D&D 4E Khybers Harvest
D&D 4E Khybers Harvest
D&D 4E Khybers Harvest
A N A D V E N T U R E F O R C H A R A C T E R S O F 2 ND L E V E L
Keith Baker
Theo Miller (order #4358806)
INTRODUCTION
In Khybers Harvest, the PCs battle an ancient evil threatening a remote village in the Shadow Marches. The dark power of the planes has grown strong in this place. Depraved cultists and twisted aberrant creatures are -dragging innocents down into ancient caverns to undergo a horrific transformation. To save these helpless villagers, the PCs must overcome the terrors of Khybera quest that brings them to the attention of the dreadful Belashyrra, the Lord of Eyes. Khybers Harvest is a short adventure for 2nd-level characters, who should reach 3rd level by the end. Although it has been created as an introduction to the EBERRON campaign setting, this adventure can be easily altered and expanded to fit into any ongoing campaign. the borders between Xoriat and Eberron are weak, mortals embrace dark dreams and fall prey to the voice of madness. Tucked into the wild frontier of the Shadow Marches, the village of Blackroot is located on a manifest zonea nexus point between Eberron and the planes of Xoriat and Mabar, the Endless Night. One of the Cults of the Dragon Below has long flourished in this place, its members sworn to the service of Belashyrra, a daelkyr known as the Lord of Eyes. Partaking of Belashyrras foul gifts, those who serve him become something less than human. The PCs come to Blackroot at a critical timea rare alignment with both Mabar and Xoriat. When the powers of night and madness are at their height, a gate opens allowing the cultists to descend into the underworld of Khyber. They call this the Harvesta time when innocent villagers are kidnapped and taken below, their souls bound to the cult and their bodies branded with the living eyes of Belashyrra. Can the PCs save these unfortunates before they become the newest servants of the Lord of Eyes?
Background
When madness and night align And innocent blood waters the dark tree The noble soul must claim the Coat of Eyes And bear this burden for the good of all. From the Talash Siberys Thousands of years ago, the fearsome daelkyr came to Eberron from the Far Realm of Xoriat. After a long and bitter struggle, an order of druids known as the Gatekeepers used ancient primal magic to bind the lords of madness in the depths of Khyber, the underworld of Eberron. However, the influence of the daelkyr can still be felt in the world today. Mind flayers, beholders, and lesser aberrant monsters continue to do the bidding of their malevolent daelkyr masters, and in those places where
Synopsis
As the adventure begins, the PCs have come to the village of Blackroot in the savage Shadow Marches, only to discover that their contact there has gone missing. Even as they search for clues to what might have happened, the characters suspicions are dismissed by the village reeve Toraash. However, the PCs soon find clear evidence of trouble.
CREDITS
Keith Baker
Design
Jason A. Engle
Cartographer
Christopher Tardiff
Publishing Production Specialist
Donna Woodcock
Production Manager DUNGEONS & DRAGONS, D&D, WIZARDS OF THE COAST, Players Handbook, Dungeon Masters Guide, Monster Manual, Khybers Harvest, EBERRON, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast LLC in the U.S.A. and other countries. All Wizards characters, character names, and the distinctive likenesses thereof are property of Wizards of the Coast LLC. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast LLC. Any similarity to actual people, organizations, places, or events included herein is purely coincidental. Printed in the U.S.A. 2009 Wizards 300-B8134-001-EN 987654321 First Printing: June 2009
Jon Schindehette
D&D Senior Art Director
Kieran Yanner
Cover Illustration Ultizen Games, Dan Panosian, Jim Pavelec, Zak Plucinski, Ron Spencer, Ben Wootten Interior Illustrations Liz Schuh, Scott Rouse, Kierin Chase, Sara Girard, Martin Durham D&D Brand Team
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In the natural caverns that run beneath the village, the party clashes with cultists and the power of madness. This confrontation culminates with the discovery of a giant eyea magical warden watching over a gate that opens only when Mabar, Xoriat, and Eberron align. Once they pass this gate, the PCs enter the deeper reaches of Khyberthe underworld shaped by the power of Xoriat and Mabar. After facing aberrant monsters and living darkness, the PCs must ultimately defeat Toraash before the innocent villagers can be claimed by Belashyrras servants. In the process, they acquire the Coat of Eyes, an artifact bound to the daelkyr lord.
Adventure Hooks
Use one of the following quests as hooks to draw the PCs into the adventure. Before play begins, take a moment to establish how the party first came together. The PCs might have served together during the Last War, forging a bond of friendship that has held them together even in peace. Perhaps they work for a dragonmarked house, or studied together at Morgrave University. Whatever the setup, the PCs know one another and have come to Blackroot in pursuit of a common goal. That goal sees them initially seeking out Doria Veledaara House Tharashk inquisitive last seen visiting her family in Blackroot.
Treasure
This adventure includes ten treasure parcels spread throughout the encounters, including three symbiont magic items (see page 19). If you would like to provide the PCs with different items (or if the PCs reject the idea of using a symbiont item), you can replace the symbiont items where they appear.
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Setup
The adventure begins as the party arrives in the village of Blackroot. There are no dangers to face or challenges to overcome here, and this encounter is worth no experience. However, it provides the PCs with basic information about the village and sets up the skill challenge that follows. When the players are ready to begin the adventure, read: Your journey through the Shadow Marches has left your cloaks and armor covered in mud, your clothes soaked with sweat. Hungry insects buzz about you, and the air is warm and wet. Your destination is Blackroot, a village tied to the Dorrm and Veledaar clans. The sun is beginning to set when the settlement finally comes into view. Like most villages in the Marches, this small community offers few amenities and no dragonmarked house services. There is no central authority in the Shadow Marches, and the village reeve is responsible for administering justice in the local region. Blackroot draws its name from the darkwood trees that thrive in this region, their tangled roots rising up from the soil to all sides. The ground here is relatively solid for the Marches, and the village sits atop a rocky rise. Its huts sit directly upon the ground instead of being raised on stilts above marshland, as is common elsewhere in the region. Orcs, humans, and half-orcs work together in the nearby orchards or pass along the main street. None of them seem particularly pleased to see you. Within moments, you are approached by a lean and muscular orc. His skin is weathered, streaks of gray seen in his long black hair. He bears no weapons and wears loose peasant clothing, but he carries himself with confidence. Greetings, he says. I am ToraashDorrm, the reeve of Blackroot. I dont know what brings you here, but weve no inn, no tavern, and no time for strangers. I suggest you move on. Toraash is gruff but not actually aggressive. A DC 15 Diplomacy check inspires him to warm slightly. Nonetheless, he will not answer questions about himself or the village, as he has no time for idle talk with strangers. If the PCs tell him they are seeking Doria Veledaar, he begrudgingly points them to her familys cottage. However, he says that the Veledaars recently left Blackroot; he believes that Doria convinced her family to move to Sharn. Given that the cottage is empty, Toraash wont stop the PCs from visiting it or sleeping there. However, he asks them to be on their way by the next morning. He then leaves, rebuffing any further efforts at conversation. Anyone making a DC 10 Insight check can tell that Toraash is concerned about the PCs presence in the village, but this reaction is not unusual. Its hardly surprising that the leader of a small, insular community would treat armed strangers with suspicion. However, a character making a DC 15 Perception check senses that the reeve isnt telling the full truth about Doria and her family. While the PCs are investigating in Encounter 1, Toraash slips away to the caves (see Encounter 2). His absence from the village during the skill challenge can be easily noted by the PCs. On the off chance that the PCs decide to immediately attack Toraash, the reeve flees the scene, running for the cavern entrance (Encounter 2). An orc warden and three cultist fanatics move to engage the PCs, buying Toraash time to escape. See Encounter 2 and Encounter 5 for cultist statistics.
A R R I V I N G I N B L AC K R O OT
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Setup
This skill challenge represents the player characters search for clues regarding the disappearance of Doria and her family. By talking to the people of Blackroot and investigating the Veledaar dwelling, they learn that Doria and her family were kidnapped. The party can then trail the cultists to their lair.
An old orc pulls you aside. His skin is weathered and hes lost his teeth and tusks, but his eyes are still sharp. Its the Harvest, he mutters. Sowing the new crop. This night, with three moons in the sky and darkness below. If you know whats good for you, youll be out of here before it comes for you, too. If the PCs try to get more information from the old orc, he acts as if he has forgotten the past few moments and does not speak to them. No amount of cajoling or intimidation will sway him.
