(UploadMB - Com) Dungeon Magazine 208
(UploadMB - Com) Dungeon Magazine 208
(UploadMB - Com) Dungeon Magazine 208
Contents
2
Some Assembly
Required
By Jobe Bittman
Thieves plunder a village after nightfall,
stealing tools and supplies. What are they
building in their secret hideout? A D&D
adventure for characters of levels 13.
22 Captain
Slygos
Treasure
By Timothy Ide
The dread pirate Captain Slygo menaces the
Silverwrack Coast, but theres more to this
greedy goblin than meets the eye. A D&D
adventure for characters of levels 24.
43 Fra z-Urbluu,
of Deception
Prince
49 Elves
with
Demonic Designs
By Erik Scott de Bie
The dark legacy of House Dlardrageth lives
on in the form of the feyrievil eladrin
with demonic bloodlines.
53 Prisoners
Iron Flask
of the
By Derek Guder
Think twice before uncorking an iron f lask.
You never know what might be inside!
ABOUT THE COVER: Caught in the wake of a passing ship is a bottle of trouble. Eric Belisle captures the magic hour in this months
feature illustration for Captain Slygos Treasure.
EDITOR I A L
208
Du n g e o n
Senior Producer
N o v e m b e r 2 012
Christopher Perkins
Producers
Greg Bilsland, Stan!
Managing Editors
Developers
Christopher Perkins, Chris Sims
Jon Schindehette
Art Director
Contributing Authors
Contributing Editors
Contributing Artists
Kate Irwin
Angie Lokotz
Daniel Helmick
Jobe Bittman, Erik Scott de Bie,
Derek Guder, Timothy Ide, John
Ross Rossomangno
Cartography
Sean Macdonald, Mike Schley
Some Assembly
Required
A D&D adventure for characters
of levels 13
By Jobe Bittman
Illustrations by Noah Bradley and Ralph Horsley
Cartography by Sean Macdonald
A creeping dread has taken hold in the Barony of
Harkenwold. Unknown raiders plunder the surrounding farms and disappear into the night. The
crimes are being perpetrated by a tribe of kobolds
united under an abominable masterthe reanimated
brain of a dragon, kept in a jar. The kobolds are
stealing materials to construct a new body for their
master. The adventurers must uncover the criminals
and track them back to their hideout in an old mine,
where the dragons new body is being assembled.
Some Assembly Required is a D&D adventure
set in the Nentir Vale. It is designed for characters of
levels 13 and makes a great introductory adventure
for launching a new campaign.
Background
Over a hundred years ago, a red dragon came to the
Nentir Vale to claim the territory as his own. The
dragon was known as Kerang, and he was fearsome
to behold. Kerang demanded tribute from the surrounding lands, razed farms, and gorged himself
on livestock until the frightened populace gave in to
his demands. Tales of Kerang spread from tavern to
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Running the
A dventure
Some Assembly Required is a location-based adventure. Each keyed location on the map corresponds to
an entry in the adventure text.
Rests
As the player characters venture deeper into the
mine, taking rests becomes more problematic. Short
rests should be uneventful, but the adventurers need
to take precautions before an extended rest. More
than one extended rest also forfeits the effects the
party receives from successful completion of the Hot
on the Trail encounter. In addition, the kobolds
might have time to reinforce their positions. Use your
best judgment when resetting traps and encounters.
Treasure
The characters gain about a level during the adventure, so you should assign ten treasures beyond the
few that are already described in the text. Spread
them out among the encounters however you wish,
but be sure to award some treasure as part of the
dragons hoard in the final encounter.
The kobolds, miners of old, and other denizens of
the mine have collected various common items. As
Mundane Items
d20 Mundane Item
1
Rusty shovel
Ball of twine
2
3 Small idol of Kurtulmak (kobold deity)
4 Soiled blanket
5
Iron skillet
6 Chisel
7
Axe handle
8
Tough meat jerky
9
50-foot coil of hempen rope
10
Mining pick
11
Hammer and nails
12
Flask of water (full)
13 Empty rat trap
14
Dented mining pan
15 Backpack
2 sunrods
16
17
Leather straps
Belt pouch
18
19 Small iron helm
Jewelers loupe
20
Kobolds
The kobolds have trained giant weasels, which they
use in battle and sometimes as mounts.
