evil Languages Giant
15 Necklace of animal fangs or finger bones
rest and the extent to which the giants recover from Equipment chainmail, greatsword
16 5-foot length of chain
the partys most recent assault. You are strongly 17 Bag of skulls
advised not to punish the characters for taking an 18 Bag of dried mushrooms
extended rest by reloading every encounter in the 19 50-foot coil of hemp rope
dungeon. Instead, consider adding one group of rein- 20 Carved wooden idol
forcements (see Giant Reinforcements below), and
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Hall of the Fire Giant King
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Hall of the Fire Giant King
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Hall of the Fire Giant King
Tazzt is a member of the drow House of Tormtor, Snurre, Fire Giant King Level 20 Elite Soldier (Leader) M Kings Assault (fire, weapon) F Recharge when first
which is allied with the House of Eilservs. Eclavdra, Large elemental humanoid (fire, giant) XP 5,600 bloodied
a drow priestess of the House of Eilservs, uses Tazzt HP 382; Bloodied 191 Initiative +12 Effect: Snurre moves up to his speed, and during the
to keep an eye on Snurre while she focuses her atten- AC 36, Fortitude 34, Reflex 29, Will 31 Perception +17 move he gains a +4 bonus to all defenses and can move
Speed 7 through enemies spaces. Each time Snurre enters an
tion on the Temple of the Elder Elemental Eye (area
Resist 15 fire enemys space for the first time during the move, he
15). Tazzt uses darkfire on an enemy and then tries to Saving Throws +2; Action Points 1 makes the following attack against that enemy. At the
take down that enemy with poisoned crossbow bolts. Traits end of the move, he can use fiery greatsword.
If he or Snurre is bloodied, he flees to area 15, using O Fiery Defender (fire) F Aura 2 Attack: Melee 0 (one enemy); +25 vs. AC
shadow form to move through obstacles such as secret While in the aura, an unmarked enemy that uses an attack Hit: 3d12 + 9 fire damage, and the target falls prone.
doors and giant-sized doors. power that fails to target a creature that has this aura A Iron Net (fire, weapon) F Encounter
He flees through area 4 to area 11, then takes the active takes 15 fire damage. Attack: Area burst 1 within 5 (creatures in the burst); +23
O Fiery Majesty F Aura 3 vs. Reflex
most direct route to area 15. Once there, he joins
While Snurre is not bloodied, allies in the aura gain a +2 Hit: 2d8 + 16 fire damage, and ongoing 10 fire damage and
Eclavdra on the balcony overlooking the Temple of power bonus to attack rolls and are immune to fear effects. the target is restrained (save ends both).
the Elder Elemental Eye. Because he fears being held Royal Resolve Skills Diplomacy +20, Dungeoneering +17, Insight +17,
up in his escape, he warns none of the giants along If Snurre would be dazed, dominated, or stunned, he can Intimidate +20
the path of his flight. make a saving throw to immediately end the effect, includ- Str 26 (+18) Dex 11 (+10) Wis 14 (+12)
ing an effect that a save cannot normally end. Con 23 (+16) Int 14 (+12) Cha 20 (+15)
Standard Actions Alignment evil Languages Common, Draconic,
2 Firebred Hell Hounds Level 17 Brute
m Fiery Greatsword (fire, weapon) F At-Will Dwarven, Giant
Large elemental beast (fire) XP 1,600 each
Attack: Melee 2 (one creature); +25 vs. AC Equipment plate armor, greatsword, iron net, black iron
HP 205; Bloodied 102 Initiative +10
Hit: 3d12 + 9 fire damage. crown, white dragonhide cloak
AC 29, Fortitude 30, Reflex 28, Will 29 Perception +17 M Double Attack F At-Will
Speed 8
Effect: Snurre uses fiery greatsword twice.
Resist 15 fire
Traits
O Fire Shield (fire) F Aura 1
Any enemy that enters the aura or starts its turn there
takes 1d10 fire damage. A creature can take this damage
only once per turn.
Standard Actions
m Bite (fire) F At-Will
Attack: Melee 2 (one creature); +22 vs. AC
Hit: 2d10 + 14 damage plus 1d12 fire damage.
C Fiery Breath (fire) F Recharge 5 6
Attack: Close blast 3 (creatures in the blast); +20 vs. Reflex
Hit: 3d10 + 15 fire damage.
C Fiery Burst (fire) F Encounter
Attack: Close burst 1 (creatures in the burst); +20 vs. Reflex
Hit: 4d10 + 15 fire damage.
Str 22 (+14) Dex 14 (+10) Wis 19 (+12)
Con 25 (+15) Int 2 (+4) Cha 12 (+9)
Alignment unaligned Languages
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Hall of the Fire Giant King
3 Fire Giant Knights Level 19 Soldier 8 Azer Hallwardens Level 17 Minion Soldier Drow Infiltrator Level 15 Lurker
Large elemental humanoid (fire, giant) XP 2,400 each Medium elemental humanoid (fire) XP 400 each Medium fey humanoid XP 1,200
HP 182; Bloodied 91 Initiative +13 HP 1; a missed attack never damages a minion. Initiative +13 HP 107; Bloodied 53 Initiative +17
AC 35, Fortitude 34, Reflex 29, Will 29 Perception +14 AC 33, Fortitude 31, Reflex 28, Will 29 Perception +12 AC 29, Fortitude 26, Reflex 28, Will 27 Perception +13
Speed 7 Speed 5 Speed 6 Darkvision
Resist 15 fire Resist 20 fire Traits
Traits Traits Shadow Strike (necrotic)
O Fiery Defender (fire) F Aura 2 Warding Flame (fire) If the drow starts its turn insubstantial, it gains a +2 power
While in the aura, an unmarked enemy that uses an attack Any enemy that starts its turn adjacent to two or more bonus to attack rolls and its first hit with an attack during
power that fails to target a creature that has this aura azers that have this trait takes 5 fire damage. the turn deals 4d10 extra necrotic damage.
active takes 15 fire damage. Standard Actions Standard Actions
Standard Actions m Warhammer (fire, weapon) F At-Will m Short Sword (weapon) F At-Will
m Longsword (fire, weapon) F At-Will Attack: Melee 1 (one creature); +22 vs. AC Attack: Melee 1 (one creature); +20 vs. AC
Attack: Melee 2 (one creature); +24 vs. AC Hit: 8 damage plus 5 fire damage. Hit: 3d6 + 13 damage.
Hit: 2d10 + 16 fire damage. Str 21 (+13) Dex 17 (+11) Wis 18 (+12) R Hand Crossbow (weapon) F At-Will
R Throwing Hammer (fire, weapon) F At-Will Con 23 (+14) Int 11 (+8) Cha 16 (+11) Attack: Ranged 10 (one creature); +20 vs. AC
Attack: Ranged 10 (one creature); +24 vs. AC Alignment unaligned Languages Dwarven, Giant Hit: 3d6 + 13 damage, and the target is slowed (save ends).
Hit: 2d8 + 16 fire damage, and the target falls prone. Equipment chainmail, light shield, warhammer First Failed Saving Throw: The target is also weakened
C Flames Lure (fire) F Recharge 5 6 (save ends both).
Attack: Close burst 3 (enemies in the burst); +22 vs. Will Second Failed Saving Throw: The target instead falls
Hit: The giant slides the target up to 3 squares into a space unconscious until the end of the encounter.
adjacent to the giant, and the target takes ongoing 15 fire Shadow Form F At-Will
damage (save ends). Effect: The drow becomes insubstantial and gains phasing
Str 24 (+16) Dex 14 (+11) Wis 10 (+9) until the end of its next turn or until it attacks.
Con 22 (+15) Int 10 (+9) Cha 14 (+11) Minor Actions
Alignment evil Languages Common, Giant R Darkfire F Encounter
Equipment plate armor, light shield, longsword, 3 throwing Attack: Ranged 10 (one creature); +18 vs. Reflex
hammers Hit: The target grants combat advantage and cannot ben-
efit from invisibility or concealment until the end of the
drows next turn.
Skills Bluff +17, Diplomacy +17, Insight +13, Stealth +18
Str 16 (+10) Dex 22 (+13) Wis 13 (+8)
Con 11 (+7) Int 15 (+9) Cha 20 (+12)
Alignment evil Languages Common, Elven, Giant
Equipment leather armor, short sword, hand crossbow, 20 bolts
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Hall of the Fire Giant King
When the characters see area 3A, read: 3B. Knight Barracks: This room contains iron Tactics: If alerted by the sounds of battle and the
At each end of this vaulted hall stands an enormous pair beds for the fire giant knights and some azers. echoing tirades of her husband, Frupy orders her
of iron doors. Life-sized statues of fire giant warriors stand 3C. Azer Barracks: The azers bunk in the iron- handmaidens to prepare for combat. When enemies
in alcoves along the hall, and torches in iron brackets are wrought beds here. approach, Frupy uses her mirror to capture as many
mounted on the walls between them. 3D. Royal Bedchamber: The queen is a sly and of them as possible. When forced to do so, Frupy
cunning horror, an ugly creature that regards the bashes the nearest enemy with her iron scepter. She
Refer to the azers if they are in the hall. characters with utter contempt. She cannot be rea- refuses to retreat or yield to anyone.
soned with and attacks intruders on sight. The knights protect their queen, keeping ene-
When the characters see area 3D, read: Basalt braziers filled with flaming oil illuminate the mies close to them with f lames lure. Meanwhile, the
Two basalt braziers set into the walls contain f laming pools room, which contains many interesting features, most fiendish dire weasels use skitter to move around the
of oil that illuminate the western half of this regal chamber. notably Queen Frupys giant wall mirror (see Frupys battlefield and gain combat advantage.
Rich metal tapestries hang on the walls, and the f loor is Mirror below). A large stone wardrobe contains cloaks, The azers stay in close formation to reap the ben-
tiled in polished obsidian. Torches mounted in iron brackets boots, and other metal apparel belonging to the fire efit of warding f lame.
reveal a giant iron bed against the eastern wall of the room. giant king and queen. The garments are nonmagical. All the creatures here are willing to die rather
A huge displacer beast skin lies on the f loor in front of the Secret Door: A secret door is hidden behind a tapes- than leave the queen undefended.
bed, and two oversized, iron-banded wooden chests f lank try, but it is locked. Cranking a nearby torch bracket
the bed. 45 degrees clockwise causes the secret door to swing Frupy, Fire Giant Queen Level 18 Brute
A stone wardrobe stands against the northern wall. open (a fact that characters can determine by making Large elemental humanoid (fire, giant) XP 2,000
Mounted to the southern wall is an enormous mirror in a a DC 32 Perception check). The door can also be HP 212; Bloodied 106 Initiative +9
AC 30, Fortitude 31, Reflex 26, Will 29 Perception +10
hideous iron frame sculpted to resemble screaming faces. unlocked by making a DC 32 Thievery check.
Speed 7
The mirror, which is thirty feet high and twenty feet wide, Treasure: Frupy wears four pieces of jewelry, each Resist 15 fire
makes the room look even bigger. Standing in front of the worth 1,500 gp. Standard Actions
mirror is a female giant clad in black dragonhide garments. Four tapestries of precious metal, each worth m Iron Scepter (fire, weapon) F At-Will
Her scowling face is a mass of jowls and wrinkles, and her 1,500 gp, hang on the walls. The skin of the displacer Attack: Melee 2 (one creature); +23 vs. AC
body is lumpy and gross, but her little pig eyes are bright beast pack lord on the floor has seen better days but Hit: 3d10 + 16 fire damage, or 3d10 + 23 fire damage if
with intelligence and cunning. Two female fire giants in still is worth 500 gp. The rest of the treasure is kept Frupy is bloodied.
plate armor attend her, and two outsized weasels lurk in in two large, locked chests made of iron-reinforced Triggered Actions
Queens Wrath F Recharge when Frupy deals no damage
her shadow. wood. Snurre and Frupy each carry a key that opens
on her turn
both chests. A successful DC 24 Thievery check is Trigger: An enemy within 2 squares of Frupy hits her with
Refer to the azers if they are in the queens quarters. required to open either chest without the key. an attack.
The northern chest holds a matching pair of crys- Effect (Immediate Reaction): Frupy uses iron scepter on the
When Frupy sees the characters, read: tal goblets (1,500 gp), a gold-inlaid scabbard studded triggering enemy, dealing half damage on a miss.
The queen hoists a smoldering iron scepter and screams, with gems (1,500 gp), a sack containing 120 pp and Skills Intimidate +17
Str 22 (+15) Dex 11 (+9) Wis 13 (+10)
DESTROY THEM! three 5,000-gp gems, and assorted mundane items
Con 22 (+15) Int 13 (+10) Cha 16 (+12)
(see Treasure, page 3). Alignment evil Languages Common, Giant
The ceiling is 30 feet high in area 3A, 40 feet high in The southern chest contains a platinum necklace Equipment black dragonhide garments, iron scepter
areas 3B and 3C, and 50 feet high in area 3D. set with a star opal (15,000 gp), a gold dragon mask
3A. Hall of Statues: This hall is lined with with red crystal eyes (7,500 gp), five pieces of jewelry
alcoves that contain 12-foot-tall stone statues of fire (5,000 gp each), ten gold rings (1,000 gp each), and
giant warriors. The statues are blocking terrain. two potions of vitality.
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Hall of the Fire Giant King
2 Fire Giant Knights Level 19 Soldier 2 Fiendish Dire Weasels Level 17 Skirmisher Frupys Mirror
Large elemental humanoid (fire, giant) XP 2,400 each Medium elemental beast XP 1,600 each
Frupy must activate the soul mirror on her turn; it has
HP 182; Bloodied 91 Initiative +13 HP 162; Bloodied 81 Initiative +16
no actions of its own.
AC 35, Fortitude 34, Reflex 29, Will 29 Perception +14 AC 31, Fortitude 29, Reflex 30, Will 28 Perception +15
Speed 7 Speed 8 Darkvision
Resist 15 fire Resist 15 fire Soul Mirror Level 18 Trap
Traits Standard Actions Object XP 2,000
O Fiery Defender (fire) F Aura 2 m Bite F At-Will Detect automatic Initiative
While in the aura, an unmarked enemy that uses an attack Attack: Melee 1 (one creature); +22 vs. AC HP 150
power that fails to target a creature that has this aura Hit: 3d6 + 14 damage, and if the target is granting combat AC 31, Fortitude 30, Reflex 18, Will
active takes 15 fire damage. advantage to the weasel, ongoing 10 damage (save ends). Immune cold, fire, necrotic, poison, psychic, radiant, forced
Standard Actions. Move Actions movement, all conditions, ongoing damage
m Longsword (fire, weapon) F At-Will Skitter F At-Will Identify (Arcana; trained only)
Attack: Melee 2 (one creature); +24 vs. AC Effect: The weasel shifts up to half its speed, and it can shift F DC 23: The character realizes that the mirror can trap
Hit: 2d10 + 16 fire damage. through enemy spaces. creatures in extradimensional cells but also realizes that
R Throwing Hammer (fire, weapon) F At-Will Str 15 (+10) Dex 22 (+14) Wis 15 (+10) the Arcana skill can be used to free such creatures.
Attack: Ranged 10 (one creature); +24 vs. AC Con 18 (+12) Int 3 (+4) Cha 10 (+8) F DC 32: Breaking the mirror frees the creatures trapped
Hit: 2d8 + 16 fire damage, and the target falls prone. Alignment evil Languages within. A prisoner might also be able to trick the mirror
C Flames Lure (fire) F Recharge 5 6 into releasing it.
Attack: Close burst 3 (enemies in the burst); +22 vs. Will Standard Actions
8 Azer Hallwardens Level 17 Minion Soldier
Hit: The giant slides the target up to 3 squares into a space R Trap Soul F At-Will
Medium elemental humanoid (fire) XP 400 each
adjacent to the giant, and the target takes ongoing 15 fire Requirement: The mirrors owner must activate this power
HP 1; a missed attack never damages a minion. Initiative +13
damage (save ends). and must be able to see the mirror to do so.
AC 33, Fortitude 31, Reflex 28, Will 29 Perception +12
Str 24 (+16) Dex 14 (+11) Wis 10 (+9) Attack: Ranged 20 (one creature that the mirrors owner
Speed 5
Con 22 (+15) Int 10 (+9) Cha 14 (+11) can see); +21 vs. Will
Resist 20 fire
Alignment evil Languages Common, Giant Hit: The target is trapped in an extradimensional space and
Equipment plate armor, light shield, longsword, 3 throwing
Traits removed from play. While trapped, the target has nei-
Warding Flame (fire)
hammers ther line of effect nor line of sight to any other creature,
Any enemy that starts its turn adjacent to two or more
and other creatures have neither line of sight nor line of
azers that have this trait takes 5 fire damage.
effect to the target. A trapped creature freed from the
Standard Actions mirror appears in a space adjacent to the mirror or in the
m Warhammer (fire, weapon) F At-Will
nearest unoccupied space.
Attack: Melee 1 (one creature); +22 vs. AC
Countermeasures
Hit: 8 damage plus 5 fire damage.
F Escape: Insight DC 23 (standard action) or DC 32
Str 21 (+13) Dex 17 (+11) Wis 18 (+12)
(minor action). Success: The trapped creature escapes
Con 23 (+14) Int 11 (+8) Cha 16 (+11)
the mirror. The mirrors owner takes 10 psychic damage
Alignment unaligned Languages Dwarven, Giant
each time a trapped creature escapes in this manner.
Equipment chainmail, light shield, warhammer
Failure (by 5 or more): The trapped creature takes 10 psy-
chic damage.
F Release: While adjacent to the mirror, (trained only)
Arcana DC 23 (standard action) or DC 32 (minor action).
Success: The character touches the mirror and commands it
to release one trapped creature mentioned by name. Fail-
ure (by 5 or more): The character takes 10 psychic damage.
F Shatter: If the mirror is reduced to 0 hit points, all those
trapped within are released.
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Hall of the Fire Giant King
Development 4C. Treasure Vault: This cave contains five cave. A twisting staircase with giant-sized steps
At your discretion, there might be other creatures locked iron chests, within which Snurre keeps his descends 75 feet to area 11. The stairs are difficult
trapped in Frupys mirror, and destroying the mirror treasure. Tampering with the chests activates the iron terrain to creatures ascending them or normal terrain
might free them. One of the trapped creatures could golem hidden in area 4D. An illusory wall conceals to creatures descending them.
be an NPC with a quest or a disgruntled servant who area 4D and the golem within. This wall looks like a Tactics: The iron golem attacks when a creature
displeased Frupy and who knows a great deal about naturally formed rock wall on both sides. The illusory other than King Snurre opens one of the chests in
the layout of the kings hall. wall blocks line of sight, but tactile examination of the area 4C or when an enemy enters area 4D. The golem
wall reveals that it isnt real. Creatures inside the considers fire giants, azers, Obmi Ironwhisper, or any
wall can see out both sides as though the wall wasnt creatures accompanying these to be allies. It gives
4. Kings Treasury there. The iron golem does not perceive the wall. unaccompanied drow a moment to leave the area.
Combat Encounter Level 19 (12,000 XP) Snurre carries the keys to the chests, each of which The iron golem uses volcanic breath as often as
can also be opened with a successful DC 24 Thievery possible. On its turn, it moves to stay near as many
This rough-hewn area is hidden behind secret doors. check. If any creature other than Snurre opens one of enemies as possible. Once bloodied, the golem begins
Light: None. Torches are mounted in 10-foot-high the chests, a magical chime sounds and prompts the to leak its toxic heated innards, making its aura more
iron brackets along the walls at regular intervals, but iron golem to attack. A character can make a DC 33 dangerous.
they are unlit. Arcana check to detect the magical chime on a chest, The golem pursues fleeing enemies as far as the
Monsters: Volcanic iron golem. and a character trained in Arcana can disarm it (DC secret doors, but it does not cross those thresholds,
33). Failure by 5 or more on the check to disarm the instead returning to area 4D if it has no one to attack.
When the characters see area 4C, read: chime sets off the chime.
This naturally formed cave is empty except for five large Chest 1 contains a +5 resounding warhammer (or
iron chests pushed against the walls. another level 22 uncommon or rare magic item), a
folded portable hole (or another level 19 common or
King Snurre commanded Zarkad, the fire giant uncommon magic item), and 320 pp.
blacksmith (see area 12), to craft an iron golem in his Chest 2 contains a +5 magic wand (or another level
image. Snurre then placed the construct in this vault 21 common or uncommon magic item), a golden
to guard his treasure. The iron golem is the spitting crown set with gems (15,000 gp), a crystal gong
image of the fire giant king, complete with iron great- affixed to a gold stand (7,500 gp), and 3,000 gp.
sword and crown. Chest 3 contains a suit of +4 deathcut leather armor
The walls here are natural stone. The ceiling in the (or another level 20 common or uncommon magic
tunnel (areas 4A and 4B) is 20 feet high but rises to a item) resting atop a bed of 15,000 gp.
height of 30 feet in areas 4C and 4D. Chest 4 holds a mithral tiara set with an astral dia-
4A. Secret Door: This secret door is locked from mond (15,000 gp), a gold statuette depicting Corellon
the southern side but can be opened by turning a and Lolth embracing (7,500 gp), two matching plati-
nearby torch bracket (in area 3D) clockwise. Crea- num bracers (10,000 gp for the set), and 6,000 gp.
tures on the northern side of the door can open it Chest 5 contains 17 gems (1,000 gp each) scat-
normally. tered among 15,000 gp.
4B. Secret Door: This secret door is locked from 4D. Golem: Zarkad, the fire giant blacksmith,
the western side but can be opened by pulling the fashioned a special iron golem in Snurres likeness.
iron lever south of the kings throne (in area 2C). The golem guards the treasure in area 4C and also
Creatures on the eastern side of the door can open it attacks intruders that attempt to pass through this
normally.
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Hall of the Fire Giant King
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Hall of the Fire Giant King
bound within the circle, it attacks Sulfurias enemies Fire Giant Level 17 Controller (Leader) Seething Flame Shard Level 18 Artillery
with its burning shard and flame burst powers. If it is Lavamaster Medium elemental magical beast (fire) XP 2,000
subjected to forced movement and knocked out of the Large elemental humanoid (fire, giant) XP 1,600 HP 136; Bloodied 68 Initiative +16
circle, or if the circle is broken with a DC 23 Arcana HP 164; Bloodied 82 Initiative +12 AC 32, Fortitude 29, Reflex 31, Will 29 Perception +12
AC 31, Fortitude 31, Reflex 27, Will 28 Perception +13 Speed 4, fly 4 (hover) Darkvision
check or Thievery check, the flame shard can move
Speed 8 Immune disease, poison; Resist 15 fire
about freely. Although the flame shard despises its Resist 15 fire Traits
captors, it realizes it would have a hard time hurting Traits O Heat Waves (fire) F Aura 2
them and fears punishment, so it continues to fight O Hearthflames (fire, healing) F Aura 2 Enemies in the aura take a 2 penalty to saving throws
on their side. (It might occasionally catch Sulfuria in Any enemy that ends its turn in the aura takes 10 fire against fire effects. Any enemy that ends its turn in the
a f lame burst.) If Sulfuria and her allies are defeated, damage. Any bloodied ally that starts its turn in the aura aura takes 10 fire damage.
however, the shard stops attacking and looks for an regains 10 hit points. Standard Actions
opportunity to escape. Standard Actions m Burning Shard (fire) F At-Will
m Molten Sword (fire, weapon) F At-Will Attack: Melee 1 (one creature); +21 vs. Reflex
Attack: Melee 2 (one creature); +22 vs. AC Hit: 2d8 + 7 fire damage, and ongoing 10 fire damage (save
6 Azer Servants Level 17 Minion Skirmisher Hit: 2d10 + 14 fire damage. ends).
Medium elemental humanoid (fire) XP 400 each R Magma Lash (fire) F Recharge when no creature is A Flame Burst (fire) F At-Will
HP 1; a missed attack never damages a minion. Initiative +14 grabbed by the lavamaster Attack: Area burst 1 within 10 (creatures in the burst); +23
AC 31, Fortitude 31, Reflex 29, Will 29 Perception +12 Attack: Ranged 5 (one creature); +20 vs. Reflex vs. Reflex
Speed 5 Hit: 2d8 + 10 fire damage, and the lavamaster pulls the Hit: Ongoing 20 fire damage (save ends).
Resist 20 fire target up to 4 squares. If the target ends the movement Triggered Actions
Traits adjacent to the lavamaster, it is grabbed by the lavamas- C Flame Shatter (fire) F Encounter
Warding Flame (fire) ter (escape DC 23). Trigger: The shard drops to 0 hit points.
Any enemy that starts its turn adjacent to two or more A Magma Burst (fire, zone) F At-Will Attack (No Action): Close burst 2 (creatures in the burst);
azers that have this trait takes 5 fire damage. Attack: Area burst 1 within 10 (enemies in the burst); +20 +21 vs. Reflex
Standard Actions vs. Fortitude Hit: 1d8 + 6 fire damage, and ongoing 10 fire damage (save
m Warhammer (fire, weapon) F At-Will Hit: 2d6 + 10 fire damage. ends).
Effect: The azer shifts 2 squares before or after making the Effect: The burst creates a zone of difficult terrain that lasts Str 19 (+13) Dex 25 (+16) Wis 16 (+12)
attack. until the end of the lavamasters next turn. Any enemy Con 22 (+15) Int 7 (+7) Cha 22 (+15)
Attack: Melee 1 (one creature); +22 vs. AC that enters the zone or ends its turn there takes 10 fire Alignment chaotic evil Languages Abyssal, Common
Hit: 8 damage plus 5 fire damage. damage. A creature can take this damage only once per
Triggered Actions turn.
Move Like Fire F Encounter Triggered Actions
Trigger: A close attack or area attack hits or misses the azer. Fiery Vendetta F At-Will
Effect (Immediate Interrupt): The azer shifts up to its speed. Trigger: An enemy grabbed by the lavamaster attacks it.
Str 19 (+12) Dex 18 (+12) Wis 18 (+12) Effect (Immediate Reaction): The lavamaster or one of its
Con 23 (+14) Int 11 (+8) Cha 13 (+9) allies can make a melee basic attack against the trigger-
Alignment unaligned Languages Dwarven, Giant ing enemy as a free action.
Equipment chainmail, warhammer Str 24 (+15) Dex 19 (+12) Wis 21 (+13)
Con 20 (+13) Int 15 (+10) Cha 16 (+11)
Alignment evil Languages Giant
Equipment chainmail, greatsword
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Hall of the Fire Giant King
Billowing Cauldron Development 6A. Main Sleeping Hall: Nine giant-sized beds
When certain foul ingredients are tossed into If the giants in area 6 are drawn into this encounter, made of iron line the walls. The floor is littered with
Sulfurias iron cauldron, it spews poisonous fumes see below for their tactics. empty tankards and shattered casks that once con-
that coalesce into grasping green tendrils. tained ale.
6B. Adult Giants Quarters: Three giant-sized
Billowing Cauldron Level 18 Trap 6. Giant Quarters and iron beds fill this chamber.
Object
Detect automatic
XP 2,000
Initiative
Kennel 6C. Young Giants Quarters: This room contains
Combat Encounter Level 19 (13,000 XP) eight beds for the young fire giants that live here.
HP 170
AC 30, Fortitude 30, Reflex 15, Will
6D. Kennel: The giants keep their hell hounds
Immune cold, fire, necrotic, poison, psychic, radiant, forced These rooms serve as lodgings for adult fire giants, here. The floor is littered with charred bonesthe
movement, all conditions, ongoing damage young fire giants, and hell hounds. remains of the hounds past meals.
Identify (Arcana; trained only)
Perception DC 23: If the character is close to Tactics: The fire giants encountered here recently
F DC 32: Arcane symbols carved into the cauldron sug- returned from a raid and have been drinking. If they
gest that it might be a trap.
area 6A, he or she hears the drunken snoring of the
adult fire giants. If the character is closer to area 6D, are alerted to intruders or aroused by Sulfuria (area
Identify (Perception)
he or she hears growls and barks of the hell hounds 5), they summon the hell hounds and stagger into
F DC 17: The character notices arcane symbols carved
into the cauldron. instead. battle.
Standard Actions Light: Bright light (torches in iron brackets). The young fire giants were caught misbehaving
C Poisonous Tendrils (poison, zone) F Encounter Monsters: 3 fire giants, 8 young fire giants, 6 and have been confined to their quarters (area 6C)
Requirement: The cauldrons owner must activate this
hunting hell hounds. pending disciplinary action. If combat erupts, these
power and must be adjacent to the cauldron to do so. 7-foot-tall giants pick up their swords and join the
Effect: Close burst 3; the burst creates a zone that lasts melee.
until the end of the encounter. Any enemy that ends its When the characters see area 6A, read:
Enormous iron beds line the walls of this torchlit hall. Cur- The hunting hell hounds are trained to obey the
turn in the zone takes 10 poison damage.
Countermeasures tains made of linked iron plates hang in wide archways, adult giants.
F Command: (Trained only) Arcana DC 23 (standard action) blocking any view of what lies beyond. Scattered on the Treasure: These rooms have no monetary trea-
or DC 32 (minor action). Success: The character commands f loor are several smashed kegs and empty tankards. sure, but characters searching the area find assorted
the tendrils to withdraw into the cauldron, negating the mundane items (see Treasure, page 3).
zones damage until the end of the characters next turn.
F Destroy: If the cauldron drops to 0 hit points, it makes
When the characters see area 6D, read:
the attack shown under Tip Over (below) but in a close Barred kennel sections make up this chamber, which
burst 2 rather than a blast. smells of charred f lesh. Blackened bones litter the obsid-
F Lid: Perception DC 23 (minor action). Success: The character ian-tiled f loor.
spots the cauldrons lid beside it. A creature has to take a
standard action to place or remove the lid. Placing the lid on The ceiling is 40 feet high throughout. Large tapes-
the cauldron negates the zone until the lid is removed again.
tries made of interlocking iron plates separate the
F Tip Over: Athletics DC 32 (standard action). The char-
acter takes 15 fire and poison damage regardless of the
various chambers. These curtains hang from large
check result. Success: The character dumps the caul- iron rods bolted to the ceiling and fall to within an
drons contents and makes the following attack. inch of the floor. Each curtain is composed of hun-
Attack: Close blast 5 (creatures in the blast); +21 vs. dreds of thin, rectangular iron plates held together by
Fortitude chain links and weighs hundreds of pounds. Moving
Hit: Ongoing 10 fire and poison damage (save ends). past a tapestry requires a minor action, and creatures
Miss: Ongoing 5 fire and poison damage (save ends).
standing behind a tapestry gain superior cover.
Effect: The traps effect ends.
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Hall of the Fire Giant King
3 Fire Giants
Large elemental humanoid (fire, giant)
Level 18 Soldier
XP 2,000 each
6 Hunting Hell Hounds
Medium elemental beast (fire)
Level 18 Minion Brute
XP 500 each
7. Council Chambers
HP 174; Bloodied 87 Initiative +11 HP 1; a missed attack never damages a minion. Initiative +13
Combat Encounter Level 18 (11,600 XP) plus
AC 34, Fortitude 34, Reflex 28, Will 28 Perception +14 AC 30, Fortitude 30, Reflex 28, Will 27 Perception +17 trap (1,600 XP)
Speed 8 Speed 8
Resist 15 fire Resist 15 fire Snurre gathers his allies and advisors in this area to
Standard Actions Standard Actions plan raids. The sleeping quarters and office of Obmi
m Searing Greatsword (fire, weapon) F At-Will m Bite (fire) F At-Will Ironwhisper, the kings chief advisor, are also located
Attack: Melee 2 (one creature); +23 vs. AC Attack: Melee 1 (one creature); +23 vs. AC
here. Fire giant raiders captured Obmi, a dwarf, and
Hit: 2d12 + 13 fire damage. Hit: 11 damage plus 5 fire damage.
Effect: The giant marks the target until the end of the C Fiery Breath (fire) F Encounter
brought him as a slave to Snurres Hall five years ago.
giants next turn. Attack: Close blast 3 (creatures in the blast); +21 vs. Reflex Eventually, he wormed his way into Snurres confi-
C Sweeping Sword (fire, weapon) F At-Will Hit: 18 fire damage. dence by helping the king plan raids.
Attack: Close blast 2 (enemies in the blast); +23 vs. AC Miss: 9 fire damage. When he realized that Obmi hates his fellow
Hit: 2d12 + 13 fire damage. Str 20 (+14) Dex 18 (+13) Wis 16 (+12) dwarves as much as any giant does, Snurre appointed
Effect: The giant marks the target until the end of the Con 23 (+15) Int 2 (+5) Cha 12 (+10) him his chief counsel. Obmis knowledge of the
giants next turn. Alignment evil Languages dwarven clanholds has enabled Snurre to over-
Str 23 (+15) Dex 11 (+9) Wis 10 (+9)
Con 22 (+15) Int 10 (+9) Cha 11 (+9)
come their defenses with greater ease, and has given
Alignment evil Languages Giant the dwarf tremendous influence among Snurres
Equipment chainmail, greatsword warriors.
Obmi is resting in his quarters (area 7C) at the
8 Young Fire Giants Level 18 Minion Brute start of this encounter, but he wakes to the sound of
Medium elemental humanoid (fire, giant) XP 500 each combat in area 7B. The dwarf keeps a squad of azers
HP 1; a missed attack never damages a minion. Initiative +10 nearby for protection. The azers also spy on Obmi
AC 30, Fortitude 30, Reflex 27, Will 26 Perception +9 for their master, the azer pyromancer Klarz (area 8).
Speed 6 Obmi is aware of their divided loyalties but relies on
Resist 15 fire them nonetheless.
Standard Actions Light: Bright light (torches and oil braziers).
m Bastard Sword (fire, weapon) F At-Will
Attack: Melee 1 (one creature); +23 vs. AC
Monsters: Obmi Ironwhisper, 6 azer blackguards.
Hit: 16 fire damage. Trap: Acid spray chest.
Triggered Actions
Confront F At-Will When the characters see area 7A, read:
Trigger: An enemy willingly leaves a square adjacent to the Four basalt braziers of flaming oil illuminate this vaulted
giant. chamber and fill the top third of the room with black smoke.
Effect (Immediate Reaction): The giant can shift 1 square,
A giant-sized hexagonal table of carved obsidian inlaid
and it uses bastard sword against the triggering enemy.
Str 20 (+14) Dex 13 (+10) Wis 10 (+9)
with brass dominates the room. Surrounding it are five
Con 18 (+13) Int 10 (+9) Cha 11 (+9) giant-sized chairs and a sixth smaller chair with tall legs
Alignment evil Languages Giant and a short stone ladder leading up to it. Chain curtains set
Equipment bastard sword with iron plates partially obscure a pair of large alcoves.
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Hall of the Fire Giant King
When the characters see area 7B, read: giant lords (the Hill Giant Steading, Howling Crag,
Rich tapestries hang on the walls of this spacious chamber, the Glacial Rift, and King Snurres Hall), as well as
flanked by a half-dozen dwarves clad in black chainmail. settlements that the giants have attacked or plan to
Their faces are hidden behind iron visors, and their f laming attack.
hair issues like plumes from holes in the tops of their black South Alcove: The south alcove in area 7A contains
helms. As they see you, they fan out around the squat desk three wooden cabinets, each 12 feet tall and 10 feet
and chair that are the rooms only furnishings, both sized wide. Together, they hold a total of 83 scrolls and 367
for a dwarf. Lit candles and loose papers are strewn across pieces of parchment. Some of the scrolls contain writ-
the desk. ten agreements between Snurre and the other giant
lords (Nosnra, Arnak, and Grugnur), but most are
When the characters see area 7C, read: blank. Any search of the cabinets also reveals a black
This chamber contains a dwarf-sized bed covered with wool vellum scroll with a message written in luminescent
blankets, an iron chest with feet shaped like dragons claws, Rellanic script. (Snurre doesnt understand Elven, but
and a squat wooden wardrobe. Obmi was able to translate the letter for him.)
The ceiling in areas 7A and 7B is 40 feet high, drop- Your Highness, King Snurre of the Fire Giants:
ping to a height of 20 feet in areas 7C and 7D.
7A. Meeting Hall: The smaller chair with stone I request an audience with Your Majesty on a matter of
steps is for Obmi Ironwhisper, who conducts strategy great importance. A glorious opportunity awaits us. I have
sessions with Snurre and other fire giants around the been granted permission by my superiors in the Fane of
huge hexagonal table. Lolth to offer you tribute for a few precious moments of
Flaming Oil Braziers: These heavy basalt braziers are your time. It has been years since representatives of our two
4 feet high and 5 feet wide. Tipping a brazier requires peoples last spoke and shared a f lagon of hot wine. On this
a standard action and a DC 23 Athletics check, and particular occasion, Erelhei-Cinlu brings you a new prom- The papers scattered on Obmis desk contain
spills flaming oil in a close blast 5. The spilled oil cre- ise of victory over your hated enemies. orders from King Snurre (written in Davek, the
ates a zone that lasts for 1 hour. Any creature that If you will hear my words, please convey your interest Dwarven script) to various raiding parties in the
enters the zone or starts its turn there takes 5 fire with all haste. I look forward to hearing from you and visit- field. The desk has a locked drawer containing blank
damage and ongoing 5 fire damage (save ends). A crea- ing your great hall. parchment, empty scroll tubes, quills, and jars of ink,
ture can take this damage only once per turn. but nothing of value. Obmi has the key to the drawer,
Two alcoves to the east and south are concealed Eclavdra of House Eilservs or it can be opened with a DC 23 Thievery check.
behind curtains of chain and iron plate. 7C. Obmis Bedchamber: This room contains
East Alcove: The east alcove has a painted bas- Under threat of torture or death, Obmi reveals that a soft bed, a wooden wardrobe, and a trapped iron
relief map on its back wall. Mountains and forests Eclavdra is a drow priestess who sent this letter sev- chest that holds Obmis belongings and treasure.
are shown as raised areas, with valleys and rivers eral months ago. She and her entourage arrived in The wardrobe is packed with dwarven clothing,
between them. Settlements and outposts are marked Snurres Hall from the drow city of Erelhei-Cinlu including light apparel (tunics and shoes), heavier
with carved pieces of obsidian set into the map. The (pronounced air-eh-lie sin-loo) a few months ago. See garments (cloaks, overcoats, gloves, and boots), and
map is accurate and covers an area of approximately Development below. formal wear (rich vests, pants, shoes, and capes).
one hundred miles by one hundred miles. Vari- 7B. Obmis Office: Obmi drafts letters and other Opening the chest requires a DC 32 Thievery
ous locations are marked on the map in Davek (the documents here. The room holds a desk, a chair, and check or the key that Obmi conceals on his person
dwarven script), including the strongholds of the a squad of azer blackguards. (Perception DC 32 to find). The chest is trapped (see
Acid Spray Chest below). It contains a solid jade
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Hall of the Fire Giant King
statuette of a castle (7,500 gp), a bejeweled beard Obmi Ironwhisper, Level 18 Skirmisher 6 Azer Blackguards Level 17 Soldier
comb (1,500 gp), a potion of vitality, a sack holding 500 Dwarf Advisor Medium elemental humanoid (fire) XP 1,600 each
gp, folded clothing, and worthless personal effects. Medium natural humanoid XP 2,000 HP 167; Bloodied 83 Initiative +13
Obmi disables the trap whenever he needs something HP 172; Bloodied 86 Initiative +15 AC 33, Fortitude 31, Reflex 28, Will 29 Perception +12
AC 32, Fortitude 30, Reflex 29, Will 31 Perception +12 Speed 5
out of the chest.
Speed 5 Low-light vision Resist 20 fire, 5 necrotic
7D. Supplies: Crates of torches and casks of oil Traits Traits
are stacked against the walls of this room. These sup- Ring of Invisibility O Warding Balefire (fire, necrotic) F Aura 1
plies are blocking terrain. Obmi gains a +4 item bonus to Stealth checks (included in An unmarked enemy that willingly leaves the aura pro-
Tactics: The azer blackguards charge into battle skills). vokes an opportunity attack from the azer. Any enemy that
and use blackguards vengeance at the earliest oppor- Stand the Ground starts its turn in two or more warding balefire auras takes 5
tunity. They gang up on enemies to take advantage of Obmi can move 1 square fewer than the effect specifies fire and necrotic damage.
their warding balefire. when subjected to a pull, a push, or a slide. Standard Actions
Steady-Footed m Battleaxe (fire, necrotic, weapon) F At-Will
Awakened by the noise of combat, Obmi watches Obmi can make a saving throw to avoid falling prone when Attack: Melee 1 (one creature); +22 vs. AC
the battle unfold through the crack in the doors to his an attack would knock him prone. Hit: 2d10 + 9 damage, and ongoing 5 fire and necrotic
room. After three azers fall in combat, Obmi snaps a Standard Actions damage (save ends).
pair of iron manacles on his wrists, then stumbles out m Dagger (weapon) F At-Will M Vicious Cleave (fire, necrotic, weapon) F Recharge 5 6
of his bedchamber. He pretends to be a dwarf prince Attack: Melee 1 (one creature); +23 vs. AC Attack: Melee 1 (one creature); +22 vs. AC
named Malak Thunderhelm, recently captured Hit: 4d4 + 16 damage, or 4d4 + 24 damage if the target Hit: 3d10 + 11 damage, and the target is slowed until the
is granting combat advantage to Obmi. If Obmi scores end of the azers next turn. In addition, another enemy in
by King Snurre and forced under threat of torture
a critical hit, he deals 4d6 + 32 damage, or 4d6 + 40 the azers aura takes 10 fire and necrotic damage.
to divulge information regarding nearby dwarven damage if the target is granting combat advantage to Triggered Actions
strongholds. Obmi has rigged the manacles so that him. Blackguards Vengeance F Recharge if the battleaxe attack
they can be slipped off with a DC 15 Thievery check Ring of Invisibility (illusion) F Daily for this power misses
(a minor action). Effect: Obmi becomes invisible until the end of his next Trigger: An adjacent enemy hits the bloodied azer with an
The treacherous dwarf is unaware that the char- turn. attack.
acters have been tasked with capturing him (see Move Actions Effect (Free Action): The azer uses battleaxe on the trigger-
Phase Walk F Recharge when an attack hits Obmi ing enemy, and if the attack hits, the ongoing fire and
Quests, page 2). The adventurers can try to bluff
Effect: Obmi moves up to his speed, and he is insubstantial necrotic damage is 15 instead of 5.