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This check does not earn a success or failure in the challenge, but the PCs are more alert to small clues after the strangers warning. A successful check grants a +2 bonus to all subsequent checks made in the challenge. Success: The PCs discover a blood trail or follow the ambient arcane energy in the area (your choice, depending on the successful checks made in the challenge). This takes them to Encounter 2. Because the characters have managed to not attract attention to themselves, the guards in Encounter 2 are not immediately hostile to the party, and are even susceptible to being bluffed. Failure: The PCs actions in the skill challenge draw the attention of an angry villager, who quickly gathers a crowd demanding that the party leave town immediately. During the altercation, one of the PCs notes two armed villagers slipping away along a hidden path at the far side of the village. By pretending to leave Blackroot, then doubling back, the PCs can find the path leading to Encounter 2. However, the guards there will have been warned of the partys presence in the village. They attack with surprise when the PCs approach.
The PCs can choose to attack the villagers, but any such fight is a one-sided affair (treat the villagers as minions; +4 vs. AC; 3 damage). Moreover, while the villagers are uniformly fearful of the cult, they are not active cultists. All the ranking members of the cult have already gone to the caverns in preparation for the Harvest about to begin.
E N CO U N T E R 1 : W H E R E S D O R I A ?
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Setup
Four champions of Belashyrra guard the entrance to the cults subterranean shrine. As the PCs approach the area, read: The clues you have gathered lead eventually to a weathered path. The foliage around you is dense and tough, with bloodvines winding around and between the darkwood trees, but the path youre on is cleared and well worn. As you approach a sloping hill, you see a clearing open up around the mouth of a cave. If the PCs were successful in the previous skill challenge, the burly orc wardens block the mouth of the cavern while the cultist eyeblades hide among the trees (Perception DC 19 to spot them). If the PCs failed the skill challenge, all four guards have been warned of their possible approach and are out of sight in the trees. They cannot be spotted by the PCs, and they attack with surprise when the first party member passes close enough. If the PCs can see the orc wardens, read: Two villagers stand watch by the mouth of the caveheavyset orc woodcutters, their axes at the ready. Whether they succeeded or failed at the skill challenge, the PCs can attempt to approach using stealth, but the guards are keeping a sharp watch. The wardens have passive Perception checks of 18, while the eyeblades have passive Perception checks of 19. The cult likes to keep a low profile, and if the party succeeded in the initial skill challenge, the wardens are not automatically hostile. When the PCs are within speaking range, the wardens call out to tell them the cave is being
Medium natural humanoid, human XP 150 each Initiative +6 Senses Perception +8 HP 45; Bloodied 22 AC 17; Fortitude 14, Reex 16, Will 15 Speed 6 m Short Sword (standard; at-will) Weapon +8 vs. AC; 1d6 + 6 damage. r Dagger (standard; at-will) Weapon Ranged 5/10; +10 vs. AC; 1d4 + 5 damage. Belashyrras Blade The cultist eyeblade gains combat advantage against any enemy marked by an ally. Combat Advantage The cultist eyeblade deals 1d6 extra damage on melee and ranged attacks against any target it has combat advantage against. Alignment Evil Languages Common, Deep Speech Skills Acrobatics +9, Athletics +7, Stealth +9 Str 13 (+2) Dex 16 (+4) Wis 15 (+3) Con 13 (+2) Int 10 (+1) Cha 12 (+2) Equipment short sword, 3 daggers, holy symbol of the Dragon Below
Level 4 Soldier
Medium natural humanoid XP 175 each Initiative +4 Senses Perception +9; low-light vision HP 56; Bloodied 28; see also warriors surge AC 20; Fortitude 17, Reex 14, Will 15 Speed 6 (8 while charging) m Greataxe (standard; at-will) Weapon +11 vs. AC; 1d12 + 4 damage. M Tongueworm* (minor; encounter) +8 vs. AC; 1d6 + 1 poison damage. If the attack roll is a 1, the orc warden is dazed until the end of its next turn. M Warriors Surge (standard, usable only while bloodied; encounter) Healing, Weapon The orc warden makes a melee basic attack and regains 14 hit points. Belashyrras Eye (minor; at-will) All enemies adjacent to the orc warden are marked until the end of its next turn. Wardens Wrath (immediate interrupt, when an adjacent enemy marked by the orc warden makes an attack that does not include the warden as a target; at-will) The orc warden makes a basic attack against the triggering enemy. Alignment Evil Languages Common, Giant, Deep Speech Skills Athletics +11, Endurance +10 Str 18 (+6) Dex 13 (+3) Wis 15 (+4) Con 16 (+5) Int 8 (+1) Cha 9 (+1) Equipment hide armor, greataxe, tongueworm*, holy symbol of the Dragon Below * See page 19. Only one of the orc wardens possesses this item and this power.
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Once battle is joined, the orc wardens close quickly. They use Belashyrras eye to keep foes from engaging the eyeblades, laying into the closest PCs with greataxe attacks. The eyeblades engage the PCs from range for as long as they can, targeting marked PCs for combat advantage. When challenged, they flank with short sword attacks for combat advantage. One of the orc wardens possesses a tongueworm (see page 19) that he uses when bloodied. This cord of muscle lashes out from his mouth to strike an opponent. This should catch the PCs by surprise, as they realize the guards are not the simple farmers they appear to be.
Illumination: Bright light if the PCs approach by day. At night, two smoky torches at the cave mouth provide bright light in a 5-square radius. Foliage: The area shown is a clearing. Beyond the edges of the map, thick foliage and protruding roots create difficult terrain. Treasure: One of the orc wardens possesses a tongueworm symbiont (see page 19) that the PCs can claim. Between them, the cultists are carrying 60 gp. Each of the cultists wears a holy symbol like the one in the Veledaar cottage. Note whether anyone takes these symbols and what they do with them. A character who wears a symbol openly is protected from threats in Encounters 4 and 5, but wearing a symbol under clothing or carrying it in a belt pouch or pack provides no benefit.
CULTIST LORE
At first glance, the orc wardens appear to be village militia potentially dangerous, but not obviously connected to the Cults of the Dragon Below. (Their holy symbols are tucked beneath their lizard-hide armor.) The human eyeblades are a different matter. They are dressed in loose black clothing and their daggers are chipped from glittering volcanic glassthe same material the holy symbols are made from. Each eyeblade has a leather cord wrapped around its wrist, threaded through a number of mummified eyestrophies claimed from previous victims. If the PCs search the bodies of their defeated foes, each cultist possesses at least one additional eye somewhere on his body (Perception DC 17). A character knows the following information about the cult with a successful skill check. Religion DC 20: The Cults of the Dragon Below are splintered into dozens of sects, each following a different dark power. The theme of eyes found on these cultists suggests that this sect serves the daelkyr Belashyrracalled the Lord of Eyes, and said to have created the beholders. Additionally, if the cultists in this or any later encounter are taken alive and interrogated, they reveal the story of the Harvest. Paraphrase the information given in the Background section (page 1). Within hours, Doria Veledaar and a number of other villagers taken for the rites will be claimed by the Lord of Eyes.
E N CO U N T E R 2 : C AV E R N E N T R A N C E
Tactics
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Living Words
Any PC can attempt to decipher the living words of the cavern walls. It is not a question of reading a language, but rather of staring at the glyphs and forcing them to make sense with a DC 17 Arcana or Religion check. With a successful check, the character realizes that the glyphs are an endless scrawl of names, each capturing not just the identity but also the spiritual essence of a creature. These are the souls of long-dead cultists trapped here by the foul rites of the Harvest. A character who tries to read the words and fails takes 1d6 + 4 psychic damage as the spiritual energy imbued within the symbols corrupts his soul. PCs who attempt this check also gain advantage or penalty as the party proceeds through the caverns. See the next two encounters for more information.
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Setup
There are no monsters in this area, but a magical trap can set the cults enemies against each other. When the PCs enter this area, read: Past the hall of living words, the cavern takes a sharp turn. A doorway to one side opens up to some sort of alcove. Around the corner, the floor ahead is covered with pulsing lines of crimson lighta pattern more prominent and sinister than the strange designs that cover the walls behind you. The ominous chanting from ahead is louder now, melding with the whispers of the mystical glyphs set across the floor. This trap is the sole obstacle here, but the PCs have the choice of disarming it (dispersing its mystical energy) or simply forcing their way past it.