Try playing up the humorous side of the kobolds.
They would be downright comical if it werent for
their malevolence. The Kobold Victory Chart (published in Dragon 364 in the Creature Incarnations
article) has some ideas for spicing up encounters with
the creatures.
Kobold patrols travel in and out of the mine, delivering fresh supplies. If you need one, a patrol consists
of either three kobold quickblades or two kobold
quickblades and a giant weasel.
Kobold Quickblade
Level 1 Skirmisher
Standard Actions
XP 100
Initiative +5
Perception +1
Darkvision
Move Actions
Minor Actions
Shifty F At-Will
Effect: The kobold shifts 1 square.
Skills Athletics +4, Stealth +8, Thievery +8
Str 8 (1)
Dex 17 (+3)
Wis 13 (+1)
Con 13 (+1)
Int 9 (1)
Cha 10 (+0)
Alignment evil
Languages Common, Draconic
Equipment leather armor, light shield, short sword
Giant Weasel
Level 1 Skirmisher
Traits
XP 100
Initiative +5
Perception +1
Low-light vision
Low Profile
The weasel moves at normal speed while squeezing.
Standard Actions
m Bite F At-Will
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 1d8 + 4 damage.
Move Actions
Skitter F At-Will
Effect: The weasel can shift up to half its speed. During this
movement, it can move through enemy spaces.
Str 9 (1)
Dex 16 (+3)
Wis 12 (+1)
Con 10 (+0)
Int 3 (4)
Cha 9 (1)
Alignment unaligned Languages
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Starting the
A dventure
Dardun, a village in the Barony of Harkenwold, is
being plagued by a rash of crimes perpetrated under
cover of darkness. Baron Stockmer, the ruler of the
barony, enlists the help of the adventurers to discover
the source of the problem.
When you are ready to start, read:
The good people of Dardun are terrified of the night. It all
began a few months ago when commonplace items started
disappearingboxes of nails, a length of rope, canvas tarps.
A hammer carelessly left on a table would be gone when
the owner returned to retrieve it. The mysterious thefts
soon became more frequent and brazen, but they always
occurred in the dead of night. A farmer would rise in the
morning to find several chickens and fence posts had vanished. Two nights ago, the situation grew dire. Two local
youths, Kevmar Windsnap and his younger sister Zeta,
struck out to solve the mystery alone. Kevmars body was
later found in an open field. His sister is missing. Baron
Stockmer, the ruler of Harkenwold, has sent out a call for
true heroes to solve the mystery at Dardun.
Dardun
Along the White River in the eastern portion of
Harkenwold is the village of Dardun. The town
has a general store, an inn with two rooms, and an
administrative building used mostly for harvests.
Thatch-roofed hovels dot the farmland surrounding
the town.
When the characters enter the village, read:
Walking along a dirt road nestled in the grass plains
along the White River, you wander into a small village
surrounded by farmland, vineyards, and apple orchards.
A woodcut sign swinging in the breeze reads Dardun.
Quests
The player characters can earn additional XP awards
for completing quests. The villagers of Dardun plead
with the party to help with the following tasks.
Clue 2: Witnesses
This clue can take place immediately after clue 1
or anytime while the adventurers explore the town.
Eyewitness testimony is notoriously unreliable. The
witness in this case embellishes the story.
When the adventurers are ready, read:
A plump farmer steps forward, claiming to have seen one of
the monsters.
Diplomacy (DC 12): The peasants are not used to
being addressed with deference. The witness eagerly
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Clue 4: Footprints
This clue is found in a grassy field on the edge of
town. The party can discover it by following the
trail of dropped nails from the burglarized shed, by
searching the general area around town for clues, or
by asking to be led to the scene of the murder. If the
heroes didnt arrive from the burglarized shed, they
notice a trail of nails leading to clue 3.
Success or Failure
The characters succeed if they decipher three or
more clues. Otherwise, they fail.
Success: The adventurers have won a small victory against Kerang. Award each character 10 XP per
successfully deciphered clue. Quickly discovering the
source of the kobold incursions allows the party to
reach Kerangs lair before his new body is completed.
See the Development section of encounter 10.