Obmi into thinking they believe him, but he can and has phasing while doing so. Skills Endurance +19, Intimidate +16
make an Insight check to glean their true intentions. Minor Actions Str 21 (+13) Dex 17 (+11) Wis 18 (+12)
When he realizes that his ruse has failed, Obmi M Mad Feint F At-Will (1/round) Con 23 (+14) Int 11 (+8) Cha 16 (+11)
uses mad feint to gain combat advantage before strik- Requirement: Obmi must be bloodied. Alignment evil Languages Dwarven, Giant
ing with his dagger. When bloodied, Obmi uses Attack: Melee 1 (one creature); +21 vs. Reflex Equipment scale armor, light shield, battleaxe
phase walk or his ring of invisibility to facilitate a hasty Hit: The target grants combat advantage to Obmi until the
end of Obmis current turn.
escape, fleeing to the kings throne hall (area 2). If he
Miss: Obmi grants combat advantage to the target until the
sees that Snurre is dead, Obmi uses the secret door end of Obmis next turn.
to enter area 4, then descends to the second level and Skills Bluff +20, History +17, Insight +17, Stealth +22, Thiev-
takes refuge with the rakshasas in area 10. ery +18
Str 17 (+12) Dex 19 (+13) Wis 17 (+12)
Con 20 (+14) Int 16 (+12) Cha 22 (+15)
Alignment evil Languages Common, Dwarven,
Elven, Giant
Equipment +4 dagger, ring of invisibility
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Hall of the Fire Giant King
Acid Spray Chest Use the following as guidelines for Obmis answers Where did the drow come from?
Obmis iron treasure chest sprays acid unless the trap to questions directed at him during interrogation. A tunnel in the lowest depths of Snurres Hall leads to the
is disabled before the chest is opened. Underdark, and the territories claimed by the drow.
Who or what is behind the giant alliance? Obmi tells the truth without giving away too many
Acid Spray Chest Level 17 Trap
I was Snurres advisor, but the alliance was the kings idea. details.
Object XP 1,600 I simply helped with the negotiations.
Detect Perception DC 31
HP 75
Initiative Obmi is lying and makes no mention of the drow.
8. Armory
AC 30, Fortitude 30, Reflex 5, Will How are the drow involved? Combat Encounter Level 17 (8,800 XP)
Immune cold, fire, necrotic, poison, psychic, radiant, forced A small group of drow is paying Snurre to study a temple
movement, all conditions, ongoing damage that the fire giants unearthed years ago on the second level Weapons and armor created in the forge (area 12A)
Triggered Actions of the hall. are stored here, hanging from tall iron racks bolted
C Acid Spray (acid) F Encounter to the floor or dumped into iron trunks resting atop
Trigger: A creature opens the chest without using the key
Obmi is being partly truthful, but a successful
Insight check (opposed by his Bluff check) reveals large blocks of stone. An azer pyromancer named
or disabling the trap.
that hes withholding crucial facts. The drow pushed Klarz is charged with tracking the armorys inven-
Attack (No Action): Close burst 2 (creatures in the burst);
+20 vs. Reflex for the alliance and gave Snurre considerable sums of torya job he detests. He aims to take over Obmis
Hit: 3d8 + 18 acid damage. money to buy off the other giant lords. job as advisor to the king. Much to Klarzs constant
Miss: Half damage. displeasure, Snurre has yet to acknowledge Klarzs
Countermeasures What do you know regarding the drow in King intelligence and wisdom, instead relegating the crafty
F Disable: While adjacent to the chest, Thievery DC 31. azer to banal tasks.
Three Consecutive Successes: The trap is disabled. Any One
Snurres Hall now?
Their leader is named Eclavdra, but she is interested only Perception DC 17: The character hears clattering
Failure (26 or lower): The trap triggers.
in the temple. She paid Snurre a kings ransom for the metal and the occasional rant from Klarz in Primordial.
chance to study it. Light: Bright light (two oil braziers).
Development Monsters: Klarz (azer pyromancer), 2 fire archon
The capture and return of Obmi Ironwhisper com- Obmi is lying. He knows that Eclavdra is using the
temple as an oracle, feeding information to Snurre to sentinels, 4 hunting hell hounds.
pletes a minor quest (see Quests, page 2).
If the adventurers capture Obmi, he realizes help him conquer his enemies (and, by extension, her
enemies). When the characters reach the armory, read:
quickly that no amount of bargaining will win the Two basalt braziers filled with flaming oil illuminate what is
day. Only the deaths of his captors can set him free. clearly an armory. Armor and weapons hang from iron racks
If the dwarf surmises that hes worth more to the How can you betray your own people by helping
the giants? to left and right. Directly across from you stand four large
characters alive than dead, he lies when it suits him, blocks of black stone with iron trunks resting atop them.
hoping that the adventurers get themselves killed. He My people abandoned me long before I abandoned them.
sprinkles in the occasional truth to assuage charac- Obmi isnt lying, but he neglects to mention that
he was exiled from his clanhold for crimes against his The ceiling in the armory is 40 feet high.
ters who are angling to kill or torture him. Flaming Oil Braziers: These heavy basalt bra-
Obmi can be intimidated, forcing him to provide fellow dwarves.
ziers are 4 feet high and 5 feet wide. Tipping a brazier
the characters with accurate descriptions of locations requires a DC 23 Athletics check (standard action),
within Snurres Hall, as well as information regarding What is Erelhei-Cinlu?
A drow city in the Underdark. and spills flaming oil in a close blast 5. The spilled
its defenses. He never gives characters all the infor- oil creates a zone that lasts for 1 hour. Any creature
mation they needjust enough to placate them. If he Obmi fails to mention that the drow city can be
reached by following a miles-long tunnel in Snurres that enters the zone or starts its turn there takes 5
can place the adventurers in greater peril with a lie, fire damage and ongoing 5 fire damage (save ends). A
he lies and waits for their luck to run out. Hall (area 24).
creature can take this damage only once per turn.
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Hall of the Fire Giant King
Basalt Blocks and Iron Trunks: Each block of Azer Pyromancer Level 18 Artillery (Leader) 2 Fire Archon Sentinels Level 19 Skirmisher
basalt is 6 feet high, 9 feet long, and 4 feet wide, and Medium elemental humanoid (fire) XP 2,000 Medium elemental humanoid (fire) XP 2,400 each
is blocking terrain. A large unlocked iron trunk rests HP 139; Bloodied 69 Initiative +14 HP 182; Bloodied 91 Initiative +18
atop each block. Two trunks contain twenty-five jav- AC 32, Fortitude 31, Reflex 29, Will 30 Perception +13 AC 33, Fortitude 31, Reflex 32, Will 30 Perception +14
Speed 5 Speed 8
elins each. Another holds twelve throwing axes, while
Resist 20 fire Immune disease, poison; Resist 20 fire
the last holds one hundred fifty crossbow bolts. All Traits Traits
these weapons are giant-sized. O Inimical Flames (fire) F Aura 1 Guttering Flame
Armor and Weapon Racks: Each wing of the Any enemy that starts its turn in the aura and adjacent to Whenever the archon takes cold damage, it cannot shift
armory contains a 12-foot-high iron rack bolted to the an ally of the azer takes 5 fire damage. Any enemy that until the end of its next turn.
floor. The west rack holds fifteen greatswords, thir- ends its turn in the aura gains vulnerable 5 fire until the Skirmish
teen morningstars, eleven battleaxes, ten crossbows, end of its next turn. If the archon ends a move on its turn at least 4 squares
six glaives, four bastard swords, three spiked chains, Standard Actions from where it started the move, it deals 2d8 extra fire
m Warhammer (fire, weapon) F At-Will damage with melee attacks until the start of its next turn.
and two iron mauls. Hanging on the east rack are Attack: Melee 1 (one creature); +23 vs. AC Standard Actions
fourteen suits of chainmail, nine suits of scale armor, Hit: 3d10 + 4 damage, and ongoing 5 fire damage (save m Fiery Scimitar (fire, weapon) F At-Will
eight suits of plate armor, fifteen light steel shields, ends). Attack: Melee 1 (one creature); +24 vs. AC
and twelve heavy steel shields. All the armor and R Curse of Imix (fire, psychic) F At-Will Hit: 3d8 + 14 fire damage.
weapons are giant-sized. A creature on one side of a Attack: Ranged 20 (one creature); +23 vs. Fortitude C Cinder Storm (fire, teleportation, zone) F Recharge 5
rack has partial cover against those on the other side. Hit: 2d8 + 6 psychic damage, and ongoing 10 fire damage 6
and the target gains an aura 2 (save ends both). Any crea- Effect: Close blast 5. The blast creates a zone that lasts until
Tactics: Klarz uses roaring flame as often as pos-
ture that ends its turn in the targets aura takes 10 fire the end of the archons next turn, and the archon can
sible, falling back on curse of Imix while waiting for damage. teleport to any square in the blast. The zone is heavily
roaring flame to recharge. A Roaring Flame (fire, thunder) F Recharge 5 6 obscured to all but fire creatures. Any enemy that ends
Fire archons keep on the move to use skirmish, Attack: Area burst 1 within 10 (creatures in the burst); +23 its turn in the zone takes 15 fire damage.
using cinder storm zones to teleport into optimal vs. Reflex Str 21 (+14) Dex 25 (+16) Wis 20 (+14)
positions. Hit: 1d8 + 15 fire and thunder damage, and ongoing 10 fire Con 22 (+15) Int 14 (+11) Cha 15 (+11)
The hunting hell hounds try to catch multiple ene- and thunder damage (save ends). Alignment chaotic evil Languages Primordial
C Fuel the Fire (fire) F Encounter
mies with their fiery breath.
Effect: Close burst 2 (enemies taking ongoing fire damage 4 Hunting Hell Hounds Level 18 Minion Brute
in the burst); the ongoing damage increases by 15. The Medium elemental beast (fire) XP 500 each
azer can slide each fire ally in the burst up to 4 squares. HP 1; a missed attack never damages a minion. Initiative +13
Skills Arcana +17, Insight +18 AC 30, Fortitude 30, Reflex 28, Will 27 Perception +17
Str 18 (+13) Dex 20 (+14) Wis 18 (+13) Speed 8
Con 25 (+16) Int 17 (+12) Cha 22 (+15) Resist 15 fire
Alignment evil Languages Dwarven, Giant, Standard Actions
Primordial m Bite (fire) F At-Will
Equipment chainmail, warhammer Attack: Melee 1 (one creature); +23 vs. AC
Hit: 11 damage plus 5 fire damage.
C Fiery Breath (fire) F Encounter
Attack: Close blast 3 (creatures in the blast); +21 vs. Reflex
Hit: 18 fire damage.
Miss: 9 fire damage.
Str 20 (+14) Dex 18 (+13) Wis 16 (+12)
Con 23 (+15) Int 2 (+5) Cha 12 (+10)
Alignment evil Languages
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Hall of the Fire Giant King
Second Level (Areas 916) 9. Barracks Tactics: The giants lay into enemies with double
morningstar attacks, smashing their foes to pulp.
As with the first level, this level is carved from red- Combat Encounter Level 18 (10,400 XP)
The nothic relies on the giants to keep the adven-
black basalt. The walls are smooth and require a DC
turers at bay while it employs its area and ranged
25 Athletics check to climb. The dominant features The iron doors to this chamber are wedged open,
attacks. It uses necrotic eye while those other powers
here are the prison (area 13) and the Temple of the affording the rooms occupants a clear view of the
are recharging, but knows better than to catch a giant
Elder Elemental Eye (area 15). hallway and ramp outside.
in the area of the blast.
Ceilings: Passageways have vaulted ceilings 30 feet Perception: Any Perception check enables a char-
high, while rooms have ceilings 40 to 50 feet high. acter to hear the giggling of the nothic.
Doors: All doors on this level are made of welded Light: Bright light (torches). 2 Two-Headed Fire Giants Level 18 Elite Brute
Large elemental humanoid (fire, giant) XP 4,000 each
iron plates. Normal-sized double doors are 15 feet tall Monsters: 2 two-headed fire giants, nothic
HP 424; Bloodied 212 Initiative +12
and half a foot thick; giant-sized double doors are 25 mindblight. AC 30, Fortitude 31, Reflex 29, Will 28 Perception +11
feet tall and 1 foot thick. A Medium or Small char- Speed 7
acter can open a normal door as a standard action, When the characters can see area 9, read: Resist 15 fire
or a minor action with a DC 24 Athletics check. A The great iron doors to this room hang open, beyond which Saving Throws +2; Action Points 1
Medium or Small character can open a giant-sized you see a torchlit chamber with tapestries adorning the Traits
door as a standard action with a DC 33 Athletics walls. The room holds two giant-sized wrought-iron beds, Double Actions
The giant makes two initiative checks and takes a full turn
check. several smaller beds, and an iron chest standing to the west.
on each initiative result. The giant can take two immediate
Illumination: All areas are brightly lit unless oth- Waiting in the middle of the room are a pair of two- actions per round but only one between one turn and the
erwise noted. In some locations, basalt braziers are headed fire giants, smoldering morningstars clutched in next.
built into the walls about 1 foot off the floor. These each of their hands. A gangly creature with warty green Dual Brain
5-foot-wide, 3-foot-deep stone basins contain burning skin cavorts behind them, its face set with a single unblink- At the end of each of its turns, the giant ends any dazing,
oil and shed bright light out to 10 squares. In other ing eye. stunning, or charm effect on itself.
locations, torches are mounted in iron brackets 10 Standard Actions
m Morningstar (fire, weapon) F At-Will
feet above the floor. When the monsters see the party, read:
Attack: Melee 2 (one creature); +23 vs. AC
Oversized Furnishings: Many furnishings are The one-eyed creature cackles maniacally at the sight of Hit: 2d12 + 19 fire damage.
sized for 12-foot-tall fire giants. They measure slightly you, but the two-headed giants dont look amused. M Crushing Flame (fire, weapon) F At-Will
more than twice the dimensions of their human-sized Attack: Melee 2 (one creature); +23 vs. AC
counterparts and are eight times the weight. The ceiling here is 40 feet high. The giant-sized Hit: 2d12 + 19 fire damage, and the target falls prone. If the
iron beds and iron chest belong to Harrigus and target is already prone, it takes 2d12 extra fire damage.
Skaltaththe unfortunate results of fire giantettin Str 25 (+16) Dex 16 (+12) Wis 14 (+11)
Con 22 (+15) Int 9 (+8) Cha 9 (+8)
crossbreeding. The smaller iron beds belong to the
Alignment evil Languages Dwarven, Giant
azers in area 13. Hidden behind one of the tapestries, Equipment scale armor, 2 morningstars
a narrow staircase descends 75 feet to area 19A.
Harrigus and Skaltath are usually kept out of sight
due to their hideous appearance, but King Snurre has
charged them with keeping their eyes on his guests in
areas 10 and 11.
Treasure: The unlocked iron chest next to the
giants bed contains a sack of 2,000 gp and assorted
mundane items (see Treasure, page 3).
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Hall of the Fire Giant King
Nothic Mindblight
Medium aberrant humanoid
Level 19 Controller
XP 2,400
10. Guest Quarters Snurres raids have attracted the attention of Kavir, a
rakshasa mage. Although the fire giant king is reluc-
HP 180; Bloodied 90 Initiative +14
Combat Encounter Level 18 (11,400 XP)
tant to enter into any sort of agreement with Kavir
AC 32, Fortitude 32, Reflex 32, Will 29 Perception +11 and his kin, his advisors are understandably con-
Speed 6 Darkvision, truesight 10 King Snurre is currently entertaining a number of
cerned about keeping the rakshasas happy.
Standard Actions guests, including representatives of the other giant
m Claw (necrotic) F At-Will
The frost giant ambassadors are representatives
lords. Quartered in this area are four frost giant
Attack: Melee 1 (one creature); +24 vs. AC of Jarl Grugnur, and they have not yet learned that
ambassadors representing Grugnur, the frost giant
Hit: 2d10 + 6 damage, and ongoing 10 necrotic damage Grugnur is dead (assuming his was slain in Glacial
jarl, as well as four rakshasas interested in helping
(save ends). Rift of the Frost Giant Jarl).
C Necrotic Eye (necrotic) F At-Will Snurre and learning more of his arrangement with
The ceiling is 30 feet high in area 10B and 40 feet
Attack: Close blast 5 (creatures in the blast); +22 vs. the drow.
high elsewhere.
Fortitude If the creatures in this area hear sounds of combat
10A. Yak-Drawn Cart: The yak and the sturdy
Hit: Ongoing 15 necrotic damage (save ends). in area 9 or 11, they cannot be surprised.
R Eye of Insanity (charm, psychic) F Recharge when no
cart belong to the hill giants in area 11, and are used
Light: Bright light (torches).
creature is dominated by the nothic to haul the giants belongings. Currently empty, the
Monsters: Kavir (rakshasa mage), 3 rakshasa
Attack: Ranged 5 (one creature); +22 vs. Will cart can hold four Medium creatures or one Large
archers, 4 frost giants.
Hit: The target is dominated (save ends). creature. Characters who want to travel in the cart
Aftereffect: The target is dazed until the end of its next
Other Creatures: 1 mountain yak.
can use the reins to direct the yak, which pulls the
turn. cart at a speed of 6 (half speed up the ramps). Any
A Mesmerizing Visage (charm, psychic) F Recharge 5 6 When the characters first see the mountain yak
attack directed at the yak hits and kills it.
Attack: Area burst 2 within 10 (enemies in the burst); +22 in area 10A, read:
vs. Will
10B. Rakshasas: The doors to this chamber are
In front of the closed iron doors at the end of this hall, a
Hit: 2d8 + 11 psychic damage, and the target takes a 1 wedged open, allowing the rooms rakshasa occu-
shaggy white mountain yak stands tethered to an empty
penalty to saving throws. pants to keep an eye on the hallway outside. The
two-wheeled wooden cart. Iron doors set into the south wall
First Failed Saving Throw: The target instead takes a 3 room contains furnishings stolen from elven settle-
are open, while doors to the north and east stand closed.
penalty to saving throws. ments, and the rakshasas use their deceptive veil power
Skills Stealth +19 to conceal their true forms, appearing as elves.
Str 21 (+14) Dex 20 (+14) Wis 15 (+11) When the characters see area 10B, read:
10C. Frost Giants Quarters: The iron doors of
Con 20 (+14) Int 10 (+9) Cha 12 (+10) Through the open doors, you see a comfortable room
Alignment unaligned Languages Deep Speech
this chamber are freezing to the touch. This room is
equipped for creatures of human size. The furnishings have
kept cold by a carpet of brown mold growing on the
an elven cast to them, and include three soft beds, a round
Development ceiling. A DC 20 Dungeoneering check recognizes
table, three ornately carved chairs, and two tapestries
this rare dungeon hazard and its cooling effect. Any
If combat erupts here, the rakshasas in area 10B over- depicting tranquil forest scenes. Standing around the room
creature that comes into contact with the brown
hear the commotion, urging the frost giants in area are three elves in tattered clothing, their faces bearing the
mold takes 10 cold damage. A creature can take this
10C to investigate. See area 10 for more information. bruises and scars of a harrowing ordeal.
damage only once per turn.
Four frost giant ambassadors reside here, resting
When the characters see area 10C, read:
atop wrought-iron beds heaped with furs. A large
The iron doors open to reveal a surprisingly cold, torchlit
unlocked wooden chest contains a sack of 500 gp, an
chamber containing four wrought-iron beds, a table sur-
ivory and malachite horn (1,500 gp), and mundane
rounded by four chairs, and a large iron chest. A wooden
items (see Treasure, page 3).
cask and several tankards are strewn across the table. All
Tactics: If the rakshasas hear the sound of combat
the furnishings and accessories are sized for giants.
in area 9 or area 11, they alert the frost giants and
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Hall of the Fire Giant King
convince them to investigate. After dispatching the If the characters fall for the ruse, the rakshasas ask Rakshasa Mage Level 16 Controller
frost giants, the rakshasas disguise themselves as to accompany them. Although they pretend to know Medium natural humanoid XP 1,400
elves and wait in area 10B. Kavir assumes the form of little about the layout of Snurres Hall, Moonshadow HP 153; Bloodied 76 Initiative +10
a female elf princess and refers to himself as Moon- mentions that several other captives are confined in AC 30, Fortitude 26, Reflex 29, Will 28 Perception +11
Speed 6 Low-light vision
shadow. The rakshasa archers pretend to be the the nearby prison (area 13), and she would like to try
Standard Actions
princesss male elf bodyguards. They claim that the to free them as well. If the characters agree, the rak- m Claw (teleportation) F At-Will
giants allowed them to keep their bows as a form of shasas turn against them as soon as they are swept up Attack: Melee 1 (one creature); +21 vs. AC
mockery. in combat with the guards in that area. Hit: 3d6 + 10 damage, and the rakshasa teleports the
Kavir, as Moonshadow, spins the following tale. If the characters have already dealt with the target up to 3 squares.
prison guards, Moonshadow announces that she Miss: The rakshasa can teleport the target 1 square.
We were traversing the foothills of the Crystalmist Moun- has seen drow in Snurres Hall and believes theyre A Misleading Visions (illusion, psychic) F At-Will
Attack: Area burst 1 within 5 (enemies in the burst); +19
tains when frost giants attacked our retinue. Only we few hiding somewhere on this level. The elves offer to
vs. Will
survived. Our captors brought us before King Snurre as help the characters root out their hated kin. Again, Hit: 2d10 + 11 psychic damage, and the rakshasa slides the
tribute. I was able to convince him that we were worth the rakshasas bide their time, perhaps waiting until target up to 4 squares.
more alive, and that my people would pay well for our safe the characters confront the drow in the Temple of the Miss: The rakshasa can slide the target 1 square.
return. Against the counsel of his advisors, the king placed Elder Elemental Eye (area 15) before attacking. A Visions of Terror (fear, illusion, psychic) F Recharge 5
us here and said that if we attempted escape, he would show 6
us no mercy. Attack: Area burst 1 within 5 (enemies in the burst); +19
4 Frost Giants Level 17 Brute
vs. Will
Large elemental humanoid (cold, giant) XP 1,600 each
Hit: 3d10 + 13 psychic damage, and the target is immobi-
If Kavir has reason to believe that the characters HP 201; Bloodied 100 Initiative +11
lized (save ends).
have already encountered and freed the real Princess AC 29, Fortitude 32, Reflex 27, Will 28 Perception +13
Miss: Half damage, and the target is slowed until the end of
Moonshadow (area 13), he tries to convince them that Speed 8 (ice walk)
the rakshasas next turn.
Resist 15 cold
they were duped and that he is the real princess. Minor Actions
Traits
If the characters ask Moonshadow why she Deceptive Veil (illusion) F At-Will
Icebound Footing
doesnt take advantage of her situation and attempt Effect: The rakshasa disguises itself to appear as a Medium
When an effect pulls, pushes, or slides the giant, it can
humanoid until it uses deceptive veil again or until it drops
escape, she says: choose to move 2 squares fewer than the effect specifies.
to 0 hit points. Other creatures can make a DC 36 Insight
The giant can make a saving throw to avoid falling prone
check to discern that the form is an illusion.
We would never make it out the front doors alive. I dont when an attack would knock it prone.
Persistent Image (illusion) F At-Will
want to make our situation worse by attempting escape. Of Standard Actions Effect: The rakshasa creates an illusion of a Medium or
m Icy Greataxe (cold, weapon) F At-Will
course, things are different now that youre here. smaller object or creature in an unoccupied square
Attack: Melee 2 (one creature); +22 vs. AC
within 10 squares of it. The illusion can be animate, but
Hit: 3d12 + 11 cold damage, or 2d12 + 47 cold damage if
it does not produce noise. The illusion lasts until the end
the giant scores a critical hit.
of the rakshasas next turn. A creature that succeeds on a
M Chilling Strike (cold, weapon) F Recharge 5 6
DC 22 Insight check can see through the illusion.
Attack: Melee 2 (one creature); +22 vs. AC
Sustain Minor: The illusion persists until the end of the rak-
Hit: 5d12 + 15 cold damage, and the target gains vulner-
shasas next turn, and the rakshasa can move the illusion
able 10 cold (save ends).
up to 6 squares.
Skills Athletics +19
Str 12 (+9) Dex 14 (+10) Wis 16 (+11)
Str 23 (+14) Dex 16 (+11) Wis 20 (+13)
Con 17 (+11) Int 24 (+15) Cha 21 (+13)
Con 21 (+13) Int 10 (+8) Cha 12 (+9)
Alignment evil Languages Common
Alignment evil Languages Giant
Equipment hide armor, greataxe
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Hall of the Fire Giant King
3 Rakshasa Archers
Medium natural humanoid
Level 15 Artillery
XP 1,200 each
11. Blood Rock Hall Blood Rock: The floor inside the orange area on
the map is made of blood rock. A creature standing in
HP 110; Bloodied 55 Initiative +12
Combat Encounter Level 18 (11,400 XP)
a square of blood rock can score a critical hit on a roll
AC 28, Fortitude 24, Reflex 26, Will 25 Perception +16 of 1920.
Speed 6 Low-light vision Formerly a temple dedicated to the primordial known
Crates and Barrels: In the southwest corner of
Standard Actions as Imix (the evil Prince of Elemental Fire), this hall
m Claw F At-Will
the room stands a heap of crates and barrels contain-
now serves as quarters for visiting hill giant and stone
Attack: Melee 1 (one creature); +20 vs. AC ing stolen foodstuffs and ale (brought here on the cart
giant dignitaries, including the hill giant subchief. Basalt
Hit: 2d6 + 6 damage, and ongoing 5 damage (save ends). in area 10A). These squares are difficult terrain.
pillars support the ceiling, and the floor between them
r Longbow (weapon) F At-Will Rubble: This debris is difficult terrain.
Attack: Ranged 20 (one creature); +22 vs. AC. The rakshasa
is composed of magic blood rock. Some time ago, an
Secret Door: A hidden stone door in the shat-
makes two attack rolls and uses either result. earthquake caused part of the east wall to collapse.
tered east wall requires a DC 24 Perception check
Hit: 1d10 + 9 damage. Perception DC 23: The character hears the snor-
to spot. Pushing it open reveals a rough-hewn tunnel
R Double Attack F At-Will ing giants.
Effect: The rakshasa uses longbow twice, making each
with giant-sized steps, climbing 75 feet to area 4D.
Light: Bright light (torches).
attack against a different target. The stairs are difficult terrain for creatures ascending
Monsters: Sly Gulla, 4 hill giants, 4 stone giants,
R Ghost Arrow (necrotic, weapon) F Recharge 5 6 them, but are normal terrain while descending.
2 earth archon rumblers.
Attack: Ranged 20 (one creature); +20 vs. Reflex Treasure: The giants carry a total of 350 gp, as
Hit: 3d10 + 18 necrotic damage, and the target cannot well as sacks and bags of assorted mundane items
spend healing surges (save ends). When the characters first peer into this hall, read:
(see Treasure, page 3).
Minor Actions Black basalt pillars rise to support the vaulted ceiling of this
Tactics: Sly Gulla and his band are spoiling for
Deceptive Veil (illusion) F At-Will 50-foot-high chamber, which has seen better days. Three
Effect: The rakshasa disguises itself to appear as a Medium
a fight. The hill giant subchief moves into the blood
walls feature bright murals of fiery creatures. The east wall
humanoid until it uses deceptive veil again or until it drops rock, firing his crossbow while his allies charge into
has partially collapsed, leaving chunks of broken basalt and
to 0 hit points. Other creatures can make a DC 35 Insight battle and smash enemies with their greatclub attacks.
painted plaster spread across the f loor. Around the pillars,
check to discern that the form is an illusion. When an ally drops to 0 hit points, Sly Gulla issues a
Triggered Actions
the f loor is stained with crimson blood.
call for vengeance.
Illusory Escape (illusion) F Recharge when first bloodied Two groups of hill giants and stone giants rest atop
The stone giants stand on the blood rock and hurl
Trigger: An enemy makes a ranged attack against the heaps of furs piled against the walls, while two burly
rocks, stepping into melee only after the hill giants
rakshasa. humanoids made of jagged rock stand guard in the middle
and archons are taken down. They rely on their stone
Effect (Immediate Reaction): The rakshasa becomes invis- of the room.
ible, and an illusion of it appears in its square. The bones power to reduce damage from incoming attacks.
transition is indiscernible to observers, and the illusion Each earth archon rumbler moves adjacent to mul-
The earth archons notice and attack intruders at
lasts until the start of the rakshasas next turn or until a tiple enemies, letting it benefit from thundering might. It
once. Opening the large iron doors to the west or the
creature attacks the illusion. After the illusion appears, smashes foes with its stone warhammer, using avalanche
the rakshasa shifts up to its speed. secret door in the east wall is enough to attract the
strike only when theres no danger of hitting its allies.
Str 17 (+10) Dex 20 (+12) Wis 18 (+11) archons attention. The hill giants and stone giants
The giants and archons pursue enemies who flee
Con 14 (+9) Int 12 (+8) Cha 14 (+9) are asleep when the characters first arrive, but they
Alignment evil Languages Common
this area. The stone giants are aware of the secret
awake as soon as combat begins.
Equipment longbow, 20 arrows door, and have been warned not to traverse the
Sly Gulla, the hill giant subchief, has not yet
tunnel beyond it. The hill giants are not aware of the
learned that his chief, Nosnra, is dead (assuming
door and received no such warning, so they chase
he was slain in Steading of the Hill Giant Chief ).
the adventurers if they flee through it. Sly Gulla is a
Snurre and his advisors have kept this information
hunter first and foremost, and he relishes the idea of
to themselves, afraid of what it might do to the hill
stalking prey through the halls of the fire giant king.
giants morale.
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Hall of the Fire Giant King
Sly Gulla, Level 14 Skirmisher (Leader) 4 Hill Giants Level 13 Brute 4 Stone Giants Level 14 Soldier
Hill Giant Subchief Large natural humanoid (earth, giant) XP 800 each Large elemental humanoid (earth, giant) XP 1,000 each
Large natural humanoid (giant) XP 1,000 HP 159; Bloodied 79 Initiative +5 HP 140; Bloodied 70 Initiative +12
HP 140; Bloodied 70 Initiative +11 AC 25, Fortitude 27, Reflex 23, Will 25 Perception +7 AC 30, Fortitude 27, Reflex 24, Will 26 Perception +12
AC 28, Fortitude 27, Reflex 24, Will 24 Perception +12 Speed 8 Speed 8 (earth walk) Low-light vision
Speed 8 Standard Actions Immune petrification
Traits m Greatclub (weapon) F At-Will Standard Actions
Sly Maneuvers Attack: Melee 2 (one creature); +18 vs. AC m Stone Greatclub (weapon) F At-Will
Sly Gulla shifts up to 2 squares before making any attack. Hit: 3d10 + 11 damage. Attack: Melee 2 (one creature); +21 vs. AC
Standard Actions R Hurl Rock (weapon) F At-Will Hit: 2d10 + 11 damage, and the giant marks the target
m Spear (weapon) F At-Will Attack: Ranged 10 (one creature); +18 vs. AC until the end of the giants next turn.
Attack: Melee 2 (one creature); +19 vs. AC Hit: 2d10 + 8 damage. R Hurl Rock F At-Will
Hit: 2d10 + 11 damage. M Sweeping Club (weapon) F Encounter Attack: Ranged 20 (one creature); +21 vs. AC
R Crossbow (weapon) F At-Will Attack: Melee 2 (one or two creatures); +18 vs. AC Hit: 2d8 + 13 damage.
Attack: Ranged 15 (one creature); +19 vs. AC Hit: 3d10 + 11 damage, and the giant pushes the target up C Staggering Sweep (weapon) F Recharge when first
Hit: 2d10 + 11 damage. to 2 squares and knocks it prone. bloodied
Triggered Actions Skills Athletics +16 Attack: Close blast 2 (creatures in the blast); +19 vs. AC
C Call for Vengeance F At-Will Str 21 (+11) Dex 8 (+5) Wis 12 (+7) Hit: 2d10 + 11 damage, the giant pushes the target up to 2
Trigger: An ally Sly Gulla can see drops to 0 hit points. Con 19 (+10) Int 7 (+4) Cha 9 (+5) squares, and the giant marks the target until the end of
Effect (Immediate Reaction): Close burst 10 (one ally in the Alignment chaotic evil Languages Giant the giants next turn.
burst); the target makes a basic attack as a free action. Equipment greatclub, 5 rocks Effect: The giant shifts 2 squares but must remain within 2
Skills Athletics +17, Stealth +14 squares of any creatures marked by it.
Str 21 (+12) Dex 14 (+9) Wis 11 (+7) Triggered Actions
2 Earth Archon Rumblers Level 17 Brute
Con 20 (+12) Int 11 (+7) Cha 15 (+9) Hardened Threat F At-Will
Medium elemental humanoid (earth) XP 1,600 each
Alignment chaotic evil Languages Common, Giant Trigger: A creature marked by the giant and within its reach
HP 204; Bloodied 102 Initiative +12
Equipment hide armor, spear, crossbow, 10 bolts willingly moves.
AC 29, Fortitude 31, Reflex 28, Will 29 Perception +13
Effect (Opportunity Action): The giant uses stone greatclub
Speed 6 (earth walk) Tremorsense 20
against the triggering creature.
Immune disease, petrification, poison
Stone Bones F At-Will
Traits Trigger: The giant is hit by an attack.
Thundering Might (thunder)
Effect (Immediate Interrupt): The giant gains resist 5 to all
If the archon is adjacent to two or more enemies, its
damage against the triggering attack.
attacks deal 2d8 extra thunder damage.
Skills Athletics +18, Stealth +15
Standard Actions Str 22 (+13) Dex 16 (+10) Wis 20 (+12)
m Stone Warhammer (weapon) F At-Will
Con 20 (+12) Int 10 (+7) Cha 11 (+7)
Attack: Melee 2 (one creature); +22 vs. AC
Alignment unaligned Languages Giant
Hit: 3d10 + 15 damage.
Equipment greatclub, 3 rocks
C Avalanche Strike F At-Will
Attack: Close burst 2 (creatures in the burst); +20 vs. Reflex
Hit: 1d10 + 12 damage, and the target falls prone.
Str 24 (+15) Dex 18 (+12) Wis 21 (+13)
Con 24 (+15) Int 15 (+10) Cha 17 (+11)
Alignment chaotic evil Languages Primordial
Equipment warhammer
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Hall of the Fire Giant King
12. Zarkads Forge When the characters see area 12B, read:
This unlit room contains a giant-sized bed made of sculpted
Combat Encounter Level 18 (10,000 XP)
iron and a large iron chest that has been bolted to the floor.
These areas are the domain of Zarkad, a blind fire
12A. The Forge: Lava fills the west half of this
giant blacksmith who wears an eyeless helm that
natural cavern, seeping up through narrow fissures
amplifies his natural blindsight. Zarkad forges armor
in the north wall, then pouring back down into area
and weapons, then transports them in an iron cart
19B on the third level. Any creature that enters the
to the armory (area 8). Characters approaching area
pool or starts its turn there takes 15 fire damage and
12A detect the telltale signs of a forgewaves of heat,
ongoing 15 fire damage (save ends). A creature can
billowing clouds of smoke, and the sound of ham-
take this damage only once per turn.
mered iron.
Zarkad uses the lava to heat metal, which he then
Light: Bright light in area 12A (lava), none in area
beats into shape at his massive anvil. The two stacks
12B (being blind, Zarkad keeps his quarters dark).
of anvils provide raw steel and make an effective
Monsters: Zarkad, 1 slaughterstone eviscerator, 2
weapon for Zarkad to hurl at intruders. The 5-foot
azer fireweavers.
stacks are difficult terrain.
Parked across the hall from the forge is the four-
When the characters see area 12A, read:
wheeled iron cart that Zarkad uses to transport armor
Smoke issues from a thirty-foot-wide opening in the wall of
and weapons to the armory (area 8). The iron cart
the tunnel, across from which stands a large iron cart laden
currently contains three battleaxes and ten javelins,
with steel weapons. Three steps in the opening lead down
all sized for fire giants. The heavy cart requires a DC
to a cavern half filled with molten lava. At a great black
17 Athletics check to move. A creature pushing the
anvil in the center of the cavern, a fire giant lays down a
cart moves at half speed.
twisted piece of metal and pounds it f lat with a f laming
12B. Zarkads Quarters: This room contains no
hammer. The bare-chested giant wears a horned helm with
decor, since Zarkad has no need of it. A giant-sized
an opaque black visor. Flanking him are pyramidal, 5-foot-
wrought-iron bed is pushed into one corner, while a
high stacks of smaller anvils. Two fire-haired dwarves
locked iron chest is bolted to the floor near the east
attend the blind giant. As well, a large construct fitted with
wall. Zarkad carries the key to the chest, which oth-
scythe-like blades stands in an alcove.
erwise requires a DC 32 Thievery check to open.
The chest contains a +5 greatsword (or another level
Zarkad relies on a pair of azer fireweavers to help
21 common magic item), a golden statuette set with
him craft his armor and weapons. When confronted
rubies depicting the Fire Lord Imix (15,000 gp), and
by intruders, the fire giant also activates a slaughter-
4,000 gp in a small unlocked iron coffer.
stone eviscerator. Originally built by dwarves, this
Tactics: With a command, Zarkad animates the
construct was captured during a raid on a dwarven
slaughterstone eviscerator, then moves into position
clanhold and brought to Zarkad in pieces. Over time,
to hurl anvils at distant enemies. He has two anvils
Zarkad repaired the construct and set it to heed his
at hand, but must move to within 2 squares of a stack
commands.
of anvils to throw more. When foes move close, he
pounds them into smoldering mush, using blind fury
with his fiery hammer.
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Hall of the Fire Giant King
The azer fireweavers each place an ember wall Slaughterstone Eviscerator Level 18 Brute 2 Azer Fireweavers Level 18 Controller
between Zarkad and his enemies, since the fire Large natural animate (construct) XP 2,000 Medium elemental humanoid (fire) XP 2,000 each
giants blindsight allows him to attack through the HP 212; Bloodied 106 Initiative +15 HP 177; Bloodied 88 Initiative +12
wall without penalty. They then use hurl flame and fire AC 30, Fortitude 31, Reflex 30, Will 28 Perception +9 AC 32, Fortitude 31, Reflex 28, Will 29 Perception +15
Speed 6 Darkvision Speed 5
puppet each round, hoping to slide enemies into the
Immune disease, poison, sleep Resist 20 fire
lava pool. Traits Traits
The giant and the azers keep out of the slaugh- O Whirling Blades F Aura 2 O Amplified Flames (fire) F Aura 1
terstone eviscerators way, avoiding its whirling blades Any creature that starts its turn in the aura takes 10 Any enemy that starts its turn in the aura takes 5 fire
aura and its whirling bladestorm burst attack. damage. damage. If the enemy starts its turn in two or more ampli-
Tunnel Fighting fied flames auras, the enemy takes 10 fire damage instead.
Zarkad, Level 18 Elite Brute While squeezing, the eviscerator takes no penalty to attack Standard Actions
Fire Giant Blacksmith rolls and does not grant combat advantage. m Warhammer (fire, weapon) F At-Will
Large elemental humanoid (blind, fire, giant) XP 4,000 Standard Actions Attack: Melee 1 (one creature); +23 vs. AC
HP 424; Bloodied 212 Initiative +13 m Eviscerating Blade F At-Will Hit: 2d10 + 5 damage, and ongoing 10 fire damage (save
AC 30, Fortitude 32, Reflex 29, Will 28 Perception +16 Attack: Melee 2 (one creature); +23 vs. AC. ends).
Speed 7 Blindsight 10 Hit: 2d10 + 16 damage, or 4d10 + 36 damage if the R Hurl Flame (fire) F At-Will
Immune blinded, gaze; Resist 15 fire eviscerator scores a critical hit. Attack: Ranged 10 (one creature); +21 vs. Reflex
Saving Throws +2; Action Points 1 C Whirling Bladestorm F Recharge 6 Hit: 2d8 + 7 fire damage, and ongoing 10 fire damage (save
Standard Actions Attack: Close burst 2 (creatures in the burst); +23 vs. AC ends).
m Fiery Hammer (fire, weapon) F At-Will Hit: 2d10 + 8 damage, or 2d10 + 28 damage if the A Ember Wall (conjuration, fire) F Recharge 5 6
Attack: Melee 2 (one creature); +23 vs. AC eviscerator scores a critical hit. Effect: Area wall 6 within 10. The azer conjures a wall of hot
Hit: 3d10 + 16 fire damage. Str 25 (+16) Dex 22 (+15) Wis 10 (+9) embers and thick smoke that lasts until the end of the
R Hurl Anvil (weapon) F At-Will Con 22 (+15) Int 1 (+4) Cha 3 (+5) azers next turn. The wall can be up to 6 squares high. The
Attack: Ranged 10 (one creature); +21 vs. Reflex Alignment unaligned Languages wall is heavily obscured and blocks line of sight. Any crea-
Hit: 3d12 + 11 damage, and the target falls prone. ture that ends its turn in the wall takes 20 fire damage.
Blind Fury F At-Will Minor Actions
Effect: Zarkad makes two basic attacks. R Fire Puppet F At-Will (1/round)
Triggered Actions Attack: Ranged 10 (one creature taking ongoing fire
M Iron Kick F At-Will damage); +21 vs. Will
Trigger: An enemy enters a square adjacent to Zarkad. Hit: The azer slides the target up to 3 squares.
Attack (Immediate Reaction): Melee 1 (the triggering Str 18 (+13) Dex 17 (+12) Wis 22 (+15)
enemy); +21 vs. Fortitude Con 25 (+16) Int 12 (+10) Cha 12 (+10)
Hit: 2d8 + 7 damage, and Zarkad pushes the target up to Alignment evil Languages Dwarven, Giant
2 squares. Equipment chainmail, warhammer
Skills Intimidate +15
Str 25 (+16) Dex 18 (+13) Wis 15 (+11)
Con 22 (+15) Int 14 (+11) Cha 12 (+10)
Alignment evil Languages Giant, Primordial
Equipment warhammer, horned helm, 2 anvils
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Hall of the Fire Giant King
13. Prison iron winch in the southwest corner raises and lowers the
cage. Bolted to the east wall at a height of eight feet is a
Athletics check. Operating the winch or the lever
requires a standard action.
Combat Encounter Level 19 (12,000 XP)
cast-iron plate with three iron levers jutting from it. 13C. Dark Cells: Prisoners are locked behind
iron doors with window shutters built into them. The
The prison consists of two intersecting corridors
The cells have 20-foot-high ceilings. Everywhere else, cells are devoid of fixtures except for iron manacles
lined with iron cell doors. The cells contain various
the ceilings are 30 feet high. bolted to the walls. The guards usually dont take the
prisoners captured during giant raids. Prisoners do
The prison can be sealed off by two sets of iron time to shackle prisoners, since only the most irk-
not dwell here for long; most are taken elsewhere
doors that slide out from the walls. The azers, who some captives are worth the trouble. A creature can
and used as slaves or food. Some prisoners are worth
take their orders from a pair of fire giants known as free itself or another creature from the shackles with
more alive, and King Snurre is fond of making
the Kings Torturer and the Royal Headsman, use the proper key (in the possession of the Kings Tor-
ransom demands that might fatten his coffers or buy
these doors to trap prisoners (and their would-be lib- turer) or a DC 23 Thievery check.
the loyalty of his allies.
erators) until they can be subdued or killed. Each cell door is 15 feet high and 1 foot thick, and
Such is the case with Moonshadow, an elf princess
13A. Sliding Iron Doors: Standing 25 feet tall is set with two small window slitsone at 12 feet (eye
imprisoned here. Virchiln, Eclavdras drow consort, is
and 5 feet thick, these iron doors retract into the level for the fire giants), the other at 4 feet (eye level
currently interrogating Moonshadow for information
walls when not being used to seal off the cell block. for the azers). These slits are fitted with iron shutters
regarding her homeland. After the drow are finished
Hidden rollers and steam-powered hydraulics work that can be opened and closed only from the outside.
interrogating her, Snurre plans to ransom her back to
the doors, whose control levers are located in both (The shutters are kept closed, ensuring that prisoners
her people.
areas marked 13B. cannot see through to the outside corridor.)