Glyphs of Madness
Trap
A swirling mass of burning crimson lines covers the floor. The pattern slithers and shifts like a nest of vipers, and as you look at it, you hear strange whispers in the back of your mind. Trap: The glyph covers the 2-square-by-2-square segment of the hallway between the room and the long corridor. Perception No check is required to see the glyph. Additional Skill: Religion DC 19: The character recognizes the nature of the glyph and the effect it has on those who touch it. Trigger The glyph attacks when a creature enters one of its four squares. A creature who attacks the glyph also triggers a retaliatory attack. This targets a random opponent at any range. Attack Charm Immediate Reaction Melee Target: The creature that triggered the glyph. A creature wearing or showing a holy symbol of the Dragon Below is not attacked. Attack: +10 vs. Will Hit: The target is dominated and attacks its closest allies (save ends). Countermeasures A character can engage in a skill challenge to disable the glyph: DC 19 Thievery or Arcana. Complexity 2 (6 successes before 3 failures). Success disables the trap. Failure causes the character making the final failure to be dominated as above, with a 2 penalty to the saving throw. A character who successfully read the walls in Encounter 3 gains a +2 bonus to checks to disable the trap and to saving throws against the dominate effect. A character who attempted to read the walls in Encounter 3 and failed takes a 2 penalty to checks to disable the trap and to saving throws against the dominate effect. A character who makes a DC 20 Athletics check (DC 10 with a running start) can jump over the glyph.
E N CO U N T E R 4 : G LY P H S O F M A D N E S S
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Setup
A dolgaunt servant of Belashyrra has come up from Khyber for the Harvest, and is currently leading the cultists in prayer. Drawing on the power of Xoriat, a massive eye is embedded in the wall of this chambera mystical warden guarding the passage to Khyber. When the PCs can see into this area, read: The tunnel opens into a wide cavern chamber whose walls have been painted with pictures of eyes and savage acts of sacrifice. However, far more horrific than these images is the massive living eye embedded in the wall directly across from youa great golden orb set with twin pupils and a cold, alien gaze. The cavern f loor beneath this monstrous apparition is a mottled patch of rough stone. Beneath the living idol, a foul creature leads a group of human and orc villagers in a dark rite. Long tentacles rise from the shoulders of this gaunt figure, and its eyes are hollow sockets filled with writhing cilia. Glowing red sigils f low across its gray skina match to the markings on the walls of the hall of living words. Where the kneeling villagers clothes have been stripped off, all bear extra inhuman eyes embedded in their f lesh. As the cultists moan and chant, each waves a curved, glittering blade chipped from volcanic glass. However, you see no sign of Doria or of any other exit from the cavern. Dungeoneering Check DC 15 The creature leading the rite is a dolgaunta one of the high-ranking servants of the daelkyr. Unless the PCs draw attention to themselves, the cultists are distracted at the start of combat. Unlike the cultists at the cavern entrance, however, this group cannot be bluffed.
8 Cult Fanatics (C) Level 2 Minion
Medium natural humanoid; human, orc, or half-orc XP 31 each Initiative +5 Senses Perception +3 HP 1; a missed attack never damages a minion. AC 16; Fortitude 15, Reex 14, Will 14 Speed 6 m Glass Dagger (standard; at-will) Weapon +7 vs. AC; 4 damage. M Death Strike (when reduced to 0 hit points) The cult fanatic makes a dagger attack against each adjacent enemy. Alignment Evil Languages Common, Deep Speech Str 17 (+4) Dex 14 (+3) Wis 14 (+3) Con 12 (+2) Int 9 (+0) Cha 11 (+1) Equipment glass dagger, holy symbol of the Dragon Below
Medium aberrant humanoid (blind) XP 175 Initiative +3 Senses Perception +9; blindsight 20 HP 55; Bloodied 27 AC 18; Fortitude 15, Reex 15, Will 17 Immune gaze Speed 6 m Leaching Tentacle (standard; at-will) Reach 2; +9 vs. AC; 1d6 + 5 damage, and the dolgaunt acolyte gains 5 temporary hit points. R Warp Flesh (standard; at-will) +9 vs. AC; 1d6 + 6 necrotic damage, and the target is immobilized (save ends). C Maddening Whispers (standard; recharge ) Close blast 5; targets enemies; +5 vs. Will; 1d6 + 4 psychic damage and the target slides 3 squares. Alignment Evil Languages Common, Deep Speech Skills Athletics +8, Acrobatics +9 Str 13 (+3) Dex 14 (+4) Wis 14 (+4) Con 15 (+4) Int 14 (+4) Cha 18 (+6)
Level 4 Soldier
Medium natural humanoid XP 175 Initiative +4 Senses Perception +9; low-light vision HP 56; Bloodied 28; see also warriors surge AC 20; Fortitude 17, Reex 14, Will 15 Speed 6 (8 while charging) m Greataxe (standard; at-will) Weapon +11 vs. AC; 1d12 + 4 damage. M Tangler* (minor; encounter) Reach 3; +7 vs. Reex; the target is immobilized (save ends). If the attack roll is a 1, the orc warden is immobilized (save ends). M Warriors Surge (standard, usable only while bloodied; encounter) Healing, Weapon The orc warden makes a melee basic attack and regains 14 hit points. Belashyrras Eye (minor; at-will) All enemies adjacent to the orc warden are marked until the end of its next turn. Wardens Wrath (immediate interrupt, when an adjacent enemy marked by the orc warden makes an attack that does not include the warden as a target; at-will) The orc warden makes a basic attack against the triggering enemy. Alignment Evil Languages Common, Giant, Deep Speech Skills Athletics +11, Endurance +10 Str 18 (+6) Dex 13 (+3) Wis 15 (+4) Con 16 (+5) Int 8 (+1) Cha 9 (+1) Equipment hide armor, greataxe, tangler*, holy symbol of the Dragon Below * See page 19.
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Baleful Eye
Trap
Level 4 Lurker
XP 175
DOLGAUNT LORE
These repulsive creatures are grim, emaciated humanoids with disease-hued flesh. Their empty eye sockets gape above a mouth with a protruding, wormlike tongue. Writhing cilia cover their bodies, with longer tendrils around their heads. Two wiry tentacles protrude from their bare shoulders. A character knows the following information with a successful skill check. Dungeoneering DC 20: Descended from hobgoblins tortured by the daelkyr, the cunning dolgaunts often serve as officers in the terrifying armies of the lords of madness. They speak to one another silently using a kind of tendril sign language, and can sense messages from up to 30 feet away.
The great golden eye turns its twin pupils upon you, its power surging in your mind. Trap: The eye mounted in the wall of the chamber wards the path to Khyber and attacks all but the faithful of the Dragon Below. Perception No check is required to see the eye. Additional Skill: Religion or Insight DC 15: The character recognizes that the eye is not only a trap but a sensor, scanning the PCs for signs of their faith. Initiative +6 Trigger The eye rolls initiative when a creature enters the chamber. It continues to attack until there are no valid targets in the area. Attack Charm Standard Action Ranged sight Target: The closest creature not wearing or presenting a holy symbol of the Dragon Below Attack: +8 vs. Will Hit: 1d6 + 4 psychic damage. In addition, roll 1d6: 13: The target is immobilized (save ends). 45: The target is dazed until the end of the eyes next turn. 6: The target is dominated and attacks its closest allies until the end of the eyes next turn. Countermeasures A character who successfully read the walls in Encounter 3 gains a +2 bonus to Will against the eyes attack and to saving throws against its effects. A character who attempted to read the walls in Encounter 3 and failed takes a 2 penalty to Will against the eyes attack. In addition, add 3 to the die roll to determine the effect of the eyes attack (maximum result 6). A character can attack the eye: AC 15, Fortitude/Reflex/Will 13, 60 hit points, resist 5 to all damage. Destroying the eye disables the trap and opens the deep gate.
Tactics
The orc warden and the fanatics try to keep the party away from the dolgaunt and the baleful eye, giving the eye time to bring its power to bear on all the PCs. The warden wears a tangler symbiont (see page 19) on its arm. It and the dolgaunt use their immobilization abilities to keep PCs from closing with the eye.
Development
After the cultists are defeated, the PCs can proceed through the deep gate (see Features of the Area).