Mattzog can answer any questions the characters have while they are in town. The rock dust and
purple crystal shards most likely came from an abandoned mine half a days travel to the east. If needed,
Mattzog can draw the party a rough map to the
location.
Failure: The characters inaction or bungling has
caused them to lose precious time. Night falls and one
of the farmhouses is set on fire, mortally wounding
a farmhand. Before he dies, he tells the adventurers
that he was attacked by kobolds, and he identifies
the direction in which they fled. If the party sets out
in pursuit, a kobold patrol springs an ambush (see
Kobolds under Running the Adventure). Any of
the kobolds can tell the adventurers where the mine
is. If all members of the patrol die, at least one kobold
has a purple crystal, which Mattzog can identify for
the characters, sending the party to the old mine.
T he M ine
Kerang and his kobold cohorts have taken up residence in a decrepit mine in the Briar Hills. The
kobolds have retrofitted the mine with deadly traps
and secret passageways. If captured or fleeing, they
do their best to steer intruders into the hazards. The
traps below show up at several keyed locations on the
map. Disabling a trap at one location does not automatically disable it at all locations. The party must
deal with the threats individually.
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Covered Pit
A tripwire is set 3.5 feet off the ground. Small creatures, such as halflings, gnomes, and kobolds, can
pass underneath. The tripwire is made of woven
spider silk and is difficult to detect.
Kobold Tripwire
Level 1 Trap
Object
XP 100
Detect Perception DC 19
Initiative
HP 1
AC 12, Fortitude 10, Reflex 10, Will
Immune necrotic, poison, psychic, forced movement,
all conditions, ongoing damage
Triggered Actions
Effect F Encounter
Trigger: A Medium or larger creature enters one of the trigger squares.
Effect: Roll 1d4 to select an effect. Once triggered, the trap
is disabled until reset.
1. Bag of Hammers (Opportunity Action): Close burst 1 (creatures in the burst); +4 vs. Reflex; 1d6 + 3 damage.
2. Warning Sound: Pots and pans make a racket as they fall
to the ground. A kobold patrol (see Running the Adventure) comes to investigate.
3. H
air-Triggered Crossbow (Opportunity Action): Ranged 5
(one creature); +6 vs. AC; 1d8 + 3 damage.
4. Swinging Spike (Opportunity Action): Melee 1 (one creature); +6 vs. AC; 1d8 + 4 damage.
Countermeasures
F Disable: Thievery DC 19 (standard action). Requirement:
The character must be adjacent to the trigger square.
Success: The trigger square no longer functions.
F Reset: Thievery DC 12 (standard action). Success: The
triggered trap is reset.
F Spring: As a standard action, the trap can be sprung
safely from a square adjacent to a trigger square.
Level 1 Trap
Object
Detect Perception DC 19
Immune attacks
XP 100
Initiative
Triggered Actions
Attack F Encounter
Trigger: A Medium or larger creature enters a trigger
square.
Attack (Opportunity Action): Melee 1 (each creature in a
trigger square); +4 vs. Reflex
Hit: 1d6 + 4 damage, and the target is dazed (save ends). In
addition, the target falls prone in a 5-foot-deep pit.
Effect: The pit is opened and no longer hidden.
Countermeasures
F Disable: Thievery DC 19 (standard action). Requirement:
The character must be adjacent to the trigger square.
Success: The trigger square no longer functions.
F Spring: As a standard action, the trap can be sprung
safely from a square adjacent to a trigger square.
Captured!
Kerang, the kobolds dragon master, is eager to lord
his power over defeated foes. His minions deliver
unconscious characters to Kerangs lair, where they
are stripped of all weapons and implements and
locked in a large cage. The dragon-brain-in-a-jar
harangues the adventurers about his plan to destroy
the descendants of his enemies.
Although Kerang never sleeps and his workers
constantly move through the lair, captured characters might be able to slip away. Zeta Windsnap could
sneak out of her cell and create a diversion to help the
party escape. If a character has thieves tools or a thin
piece of metal, the lock on the cage can be picked
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1. Mine Entrance
Combat Encounter Level 1 (500 XP)
The mine entrance is guarded by a stout wooden door
and is barred from the inside. Murder holes have
been chiseled into the walls on each side of the door.
Light: Bright (sunlight or lanterns).
Monsters: 8 kobold tunnelers, 2 kobold slingers, 1
giant weasel.