The first part of this event describes the prison and
When the doors close, any creature that occupies a The cell doors are locked, and the Kings Torturer
the creatures that defend it. The second part details
square between them is pushed adjacent to the doors carries the keys. A lock cannot be reached from
the various prisoners contained within.
on one side or the other (the creatures choice). A inside its cell, but it can be picked from outside with a
Light: Bright light in areas 13A, 13B, and 13E
creature that is unable to leave the space between the DC 32 Thievery check.
(torches), dim light in the 13D cells (light through the
sliding doors takes 25 damage and is restrained, then 13D. Windowed Cells: These two cells are
windows), and none in the 13C cells.
takes ongoing 25 damage until the doors open. A suc- similar to the others, except that they feature barred
Monsters: The Kings Torturer (fire giant tor-
cessful DC 32 Athletics check allows a creature to windows overlooking a lava-filled cavern spanned
turer), the Royal Headsman (fire giant executioner),
force the doors open as wide as a restrained creatures by a basalt bridge. The lava is 75 feet below and cant
12 azer hallwardens, Virchiln (drow hypnotist).
space. The doors can also be attacked (AC/Forti- be seen through the bars because of the steep angle.
Other Creatures: The prisoners (see below).
tude 32, Reflex 5; immune to cold, necrotic, poison, The bridge (area 13F) is clearly visible. The bars on
psychic, radiant, forced movement, all conditions, the windows are 6 inches apart; bending or breaking
When the characters see area 13A, read:
ongoing damage; hp 1,000 per door.) them requires a DC 32 Athletics check.
Two sliding iron doors are recessed into the walls of the
13B. Control Rooms: Each of these two rooms 13E. Torture Chamber: Two fire giants, the
corridor, flush with the surrounding stonework. No mecha-
contains a pair of azers who operate the prisons Kings Torturer and the Royal Headsman, reside here.
nism can be seen for closing them. Fire-haired dwarves
defenses. Set into the floor is an iron plate with a When not playing knucklebones, they spend most of
stand guard in the torchlit corridor beyond.
heavy iron lever jutting out of it. This lever controls their waking hours torturing prisoners, sometimes
the sliding iron doors nearest to the control room. for information but usually just for pleasure. The two
When the characters see area 13E, read:
When the lever is pulled to close the iron doors, a fire giants sleep in wrought iron beds hidden behind
At the bottom of a ramp stands a grimy, smelly chamber
portcullis seals off each of these rooms to prevent curtained alcoves. These same alcoves contain a pair
with two large curtained alcoves. A giant-sized stone table
prisoners from accessing the control levers. A large of locked iron trunks, where the fire giants keep their
and two stone chairs stand against the north wall. In the
winch in the room can be used to raise a portcul- loot and belongings.
middle of the room is a ten-foot-wide pit, above which an
lis, which can also be lifted with a successful DC 32
iron cage dangles from chains attached to the ceiling. An
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Hall of the Fire Giant King
The centerpiece of the chamber is a torture pit, another potion of vitality. In addition to these valu- the cell block hasnt been locked down (most likely
above which hangs an iron cage. Prisoners are locked ables, the fire giants stash assorted mundane items in because the azers in area 13B were taken out), the
inside the cage, lowered into the pit, and exposed to their chests (see Treasure, page 3). azers in the corridor try to fight their way into the
blasts of acid, fire, and poison. 13F. Basalt Bridge: This black basalt bridge nearest control room and activate the door levers.
Torture Device: An iron cage, 9 feet across and 12 spans a natural cavern, the ceiling of which is 30 feet Virchiln has come to the prison to retrieve an
feet high, hangs suspended from a thick iron chain above. The bridge has no railing, and any creature elf prisoner for sacrifice at the temple (see area 15).
that runs from the ceiling to an iron winch set into falling off plunges 70 feet into molten lava in area Beforehand, he takes time to interrogate and brutal-
the floor. The cage is locked (the Kings Torturer has 20A, taking 7d10 falling damage. In addition, any ize Moonshadow in her cell, where he is found when
the key; Thievery DC 32 to open) and hangs at floor creature that enters the lava or starts its turn there the alarm sounds. He attempts to use Stealth to sneak
level above a 10-foot-wide, 20-foot-deep pit with small takes 15 fire damage and ongoing 15 fire damage away from the cell, make his way to area 15 (using
holes drilled into its walls. (save ends). A creature can take this damage only cloud of darkness to cover his escape), and report to
One or more creatures are locked inside the cage once per turn. Eclavdra. If he is trapped in the cell block, he tries
and lowered into the pit using the winch (a standard Iron Cages: Four winches are mounted on the to dominate enemies with hypnotic suggestion, using
action). One of the three levers on the eastern wall is bridge. Each is affixed to a sturdy iron chain con- them to attack their allies or to aid in his escape.
pulled (a standard action), exposing the cages occu- nected to an iron cage that dangles 20 feet below Virchiln has no loyalty to the fire giants or azers,
pant to the deadly substances that issue forth from the bridge. Three cages are presently empty, but one helping them only in ways that benefit him.
the holes in the walls of the pit. contains a prisoner (see area 20). Using the winches
Lever 1 sprays the pit with jets of flame. Any crea- to raise the cages alerts the fire giant flameskulls and Development
ture in the pit when the lever is pulled takes 5 fire fire bat swarms in area 20A, which rise up and attack Characters who are captured anywhere in Snurres
damage. interlopers on the bridge. Hall are incarcerated in the unoccupied area 13D
Lever 2 fills the pit with sulfurous gas. Any crea- Tactics: If the characters are reluctant to enter the cell. See Captured! (page 4) for details.
ture in the pit when the lever is pulled takes 5 poison cell block, choosing to attack the azer guards from Zarkad (area 12) is close enough to the prison
damage. a distance, the remaining azers take cover in the to hear the sound of combat in this area. If fight-
Lever 3 sprays the pit with flesh-eating acid. Any alcoves in front of the cell doors. The azers prefer- ing breaks out and the cell block hasnt been locked
creature in the pit when the lever is pulled takes 5 ence is to lure characters into the cell block, then trap down, he throws anvils into the iron cart and wheels
acid damage. them inside. Theyre not afraid to come after enemies it toward the prison, doing what he can to assist the
Treasure: On the 6-foot-high table are the wagers who refuse to be baited. defenders. The azers and the construct in area 12
of a recent game of knucklebones between the two The two fire giants are playing knucklebones in follow Zarkad into battle.
giants: six pieces of jewelry (1,000 gp each) and area 13E when the alarm sounds. They then grab If the characters capture Virchiln and ques-
twenty gems (500 gp each). The Kings Torturer and their weapons and go to the cell block. When they tion him regarding the whereabouts of Eclavdra,
the Royal Headsman keep the rest of their treasure arrive, the giants go on the offensive. he reveals that the priestess is in the lower caverns
locked in the iron chests next to their bed. They carry If the adventurers enter the prison, the azers in making plans to return to the drow city of Erelhei-
the keys, and each lock can be picked with a DC 23 area 13B close the sliding iron doors to seal off the Cinlu. (This is a lie. Eclavdra is presently in area 15,
Thievery check. cell block, which drops the portcullises that seal off but Virchiln hopes to escape and warn her.) If the
The chest belonging to the Kings Torturer con- both guardrooms. They reopen the iron doors only characters talk to the prisoners and hear about the
tains ten golden dragon statuettes depicting different after the fire giants order them to do so, and only treacherous adventurer Gleep Wurp (see below),
kinds of chromatic and metallic dragons (each worth after enemies trapped inside the cell block have been Virchiln knows that he is in area 23.
500 gp), a dozen elven longswords, and a potion of dealt with.
vitality. The Royal Headsmans chest contains a model The remaining azers gang up on the nearest
of a golden galleon in a crystal bottle (2,500 gp) and enemies, taking advantage of their warding f lame. If
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Hall of the Fire Giant King
Fire Giant Torturer Level 19 Soldier Fire Giant Executioner Level 20 Brute Drow Hypnotist Level 18 Controller
Large elemental humanoid (fire, giant) XP 2,400 Large elemental humanoid (fire, giant) XP 2,800 Medium fey humanoid XP 2,000
HP 185; Bloodied 92 Initiative +11 HP 236; Bloodied 118 Initiative +11 HP 170; Bloodied 85 Initiative +15
AC 35, Fortitude 34, Reflex 29, Will 30 Perception +16 AC 32, Fortitude 35, Reflex 30, Will 31 Perception +10 AC 32, Fortitude 28, Reflex 30, Will 31 Perception +12
Speed 7 Speed 7 Speed 7 Darkvision
Resist 15 fire Resist 15 fire Standard Actions
Traits Standard Actions m Dagger Lure (charm, weapon) F At-Will
O Fiery Agony F Aura 3 m Greataxe (fire, weapon) F At-Will Attack: Melee 1 (one creature); +23 vs. AC
A slowed enemy in the aura cannot regain hit points or Attack: Melee 2 (one creature); +25 vs. AC Hit: 4d4 + 15 damage.
gain temporary hit points until it hits or misses the giant Hit: 3d12 + 16 fire damage, or 6d12 + 16 fire damage if Effect: The drow slides the target up to 2 squares.
with an attack. the giant scores a critical hit, plus 10 fire damage to a R Hand Crossbow (weapon) F At-Will
Standard Actions prone target. Attack: Ranged 10 (one creature); +23 vs. AC
m Greatsword (fire, weapon) F At-Will M Executioners Chop F Recharge 5 6 Hit: 3d6 + 15 damage, and the target is slowed (save ends).
Attack: Melee 2 (one creature); +24 vs. AC Effect: The executioner uses greataxe. If the attack hits, the First Failed Saving Throw: The target is also weakened
Hit: 3d12 + 8 fire damage, and the target is slowed (save target also takes ongoing 15 damage (save ends). The (save ends both).
ends). attack deals half damage on a miss. Second Failed Saving Throw: The target instead falls
C Sword Arc F Recharge when the giant bloodies an Triggered Actions unconscious until the end of the encounter.
enemy Heads Must Roll F Encounter R Hypnotic Suggestion (charm) F Recharge 5 6
Effect: Close burst 2 (enemies in the burst); the giant uses Trigger: The giant is first bloodied. Attack: Ranged 5 (one creature); +21 vs. Will
greatsword against each target. If the attack hits, the Effect (Immediate Reaction): Executioners chop recharges, Hit: The target is dominated until the end of the drows
target also falls prone. and the giant uses it. next turn.
Skills Intimidate +14 Skills Intimidate +17 Miss: The target is dazed until the end of the drows next
Str 24 (+16) Dex 11 (+9) Wis 14 (+11) Str 24 (+17) Dex 13 (+11) Wis 10 (+10) turn.
Con 25 (+16) Int 13 (+10) Cha 10 (+9) Con 26 (+18) Int 10 (+10) Cha 14 (+12) Minor Actions
Alignment evil Languages Common, Giant Alignment evil Languages Common, Giant C Cloud of Darkness (zone) F Encounter
Equipment scale armor, greatsword Equipment chainmail, chainmail hood, greataxe Effect: Close burst 1. The burst creates a zone that lasts
until the end of the drows next turn. The zone blocks
line of sight for all creatures except the drow. While
12 Azer Hallwardens Level 17 Minion Soldier
entirely within the zone, any creature other than the
Medium elemental humanoid (fire) XP 400 each
drow is blinded.
HP 1; a missed attack never damages a minion. Initiative +13
Skills Bluff +21, Insight +17, Intimidate +21, Stealth +20
AC 33, Fortitude 31, Reflex 28, Will 29 Perception +12
Str 14 (+11) Dex 22 (+15) Wis 17 (+12)
Speed 5
Con 18 (+13) Int 14 (+11) Cha 24 (+16)
Resist 20 fire
Alignment evil Languages Common, Elven
Traits Equipment leather armor, dagger, hand crossbow, 20 bolts
Warding Flame (fire)
Any enemy that starts its turn adjacent to two or more
azers that have this trait takes 5 fire damage.
Standard Actions
m Warhammer (fire, weapon) F At-Will
Attack: Melee 1 (one creature); +22 vs. AC
Hit: 8 damage plus 5 fire damage.
Str 21 (+13) Dex 17 (+11) Wis 18 (+12)
Con 23 (+14) Int 11 (+8) Cha 16 (+11)
Alignment unaligned Languages Dwarven, Giant
Equipment chainmail, light shield, warhammer
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Dram Blighthammer Dram Blighthammer Level 15 Defender Apparently, we werent the first group of adventurers he
Medium natural humanoid, dwarf had led astray to be captured or killed. Cloyer and I were
Dram is the youngest son of a powerful dwarf mer-
HP 118; Bloodied 59; Healing Surges 13 Initiative +7 imprisoned. A couple of days later, Gleep paid me one last
chant named Zalko Blighthammer. A captain in the
AC 32, Fortitude 30, Reflex 27, Will 27 Perception +8 visit to let me know that Snurre was promoting him, and
dwarven military, Dram became separated from his Speed 5 Low-light vision
unit during a raid against a fire giant outpost. He was that he had reduced my magic items to residuum. I havent
Traits
captured and brought here two weeks ago. The giants Stand the Ground
seen the treacherous bastard since.
and the azers torment him constantly, and he holds Dram can move 1 square fewer than the effect specifies
little hope of being rescued. when subjected to a pull, a push, or a slide. If the characters inquire into Cloyers fate, Fonkin
If Dram is freed, he picks up a warhammer from Steady-Footed says that the giants tortured, killed, and ate him. If
the nearest dead azer and helps the adventurers any Dram can make a saving throw to avoid falling prone when the characters ask about Gleep Wurps promotion,
an attack would knock him prone. Fonkin replies:
way he can. His hatred of fire giants and azers is Standard Actions
boundless, and he attacks them with little regard for m Warhammer (weapon) F At-Will
his own well-being. If the characters have Obmi Iron- Attack: Melee 1 (one creature); +21 vs. AC
Gleep said that Snurre needed a new emissarysomeone
whisper in their custody (see area 7), Dram recognizes Hit: 1d10 + 11 damage, and the target is slowed until the smart to work closely with the dark elves. He was making
the treacherous dwarf and vows to kill him for collabo- end of Drams next turn. plans to travel to a drow city in the Underdark.
rating with the giants. Unless the characters convince Effect: The target is marked until the end of Drams next turn.
Dram to stand down (either through roleplaying or Minor Actions Knowing that he was next on the giants dinner
Drams Resilience (healing) F Encounter menu, Fonkin is quick to join the characters. In
with a DC 23 Diplomacy check), he attacks Obmi. Effect: Dram can spend a healing surge.
If Dram survives the adventure and makes it combat, he uses spellbound shift against a close-packed
Triggered Actions
out of Snurres Hall alive, he returns home. After Power Strike F 3/Encounter (1/round)
group of foes, then follows up with radiant blade.
hearing the tale of his sons escape, Zalko Blightham- Trigger: Dram hits with warhammer. Fonkins recent ordeal has shattered his confidence
mer tracks down the adventurers and gives them a Effect (No Action): The target takes 1d10 extra damage. in a way that does not become clear until hes in
reward: five astral diamonds (50,000 gp total). Skills Athletics +16, Dungeoneering +15, Endurance +18, the thick of combat. Whenever he is first bloodied,
Insight +13 Fonkin drops what he is holding and flees the area by
Str 18 (+11) Dex 10 (+7) Wis 12 (+8) the most expeditious route. His confidence does not
Con 19 (+11) Int 15 (+9) Cha 15 (+9)
return until he escapes from Snurres Hall or until he
Alignment lawful good Languages Common, Dwarven,
Giant
deals the killing blow to a fire giant or drow.
Equipment chainmail, light shield, warhammer Given his druthers, Fonkin would rather appear
heroic than be heroic. If the characters suggest that
he escort Princess Moonshadow to safety, he eagerly
Fonkin Hoddypeak accepts. He can take up arms from a slain azer, but
Fonkin was a member of an adventuring party that he prefers to use one of the elven longswords found in
was all but wiped out by the giants. He recounts the the torturers chest.
following tale to his rescuers.
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Fonkin Hoddypeak Level 18 Striker Princess Moonshadow Moonshadow, Elf Princess Level 15 Controller
Medium fey humanoid, elf Medium fey humanoid
Moonshadow is shackled to the wall and has a sack
HP 112; Bloodied 66; Healing Surges 8 Initiative +9 HP 98; Bloodied 49; Healing Surges 10 Initiative +9
over her head that limits her ability to attack her
AC 33, Fortitude 31, Reflex 31, Will 31 Perception +15 AC 30, Fortitude 27, Reflex 27, Will 30 Perception +11
Speed 8 Low-light vision
jailers. She has been badly beaten by her drow inter- Speed 7 Low-light vision
Traits rogator and has 62 hit points remaining. Traits
Combat Advantage Given how she likes to be in charge, her present Wild Step
Once per round, when Fonkin hits an enemy granting situation has greatly ruffled Moonshadows delicate Moonshadow ignores difficult terrain when she shifts.
combat advantage to him, he deals that enemy 2d6 extra disposition. As soon as she is freed, the princess tries Standard Actions
damage. to take command, doing her best to point out the m Moonshadow Touch (charm) F At-Will
Wild Step Attack: Melee 1 (one creature); +19 vs. Reflex
adventurers shortcomings and set them on a path to
Fonkin ignores difficult terrain when he shifts. Hit: 1d8 + 11 damage, Moonshadow can slide the target 1
Standard Actions
success. She also attempts to order the characters to square, and the target cannot make opportunity attacks
m Longsword (weapon) F At-Will wipe out the drow in Snurres Hall as their primary until the end of Moonshadows next turn.
Attack: Melee 1 (one creature); +25 vs. AC goal. Her hatred of the dark elves has no bounds, and r Silver Ray (radiant) F At-Will
Hit: 1d8 + 13 damage. she blames them for the horrors that Snurre and his Attack: Ranged 20 (one creature); +19 vs. Reflex
r Magic Missile (force) F At-Will allies have unleashed. Hit: 1d10 + 11 radiant damage, and Moonshadow is
Effect: Ranged 20 (one creature); 15 force damage. Moonshadow knows that the leader of the drow invisible to the target until the end of her next turn. In
C Radiant Blade (radiant, weapon) F Encounter addition, the target is considered to have been hit by a
in Snurres Hall is named Eclavdra, and that she
Attack: Close burst 1 (enemies in the burst); +25 vs. AC silvered weapon.
Hit: 1d8 + 13 radiant damage, and the target is blinded
is an influential member of the House of Eilservs C Glorious Presence (charm, radiant) F Encounter
(save ends). (a drow house based in the subterranean city of Attack: Close burst 2 (enemies in the burst); +19 vs. Will
Move Actions Erelhei-Cinlu). She also knows that the drow sent to Hit: 3d6 + 11 radiant damage, and Moonshadow pushes
Spellbound Shift F Encounter interrogate her is (or was) Eclavdras latest consort. the target up to 2 squares.
Effect: Fonkin shifts up to half his speed and can shift Moonshadow knows that Virchiln has been collect- Effect: Moonshadow and each ally in the burst gains 9 tem-
through enemy spaces. Every enemy whose space he ing the other members of her retinue to be ritually porary hit points.
shifts into is dazed until the end of Fonkins turn.
sacrificed in a nearby temple. With each sacrifice, Triggered Actions
Triggered Actions Elven Accuracy F Encounter
Elven Accuracy F Encounter
Eclavdra learns secrets that she imparts to the giants, Trigger: Moonshadow makes an attack roll.
Trigger: Fonkin makes an attack roll. helping them with their plans of conquest. Effect (Free Action): Moonshadow rerolls the triggering
Effect (Free Action): Fonkin rerolls the triggering attack roll Convincing Moonshadow to flee Snurres Hall attack roll and uses the second result.
and uses the second result. takes some effort, requiring either good roleplaying or Lingering Magic F Encounter
Skills Arcana +17, Athletics +18, Endurance +16, Nature +15 a successful DC 30 Diplomacy or Intimidate check. Trigger: An effect Moonshadow imposed on an enemy
Str 18 (+13) Dex 11 (+9) Wis 18 (+13) If the characters assign Dram or Fonkin to protect would end on her current turn.
Con 15 (+11) Int 16 (+12) Cha 12 (+10) Effect (Free Action): The triggering effect instead ends at the
her, Moonshadow lets her exasperation show but
Alignment lawful good Languages Common, Elven end of Moonshadows next turn.
Equipment chainmail, longsword
accepts their aid. She refuses to leave Snurres Hall Skills Arcana +15, Bluff +16, Diplomacy +16, Insight +14,
unless the characters assure her that they intend to Nature +11
destroy Eclavdra and stop her from using the temple. Str 12 (+8) Dex 14 (+9) Wis 15 (+9)
Con 17 (+10) Int 16 (+10) Cha 18 (+11)
Alignment good Languages Common, Dwarven,
Elven
Equipment robes
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Elf Prisoners 14. Barracks iron chests, including a locked chest belonging to
These eight elves are all thats left of Moonshadows Aarth.
Combat Encounter Level 18 (10,000 XP)
escort of twenty-four warriors, and they have sworn 14B. East Barracks: Four chain-curtained
to protect their princess. They can take up arms and alcoves conceal giant-sized wrought iron beds. Unless
When hes not out hunting or training hell hounds,
armor from the slain creatures here, but they prefer he has been previously woken, Aarth is sleeping in
the kings fire giant houndmaster rests here with his
to retrieve the elven longswords from the torturers one of these beds, while Nvilka lies curled up outside
monstrous hell hound companion. Aarth is an old
chest. The other elves in Moonshadows company the alcove. A 5-foot-high basalt basin contains drink-
fire giant who has seen nearly fifty-five winters by
were killed in the initial attack or handed over to the ing water. The basin is fed by a rain spout carved into
his own reckoning. Despite his haggard appearance,
drow, where they have been sacrificed on the altar in the wall above it.
however, he is as fierce as any of Snurres warriors,
area 15. Treasure: This area contains six large iron chests.
and the other fire giants respect his wisdom.
Five are unlocked and contain a total of 2,500 gp as
Perception DC 23: A character listening at the
8 Elf Prisoners Level 15 Minion Soldier
well as several mundane items (see Treasure, page
door hears the grunts and groans of the arm-wres-
Medium fey humanoid 3). The chest nearest to Aarths bed belongs to the
tling giants, as well as the loud snores of a third giant.
HP 1; a missed attack never damages a minion. Initiative +11 houndmaster and is locked. Aarth carries the key,
Light: Bright light (torches).
AC 31, Fortitude 28, Reflex 26, Will 27 Perception +15 or the lock can be picked with a DC 25 Thievery
Monsters: Aarth (fire giant houndmaster), Nvilka
Speed 7 Low-light vision check. Inside the houndmasters chest is a pouch of
Traits
(firebred hell hound alpha), 2 fire giant knights.
25 pp, a set of manacles inlaid with small gems and
Wild Step emblazoned with the symbol of Torog (1,500 gp), and
The elf ignores difficult terrain when it shifts. When the characters see area 14A, read:
mundane items (see Treasure, page 3).
Standard Actions Wrought iron beds line the walls here, including a half-
m Longsword (weapon) F At-Will
Tactics: As soon as he wakes, Aarth throws down
dozen bunks of normal size and two giant-sized beds. Two
Attack: Melee 1 (one creature); +20 vs. AC fire caltrops as often as possible, knowing that he and
iron chests sit on the f loor near the giant beds.
Hit: 11 damage. his allies are immune to that powers effect. He stays
Effect: The elf marks the target until the end of the elfs close to Nvilka to benefit from loyal defender, using
The fire giant knights are arm wrestling at the table,
next turn. binding chain to restrain dangerous melee combatants.
Triggered Actions but they spot intruders as soon as the doors are fully
Nvilka targets enemies with burning gaze, stay-
Elven Accuracy F Encounter opened.
ing clear of melee combatants to avoid opportunity
Trigger: The elf makes an attack roll.
Effect (Free Action): The elf rerolls the triggering attack roll
attacks. She then follows up with fiery breath or bite.
When the characters see area 14B, read:
and uses the second result. When an enemy adjacent to Nvilka attacks Aarth, she
This room contains several alcoves concealed with chain
Skills Athletics +14, Nature +12 uses his loyal defender power to respond.
curtains, as well as a large water basin set into the far wall.
Str 15 (+9) Dex 15 (+9) Wis 16 (+10) In between longsword and throwing hammer attacks,
Con 18 (+11) Int 11 (+7) Cha 13 (+8) the fire giant knights use f lames lure to slide enemies
Alignment good Languages Common, Elven Loud snores emanate from one alcove if Aarth is still
through zones of fire caltrops, keeping the adventur-
Equipment chainmail, longsword asleep. The enormous hell hound Nvilka is chewing
ers out of position for attacks against Aarth.
on a mammoth bone outside the curtain until she
Development becomes aware of intruders.
Helping Moonshadow escape from Snurres Hall The ceiling is 40 feet high throughout.
completes a minor quest (see Quests, page 3). If 14A. West Barracks: The oversized iron beds
Dram makes it out alive, the characters receive a and their chests belong to the fire giant knights. The
monetary reward for rescuing him (see above). smaller iron bunks are sized for azers. Between this
area and the east barracks (area 14B) stand four more
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Fire Giant Houndmaster Level 19 Controller Firebred Hell Hound Alpha Level 20 Brute 2 Fire Giant Knights Level 19 Soldier
Large elemental humanoid (fire, giant) XP 2,400 Large elemental beast (fire) XP 2,800 Large elemental humanoid (fire, giant) XP 2,400 each
HP 180; Bloodied 90 Initiative +10 HP 236; Bloodied 118 Initiative +14 HP 182; Bloodied 91 Initiative +13
AC 33, Fortitude 33, Reflex 28, Will 31 Perception +18 AC 32, Fortitude 33, Reflex 30, Will 32 Perception +21 AC 35, Fortitude 34, Reflex 29, Will 29 Perception +14
Speed 7 Speed 8 Speed 7
Resist 15 fire Resist 15 fire Resist 15 fire
Standard Actions Traits Traits
m Spiked Chain (fire, weapon) F At-Will O Fire Shield (fire) F Aura 1 O Fiery Defender (fire) F Aura 2
Attack: Melee 4 (one creature); +24 vs. AC Any enemy that enters the aura or starts its turn there While in the aura, an unmarked enemy that uses an attack
Hit: 2d10 + 16 fire damage, and the target falls prone. takes 1d10 fire damage. A creature can take this damage power that fails to target a creature that has this aura
Effect: The giant slides the target up to 2 squares. only once per turn. active takes 15 fire damage.
M Binding Chain (fire, weapon) F At-Will Standard Actions Standard Actions
Attack: Melee 4 (one creature); +22 vs. Fortitude m Bite (fire) F At-Will m Longsword (fire, weapon) F At-Will
Hit: 2d10 + 16 fire damage, and the target is restrained Attack: Melee 1 (one creature); +25 vs. AC Attack: Melee 2 (one creature); +24 vs. AC
until the start of the giants next turn. While the target Hit: 3d10 + 17 fire damage. Hit: 2d10 + 16 fire damage.
is restrained, the giant cannot use binding chain and the C Fiery Breath (fire) F Recharge 5 6 R Throwing Hammer (fire, weapon) F At-Will
range of the giants spiked chain power is reduced to 1. Attack: Close blast 3 (creatures in the blast); +23 vs. Reflex Attack: Ranged 10 (one creature); +24 vs. AC
Minor Actions Hit: 3d12 + 18 fire damage. Hit: 2d8 + 16 fire damage, and the target falls prone.
A Fire Caltrops (fire, zone) F Recharge 5 6 Miss: Half damage. C Flames Lure (fire) F Recharge 5 6
Effect: Area burst 1 within 10. The burst creates a zone that Minor Actions Attack: Close burst 3 (enemies in the burst); +22 vs. Will
lasts until the end of the giants next turn. The zone is R Burning Gaze (gaze) F At-Will (1/round) Hit: The giant slides the target up to 3 squares into a space
difficult terrain for all but fire creatures. A creature that Attack: Ranged 5 (one creature); +23 vs. Fortitude adjacent to the giant, and the target takes ongoing 15 fire
enters a square in the zone takes 10 fire damage. A crea- Hit: The target gains vulnerable 10 fire until the start of the damage (save ends).
ture can take this damage only once per turn. hounds next turn. Str 24 (+16) Dex 14 (+11) Wis 10 (+9)
Triggered Actions Str 24 (+17) Dex 19 (+14) Wis 23 (+16) Con 22 (+15) Int 10 (+9) Cha 14 (+11)
Loyal Defender F At-Will Con 26 (+18) Int 3 (+6) Cha 15 (+12) Alignment evil Languages Common, Giant
Trigger: An enemy hits the giant with an attack while the Alignment evil Languages Equipment plate armor, light shield, longsword, 3 throwing
giant is adjacent to a beast ally. hammers
Effect (Immediate Interrupt): The beast ally can make a basic
attack as a free action against the triggering enemy.
Skills Endurance +19, Intimidate +16
Str 22 (+15) Dex 13 (+10) Wis 18 (+13)
Con 20 (+14) Int 10 (+9) Cha 15 (+11)
Alignment evil Languages Common, Giant
Equipment chainmail, spiked chain
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15. Temple of the Elder screaming faces ref lected in each. Above the west row of pil-
lars stands a balcony whose railing of purple stone has been
If the characters enter area 15B by way of the
stairs leading up to the balcony, read:
Elemental Eye sculpted to resemble entwined tentacles. The walls of the The dark figure on the balcony holds a rod with four
Combat Encounter Level 21 (17,600 XP) temple are a cloudy purple hue, set with torches that burn squirming tentacles rising from the top.
with a multicolored f lame.
This temple predates the construction of the rest Raeme and Sziraz, two female drow underpriests, are
of Snurres Hall, though the identity of its builders Characters can also enter the temple by way of the lighting candles, preparing to perform the ritual that
remains unknown. The temple is dedicated to Thar- balcony, but they must notice an illusory wall block- activates the altar. Eclavdra watches from the balcony,
izdun, the evil god believed to have created the Abyss ing the stairs first (see 15A, below). waiting for the ritual to begin when Virchiln (area
and whose portfolio includes madness and annihila- 13) returns with a sacrifice. (If Virchiln has already
tion. Rarely referred to by name, Tharizdun is more If the characters enter area 15B by way of the returned because the adventurers raided the prison,
commonly known as the Chained God or the Elder balcony, read: the drow are planning to use one of the characters as
Elemental Eye. Beyond the illusory wall, a wide staircase leads up to a bal- a sacrifice when they make their inevitable attack.)
This temple has seen some use of late. A drow cony overlooking a strange temple. The balcony railing is Eclavdra is drawn to this place and the secrets it
priestess named Eclavdra led a contingent of dark sculpted from purple stone, carved to resemble entwined ten- conceals. She knows that the altar has great divina-
elves to Snurres Hall a few months ago, hoping to tacles. The twisted black pillars that support the balcony and tory powers, and that it demands a living sacrifice in
learn the secrets of the temple and help the giants the ceiling overhead appear to have screaming faces reflected exchange for that forbidden knowledge. Eclavdra uses
in their war against the elves, humans, dwarves, and in them. Torches along the temples purple walls burn with a what she learns for her own benefit, as well as the
other surface-dwelling races. These drow are the true multicolored flame but leave the balcony in shadow. In that benefit of her giant allies.
power behind the giant uprisings that the adventur- dim light, you can see a black stone pedestal rising from the Characters who explore the temple and succeed
ers have vowed to crush. balcony floor, a purple orb nestled on top of it. on a DC 25 Religion check recognize that the site is
Characters can complete a minor quest by con- dedicated to the Elder Elemental Eye. A DC 35 Reli-
fronting Eclavdra (see Quests, page 2). The drow Whichever way the characters entered, continue gion check is enough to know that this entity is also
priestess is not alone in the temple, however, and she with: known by the name Tharizdun, the god of madness
has an escape route. A purple stone orb on the bal- At the far end of the temple, three steps rise to form a wide, and the creator of the Abyss.
cony has the power to teleport creatures to area 23D. semicircular dais. On the lowest tier sits a large blackened 15A. Illusory Wall: An illusory wall conceals a
If Eclavdra eludes the party, the characters might drum and a wooden rack festooned with silver chimes. On staircase leading up to the temple balcony. The wall
catch up with her in area 24. the middle tier, an altar block of dark gray stone is f lanked blocks line of sight but not line of effect for creatures
Light: Bright light (torches). by two bronze braziers and six candelabra set with black to the north of it. Creatures on the south side of the
Monsters: Eclavdra, 2 drow underpriests, 2 fire candles. Hanging from the ceiling above the topmost tier illusory wall can see through it clearly. A successful
giants. Tazzt and Virchiln might be here as well if is a small black metal triangle and a matching metal cyl- DC 32 Perception check reveals the illusion, as does
they were driven from areas 2 and 13, respectively. inder. Set into the cloudy purple wall behind the dais is interacting with the wall.
Add them to the room description. Their XP is not a twenty-foot-tall inlay of amber-like stonean inverted 15B. Temple and Balcony: The vaulted ceiling
included in this encounter. equilateral triangle inscribed with a Y that touches the of this chamber is 50 feet high at the walls and 75
Trap: Altar of the Eye. triangles three sides. feet high at its peak. The twisted obsidian pillars that
At the dais, two female drow wearing purple and black support the ceiling catch the light and reflect it back
If the characters enter area 15B through the ceremonial robes are in the process of lighting the black can- in ominous-seeming ways, but they present no real
northeast doors, read: dles while two fire giants clad in chainmail stand nearby. threat.
A strange temple opens up beyond the doors. Twisted black On the balcony, a shadowy figure looms. The obsidian balcony suspended along the east
pillars support the dark ceiling, with strange shapes like wall stands 15 feet above the floor.
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15C. Dais: The three tiers of this semicircular cant reach the orb, she flees the temple and runs
dais lead up to the great symbol of the Elder Elemen- through the wall of tentacles (area 16A), then heads
tal Eye inlaid in the south wall. None of the items on down to the third level to alert her remaining allies
the dais are magical. and hole up in area 24. If Virchiln is with Eclavdra,
First Tier: The first tier is of black stone shot he gladly sacrifices himself to enable her escape.
through with veins of violet. On the east side of the Raeme and Sziraz use poison web to snare enemies
tier rests a great drum of blackened skin and chitin- before attacking with their tentacle rods. They fight in
ous material. On the west side stands a wooden rack tandem with the fire giants, which do their best to
from which hang nine silver chimes (100 gp each). defend the drow. Raeme, Sziraz, and the fire giants
Second Tier: The second tier is dark gray stone shot fight to the death.
through with specks of purple and orange. A large If Tazzt is present, he hides behind a pillar until an
stone altar block of porous rusty-black rock sits in the opportunity to gain combat advantage presents itself.
middle of this tier, flanked by bronze braziers that
have turned green with age. (See Altar of the Eye for 2 Fire Giants Level 18 Soldier
more information.) To the left and right of the braziers, Large elemental humanoid (fire, giant) XP 2,000 each
arranged in a triangular formation, are two sets of HP 174; Bloodied 87 Initiative +11
three candelabra. Each candelabrum is made of cor- AC 34, Fortitude 34, Reflex 28, Will 28 Perception +14
roded bronze and has three branches, each of which Speed 8
Resist 15 fire
holds a fat black candle that burns with a purple flame.
Standard Actions
Third Tier: The third tier is dull black stone with m Searing Greatsword (fire, weapon) F At-Will
whorls of mauve, spattered with dried blood. Above this Attack: Melee 2 (one creature); +23 vs. AC
tier, an inlay of amber-like stone is set into the cloudy Hit: 2d12 + 13 fire damage.
purple walla 20-foot-wide inverted equilateral trian- Effect: The giant marks the target until the end of the
gle, with an enclosed Y whose points touch the triangles giants next turn.
sides. Beneath this, hanging on iron chains from the C Sweeping Sword (fire, weapon) F At-Will
Attack: Close blast 2 (enemies in the blast); +23 vs. AC
ceiling, are a triangle and a cylinder of black metal.
Hit: 2d12 + 13 fire damage.
Tactics: When the characters arrive, the drow Effect: The giant marks the target until the end of the
underpriests are preparing to activate the altar. giants next turn.
Doing so requires that a character strike the iron Str 23 (+15) Dex 11 (+9) Wis 10 (+9)
Teleportation Orb: The balconys 4-foot-high obsid-
triangle with the iron cylinder (a standard action). Con 22 (+15) Int 10 (+9) Cha 11 (+9)
ian pedestal has a 6-inch-diameter orb of purple stone Alignment evil Languages Giant
When combat begins, each underpriest attempts to
resting in an indentation atop it. Touching the orb Equipment chainmail, greatsword
strike the triangle so the altars lurid eye appears (see
causes twenty-four small golden glyphs to appear on
Altar of the Eye, below).
its surface. If the correct sequence of glyphs is touched
Eclavdra opens with insidious offer. After that, she
(a standard action), the creature touching them is tele-
prefers to command her allies, but she is bold enough
ported to area 23D. Figuring out the correct sequence
to use blinking escape to teleport to the floor and
requires 1 minute and a DC 32 Arcana check (trained
fight, or to walk from the balcony to the main temple
only). Touching the wrong sequence or removing the
entrance. She fights until she is bloodied or until her
orb from the pedestal causes the orb to vanish for 24
allies in the temple are slain. At that point, she uses
hours, after which it returns to the pedestal.
the orb atop the balcony to escape to area 23D. If she
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Hall of the Fire Giant King
Eclavdra Eilservs Level 20 Elite Soldier (Leader) 2 Drow Underpriests Level 17 Controller Altar of the Eye
Medium fey humanoid, drow XP 5,600 Medium fey humanoid, drow XP 1,600 each
If a creature touches or attacks the altar, it changes
HP 380; Bloodied 190 Initiative +20 HP 160; Bloodied 80 Initiative +10
from solid black to translucent amethyst with a black,
AC 36, Fortitude 31, Reflex 33, Will 32 Perception +16 AC 31, Fortitude 27, Reflex 29, Will 32 Perception +10
Speed 7 Darkvision Speed 6 Darkvision
amorphous center. It remains in this state for 1 hour
Saving Throws +2; Action Points 1 Standard Actions before reverting to its normal form.
Standard Actions m Tentacle Rod (weapon) F At-Will While the altar is translucent, if the drum is
m Tentacle Rod (weapon) F At-Will Attack: Melee 2 (one creature); +22 vs. AC beaten, the chimes rung, the black candles lit, and
Attack: Melee 3 (one creature); +25 vs. AC Hit: 2d8 + 16 damage. the black metal triangle is struck with the black metal
Hit: 3d8 + 15 damage, and the target is slowed (save ends). Effect: The drow can slide the target up to 2 squares. cylinder, the altar awakens. A golden eye manifests
In addition, the target cannot benefit from immunity or C Poison Web (poison) F At-Will
within the altar block and uses lurid eye each round.
resistance to poison until the end of the encounter. Attack: Close blast 3 (creatures in the blast); +20 vs.
R Emissarys Request F At-Will Fortitude
When a creature is compelled to touch the altar a
Effect: Ranged 20 (one ally); the target can make an at- Hit: 2d8 + 5 poison damage, and the target is immobilized second time, the black mass in the center of the altar
will attack or charge as a free action. A demon, drow, or (save ends). swells and manifests purple veins, the altars eye
spider ally gains a +2 power bonus to the attack roll. First Failed Saving Throw: The target is instead restrained turns a fiery orange-red, and the altar ceases to domi-
Double Attack F At-Will (save ends). nate creatures. Instead, two purple-black tentacles
Effect: Eclavdra uses tentacle rod twice, emissarys request M Tentacle Lash F Recharge 5 6 emerge from the altar and attack each round. If no
twice, or each power once. Effect: The drow uses tentacle rod twice.
targets are within reach, the tentacles withdraw into
R Insidious Offer (charm, psychic) F Recharge when first Minor Actions
bloodied R Darkfire F Encounter
the altar, and the altar reverts to its dormant state.
Attack: Ranged 10 (one creature); +23 vs. Will Attack: Ranged 10 (one creature); +20 vs. Reflex A creature in the room possessing a tentacle rod
Hit: The target chooses to become dominated (save ends) Hit: The target grants combat advantage and cannot ben- can determine the altars targets as a free action.
or take 40 psychic damage instead. efit from invisibility or concealment until the end of the
Minor Actions drows next turn.
C Entrancing Beauty (charm, psychic) F At-Will (1/round) Skills Insight +15, Religion +17, Stealth +15
Attack: Close burst 5 (enemies in the burst); +23 vs. Will Str 12 (+9) Dex 15 (+10) Wis 15 (+10)
Hit: Eclavdra pulls the target up to 2 squares. Con 16 (+11) Int 18 (+12) Cha 20 (+13) Eclavdras Death
Triggered Actions Alignment chaotic evil Languages Abyssal, Common, Elven
On Your Knees F Recharge 5 6 Equipment robe, lesser tentacle rod The Eclavdra presented here is lower in level
Trigger: An enemy is hit by tentacle rod. than the version appearing in Monster Manual
Attack (No Action): Melee 3 (the triggering enemy); +23 vs. 3. Eclavdra is a powerful figure in drow society.
Will As the leader of House Eilservs, a great house in
Hit: The target falls prone and cannot stand up (save ends). the drow city of Erelhei-Cinlu, she has virtually
Blinking Escape (teleportation) F At-Will
limitless resources. If she perishes in the hall of
Trigger: An area attack or a close attack hits Eclavdra.
Effect (Immediate Reaction): Eclavdra teleports up to 6
the fire giant king, theres a good chance shell
squares and gains partial concealment until the end of be back, either because her servitors raise her
her next turn. from the dead or because of a secret pact with
Skills Bluff +22, Insight +21, Intimidate +22, Religion +22 Lolth. Its also possible that the Eclavdra who dies
Str 16 (+13) Dex 26 (+18) Wis 22 (+16) in this encounter is a false Eclavdraa clone or
Con 22 (+16) Int 24 (+17) Cha 24 (+17) a loyal servant magically altered to look like the
Alignment chaotic evil Languages Abyssal, Common, Elven
true Eclavdra. The choice is yours.