E N CO U N T E R 5 : T H E B A L E F U L EY E
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Setup
This chamber holds a pool of mystical liquid that can help the PCs recover from their previous battlesonce the creatures on guard have been defeated. The dolgrims here have no reason to fear intruders getting past the baleful eye above. Unless the PCs draw attention to themselves, these guards are distracted. As the PCs approach this area, read: The sound of shrill voices rises from ahead as the narrow passage finally widens into a larger cavern. A dim red light f lickers within, flaring from a pool of glowing liquid. Two small figures stand on guard at the poolsidegoblins by the look of it. The dolgrims speak Deep Speech, but a PC who recognizes the language can hear that the conversation consists of nothing but inane babble.
Small aberrant humanoid XP 175 each Initiative +6 Senses Perception +3; low-light vision HP 53; Bloodied 26 AC 18; Fortitude 16, Reex 15, Will 16 Vulnerable 5 psychic Saving Throws +2 against fear and charm effects Speed 6; see also dolgrim tactics m Club (standard; at-will) Weapon +8 vs. AC; 1d6 + 3 damage. r Crossbow (standard; at-will) Weapon Ranged 10/20; +8 vs. AC; 1d8 + 3 damage. Dolgrim Tactics (immediate reaction, when missed by a melee attack; at-will) The dolgrim shifts 1 square. Double Actions At the start of combat, the dolgrim warrior makes two initiative checks. Each check corresponds to one of the warriors brains, and the warrior takes a turn on both initiative counts. The warrior has a full set of actions on each of these turns, and its ability to take an immediate action refreshes on each turn. Combat Advantage The dolgrim warrior deals 1d6 extra damage against any target it has combat advantage against. Alignment Evil Languages Common, Deep Speech Str 17 (+4) Dex 16 (+4) Wis 13 (+2) Con 13 (+2) Int 8 (+0) Cha 8 (+0) Equipment 2 clubs, crossbow with 20 bolts
Tactics
The dolgrims begin with ranged attacks if they can, using double action to stay out of reach of the PCs. Once melee begins, they fight together, flanking for combat advantage and trying to find positions where it is difficult for the PCs to flank them. The dolgrims often fall prey to bloodlust. If a bloodied character attempts to flee from a dolgrim, there is an excellent chance that it will pursue, heedless of provoking opportunity attacks and ignoring any penalties associated with being marked. While fighting, the dolgrims shout out continuously in Deep Speech, typically criticizing their own actions from the depths of their broken minds.
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Illumination: The glowing pool of the Blood of Khyber sheds dim light within five squares. Due to the proximity of the well of darkness (Encounter 7), all sources of light brought into this area are muted. Bright light becomes dim light within the cavern, while dim light sources have their light negated. (Fires are not extinguished by this effect; the darkness of the cavern simply swallows the light they give off.) The light of the Blood of Khyber pool is unaffected. The Blood of Khyber: The glowing pool is filled with a viscous purple liquid. A character who makes a DC 15 Dungeoneering check recognizes this as the Blood of Khybera mystical fluid that runs through the veins of the underworld. By taking a short rest adjacent to the pool, characters can absorb its ambient energy, gaining the benefit of an extended rest. Once any character takes a short rest adjacent to the pool, its energy is spent. The pool cannot be used again for 24 hours. Treasure: If suitable containers (such as waterskins or empty potion vials) are on hand, the party can collect two potions of healing from the pool (before or after taking a short rest beside it). Between them, the dolgrims carry 60 gp in loose coin and a Khyber dragonshard worth 100 gp.
DOLGRIM LORE
First formed by the merging of two goblins into a single body, the dolgrims are twisted, wretched creatures spawned by the daelkyr. They wear armor of ragged leather, beneath which their skin is covered in a variety of repulsive, corpsewhite tattoos. A dolgrims stunted body boasts four arms and a pair of twisted mouths that gibber and slather at the front of its headless torso. On occasion, a dolgrims mouths carry on demented conversations and arguments with one another. Despite this, however, dolgrims possess only a single sadistic and bloodthirsty personality. A character knows the following information with a successful skill check. Dungeoneering DC 20: The daelkyr first created the repulsive dolgrims by combining two tortured goblins into a single body. The two brains of the dolgrim allow it to act with astonishing speed and to resist charm effects, though its shattered consciousness leaves it vulnerable to psychic damage.
E N CO U N T E R 6 : T H E B LO O D O F K H Y B E R
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Setup
This area is the nexus of Mabars influence in these cavernsa zone of shadow patrolled by living darkness. As the PCs approach this area, read: The chill of the caverns grows strongercold fingers that reach deep inside you. The darkness grows deeper with each step, the passage in front of you eventually filled with a haze of pure shadow that no light seems able to banish. The living darkness uses Stealth to hide within the shadow of the well of darkness (see Features of the Area). It waits until the first PC is adjacent to it, then attacks with surprise.
Living Darkness (L) Level 6 Elite Brute
Large aberrant beast (blind, ooze) XP 500 Initiative +7 Senses Perception +5; blindsight 10 HP 168; Bloodied 84 AC 18; Fortitude 17, Reex 19, Will 17 Immune gaze, poison; Resist insubstantial (does not apply to radiant damage); Vulnerable 10 radiant Saving Throws +2 Speed 7; see also engulf Action Points 1 m Slam (standard; at-will) Necrotic +7 vs. Fortitude; 2d8 + 4 necrotic damage. M Engulf (standard; at-will) Necrotic Targets one or two Medium or smaller creatures; +7 vs. Reex. On a hit, the target is grabbed and pulled into the living darknesss space; the target is dazed and takes ongoing 10 necrotic damage until the grab ends. A creature that escapes the grab shifts to a square of its choosing adjacent to the living darkness. The living darkness can move normally while creatures are engulfed within it. Cloud Drift (move; recharge ) The living darkness shifts its speed and can move through enemies spaces. It must end this movement in an unoccupied space. Chilling Move Necrotic On its turn, if the living darkness moves through a creatures space, that creature takes 5 necrotic damage. Alignment Unaligned Languages Skills Stealth +12 Str 14 (+5) Dex 18 (+7) Wis 14 (+5) Con 14 (+5) Int 5 (+0) Cha 11 (+3)
Tactics
The living darkness engulfs the closest targets, then uses its blindsight to target other PCs with its cloud drift power. While it waits for cloud drift to recharge, it makes slam attacks against lightly armored foes.
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Tactics
The guardians here know to avoid the hungry mouths, and they rely on ranged attacks for as long as possible. The dolgaunt acolyte uses its maddening whispers and its coercive gauntlet to slide PCs into the hungry mouths. If pressed, or if the fight is going badly, it throws itself at the closest PC with leaching tentacle attacks.
Hungry Mouths (M)
Hazard
Setup
The servants of the daelkyr stand watch over the path to the prisoners, and the floor itself is set to devour unwary intruders. Unlike their fellows in Encounter 6, these guards are alert at all times. As the PCs approach this area, read: You make your way forward with your newly returned light, the f loor and walls of the cavern gleaming as they become increasingly slick and softmore like flesh than stone. As you approach a large cavern, the slimy f loor begins to ripple beneath your feet like a slab of raw muscle. Across the long hall, three dolgrims raise crossbows as a dolgaunt hisses a warning behind them.
Dolgaunt Acolyte (A) Level 4 Controller
Level 4 Obstacle
XP 175
As you make your way across the treacherous floor, a fanged maw opens up below you to snap at your feet! Trap: A number of hungry mouths are scattered across the cavern, each occupying a single square. Perception DC 10: The character notices the mouth before entering the square. Additional Skill: Dungeoneering DC 15: The character understands the nature of the living floor and can give his or her allies specific advice for avoiding its hazards. All subsequent Perception checks to notice the mouths gain a +2 bonus. Trigger An individual mouth attacks when a creature enters or begins its turn in its square. Attack Free Action Melee Target: The creature in the mouths space. Attack: +9 vs. AC Hit: 2d6 + 3 damage. Countermeasures This hazard cannot be disabled or delayedjust avoided. A character who makes a DC 10 Athletics check (DC 5 with a running start) can jump over a mouth. However, the living floor makes it difficult to get a running start (see Features of the Area).
Medium aberrant humanoid (blind) XP 175 HP 55; Bloodied 26 See page 10 for full statistics, but add the following power: Coercive Gauntlet (free; encounter) The dolgaunt makes a warp esh attack that deals psychic damage instead of necrotic damage. If the attack hits, the target slides 1 square.