Equipment robe, tentacle rod
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Otherwise, the altar attacks creatures at random. The Altar of the Eye Level 19 Elite Trap Attack: Ranged 20 (one creature) +22 vs. Will
use of a tentacle rod requires devotion to the altar and Object XP 4,800 Hit: The target is dominated (save ends). While dominated,
to the Elemental Eye. The full effect of gaining control Detect automatic Initiative +15 the target uses its standard action to move toward the
HP 270 altar. When adjacent to the altar, the target touches the
of a tentacle rod is not detailed here, but anyone who
AC 33, Fortitude 30, Reflex 30, Will altar as a free action, causing the altar to sprout two
does so becomes a chaotic evil character under the tentacles.
Immune necrotic, poison, psychic, forced movement, all con-
DMs control. ditions, ongoing damage M Tentacle F At-Will
If a tentacle reduces a creature to 0 hit points or Identify (Arcana or Dungeoneering) Requirement: The altar must have tentacles.
fewer, the tentacle pulls the creature into the altar F DC 24: The stone from which the altar is hewn is not of Attack: Melee 20 (one creature); +24 vs. AC
and consumes it, destroying it utterly. After consum- this world. Hit: The target is grabbed (escape DC 24). While grabbed
ing such a sacrifice, the tentacle withdraws into the Identify (Insight) by a tentacle, the target is weakened and takes ongoing
F DC 17: The character experiences a terrible sense of 20 damage. If this damage reduces the target to 0 hit
altar, the altar reverts to its dormant state, and a
foreboding as he or she approaches the altar. points or fewer, the target is pulled into the altar as a free
purple crystal flask appears on top of it. action and annihilated. A tentacle cannot attack while
Identify (Religion)
The crystal flask holds black liquid. A charac- F DC 24: The altar is the centerpiece of a religious ritual grabbing a creature.
ter who quaffs the contents of the flask learns the that requires the lighting of black candles, the beating M Double Attack F Recharge when no target is grabbed by
true answer to any three questions. This fact can be of a drum, the ringing of chimes, and the striking of the a tentacle
ascertained with a DC 35 Religion check. The liquid iron triangle. Effect: The altar uses tentacle twice.
evaporates instantly if removed from the temple, F DC 33: Touching the altar is the first step in calling the Countermeasures
and the questions can be answered only while the power of the Elder Elemental Eye, which might grant F Attack: A tentacle has the same defenses as the altar.
a boonbut the altar is anathema to the gods, so that If a tentacle takes damage, it releases any creature it is
imbiber remains in the temple. grabbing.
touching it with a holy symbol might damage it. Doing
so is likely to destroy the utilized holy symbol, reducing F Blaspheme: If a character uses a minor action to touch
Development it to residuum. the altar with a magic holy symbol of any deity other
Confronting Eclavdra completes a minor quest (see Traits than Tharizdun, the altar takes 15 damage per plus
Quests, page 2). If Eclavdra escapes, the characters All Sight of a common item, 20 damage per plus of an uncom-
The altars attacks ignore cover, concealment, and invisibil- mon item, and 30 damage per plus of a rare item. A
encounter her again in area 24.
ity, as well as whether a creature is hidden. holy symbol used in this way is reduced to an amount
Standard Actions of residuum based on the items rarity: 20 percent of a
R Lurid Eye (charm) F At-Will common items gp value, 50 percent of an uncommon
Requirement: The altar must be awakened and must have items gp value, and 100 percent of a rare items gp
no tentacles. value.
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16. Wall of Tentacles Tactics: The driders lurk near the ceiling of 16B Wall of Tentacles
at the start of the encounter. They try to use web on The wall rolls initiative when a character attacks it or
Combat Encounter Level 17 (8,000 XP)
creatures within reach of the wall of tentacles, and touches it with something other than a tentacle rod.
they use phase spider step on alternate rounds so that The tentacles can attack creatures on either side of
Eclavdras drow have placed a horrific barricade
at least one of them is invisible at any time. the wall.
across the passage they use to reach the lowest level
of Snurres Hall.
Light: Bright light in area 16A (oil-filled braziers), 2 Drider Assassins Level 18 Lurker Wall of Tentacles Level 18 Elite Trap
Large fey humanoid, drow (spider) XP 2,000 each Object XP 4,000
dim light in area 16B (candles).
HP 134; Bloodied 67 Initiative +20 Detect automatic Initiative +15
Monsters: 2 drider assassins. AC 32, Fortitude 30, Reflex 31, Will 29 Perception +14 HP 240
Trap: Wall of tentacles. Speed 8, climb 8 (spider climb) AC 32, Fortitude 28, Reflex 30, Will
Standard Actions Immune necrotic, poison, psychic, forced movement, all con-
When the characters see area 16A, read: m Longsword (weapon) F At-Will ditions, ongoing damage
The passageway bulges north, revealing a pair of stone Attack: Melee 2 (one creature); +23 vs. AC Identify (Arcana)
basins filled with flaming oil. Between them, a twenty-foot- Hit: 2d10 + 15 damage, or 4d10 + 30 damage if the drider F DC 23: The character realizes what the wall is, as well
is invisible when it attacks. as that a special key, implement, or command word is
high, twenty-foot-wide section of the north wall has been
Phase Spider Step (illusion, teleportation) F At-Will needed to pass through the wall unmolested.
carved to resemble a tangled nest of shiny black tentacles. Effect: The drider becomes invisible until the end of its next Identify (Dungeoneering)
The tentacles are more like supple f lesh than hard stone. turn or until it attacks, then teleports up to 4 squares. F DC 23: The character realizes that the wall of tentacles
Minor Actions blocks a passageway.
When the characters see area 16B, read: R Darkfire F Encounter Traits
Black candles affixed to three tall, iron candelabra illumi- Attack: Ranged 10 (one creature); +21 vs. Reflex All Sight
nate this twenty-foot-tall rough-hewn chamber, but the light Hit: The target grants combat advantage and cannot ben- The walls attacks ignore cover, concealment, and invisibil-
efit from invisibility or concealment until the end of the ity, as well as whether a creature is hidden.
is dim and eerie. Black gossamer curtains divide sections of
driders next turn. Standard Actions
the room, making it difficult to see every wall and corner. R Web F Recharge 5 6 C Tentacle Lash F At-Will
Attack: Ranged 5 (one creature); +21 vs. Reflex Attack: Close blast 5 (enemies in the blast); +23 vs. AC
16A. Wall of Tentacles: The wall fills 4 squares, Hit: The target is restrained (save ends). Hit: The target is grabbed (escape DC 23) and takes ongo-
blocking the passage to area 16B. Bypassing the wall Skills Stealth +21 ing 10 damage while grabbed.
requires a tentacle rod, three of which are in area 15. Str 23 (+15) Dex 24 (+16) Wis 11 (+9) Countermeasures
Two basalt basins filled with flaming oil flank the Con 20 (+14) Int 10 (+9) Cha 20 (+14) F Tentacle Rod: The wall attacks no creature that carries
Alignment chaotic evil Languages Elven
wall and illuminate the hallway. a tentacle rod. A creature that touches a tentacle rod
Equipment chainmail, longword to the wall (minor action) opens an 8-foot-high, 4-foot-
16B. Drider Guardpost: Driders lurk in this
wide oval aperture that remains open until the end of
dimly lit cave, and they attack any intruders. Rough-
the creatures next turn. As long as the aperture remains
hewn steps descend 75 feet to area 21A. Gossamer open, the wall does not attack.
curtains hang from the ceiling. They grant partial
concealment to creatures on the other side of them
from an attacker. Pulling down a curtain takes a stan-
dard action.
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Third Level (Areas 1724) Perception DC 33: Three drow lurk in the shadows
atop the western ledge, watching the cave closely.
hes forced to abandon his lair. Cast-off dragon scales
and the charred bones of past victims surround the
This level consists of natural lava-formed caves.
rowboat. Inside the boat are the following treasures:
Most of the walls are worn smooth by heat friction,
As soon as one or more party members try to move a suit of +5 curseforged chainmail (or another level
but handholds are abundant. Climbing one of them
through area 17A, have the characters roll initiative, 23 uncommon or rare magic item), a golden chair
requires a DC 20 Athletics check unless otherwise
and roll initiative for the fumaroles. The drow attack studded with gems (25,000 gp), a gold-inlaid fold-
noted.
as soon as theyre aware of the party, but Brazzemal ing game board with jewel game pieces (15,000 gp),
Ceilings: Tunnels have natural ceilings 20 feet
might take a moment to speak to the characters. a gem-studded staff (7,500 gp), five pieces of jewelry
high, while the ceilings in larger chambers range
The dragon sleeps in his lair overlooking area (1,500 gp each), 150 pp, and 50,000 gp.
from 30 to 75 feet high.
17A. He awakens automatically to the sound of the Chimney: The dragon uses a wide chimney in the
Illumination: Some areas contain molten lava,
iron doors opening, the sound of someone picking ceiling to enter and exit its lair. The chimneys walls
which creates light of various types. All other areas
through his treasure hoard, or the sound of the drow are glassy smooth but have abundant handholds, and
are dark.
attacking. they require DC 20 Athletics checks to climb. The
If the characters enter this area by a route other chimney climbs 400 feet before breaking the surface
17. Red Dragons Lair than the southern iron doors and dispatch the drow atop the basalt hill that contains Snurres Hall.
Combat Encounter Level 22 (24,250 XP) and quickly and quietly, they can attempt a DC 17 group Tactics: Brazzemal is haughty and arrogant, but
Skill Challenge Level 22 (8,300 XP) Stealth check to avoid waking the dragon. The fuma- not above flattery and bribery. Characters who wish
roles fill the cave with enough ambient noise that the to avoid or end a fight with the dragon can attempt a
Brazzemal, a male red dragon, claims this cavern. He sleeping dragon has learned to tune out all but cer- skill challenge to forge a truce (see the skill challenge
has lived here longer than the fire giants but abides tain sounds. below). In combat, Brazzemal uses frightful presence
their presence in exchange for tribute and the occa- 17A. Fumarole Cavern: Various rough ledges to stun as many enemies as possible before blasting
sional free meal. Snurre reached an accord with the overlook this 75-foot-high cave. The ledge heights are them with his breath weapon. He fights to the death.
dragon and occasionally rides it into battle. marked on the map. Climbing a ledge requires DC The drow stay on the fringes of the cavern, target-
Light: Dim light (smaller lava pools). 15 Athletics checks. Atop one of these are three drow ing enemies with darkfire before attacking them with
Monsters: Brazzemal (elder red dragon), 3 drow that watch for intruders. poisoned crossbow bolts. If two drow are killed, or if
skulkers. Fumaroles: This natural cavern contains six 4-foot- the dragon is bloodied or persuaded not to attack the
Hazards: Fumaroles. high cones of rock that vent smoke and fire. These characters, any remaining drow retreat to area 23C
fumaroles are hazards that the red dragon uses to to alert their colleagues.
When the characters see area 17A, read: weaken enemies (see Fumaroles below for more
This natural cavern soars to a height of seventy-five feet, information). In addition to being natural hazards, Skill Challenge: Negotiating a Truce
and a pair of small lava pools to the northwest and south- the fumaroles are difficult terrain. Brazzemal is a vicious, temperamental creature that
east dimly light it. The walls are lined with ledges that Lava Pools: In addition to the fumaroles, the cavern regards most humanoids as food. Negotiating a truce
connect to dark tunnels. contains two lava pools. Any creature that enters the with the dragon requires the characters to show him
Six hissing fumaroles, each one a cone-shaped mound basin or starts its turn there takes 15 fire damage and the respect and deference he feels he deserves. The
of rock, rise up from the f loor of the cavern and vent plumes ongoing 15 fire damage (save ends). A creature can dragon can also be intimidated, but the chances of
of smoke. Occasionally, one of them erupts in a fountain of take this damage only once per turn. success with this tactic are greater once the dragon
flame and disgorges a cloud of embers. 17B. Brazzemals Lair: This 30-foot-high cave is bloodied. This skill challenge can be performed
Perception DC 24: A huge red dragon sleeps atop overlooks area 17A and contains the dragons nest and during or in lieu of combat.
one of the northern ledges. Thin tendrils of smoke issue treasure. Brazzemal keeps his treasure piled in an old Level: 22 (8,300 XP).
from its nostrils. rowboat, which he can quickly pick up and relocate if
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3 Drow Skulkers Level 18 Minion Skirmisher Elder Red Dragon Level 22 Solo Soldier Hit: 3d10 + 14 damage, and the dragon grabs the target
Medium fey humanoid XP 500 each Huge natural magical beast (dragon) XP 20,750 (escape DC 27) if it has fewer than two creatures
HP 1; a missed attack never damages a minion. Initiative +16 HP 832; Bloodied 416 Initiative +18 grabbed.
AC 32, Fortitude 29, Reflex 31, Will 30 Perception +15 AC 38, Fortitude 36, Reflex 33, Will 32 Perception +19 R Immolate Foe (fire) F Recharge 5 6
Speed 7 Darkvision Speed 8, fly 10 Darkvision Attack: Ranged 20 (one creature); +25 vs. Reflex
Traits Resist 20 fire Hit: 4d10 + 7 fire damage, and ongoing 20 fire damage
Personal Darkness Saving Throws +5; Action Points 2 (save ends).
The drow has total concealment while moving. Traits Miss: Half damage, and ongoing 10 fire damage (save ends).
Standard Actions Action Recovery C Breath Weapon (fire) F Recharge 5 6
m Short Sword (weapon) F At-Will Whenever the dragon ends its turn, any dazing, stunning, Attack: Close blast 5 (creatures in the blast); +25 vs. Reflex
Attack: Melee 1 (one creature); +23 vs. AC or dominating effect on it ends. Hit: 4d12 + 17 fire damage.
Hit: 13 damage. Instinctive Assault Miss: Half damage.
R Hand Crossbow (weapon) F At-Will On an initiative of 10 + its initiative check, the dragon can Triggered Actions
Attack: Ranged 10 (one creature); +23 vs. AC use a free action to use bite or claw. If the dragon cannot M Tail Strike F At-Will
Hit: 13 damage, and the target is slowed (save ends). use a free action to make this attack due to a dominat- Trigger: An enemy leaves a square within 3 squares of the
First Failed Saving Throw: The target is also weakened ing or stunning effect, then that effect ends instead of the dragon.
(save ends both). dragon making the attack. Attack (Immediate Reaction): Melee 4 (triggering enemy);
Second Failed Saving Throw: The target instead falls Standard Actions +25 vs. Reflex
unconscious until the end of the encounter. m Bite (fire) F At-Will Hit: 2d8 + 4 damage, and the target falls prone.
Minor Actions Attack: Melee 3 (one creature); +27 vs. AC. Bloodied Breath F Encounter
R Darkfire F Encounter Hit: 2d10 + 6 damage. The target is grabbed and takes Trigger: The dragon is first bloodied.
Attack: Ranged 10 (one creature); +21 vs. Reflex ongoing 15 fire damage, or ongoing 25 fire damage if the Effect (Free Action): Breath weapon recharges, and the
Hit: The target grants combat advantage and cannot ben- dragon is bloodied, until the grab ends (escape DC 30). dragon uses it.
efit from invisibility or concealment until the end of the M Claw F At-Will Skills Bluff +18, Insight +19
drows next turn. Attack: Melee 3 (one or two creatures); +27 vs. AC. If the Str 26 (+19) Dex 21 (+16) Wis 17 (+14)
Skills Stealth +19 dragon targets only one creature, it can make this attack Con 24 (+18) Int 14 (+13) Cha 15 (+13)
Str 15 (+11) Dex 20 (+14) Wis 13 (+10) twice against that creature. Alignment evil Languages Common, Draconic
Con 11 (+9) Int 15 (+11) Cha 16 (+12)
Alignment evil Languages Abyssal, Common, Elven the characters have been sent to stop them, or some check provides a +2 bonus to the characters next
Equipment leather armor, short sword, hand crossbow, 20
other lie intended to gain the dragons trust or favor. check made as part of this challenge.
bolts
Diplomacy (DC 27; standard action): The character Success: Brazzemal allows the characters to move
flatters Brazzemal, relates to the dragon on some through his lair unmolested and does not attack them
Complexity: 2 (requires 6 successes before 3
level, offers the dragon something of value, or pro- as long as they disturb neither him nor his treasure.
failures).
poses a mutually beneficial arrangement. Failure: Brazzemal attacks the characters, or he
Primary Skills: Arcana, Bluff, Diplomacy,
Intimidate (DC 36; standard action): The character keeps fighting if already in combat.
Intimidate.
bullies Brazzemal into compliance. If Brazzemal is
Arcana (DC 27; standard action): Brazzemal has a
bloodied, the DC for this check decreases to 27.
healthy respect for wizards and their ilk. The charac-
Secondary Skills: Insight, Nature.
ter tries to impress Brazzemal with knowledge of all
Insight or Nature (DC 27; minor action): The charac-
things arcane.
ters knowledge of red dragons or acute insight into
Bluff (DC 29; standard action): The character tries to
this particular dragons personality makes it easier
convince Brazzemal that the party works for Snurre,
to deal with Brazzemal. This check doesnt count as
that the drow are planning to enslave the dragon and
a success or failure in the challenge, but a successful
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Fumaroles 18. Dragonscale Caves They secretly work for Eclavdra, keep to themselves,
The fumaroles roll initiative when the characters and attack intruders with the intention of devouring
Combat Encounter Level 18 (10,000 XP)
enter the cavern. On the fumaroles initiative, one their brains and looting their corpses.
fumarole (determined randomly by rolling a d6 and Each mind flayer carries a pouch of six gems (500
These caves are littered with molted red dragon
consulting the map) erupts with fire and a burning gp each) that Eclavdra gave to it.
scales. Eclavdra has transformed some of these
hot cloud of embers. Tactics: The dragonscale sloughs wait until the
molted scales into slithering, animate horrors that
characters reach area 18B or 19C and engage other
attack and constrict prey. She uses them to guard
Fumaroles Level 18 Hazard
monsters in combat before attacking.
area 18B.
Terrain XP 2,000 The mind flayers remain hidden until the char-
Light: None.
Detect automatic Initiative +9 acters detect them or stumble within range of their
Monsters: 3 mind flayers unseen, 8 dragonscale
Immune attacks mind-clouding blast. At least one mind flayer tries to
sloughs.
Identify (Dungeoneering or Nature) use mind-clouding blast every round while the others
F DC 10: The character recognizes the cones as fumaroles attack with their tentacles.
that belch smoke and fire. When the characters see area 18A, read:
F DC 15: The character realizes that a fumarole deals fire Heaps of molted dragon scales litter these dark, meander-
damage in a close burst 2 whenever it erupts. ing caves. 8 Dragonscale Sloughs Level 18 Minion Lurker
Medium natural animate (undead) XP 500 each
Standard Actions
C Fiery Eruption (fire) F At-Will HP 1; a missed attack never damages a minion. Initiative +19
Perception DC 23: One of the mounds of dragon AC 32, Fortitude 29, Reflex 30, Will 31 Perception +11
Effect: One fumarole makes the following attack.
scales moves. Speed 6, climb 6 (spider climb) Darkvision
Attack: Close burst 2 (creatures in the burst); +21 vs. Reflex
Hit: 2d8 + 10 fire damage, and the target grants combat Immune disease, poison; Resist 10 necrotic
advantage and takes a 2 penalty to attack rolls (save When the characters see area 18B, read: Standard Actions
ends). Mineral deposits in the rock formations of this cavern glit- m Grabbing Slam F At-Will
Countermeasures ter and sparkle like jewels. Attack: Melee 1 (one creature); +23 vs. AC
F Predict: Dungeoneering or Nature DC 23 (minor action). Hit: 13 damage, and the target is grabbed (escape DC 23).
Success: The character realizes which fumarole will erupt Squeezing Scales F At-Will
Perception DC 32: The character spots the clos- Effect: Melee 1 (one creature grabbed by the slough); the
on the traps next turn.
est mind flayer hiding in the cavern. target takes 13 damage.
Skills Stealth +20
Development Eclavdra fears that her underlings might betray her Str 20 (+14) Dex 22 (+15) Wis 14 (+11)
Combat against the dragon is loud enough for the as she commits to learning the darkest secrets of the Con 22 (+15) Int 1 (+4) Cha 8 (+8)
creatures in area 22 to hear, but they do not investi- Elder Elemental Eye. Without the knowledge of her Alignment unaligned Languages
gate. If one or more of the drow escape, they inform fellow drow, the high priestess has brokered a secret
the drow in area 23 that trouble is on the way. deal with a group of mind flayers. If she senses that
the other drow are turning against her, she plans to
use the mind flayers to eliminate them. Until then,
the mind flayers remain hidden in area 18B, attack-
ing only creatures that blunder into their lair.
18A. Dragonscale Sloughs: Piles of molted red
dragon scales litter the area.
18B. Glittering Cave: Sparkling mineral depos-
its in the walls reflect any light the characters bring
to this cave. Three mind flayers lurk in the shadows.
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2 Elder Chimeras
Large natural magical beast
Level 18 Elite Brute
XP 4,000 each
20. Lava Caves check. Every 8 hours, a character confined in a cage
must succeed on a DC 23 Endurance check or take fire
HP 426; Bloodied 213 Initiative +13
Combat Encounter Level 18 (10,400 XP)
damage equal to his or her healing surge value.
AC 30, Fortitude 31, Reflex 28, Will 28 Perception +16 The fire giant flameskulls guard the cages and
Speed 6, fly 12 Darkvision These lava-filled caves lie below the prison (area 13).
attack anyone who tampers with them or attempts
Resist 15 fire The giants keep their worst prisoners here before
Saving Throws +2; Action Points 1
to free the prisoner. They also summon the fire bat
feeding them to the red dragon (area 17) or the chi-
Traits swarms from area 20B, which enter through the
meras (area 19).
All-Around Vision narrow tunnels connecting the two caverns.
Light: Bright light (lava).
Enemies cant gain combat advantage by flanking the 20B. Lava-Filled Cavern: Two swarms of fire
Monsters: 3 fire giant flameskulls, 2 fire bat swarms.
chimera. bats fly above the lava in this cavern. Five feet above
Standard Actions Other Creatures: Keak the gnome scout.
the surface of the lava are ledges set into the north
m Dragons Bite (fire) F At-Will
and east walls. Between the ledges are islands of rock
Attack: Melee 2 (one creature); +23 vs. AC When the characters see area 20A, read:
Hit: 2d12 + 7 damage, and ongoing 5 fire damage (save
that characters can use to cross the cavern.
Lava fills the bottom of this one-hundred-foot-high cavern,
ends). Tactics: The flameskulls target creatures with
casting a hellish glow upon the black basalt walls. High
m Lions Bite F At-Will flame rays and use telekinesis to force enemies into
overhead, a wide bridge spans the cavern, and dangling
Attack: Melee 1 (one creature); +23 vs. AC the lava. The fire bats swarms use swooping swarm as
Hit: 2d8 + 16 damage.
from the bridge are four iron cages.
often as possible.
m Rams Gore F At-Will
Attack: Melee 1 (one creature); +23 vs. AC When the characters see area 20B, read:
Hit: 2d10 + 13 damage, and the target falls prone. If Swarms of fire bats glide above the lava that fills this large
the chimera charged, it also pushes the target up to 3 cavern. Three small islands of rock connect basalt ledges
squares. along the north and east walls.
M Triple Threat F At-Will
Effect: The chimera uses dragons bite, lions bite, and rams
gore.
These caves are filled with lava to a depth of 30 feet.
C Dragon Breath (fire) F Recharge 5 6 Any creature that enters the lava or starts its turn
Attack: Close blast 5 (creatures in the blast); +19 vs. Reflex there takes 15 fire damage and ongoing 15 fire
Hit: 2d10 + 16 fire damage, and ongoing 10 fire damage damage (save ends). A creature can take this damage
(save ends). only once per turn.
Triggered Actions 20A. Dangling Cages: The surface of the lava is
C Bloodied Breath F Encounter
5 feet below the northern ledge.
Trigger: The chimera is first bloodied.
Effect (Immediate Reaction): Dragon breath recharges, and
A black basalt bridge (area 13F) spans the cavern
the chimera uses it. 70 feet above the lava. Four iron cages dangle from
Str 25 (+16) Dex 18 (+13) Wis 14 (+11) the bridge on 20-foot-long iron chains; the chains are
Con 23 (+15) Int 5 (+6) Cha 18 (+13) attached to winches and cranes mounted atop the
Alignment unaligned Languages Common, Draconic bridge. One contains a gnome prisoner named Keak.
If Keak spots the heroes, he calls out for help and
Development begs for release.
The battle roars of the chimeras are loud enough for Each cage is cylindrical (5 feet in diameter and 7 feet
creatures in area 18 to hear. Those creatures do not tall) and made of crisscrossing iron bars, with a locked
investigate but also cannot be surprised. door on one side. The Kings Torturer (area 13) has the
keys. The locks can be picked with a DC 23 Thievery
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3 Fire Giant Flameskulls Level 19 Artillery 2 Fire Bat Swarms Level 17 Skirmisher If the characters free Keak, he is grateful and
Small elemental animate (fire, undead) XP 2,400 each Large elemental beast (fire, swarm) XP 1,600 each imparts the following information:
HP 138; Bloodied 69 Initiative +15 HP 162; Bloodied 81 Initiative +16
F A priestess of Lolth named Eclavdra leads the
AC 33, Fortitude 29, Reflex 31, Will 32 Perception +12 AC 31, Fortitude 28, Reflex 30, Will 29 Perception +18
Speed 0, fly 10 Speed 0, fly 8
drow in Snurres Hall. Shes also the matron of
Immune disease, fire, poison; Resist 5 necrotic; Immune fire; Resist half damage from melee and ranged House Eilservs. Attending Eclavdra are a male
Vulnerable 5 cold attacks; Vulnerable 10 to close and area attacks drow consort (Virchiln), the captain of her house
Traits Traits guard (Nalice), a pair of sycophantic underpriests
Illumination Swarm Attack (fire) F Aura 1 (Raeme and Sziraz), and a spy who keeps an eye
The flameskull sheds bright light out to 5 squares. It can Any enemy that ends its turn in the aura takes 10 fire on Snurre (Tazzt).
reduce its brightness to dim light out to 2 squares as a free damage.
action. Swarm F Eclavdra and her fellow drow came from the sub-
Regeneration The swarm can occupy the same space as another creature, terranean city of Erelhei-Cinlu to help the giants
The flameskull regains 10 hit points whenever it starts its and an enemy can enter its space, which is difficult terrain. conquer the surface realms. Without the drows
turn and has at least 1 hit point. Whenever the flameskull The swarm cannot be pulled, pushed, or slid by melee or advice and behind-the-scenes maneuvering, the
takes radiant damage, its regeneration does not function ranged attacks. It can squeeze through any opening that is giant alliance would almost certainly collapse.
on its next turn. large enough for at least one of the creatures it comprises.
They are the true power behind the throne.
Standard Actions Standard Actions
m Bite (fire) F At-Will m Fire Swarm (fire) F At-Will F A pair of fire giant death knights loyal to Snurre
Attack: Melee 1 (one creature); +24 vs. AC Attack: Melee 1 (one creature); +20 vs. Reflex guards the passage to Erelhei-Cinlu.
Hit: 3d8 + 14 fire damage. Hit: 3d6 + 6 fire damage.
F Eclavdra has a secret agenda: She has learned
r Flame Ray (fire) F At-Will M Swooping Swarm (fire) F Recharge when first bloodied
Attack: Ranged 20 (one creature); +24 vs. Reflex Effect: The swarm shifts up to its speed. Each time the
about a temple in Snurres Hall dedicated to an
Hit: 3d6 + 16 fire damage. swarm enters an enemys space for the first time during ancient force of evil called the Elder Elemental
Minor Actions the move, it makes a fire swarm attack against that Eye. The drow priestess seeks to learn the temples
Mage Hand (conjuration) F At-Will enemy. secrets.
Effect: Ranged 5; the flameskull conjures a spectral, float- Str 10 (+8) Dex 23 (+14) Wis 20 (+13)
ing hand in an unoccupied square within range. The hand Con 18 (+12) Int 2 (+4) Cha 7 (+6) The gnome is currently bloodied and has only three
lasts until the end of the flameskulls next turn or until Alignment unaligned Languages
healing surges, so he appreciates any healing the
it uses this power again. While the hand persists, the
party can provide. He also begs for leather armor
flameskull can take the following actions. Keak the Gnome and a few daggers (his statistics assume he receives
Minor Action: The hand picks up or manipulates an object
of 20 pounds or less. It can hold one object at a time.
To make some money, Keak joined an adventuring this gear). Keak cares only about Keak, however.
Move Action: The hand moves up to 5 squares in any party of elves and led them down into the Underdark He might help the characters out of a tight spot, but
direction, carrying the object it holds. to hunt drow. Unfortunately for him, he was scouting the first chance he gets, the gnome slinks away and
Free Action: The hand drops the object it is holding. ahead when a tunnel collapse separated him from his attempts to make good his escape without so much as
Sustain Minor: The hand persists until the end of the elf comrades, and before he could reunite with them, a goodbye.
flameskulls next turn. drow captured him. Stripped of his gear, Keak became
R Telekinesis F Recharge 5 6
a slave. In this capacity, he accompanied Eclavdra and
Attack: Ranged 10 (one creature); +24 vs. Fortitude
Hit: The flameskull slides the target up to 4 squares.
her drow to Snurres Hall. His incessant whining did
Str 10 (+9) Dex 22 (+15) Wis 17 (+12) little to endear him to his captors, but rather than kill
Con 18 (+13) Int 15 (+11) Cha 25 (+16) the gnome outright, the drow left Keak to slowly bake
Alignment evil Languages Common, Giant in this prison. Over the past few days, Keak has con-
cluded that fighting drow isnt for him.
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22A. Cavern of the Crystal Idol: Two fire giants Fire Giant Level 20 Controller (Leader) 2 Fire Giants Level 18 Soldier
watch the south tunnels that lead to this cavern, Priest of Imix Large elemental humanoid (fire, giant) XP 2,000 each
making it difficult for characters to approach unseen. Large elemental humanoid (fire, giant) XP 2,800 HP 174; Bloodied 87 Initiative +11
The 20-foot-tall crystal idol stands in the north- HP 190; Bloodied 95 Initiative +10 AC 34, Fortitude 34, Reflex 28, Will 28 Perception +14
AC 34, Fortitude 33, Reflex 30, Will 31 Perception +15 Speed 8
west corner of this cavern, directly in front of a
Speed 7 Resist 15 fire
passageway filled with raging fire (area 22B). Kneel- Resist 20 fire Standard Actions
ing before the idol is Olostro, the fire giant acolyte of Traits m Searing Greatsword (fire, weapon) F At-Will
Imix. O Withering Flames F Aura 3 Attack: Melee 2 (one creature); +23 vs. AC
Three 10-foot-high stalagmites rise from the Enemies in the aura do not benefit from fire immunity or Hit: 2d12 + 13 fire damage.
cavern floor. They are blocking terrain. fire resistance. Effect: The giant marks the target until the end of the
22B. Curtain of Flame: A 20-foot-thick wall of Standard Actions giants next turn.
m Flaming Mace (fire, weapon) F At-Will C Sweeping Sword (fire, weapon) F At-Will
fire completely fills this 30-foot-high tunnel from
Attack: Melee 2 (one creature); +25 vs. AC Attack: Close blast 2 (enemies in the blast); +23 vs. AC
floor to ceiling. The only way to bring down the wall Hit: 2d10 + 17 fire damage, and the target is slowed (save Hit: 2d12 + 13 fire damage.
is to destroy the crystal idol of Imix. The curtain ends). Effect: The giant marks the target until the end of the
blocks line of sight but not line of effect. A creature R Curse of Imix (fire) F At-Will giants next turn.
that enters the curtain or starts its turn there takes Attack: Ranged 5 (one creature); +23 vs. Fortitude Str 23 (+15) Dex 11 (+9) Wis 10 (+9)
30 fire damage. A creature can take this damage Hit: 2d12 + 6 fire damage, and ongoing 5 fire damage (save Con 22 (+15) Int 10 (+9) Cha 11 (+9)
only once per turn. If the crystal idol is destroyed, the ends). While taking this ongoing fire damage, the target Alignment evil Languages Giant
has an aura 2 that deals 5 fire damage to any creature Equipment chainmail, greatsword
curtain vanishes, allowing safe passage to area 24
that enters the aura or starts its turn there. A creature
beyond. can take the auras damage only once per turn.
22C. High Ledge: This 40-foot-high ledge over- C Evocation of Imix (fire) F Encounter
looks area 22A, and drow skulkers guard it. Attack: Close burst 3 (enemies in the burst); +23 vs. Reflex
Tactics: Olostro targets distant enemies with curse Hit: 3d10 + 6 fire damage, and the giant slides the target
of Imix. When surrounded by close enemies and a up to 3 squares.
few allies, he uses evocation of Imix. If an enemy comes Effect: Each ally in the burst gains a +5 bonus to damage
rolls until the end of the giants next turn.
within 10 squares of the crystal idol, Olostro touches
Skills Arcana +18, Endurance +21
the idol and activates it with a minor action. If ene- Str 23 (+16) Dex 11 (+10) Wis 10 (+10)
mies are detected in the passage south of the idol, Con 22 (+16) Int 16 (+13) Cha 18 (+14)
Olostro can stand on the ledge overlooking the tunnel Alignment evil Languages Giant, Primordial
and use the idol to trap an enemy who is attempting Equipment robe, mace
to scale the ledge.
The fire giants watch the southern passageways,
but once enemies get inside the cavern proper, the
giants use their greatswords to keep enemies away
from Olostro and the crystal idol.
The drow skulkers keep their distance, picking off
enemies with poisoned crossbow bolts. They remain
atop the eastern ledge and do not flee.
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6 Drow Skulkers
Medium fey humanoid
Level 18 Minion Skirmisher
XP 500 each
Crystal Idol of Imix
Object
Level 19 Trap
XP 2,400
23. Drow Warrens
HP 1; a missed attack never damages a minion. Initiative +16 Detect automatic Initiative
Combat Encounter Level 19 (12,800 XP)
AC 32, Fortitude 29, Reflex 31, Will 30 Perception +15 HP 250
Speed 7 Darkvision AC 30, Fortitude 30, Reflex 5, Will With King Snurres permission, the drow have
Traits Immune all conditions, fire, forced movement, necrotic, claimed these caves and tunnels as their demesne. A
Personal Darkness ongoing damage, poison, psychic, radiant; treacherous adventurer named Gleep Wurp is among
The drow has total concealment while moving. Vulnerable 10 thunder them.
Standard Actions Identify (Arcana)
Light: Bright light in area 12B (torches), and none
m Short Sword (weapon) F At-Will F DC 24: The crystal is an idol of Fire Lord Imix, a power-
Attack: Melee 1 (one creature); +23 vs. AC ful primordial.
everywhere else.
Hit: 13 damage. F DC 33 (Trained Only): The crystal has the power to cap- Monsters: Gleep Wurp, Nalice (drow captain),
R Hand Crossbow (weapon) F At-Will ture creatures inside it and burn them to a crisp. Jiryzne (yochlol demon), 8 drow skulkers. If the
Attack: Ranged 10 (one creature); +23 vs. AC Identify (Perception) drow skulkers from area 17 flee to this cavern, they
Hit: 13 damage, and the target is slowed (save ends). F DC 17: The character sees that the crystal is rooted to are hiding in the shadows of area 12C. Place them
First Failed Saving Throw: The target is also weakened the floor and immobile. along the outer walls of the cavern wherever seems
(save ends both). F DC 24: The character notices that the crystal is hollow appropriate.
Second Failed Saving Throw: The target instead falls and emanates ripples of heat.
unconscious until the end of the encounter. Minor Actions
Minor Actions R Fiery Imprisonment (fire, teleportation) F Recharge When the characters see area 23B, read:
R Darkfire F Encounter when a captured creature escapes This dead-end cave contains several folding cots made of
Attack: Ranged 10 (one creature); +21 vs. Reflex Requirement: A creature loyal to Imix must activate this spider silk woven over thin metal frames. An articulated
Hit: The target grants combat advantage and cannot ben- power, and must be adjacent to the idol to do so. metal spider with three-foot-long legs stands at the back of
efit from invisibility or concealment until the end of the Attack: Ranged 10 (one creature the activating creature can the cave, facing the entrance. Pacing around the cave, tap-
drows next turn. see); +22 vs. Fortitude
ping a wand against one hand while muttering nervously
Skills Stealth +19 Hit: The target teleports inside the idol, is restrained, and
Str 15 (+11) Dex 20 (+14) Wis 13 (+10) loses any immunity or resistance to fire while in the idol
to himself, is a rail-thin man in flashy wizards robes.
Con 11 (+9) Int 15 (+11) Cha 16 (+12) see Countermeasures below. Creatures have line of Begone! he says with a start. Begone, or face the
Alignment evil Languages Abyssal, Common, Elven sight but no line of effect to the target, and vice versa. A wrath of the Eyebiter!
Equipment leather armor, short sword, hand crossbow, 20 target restrained inside the idol takes 30 fire damage at
bolts the end of its turn. If this damage kills the target, its body When the characters see area 23C, read:
is reduced to ash. A target freed from the idol can tele- The ceiling of this cave is a nest of stalactites interspersed
Crystal Idol of Imix port to a space within 10 squares of the idol.
with dark pockets. Seven stalagmites encrusted with spar-
Countermeasures
This 20-foot-tall, 10-foot-wide crystal formation F Escape: Endurance DC 24 (standard action) or 33 (minor
kling mineral deposits rise from the floor, forming an oval
resembles a giant flame. The idol traps Olostros action). Success: The trapped creature escapes the idol. ring. Two female drow stand in the middle of the ring. One
enemies inside its crystalline body and burns them to Failure (by 5 or more): The trapped creature takes 15 fire wears black chainmail and a helm with eight gems set into
a crisp. Olostro must touch the crystal idol (a minor damage. it, like spider eyes. She holds a hand crossbow in one hand
action) to activate its attack. F Free a Prisoner: While adjacent to the idol, (trained and has a rapier fastened to her belt. The other drow wears
only) Arcana DC 24 (standard action) or 33 (minor a black, web-like gown and is unarmed.
action). Success: The character touches the idol and com-
The woman in the gown smiles at you and says, You
mands it to release the trapped creature. Failure (by 5 or
more): The character and the trapped creature each take
have come a long way to die.
15 fire damage.
F Shatter Idol: If the idol drops to 0 hit points, any crea-
ture trapped within is released.
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eagerness to crush enemies of the drowin particular ongoing damage; hp 50; blindsight 5. The spider chest
elves and eladrin, whom she despises. She also has no and its control circlet are worth 7,500 gp.
love for her mistresss newest consort, whom she treats The chest holds a +4 guardians cape (or another
like an imbecile despite his sharp intellect. level 20 common or uncommon magic item), a golden
The yochlol is disguised as a drow named Jiryzne. torc studded with gems (7,500 gp), an amber flask
Although she professes to support Eclavdra, her task (2,500 gp) wrapped in an exquisite embroidered
is to spy on Eclavdra and eliminate the drow matron shawl made of gossamer spider silk (2,500 gp), and
if it becomes clear that her faith in the Spider Queen two potions of vitality in skull-shaped glass flasks.
has evaporated. Eclavdra, aware of Jiryznes true 23C. Drow Cavern: This cave contains a ring
allegiance and accustomed to betrayal, expects that of pillars as well as several drow hidden in niches
Jiryzne will turn against her eventually. and crannies in the ceiling. Below them lurks the
The ceiling is 20 feet high in area 23A and 30 feet drow captain Nalice and a yochlol demon in drow
high in other areas. form. The pillars are blocking terrain. In addition,
23A. Webbed Tunnels: Glittering silver webs fill creatures inside the ring of pillars (as indicated by
these narrow tunnels. The webs are magical and are the dotted lines on the map) take a 2 penalty to all
difficult terrain to all creatures except demons, drow, saving throws.
and spiders. They are otherwise harmless and cannot The northwest corner of the cavern holds a small,
be attacked. The webs are intended to discourage 5-foot-deep pool of drinkable water.
intruders from exploring area 23B. Nalices helm is inlaid with eight spider-eye gems
23B. Drow Quarters: This cavern contains small (4,500 gp each).
cots that the drow can quickly disassemble and take 23D. Teleportation Dais: This cave is empty
with them. The cots have lightweight adamantine except for a 10-foot-diameter circular platform of
frames covered with spider silk. In addition to the purple stone set into the floor. This is the destination
cots, this cave contains a walking spider construct point for creatures that use the teleportation orb in
that doubles as a chest, wherein the drow keep their area 15. Any creature that uses the orb teleports atop
treasure. Gleep Wurp is here. this platform, and as the platform activates, luminous
Spider Chest: This treasure chest is magical and golden symbols swim across its surface. The telepor-
Gleep Wurp was an adventuring wizard who resembles a 2-foot-diameter articulated adamantine tation is one-way only. The dais also functions as a
betrayed his companions to save his own skin. Snurre spider with 3-foot-long adamantine legs. Resting atop teleportation circle for rituals such as Linked Portal.
recently appointed the wizard as his emissary to it is a silver circlet with a prominent spider motif. The Tactics: Gleep Wurp doesnt want to fight alone,
Erelhei-Cinlu, a drow city in the Underdark. Gleep spider chest is a simple construct that follows any and hed prefer not to fight at all. Hes unwilling to
plans to travel to Erelhei-Cinlu and take up residence creature wearing the circlet, and only the wearer of put his life in the hands of adventurers, however,
in House Eilservs shortly. In the meantime, Eclavdra the circlet can open the spider chests lid (a Knock because he knows all too well how merciless they can
has taken him as a consort, although she views him as ritual or a DC 33 Thievery check also unlocks the be. If he cant reach his drow allies and the characters
nothing more than another instrument with which to chest). The spider chest has a speed of 6 and a climb press him, he attacks. He uses eyebite every round as
manipulate and control the fire giant king. speed of 6. The chest acts immediately after its con- a minor action and uses dimension hop to keep a safe
Captain Nalice is a loyal member of the House of troller and can take two move actions on its turn. Its distance from melee attackers. Once he is bloodied,
Eilservs, sworn to serve Eclavdra. She secretly believes statistics are as follows: AC 25; Fortitude 20, Reflex he starts looking for a way to combine his powers to
that Eclavdra has strayed from the worship of Lolth 20, Will ; immune disease, necrotic, poison, psychic, escape the characters.
and immersed herself too deeply in the religion of
the Elder Elemental Eye. None of this affects Nalices
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Nalice and Jiryzne try to draw enemies into the Gleep Wurp, the Eyebiter Level 19 Elite Artillery Drow Captain Level 19 Soldier (Leader)
ring of stalagmites. Meanwhile, the drow skulkers Medium natural humanoid, human XP 4,800 Medium fey humanoid XP 2,400
hide in the dark crannies of the ceiling, waiting for HP 276; Bloodied 138 Initiative +11 HP 174; Bloodied 87 Initiative +17
AC 33, Fortitude 30, Reflex 31, Will 30 Perception +10 AC 35, Fortitude 30, Reflex 31, Will 32 Perception +12
their cue to rappel down spidersilk ropes and attack,
Speed 6 Speed 7 Darkvision
dropping from the ceiling (a move action that counts Saving Throws +2; Action Points 1 Traits
as a charge) into positions that grant them combat Standard Actions O Ensnaring Venom (poison) F Aura 1
advantage. m Dagger (force, weapon) F At-Will An unmarked slowed enemy that willingly leaves the aura
Nalice prefers to attack with her rapier and uses Attack: Melee 1 (one creature); +24 vs. AC takes 15 poison damage.
trapping attack to flank enemies. If Gleep Wurp comes Hit: 3d4 + 9 damage plus 10 force damage. Standard Actions
to her seeking protection, she tries to hold enemies at r Acid Bolt (acid, implement) F At-Will m Rapier (weapon) F At-Will
Attack: Ranged 20 (one creature); +24 vs. Reflex Attack: Melee 1 (one creature); +24 vs. AC
bay so that the wizard can make ranged attacks with-
Hit: 2d8 + 8 acid damage, and ongoing 10 acid damage Hit: 3d8 + 14 damage, and the target is slowed until the
out provoking opportunity attacks. (save ends). end of the drows next turn.
No one but Eclavdra knows that Jiryzne is a A Lightning Web (implement, lightning) F Recharge 5 6 M Trapping Attack F At-Will
yochlol, and Jiryzne does not assume her true form Attack: Area burst 1 within 20 (creatures in the burst); +24 Effect: Melee 1 (one creature); an ally adjacent to the target
until her deception is revealed, until all of her drow vs. Reflex or the drow can shift 1 square as a free action. The drow
allies are dead, or until she is slain. While in drow Hit: 4d6 + 14 lightning damage, and the target is immobi- then uses rapier against the target.
form, Jiryzne uses seductive glare each round. lized (save ends). R Hand Crossbow (weapon) F At-Will
Move Actions Attack: Ranged 10 (one creature); +24 vs. AC
Dimension Hop (teleportation) F Recharge when Gleep Hit: 2d6 + 10 damage, and the target is slowed (save ends).
spends an action point First Failed Saving Throw: The target is also weakened
Effect: Gleep teleports up to 5 squares. (save ends both).
Minor Actions Second Failed Saving Throw: The target instead falls
R Eyebite (charm, implement, psychic) F At-Will unconscious until the end of the encounter.
Special: This attack does not provoke opportunity attacks. Minor Actions
Attack: Ranged 10 (one creature); +24 vs. Will R Darkfire F Encounter
Hit: 3d8 + 14 psychic damage, and Gleep is invisible to the Attack: Ranged 10 (one creature); +22 vs. Reflex
target until the start of Gleeps next turn. Hit: The target grants combat advantage and cannot ben-
Skills Arcana +19, Diplomacy +18, History +19 efit from invisibility or concealment until the end of the
Str 10 (+9) Dex 15 (+11) Wis 12 (+10) drows next turn.
Con 18 (+13) Int 21 (+14) Cha 18 (+13) Skills Intimidate +21, Stealth +20
Alignment evil Languages Abyssal, Common, Str 20 (+14) Dex 22 (+15) Wis 16 (+12)
Draconic, Dwarven, Elven, Giant Con 14 (+11) Int 16 (+12) Cha 24 (+16)
Equipment robes, dagger, wand, potion of recovery Alignment evil Languages Abyssal, Common,
Elven, Giant
Equipment chainmail, rapier, hand crossbow, 20 bolts
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Yochlol Demon
Medium elemental humanoid
Level 17 Controller
XP 1,600
8 Drow Skulkers
Medium fey humanoid
Level 18 Minion Skirmisher
XP 500 each
24. A Fiery End
(demon, shapechanger) HP 1; a missed attack never damages a minion. Initiative +16
Combat Encounter Level 21 (16,400 XP) plus
HP 158; Bloodied 79 Initiative +14 AC 32, Fortitude 29, Reflex 31, Will 30 Perception +15 trap (16,800 XP)
AC 31, Fortitude 27, Reflex 29, Will 30 Perception +18 Speed 7 Darkvision
Speed 6, climb 8 (spider climb) Darkvision Traits Eclavdra makes her final stand here, in a vast cavern
Resist 10 poison Personal Darkness bisected by a river of lava. By confronting her, the
Standard Actions The drow has total concealment while moving. characters complete a minor quest (see Quests, page
m Spider Touch (poison) F At-Will Standard Actions 2). If the drow high priestess was killed earlier in the
Attack: Melee 1, or melee 2 in demon form (one creature); m Short Sword (weapon) F At-Will
Attack: Melee 1 (one creature); +23 vs. AC
adventure, remove her from this encounter.
+20 vs. Reflex
Hit: 3d8 + 12 poison damage, and the target is slowed Hit: 13 damage. Light: Bright light (lava river).
(save ends). R Hand Crossbow (weapon) F At-Will Monsters: Eclavdra, 2 fire giant death knights, 2
r Spider Bolt (poison) F At-Will Attack: Ranged 10 (one creature); +23 vs. AC salamander whips.
Attack: Ranged 10 (one creature); +20 vs. Reflex Hit: 13 damage, and the target is slowed (save ends). Traps: 2 exploding obelisks (which can release 2
Hit: 3d8 + 12 poison damage, and the target is slowed First Failed Saving Throw: The target is also weakened rockfire guardians).
(save ends). (save ends both).
Flurry F Recharge 5 6 Second Failed Saving Throw: The target instead falls
unconscious until the end of the encounter.
When the characters see the area, read:
Effect: The yochlol makes two basic attacks.
A Maddening Web (psychic) F Recharge when first Minor Actions The wide tunnel spills into a vast cavern, its seventy-five-
bloodied R Darkfire F Encounter foot-high ceiling a nest of stalactites. A river of molten lava
Attack: Area burst 2 within 20 (enemies in the burst); +20 Attack: Ranged 10 (one creature); +21 vs. Reflex bisects the cavern, flowing slowly toward the north. Rising
vs. Fortitude Hit: The target grants combat advantage and cannot ben- up out of the lava are two small islands of black basalt with
Hit: Ongoing 15 psychic damage, and the target is immobi- efit from invisibility or concealment until the end of the fiery, serpentine creatures coiled upon them. In the middle
lized (save ends both). drows next turn.
of the cavern, a wide bridge of black glass arches over the
Minor Actions Skills Stealth +19
Str 15 (+11) Dex 20 (+14) Wis 13 (+10)
river. The bridge is crafted to resemble a glittering black
Change Shape (polymorph) F At-Will
Effect: The yochlol alters its physical form to appear as a Con 11 (+9) Int 15 (+11) Cha 16 (+12) web. Standing shoulder-to-shoulder on the bridge are two
female drow until it uses change shape again or until it Alignment evil Languages Abyssal, Common, Elven skeletal giants clad in plate armor and armed with black-
drops to 0 hit points. To assume a specific individuals Equipment leather armor, short sword, hand crossbow, 20 ened greatswords.
form, the yochlol must have seen that individual. Other bolts A thirty-foot-high ledge overlooks the cavern on the far
creatures can make a DC 36 Insight check to discern that side of the bridge. To the right of the ledge, flush with the
the form is a disguise. floor, stands a pair of huge black doors flanked by glowing
R Cruel Command (charm, psychic) F At-Will (1/round)
obelisks.
Attack: Ranged 10 (one slowed creature); +20 vs. Will
Hit: The target is dazed (save ends).
First Failed Saving Throw: The target is instead stunned A 5-foot-deep ledge on either side contains the lava
(save ends). river. Any creature that enters the lava or starts its
Second Failed Saving Throw: The target is instead domi- turn there takes 15 fire damage and ongoing 15 fire
nated (save ends). damage (save ends). A creature can take this damage
Skills Bluff +20, Intimidate +20, Stealth +19 only once per turn.
Str 18 (+12) Dex 23 (+14) Wis 21 (+13)
24A. Southeast Shore: Characters reach this
Con 14 (+10) Int 19 (+12) Cha 24 (+15)
Alignment chaotic evil Languages Abyssal, Common, Elven
rocky shore from area 22 or 23. Characters on this
shore can see what is described above.
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24B. Glassweb Bridge: This wide bridge is made Eclavdra knows the command word to open the black Eclavdra Eilservs Level 20 Elite Soldier (Leader)
of black glass and shaped like a giant web that arches doors (Charinida), but she would rather die than give Medium fey humanoid, drow XP 5,600
over the lava river. Defending the bridge are Sulphus up the information. Only by dominating her or casting a HP 380; Bloodied 190 Initiative +20
and Zematon, two fire giant death knights that attack Speak with Dead ritual on her corpse can the characters AC 36, Fortitude 31, Reflex 33, Will 32 Perception +16
Speed 7 Darkvision
characters as they try to cross the cavern. learn this secret. The doors shatter magnificently when
Saving Throws +2; Action Points 1
The bridge is 10 feet above the lavas surface at its destroyed (AC/Fortitude 15, Reflex 5; immune to fire, Standard Actions
highest point. Its web-like design creates gaps in the necrotic, poison, psychic, forced movement, all condi- m Tentacle Rod (weapon) F At-Will
bridge, none big enough to allow a creature to slip tions, ongoing damage; vulnerable 10 thunder; hp 200). Attack: Melee 3 (one creature); +25 vs. AC
through. Medium size or smaller creaturesother A Knock ritual with a successful DC 36 Arcana check Hit: 3d8 + 15 damage, and the target is slowed (save ends).
than demons, drow, and spiderstreat the bridge can also open the doors, but this act sets off the obelisks. In addition, the target cannot benefit from immunity or
as difficult terrain. (A successful DC 18 Acrobatics Tactics: The creatures in this cavern use the river resistance to poison until the end of the encounter.
R Emissarys Request F At-Will
check made as part of any movement allows a charac- of lava to their advantage. Eclavdra uses insidious offer
Effect: Ranged 20 (one ally); the target can make an at-
ter to ignore this terrain.) to dominate enemies and drive them into the lava. will attack or charge as a free action. A demon, drow, or
24C. Islands in the Fire: These 10-foot-wide The fire giant death knights try to lure enemies into spider ally gains a +2 power bonus to the attack roll.
islands of black rock rise 5 feet above the surface of the lava with balefire lure. Salamander whips coil atop Double Attack F At-Will
the lava and serve as perches for two salamander fire- their islands and use the incredible reach of their Effect: Eclavdra uses tentacle rod twice, emissarys request
whips. These serpentine creatures are allied with the whips to lash enemies and pull them into the lava. twice, or each power once.
drow and the fire giants. Again, Eclavdra is not afraid to teleport or move R Insidious Offer (charm, psychic) F Recharge when first
bloodied
24D. Eclavdras Ledge: The drow priest Eclavdra to the floor and confront the characters directly. She
Attack: Ranged 10 (one creature); +23 vs. Will
commands her troops from this 30-foot-high ledge prefers the safety of her perch. Hit: The target chooses to become dominated (save ends)
that overlooks the cavern. The ledge can be accessed Once freed from their obelisks (see Exploding Obe- or take 40 psychic damage instead.
by a secret door that requires a DC 25 Perception lisks below), the rockfire dreadnoughts smash enemies Minor Actions
check to detect. Climbing up the wall to the ledge with their flaming fists and hurl chunks of brimstone C Entrancing Beauty (charm, psychic) F At-Will (1/round)
requires DC 20 Athletics checks. (ripped from their own bodies) at foes they cannot reach. Attack: Close burst 5 (enemies in the burst); +23 vs. Will
24E. The Black Doors: Set into the basalt wall is Hit: Eclavdra pulls the target up to 2 squares.
a pair of enormous doors sculpted from black, opaque Triggered Actions
2 Salamander Whips Level 15 Soldier On Your Knees F Recharge 5 6
glass. Each door is 25 feet tall, 10 feet wide, and 1 foot Large elemental humanoid (fire, reptile) XP 1,200 each
Trigger: An enemy is hit by tentacle rod.
thick, and together they block a miles-long passage HP 148; Bloodied 74 Initiative +15 Attack (No Action): Melee 3 (the triggering enemy); +23 vs.
that descends into the Underdark. Flanking the black AC 31, Fortitude 27, Reflex 28, Will 26 Perception +16 Will
doors are two 10-foot-tall, tapered obelisks made Speed 6 Hit: The target falls prone and cannot stand up (save ends).
Resist 20 fire Blinking Escape (teleportation) F At-Will
from solid blocks of brimstone, each covered with a
Standard Actions Trigger: An area attack or a close attack hits Eclavdra.
web of cracks that pulse with magma-colored light. m Tail Lash (fire) F At-Will Effect (Immediate Reaction): Eclavdra teleports up to 6
Etched into the floor between the two obelisks are Attack: Melee 2 (one creature); +20 vs. AC squares and gains partial concealment until the end of
the following words in Rellanic (Elven script): Hit: 2d10 + 12 fire damage, and the target falls prone. her next turn.
M Fire Whip (fire) F At-Will Skills Bluff +22, Insight +21, Intimidate +22, Religion +22
Know that you are leaving the hall of the fire giant king. Attack: Melee 10 (one creature); +18 vs. Reflex Str 16 (+13) Dex 26 (+18) Wis 22 (+16)
Beyond these black doors, in the Underdark, lies the City of Hit: 2d6 + 16 fire damage, and the salamander pulls the Con 22 (+16) Int 24 (+17) Cha 24 (+17)
target up to 3 squares. Alignment chaotic evil Languages Abyssal, Common, Elven
Erelhei-Cinlu and the Vault of the Drow. Descend into the
Str 17 (+10) Dex 23 (+13) Wis 18 (+11) Equipment robe, tentacle rod
depths at your own peril. Con 20 (+12) Int 11 (+7) Cha 11 (+7)
Alignment evil Languages Primordial
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2 Fire Giant Death Knights Level 19 Elite Soldier Rockfire Obelisks 2 Rockfire Guardians Level 20 Elite Brute
Large elemental humanoid XP 4,800 each Large elemental magical beast (earth, fire) XP 5,600 each
Each of these tapered obelisks stands 10 feet tall and
(fire, giant, undead) HP 460; Bloodied 230 Initiative +16
is carved from a solid block of brimstone. Covering
HP 364; Bloodied 182 Initiative +14 AC 32, Fortitude 34, Reflex 32, Will 31 Perception +13
the obelisk is a web of cracks that pulse with orange Speed 8
AC 35, Fortitude 34, Reflex 29, Will 29 Perception +14
Speed 7 Darkvision
light. The obelisks explode if the Black Doors are Immune disease, petrification, poison; Resist 20 fire;
Immune disease, poison; Resist 15 fire, 10 necrotic; destroyed or opened without the proper command Vulnerable 5 thunder
Vulnerable 10 radiant word, or either obelisk is destroyed. Saving Throws +2; Action Points 1
Saving Throws +2; Action Points 1 Traits
Traits O Chaotic Flame F Aura 2
2 Rockfire Obelisks Level 20 Trap
O Unholy Defender (fire, necrotic) F Aura 2 Any creature that ends its turn in the aura loses any fire
Object XP 2,800 each
While in the aura, an unmarked enemy that uses an attack immunity or fire resistance until the end of its next turn.
Detect automatic (the obelisks radiate heat) Initiative
power that fails to target a creature that has this aura Standard Actions
HP 180
active takes 15 fire and necrotic damage. m Fiery Fist (fire) F At-Will
AC 32, Fortitude 30, Reflex 5, Will
Implacable Attack: Melee 2 (one creature); +25 vs. AC
Immune fire, necrotic, poison, psychic, radiant, forced move-
If the giant would be marked, slowed, immobilized, dazed, Hit: 3d12 + 17 fire damage, or 4d12 + 17 fire damage to a
ment, all conditions, ongoing damage;
or stunned, it can make a saving throw to end the effect, prone target.
Vulnerable 10 cold, 10 thunder
including an effect that a save cannot normally end. r Hurl Magma (fire) F At-Will
Identify (Arcana; trained only)
Standard Actions Effect: The guardian takes 15 damage.
F DC 25: The obelisk is attuned to a nearby object and Attack: Ranged 20 (one creature); +25 vs. AC
m Soulsword (fire, necrotic, weapon) F At-Will
will react if that object is destroyed.
Attack: Melee 2 (one creature); +24 vs. AC Hit: 5d12 + 15 fire damage, and the target falls prone.
F DC 34: The obelisk is a prison containing a powerful
Hit: 2d10 + 16 fire and necrotic damage. Minor Actions
elemental.
r Unholy Throwing Hammer (fire, necrotic, weapon) F C Temblor F Recharge when first bloodied
Triggered Actions Attack: Close burst 2 (enemies in the burst); +23 vs.
At-Will C Rockfire Explosion (fire, poison, zone) F At-Will
Attack: Ranged 10 (one creature); +24 vs. AC Fortitude
Trigger: An object to which the obelisk is connected is
Hit: 2d8 + 16 fire and necrotic damage, and the target falls Hit: The target falls prone.
opened or destroyed, or the obelisk is destroyed.
prone. Str 26 (+18) Dex 22 (+16) Wis 16 (+13)
Attack (Immediate Reaction): Close burst 5 (creatures in the
Effect: The hammer returns to the giants hand. Con 20 (+15) Int 8 (+9) Cha 7 (+8)
burst); +23 vs. Reflex
Double Attack F At-Will Alignment unaligned Languages Primordial
Hit: 4d10 + 9 fire and poison damage, and the target falls
Effect: The giant makes two basic attacks.
prone.
C Balefire Lure (fire, necrotic) F Recharge 5 6
Miss: Half damage. Development
Attack: Close burst 3 (enemies in the burst); +22 vs. Will
Effect: A rockfire guardian appears in the obelisks former The horrors that lurk beyond the black doors are
Hit: The giant slides the target up to 3 squares into a space
space. beyond the scope of this adventure series, including
adjacent to the giant, and the target takes ongoing 20 fire
and necrotic damage (save ends). the Vault of the Drow and the drow city of Erelhei-
Effect: Undead allies in the burst gain a +5 power bonus to Cinlu. For more information on these sinister subter-
damage rolls until the end of the giants next turn. ranean locations, see pages 6673 of the Underdark
Str 24 (+16) Dex 16 (+12) Wis 10 (+9) supplement.
Con 22 (+15) Int 10 (+9) Cha 18 (+13)
Alignment evil Languages Common, Giant
Equipment plate armor, soulsword (greatsword), throwing
hammer
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Producers
Author Bio Greg Bilsland, Stan!
Christopher Perkins is the D&D Creative Manager at
Wizards of the Coast LLC. He writes: Ever since I started Senior Creative Director
working on 4th Edition, Ive been aching to update the classic Jon Schindehette
G-series of D&D adventures, breathing new life into Chief
Nosnra, Jarl Grugnur, and King Snurre while adding some Art Director
memorable villains and twists of my own. Chris hopes this Kate Irwin
reimagining of the series sends many adventurers to their
graves while offering players a fun ride along the way! Illustrators
Noah Bradley, Tony Foti, Jason Juta, Jim Nelson, Brian
Valenzuela, Tyler Walpole
Cartographer
Mike Schley
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Blood
Money
A D&D adventure for characters of levels 79
By Logan Bonner
Illustrations by Tyler Walpole, Tony Foti, and
Jason Juta
Cartography by Sean Macdonald
I ntroduction
Blood Money is a caper adventure in which the
adventurers work outside the law to pull off a major
robbery. Good planning is essential, and the charac-
ters need to stay cool under pressure.
TM & 2012 Wizards of the Coast LLC. All rights reserved.
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This Dungeons & Dragons adventure is locate the treasure and find a way to steal it, Tanlans Running the Adventure
designed for characters of levels 79. The town of grip would be broken. To accentuate the feel of a caper, Blood Money flips
Elderwood, the despot Lord Tanlan, and his castle the essential action. Adventurers often react to vil-
can be adapted for use in any campaign setting. The
treasure can also be altered to better fit a specific
A dventure Synopsis lains, trying to foil their plots or defend against their
attacks. In a caper, the adventurers drive the action
setting. When the adventurers first arrive in Elderwood, against adversaries who spend much of their time
information is scant. Its clear that defeating the reacting to the characters actions.
A dventure mercenaries in battle will be nearly impossible. The
characters have to find another way to end the des-
This adventure requires you, first and foremost,
to familiarize yourself with the entire adventure
Background pots reign, and the fortune he needs to pay his troops contents: the opening scene, the plot, Lord Tanlans
is an obvious weak point. forces, Elderwood and potential character resources
Breyart Tanlan inherited a fortune, then made that Over the three days before Tanlans ultimatum
fortune even larger through shady mercantile deals. (factions, shops, information and rumors, and infor-
takes effect, the adventurers can plan and investigate. mants), and Lord Tanlans castle, keep, and vault.
In recent years, he has dubbed himself a lord and Their activities might include talking to informants,
hired a mercenary army to take over new lands in his Running the adventure is easiest if you have a good
visiting guilds in Elderwood, doing reconnaissance at handle on the resources you have as well as those the
name. Because of his oppressive taxes and tariffs, his the castle, preparing rituals or magic items, or any-
fortune has grown even as the people of the villages characters might gain.
thing else the players think might help them pull off Plot: After youre familiar with the adventure
and towns he controls have become destitute. this caper.
Lord Tanlan has established his newest castle near contents, youll create a plot. To do so, youll spend
The DM sets up the actions of Lord Tanlan and plot points to determine how effective the opposition
Elderwood, a town that has been beneath his notice his cronies in advance. In the second phase of the
so far. But now that Lord Tanlan has taken over other initially is. Youll gain and spend more plot points
adventure, the heroes enact their plan and see how it during play, so dont start out by setting up any of the
trade routes, more caravans come through Elderwood conflicts with what Tanlan has planned. If the adven-
to avoid his tariffs and his thugs. This new commerce opposition to be fully ready for the characters final
turers have set up an effective strategy and can think assault. Instead, add unexpected elements to the
prompted Tanlan to pay attention to the place at last, on their feet, theyll end up with a fortune in silver
and he has sent Elderwoods leaders an ultimatum: caper, or change up the story as it progresses when
and the gratitude of the people under Tanlans rule. it makes sense to do so. The initial plot and how it
Concede to the lords authority within three days, or
he will seize Elderwood by force. evolves can be different every time, so Blood Money
The largest of his mercenary companies, dubbed A Caper Adventure can be a new adventure each time it is played.
Hydra Company, is with him at the town of Toads Instead of dungeon delving, characters on a caper Preparation: After the opening scene of the
Hollow, cleaning up after a successful siege. When investigate possibilities, set up plans, outsmart foes, adventure, the characters have opportunities over a
these mercenaries finish in Toads Hollow, they will take bold risks, and rob their enemies of resources. A few days to gather information, accumulate resources,
enter Elderwood and gain control of it one way or successful caper can lead to a big payoff. and formulate their plans. As the characters prepare,
another. Taking on a caper also implies a certain kind of youll gain more plot points. If the characters bungle
Maintaining a large mercenary force has one attitude. Characters need to be smart, since meet- their preparations, you gain more plot points. Youll
major drawback, though. If theres no money, theres ing most of the challenges with direct violence can use these extra points to make adjustments to enemy
no army. So that he can easily pay his mercenaries lead only to failure. Making all the pieces fit takes plans or to throw extra complications into the mix
during a campaign in Elderwood, Tanlans hoard sits cleverness and a little luck. The adventurers are out- when the party finally makes its move on Tanlans
in a vault underneath his nearby castle. Several com- numbered, but never outmatched. Their wits and vault.
panies of mercenaries, as well as layers of physical expertise can see them through. Execution: When the characters are ready, or
and magical defenses, protect it. But if someone could when theyve run out of preparation time, the job
begins. This part of the adventure plays out more like
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a typical site-based adventure. The exception is that routines. These routines describe different strategies You should now have six enemy cards with rou-
the characters try to avoid detection and escape with and actions that the enemies might adopt, each of tines. Set them aside.
the treasure rather than confronting their enemies. which has a cost in plot points. Highly aggressive or
All the parts of the plot and the characters prepara- thorough routines cost you plot points. 3. Choose Company Routines
tions are set in motion, and some of them are going to These routines have mechanical and/or narrative Pick up the mercenary company cards and assign
collide. ramifications. Use the narrative aspects as guide- routines to them. Since each company falls under
lines for how the enemies act, making their behavior the command of an enemy character, what the lead-
P lot relevant to the adventurers. For instance, if Goblin
Company goes into Elderwood to cause trouble, the
ers are doing should influence what you pick for the
companys routine. For example, if Thorsk heads
Before you run this adventure, you need to create the characters should encounter them in a scene. The into Elderwood to look for trouble, Goblin Company
plot, or the initial situation, for Lord Tanlans forces. described routines can also serve as examples for might also go to Elderwood to cause some trouble.
This section details how to figure out the schedules new routines you might create for your version of the Spend your remaining plot points in this step. On the
of the individuals and the mercenary companies in adventure. companys card, indicate the routine youve chosen
the despots employ, as well as the defenses he has put and the associated difficulty.
into place. 1. Create Enemy and Company Cards You should now have five mercenary company
Create six cards, one for each enemy character: Lord cards with routines. Set them aside.
Plot Points Tanlan, Kamren, Gaheel, Olos, Thorsk, and Fermina.
You have a resource called plot points that you spend Write down any important information, such as the
individuals attitude, motivation, vice, and possible
Step B: Informants
to set up complications and to change the enemies The characters have access to plenty of information
plans in reaction to the adventurers actions. You start routines. (Routines might change during play, so its
good to have other possible routines noted.) regarding Lord Tanlan, his underlings, and their
with 4 plot points to set up the initial scenario. As plans. The informants in this adventure are a filter
the adventurers plan and go through the adventure, Include the fact that Kamren, Olos, and Fermina
have keys to the gate of the main keep, unless you between the characters and the truth. Some infor-
you gain more points and the opportunities to spend mants are genuinely helpful, but others are disloyal to
them. want the characters to work harder for that informa-
tion. In that case, determine how the characters can Elderwood.
discover this fact. To assign information to particular people, start by
Index Cards Similarly, create cards for each of Tanlans five looking at the informants, starting on page 13, then
You need to keep track of the different parts of the mercenary companies: Hydra, Goblin, Manticore, decide what their true loyalties are. You might also
plan and when they take place. Index cards work well Wolf, and Specter. Write down the companys com- want one of them to be trustworthy but incompetent.
to organize the details of the caper. Having informa- mander, number of troops, typical duties, and
tion handy on a card not only allows you to change it possible routines.
1. Create Specifics
easily if you need to, but the cards serve other useful Create cards for specific information. Here are some
purposes, as youll see. Label each card prominently 2. Choose Enemy Routines cards you should include.
at the top with a name you can use to refer to it. The Pick up the enemy cards and assign each enemy a Churg, an ogre in Goblin Company, lives in the
process described below tells you how to use the routine. Spend 1 or 2 plot points at this stage. If you castles old temple.
cards and what else to put on them. spend 2 plot points, spread those points out between The main keep where Tanlan resides has a magi-
two enemies rather than bringing one enemy up to cally defended gate that requires a key and a
Step A: Set Routines the highest-cost routine. On the enemys card, indi-
cate the routine youve chosen for that enemy and the
password to open. See the Password Clues
The enemies and mercenary companies, described sidebar.
associated difficulty.
starting on page 7, each have a number of possible
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Six Goals After the day scene on day 3 ends, preparation time
is over. Its time for the caper. The characters can
This is one of the few occasions when the mercenar-
ies allow outsiders into the castle grounds.
Give the players this list of the different goals that will
attempt to pull off the caper earlier. They might not
need to be achieved.
be as well prepared, but its their call. Running Scenes
1. Make it past the outer wall. At the start of a scene, ask each player what his or her
Scheduled Events character intends to do. Let the players throw ideas
2. Reach the castles inner keep.
3. Enter the inner keep. As noted above, certain events are set to occur in par- back and forth for a bit before locking them into a
4. Locate the vault. ticular scenes. As described here, these events give course of action. Then take turns playing out each
5. Overcome the vaults defenses. you information to seed into discussions the adven- scene. Switching the action back and forth as a scene
6. Escape with the treasure. turers might have with informants and enemies. unfolds is a great way to see whats going on in differ-
Weekly Fox Hunt: On the morning of day 2, four ent places and keep things interesting for the players.
The characters wont necessarily be able to plan ways members from each of Wolf, Manticore, and Goblin When each scene ends, you gain plot points and
to achieve these goals before getting into the castle, companies gather outside the castle to compete in a can alter enemy routines, as described in Plot Point
but they should be thinking about them. fox hunt in the nearby woods. The winning company Phases below.
This list is also a guide for how the stages of the takes the Bronze Mace (an old, rotting mace with Dramatic Scenes: Assume the adventurers can
caper unfold. Looking at the castle map, you can see a head cast from bronze) to its quarters as a trophy. collect basic information with little effort. Whenever
that the six steps correspond to how the castle is phys- Wolf Company currently holds this trophy, and that it seems like the characters should learn something
ically divided: outside the walls, inside to the keep, group wins the hunt three times out of four. The hunt- based on their actions, provide that information as
underground to the vault, gaining access to the trea- ers spread out in small groups throughout the woods, you see fit. Be sure to hold enough information back
sure, then getting back out again. and the castle is less well guarded during this time. that the adventurers have a reason to engage in sev-
Troop Inspection: At sunset on day 2, the troops eral scenes.
gather in the castle courtyard, carrying torches. The Use scenes for events that are important and dra-
Scenes company leaders inspect their troops to ensure that matic. Spending a night crafting a new illusion to
The preparation stage is divided into several scenes. things are in order before the arrival of Hydra Com- distract the guards at the castle is a scene. Buying the
Recruiting factions, performing reconnaissance, and pany. The guards are away from their posts at this crystal needed to focus that illusion is just a quick
preparing items for the caper typically take one scene time, but the number of troops gathered in the court- question-and-answer session at the table.
each, during which the characters might divide their yardand their diligence during inspectionmakes it Scenes based around recruiting factions already
resources among several different activities. Each day more difficult than usual to enter the castle. However, include challenges for the characters. Structure the
has two scenes, day and night. The table here shows this mass gathering does make it easy to count the talks with informants to make them interesting, with
the scenes, along with scheduled events. troops, and any mercenaries who are absent or worse rare information requiring hard negotiation to obtain.
for wear (most likely because of previous interactions Scenes that bring adventurers into contact with
Scenes with the heroes) will stand out. Tanlans forces should be tense, since the mercenaries
Day Scene Notes Food Delivery: On the morning of day 3, a cart are suspicious of newcomers. The adventurers should
Day 1 Day Adventurers arrive full of food and supplies arrives at the castle. Similar interact with the enemy, but for the mercenaries,
Night shipments arrive every week, but this one is larger combat is a last resort. Give the characters a chance
Day 2 Day Weekly fox hunt than usual to prepare for the arrival of Hydra Com- to back down, hide, or talk their way out of a situation
Night Troop inspection pany. Two burly farmers from town, Aidan and Forsh, before you call for initiative.
Day 3 Day Food delivery usually deliver and unload the shipment, but they
Night Time for the caper! might be looking to hire more help for this delivery.
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Plot Point Phases might study the poison to figure out the training or
After each day or night scene the adventurers go location of the person who made it.
through, you gain 1 plot point to spend. If the adven- Cost: Whenever you change a routine in this way,
spend 1 plot point. Roll With It
turers bungle something or tip their hand in any way
(for example, sharing too much with an informant not Your caper is going to be more funand feel more like
loyal to Elderwood), you gain 2 plot points instead. Downgrading Routines a caperif the adventurers ideas turn out to be good
You can spend these points right away or save them. The adventurers might react to new enemy routines ideas. As such, be prepared to reward sharp thinking.
(Its advisable to save half and spend half.) Decide by finding ways to undermine them. For instance, If a player comes up with a clever plan to take out an
when to use plot points based on the story. If you dont they could throw Olos off their trail, or influence enemy that inadvertently conflicts with the schedule
react to something the adventurers do, theyll assume Gaheel to keep drinking. If the characters are suc- youve set for that enemy, find a way to make it work.
that their efforts are successful. If you do react, that cessful, you can drop routines back down to lower Keep an eye on which plot elements the players
raises the tension for the characters, but it also forces levels. Avoid spending plot points on the targeted latch onto. If they dont care about Wolf Company
the bad guys to spend resources. As such, they wont characters or companys routines again. Let the play- but are interested in Goblin Company, spend your
be as well prepared to deal with the caper when its ers see the fruits of their work. plot points on Goblin Company to give it a more
puled off. prominent role.
This adventure works best with a group that
Routine Improvisation: Feel free to come up
with new routines for enemy characters if a course of
Experience, Quests, and includes a rogue, an assassin, or some other sneaky,
action someone would logically take suggests itself. Rewards thieving character. If youre running it for a group
For example, if the adventurers poison the shipment Because of this adventures unusual structure, experi- without a character whos good at Thievery, you
of food headed for the castle, Olos the spymaster ence isnt assigned based on encounters. Instead, the might need to rework the challenges in the vault.
adventurers gain XP based on how successful they Look for ways to let the other characters take on
are during each scene. Give this XP out at the end of those parts of the mission by adding additional magi-
each session or after each scene, awarding full XP if cal barriers or some guardian monsters to fight.
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Kamren, Mercenary Liaison and develop a solid plan for the caper early on and have effort into it. He takes the path of least resistance and
Commander no need for further preparation. lowest risk.
A rugged and wealthy middle-aged human female, Vice: Drunkard. Gaheel is often too inebriated to
Kamren calls the shots for Tanlans mercenaries. Manticore Company give orders or show up for duty. Hes been trying to
get back on track before Hydra Company returns.
She organizes their missions, negotiates their pay, The sharpshooters of Manticore Company stand
and relays orders from the despot. Hydra Company Difficulty: Gaheel is pliable, and checks made
guard atop the towers of the castle, keeping an eye on against him use easy DCs until he gets his act
reports directly to her. the forest and road. Armed with longbows, they are
Attitude: Practical. When Kamren gives orders, together. If he goes on the wagon, use moderate DCs
also in charge of operating Tanlans catapults if the instead.
she expects them to be followed without question. need arises.
She acts differently only around Tanlan, assuming an Routines: Gaheel does little work as he assigns
Commander: Gaheel. tasks to the Wolf and Manticore companies. Tech-
obsequious air in the presence of her employer. Troops: 12.
Motivation: Get rich. Every job Kamren takes on nically, hes in charge of Thorsk and the Goblin
Difficulty: Checks made against Manticore Com- Company also, but he rarely gives them orders.
with her mercenaries pays well. She cares only about pany use moderate DCs, escalating to hard DCs if the
the amount of money shell make and the likelihood Drink (0): After issuing standing orders to the com-
companys routine is improved to 1 or 2. panies under his command, Gaheel gets drunk. He
that the patron will actually pay. Routines: Members of Manticore Company take
Vice: Greedy. Kamren goes where the money is. If stays in his chambers during the day and goes to the
their reputation seriously and perform to the best of inn at night.
she hears a lead regarding lucrative work, she might their ability. They have a reputation among the other
take some time to follow up on it. Shes not so hasty Go on the Wagon (1): Gaheel realizes he needs to
mercenaries as dour and humorless professionals. put away the bottle. He whips the companies under
that she will break off a job in the middle of a con- Members of the company stand guard atop all the
tract, however. his command into shape.
towers except the two by the front gate.
Difficulty: Checks made against Kamren use Stand Guard (0): The archers go about their routine
moderate DCs, escalating to hard DCs if the task is duties, cycling through patrols on the guard towers. Wolf Company
difficult or Kamren has good reason to be alert or They occupy three of the five smaller towers at any The members of Wolf Company were recruited from
suspicious. given time. larger cities. All are masters of a signature dueling
Key: Kamren carries a key to Tanlans keep. She Close Watch (1): On high alert, Manticore Company style and have been trained to identify charlatans and
wears the triangular magic amulet around her neck. keeps watch from all five towers. tricksters.
Lifting it off her requires a hard DC Thievery check. On the Hunt (2): If word of possible intruders Commander: Gaheel.
Routines: Kamren starts out in Toads Hollow spreads, the company tries to flush them out by send- Troops: 10.
with Tanlan and Hydra Company. ing regular patrols into the woods around the castle. Difficulty: The members of Wolf Company are
Return Early (1): Kamren travels back to the castle diligent soldiers, but their assignment inside the
early to make sure things are in order for Tanlans Gaheel, Captain of the Watch castle gives them a false sense of security. Checks
arrival. She brings two Hydra Company members in Gray-haired and disheveled, the half-elf Gaheel made against the company use moderate DCs, esca-
tow. doesnt seem like an inspiring captain. His best days lating to hard if the companys routine is improved to
Hasten the Deadline (2): After Kamren returns, she are behind him, and he doesnt hide it well. 1 or 2.
decides to confront the mayor early, asking for Elder- Attitude: Scattered. Gaheel used to be a wise, Routines: Wolf Company is charged with keep-
wood to concede to Tanlans rule on the morning of dutiful captain, but he has become incompetent ing track of mercenaries and workers who should be
the third day. The mayor caves and signs any com- during his superiors absence. allowed into the castle. However, they cant maintain
pact hes forced to agree to, but this doesnt mean the Motivation: Self-preservation. Its been a long perfect records.
game is up. Consider using this routine if the players time since Gaheel cared about his work or put real
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Guard the Gates (0): Wolf Company has its quarters thieves and spies known as Specter Company follows
in the gatehouse, and its members are in charge of his orders.
guarding the front gate. Attitude: Arrogant. Olos has seen every trick in
Patrol the Grounds (1): When any danger of infiltra- the book, or so he thinks.
tion is suspected, the Wolves stop people inside the Motivation: Fulfill the companys contract. With
castle and check their credentials. the pay he earns from Tanlan, Olos plans to retire
Guard the Keep (2): If word comes of possible soon.
intruders in the castle, the Wolves stand guard at the Vice: Gambling. Theres a reason Olos hasnt
inner keeps doors. retired yet. Whenever he gets close to having enough
money, he bets too aggressively in a game of chance
Specter Company and is pushed back to square one.
Difficulty: Olos is sharp, so checks made against
These spies and assassins work alone, delivering him use moderate DCs unless his suspicions are
information to Olos. aroused. At routine levels 1 and 2, checks made
Commander: Olos. against Olos use hard DCs.
Troops: 6. Key: Olos has a key to Tanlans keep, and he con-
Difficulty: The members of Specter Company ceals the triangular magic amulet up his sleeve. Hes
are capable specialists, so checks made against them an experienced thief, so lifting it off him requires a
use moderate DCs. At routine level 2, checks made hard DC Thievery check.
against the company use hard DCs. Routines: Olos makes frequent late-night trips to
Routines: Members of Specter Company receive the inns of Elderwood. Although he rarely drinks, he
their strategies from Olos. However, they make their gambles late into the night.
own decisions and have plenty of latitude regarding Desk Work (0): Olos reads over Specter Com-
how to tackle their assignments. panys reports and sends pertinent information to
Surveillance (0): The Specters travel to and from Lord Tanlan. He occasionally heads into town to
town in disguise or under cover of night, looking for gamble, since no one in the castle will give him credit
rumors. anymore.
Follow a Lead (1): The Specters follow leads regard- Assignment in the Field (1): Suspicious of recent
ing suspicious activity, either by the adventurers or activity, Olos travels to Elderwood to do some digging
factions allied with them. personally.
Assassination Attempt (2): Enemies of Lord Tanlan Assassinate (2): If Olos is aware of the adventur-
have drawn Oloss attention, and he dispatches one ers and their agenda, he straps on his daggers and
or more Specters to take them out. (If an adventurer attempts to assassinate one of the characters.
comes to the attention of the Specters, Olos takes care
of it. See his entry below.)
Goblin Company
Olos the Spymaster Scruffy, unkempt, and ill-mannered is the standard
The wily halfling Olos has been a mercenary and a description of the goons in Goblin Company. Kamren
spy his entire life. His graying hair and the scar along puts Thorsk and his soldiers in charge of harassing
his cheek are marks of his experience. The band of towns and guarding less important places.
From top: Gaheel, Fermina, and Olos
Commander: Thorsk.
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Troops: 24, including the ogre mercenary Churg. Routines: Thorsk is a rowdy thug. If he hasnt and can deactivate it with an Arcana check. The
Difficulty: Goblin Companys members are shift- been given orders to fight, he carouses and causes deactivation must be done quickly, however, or Fer-
less thugs, and checks made against them use easy trouble. mina instantly detects the amulets location if it is
DCs. When they escalate to routine level 2, checks Drink and Yell (0): Thorsk sits back in the Goblin moved more than 20 feet from her.
made against them use moderate DCs. Company barracks, browbeating his subordinates Routines: Ferminas work is largely immaterial to
Routines: Since Goblin Company is known and demanding that they bring him more beer. this adventure. The heroes need to worry only about
more for reckless tactics than a strong work ethic, it Look for Trouble (1): Thorsk goes to Elderwood to the defenses she has set up in the vault.
is rarely assigned a task of high importance, such as look for a fight, whether with bar patrons or one of Basic Defense (0): Fermina has set up only a few
guarding the keep. the local lumberjacks. Anyone who gets in his way or defenses. Choose three defenses.
Slack Off (0): The members of the shiftless com- gives him attitude is in for a bruising. Elite Defense (1): Armed with new research, Fer-
pany sleep or play cards. mina adds another barrier to protect the vault.
Patrol Elderwood (1): The Goblins take a trip to
town to clamp down on dissent and engage in a little
Fermina, the Arcane Scholar Choose four defenses.
Ultimate Defense (2): With suspicious activity going
extortion. When Tanlan needed a master of arcane rituals to on, Fermina burns the midnight oil to seal off the
Guard the Castle Gates (2): Drafted into service in secure the defenses of his vault, Kamren called on an vault against intrusion. Choose five defenses.
response to warnings or threats, Goblin Company ambitious young eladrin named Fermina. Not con-
goes on gate guard duty at the keeps outer wall to
prevent a frontal assault.
tent to use the same spells and rituals that everyone
else does, Fermina regularly comes up with new and Elderwood
inventive ways to combine and improve magic. The town of Elderwood has never been a particularly
Thorsk the Enforcer Attitude: Impatient. Fermina always seems as important location. Its citizens are farmers, lumber-
though she has somewhere else shed rather beat jacks, and crafters.
Calling the shots for Goblin Company, the belligerent
least until she runs into another practitioner of the
half-orc Thorsk is covered with scars from dozens of
arcane arts. In the company of any fellow spellcaster,
fights. Willfully devoid of pity or tact, his approach is
she begins rattling off obscure facts and tricky ques- Government
completely opposite from Oloss, and the two have a Elderwoods citizens dont care about politics as long
tions, trying to learn as much as she can.
well-known animosity and rivalry. as the roads are maintained and goods are reasonably
Motivation: Knowledge. Ferminas salary goes
Attitude: Aggressive. Thorsk doesnt ask; he priced. An elected mayor makes the major decisions
toward paying for expeditions, tomes, and study.
demands. His subordinates are beaten and terrified for the town, delegating a few tasks to subordinates.