Level 4 Skirmisher
XP 175 each
E N CO U N T E R 8 : T H E H U N G R Y R O O M
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Setup
The Coat of Eyes occasionally shares visions with its wearer, and the cult leader Toraash is aware of the PCs approach. He has chosen this place to make a stand and face them and he has Doria Veledaar (V) as a hostage. The PCs cannot gain surprise without approaching unheard and unseen, but Toraashs passive Perception of 23 makes that a challenge. As soon as he catches sight of a PC in the hall, the cult leader hails them. When Toraash sees the PCs, read: Outlanders! The familiar voice of Toraash rings out across the cavern, the village reeve now wearing what appears to be a breastplate crafted of raw muscle, studded with over a dozen blinking eyes. A handful of cultists are scattered around the chamber, their glass knives glittering in the light of the Khyber shards along the walls. A dolgaunt stands with them, tentacles raised like vipers ready to strike. Before the foul creature, Doria Veledaar is bound and gagged, apparently unconscious but held tight in the dolgaunts grasp. This futile battle is over, Toraash says. Lay down your arms if you wish your friend to live. The Harvest is upon us. Come. Let us show you the blessings of Belashyrra, and teach you to see with new eyes.
Level 3 Skirmisher
Tactics
Toraash and his companions are ready for battleand to kill Doria if the PCs call his bluff. Doria has only 10 hit points remaining, and the dolgaunt is prepared to kill her with leaching tentacle attacks (assume that the creature automatically hits the unconscious inquisitive). Saving her requires the PCs to somehow push the dolgaunt away, and quickly. Once battle is joined, the cultists focus on the PCs instead of Doria, though she might be targeted by the dolgaunts maddening whispers attack. The cult fanatics attack lightly armored PCs in pairs, flanking for combat advantage. Toraash changes up targets to mark as many foes as possible with his watchful eye aura, focusing attacks on him in order to keep the cult fanatics in the fight longer. He uses intimidating presence each round, then follows up with a greataxe attack against the same (hopefully dazed) target. The cultist eyeblade focuses its attacks on PCs marked or dazed by Toraash.
Medium natural humanoid, human XP 150 Initiative +6 Senses Perception +8 HP 45; Bloodied 22 AC 17; Fortitude 14, Reex 16, Will 15 Speed 6 m Short Sword (standard; at-will) Weapon +8 vs. AC; 1d6 + 6 damage. r Dagger (standard; at-will) Weapon Ranged 5/10, +10 vs. AC; 1d4 + 5 damage. Belashyrras Blade The cultist eyeblade gains combat advantage against any enemy marked by an ally. Combat Advantage The cultist eyeblade deals 1d6 extra damage on melee and ranged attacks against any target it has combat advantage against. Alignment Evil Languages Common, Deep Speech Skills Acrobatics +9, Athletics +7, Stealth +9 Str 13 (+2) Dex 16 (+4) Wis 15 (+3) Con 13 (+2) Int 10 (+1) Cha 12 (+2) Equipment short sword, 3 daggers, holy symbol of the Dragon Below
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Level 4 Controller
Medium aberrant humanoid (blind) XP 175 Initiative +3 Senses Perception +9; blindsight 20 HP 55; Bloodied 27 AC 18; Fortitude 15, Reex 15, Will 17 Immune gaze Speed 6 m Leaching Tentacle (standard; at-will) Reach 2; +9 vs. AC; 1d8 + 4 damage, and the dolgaunt acolyte gains 5 temporary hit points. R Warp Flesh (standard; at-will) +9 vs. AC; 1d6 + 6 necrotic damage, and the target is immobilized (save ends). C Maddening Whispers (standard; recharge ) Close blast 5; targets enemies; +5 vs. Will; 1d6 + 4 psychic damage, and the target slides 3 squares. Alignment Evil Languages Common, Deep Speech Skills Athletics +8, Acrobatics +9 Str 13 (+3) Dex 14 (+4) Wis 14 (+4) Con 15 (+4) Int 14 (+4) Cha 18 (+6)
The cult forces fight to the death. When Toraash falls, he cries out His eye! His eye will be upon you! As he collapses, the Coat of Eyes releases from his corpse and crawls a few feet away of its own accord. The PCs can see where it was bound to Toraashs bare flesh, the orcs skin shredded as the symbionts tendrils pulled free.
Level 2 Minion
Medium natural humanoid; human, orc, or half-orc XP 31 each Initiative +5 Senses Perception +3 HP 1; a missed attack never damages a minion. AC 16; Fortitude 15, Reex 14, Will 14 Speed 6 m Glass Dagger (standard; at-will) Weapon +7 vs. AC; 4 damage. M Death Strike (when reduced to 0 hit points) The cult fanatic makes a dagger attack against each adjacent enemy. Alignment Evil Languages Common, Deep Speech Str 17 (+4) Dex 14 (+3) Wis 14 (+3) Con 12 (+2) Int 9 (+0) Cha 11 (+1) Equipment glass dagger, holy symbol of the Dragon Below
Reinforcements
Starting in the second round of combat and every two rounds thereafter, two more cult fanatics appear at the mouth of the tunnel at the far end of the cavern. (See Encounter 10: Soul Prison for more information.) They join the fray on the same initiative as the other cult fanatics. Adjust the XP awarded for this encounter accordingly.
E N CO U N T E R 9 : TO R A A S H S L A S T S TA N D
Development
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Setup
The final challenge of the adventure is to disable the soul prisona horrid eldritch machine transforming the villagers of Blackroot into servants of the daelkyr. When the PCs enter this area, read: Narrow alcoves line the walls of this chambercoffins lined with pulsing Khyber shards. Some of these hold terrified villagers sealed behind panes of crystal. A crystal outcropping stands in the center of the room, surrounded by flowing sigils like those seen in the hall of living words above. Twenty-four villagers originally occupied the cells. How many remain depends on how many appeared in Encounter 9. The members of Dorias family are in slots 6 (her father), 12 (her mother), and 1619. The PCs must destroy the eldritch machine that is drawing out the villagers souls before its too late. The soul prison (the crystal outcropping) goes dormant while the PCs undertake the skill challenge. However, if they dont do so in a timely fashion, have the prison create a new pair of cult fanatics from villagers every 2 rounds.
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With Toraash defeated and the survivors freed, the threat to Blackroot is ended. When the conjunction between Mabar and Xoriat ends in a few hours, the deep gate (see Encounter 5) will close and stay sealed for decades. Any surviving cultists are freed from the influence of Khyber and can return to their lives. In gratitude, the grateful villagers offer the PCs a level 6 magic item (your choice) that was an heirloom of a family slain by the cultists.
Moreover, symbionts are associated with the cults of the Dragon Below, and wearing one might negatively affect NPC reactions toward a character. Most symbionts have a negative effect when the wielder rolls a 1 on his or her attack roll while using the item. Aberrant creatures are immune to this effect.
Tongueworm
Level 3
This thin strand of quivering muscle takes root in your throat, its toothed maw ready to shoot out at your foes. Item Slot: Head 680 gp Power (Healing Surge): Minor Action. The tongueworm makes an attack: +8 vs. AC; 1d10 + 1 poison damage. If the attack roll is a 1, you are dazed until the end of your next turn.
Whats Next?
Whether the PCs were sent to find the Coat of Eyes or not, they need to decide if they want to take it in the aftermath of the adventure. Regardless, the Coat of Eyes remains tied to the daelkyr Belashyrra. Consider the following possibilities.
The daelkyr have no desire to see the world fall to the Dreaming Dark or the Lords of Dust. Though Belashyrra remains as rapacious as all of his kind, he might offer guidance through the Coat to help the PCs defeat other forces of evil. The Coat might give its bearer visions of wonders deep within Khyber, suggesting places the PCs could explore. This could be a source of adventure, but what motivates the artifact? The Coat and its wearer have roles to play in the Prophecy. Both the dragons of the Chamber and the Lords of Dust might try to gain the PCs favoror to control them.
Tangler
Level 4
This wormlike symbiont wraps around your arm, spitting a glob of glutinous goo to entangle your enemies. Item Slot: Arm 840 gp Power (Healing Surge): Minor Action. The tangler makes an attack: Reach 3; +7 vs. Reflex; the target is restrained (save ends). If the attack roll is a 1, you are restrained (save ends).
Coercive Gauntlet
Level 5
An unblinking alien eye stares out from the palm of this gauntlet of living flesh and bone. Item Slot: Hands 1,000 gp Power (Healing Surge Psychic): Free Action. The next implement power you use that deals damage of a particular type deals psychic damage instead. If the attack is successful, you slide the target 3 squares. If the attack roll is a 1, you are dominated by the target creature until the end of your next turn.