She wants to expand her knowledge of arcane magic
under his violent leadership.
much more than she wants to be a mercenary.
Motivation: Battle. Thorsk loves to fight, and he Mayor Sovald Desmeer
Vice: Obsessive. Fermina has a thirst for knowl-
chafes at being forced to do guard duty.
edge regarding arcane lore, and she seeks out any Sovald, a farmer by trade, is serving his second term
Vice: Fury. When his anger takes over, Thorsk
phenomena or relics she hears rumors about. Some- as Elderwoods mayor. This gray-haired human is
cant be reasoned with. If he thinks he has been
times she leaves her post or shirks her responsibilities accustomed to dealing with minor squabbles, not
insulted or betrayed, he is quick to resort to violence.
to sate her curiosity. with warmongers and mercenary armies. All he
Difficulty: Thorsk is most competent when direct
Difficulty: Fermina is competent but easily dis- wants is peace, and he knows how badly Elderwood
confrontation is involved. Until he goes looking for
tracted. Checks made against her use moderate DCs. would fare in a direct attack.
trouble, checks made against him use easy DCs.
Key: Fermina has a key to Tanlans keep, and
Checks made against him use moderate DCs only
she secures the triangular magic amulet in her coin
after he escalates to routine level 1.
pouch. The key can be stolen with a Thievery check,
but a magical alarm guards it. A character who has
training in Arcana senses the alarm automatically
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Factions
If the adventurers recruit members of a faction, the
party can call on those characters for aid later on.
They might be used to create a diversion, intercept
messengers, distract spies, and so on. When the
adventurers recruit a faction to their cause, give the
players an index card representing that they now
have that group to call on.
Dont give specific rules for these groups. Rather
than acting as companion characters or bestowing
specific bonuses, have the faction members function
as the players dictate, possibly altering enemy rou-
tines or helping to bypass challenges the adventurers
might face.
Engaging the
Adventurers
The town of Elderwood contains locations to play off
the types of characters found in a typical adventur-
ing party. The Black Cat thieves guild can draw in a
rogue, while the Tunnel Sage Society serves as a point
of interest for arcanists, and so forth. Try to nudge
the players toward secondary characters that their
adventurers might want to interact with.
If the party features unusual characters, change
the organizations to make a better fit. The goal is for
the players to feel as though each adventurer has a
natural place to do a little investigating.
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thieves know that Tanlans presence in Elderwood lumberjacks of Elderwood offer prayers to Melora Town Guard
will be bad for business. before working in the woods. Townsfolk who are The experienced combatants in Elderwood work part-
Recruiting: A rogue or a character with a suitably about to go on long journeys leave offerings for time shifts in the town guard. The guards deal with
shady backstory can recruit the thieves. The thieves Avandra. the occasional barroom brawl or bandit attack, but
have an initiation process, which requires a scene to Beles, the rustic priest who maintains the shrine, only their de facto leader Olaf has experience in real
complete. Any adventurer who goes through the trials is an oracle respected for her insights. Lord Tanlan warfare.
earns the guilds trust and assistance. has declared that he will bring in his own priests Recruiting: A trained warrior such as a fighter,
The initiation goals must be completed in a way when he takes overones who will collect the tithes a warlord, or a warden can recruit the town guard.
amenable to the thieves, meaning the character must he demands. They join the adventurers cause only if they believe
tell no truths, spend no money, and remain unde- Recruiting: A divine or primal character can the character to be a capable warrior. This requires a
tected in stealth and falsehoods. An initiate needs recruit Beles by spending one scene engaging in a test one-on-one duel between the recruiter and Olaf until
to complete two goals to pass. Plans and distractions of faith (described below). The mercenaries believe one of the combatants becomes bloodied. (Use Olaf s
that you judge to be particularly clever can be com- in Beless oracular powers, and she is willing to trick statistics block, on the following page, to resolve the
pleted quickly. If two goals are completed quickly, the Lord Tanlans forces to protect her town and shrine. duel.) Allies can provide no assistance. If the charac-
initiate can attempt a third one for higher prestige. Seeing the Future: Beles can peer into the future on ter loses but makes a good showing, the guards can be
Bawdy Books: The thieves have heard that some behalf of the adventurers. Use this as a chance to fore- convinced to aid the party with moderate DC Diplo-
of the tomes in the Tunnel Library include pictures shadow routines that have changed or betrayals by macy checks, as long as the adventurers show respect
of demons, nymphs, and satyrs that are shockingly informants, and to hint at secrets of the castle (such and good character.
lascivious. The initiate needs to bring back one such as the password to the keep door, the hidden cavern,
book. This might involve the character taking on the or the use of magic keys). Tunnel Sage Society
guise of a scholar, breaking in late at night, or seduc- Test of Faith: Beles uses her oracular magic along A small club of arcanists meets in the Tunnel Library,
ing a lonely arcanist for access. with potions and special incense to perform a ritual. a storehouse in an underground room beneath the
Nice Threads: The initiate needs to collect a town It mentally sends an adventurer back to a forma- alchemy shop. Koda the alchemist is the clubs found-
guards uniform without killing the guard or being tive event in his or her past. This event could be one ing member. The club has been gathering scrolls
implicated in the crime. Accomplishing this goal from early in life, but try to find a decision point that and ritual books for over a decade, and its members
might involve engaging in a drinking contest, snag- occurred in your campaign. Put the character back in have all learned a bit of arcane magic from Koda. No
ging laundry while its being washed at the river, or that situation, and see whether he or she makes the one in the club has the skill level of an adventurer,
tailoring a fake uniform. same decision. however.
Strange Brew: The adventurer must procure a bottle This is a test of character. The decision made is less Recently, Fermina disrupted one of the clubs
of exotic Lamia Lager from the Coughing Banshee important than the ability to make the decision and meetings and demanded to look through the mem-
Inn. Bertha doesnt leave her bar unattended for long, live with it. Changing a decision to do whats right bers research. Armed mercenaries kicked the
and she is resistant to trickery (moderate DC Bluff ). is a valid option, as is sticking with the same deci- members out while Fermina spent a day in their
The initiate also has to distract or con the other bar sion to maintain the path that led the adventurer to library. The library members are now anxious to get
patrons to go unnoticed. Elderwood and the oracle. If the adventurer refuses back at her.
to make the decision or tries to please Beles rather Recruiting: The library members cant be
Bough Shrine than doing what he or she considers right, the priest is recruited as such, but an adventurer skilled in magic
A massive, bent tree on the edge of the forest was unimpressed. Otherwise, Beles shows respect for the can spend a scene researching with them. This pro-
turned into a shrine ages ago. It was originally dedi- adventurers strength of character and agrees to aid vides an idea of what Fermina was looking for, and
cated to worship of the primal spirits, but eventually the party. allows the adventurer to come up with countermea-
incorporated icons and symbols of deities. The sures to the magical defenses placed in Tanlans vault.
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Bribe: 80 gp.
If Loyal to Elderwood: Lymeris eagerly sells out
Available Magic Items: bag of holding (1,000 gp),
darkskull (4,200 gp), dust of arcane insight (3,400 gp),
Player Tool: Contingency
his old employers for the gold that will let him high- elixir of invisibility (level 6, 75 gp), enshrouding candle Plans
tail it out of Elderwood. (2,600 gp), five potions of healing (50 gp each), sending When the caper begins, each player has one con-
If Not: Even though Fermina cast him out, stones (9,000 gp), spymasters quill (5,000 gp). tingency plan available. Use a token of some sort to
Lymeris is desperate to get back into Ferminas good represent the plan. Think of a contingency plan as
graces. If taken into the adventurers confidence, he The Coughing Banshee Inn something the character thought of that the player
passes on their plans to Fermina and the troops at the This inn has seven small rooms plus a cleverly con- didnt. Just as you gain plot points so that you can set
castle. cealed back room behind the chimney. The inn sees up a proper defense, the players have contingency
all kinds of clientele, from poor farmers to Tanlans plans so they dont get stuck.
Shops mercenaries. The innkeeper, Bertha Hamish, brings
in kegs of exotic beverages from traders and brews
At any point during the caper, a player can spend
his or her contingency plan token to prepare a char-
Elderwood contains the usual shops found in a town acter for a situation as it arises. The preparation
her own ale, Elderwood Stout.
of its size. Any basic nonmagical gear can be found should tie in to the type of character. For example, a
Listening In: An adventurer can spend a scene
and purchased here. Specific shops detailed below druid might bring a small bird that can fly over pres-
sitting in the inn, listening to conversations in the
provide resources that might be helpful during this sure plates to activate a switch. A wizard could reveal
hope of hearing good information. In this scenario,
caper. that she previously traded for the Tensers Floating
include one of the enemy characters or a member
of one of the mercenary companies, and relay a Disk ritual at the alchemy shop, in reaction to real-
Potions and Poultices Alchemists izing that the loot in the vault cant be carried out by
piece of information that character would know, as
Shop well as any basic information youd like to give the hand.
The dwarf Koda provides the adventurers with magic adventurers.
items and rituals worth up to 10,000 gp from his
DM Tool: Plot Points
stores. If the characters want to borrow more, a suc-
cessful moderate DC Diplomacy check convinces
E xecution You should still have plot points left over from the
Koda to double his monetary limit on loaner items. Whether the adventurers think theyre ready or have preparation stage. You can spend these during the
However, he worries that if the characters carry too simply run out of time, they have the vault in their caper to change routines, but such changes wont
many of his items, hell be in trouble if the heroes are sights as they make their run at the castle. always fit in with the faster action. Most of the time,
caught. you should spend these points when things are going
Koda expects any loaned items back at the end of well for the adventurers. Did they make it into the
the caper, unless the characters use the spoils to buy
A Solid Plan keep without difficulty? Maybe thats because some of
them or you decide to make them part of the reward. Before the characters travel to the castle, make sure Goblin Companys members are in Tanlans residence
The adventurers can also buy any items they can the players have worked out a clear plan to face any- stealing the despots fine liquor. Are the adventurers
afford, and Koda is willing to trade items on a normal thing they know about. Give them time to nail down making their way out with the treasure? Too bad Fer-
value basis. If the characters buy or trade for items, the final details if theyre not all on the same page, mina set up an alarm ward to detect massive amounts
Koda has plausible deniability if the adventurers fail and have them write down each stage of their mis- of silver leaving the castle.
and Tanlan comes looking for the source of their sion. No plan survives contact with the enemy, and Cost: You spend 1 plot point to change a routine
magic. they might not know all the details even at this point, or the action of a group or an enemy in this way. Be
Available Rituals: Detect Secret Doors (125 gp), but its good for the players to have an overall direc- careful, though. You want to challenge the adventur-
Detect Treasure (800 gp), Knock (175 gp), Silence tion in mind. ers, but you dont want to counter every one of their
(75 gp), Tensers Floating Disk (50 gp), Wizards Sight successes with a setback.
(680 gp).
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Stages of the Caper The broad strokes of the story are the same.
Tanlan shows up, finds his vault empty, and real-
jobless mercenaries into foes in upcoming scenarios.
This can be especially fun if the characters developed
Remember the list of six goals from page 5? Have it
izes he has a bunch of mercenaries that he cant pay. a specific animosity for a company or its leader.
handy so you and the players know the order of the
The mercenaries loot the castle to recoup some of
action.
their losses, then hit the road. Tanlan plans to flee to The Money
another of his holdings, but Elderwood guards nab The adventurers are free to keep the treasure, but
Checks and Conflicts him when the mercenaries clear out. The mercenar- they might also consider donating a large portion to
Many of the adventurers actions in the castle will ies travel through the other towns and villages under the people of Elderwood and the other local settle-
come down to skill checks. Do the disguised heroes Tanlans control, pulling out the warriors stationed ments impoverished by Tanlan. In reaction, the locals
successfully bluff the guards at the gate? Can they there. are so grateful that they hand over ownership of a
open the lock at the main keep gates and use the Adjust the details to reflect what happened during recently vacated stronghold in the area. Alternatively,
password quickly enough to not get caught? For most the caper. If the adventurers pretended to be people the characters might decide to hire the mercenaries
situations, an adventurer makes a check against the they werent, those characters show up in the legend themselves, or to take care of business from another
DC indicated in the information given for an enemy of how Tanlan fell. If they stole supplies or left valu- part of the campaign that a pile of cash can solve.
or company. Enemies make checks only rarely, and ables behind, make those details significant.
these are usually opposed checks made against a
character.
Also try to find ways to involve the adventurers
in the conclusion. If they remain nearby to observe,
T he Castle
Whenever the adventurers are traveling in a have Tanlan make a run for it so the party can help Tanlans home base is a large castle a short distance
group, they could need to make group checks (Rules the town guard catch him. If the adventurers are far south of Elderwood. The castle is hundreds of years
Compendium, page 128) to accomplish tasks. Encour- away, have a few Goblin Company mercenaries show old, but Tanlan claimed and renovated it only a
age clever strategies and adjustments to play to deal up at the same location, looking for work. decade ago. It stands on a stony cliff above a canyon
with difficult group checks. If the players come up Alternatively, Tanlan could escape to hound the carved out by the Dryads Lament, a wide river that
with a cool idea, lower the DC or grant an automatic characters in other adventures. You can also turn the flows out from the dense forest. Lumber merchants of
success. Elderwood use this waterway to transport logs east-
For example, three adventurers might choose ward to the trading city of Rivergate. At the top of the
to cross the moat near the northeast castle tower. cliff, a narrower river flows around the castle, split-
Manticore Company is in the Stand Guard routine, Slow Play ting into two branches and creating twin waterfalls
occupying the northeast tower and two others. Each that flow down into the Dryads Lament below.
If a plan goes awry and the group needs to change
adventurer attempts a DC 16 Stealth check while course, the players might get bogged down in explor-
splashing through the moat. If two or three of them
succeed, theyre okay. If not, Manticore Company
ing every possible course of action rather than just Castle Locations
picking one. Long planning sessions arent bad in The locations inside the castle are roughly divided
becomes suspicious. The company might go to the the early stages, but if the characters need to make according to the first three parts of the caper.
Close Watch routine or call on another company to a quick decision, so do the players. If the players are
check out the disturbance. spending a long time deciding what to do next, give Outside the Wall
them a couple of minutes of warning. If they use up 1. Moat. A river flows around the castle and
Aftermath that time, you gain 1 plot point and should spend it off the cliff behind it. The smaller south branch
What happens if the adventurers succeed? Whether on an enemy routine that can help force the players was channeled out to create a moat that covers the
the characters remain in Elderwood or hear about to action. exposed sides of the castle. Crossing the moats calm
the repercussions of their caper only afterward, skip water isnt difficult (Athletics DC 10), but doing
ahead in time and play out the consequences. so can make a lot of noise. If guards are near the
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5. Towers. The castles towers stand 25 feet high. a pile of rocks nearby. Each catapult can deliver a 17. Stables. Horses occupy six of the twelve stalls
Each one has a hatch at the top, a staircase leading payloadwhether a rock, a person, or a bag of trea- here. The other horses are with Hydra Company,
down, a door out to each parapet the tower connects sureover the outer wall. Repositioning the catapults Kamren, and Lord Tanlan at Toads Hollow.
to, and a door at the bottom. The doors at the bottom takes time and effort, and makes a great deal of noise. 18. Temple. Tanlan has never used this temple
lead into rooms except for the southeast and north- 10. Gaheels Quarters. This two-story dwelling as a place of worship. Given the lack of hygiene of its
west towers, which exit directly to the courtyard. is full of empty bottles and dusty trophies. A staircase current resident, the ogre known as Churg, it prob-
6. Secret Tunnel. To grant the spies of Specter connects the two levels, then leads on up to the top of ably wont be used for such a purpose again. The ogre
Company the ability to leave the castle undetected, the tower. can barely fit through the temples doors.
the mercenaries dug a narrow tunnel under the 11. Wolf Barracks. These rooms are similar in 19. Mess Hall. Two long tables lined with
moat and out to the forest. Adventurers who perform structure to Gaheels quarters, but are packed with benches provide seating for a feast, but this room is
reconnaissance can find the entrance in the woods five beds on each floor. deserted except at mealtimes. It has the only entrance
with a thorough search and a hard DC Perception 12. Specter Barracks. The spacious barracks to the kitchen, but offers no access to the keep.
check. Characters can travel through in single file, of Specter Company are lined with desks. Each is 20. Kitchen. The cook prepares meals here,
ending up in the Specter Company barracks (area covered in scrolls and maps containing information using a large cast-iron oven. Hes a member of Goblin
12). regarding Elderwood and the other towns that Tanlan Company, so he spends most of his free time in the
controls. This room contains the only entrance to Goblins barracks.
Inside the Wall Oloss quarters.
With the exception of the keep, the storehouse, and 13. Oloss Quarters. The spymaster is well paid, Outside the Keep
the gatehouse, buildings inside the walls are 10 feet and ornate furniture (sized for a halfling) fills his Tanlan allows few people into his keep, which he
high. quarters. His documents are filed away in a large keeps highly secured.
7. West Courtyard. This courtyard features chest with an intricate lock (hard DC Thievery to 21. Keep (First Level). The larger lower section
entrances to the gate, Gaheels quarters, the Wolf open). They include a map of the keeps interior, not of the keep stands 20 feet high. Doors on the north
Company barracks, the Specter Company barracks, including the vault. You can also place information wall are the only entrance.
the stable, and the keep. An empty coach sits near the here regarding other parts of the adventure the play- A character carrying one of Tanlans amulet keys
stable entrance. It requires two horses to pull it. ers expressed an interest in but couldnt figure out. can place the amulet in a triangular recess in one of
8. Center Wall. A wall with a wide archway 14. Manticore Barracks. The archers have tidy the doors, then recite the command phrase Toads
divides the two halves of the courtyard, connect- living quarters, which feature worktables set up for Hollow to magically open it. Attempting to open the
ing the roof of Oloss quarters with the roof of the fletching arrows. A door from here leads up to the doors with the amulet and the wrong password, or
banquet hall. The wall is narrow, requiring a moder- northeast tower. simply trying to force them open, triggers an alarm
ate DC Acrobatics check to balance while crossing. 15. Goblin Barracks. Next door to the prim that sounds like a braying donkey. The alarm is loud
Torchlight doesnt reach the archway well, so a char- archers stands the rowdy clubhouse of Goblin Com- enough to alert guards throughout the castle.
acter gains a +2 bonus to any Stealth checks made pany. Cots fill this long room, the floor of which is 22. Keep (Second Level). Tanlans quarters make
while crossing it. littered with half-eaten meals and empty beer mugs. up the smaller second floor of the keep, which stands
9. East Courtyard. This courtyard has entrances Thorsk lives here with the troops, who party when- another 10 feet above the first floor. A chimney sticks
to the storehouse, the Manticore Company barracks, ever theyre not on duty. The barracks are too small out from the roof, providing one of the few ways to
the Goblin Company barracks, the banquet hall, and for the ogre mercenary Churg, who sleeps in the enter the keep other than the main doors. Details
the southeast tower. A temple stands within, and four small temple (area 18). for doing so appear in area 10 of the Keep Interior
catapults are positioned near the north wall. 16. Storehouse. All kinds of supplies are stored section.
Catapults: These siege engines havent been used here, from armaments to furniture to food. After the
in a long time, but each is ready to be fired and has food delivery on the morning of day 3, the larder in
this building is full.
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Stage Three: This part of the lock is a metal cylin- Pressure Plates
der with slots opposite one another on each side. The The floor tiles under and adjacent to the stack of
slots are four inches long and half an inch wide. Look- silver bars settle under the treasures weight. (Treat
ing inside reveals a series of metal rods with a narrow each square as one tile.) The defense is set to trigger
opening in the middle. The rods slide away from the whenever all the bars are removed from one of the
opening if pressure is applied from the middle, but plates, or if weight is put on one of the plates that cur-
they dont move up or down. This lock can be opened rently has nothing on it. If the plates trigger, an alarm
with a hard DC Thievery check as a standard action. sounds.
One other character can assist with a moderate DC The plates are flush with the floor when not acti-
Thievery check to manipulate the rods on the oppo- vated, and press down half an inch below the floor
site side. The lock can also be opened by sliding a when activated. Only a narrow seam marks the edge
longsword or short sword through the gap. between the plates and the rest of the floor.
Countermeasures: An easy DC Perception check
Perilous Passage spots the plates pressed down beneath the bars. Spot-
When the characters get past the double doors, they ting the plates around the bars requires a moderate
see an oblong area 10 feet wide with two doors set DC Perception check. For passive Perception checks,
into the far wall. The doors are closed but not locked. increase each difficulty category by one.
Beyond these two doorways, one path leads to the Rigging a plate so it cant move requires a moder-
inner chamber and is unimpeded, while the other ate DC Thievery check.
is a corridor that only seems to be safe. If a creature check. A creature that fails the check is slowed and
Even one silver bar resting on a plate is enough
moves north from the middle square of that corridor takes a 2 penalty to d20 rolls. A slowed creature that
to keep a plate pressed down. Other items, such as
into the square closer to the inner chamber, a magical fails the check is instead dazed and takes a 4 pen-
chairs or heavy books, can also do the job. Adding
sensor is triggered. Stone slabs drop down just inside alty to d20 rolls. A dazed creature that fails the check
additional weight to the stack of bars (for example, a
the corridor on either end, trapping anyone inside the becomes unconscious. After being subjected to any
character climbing on top of the stack) does not fur-
passageway, and an alarm sounds. gas effect, a creature that succeeds on a subsequent
ther depress the plates beneath it.
Countermeasures: A successful moderate DC Endurance check has that effect reduced to the previ-
ous effect.
Dungeoneering check reveals an abnormality in the Sleep Gas
ceiling ahead, suggesting that part of it is not con- Countermeasures: Detecting magic using
A magical sensor triggers the release of sleep gas as Arcana (hard DC) reveals the invisible sensor. The
nected to the stone around it. A character in the soon as anyone moves from one of the narrow cor-
middle square of the corridor or the square to the sensor can be disabled with three successful hard DC
ridors into the vault. If Tanlan or Fermina crosses Arcana checks made by a character who has training
south of it can make a hard DC Arcana check to the sensor curtain ahead of anyone else entering the
locate the invisible sensor before triggering it. Lifting in Arcana.
inner chamber, the trap doesnt activate. A successful hard DC Perception check reveals
one of the stone slabs after they have fallen requires The gas begins visibly filling the vault as soon as
a hard DC Athletics check. Alternatively, a hidden that the gas comes out of a dozen narrow vents near
any character trips the sensor, but it takes a while to the top of the ceiling. A character can climb the wall
lever (hard DC Perception check to find) on the out- build up. It doesnt go up the stairs, so any creature on
side of the corridor adjacent to each slab causes it to and use appropriate materials or tools to plug a vent
the steps outside the double doors is unaffected. with an easy DC Thievery check. For every two vents
rise again. The guards use these releases if they come Starting in the third round after the gas begins to
in response to an alarm. plugged, characters gain a +1 bonus to Endurance
flow, any creature that ends its turn in the vault must checks made against the gas.
make a moderate DC Endurance check each round. The hidden chutes (see Vault Features) can be
A creature holding its breath must still make this used to counter the gas. Uncovering one chute causes
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the heavy gas to vent out along the floor, granting in one of those squares cant be detected. Anyone Countermeasures: The room stops filling only
characters in the vault a +2 bonus to checks made who watches the eye for 1 round can determine this if both pipes are blocked. Each pipe is the size of a
against the gas. Removing both chute covers thins the information. human fist. Since the water is under strong pressure,
gas considerably, granting a +5 bonus instead. Avoiding the sensor as it makes its sweep requires it takes significant force (hard DC Athletics) and
The gas persists in this area until one or both of luck, good timing, and precise movement (moderate appropriate material to block a pipe.
the chutes is opened. If one grate is exposed, the gas DC Acrobatics or the use of an appropriate move- A panel in the wall near each pipe (hard DC Per-
dissipates to a harmless concentration in 5 minutes. If ment power or teleportation power). A character who ception to find) conceals a valve that shuts off the
both grates are opened, it takes 2 minutes for the gas reaches the blind spot can pry the crystal loose from flow of water. It takes a moderate DC Athletics check
to flow out. the wall (hard DC Thievery) or cover it (easy DC to turn the valve if the water is flowing. One charac-
The players might come up with other ways to Thievery). Failing this check by 5 or more sets off the ter can assist in turning the valve.
defend against the gas, such as breathing through wet eyes alarm. The hidden chutes (see Vault Features) can be
cloth. Grant them bonuses to their Endurance checks A character who has training in Arcana can used to drain water from the room. Uncovering one
if they do. attempt a hard DC check as a standard action to chute balances the flow of water and keeps it at its
blind the eye, making it possible for anyone to move current level. Uncovering both chutes causes the
Watchful Eye in the eyes field of vision for 1 round. Failing the water to lower at the same rate it normally rises. Pull-
A magic crystal sensor embedded high on the curved check by 5 or more sets off the eyes alarm. You might ing the tile from either chute requires an Athletics
wall of the inner chamber between the narrow cor- allow appropriate powers to also blind or hinder the check, with a DC that depends on the depth of the
ridors detects intruders. The eye can do nothing eye. watertwo feet (easy DC), five feet (moderate DC),
other than see; it doesnt detect sounds or other sensa- Any creature that looks like Tanlan, Kamren, or seven feet or more (hard DC). One character can
tions. The eye cant view the entire chamber at one Fermina, or Olos wont activate the alarm. A good dis- assist in opening a chute.
time (see Countermeasures). The area the eye is guise or illusion can thus trick the eye.
currently viewing is illuminated by a glow. This illu-
mination is obvious if the chamber is otherwise in Water Outlets
darkness. If the chamber is lit, perceiving the glow This defense does not exist on its own, but needs to be
and noticing the sensor requires a moderate DC Per- tied to the complex lock, the watchful eye, or the pres-
ception check. sure plates. When an alarm is raised by the defense
From its position, the eye cant see characters who its associated with, water begins to fill the vault, flow-
are in the narrow corridors or in the corners where ing in through two floor-level pipes from the moat
the hidden chutes are located (these areas are shaded river. As with the sleep gas, the water wont rise above
on the map). If it sees an unauthorized intruder, its the bottom of the stairs.
alarm goes off. A character who makes a moderate Water pours in rapidly over a minute.
DC Arcana check realizes where the eye can and Round 1: Two feet deep; squares in the vault are
cant see. difficult terrain.
Countermeasures: The sensor is capable of Round 3: Five feet deep; creatures might have to
seeing only a one-third segment of the inner chamber swim (Athletics DC 10) to move in the vault.
at a time as it sweeps back and forth over the area. Round 6: Seven feet deep; most creatures need to
It changes its viewing angle every round, so that it swim.
can observe the entire chamber in 3 rounds. The Round 10: Water fills the vault; a character must
two squares directly beneath the sensor in the center hold his or her breath (Rules Compendium, page 180)
of the curved wall are a blind spot; any creature or drown.
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Eladrin Twilight Incanter Level 8 Controller Half-Elf Level 6 Skirmisher (Leader) Human Noble Level 5 Controller (Leader)
Medium fey humanoid XP 350 Bandit Captain Medium natural humanoid XP 200
HP 82; Bloodied 41 Initiative +7 Medium natural humanoid XP 250 HP 60; Bloodied 30 Initiative +3
AC 22, Fortitude 18, Reflex 20, Will 22 Perception +5 HP 69; Bloodied 34 Initiative +9 AC 19, Fortitude 17, Reflex 17, Will 18 Perception +3
Speed 6 Low-light vision AC 20, Fortitude 18, Reflex 19, Will 18 Perception +8 Speed 5 Low-light vision
Saving Throws +5 against charm effects Speed 6 Low-light vision Traits
Standard Actions Standard Actions Protected
m Spear (weapon) At-Will m Longsword (weapon) At-Will The noble gains a +2 bonus to all defenses while it is adja-
Attack: Melee 1 (one creature); +13 vs. AC Attack: Melee 1 (one creature); +11 vs. AC cent to an ally.
Hit: 2d8 + 4 damage, and the target is slowed until the end Hit: 2d8 + 5 damage, and the captain shifts 1 square. Standard Actions
of the eladrins next turn. r Dagger (weapon) At-Will m Longsword (weapon) At-Will
R Binding Bolt (force) Encounter Attack: Ranged 5/10 (one creature); +11 vs. AC Attack: Melee 1 (one creature); +10 vs. AC
Attack: Ranged 5 (one creature); +11 vs. Reflex Hit: 2d4 + 7 damage. Hit: 2d8 + 4 damage.
Hit: 2d8 + 7 force damage, and the target is immobilized M R Slash and Dash (weapon) Recharge 4 5 6 C Urge Hesitation (charm) Encounter
until the end of the eladrins next turn. Effect: The captain makes uses longsword, shifts 2 squares, Attack: Close burst 5 (enemies in the burst); +8 vs. Will
Miss: The target is slowed until the end of the eladrins next and then makes uses dagger. Hit: The target cannot use a standard action during its next
turn. M Triggering Slash (weapon) Recharge 5 6 turn.
R Teleporting Bolt (force, teleportation) At-Will Attack: Melee 1 (one creature); +11 vs. AC Appoint Champion At-Will
Attack: Ranged 5 (one creature); +11 vs. Reflex Hit: 1d8 + 4 damage, and one ally shifts 1 square and Effect: Close burst 10 (one ally in the burst); the target
Hit: 2d10 + 5 force damage, and the eladrin teleports the makes a melee basic attack as a free action. makes a basic attack as a free action and shifts 1 square
target up to 3 squares. Skills Athletics +11, Diplomacy +11, Insight +8, Stealth +12 before or after the attack.
Miss: The eladrin can teleport the target 1 square. Str 16 (+6) Dex 19 (+7) Wis 11 (+3) Inspirational Authority Encounter
C Dazzling Blast (radiant) Recharge 5 6 Con 13 (+4) Int 10 (+3) Cha 16 (+6) Effect: Close burst 10 (one ally in the burst); the target uses
Attack: Close blast 3 (enemies in the blast); +11 vs. Will Alignment unaligned Languages Common, Elven an at-will, encounter, or recharge attack power as a free
Hit: 4d6 + 2 radiant damage, and the target is blinded until Equipment leather armor, longsword, 6 daggers action.
the end of the eladrins next turn. Skills Diplomacy +10, Insight +8, Intimidate +10
Move Actions Str 15 (+4) Dex 12 (+3) Wis 12 (+3)
Fey Step (teleportation) Encounter Con 12 (+3) Int 14 (+4) Cha 16 (+5)
Effect: The eladrin teleports up to 5 squares. Alignment unaligned Languages Common
Str 12 (+5) Dex 16 (+7) Wis 12 (+5) Equipment chainmail, light shield, longsword
Con 10 (+4) Int 20 (+9) Cha 16 (+7)
Alignment unaligned Languages Common, Elven
Equipment robes, spear
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Developer
Chris Sims
Editor
Scott Fitzgerald Gray
Managing Editor
Kim Mohan
Producers
Christopher Perkins, Greg Bilsland, Stan!
Art Director
Kate Irwin
Illustrators
Tony Foti, Jason Juta, Tyler Walpole
Cartographer
Sean Macdonald
Graphic Production
Angie Lokotz
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Backdrop:
Skullport
By Matt Goetz
Illustration by Brian Valenzuela
Cartography by Mike Schley
Hunched on the banks of the subterranean River intermittently lit by thrashing lantern-eels held in
Sargauth, Skullport is no stranger to death and suspended globes of Sargauth water. Overhead, a
destruction. Built on the site of a long-dead Netherese thick layer of dripping mold covers the ceiling, glow-
encampment, more than once Skullport has weath- ing sickly when stirred by the currents of air in the
ered storms that have brought it to the tattered edge cavern. This wan green light, known as the Gloam, is
of annihilation. No matter how unlikely it seemed Skullports poor imitation of the night sky.
that this Port of Shadow could rebuild after a devas-
tating event, each time it has risen from its bones to
exist again.
Culture
A festering sore on Undermountain, Skullport To protect against the brackish water that constantly
lies deep beneath the streets of Waterdeep. Far from drips from overhead, longtime inhabitants of the
the prying eyes of the Waterdhavian lords, the city portcolloquially called Skulkerswear thick
long had a reputation as a hub of illicit trade, fed by a mantles of oiled canvas and broad-brimmed hats
stream of pirate vessels that used the port as a hidden that cast their faces into shadow. True Skulkers are
sanctuary. After falling victim to disaster upon disas- easy to distinguish from visitors to Skullport by the
ter, that stream became a trickle, but the intermittent cloths they wear over their mouths and noses when
influx of goods, coupled with Skullports relative on the streets. Even though these cloths are soaked
autonomy, has drawn a bizarre range of creatures in sweet-smelling oils to keep the stench of the
to the city. Outcast drow, plotting illithids, luckless cavern and river at bay, they provide small comfort.
merchants, spellscarred refugees, and the worst crim- The fetid smell of the river has a way of seeping into
inals of Waterdeep struggle to survive on Skullports everything, permanently marking objects with a faint
narrow, wooden streets. stink. When items soiled with riverstench make
Built within an immense cavern, the port is a their way to the surface, they are sold for steep dis-
dense and erratic array of reclaimed materials con- counts, since nothing short of ritual magic can work
structed in layers to fill the caves limited space. the reek of Skullport out of them.
Narrow walkways and gangplanks thread through Things in the Port of Shadow have a way of aging
the chaos, creating makeshift streets between before their time, and the people are no exception.
the creaking stilt-houses and ruins of the city, Most Skulkers exude the hunched bitterness of a
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long and unfair life, medicating their woes with the history as the Sargauth Enclave, these mages fash- height: a seemingly lawless den of merchants, pirates,
strongest drinks that they can buy or steal. Some say ioned many wonders in their cavern, the greatest of slavers, and other sordid elements.
the cold and damp causes this, but the superstitious which was the mantle, an artificial copy of an elven This era came crashing down in the late 1300s.
blame the city, saying that somehow it feeds on its mythal. Although the mantle provided the caverns A slaad named Azriim tampered with the mantle,
small population like a leech. with strength and protection, it was also the enclaves weakening it to the point that it could no longer sup-
Lacking anything that could even jokingly be undoing. During the first true disaster of Skull- port the weight of the cavern above it. In a moment,
called a day, the people of Skullport measure time port, which happened at the same time as the fall of much of the Port of Shadow was destroyed; hundreds
like a ships crew: in bells of roughly four hours Netheril, magical surges ripped through the mantle, died as the ceiling of Skullport partially collapsed.
each. The system was initially devised so that the destroying much of the enclave and killing its inhab- The city might have rebuilt from that collapse, were it
crews of visiting ships could keep a consistent sched- itantswith a few exceptions. Thirteen mages were not for the coming of the Spellplague only a few years
ule with the people of the port, and the citys oldest absorbed and altered, becoming disembodied skulls later. At this point, the weakened mantle twisted,
inhabitants insist on continuing the tradition. that would keep watch over the city through its many firing off blasts of destructive energy that claimed
At the start of each four-hour block, timekeep- future iterations. many lives, before seemingly vanishing for good.
ers around Skullport ring corroded bells that have From that point on, Skullports history has several Gradually, most of the survivors fled the ruined
been salvaged from sunken ships. The hollow peals distinct eras. The first, starting in 1148 DR, was a city, letting it lie fallow. In these perilous years, Skull-
drift across the city, marking the passage of time. time of relative prosperity, when the necromancer port became home to only a few hundred desperate
The only exception is during the watch in the middle Shradin Mulophor petitioned Halaster Blackcloak, creaturesblighted souls that squatted in the slowly
of the night. Rather than many chimes, a single bell lord of the Underhalls, to settle on the ruins of a collapsing bones of the city. For generations, it seemed
is strucka tremendous, grime-encrusted, pitch- long-dead Netherese enclave. For centuries, Skull- Skullport was doomed.
black bell whose low, mournful tone echoes through port stood as one of the chief ports of trade in the In recent years, the citys outlook began to change.
the night. The people of Skullport are superstitious Underdark, and it was fed a steady supply of trade A young explorer named Miriam Sequora climbed
regarding the hours marked by the Black Bell, believ- on magically diverted rivers and through the mysti- up from the Yawning Portal in Waterdeep and began
ing them to be an unlucky time when monsters and cal gates that lined its walls. This was Skullport at its telling tales of Netherese artifacts and of rich veins of
misfortune claim their victims. mithral she uncovered in the ruins of Skullport. Most
Deep currents of rivalry run through the city. Waterdhavians disregarded these stories, but Miriam
Long-time Skulkers resent the citys recent newcom- won over a few citizens when she displayed a huge
ers; the poor resent those who have coin for taking The Mantle chunk of raw mithral and several old magic items of
what little the infrequently visiting pirates have to distinctly Netherese manufacture.
offer; and pirates resent the wretches who have long Does the mantle still exist? Yes and no. Although the Word spread through Waterdeeps broadsheets,
lurked in the shadows of the port, preventing them Spellplague destroyed the original mantle, a bit of and a handful of merchants scrambled to send expe-
from taking it over. All of Skullport would have dis- it remains in the rocks of the cavern. This remnant ditions to the Port of Shadow, hiring delvers and
solved under the conflict of its inhabitants were it needs a constant supply of fuel to keep the cavern sellswords to carve out their own claims in Skullport.
not for the mysterious sentinels who keep watch over intact, which the Skulkers provide. A little bit of life Within months, Skullport became a permanent home
itthe grisly disembodied Skulls from which the city force is drained from inhabitants to fuel this new to these first daring few. With them, small groups of
gets its name. mantle, which is the cause of their depression and merchants ventured down to the city, peddling their
their feeling prematurely aged. Additionally, those wares to the minersknown locally as skulldiggers
H istory in the city knowingly feed the mantle, usually in the
form of residuum, though some prefer the sacrifice of
mercenaries, and pirates who occasionally inhabit the
city.
The origin of the Port of Shadow dates back many living magic users. Largely, Skullport exists in the shadow of its nearly
centuries to when a group of Netherese mages set- complete destruction. Though the Port of Shadow is
tled in the region to perform their art. Known to
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the various members seek to advance their own agen- deep in the Port of Shadow, causing some to say that has formed a secret society, known as the Lowfellows,
das within the city. the Ring is starting to show signs of rust. who operate in shadow to punish the skulldiggers for
their intrusion. They use sabotage, such as the col-
The Reforged Ring The Riverborn lapse of a mine tunnel or the snap of a high Skullport
bridge, to deal with skulldiggers. The Lowfellows
At Skullports height, a group called the Iron Ring A small, disorganized confederation of pirates known avoid direct conflict not only because of the obvious
controlled slave trade in the city. The original group as the Riverborn operates from half-sunk ships off the consequences of drawing the ire of the Skulls, but
dissolved over the years, but the market for slavery shore of Skullport. Members are distinguished by tat- also because they fear drawing more intruders into
in Skullport did not. As new attempts are made to toos of a black serpent, whose twisting form echoes Skullport, whom they feel might seek retribution on
excavate the city ruins or mine its environs, slaves are the shape of the Sargauth. Having little love for mer- the behalf of their family members.
sought to do the greater part of the work. chant gangs and skulldiggers who vie for control of Originally, the Lowfellows were only a few dozen
Recently, a group has taken up the slack of the the city, the Riverborn refuse to serve on ships con- strong. In recent months their ranks have swelled
former slavers. Calling themselves the Reforged Ring, trolled by captains who consort with the gangs and considerably, fed by Skulkers displaced with each
they are as cruelly effective as their previous incarna- frequently stalk and attack sailors who do. Although new skulldiggers arrival, and with escaped slaves
tion. They maintain a force of slaves, which they lease the Riverborn have no stated goals, they act in the seeking to pay back their former masters.
to skulldiggers who hope to obtain the citys mithral. hope of driving the citys new inhabitantswhom they
Second in size only to the Mandible, the slavers of see as interlopersback to the streets of Waterdeep.
the Reforged Ring own a scattered network of slave Their presence is tolerated because of their useful- The Fray
pens and workhouses throughout the city, and their ness to those same lords. When a merchant wants These thirteen mages are the agents of the fourteenth
raiding teams constantly sweep the streets of Skull- to do harm to a rival without drawing the attention Skull of Skullport. Wearing tattered robes, they
port for those too weak to fend them off. of the Skulls, he or she sends an agent to the drink- emulate the fourteenth Skull as he was in life. Func-
Each trusted associates of the group is marked in ing houses in the Dredge to drop hints about the tionally homeless, they wander the streets of the city,
a ritualized ceremony; one of his or her ring fingers rivals shipments, hoping to catch the attention of the muttering incomprehensible things to each other.
is grasped with a pair of hot iron tongs. This brand Riverborn. The fourteenth Skull carefully selected each
bonds the individual to the Reforged Ring and serves member of the Fray to help him in his task of main-
as a symbol of status within Skullport. To be marked
by the Reforged Ring is to enter into a lifetime com-
The Lowfellows taining the weakened mantle. Selection for this duty
brings with it potent abilities, and those chosen go
mitment, though. Many groups outside the city look Skullport has long been home to the worst dregs that mad with the power granted by the fourteenth Skull.
unfavorably on slavery, and they do not hesitate to the Northdark has to offer. The crumbling city has Each member of the Fray can hear the whispers of its
punish those who profit from it. Members kicked played home to exiles, murderers, creatures twisted master no matter where it is in the city and is help-
out of the group rarely survive their first encounter with spellscars, and worse. As long as their depreda- less to resist his commands. Members of the Fray are
with someone outside Skullport who understands the tions occurred outside the direct view of the Skulls, promised that when the mantle is fully restored, they
meaning of the brand. these inhabitants were free to indulge themselves, will become the new Skulls of Skullport, a prospect
Although the Ring is an unpleasant, if accepted, far outside societys scrutiny. Since the skulldiggers that keeps these broken-minded creatures going.
part of Skullport, many groups within the city would arrival, however, things have begun to change. Some Some of their work is relatively harmless, involving
like to see it driven out. The Lowfellows in particular of Skullports long-term inhabitants have integrated the theft of magic items to break down into residuum
despise the Ring, since slaves make up a large part of themselves into the fledgling society, but many more that the mantle can absorb. Occasionally, though, the
its membership, and abolitionist individuals in Skull- were driven from their homes, fleeing from the bands mantle requires a greater sacrifice. At those times,
port would like nothing more than to drive the slavers of skulldiggers like insects fleeing the light of a torch. the Fray must hunt down and murder one of the
out of the city. This undercurrent of resentment runs Some feel slighted by this turn of events. Some citys visiting magic users. The powerful essence of
even seek revenge. A large group of longtime Skulkers the victim is captured and directed by the Fray, and
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although unpleasant, these sacrifices are vital to keep and the Crown commands the best of it. Bathed in a rivalry might be on the streets of Skullport, enmity
the newly built city intact. the Gloam from above, the towers of the Crown cast and vendetta are forgotten at Crookspars door.
all the city beneath them in shadow. A few buildings
L ocations of the Crown lie in chambers carved into stalactites
on the caverns ceiling, a reminder of the departed
The High Tide
Built atop a brewery on the level below, the High
The structure of Skullport is a complicated affair of Netherese who once called it home. Tide is the largest alehouse in the Port of Shadow.
stilt buildings, scaffoldings, and bridges built verti- The advent of the skulldiggers has caused a shift in Patronage at the High Tide is by invitation only, and
cally to make as much use of the limited space in the the landscape of the Crown. It is a hotly contested ter- its owner claims that his brews are the finest in all
cavern as possible. From Skull Island in the south ritory, where bloody brawls are fought over the finest of Undermountaina claim that is supported by
to the innermost chamber of the cavern, roughshod domiciles. Across the Crown, alehouses and gambling the outrageous prices he demands. The leaders of
structures cover every conceivable inch. Built from dens are cropping up to wrestle some coin away from Skullport are on the limited guest list, guaranteeing
the masts and beams of abandoned ships, scraps the districts new inhabitants, and the skulldiggers that they are never forced to drink alongside any of
carried to the city by the Sargauth, and the ruins seem eager to let them. the less savory lower classes. The aromatic scents of
of previous incarnations of the city, the most recent brewing ale, toasted malts, and boiling hops serve to
incarnation of Skullport grew like mushrooms on the Crookspar Parlor banish the worst of the reeking funk wafting from the
body of a waterlogged corpse. Now, much of the city Rising above the highest spires of the Crown is Sargauth, and the residual heat from its kettles and
lies crumbling and uninhabited, but pockets of life Crookspar Parlor, a two-story gambling den. Built fermenters makes High Tide more comfortable than
are scattered through the darkness. Skulldigger and with a commanding view of the city around it, Crook- any of the citys other taverns.
Lowfellow, Riverborn and Fraysome people will spar is infamous for the piles of coins won and lost Those seeking information could ask for no better
always be hopeless enough to call a place like Skull- daily at its gaming tables. The first floor is open to place than the High Tide. Though the deep booths
port home. all comers and boasts a range of games. Upstairs, the and secluded tables that fill the pub discourage
In the past, class stratified the various tiers of the parlor is divided into private rooms that can be rented eavesdropping, the true owner of High Tide, an unas-
city. Those with the most power built their homes by the hour for higher-stakes games. suming kobold named Gnawlip, sells the tidbits of
higher and higher, bringing them as far away from In these private rooms, the leaders of Skullports plots and plans he gleans as he clears the tables of
the fetid stink of the Sargauth as possible, while gangs compete with visiting pirates flush with trea- his patrons while dressed as a servant. The leaders
Skullports poorest were driven down to the murky sure. Fistfuls of gold, deeds to ships, and the leases on of the city often come here to discuss matters of busi-
edge of the river. Although no clear boundaries exist dozens of slaves trade hands each day on the upper ness, and the quiet, eminently ignorable Gnawlip
between tiers, the Skulkers coined terms for each so floor. Anything goes in these private games; the gam- is rarely given a second glance. A purse of gold or a
that they could help one another navigate the chaotic blers are constantly searching for new thrills. In a knot of mithral in Gnawlips nimble hands will elicit
streets of their city. famous bout, the slave Meirion Rainerch joined a any number of choice rumors about the citys most
game at the behest of his drunken owner and walked influential residents, though Gnawlip always makes
The Crown away with not only his freedom, but also a hundred sure no one knows that he is directly responsible
The uppermost tier of Skullport is called the Crown, pounds of pirate loot and ownership of a half-dozen for providing this information. He seeks to remain
which hints at the status of the people who once mining stakes across Skullport. as anonymous as possible in his dealings, so he uses
called it home. Although they are hovels by even the The leaders of Skullport have an unspoken nonag- various agents and methods of subterfuge to remain
most generous Waterdhavian standards, the towers of gression pact when it comes to Crookspar. An abiding cloaked.
the Crown, built as affluently as possible from local love for wealth won easily is one of the few things
materials, were home to the merchants and pirate they all have in common, and nothing spoils the
mood of a good game of dice like attempted murder
The Venter
captains of old Skullport. In a place such as the Port Most of Skullport is contained within the Venter, the
of Shadow, something as simple as light is a privilege, at the gaming table. Regardless of how deep-seated
cramped middle tier of the city. Home to most of the
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enough bring the Skulls to their door, a fate the broth- The Grand Hoist still being excavated by frenetic skulldiggers in their
ers would rather avoid. A rats nest of gears, winches, and chain, the Grand search for riches. Tons of rock is being hauled from
It is a well-known fact that the Riverside brothers Hoist is proving to be the most expensive blunder in the ruins of the main cavern and tunnels by Ring
are barely keeping ahead of Skullports demand for the history of the Port of Shadow. Manufactured from slaves, who carelessly dump it into the Sargauth by
food. Even a single day of bad fishing results in the parts recovered from the original hoist of Skullport, the wheelbarrow load. Once a tunnel is uncovered,
city going hungry and a potential starvation-fueled it was devised by a former head of the Mandible as a skulldiggers work it day and night in hopes of finding
riot simmering. To guard against such an outcome, means of transporting goods to Waterdeep without mithral or a Netherese artifact.
Orrin and Beldane have built storage vats behind the having to pay pirates for safe transport or to rely on Each major tunnel has a nameusually a colorful
fishery and have been trying to create a fish supply the dangerous routes through Undermountain. Two one such as Old Worthless or Rotten Luck, due to the
to serve as a reserve. To date their efforts have been teams began digging vertical tunnels, one starting in grim gallows humor that many skulldiggers share.
unsuccessful; each batch of fish they put into the vats Downshadow and the other in Skullport, hoping to Other tunnels and caverns, yet to be explored, wind
fails to survive more than a week. This turn of events meet in the middle. Ideally, the Grand Hoist could through the region, waiting for a skulldigger and his
has prompted the brothers to offer a reward of 100 gp move a constant stream of goods back and forth or her slaves to break into them and uncover the trea-
to anyone who can determine why the fish are dying. between Waterdeep and the Port of Shadow. In actu- sure, and danger, that Skullport still has to offer.
ality, the Grand Hoist project has been a long string
Scupperden of disasters and failures that have bankrupted nearly Denizens
Built from oiled sailcloth, rope, scavenged wood, and every investor who has backed it, and it has led to the
hope, Scupperden is the sole eatery of the Dredge. Mandible forcibly ejecting its leader in favor of new For the first time in generations, Skullport can boast a
The single long room is filled with cheaply built, blood. growing population, though that population is among
easily replaceable furniture, including several dozen This failure is partly the fault of the project. Get- the strangest in all of Undermountain. It is as if the
tables. The serving line, a twenty-foot long trough, is ting new building material into Skullport is difficult worst chaff of the world were swept together in one
manned by a half-dozen servers. Owned by a former and expensive, and the reclaimed wood and iron place, where they struggle each day to survive in the
ships cook named Davon Graesus, Scupperden offers used to build the hoist is prone to failure, usually at sunless tomb they now call home. A lucky few have
reasonably priced food to the citys poorest. the most disastrous times. Second, the Lowfellows thrived in the rebuilding of Port of Shadow, but none
Scupperden serves only one item: a thick stew have taken on the sabotaging of the Grand Hoist as do so without suffering for the effort.
made from fish, mushrooms, and vegetable scraps something of a pet project, reveling in each signifi-
purchased cheaply from visiting ships, and it is usu- cant failure, and they reward anyone else who does Korriben Nysel
ally described as alarming, but not likely to kill you. the same. Korriben is the halfling manager of the Old Knave, a
What Scupperdens fare lacks in quality, it more than Construction of the Grand Hoist continues, albeit tiny gambling den in the Dredge. Korribens friendly
makes up for in cost. A bowl of the stew costs only 1 at a significantly reduced pace. The Mandible has personality is a strange counterpoint to the vicious
cp, which is an attractive price to the poor Skulkers recently begun to wise up to the efforts of the Low- scars running down his face and arms. When he
of the Dredge. Graesus learned firsthand the cruelty fellows and is hiring new workers and guards in an arrived in Skullport, Korriben was one of the many
of starvation when the supplies of his ship went bad, effort to see the project to fruition. Parchments offer- slaves working at Beggars Rest, a now infamously
so he has something of a soft spot for the unfortunate. ing work on the Grand Hoist litter the street posts dangerous mithral mine. A partial collapse of the
He gathers up any unfinished bowls to distribute to and alleys of every occupied street in the Venter. mine killed dozens of Korribens fellow slaves and
luckless sailors and skulldiggers at the end of each severely injured him. No longer useful to his owner,
day, free of charge. This generosity has earned him The Threads Korriben was dumped in the Sargauth to die. Fortu-
an extensive network of eyes and ears throughout the North of the main cavern, a twisted maze of tunnels nately for him, a Dredge angler recovered him from
Dredge. winds through the rocks. Several of them are left the river and nursed him back to health.
over from the early days of Skullport, but most are
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Korriben is a renowned hedonist, indulging in and Riverborn alike. No deal is too dangerous or from Skullport, only to bring their goods back to the
the many pleasures that were denied to him during unsavory for him as long as it puts coin in his coffers, city for Moriana to distribute freely among the citys
his time as a slave. The halfling will gladly pay for and he has hired mercenaries and murderers to deal poorest.
wines, imported foods, and fashionable garments, with his competition many times. Narens employees Naren Dafyre and Moriana are longtime rivals.
and he has collected an impressive array of clothing are instructed to keep a look out for any newcomers She sees in the human a mirror of everything she is
and jewelry. Once an item catches Korribens eye, he to Skullport who seem capable of winning a fight, and trying to excise from Skullport, and her preponder-
stops at nothing to possess it, no matter the cost. If he he handsomely pays those willing to undermine his ance for instilling chaos frequently interferes with his
is refused, Korribens normally cheery personality many rivals. carefully laid business plans.
disappears, replaced with vicious anger. He attacks
those he can match in combat, and he hires Skulkers
to ambush those he cannot.
Moriana Duskwalker The Blind
This arrangement has led to Korriben channeling Moriana is a very unusual eladrin. She spent most of The pitiful beholder known as the Blind is stag-
funds from the Old Knave into the Lowfellows, in a her life as a pirate captain, but when she first laid eyes geringly old, his eyes clouded with thick cataracts.
roundabout sort of way. He gives them a portion of on the damp, crumbling city of Skullport, she knew Weakened from centuries spent in the lowest levels of
each nights earnings, and they provide him with a that she had found her home. She now sees herself as Skullport, he claims to be the Eye, a notorious crimi-
band of eager thugs whenever he needs an interesting captain not of a ship, but of the city, and she acts to nal lord from the Port of Shadows past. This claim
bauble recovered. guide the city on a new course. seems unlikely, since the Eye is known to have been
Like most of the pirates who have returned to killed by the lich Avaereene, but the blind beholder
Skullport, Moriana sees the mithral-mad skulldiggers maintains that, although he was severely injured, his
Naren Dafyre as a necessary evil. Without them, there would be death was merely a ruse to throw off his rival. True or
This dour human can trace his lineage back to one no rebuilding in Skullport, but she feels that they are not, the Blind commands an encyclopedic knowledge
of Skullports merchants from before the citys col- seeking to change the city too much too fast. Unlike of Skullports past.
lapse, the original owner of the Dragons Tooth. He the Riverborn and the Lowfellows, who operate in Unable to command the respect of a gang, the
currently sits on the Mandible council as a lesser lord, secret, though, Moriana overtly works to keep the Blind serves as a consultant and an intermedi-
a fact that he resents deeply. Since the sword of office new Skulkers in check. ary between Skullports factions. Many of the gang
belonged to one of his ancestors, he has repeatedly At different times, she has sat at the head of the boundaries were finalized at meetings where the
argued that it should be hisa position that has yet to Mandible, held majority ownership of Crookspar Blind sat as adjudicator, and although he cannot
be seen favorably by the gangs other members. Parlor, and been a popular investor in Kreels Fish- personally enforce rulings he makes, he commands
Despite being a shrewd businessman, Naren ery. No matter what position she holds, the pirate enough respect in the city that his judgments are
was plagued by a desire to control the sword of his makes confusing, sometimes impossible demands maintained.
forefather, and through it the Mandible, and that of her underlings, always seeking to undermine the The Blind is searching for a relic from Skullports
compulsion pulled Naren away from his life in Water- interests of Skullports land-loving population. In a past, a crown once worn by one of the leaders of the
deep. Since arriving in Skullport, he has steadily now-famous act of belligerence, Moriana purchased Iron Ring. Called the crown of horns, it is a potent
clawed his way up the ranks of the group, with out- nearly half of the slaves owned by the Reforged Ring, item said to contain the essence of the dead god
right leadership being his ultimate goal. only to set them free on the streets of the Crown with Myrkul. When worn, it grants the wearer abilities
Naren controls several small businesses through- the instruction to do a little damage. Entire swaths akin to those of a lich. The Blind believes that posses-
out Skullport, and his desire for power is matched of the city were consumed by fighting before the sion of the crown will help restore him to his former
only by his love of money. Naren will enter into any Skulls could reestablish order. power and secure his revenge against Avaereene. To
deal that will garner him a profit, regardless of the Among the people of the Dredge, Moriana is some- obtain it, he hires anyone willing to search Skullport,
circumstances, and he is the only member of the thing of a folk hero. Many times crews under her promising fantastic rewards if they can find it for
Mandible who regularly consorts with the Lowfellows hire have raided merchant-owned ships headed away him. Rumor has it that the crown is currently in the
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Dungeon Index
(Issues #1200)
By Christopher Perkins and James Jacobs
This index compiles all of the adventures weve published over the past 200 issues. The
adventures have been organized by edition, and then in ascending order of level, to
make it easier for you to find the adventures that fit your partys needs. Adventures tied
to specific campaign settings are listed separately. Gathered at the end of the adventure
index is all of our non-adventure content, including articles, critical threats, maps of
mystery, and Polyhedron mini-games.
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Level Adventure Author(s) Issue Common Ground: Evil Wizards in Cloud Castles
46 Glass House, The Wolfgang Baur 15 Whats the deal with wizards, anyway? Theyre
46 Stranded on the Barons Island Willie Walsh 14 all a bunch of power-hungry louts! In The Plight of
46 Vesicant Randal S. Doering 16 Cirria by Grant & David Boucher (Issue #9), a cloud
47 Dark Tower of Cabilar Michael Ashton & Lee Sperry 1 dragon asks the adventurers to rescue her mate from
47 Deadly Sea, The Carol and Robert Pasnak 3 Ezoran, an evil archmage who needs the dragons
47 For a Ladys Honor Estes Hammons 8 knowledge to seize control of a cloud giants castle. In
47 Forbidden Mountain Larry Church 6 Palace in the Sky by Martin & John Szinger (Issue
47 Hirwards Task Rich Stump 5 #16), the heroes storm the castle of a family of cloud
47 Hunt in Great Allindel, The Richard W. Emerich 17 giants under the influence of the evil wizard Sazor
47 Intrigue in the Depths Michael Lach & Rocco Pisto 12 Stratos. The adventure features one of the coolest cas-
47 White Death Randy Maxwell 6 tles ever published; have fun stormin it.
48 Wounded Worm, The Thomas M. Kane 8
48 Wreck of the Shining Star, The Richard W. Emerich 15 Common Ground: Monsters as Heroes
57 Elephants Graveyard, The David Howery 15 In Monsterquest by Vince Garcia (Issue #10),
57 Phantasm Chasm Erik Kjerland 14 you get to play monsters on a quest for an orc chief-
57 They Also Serve . . . Robert Kelk 10 tain, and one of the NPCs you meet along the way is
57 Treasure Vault of Kasil, The Patrick G. Goshtigian & Nick Kopsinis 13 a half-elf ranger named Roger of the Moor (!). Will
58 Black Heart of Ulom, The Mark Keavney 11 you befriend or attack him? The theme of monstrous
58 Ruins of Nol-Daer, The H. L. McClesky 13 adventurers resurfaces again in Rank Amateurs
58 Wooden Mouse, The Roger Smith 11 by John Terra (Issue #22), in which a ragtag party
59 Titans Dream, The William Todorsky 2 of monsters must successfully deliver a declaration
68 Master of Puppets Carl Sargent 14 of war for an ogre chieftain named Mmm-Buh! The
69 Kingdom in the Swamp John Nephew 4 adventure also features, among other things, a trou-
610 Into the Fire Grant and David Boucher 1 blesome wererat named Will Erd (!!).
79 Rotting Willow, The Edward P. Bromley III 5
710 In Defense of the Law Carl Sargent 8 The Ruins of Nol-Daer (Issue #13)
710 Palace in the Sky Martin & John Szinger 16 Written by H. L. McClesky
810 After the Storm Nick Kopsinis & Patrick G. Goshtigian 6 This adventure delivers a
812 Book with No End, The Richard W. Emerich 3 ruined, monster-infested castle
812 Bristanams Cairn John Nephew 6 crawl not unlike I6 Ravenloft,
812 Dark Conventicle, The Richard W. Emerich 11 the classic AD&D adventure,
812 Out of the Ashes Grant Boucher 17 only instead of being tormented
812 Plight of Cirria, The Grant and David Boucher 9 by a vampire, the adventurers
812 Question of Balance, A Nigel D. Findley 14 find themselves hounded by a
10+ Eyes of Evil, The Tom Hickerson 5 half-demon cambion. But the
10+ Jingling Mordo Circus, The Vic Broquard 7 biggest surprise lurks deep in
12 Scepter of the Underworld James Jacobs 12 the dungeons below the castle: a
1418 Threshold of Evil Scott Bennie 10 fantastic hoard guarded by two black dragons!
Any Going Once . . . Going Twice Patricia Nead Elrod 13
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Level Adventure Author(s) Issue which is exactly what Ancient Blood promises and
37 Asflags Unintentional Emporium Willie Walsh 36 delivers. The adventure takes heroes deep inside the
37 Night of the Bloodbirds Brian Corvello 74 frozen stronghold of Mok-Turoknin, a long-dead frost
37 Things That Go Bump in the Night Rich Stump 38 giant warlord who lingers as a terrible ghost.
37 Wedding Day Paul F. Culotta 59
37 White Boar of Kilfay, The Willie Walsh 37 Deception Pass (Issue #23)
39 Standing Stone of Sundown, The Paul May 25 Written by Rich Stump
45 Beauty Corrupt Kent Ertman 63 A narrow pass through the mountains has
45 Nbods Room Jeff Crook 51 become too dangerous for merchant caravans, lead-
45 Rogue David Howery 34 ing the adventurers to clear the way. Deception Pass
46 Aerie Borne Ralph Rea & Greg Rick 40 plays heavily on themes of trickery and misdirec-
46 Avenging Murik Christopher Perkins 66 tion and features a cunning group of ogre mages and
46 Blood on the Plow Lance Hawvermale 62 their enslaved bronze dragon. Every ogre mage has
46 Chadranthers Bane Paul Hancock 18 a unique personality and agenda, which makes this
46 First People Kent Ertman 74 adventure stand out all the more.
46 Granite Mountain Prison Roger Baker 36
46 Honor Lost, Honor Regained Paul Hamilton Beattie, Jr. 48 A Rose for Talakara (Issue #25)
46 Khamsas Folly J. Mark Bicking 40 Written by Wolfgang Baur & Steve Kurtz
46 Knight of the Scarlet Sword Jeff Crook 65 Sympathetic villains are
46 Maze of the Morkoth, The James Wyatt 70 hard to pull off, but Wolfgang
46 Necromancers Pet, The Jason Duke 73 and Steve pulled it off perfectly
46 Nymphs Reward Jeff Fairbourn 29 in A Rose for Talakara, which
46 Shades of Darkness David C. Wright 47 features a skeleton warrior
46 Swing Shot! Chris Doyle 66 named Agrovale. He has been
46 Tomb It May Concern Randy Maxwell 22 bound to perform unspeak-
46 Unexpected Guests Jeffrey P. Carpenter 78 able acts for his evil mistress,
46 Vale of Weeping Willows, The Marc Johnson 74 Talakara, but longs to destroy
46 Veiled Threats Peter R. Hopkins 78 her and free himself from her
46 Wind Chill Kevin Carter 77 tyranny. In one of the cleverest tales ever to grace
47 Eyes of the Iceborn Jeff Crook 54 Dungeons pages, he uses the adventurers to do his
47 Ghost Dance David Howery 32 dirty work for him.
47 Juggernaut Roger E. Moore 27
47 Legerdemain Matthew Schutt 39 The Ghost of Mistmoor
47 Non-Prophet Organization Charles C. Reed 75 (Issue #35)
47 North of Narborel Christopher Perkins and Bob Waldbauer 49 Written by Leonard Wilson
47 Tallows Deep Steve Gilbert & Bill Slavicsek 18 When a young noblemans
47 Wyrmsmere Christopher Perkins ** rightful claim to his family
48 Cloudkill Jeff Fairbourn 79 estate is threatened by a ghost,
48 Curse and the Quest, The Craig Barrett & Christopher Kederich 26 he hires adventurers to help
** Published in the Dragon Annual #1 (1996). him find whatever treasure his
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Level Adventure Author(s) Issue ancestors might have hidden in the old mansion and
56 Ulrich Monastery, The Peter Aberg 39 deal with the threat. What they uncover is an elaborate
57 Amulet and the Underdark, The William Kenower 75 hoax concocted by a rogue eager to claim the lost Mist-
57 Dark Place, The Lee Sheppard 49 moor treasures for herself . . . which isnt to say there
57 Fortune Favors the Dead Lance Hawvermale 80 arent real undead creatures lurking about! The Ghost
57 Land of Men with Tails, The David Howery 56 of Mistmoor is clever, creepy, and full of surprises.
57 Mertylmanes Road Jason Poole & Craig Zipse 76
57 Night Swarm Lorri E. Hulbert 61 The Mud Sorcerers Tomb (Issue #37)
57 Petrifying Priestess, The Brian Corvello 66 Written by Mike Shel
57 To Save a Forest Dovjosef Anderson 61 The Mud Sorcerers Tomb
57 Tulips of the Silver Moon Steve Loken 55 pays homage to several classic
58 Ex Libris Randy Maxwell 29 D&D adventures, most nota-
58 Green Ladys Sorrow Joseph ONeil 35 bly Tomb of Horrors. Arguably
58 To Cure a Kingdom John A. Hartshorne 57 the best dungeon crawl ever
58 Winter Tapestry, The Stephen C. Klauk 78 to grace the magazine, it fea-
59 By Merklans Magic Brian Corvello 68 tures a sprawling tomb complex
59 Floating Rock Steve Kurtz 46 riddled with puzzles, traps,
510 Uzaglu of the Underdark Christopher Perkins 67 and monstersat once deadly
68 Boulder Dash Andy Miller 70 but never unfair. Smart players are duly rewarded
68 Chest of the Aloeids, The Craig H. Barrett 21 for their efforts, and there are plenty of mysteries
68 Eye of the Storm Lance Hawvermale 67 to solve along the way, including the identity of the
68 Fiends of Tethyr David Howery 54 tombs architect. This adventure is so good that it was
68 Flotsam John Baichtal 65 updated to the 3rd Edition rules in Issue #138, where
68 Forgotten Man, The Steve Devaney 75 it got the full cover treatment.
68 Ghazal David Howery 30
68 Lady of the Mists, The Peter Aberg 42 Writer Spotlight: Randy Maxwell
68 Melody Leonard & Ann Wilson 48 Randy Maxwell is not only one of Dungeons most
68 My Ladys Mirror Christopher Perkins 52 prolific and versatile contributors but also produced
68 Prism Keep Richard Baker 45 a number of adventures with nifty components and
68 Stepping Stones Lisa Smedman 68 gimmicks. House of Cards used cutout cards of
68 Telar in Norbia Willie Walsh 31 the Deck of Many Things and cleverly worked them
68 Wildspawn Paul F. Culotta 71 into the adventure. Ex Libris featured cut-out tiles
69 Ailameres Lair Steve Fetsch 51 representing the magically shifting rooms of a mysteri-
69 Esmereldas Bodyguard Paul F. Culotta 62 ous extradimensional library below Bard Keep, and
69 Hunt for a Hierophant Chris Doyle 63 Goblin Fever (#46) featured geomorphs that the
69 Mad Chefs of Lac Anchois, The Jennifer Tittle Stack 64 DM could use to map out an entire city! In his bio for
69 Trouble with Trillochs, The Peter R. Hopkins 80 his last adventure, Shards of the Day, Randy wrote:
69 Wayward Wood, The Leonard Wilson 32 There is no better cure for hubris than getting a man-
610 By the Wayside Tim Villademoros 19 uscript back with what you considered a well-crafted
610 Rat Trap, The Timothy Ide 62 encounter marked This is stupid in large, red letters.
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Level Adventure Author(s) Issue trolls dulcet tones, the innkeeper fears she has been
10 White Fang Nigel D. Findley 20 bewitched and hires adventurers to seek out the
1012 Briocht Willie Walsh 56 source of the music. Song of the Fens is a romance
1012 Deep Trouble in Telthin John A. Hartshorne 72 written in blood.
1014 Mud Sorcerers Tomb, The Mike Shel 37
1015 Castle of the Blind Sun Paul & Shari Culotta and Todd Baughman 49 Writer Spotlight: Ted James Thomas Zuvich
1015 Preemptive Strike Paul F. Culotta 74 In his second adventure for Dungeon, Ted Zuvich
10+ Deadly Treasure Coby Hedberg 41 gave us something wed never seen before: an adven-
1115 Iron Orb of the Duergar Peter Aberg 46 ture built around an orc siege. In The Siege of Kratys
1214 Izeks Slumber Gary Lai 42 Freehold, the adventurers didnt have to go in search
1215 Bzallins Blacksphere Christopher Perkins 64 of monstersthe monsters came to them. Teds next
Any Challenge of Champions Johnathan M. Richards 58 outing, Old Man Katan and the Incredible, Edible,
Any Challenge of Champions II Johnathan M. Richards 69 Dancing Mushroom Band, is a hilarious romp about
Any Challenge of Champions III Johnathan M. Richards 80 a man who tries to escape his grim past by becoming
a swamp hermit. When the heroes cross paths with
D ungeons & Dragons 3.0 Old Man Katan and his singing mushrooms, things
start to get a little crazy.
Level Adventure Author(s) Issue
1 Bogged Down Terry Edwards 91 Courier Service (Issue #27)
1 Evil Unleashed Ed Stark 82 The Siege of Kratys Freehold (Issue #33)
1 Gorgoldands Gauntlet Johnathan M. Richards 87 Old Man Katan and the Incredible, Edible, Dancing
1 Hollow Threats Richard Pett 96 Mushroom Band (Issue #41)
1 Legend of Garthulga, The Tim Hitchcock 91 A Hot Day in LTrel (Issue #44)
1 Provincial Prior Cause Johnny L. Wilson 96 Dovedale (Issue #46)
1 Swarm, The Tito Leati 92 The Vakas Curse (Issue #50)
1 Tinderbox Michael Selinker 87 Caveat Emptor (Issue #58)
1 Valley of the Snails W. Jason Peck 87
2 Dead of Winter, The Keith Francis Strohm * The Lady of the Mists (Issue #42)
2 Ever-Changing Fortunes Peter Zollers 85 Written by Peter Aberg
2 Playing with Fire Jeff Grubb 82 The Lady of the Mists was inspired by the
3 Dark Times in Sherwood Ian Malcomson 82 hauntingly beautiful music of Ennio Morricone and
3 Depths of Rage JD Wiker 83 written for players who like mysteries. Its a tale of
3 Dungeon of the Fire Opal Jonathan Tweet 84 friendships broken, of love betrayed, and of years
3 Excavation, The Michael T. Kuciak 94 spent in dreadful loneliness, set in the ruins of a once-
3 Eye for an Eye Patrick W. Ross 82 great castle that is now shrouded in mist. Its about a
3 Stormdancers Ole Mnch 86 woman who discovers how to make herself and her
3 Witch of Serpent Bridge, The Russell Brown 95 friends immortal and the unintended consequences
4 Gluttony J. Bradley Schell 98 of that immortality. Into this story the heroes are
4 Iriandel Tito Leati 83 thrust, and although Lucilla is portrayed as a tragic
4 Last Hunt, The James Wilbur 94 figure, her castle is nothing short of deadly!
* Published on the CD-ROM included with early printings of the Players Handbook v.3.0.
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D ungeons & Dragons 4.0 adventure presented a series of puzzles with player
handouts (visual aids) designed to tax players brains
Level Adventure Author(s) Issue and force them to work as a team, scoring points for
0 Temple of the Weeping Goddess Philippe-Antoine Menard 194 their efforts. The challenges were ingenious and often
1 Coppernights Salvation Shawn Merwin 178 deadly, although no characters were ever perma-
1 Keep on the Shadowfell: Side Treks Peter Schaefer 155 nently harmed.
2 Den of Dreus, The Logan Bonner 179
2 Dungeon of the Ghost Tower Robert J. Schwalb 182 The Mothers Curse (Issue #59)
3 Remains of the Empire Kolja Raven Liquette 165 Written by John Guzzetta
3 Storm Tower Christopher Perkins 166 It doesnt get any creepier
3 Tariff of Relkingham, The Eytan Bernstein 158 than this, folks! The owner of
35 Battle of the Witchlight Hermitage Sterling Hershey 191 the Three Anchors Inn in the
35 Evards Shadow Daniel Marthaler 192 village of Monetenapoleone has
35 Sunken Tower of the Marsh Mystic Ray Franklin 186 a pregnant daughter whos about
38 Andok Sur Bill Slavicsek 187 to give birth, but to what? The
4 Heathen Scott Fitzgerald Gray 155 innkeeper fears that an evil hag
4 Nightmares Unleashed Craig Campbell 177 has switched babies with his
4 Stormcrow Tor Bruce R. Cordell 169 daughternot the first time this
46 Leader of the Pack Julian Sieber 194 sort of thing has happened to
57 Bark at the Moon Robert J. Schwalb 185 the good people of this poor little village. To save the
57 Going Ape! John Rossomangno 192 young girls child, the adventures must travel to an
57 Knight in Shadowghast Manor, A Ken Hart 197 abbey in the swamp, face the hag, and end the curse.
6 Echoes of Thunderspire Labyrinth Greg Bilsland 156
6 Tyrants Oath, The Kolja Raven Liquette 178 Jigsaw (Issue #61)
68 Lord of the White Field Daniel Marthaler 184 Written by Dan De Fazio & Christina A. Stiles
7 Danger at the White Lotus Academy Peter Schaefer 165 The writers of Jigsaw had
7 Oasis of the Golden Peacock Tim Eagon 169 never met. They spoke on the
7 Treed! Tim Eagon 171 phone a couple times and cob-
79 Blood Money Logan Bonner 200 bled the adventure together via
79 Head in the Clouds Matt Sernett 184 the U.S. Mail. Designed for the
8 Last Breaths of Ashenport, The Ari Marmell 156 Ravenloft Masque of the Red
8 Massacre at Fort Dolor Shawn Merwin 157 Death setting, Jigsaw takes
8 Return of the Poisoned Shadows Greg Marks 164 place in Switzerland, a little
8 Sleeper in the Tomb of Dreams Matthew Sernett 155 north of Lake Geneva (heh heh),
810 Reign of Despair Andrew G. Schneider 191 and provides an intriguing spin
9 House of Pain Jennifer Clarke Wilkes 163 on the classic Frankenstein tale. Udo the Jigsaw Man
911 Force of Nature Kolja Raven Liquette 190 isnt your run-of-the-mill monster or carnival freak,
10 Dark Heart of Mithrendain Greg Marks 157 but hes certainly dangerous. No other D&D adven-
10 Touch of Madness Robert J. Schwalb 161 ture offers a more elegant blend of romance, horror,
1012 Baelards Legacy Joshua Kerbau 188 and tragedy.
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1012 Runecutters Ruin, The Logan Bonner 186 Artist Spotlight: Tony DiTerlizzi
11 Beyond the Trollhaunt Logan Bonner 160 Dave Gross once asked Tony DiTerlizzi to illustrate
11 Crown of the Troll King Daniel Marthaler 169 an entire issue of Dungeon (Issue #61), including the
11 Depths of Madness Robert J. Schwalb 162 cover, which he did! Tony even wrote the editorial for
11 Hall of the Snake God Robert J Schwalb 169 that issue, which must be worth a fortune on eBay!
1113 Killing Ground Jason Wofford 189 In D&D circles, Tony is best known for defining the
12 Depths of Avarice Tim Hitchcock 157 look of the Planescape setting, but his art style also
12 Haunting of Kincep Mansion, The Skip Williams 156 reminded the viewer of illustrated childrens fables
12 Worse Than Death Robert J. Schwalb 164 a style that served The Spiderwick Chronicles perfectly
1214 Steading of the Hill Giant Chief Gary Gygax and Christopher Perkins 197 well. In all, Tony illustrated six Dungeon covers:
1214 Whispering Glade, The Steve Winter 185
13 Brink of Madness Robert J. Schwalb 163 Umbra (Issue #55)
13 Clash of Steel Jennifer Clarke Wilkes 172 Jigsaw (Issue #61)
13 Web of Chains Owen K. C. Stephens 168 Hunt for a Hierophant (Issue #63)
1315 Baba Yagas Dancing Hut Craig Campbell 196 Wildspawn (Issue #71)
1416 Warrens of the Stone Giant Thane Christopher Perkins 198 Deep Trouble in Telthin (Issue #72)
15 Sea Reavers of the Shrouded Crags Logan Bonner 158 Wedding Bells (Issue #89)
16 Faarlungs Algorithm Syd Thurston 179
1618 Glacial Rift of the Frost Giant Jarl Gary Gygax and Christopher Perkins 199 Last Dance (Issue #64)
1719 Devils Due John Rossomangno 188 Written by Jeff Crook
18 Summers End Bill Slavicsek 160 Madame Tuvaches pup-
1820 Hall of the Fire Giant King Gary Gygax and Christopher Perkins 200 pets are to die for. Made from
2022 Flames Last Flicker Shawn Merwin 200 preserved human corpses, they
21 Ziggurat Beyond Time, The David Noonan 159 dangle from wires and magi-
22 Winter of the Witch Stephen Radney-MacFarland 162 cally animated rigs that cause
25 Sand Kings Daughter, The Ari Marmell 160 them dance. They can also be
Any Cross City Race James Grim Desborough 176 directed to attack. Such is the
Any Mihajlas Tent Cameron Burry 189 danger awaiting brave heroes
Any Sea Demons Shrine, The Richard Baker 181 who are lured into Madame
Tuvaches dance academy. Last
D ungeons & Dragons Basic Rules Dance presents a true Gothic nightmare the players
will never forget!
Level Adventure Author(s) Issue
1 Fountain of Health, The Ann Dupuis 39 The Mad Chefs of Lac Anchois (Issue #64)
1 Night of Fear Mark Lucas 28 Written by Jennifer Tittle Stack
13 At the Spottle Parlor Rick Swan 12 Let it never be said that Dungeon contributors lack
13 Dovedale Ted James Thomas Zuvich 46 imagination. Mad Chefs introduces us to a pair of
13 Elven Home, The Anne Gray McCready 1 brotherly giants who wish to impress their critics by
13 In the Dread of Night Ann Dupuis 24 creating a culinary masterpiecefricasseed frog legs!
13 Isle of the Abbey Randy Maxwell 34 However, instead of capturing ordinary frogs, they
13 Keep at Koralgesh, The Robert B. Giacomozzi & Jonathan H. Simmons 2
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Level Adventure Author(s) Issue grab a bunch of young gripplis and incur the wrath of
13 Rank Amateurs John Terra 22 the grippli tribe mother. Naturally, the heroes are on
13 Redcaps Rampage Christopher Perkins 54 hand when the perfect dinner goes horribly awry.
13 Them Apples Christopher Perkins 48
13 Trouble with Mylvin Wimbly, The Andrew McCray 5 Operation Manta Ray (Issue #66)
13 Way with Words, A Teeuwynn Woodruff & Tim Beach 41 Written by Paul F. Culotta
23 Witch of Windcrag, The Steven J. Smith 51 The Sembian government needs adventurers
24 Vineyard Vales, The Randy Maxwell 23 to extract one of its spies from the pirate citadel of
3 Djinnis Ring, The Vince Garcia 9 Immurks Hold. Operation Manta Ray lets the heroes
go undercover as pirates and engage in espionage . . . at
least until the jig is up and the pirates figure out whats
D ungeons & Dragons E xpert Rules going on. At that point, its every spy for himself or her-
self as the adventurers make good their escape!
Level Adventure Author(s) Issue
35 Ransom David Howery 42 Artist Spotlight: Diesel
36 Ghostship Gambit, The Randy Maxwell 9 Dave LaForce, a.k.a. Diesel, worked as a cartog-
36 Wererats of Relfren, The Grant Boucher & William K. Wenz 14 rapher at TSR until the company dissolved in the
46 Mandens Meathooks Allen Varney 28 nineties, and he did most of the maps in the early
47 Elexas Endeavor Christopher Perkins 53 issues of Dungeon. His black-and-white maps were
47 Hrothgars Resting Place Stephen J. Smith 25 clean and elegant, combining organic, hand-drawn
410 Tortles of the Purple Sage, Part 1 Merle & Jackie Rasmussen 6 elements with digital typography. Diesel could take
410 Tortles of the Purple Sage, Part 2 Merle & Jackie Rasmussen 7 the worst hand-drawn author map and turn it into
58 Object of Desire, The Gary OConnell & Lucya Szachnowski 50 art.
68 Caravan Guards Steven Smith 26
69 In Pursuit of the Slayer Carl Sargent 15 The Mere of Dead Men Series (Issues #6973)
812 Of Nests and Nations Randy Maxwell 13 Written by Jason Kuhl, Kent Ertman, W. Jason
812 Pride of the Sky Randy Maxwell 20 Peck, Paul F. Culotta, and
912 Hand of Al-Djamal Stephen J. Smith 44 Eric L. Boyd
1014 Tarfils Tomb Charles Neverdowski 27 Dungeons first adventure
1518 Bane of Elfswood, The Stephen J. Smith 21 path was a series of five adven-
tures set in the Mere of Dead
A dventure Path: Age of Worms Men, a swamp along the Sword
Coast in the Forgotten Realms
Level Adventure Author(s) Issue setting. Each adventure pre-
1 Whispering Cairn, The Erik Mona 124 sented a sinister new location to
3 Three Faces of Evil, The Mike Mearls 125 explore, building toward an epic
5 Encounter at Blackwall Keep Sean K Reynolds 126 battle against the black dragon Voaraghamanthar, his
7 Hall of Harsh Reflections Jason Bulmahn 127 secret twin Waervaerendor, and the Followers of the
9 Champions Belt, The Tito Leati 128 Scaly Way.
11 Gathering of Winds, A Wolfgang Baur 129
13 Spire of Long Shadows, The Jesse Decker 130
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Level Adventure Author(s) Issue dungeon crawl based on Gary Gygaxs evocative yet
5 Aundairian Job, The Craig Shackleton 147 incomplete dungeon.
5 Chimes at Midnight Nicolas Logue 133
5 Murder in Oakbridge Uri Kurlianchik 129 Ever-Changing Fortunes (Issue #85)
5 Riding the Rail Christopher Wissel 143 Written by Peter Zollers
6 Crypt of Crimson Stars Andy Collins & James Wyatt 123 When a kobold comes to town asking for help to
7 City of Blood Nicolas Logue 154 save a bunch of dwarves, you know youre in for some-
7 Heart of the Forbidden Forge* Luke Johnson 167 thing a little different. Ever-Changing Fortunes is
7 Steel Shadows Keith Baker 115 about a dwarven copper mine overrun by troglodytes
7 Temple of the Scorpion God Andy Collins & James Wyatt 124 and their sinister drow leader, but its the details, the
8 Pit of the Fire Lord Andy Collins & James Wyatt 125 quirks, and the cool NPCs that make this adventure
8 Quoth the Raven Nicolas Logue 150 truly hit a vein.
10 Hells Heart Nicolas Logue 151
15 Maze of Shattered Souls* James Wyatt 177 Anvil of Time (Issue #86)
* D&D v.4.0 adventure Written by Tracy Raye Hickman
When Tracy Hickman, coauthor of The Dragonlance
Forgotten R ealms Chronicles and the codesigner of such classic AD&D
adventures as I3 Pharaoh and I6 Ravenloft, approached
Level Adventure Author(s) Issue the editors with an idea for a Dragonlance adventure
1 Keep on the Shadowfell: Greg Bilsland 154 featuring time travel and set within a cool dungeon
Forgotten Realms Conversion*** complex, well . . . who could resist such an awesome
1 Raiders of Galaths Roost, The* Skip Williams 87 proposal? Anvil of Time gave Dragonlance fans
1 Third of Purloined Vellum* Graham Robert Scott 88 exactly what theyd been clamoring for!
1 Within the Circle** Sam Brown 130
13 . . . And a Dozen Eggs Randy Maxwell 30 Issue #87
13 Beast Within, The Paul Hamilton Beattie, Jr. 65 Written by David Eckelberry, Tito Leati, Robert
13 Into the Nest of Vipers Matthew G. Adkins 75 Lee, W. Jason Peck, Johnathan M. Richards,
13 Shards of Selne*** Andrew G. Schneider 193 Mike Selinker, and Skip Williams
13 Welcome to the Krypthome Samuel Heath 52 Never has a single issue
2 Menace of the Icy Spire*** Sean Molley 159 received such universal praise
24 Frothing Miscreant, The Robert A. Van Buskirk 80 as Issue #87, which owes its
35 Gauntlgrym Gambit, The*** Daniel Marthaler 193 success to all seven of its con-
35 Slave Vats of the Yuan-ti Jason Kuhl 69 tributing writers. Whats not to
35 That Which Never Sleeps*** Daniel Marthaler 195 like? Theres a fantastic Zhen-
35 Witches Brew Steve Johnson 67 tarim fortress (The Raiders
36 Oracle at Sumbar, The Paul F. Culotta 48 of Galaths Roost), a pregnant
36 Ssscaly Thingsss Kent Ertman 70 Tharizdun-worshiping villainess
4 Muster of Morach Tor, The** Russell Brown 144 (The Cradle of Madness), evil
* D&D v.3.0 adventure half-dragons and frost giants riding mastodons (Gla-
** D&D v.3.5 adventure cier Season), a hilarious wilderness romp illustrated
*** D&D v.4.0 adventure
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Level Adventure Author(s) Issue by Aaron Williams of Nodwick fame (Valley of the
46 Huzzas Goblin o War Paul F. Culotta 63 Snails), a mad tiefling piper (The Shalms Dark
47 Dreadful Vestiges Steve Johnson 71 Song), and two 1st-level bonus adventures on a CD
48 On Wings of Darkness Craig Barrett 34 (Tinderbox and Gorgoldands Gauntlet). It also
5 Forest of Blood** Wil Upchurch 103 didnt hurt that the issue was as fat as a walrus.
5 Hidden Destinies*** Brian Cortijo 175
57 Five Deadly Shadows, The*** Tos Abadia 195 Tears for Twilight Hollow (Issue #90)
57 Grimjaws Jennifer Tittle Stack 62 Written by Angel Leigh McCoy & Christopher
57 Mistress of the Mere Paul F. Culotta 72 Perkins
58 Sleep of Ages Eric L. Boyd 69 As a village mourns the death of a beloved paladin,
58 Training Ground Rick Maffei 67 a cleric of Loviatar masking as a local priest worms
6 Door from Everywhere, The* Roger E. Moore 88 her way into the villagers hearts and revels in their
68 Eye of Myrkul Eric L. Boyd 73 suffering. Tears for Twilight Hollow is part murder
69 Grotto of the Queen Paul & Shari Culotta 64 mystery, part dungeon crawl, with an emotional
69 Operation Manta Ray Paul F. Culotta 66 story at its core and a host of truly despicable villains,
610 Pipes of Doom, The Kristofer Wade 28 deadly traps, and shocking discoveries.
7 Tears for Twilight Hollow* Angel Leigh McCoy & Christopher Perkins 90
79 Steelheart Paul F. Culotta 53 Kambrinexs Machinations (Issue #91)
712 Storm Season Paul F. Culotta 61 Written by Robert Lee
8 Woe to Mistledale** Skip Williams 100 Kambranex the wizard
9 Practical Magic** Jason Nelson 113 achieves a bizarre form of
9 Requiem of the Shadow Serpent** Anson Caralya 139 immortality by melding with
10 Twisted Night Stefan Haff 149 his technomagical tower. Pro-
1012 Akriloth, The Matthew G. Adkins 79 tected by a sentient shield
13 Blood of Malar** Eric L. Boyd 126 guardian, Kambranex has
13 Dungeon of the Crypt** Eric L. Boyd 127 begun rounding up monsters
13 Monument of the Ancients*** Brian R. James & Matt James 170 and turning them into half-
13 Prisoner of the Firebringer** Richard Baker 101 machines, and the adventurers
13 Secrets of the Arch Wood** Skip Williams 121 are the only ones who can
14 Fireplace Level, The** Eric L. Boyd 128 end the madness. This adventure features the half-
15 Man Forever Jason Nelson-Brown 137 machine monster template.
16 Spiral Gate, The*** Scott Fitzgerald Gray 180
17 Twisted Run, The** Wil Upchurch 129 Shadow of the Spider Moon (Issue #92)
Any Elminsters Back Door Ed Greenwood 30 Written by Andy Collins
* D&D v.3.0 adventure Dungeon and Polyhedron merged into one magazine
** D&D v.3.5 adventure starting with Issue #90 and ending with Issue #108.
*** D&D v.4.0 adventure The experiment received a mixed response. While
Dungeon continued to focus on D&D adventures,
Polyhedron presented a number of stand-alone mini-
games and campaign settings, including a 3rd Edition
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Level Adventure Author(s) Issue #43), Spirits of the Tempest (Issue #52), Unhal-
12 Maure Castle** Robert J. Kuntz & Gary Gygax with 112 lowed Ground (Issue #54), Bogged Down (Issue
Erik Mona & James Jacobs #91), Beyond the Light of Reason (Issue #96), Tor-
12 Wrath of the Abyss** Greg A. Vaughan 119 rents of Dread (Issue #114), and The Last Breaths of
14 Lost Temple of Demogorgon** Sean K Reynolds 120 Ashenport (Issues #152 and #156).
14 Quadripartite* Peter Aperlo 99
14 Throne of Iuz** John Simcoe 118 Artist Spotlight: Christopher West
15 Chambers of Antiquities** Robert J. Kuntz 124 Christopher West was the cartographer for The
17 Greater Halls, The** Robert J. Kuntz 139 Shackled City Adventure Path and provided Dungeon
20 Heart of Hellfire Mountain, The** Dave Olson 140 with numerous Maps of Mysterystand-alone maps
21 Storm Lords Keep, The* James Wyatt 93 around which readers could build their own adven-
* D&D v.3.0 adventure tures. Two of his best, the Githzerai Monastery and
** D&D v.3.5 adventure the Temple of Boccob, appeared in Issue #99. Chris
also wrote an adventure for Dungeon featuring a dis-
M arvel Super H eroes gruntled imp (Unfamiliar Ground in Issue #119)
for which, naturally, he drew the maps.