Symbiont Lore
A character knows the following information with a successful skill check. Dungeoneering DC 7: Symbionts are living tools created by the foul spawn of Khyber. Although disturbing in appearance, they are not inherently evil. A symbiont bonds to the flesh of its wearer, though it can be released when the wearer wishes it. Dungeoneering DC 12: A symbiont draws sustenance from its host creature, which gives of its own vitality when the item is used. Dungeoneering DC 17: Tales say that the symbionts were created by the powerful beings known as the daelkyr. While harmless to aberrant creatures, symbionts are said to sometimes turn their power against other types of creatures that wield them.
E N CO U N T E R 1 0 : S O U L P R I S O N
Conclusion
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Pleased (1620)
Soon I will know all that I need. The Coat of Eyes knows that its wearer is touched by destiny, and Belashyrra has learned much through the wearers eyes.
Property: The artifacts item bonus to Perception checks increases to +3, but the penalty to Insight checks increases to 3. Property: You gain resist 10 psychic, resist 10 poison, and resist 10 necrotic. This supersedes the normal resistances granted by the artifact. Power (Daily): Standard Action. You gain blindsight 5 until the end of the encounter.
Heroic Level
Crafted by the daelkyr Belashyrra, this leather jerkin is formed from chitin and raw muscle. Dozens of eyes are set across it, taking in everything that happens around the wearer. The Coat of Eyes is a suit of +1 leather armor. Enhancement: AC Property: You gain resist 5 psychic and resist 5 poison. Property: You gain a +1 item bonus to Perception checks but take a 1 penalty to Insight checks. Property: You gain the ability to speak, read, and write Deep Speech fluently. Power (At-Will): Minor Action. Change the Coat of Eyes into hide armor (it retains its enhancement and properties). Power (At-Will): Immediate Interrupt, when you are struck by an effect that would blind you. Negate the blinded condition.
Satisfied (1215)
I hunger for more knowledge. The Coat of Eyes is eager to see what its wearer can accomplish.
The Coats enhancement bonus to AC increases to +2. Property: You gain low-light vision. Property: The artifacts item bonus to Perception checks increases to +2, while the penalty to Insight checks increases to 2.
Normal (511)
Show me what this world has to offer. The Coat of Eyes is hungry to see new and important things, and its wearer can feel the artifacts desire.
Unsatisfied (14)
Do not hide your secrets from me. The Coat of Eyes urges its wearer to seek worthy sights, even as its alien emotions become distracting and hostile.
Property: You take a 3 penalty to Perception checks and Insight checks. This supersedes the bonuses and penalties normally granted by the artifact. Property: You lose the resist 5 psychic normally granted by the artifact.
Angered (0 or Lower)
You take my sight? I will take your life! The Coat of Eyes seeks to punish its wearer, urging him or her to abandon the artifact so that it can be found by someone else.
Property: You take a 3 penalty to Perception checks and Insight checks. This supersedes the bonuses and penalties normally granted by the artifact. Property: You lose the resist 5 psychic normally granted by the artifact and gain vulnerable 5 psychic.
Moving On
5 +1d8 +1 +1 +1 1
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Together, we have seen all that can be seen. Belashyrra has seen enough of the world through the wearers eyes, and he wishes to sever the connection before the character grows too powerful. When the wearer next gains a level, the eyes that stud the Coat wither, leaving a suit of +2 deathcut leather or +2 deathcut hide. In addition, the wearer gains a permanent +1 bonus to Perception checks but takes a permanent 1 penalty to Insight checksalong with the eerie sensation that Belashyrra is still using his or her eyes to lsee the world. If the Coat of Eyes moved on because it was unsatisfied with the user, the armor crumbles into worthless dust.
DWARF PALADIN
Name: _________________________ Gender: ______
A proud heir of House Kundarak and champion of the Sovereign Host, you use your dragonmark to protect the weak and innocent from the depredations of evil, not just to ward the riches of the wealthy. This puts you at odds with some members of your house, but you were meant to ward, and called by the gods to a higher purpose.
Level 2 Hit Points 41 __________________________________ Bloodied 20 Healing Surge 10 Surges Per Day 12 Initiative +1 ________ Action Points _______
Defenses
AC 22 Fortitude 15 Reflex 15 Will 16
Attacks
Melee Basic Attack: +5 (+1 frost warhammer) vs. AC Damage: 1d10 + 2
Enfeebling Strike
Paladin Attack 1
Your brutal weapon attack leaves your foe weakened. At-Will Divine, Weapon Standard Action Melee weapon Target: One creature Attack: +7 vs. AC Hit: 1d10 + 4 damage. If you marked the target, it takes a 2 penalty to attack rolls until the end of your next turn.
Utility Powers
Divine Challenge
Paladin Feature You boldly confront a nearby enemy, searing it with divine light if it ignores your challenge. At-Will Divine, Radiant Minor Action Close burst 5 Target: One creature in burst Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While a target is marked, it takes a 3 penalty to attack rolls for any attack that doesnt include you as a target. Also, it takes 6 radiant damage the first time it makes an attack that doesnt include you as a target before the start of your next turn. See Players Handbook, page 91, for more information.
RON SPENCER
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Divine Mettle
Paladin Feature
Your unswerving faith in your deity empowers a nearby creature to resist a debilitating affliction. Encounter Divine Minor Action Close burst 10 Channel Divinity: You can use only one channel divinity power per encounter Target: One creature in burst Effect: The target makes a saving throw with a +3 bonus.
Check Modifier +2 +3 +1
Check Modifier +1 +4 +4
Feats
Mark of Warding: When you use a power that grants a bonus to one or more defenses, increase the bonus by 1 (already included). When you mark a creature and that creature makes an attack that doesnt include you, it takes a 3 penalty to that attack instead of the normal 2 penalty (already included). You can master and perform rituals in the warding category and the Fluid Funds, Knock, and Leomunds Secret Chest rituals as if you had the Ritual Caster feat. Toughness: Gain 5 additional hit points (already included).
Key Skills Insight Perception Trained Skills Endurance History Modifier +7 +6 Modifier +9 +4 Trained Skills Insight Religion Passive 19 14 Modifier +9 +6
Divine Strength
Paladin Feature
You petition your deity for the divine strength to lay low your enemies. Encounter Divine Minor Action Personal Channel Divinity: You can use only one channel divinity power per encounter Effect: You gain a +1 bonus to your damage with your next attack this turn.
Lay On Hands
Your divine touch instantly heals wounds.
Paladin Feature
At-Will Divine, Healing Minor Action Melee touch Special: You can use this power 3 times per day, but only once per round. Target: One creature Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.
Gear
Armor: +1 dwarven plate armor, heavy shield Weapon: +1 frost warhammer Neck Slot: +1 amulet of protection Adventurers Kit: This kit includes: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days worth of trail rations, 50 feet of hempen rope, and a waterskin. Holy Symbol of the Sovereign Host
Sacred Circle
Paladin Utility 2
You trace a circle around you with your hand, and it quickly expands into a wide circle of faintly glowing runes that glows brightly and protects you and your close allies. Daily Divine, Implement, Zone Standard Action Close burst 3 Effect: The burst creates a zone that, until the end of the encounter, gives you and allies within it a +2 power bonus to AC.
Dwarven Armor
Level 2
Racial Traits
Speed: 5 squares Vision: Low-light vision Languages: Common, Dwarven Alignment: Good Cast-Iron Stomach: +5 racial bonus to saving throws against poison Dwarven Resilience: You can use your second wind as a minor action. Stand Your Ground: When an effect forces you to move through a push, a pull, or a slideyou move 1 square less than the effect specifies. In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone.
Crafted by the finest dwarf armorsmiths, this armor was once only available to dwarves, though now some armors-miths will create a set for whoever can pay the price. Enhancement: +1 AC Property: Gain a +1 item bonus to Endurance checks. Power (Daily Healing): Free Action. Regain hit points as if you had spent a healing surge.
Frost Weapon
Level 3
A thin layer of frost coats the business end of this weapon. Enhancement: +1 attack rolls and damage rolls Critical: +1d6 cold damage Power (At-Will Cold): Free Action. All damage dealt by this weapon is cold damage. Another free action returns the damage to normal. Power (Daily Cold): Free Action. Use this power when you hit with the weapon. The target takes 1d8 cold damage and is slowed until the end of your next turn.
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HUMAN ARTIFICER
Name: ________________________ Gender: ________
Trained in the forgeholds of House Cannith, you have spent your life putting your Mark of Making to good use. You always have the best interests of House Cannith at heart.
Level 2 Hit Points 31 ____________________________________ Bloodied 15 Healing Surge 7 Surges Per Day 9 Initiative +2 ___________ Action Points _______
Defenses
AC 18 Fortitude 16 Reflex 17 Will 15
Attacks
Melee Basic Attack: +4 (mace) vs. AC Damage: 1d8 + 1 Ranged Basic Attack: +5 (+1 flameburst crossbow) vs. AC Damage: 1d8 + 2
Thundering Armor
Artificer Attack 1
Thunder ripples outward from your implement, coalescing around you or an ally before focusing its might on a nearby enemy. At-Will Arcane, Implement, Thunder Standard Action Close burst 10 Primary Target: You or one ally in burst Effect: The primary target gains a +1 power bonus to AC until the end of your next turn. Make an attack. Secondary Target: One creature adjacent to the primary target in burst Attack: +6 vs. Fortitude Hit: 1d8 + 5 thunder damage, and you push the secondary target 1 square away from the primary target.
Magic Weapon
Artificer Attack 1
Your attack issues a burst of magical energy that enhances the weapons of allies close to you. At-Will Arcane, Weapon Standard Action Melee or ranged weapon Target: One creature Attack: +9 vs. AC Hit: 1d8 + 5 damage, and each ally adjacent to you gains a +1 power bonus to attack rolls and a +2 bonus to damage rolls until the end of your next turn. If you use this power with your mace, your attack bonus is +8 and your damage is 1d8 + 4.
U LT I Z E N G A M E S
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Check Modifier +2 +3 +2
Check Modifier +5 +2 +1
Feats
Mark of Making: You can create magic items and alchemical items of your level + 2 and lower, instead of your level and lower as normal. The component cost remains equal to the price of the magic item or alchemical item you create. Ritual Caster: Master and perform rituals. Alchemist: Master alchemical formulas. Potent Restorables: When you use a power with the healing keyword, the target regains 2 extra hit points (already included).
Key Skills Insight Perception Trained Skills Modifier Arcana +10 Dungeoneering +7 Heal +7 Modifier +2 +7 Trained Skills History Perception Thievery Passive 12 17 Modifier +10 +7 +7
Utility Powers
Curative Admixture
Artificer Feature You use the magic of your infusion to heal the wounds of your target. Encounter (Special) Arcane, Healing Minor Action Close burst 5 Target: You or one ally in burst Effect: The target regains hit points equal to its healing surge value + 3, and you expend an infusion crafted with your Healing Infusion class feature. Healing Infusion: You can use two Healing Infusion powers per encounter, but only once per round.
Resistive Formula
Artificer Feature
You channel the energy of your infusion into your targets armor, providing lasting protection. Encounter (Special) Arcane Minor Action Close burst 5 Target: You or one ally in burst Effect: The target gains a +1 power bonus to AC until the end of the encounter, and you expend an infusion crafted with your Healing Infusion class feature. The target can end the bonus as a free action to gain temporary hit points equal to its healing surge value + 2. Healing Infusion: You can use two Healing Infusion powers per encounter, but only once per round.
Gear
Armor: +1 magic leather armor Weapon: +1 f lameburst crossbow Implement: +1 rod of repair Neck Slot: +1 cloak of resistance Adventurers Kit: This kit includes: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days worth of trail rations, 50 feet of hempen rope, and a waterskin.
Flameburst Weapon
This ranged weapon packs a fiery surprise.
Level 3
Restorative infusion
Artificer Utility 2
You infuse a comrade with a restorative compound. That ally can then redirect excess vitality to your other allies. Daily Arcane Minor Action Ranged 5 Target: You or one ally Effect: The target gains 20 temporary hit points. As a minor action, the target can transfer any number of these temporary hit points to an ally within 5 squares of him or her.
Enhancement: +1 attack rolls and damage rolls Critical: +1d6 fire damage Power (Daily Fire): Minor Action. The next ranged basic attack you make with this weapon before the end of your turn becomes a burst 1 centered on the target. Use your normal attack bonus for the basic attack, but against Reflex. Instead of normal damage, each target hit takes ongoing 5 fire damage (save ends).
Rod of Repair
Level 2
Racial Traits
Speed: 6 squares Vision: Normal Languages: Common, Dwarven Alignment: Unaligned
The elemental runes on this thick baton mark it as an artificers implement. It augments spells that protect against energy. Enhancement: +1 attack rolls and damage rolls Critical: +1d6 damage Property: Whenever you use an artificer power that has the healing keyword, you regain 1 hit point.
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HALF-ELF SORCERER
Name: _______________________ Gender: ________
Though the Mark of Storm is on your skin, House Lyrandar does not own your soul. You are as free as the storm that flows through your veinsas wild and as dangerous.
Level 2 Hit Points 31 ___________________________________ Bloodied 15 Healing Surge 7 Surges Per Day 8 Initiative +2 __________ Action Points _______
Defenses
AC 14 Fortitude 14 Reflex 13 Will 18
Attacks
Melee Basic Attack: +6 (+1 staff) vs. AC Damage: 1d8 + 3
Storm Walk
The thunder of your steps batters your foe.
Sorcerer Attack 1
At-Will Arcane, Implement, Thunder Standard Action Ranged 10 Target: One creature Attack: +6 vs. Fortitude Hit: 1d8 + 8 thunder damage, and you slide the target 1 square. Effect: Before or after the attack, you shift 1 square.
Thunderwave
Wizard Attack 1
You create a whip-crack of sonic power that lashes up from the ground. At-Will Arcane, Implement, Thunder Standard Action Close blast 3 Target: Each creature in blast Attack: +2 vs. Fortitude Hit: 1d6 + 4 thunder damage, you push the target a number of squares equal to your Wisdom modifier, and you slide the target 1 square.
B E N WO OT T E N
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Feats
Mark of Storm: When you hit a creature with a power that has the thunder or lightning keyword, you can slide the target 1 square. When you grant yourself a fly speed, gain a +1 bonus to that speed. You can master and perform the Endure Elements, Enhance Vessel, Summon Winds, and the Water Walk rituals as if you had the Ritual Caster feat. Raging Storm: +1 damage with lightning or thunder power.
Key Skills Insight Perception Trained Skills Arcana Athletics Modifier +6 +8 Modifier +3 +1 Trained Skills Intimidate Nature Passive 13 11 Modifier +10 +6
Utility Powers
Unseen Aid
Invisible forces aid you in mysterious ways. Encounter Arcane Minor Action Personal Effect: You gain a +2 bonus to a skill check you make this turn. Sorcerer Utility 2
Gear
Armor: +1 repulsion cloth armor Weapon/Implement: +1 magic staff Neck Slot: +1 safewing amulet Adventurers Kit: This kit includes: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days worth of trail rations, 50 feet of hempen rope, and a waterskin.
Class Features
Dragon Soul: You gain resist 5 to lightning. Your arcane powers ignore any targets resistance to lightning up to 5. Scales of the Dragon: The first time you become bloodied in an encounter, you gain a +2 bonus to AC until the end of the encounter.
Repulsion Armor
Level 2
Inlaid with esoteric runes, this armor can repel even the most persistent foes. Enhancement: +1 AC Power (Daily): Minor Action. Whenever an enemy moves into an adjacent square, you can push that enemy 1 square as an immediate reaction. This power lasts until the end of the encounter.
Racial Traits
Speed: 6 squares Vision: Normal Languages: Common, Elven, Primordial Unaligned Alignment:
Safewing Amulet
Level 3
This orange amulet reduces the damage you suffer when falling. Item Slot: Neck Enhancement: +1 Fortitude, Reflex, and Will Property: When falling, reduce the distance by 10 feet for the purpose of calculating damage. You always land on your feet after a fall.
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KALASHTAR INVOKER
Name: ________________________ Gender: ________
Many kalashtar look forward to a new age, when il-Yannah, the Great Light, will rise dominant once again. Through your divine magic, you invoke the first age of light, before the Dreaming Dark had come into being.