Adventure Author(s) Issue
Hellfire Hostages Allen Varney 25 Issue #100
How Do You Stop the Rhino from Charging? Steven Stan! Brown 71 Written by Peter Adkison, Richard Baker, Andy
Collins, Monte Cook, Michael Kortes, Christo-
Oriental A dventures pher Perkins, Jonathan Tweet, Skip Williams,
and James Wyatt
Level Adventure Author(s) Issue This landmark issue, arguably Dungeons best, con-
1 Honor and Eta* Dave Zenz 89 tains adventures and articles by some of the biggest
24 Golden Bowl of Ashu Hsan, The Rick Swan 9 names in the roleplaying game industry and features
25 Kappa of Pachee Bridge, The Jay Batista 5 several classic D&D villains, including the Zhen-
27 Dragons Gift, The Thomas M. Kane 15 tarim, the githyanki lich-queen Vlaakith, and the red
35 Artisans Tomb, The Matthew Maaske 10 dragon Flame. Issue #100 also included a gem from
35 Samurai Steel Daniel Salas 7 first-time contributor Michael Kortes called Beast
46 Crocodile Tears Marcus Rowland 18 of Burden, an adventure that takes place amid an
48 Bride for a Fox Craig Barrett 27 assembly of armored howdahs saddled on the back of
56 Waiting Room of Yen-Wang-Yeh Greg Kramer 17 a colossal extraplanar dinosaur
58 Flowers of Flame, The Jay Batista 8 called the Kadtanach.
710 Mad Gyoji Colin Sullivan 33
10 Palace of Plenty, The** Tito Leati 130 Prison of the Firebringer
* D&D v.3.0 adventure (Issue #101)
** D&D v.3.5 adventure Written by Richard Baker
The two-headed slaad lord
Bazim-Gorag is one of Dun-
geons most formidable and
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Level Article Author(s) Issue contributions to The Shackled City and Scales of War
19 Xollox Robert Harris 97 Adventure Paths. But many consider his Dark Sun
20 Fiend-Sage, The Sean K Reynolds 150 adventure, Last Stand at Outpost Three, and an
20 Warduke Erik Mona & James Jacobs 105 accompanying Dark Sun DMs Guide (both in
21 Demodragon Mike McArtor 147 Issue #110) his most inspired work. Together they
Any Glimmerpane Hal MacLean 127 gave everything a DM needed to run a 3rd Edition
Any Cold Storage Chris Thomasson 96 Dark Sun campaign. Daves fondness for psionics
Any Colossal Crypt Scott Peterson 99 would also surface in such classic Dungeon adven-
Any Vortex, The Christopher West 91 tures as Interlopers of Ruun-Khazai and Spiral of
Manzessine.
Campaign Workbook: T he Cast Interlopers of Ruun-Khazai (Issue #92)
Article Author(s) Issue Spiral of Manzessine (Issue #94)
Alert the Watch! F. Wesley Schneider 118 Zenith Trajectory (Issue #102)
Atypical Enemies Chris Sims 122 Test of the Smoking Eye (Issue #107)
Bandit Gangs Russell Brown 146 Last Stand at Outpost Three (Issue #110)
Behind Bars Michael Kortes 130 Teleport Gone Awry (Issue #152)
Bounty Hunters F. Wesley Schneider 120 Caravan of Glauu the Seer (Issue #153)
Company of Thieves Ashavan Doyon 136 Rescue at Rivenroar (Issue #156)
Courtesans and Confidants F. Wesley Schneider 134 The Ziggurat Beyond Time (Issue #159)
Down at the Docks Russell Brown 132 Beyond the Mottled Tower (Issue #163)
Employers and Patrons Alec Austin 121 Betrayal at Monadhan (Issue #170)
Fences and Dealers Frank Brunner 115 The Last Breath of the Dragon Queen (Issue #175)
Five-Second NPCs Mike Mearls 117
Healing for Hire James L. Sutter 139 Practical Magic (Issue #113)
Informants Russell Brown 116 Written by Jason Nelson
Kaius Dantus Peter Schaefer 177 The disappearance of a Sembian wizard causes
Sages and Scholars Alec Austin 123 uproar in the Cormyrean port city of Marsember. All
Seneschals and Majordomos F. Wesley Schneider 125 clues leads to a local necromancer who praises the
Slum Dwellers Phillip Larwood 141 usefulness of undead servants but craves the company
Specialists Matthew Goodall 131 of a living peer in whom he can confide. Practi-
Spells for Sale Russell Brown 119 cal Magic not only delivers a host of remarkable
Strictly Legit Hal MacLean 138 and complex NPCs but also strikes a nice balance of
Trust No One Kennon Bauman 127 exploration, roleplaying, and combat encounters.
Wet Your Whistle Ashavan Doyon 128
Steel Shadows (Issue #115)
Campaign Workbook: T he City Written by Keith Baker
Someone is killing and dismembering warforged
Article Author(s) Issue in the city of Sharn, and some attribute the murders
100 Market Stalls Richard Pett 123 to a phantom known as Jack-of-Irons. However, the
100 Shops and Taverns Russell Brown 147
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Article Author(s) Issue true culprit is far more disturbing. Steel Shadows
100 Things Found in an Inn Jason Bulmahn 138 presents a host of suspects and surprising twists, and
50 Unexpected Events Richard Pett 134 also tackles some of the underlying themes of the
A Town in the Aftermath Mark A. Hart 122 Eberron campaign setting, including racial bigotry
Abandoned Buildings Dawn Ibach 116 and the consequences of war.
Bar Fight! James L. Sutter 150
Cards, Dice & Skulls Frank Brunner 133 The 30 Greatest D&D Adventures of All Time
Cons and Swindles Russell Brown 149 (Issue #116)
Crime Scenes Frank Brunner 142 Written by Erik Mona & James Jacobs
Enemies at the Gate Mark Nemeth 119 Erik and James summoned a
Fifty Fairs and Markets Richard Pett 115 panel of D&D industry experts
Graveyard Encounters Dawn Ibach 117 and asked them to select and
Have You Heard? Trevor Janes 130 rank the best D&D adventures
I Stole What? Greg Cugini 145 ever published. Adventure
Instant City Shopping Mike Mearls 118 aficionados around the world
Merchant Madness Ashavan Doyon 126 compared this amazing list
Merchant Madness II Ashavan Doyon 139 to their own. A sidebar in the
Ordeals of Mettle Tim Hitchcock 140 same article also singles out
Smells of the City Alec Austi 124 the ten most recommended
Stronghold Defenses Stefan Happ 135 Dungeon adventures written up to that point.
The Adventure Begins Russell Brown 120
To the Games! Richard Pett 132 Throne of Iuz (Issue #118)
Unsung Heroes Russell Brown 121 Written by John Simcoe
Deep in the Vesve Forest lurks an orc tribe ruled
Campaign Workbook: T he D ungeon by King Bog One-eye, a colossal toad awakened by the
demigod Iuz. Why the orcs would kneel before such
Article Author(s) Issue a creature is a mystery begging to be solved, and John
100 Bookshelves F. Wesley Schneider 135 Simcoe presents many clever and unique challenges
100 Even Less Useful Items Richard Pett 142 as well as a memorable adventure location leading to
100 Useless Items Richard Pett 121 the final confrontation with Iuzs mighty servant.
100 Wizardly Knick-Knacks Lawrence Kapture 140
7 Treasure Chests Mark A. Hart 134 World of Greyhawk Poster Maps (Issues
A Brief Respite Rodney Thompson 117 #118121)
Art and Other Fancy Loot Wolfgang Baur 118 Cartography by Rob Lazzaretti
Beakers of Endless Potions Matthew Goodall 125 Dungeon published a series of four foldout poster
Black Sheep Nicolas Logue 129 maps which, in terms of style and content, harken
Chutes and Ladders Tim Hitchcock 131 back to the original maps that appeared in the ear-
Dungeons with Dimension Alec Austin 120 liest World of Greyhawk gazetteers and boxed sets.
Essential Works Hal MacLean 122 However, new details have been added, including var-
Familiar Creatures with New Faces Christopher Wissel 129 ious towns and ruins featured in game supplements
Four Fiendish Fountains Frank Brunner 116
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Article Author(s) Issue and adventures over the years, making these maps a
Godtrap, The F. Wesley Schneider 150 must-own for all Greyhawk fans.
Grisly Ends Hal MacLean 137
Lairs with Flair Rodney Thompson 114 Artist Spotlight: Wayne Reynolds
Magic Mushrooms Hal MacLean 136 Few artists can capture dynamic action scenes
Obstacle Traps Tim Hitchcock 138 better than Wayne Reynolds, who tackled many of
Open Sesame Michael Kortes 143 Dungeons more difficult subjects, including Vlaakith
Passages into Darkness Mike Mearls 115 the githyanki lich-queen, the demon lord Grazzt,
Resting on the Run Chris Fry 124 the elder evil Kyuss, Maure Castles resident wizard
Sounds of the Underworld Russell Brown 119 Eli Tomorast, and everyones favorite two-headed
Staffs of Power Mark A. Hart 127 monkey-demon, Demogorgon. His work also adorns
Swords of Legend Ashavan Doyon 130 the covers of Issues #114 and #143 but doesnt speak
The Mobius Scrolls Matthew Goodall 133 directly to those issues contents.
Treasure Trails Hal MacLean 123
Unusual Burials Phillip Larwood 144 Spiral of Manzessine (Issue #94)
The Lich-Queens Beloved (Issue #100)
Campaign Workbook: T he Journey Warduke (Issue #105)
Maure Castle (Issue #112)
Article Author(s) Issue Wrath of the Abyss (Issue #119)
100 Meals Russell Brown 133 Fiends Embrace (Issue #121)
Bridging the Gap Mike Mearls 117 The Whispering Cairn (Issue #124)
Dimension Doors Nicolas Logue 131 Dawn of a New Age (Issue #135)
Express Travel Russell Brown 128 The Mud Sorcerers Tomb (Issue #138)
Foraging Finds Russell Brown 137 Prince of Demons (Issue #150)
Guides Russell Brown 125 Rescue at Rivenroar (Issue #156)
Hazards of the Trail Richard Pett 122 The Lost Mines of Karak (Issue #159)
Holy Sites Hal MacLean 142 Winter of the Witch (Issue #162)
Inns and Lodging Houses Alec Austin 130 Revenge of the Marauders (Issue #183)
Law of the Land Russell Brown 123
Listening Posts Stefan Happ 148 Wrath of the Abyss (Issues #119)
Mythic Locales Jeffrey Gerretse 132 Written by Greg A. Vaughan
On the Wild Side Rodney Thompson 119 To save the Marquis of Istivin, the heroes must do
Pilgrims on the Road Mike Mearls 118 battle with the depraved remnants of a drow house
Polders Hal MacLean 135 in the Underdark and confront the Malgoth, a greater
Refugees Mike Mearls 116 evil that lurks within Istivin itself. Greg A. Vaughan
Spice Up Your Travel Travis Stout 114 wraps up his three-part adventure series in spec-
Stopovers Russell Brown 120 tacular fashionwith a battle in the streets against
Swamp Dangers Jason Bulmahn 126 a fearsome monstrosity unlike anything seen in the
Sylvan Ambushes Frank Brunner 115 pages of Dungeon magazine before.
Twenty-Two Nightmares Tim Hitchcock 145
Unwanted Followers Russell Brown 134
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Article Author(s) Issue fight against Brazzemal the red dragona nod to the
Gentle Ghost of Silverymoon, The Ed Greenwood 175 classic Against the Giants adventure.
Gergul and Mithgryn Ed Greenwood 186
Ghost Knight of Galardoun, The Ed Greenwood 196 Home Under the Range (Issue #134)
House of Naerhand, The Ed Greenwood 177 Written by Michael Kortes
Hunter of False Nobles, The Ed Greenwood 180 When tieflings threaten a dwarven excavation,
Jalanders Dodge Ed Greenwood 191 the dwarves turn to an unlikely source for salvation.
Masks of Living Flesh Ed Greenwood 192 If the adventurers can escort a herd of giant glow-
Ondals Stand Ed Greenwood 179 ing beetlesyep, beetlesto the excavation site, the
Queen Filfaerils Blades Ed Greenwood 187 dwarves can use the beetles light to counter the tief-
Rastigur Stornont Ed Greenwood 184 lings darkness magic. Forget the flying shark; any
Silent Sail, The Ed Greenwood 185 adventure that features a sentient, talking rope as the
Spellslayer Wine Ed Greenwood 195 major villain deserves special mention.
Tarmel Drouth, Outcast Noble Ed Greenwood 176
Thormils Secret Ed Greenwood 194 Adventure Path: Savage Tide
Way of Lost Power, The Ed Greenwood 174 Written by Wolfgang Baur, Jason Bulmahn,
Whispered Words Ed Greenwood 188 Eric L. Boyd, Gary Holian, James Jacobs, Nico-
Wild Lords, The Ed Greenwood 190 las Logue, Richard Pett, Stephen S. Greer, Tito
Winking Eyes of Rhauron, The Ed Greenwood 193 Leati, Sean K Reynolds, F. Wesley Schneider,
James Sutter, and Greg A. Vaughan
Features The Savage Tide consisted of
twelve adventures published
Article Author(s) Issue in Issues #139150. The series
Adapting The Lich-Queens Beloved Rodney Thompson 191 documents the return of the
Adventuring Armies Robert J. Schwalb 173 savage tide, an event that long
All That Glitters Robert J. Schwalb 193 ago swept over an ancient
Blasphemer, The James Wyatt 169 civilization, transforming the
Blood and Dragonshards Keith Baker 182 citizens of a proud city into
Bronzeknuckle Brothers, The Stephen Radney-MacFarland 173 slavering fiends. Now, servants
Boss Laughter Robert J. Schwalb 186 of Demogorgon, the Prince of
Castle Ravenloft Bonus Peter Lee 181 Demons, have found the means to unleash another
Cormyr Royale Brian Cortijo 198 savage tide, and the heroes are the only ones standing
Crafty VIllains Cal Moore 186 in they way. After a harrowing sea voyage, they find
Curses! Peter Schaefer 182 themselves on the Isle of Dread, and from there they
Deck of Many Things, The Rodney Thompson 177 travel to Demogorgons realm in the Abyss to destroy
Dreamheart, The Bruce R. Cordell 182 the Prince of Demons and stop the savage tide from
Elemental Motes Charles Choi 176 washing away their world.
Explore Airspur: Villains and Vagabonds Matt James 172
Explore Fairhaven Chris Sims 170
Explore Fairhaven: Agents and Enemies Chris Sims 173
Explore Fairhaven: Villains and Vagabonds Jeff LaSala 175
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Article Author(s) Issue by Dagon. As they delve into coastal caverns to thwart
Knights of the Lich-Queen James Wyatt 100 his foul cultists, they encounter all manner of dread-
Mecha Crusade David Noonan 95 ful things, from fish-men to nameless monstrosities.
Omega World Jonathan Tweet 94
Pulp Heroes David Noonan 90 Prisoner of the Castle Perilous (Issue #153)
Pulp Heroes (d20 Modern) David Noonan 102 Written by Stephen S. Greer
Shadow of the Spider Moon Andy Collins 92 Acereraks simulacrum tries to follow in its
Thunderball Rally Rich Redman 93 creators footsteps, capturing souls to fuel its own
V for Victory Chris Pramas 97 ascension. In Prisoner of the Castle Perilous, a quest
to find a lost paladin leads to the Negative Material
Ruling Skill Challenges Plane and Acereraks tower, which was ripped from
the cursed demiplane of Moil. This adventure has
Article Author(s) Issue many ties to the classic adventure Return to the Tomb
Colossus of Laarn, The Mike Mearls 173 of Horrors and features one of D&Ds great villains.
Continuing the Challenge Mike Mearls 161
Falrinths Bargain Mike Mearls 175 Adventure Path: Scales of War
Life During Wartime, Part 1 Mike Mearls 166 Written by Logan Bonner, Creighton Broad-
Life During Wartime, Part 2 Mike Mearls 167 hurst, Bruce R. Cordell, Scott Fitzgerald Gray,
Mailbag, The Mike Mearls 171 Kevin Kulp, James Larrison, Ari Marmell,
Math Behind the DCs, The Mike Mearls 170 Daniel Marthaler, David Noonan, Robert J.
Real Skill Challenge, A Mike Mearls 163 Schwalb, Chris Tulach, and Greg A. Vaughan
Rule #4 Mike Mearls 162 The longest-running
Social Skill Challenges, Part 1 Mike Mearls 164 and most ambitious
Social Skill Challenges, Part 2 Mike Mearls 165 Adventure Path yet
Split the Party Mike Mearls 176 (Issues #156175),
Split the Party . . . Wisely Mike Mearls 177 Scales of War slowly but
Stat Blocks for Roleplaying Mike Mearls 174 surely draws adventurers
Stealth Challenge Mike Mearls 172 into a war between the
Wilderness Travel, Part 1 Mike Mearls 168 dragon gods Bahamut
Wilderness Travel, Part 2 Mike Mearls 169 and Tiamat. In the course of thirty levels, they face all
Wrapping Up Mike Mearls 178 manner of threats including a shadar-kai arms dealer,
githyanki warlords and diplomats, a corrupt mithral
Save My Game dragon, an efreet sultan, and Tiamats five draconic
exarchs. They also witness Bahamuts destruction and
Article Author(s) Issue facilitate his rebirth before facing the Dragon Queen
Campaign Expansion and Stephen Radney-MacFarland 180 in a climactic battle worthy of song.
Contraction
Convention Survival Guide Stephen Radney-MacFarland 169
Counter Arguments Stephen Radney-MacFarland 195
Dirty Tricks Stephen Radney-MacFarland 193
Do the Right Thing Stephen Radney-MacFarland 160
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that has since attracted Lord of the White Field (Issue #184) Baba Yagas Dancing Hut (Issue #196)
all manner of monsters. Written by Daniel Marthaler Written by Craig Campbell
The Chaos Scar series In Lord of the White Baba Yagas Dancing
(which premiered in Field, the characters Hut updates a classic
Issue #171) presented navigate the ghoul- 1st Edition adventure,
mostly unrelated heroic- haunted ruins of the Roger E. Moores The
tier adventures set in town of Hampstead Dancing Hut (published
and around the valley, while seeking answers in Dragon #83), to 4th
encouraging characters to visit time and again. The to its sudden destruction Edition, retaining the
deeper a traveler ventured into the Chaos Scar, the and a means to prevent wackiness of the original
more dangerous the encounters became. The series the terror from spreading. The harrowing journey while presenting a few new surprises. Accompanying
concluded in Issue #197 with Heart of the Scar, an tests their mental and spiritual endurance as much it is an article that provides statistics and background
adventure set in an evil fortress built atop the rem- as their physical prowess as they traverse a landscape information on the legendary archfey Baba Yaga and
nants of the crashed meteor. filled with the ravenous dead. her servitors.
Dead by Dawn (Issue #176) Evards Shadow (Issue #192) Against the Giants Series (Issues #197200)
Written by Aeryn Blackdirge Rudel Written by Daniel Marthaler Written by Christopher Perkins
A highlight of the Chaos Scar adventure series, This adventure takes place in the abandoned man- Based on the original by Gary Gygax
Dead by Dawn is a short scenario in which the sion of the legendary shadow wizard Evard. As the Chris took Garys
heroes find themselves trapped by an army of zom- adventurers search for clues to Evards fate in the classic adventure tril-
bies in a ruined temple. Fighting the hordes of ruined manse, they discover a dark reflection of the ogy and updated it to
zombies isnt a wise option, leaving the adventurers house in the Shadowfell and confront the great wiz- 4th Edition, expand-
with no choice but to hole up, hold their ground, and ards living shadow. Evards Shadow takes place ing on the original
survive the undead siege until daybreak, when the after the events chronicled in the D&D Encounters material to provide
zombies return to their graves. adventure Dark Legacy of Evard. enough adventure con-
tent to fill the paragon
Cross City Race (Issue #176) Leader of the Pack (Issue #194) tier. Chris also wrote an original adventure featur-
Written by James Grim Desborough Written by Julian Sieber ing stone giants titled Warrens of the Stone Giant
Wizards of the Coast Three years ago, Thane, which is set between the hill giant and frost
ran a competition, asking Zelgar Lightborns older giant adventures.
freelancers to present brother, Ulmar, left the
their best adventure ideas, town of Silvergrail on Writer Spotlight: Christopher Perkins
and the eventual winner a grand adventure and Chris is Dungeons most prolific adventure writer
from the freelancer sub- was cursed with lycan- and has been involved with the magazine for nearly
missions was Cross City thropy. In Leader of the a quarter century. Check out A History of Dun-
Race, which features a Pack, Ulmar returns geon (Not THE History of Dungeon) in Issue #200
pulse-pounding footrace across the city against vari- along with the rest of his pack to turn his brother into for more information. In addition to adventures
ous competitors. Depending on which route they take, a werewolf like him. The heroes became entangled published in Dungeon, he wrote three adventures
participants might run into danger, and some of the in this family matter and escort Zelgar to a final con- to promote the magazine in its sister publica-
competitors are not above setting a few traps. frontation with his murderous brother. tion, Dragon: Wyrmsmere (Dragon Annual #1),
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Dungeon
(But Not THE History of Dungeon)
By Christopher Perkins
Illustrations by Scott Murphy, Tony DiTerlizzi, Keith Parkinson, Roger Raupp, Rebecca Guay,
Carl Critchlow, and Wayne Reynolds
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and nineteen when the adventure was finally pub- manuscripts, never quite knowing what the editors to Dragon, where in theory he could do considerably
lished in 1987. wanted and/or needed at any given time but doing more damage.
University sidelined my D&D campaign and writ- my utmost not to offend them or become unworthy of My best Wolf story is this: When I joined Wizards
ing career for several years. In 1991, I graduated and their attention. Barbara very cleverly focused some of in 1997, I inherited a box full of correspondence,
began bombarding the TSR periodicals department my energy on playtesting adventures written by other including several overstuffed folders labeled
with adventure proposals and SASEs. Barbara G. authors. By 1993, I had become a go-to guy for play- Perkins. These were filled with copies of my back-
Young, Dungeons second editor (Issues #951), was testing feedback. and-forth letters with previous Dungeon editors.
very patient and nurturing: Being a Dungeon playtester gave me a ridiculous Leafing through the pages, I discovered to my amaze-
advantage over other magazine contributors. Not ment that Wolf s comments were all over proposals
The good news is that we like your work. only did I gain insight into the editors preferences, and submissions Id sent to Barbara. Heres the one
October 21, 1991 I learned some adventure-writing lessons by quietly that always makes me smile:
dissecting other contributors ideas and narrative
Ive seen so much of your work that Im starting to say, techniques. I stepped up my game and used my Original, but still not Dungeon quality.
Which of these Perkinses should I take? Youre competing secret knowledge to help the editors fill gaps in their May 27, 1993
with yourself by sending too much at once. content calendars. Most important, being a playtester
January 16, 1992 helped me contribute to the magazine in a volunteer Years later, when our roles were reversed and Wolf
capacitysomething that would pay off BIGTIME was writing an adventure for me (the Lovecraftian
Even though he was up to his eyeballs in Dragon sub- years later, shortly before the big TSR implosion. But Kingdom of the Ghouls, published in Issue #70),
missions, Roger also found time to scribble notes on again, I get ahead of myself. he was the most professional freelancer a fledgling
my manuscripts. Heres my favorite Roger quote: I was sad when Barbara Young left Dungeon to editor could hope for.
become a fiction editor at TSR. She and I had estab- Dave Gross became Dungeons fourth editor
I like weird stuff, but this is too weird. lished a genuine rapport (she even called me on the (Issues #5459), bringing with him his experience
July 17, 1991 phone once!). I remember fondly her red, handwritten working on Polyhedron, the RPGA newszine. By the
notes on my manuscriptsa visceral, vaguely sado- time Dave took the reins, I had become a prolific con-
Roger was referring to my proposal for an AD&D masochistic editorial exchange that email has, sadly, tributor, and Dave was familiar with my work. Our
module titled Kelvin Wickerclocks Whimsical all but eradicated. Also, I had matured enough as a first project together was Umbra (Issue #55), an
Adventure, featuring a rootin, tootin, six-shootin writer to receive the occasional special assignment. overly long Planescape adventure.4 More gratifying
buckaroo named Tex Tombstone Cully, a gangster We need a D&D Basic adventure! became Them than seeing the adventure in print was the note Dave
named Biglips Morrison, a pair of ninja assassins, Apples (Issue #48). We have this poster map, but no sent to me afterward:
and a B-movie film director named Zack the Hack adventure to go with it! became Elexas Endeavor
Moriarty, who needs extras for his new slasher movie. (Issue #53). I still think its one of the very best things printed in
My pitch also promised a pygmy hunting party, a Barbaras replacement was Wolfgang Baur, a Dungeon.
WWI flying ace in a biplane, and a gnome who sets fellow contributor who served as Barbaras associ- September 25, 1995
the whole adventure in motion. ate editor slash partner-in-crime for three years.
Wow. Its a darn shame I never actually got to write Wolf and I have the same alignment, so we got along The other thing I remember about Umbra thats
that one. A darn shame.2 well from the start.3 Wolf only steered the ship for a worth mentioning for posterity is the cover art, done
During the Young years, I pitched scores couple issues (Issues #5253) before he jumped over by the amazing Tony DiTerlizzi (of The Spiderwick
of adventure ideas and submitted dozens of Chronicles fame). It was glorious. The icing on the cake
2
I d be ly ing if I sa id t hat was my worst proposa l. At least Kelv in
Wickerclock was imaginat ive. T he sa me could not be sa id for 3
You ll have to g uess which a lignment because Im not going to 4
Dave asked me to trim 5,000 words, but I t hink I ta lked him
some of my ot her ea rly pitches. tell you! dow n to 2 ,500.
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is that Tony gave me the original painting, which Dave switched hats with Anthony Bryant, then-
hangs to this day above the dresser in my bedroom. editor of Dragon magazine, but Tony only stuck
Dave Gross was my first real friend at TSR. We around for one issue of Dungeon (Issue #60) before
were both teachers in another lifetime, so we had Michelle Vuckovich stepped in to become the maga-
common ground. As a teacher, I did most of my zines sixth editor.7 Michele wasnt an active D&D
adventure writing in the summer. However, in the player as far as I could tell, but she understood the
summers of 1994 and 1995, shortly before TSR went magazines mandate and knew a good story when she
kaplooie, I took a break from my writing regimen read it. If Michelle rejected any of my submissions,
and drove down to Lake Geneva to help Dave and I have no record of it. I remember she asked me to
the other editors plow through the leaning stacks of write a Dragonlance: Fifth Age adventurethe
submissions on their desks. Dave welcomed me with only writing assignment I wish I had turned down.
open arms, introduced me to Pierce Watters (and (Dont get me wrongI like the setting, but when it
his amazing Texas cooking), took me out for beers, comes to roleplaying games, Im a dice man!)
and put me to work. (Not in that order, mind you.) By the time Michelle took the helm (Issues
Dave and I worked so well together, in fact, that when #6164), I was practically an honorary member of
Pierce was looking to rebuild the periodicals team the periodicals teamor Canadian mascot, depend-
under the Wizards aegis, he put Dave and me back ing on whom you asked. If I did something Michelle
together as the collaborative editors of Dragon and didnt like, she just ignored me until I got the hint. I
Dungeon, respectively.5 always had the biggest laughs working with Michelle
While researching this article, I re-read every because she kept me posted on all the weird and
letter sent to me by every Dungeon editor before my wacky developments at TSR . . . things that would
time. Every one of Daves letters is a masterpiece of make you laugh and cry at the same time.
correspondence, a testament to his writing skill. I In 1996, I stopped writing adventures for Dun-
wish I could share them in their entirety, but suffice geon because I knew TSR didnt have the money to This painting by Tony DiTerlizzi hangs on my bedroom wall.
to say, they are better than any letter Ive ever written. pay me anymore. At the time, I had seven adventures
Dave coaxed me into writing an editorial once, awaiting publication (Dragons Delve, Gnome Issue #64, but the odds of it being published seemed
whereupon he discovered that a good adventure Droppings, Bzallins Blacksphere, The Ice Tyrant, slim and none.
writer does not an editorial writer make: Avenging Murik, Uzaglu of the Underdark, and The last time I visited TSR was in the summer of
The Scourge of Scalabar), only one of which was 1996. The staff was still being paid to work on stuff,
Im afraid I would like to see a different editorial from you likely to land in subscribers laps. but it was analog vaporware, and no one knew from
. . . something that lets a little more of your personality out Dragons Delve was printed in Issue #62, along one day to the next if they would have a job when they
and doesnt sound quite so much like a lesson . . . Id like with a cost-cutting cover by Henry Higgenbotham, woke up the following morning. Despite the dire situ-
your editorial to be a knock-out. the talented sculptor who would later become well ation, people werent impaling themselves on swords.
October 9, 1995 known for his fantastic cover design work on the 3rd Quite the contrary: the creative staff, as far as I could
Edition core rulebooks. Then Issue #63 was produced tell, were making the best of an unfortunate situation
Ouch. In other words, your editorial sucketh. See what I but delayed because TSR didnt have the money to and having a few laughs at their own expense. 8
mean about Daves writing skill?6 pay the printer. Folks in the office were fussing with When Wizards swooped in and snatched D&D
from the jaws of death, Peter Adkison had the
5
T hose legenda r y Ca nadia n ma nners a nd a ll t hat suck ing up
rea lly pa id of f. w rit ing draws me in. I t hink he has a ver y good ea r for dia log ue,
6
Im not a great reader or fa n of fa ntasy f ict ion (too close to my probably because he ta lks a lot. 8
Actua lly, t here was t he Mask of Va lor, a fencing mask t hat you
day job), but Dave Gross is one of t he few fa ntasy novelists whose 7
W hich ma kes me Luck y Number Seven. had to wea r while coworkers hurled da rts at your face. No one
died, so it was okay.
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wherewithal and sanity to hire most of TSRs creative didnt begin to make my mark until Issue #69, which Adventure Path, and asked me to write the kick-off
talent as well. Michelle Vuckovich decided to stay kicked off a five-part series of adventures set in the adventure just to get the ball rolling.11 Then Chris,
behind and pursue a masters degree, and thats when Forgotten Realms campaign setting. Dungeon had along with the rest of the periodicals team, splintered
the position of Dungeon editor opened up. Not long never attempted a long-running series before, and off to form the backbone of Paizo Publishing.
thereafter, I received THE CALL: The Mere of Dead Men set the stage for several memo- Wizards was looking to get out of the newsstand
rable Adventure Paths to follow. Looking back at magazine businessa wise decision, given the state
Its Pierce. How would you like to be the new editor of the four years worth of issues that bear my name as of the magazine publishing industry. However, for a
Dungeon magazine? editor (Issues #6589), theres nothing that makes me small company like Paizo, the D&D magazines were
Best Day Ever, 1997 cringe and a lot of stuff Im proud of. Theres even an a foundation upon which to build a business. Chris
adventure by Roger E. Moore!9 was at the helm when Dungeon went from bimonthly
Huh. Let me think about it for, like, zero seconds. What Im less proud of is the redesign that hap- to monthly publication, and when Dungeon and
I spent the next several months working with pened with the launch of 3rd Edition. To make the Polyhedron were fused into a humongous, bipolar
Pierce and Human Resources on my work visa, and magazines more attractive on newsstands, we gave super-mag. One or both of those changes practically
everything was going well. I was scheduled to make them to an outside studio to refresh. It was like watch- drove him mad. If you ever see Chris at a convention,
my American debut at Gen Con 97, but a disagreeable ing your daughters being taken from you, dressed up buy him a beer and ask him about it.
border patrol officer who blamed me personally for like harlots, and left on street corners to peddle their Truth be told, I never fully relinquished my hold
the Salmon Fishing War (perhaps youve never heard wares.10 I managed to pull Dungeon back inside the on Dungeon even when it was in Paizos care. When I
of it) held me up and called my Wizards paperwork house and spent the next year trying to restore her wasnt off writing Shackled City adventures, I would
the worst forgeries hed ever seen. He also threatened elegance and dignity. For the magazines long-term insert myself into the Wizards approval process, if
to confiscate my car, which, incidentally, was paid for health, it made sense to transition from black-and- only to marvel at the work being done.
with money earned writing for Dungeon magazine. white to color, but I think some of her simple charm Erik Mona (Issues #103138) and James Jacobs
By the time that misunderstanding got cleared up, was forever lost as a consequence. (Issues #139150) became Dungeons ninth and tenth
Gen Con had passed, and I found myself in Renton, In an idyllic world, every person figures out what editors, respectively. Erik is a brilliant RPG industry
Washington, waiting for the rest of TSR to show up. he or she wants to do and does itwhether thats wunderkind who knows what makes D&D players
On my first day, I unpacked that aforementioned box being a writer, a lawyer, a veterinarian, a parent, a drool, and James Jacobs, himself a frequent Dungeon
of correspondence left behind by the Dungeon editors teacher, an engineer, or whatever. To do anything else contributor, is the best D&D adventure designer on
before mefiles that to this day remind me of where I is a waste of time and talent. I was very fortunate to the planet, tied with Richard Baker.12 What Erik and
began, where I ended up, and the people who helped land the Dungeon job. For years, I ran Dungeon as a James did with Dungeon is a marvel to behold, and
me along the way. one-man show, moonlighting as art director and occa- Im more than a little envious of their best work, not
Wizards not only pulled D&D out of the ashes but sional cartographer. Then Star Wars Gamer and Star the least of which were two outstanding Adventure
also kept the magazines alive. The company put up Wars Insider landed on my lap, and after a year of jug- Paths (Age of Worms and Savage Tide). Their issues
the cash to publish Issue #63, and my number-one gling content for three magazines and dealing with were fearless and ambitious. As the licensor, Wizards
task as Dungeon editor was to get Issue #64 out the licensor approvals, I was burned out. Bill Slavicsek had final approval over all magazine content, which
door and into the hands of subscribers. Issue #65 offered me a creative director job, and I took it. meant that Erik and James paid us frequent visits to
was my first official issue as Dungeon editor, and right Chris Thomasson became the eighth editor
there, staring me dead in the face, was that damn of Dungeon after I left (Issues #90102). Chris
Dragonlance: Fifth Age adventure! Its wasnt pitched the idea of the Shackled City, Dungeons first
enough that I had to write it; now I had to edit it, too! 11
I would contribute severa l more before t he series was done,
much to my surprise. My favorite of t he bunch is st ill t he f irst one,
Several of the adventures that appeared in my 9
T he Door from Ever y where ( Issue #88). L ifes Ba zaa r ( Issue # 97).
earliest issues were selected before my time. I really It sounds ha rsh, but crack open Issue #82 a nd you ll see what I
10 12
T hese t wo juggernauts would eventua lly join forces to w rite Red
mea n. Hand of Doom, one of t he best D&D adventures ever published.
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get buyoff on their mad schemesnerve-wracking for develop them. In the final analysis, the entire point of a
them, I imagine, but sheer delight for me.13 D&D session is adventure. Players dont gather around
Dungeon #150 wrapped up the Savage Tide Adven- the table to OOH and AHH over one anothers characters.
ture Path and marked the end of the Paizo era. The They assemble to stomp monsters, explore dark places,
magazine went digital, with subscriber articles posted gather loot, and protect the world against evil.
in PDF format. In the issues that followed, we saw the October 6, 2010
return of Chris Thomasson as editoror, rather, Chris
Youngs (Issues #151178). Thomasson and Youngs are During Steves reign (Issues #179189), Dungeon
the same guy, although in some respects theyre like published some of the most conceptually intriguing
night and day. Experience will do that to you: adventures in its history. Steve eventually went crazy
(as magazine editors tend to do) and was put in one of
Ive held every editorial position they could come up with: those, you know, funny farms, but I hear hes happy
Editorial Assistant (as Chris Carlson), Assistant Editor, there. He sent me a letter to let me know hes doing #1. The very first one. #11. My first published work.
Associate Editor, Editor (all as Chris Thomasson), and well. Well, actually, it was just a blank sheet of fools-
Editor-in-Chief . . . but it was working on Dungeon #72, my cap, but with Steve its really about whats not on the
first issue, where I first thought, This is what I get to do now? page.15
Read D&D and get paid for it? Yes, the job is that cool. Issue #190 marked my return to Dungeon in a
June 1, 2010 hands-on capacity, and its weird to find myself doing
many of the same things I was doing back in 1997,
Youngs brought us one more Adventure Path (Scales now with the wisdom that comes with fifteen years
of War, the biggest and most ambitious yet!) before in the gaming industry. (Gone are the days of my
accepting a well-earned promotion.14 That opened the moonlighting as an art director, for starters.) Dun-
door for Dungeons eleventh editor, Steve Winter, who geon is nearly a quarter century old, having survived
is one of the designers of AD&D 2nd Edition and a the passing of editions while clinging to its mandate.
walking encyclopedia of game lore. A legend within What Roger Moore envisioned when he wrote the
the gaming industry, Steve understood the ins and first editorial in Issue #1 is the vision I hold today. #65. My first issue as editor. #82. The problem child.
outs of D&D better than anyone, and his fondness for Dungeon promises and delivers adventuresthe best
Dungeon matched my own: of the best. So has it been, and so will it be.
13
A ll t his pra ise begs t he quest ion of why Wiza rds would ta ke
back Dragon a nd Dungeon a fter so fruitful a pa rt nership. I n my
opinion, it wasnt a ref lect ion on t he maga zines qua lit y or its
stewa rds, but rat her t he maga zine business, which was in t he
toilet (a nd st ill is). Subscript ions were way dow n, a nd we were
launching a new edit ion of t he D&D ga me a nd wa nted a rt icle
a nd adventure support in t he digita l space. At t he t ime, it didnt
ma ke sense to have a n online publicat ion a nd a print publicat ion
compet ing w it h one a not her. But a lot ca n cha nge, pa rt icula rly
w it h a new iterat ion of t he D&D ga me on t he horizon. W ho k nows
what forms Dungeon (a nd Dragon) might ta ke in t he yea rs a head? 15
Steve did not hing of t he k ind. It just seemed like a f unny
Chris Youngs is now our D&D digita l ga mes ma nager at
14
t hing to w rite, a nd I hope it ma kes Steve laugh when he reads it. #100. My favorite issue. #150. Paizos farewell issue.
Wiza rds R&D, in case you hadnt hea rd. Ever y t hing else in here is true, t hough, I swea r.
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