Level 2 Hit Points 27 _________________________________ Bloodied 13 Healing Surge 6 Surges Per Day 7 Initiative +0 __________ Action Points _______
Defenses
AC Fortitude Reflex 17 13 14 Resist 6 psychic, 5 necrotic Will 16
Vanguards Lightning
Invoker Attack 1
Rebuke Undead
Invoker Feature
Bolts of divine lightning arc from your hands to scorch the area before you. The bolts linger, ready to avenge any attacks made by your foes. At-Will Divine, Implement, Lightning Standard Action Area burst 1 within 10 Target: Each creature in burst Attack: +6 vs. Reflex Hit: 1d6 + 5 lightning damage. Whenever the target makes an opportunity attack before the end of your next turn, the target takes 2 lightning damage.
Undead flee and then cower in your presence, their bodies seared by divine light. Encounter (Special) Divine, Implement, Radiant Standard Action Close burst 5 Channel Divinity: You can use only one channel divinity power per encounter. Target: Each undead creature in blast Attack: +6 vs. Will Hit: 1d10 + 5 radiant damage. You push the target 2 squares, and it is dazed until the end of your next turn. Miss: Half damage.
J I M PAV E L EC
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Utility Powers
Bastion of Mental Clarity
Kalashtar Racial Power You erect a psychic shield to protect your mind from assault, and you ward your allies as well. Encounter Immediate Interrupt Close burst 5 Trigger: An enemy hits or misses you with an attack against your Will. Target: You and each ally in burst Effect: Each target gains a +4 power bonus to Will until the end of your next turn.
Racial Traits
Speed: 6 squares Vision: Normal Languages: Common Alignment: Lawful Good Telepathy: You can communicate telepathically with any creature within 5 squares that has a language. Dual Soul: At the start of your turn, you can make a saving throw against each effect currently rendering you dazed or dominated. If you fail the saving throw, you do not make a saving throw against the effect at the end of your turn.
Ability Scores Str 10 Con 13 Dex 11 Check Modifier +1 +2 +1 Ability Scores Int 14 Wis 18 Cha 14 Check Modifier +3 +5 +3
Preservers Rebuke
Invoker Feature
You call upon the gods to punish the enemy that dares harm those entrusted to your care. Encounter (Special) Divine Immediate Reaction Personal Channel Divinity: You can use only one channel divinity power per encounter. Trigger: An enemy within 10 squares of you hits your ally Effect: Before the end of your next turn, you gain a +2 bonus to your next attack roll against the triggering enemy.
Feats
Light Within: You can use the light within channel divinity power. Quori Shield: You gain resist 6 to psychic damage.
Light Within
Feat Power
An arc of light shoots from your chest and falls to the ground. Encounter Divine, Implement, Healing, Zone Minor Action Ranged 5 Channel Divinity: You can use only one channel divinity power per encounter. Effect: You spend a healing surge, and a zone of healing light appears in an unoccupied square within range. Until the end of your next turn, any ally that ends its turn within the zone regains hit points equal to your healing surge value. In addition, all squares within 10 squares of the zone are illuminated by bright light until the end of your next turn.
Gear
Armor: +1 chainmail of resistance (resist 5 necrotic) Implement: +1 rod of hope triumphant Neck Slot: +1 amulet of protection Adventurers Kit: This kit includes: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days worth of trail rations, 50 feet of hempen rope, and a waterskin.
Wall of Light
Invoker Utility 2
You transform divine energy into the form of a long, glowing wall. Daily Conjuration, Divine Minor Action Area wall 5 within 10 Effect: You conjure a wall of divine energy. The wall is 1 square high, and it lasts until the end of your next turn. While within the wall, any ally gains a +1 power bonus to AC, and each ally who starts his or her turn in the wall gains 5 temporary hit points. Sustain Minor: The wall persists.
Level 2
As your foe falls, the divine power of this rod invigorates you, for justice has been served. Enhancement: +1 to attack rolls and damage rolls Critical: +1d6 damage Property: When you reduce any enemy to 0 hit points with a divine attack power using this rod, you gain 1 temporary hit point.
Class Features
Covenant of Preservation: When you use a divine encounter or daily attack power on your turn, you can slide an ally within 10 squares of you 1 square.
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WARFORGED FIGHTER
Name: ________________________________________
Fighting for Aundair in the Last War, you learned how to knock people down and make sure they stay down. Since the war ended, youve discovered that people pay pretty well for sheer brute strength. Youre capable of more, of course, but war is what you were made for. Isnt it?
Level 2 Hit Points 37 ________________________________ Bloodied 18 Healing Surge 9 Surges Per Day 12 Initiative +2 ____________ Action Points _______
Defenses
AC 19 Fortitude 18 Reflex 13 Will 14
Attacks
Melee Basic Attack: +10 vs. AC (+1 inescapable greatsword) Damage: 1d10 + 5
The feel of your weapon crunching against the enemy puts your heart back in the fight. At-Will Invigorating*, Martial, Weapon Standard Action Melee weapon Target: One creature Attack: +10 vs. AC Hit: 1d10 + 5 damage. * If you hit, you also gain 3 temporary hp.
Reaping Strike
At-Will Martial, Weapon Standard Action Melee weapon Target: One creature Attack: +10 vs. AC Hit: 1d10 + 5 damage. Miss: The target takes 6 damage.
Fighter Attack 1
You punctuate your scything attacks with wicked jabs and small cutting blows that slip through your enemys defenses.
Utility Powers
Warforged Resolve
Warforged Racial Power Its difficult to take you down, even when youre faltering. Encounter Healing Minor Action Personal Effect: You gain 4 temporary hit points and can make a saving throw against one effect on you that deals ongoing damage. If you are bloodied, you also regain 4 hit points.
Unstoppable
Fighter Utility 2
You let your adrenaline surge carry you through the battle. Daily Healing, Martial Minor Action Personal Effect: You gain 2d6 + 3 temporary hit points.
DA N PA N OS I A N
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Class Features
Combat Challenge: Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a 2 penalty to attack rolls if its attack doesnt include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. In addition, whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt. Combat Superiority: You gain a +1 bonus to opportunity attack rolls. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.
Feats
Warforged Tactics: +1 to melee attack rolls against a foe adjacent to your ally. Warborn Fury Style: Augment your reaping strike power (already included).
Key Skills Insight Perception Trained Skills Athletics Endurance Modifier +10 +11 Modifier +2 +2 Trained Skills Intimidate Passive 12 12 Modifier +8
Gear
Armor: +1 veterans scale armor Weapon: +1 inescapable greatsword Neck Slot: +1 amulet of protection Adventurers Kit: This kit includes: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days worth of trail rations, 50 feet of hempen rope, and a waterskin.
Racial Traits
Speed: 6 squares Vision: Normal Languages: Common Alignment: Unaligned Living Construct: You have the living construct keyword. You do not need to eat, drink, breathe, or sleep. You never make Endurance checks to resist the effects of starvation, thirst, or suffocation. All other conditions and effects affect you normally. Unsleeping Watcher: You do not sleep and instead enter a state of inactivity for 4 hours to gain the benefits of an extended rest. While in this state, you are fully aware of your surroundings and notice approaching enemies and other events as normal. Warforged Resilience: You have a +2 racial bonus to saving throws against ongoing damage. Also, when reduced to 0 hit points or fewer, you are less likely to die than others. When you make a death saving throw, you can take the better of your die roll or 10.
Ability Scores Str 18 Con 16 Dex 13 Check Modifier +5 +4 +2 Ability Scores Int 11 Wis 12 Cha 10 Check Modifier +1 +2 +1
Veterans Armor
Level 2
Battered and worn, this unassuming armor helps you get the most out of your experiences. Enhancement: +1 AC Property: When you spend an action point, you gain a +1 item bonus to all attack rolls and defenses until the end of your next turn.
Inescapable Weapon
Level 3
This weapon grows increasingly eager to strike those you have trouble hitting. Enhancement: +1 attack rolls and damage rolls Critical: +1d6 damage Property: Each time you miss a target with this weapon, you gain a cumulative +1 bonus (up to the weapons enhancement bonus) to your next attack roll with this weapon against the same target. The bonus ends if you attack a different target or when you hit.
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Follow bold heroes on epic quests set in your favorite fantasy world. Explore the Forgotten Realms, Eberron, and Dragonlance, guided by some of the best authors, and immerse yourself in adventure that will inspire you to tell stories of your own.
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Eyes of The
For use with these 4th Edition DUNGEONS & DRAGONS core products:
Players Handbook
TM