When the party can see the area, read:
A pair of rusted iron rails leads to a cavity cut into the
mountainside and disappears behind a heavy wooden door.
The opening is buttressed with heavy wooden beams. Many
small openings are cut into the rock on either side of the
door.
Perception DC 19: Light reflects off small pairs
of eyes peering through openings in the rock.
If a character looks for another entrance, read:
Directly above the mine entrance, high on the steep rock
wall, two metal pipes jut into the air. Corroded metal grates
cover the openings.
8 Kobold Tunnelers
Standard Actions
Minor Actions
Shifty F At-Will
Effect: The kobold shifts 1 square.
Triggered Actions
Giant Weasel
Level 1 Skirmisher
Traits
XP 100
Initiative +5
Perception +1
Low-light vision
Low Profile
The weasel moves at normal speed while squeezing.
Standard Actions
m Bite F At-Will
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 1d8 + 4 damage.
Move Actions
Skitter F At-Will
Effect: The weasel can shift up to half its speed. During this
movement, it can move through enemy spaces.
Str 9 (1)
Dex 16 (+3)
Wis 12 (+1)
Con 10 (+0)
Int 3 (4)
Cha 9 (1)
Alignment unaligned Languages
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Standard Actions
Level 1 Artillery
XP 100 each
Initiative +3
Perception +1
Darkvision
Minor Actions
Shifty F At-Will
Effect: The kobold shifts 1 square.
Skills Stealth +8
Str 9 (1)
Dex 17 (+3)
Wis 12 (+1)
Con 12 (+1)
Int 9 (1)
Cha 10 (+0)
Alignment evil
Languages Common, Draconic
Equipment leather armor, dagger, sling, 20 sling bullets, 3
rounds of special shot
Tactics
The kobolds guarding the mine entrance are vigilant.
They keep the door barred unless a kobold patrol is
passing through. Unless directly targeted by attacks,
the guards hide at the murder holes and wait to
attack until their enemies approach the door. The last
kobold standing flees.
Development
The mine entrance is far enough from the kobold
base of operations that the din of battle attracts no
attention from other kobolds. If any kobolds flee, they
head for the mine carts and try to reach the others.
2. Mine Carts
Combat Encounter Level 23 (600800 XP)
The mine carts stored in this area can be used to
travel quickly to the deep mine. If a kobold fled in
the last encounter, the characters catch a glimpse of it
making a getaway in a mine cart.
Light: Dim light (luminescent crystals).
Monsters: 8 kobold tunnelers and 4 kobold slingers at 2C. A kobold quickblade and giant weasel
might join the battle.
Standard Actions
Minor Actions
Shifty F At-Will
Effect: The kobold shifts 1 square.
Triggered Actions
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Standard Actions
Level 1 Artillery
XP 100 each
Initiative +3
Perception +1
Darkvision
Minor Actions
Shifty F At-Will
Effect: The kobold shifts 1 square.
Skills Stealth +8
Str 9 (1)
Dex 17 (+3)
Wis 12 (+1)
Con 12 (+1)
Int 9 (1)
Cha 10 (+0)
Alignment evil
Languages Common, Draconic
Equipment leather armor, dagger, sling, 20 sling bullets, 3
rounds of special shot
Kobold Quickblade
Level 1 Skirmisher
Standard Actions
XP 100
Initiative +5
Perception +1
Darkvision
Move Actions
Minor Actions
Shifty F At-Will
Effect: The kobold shifts 1 square.
Skills Athletics +4, Stealth +8, Thievery +8
Str 8 (1)
Dex 17 (+3)
Wis 13 (+1)
Con 13 (+1)
Int 9 (1)
Cha 10 (+0)
Alignment evil
Languages Common, Draconic
Equipment leather armor, light shield, short sword
Giant Weasel
Level 1 Skirmisher
Traits
XP 100
Initiative +5
Perception +1
Low-light vision
Low Profile
The weasel moves at normal speed while squeezing.
Standard Actions
m Bite F At-Will
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 1d8 + 4 damage.
Move Actions
Skitter F At-Will
Effect: The weasel can shift up to half its speed. During this
movement, it can move through enemy spaces.
Str 9 (1)
Dex 16 (+3)
Wis 12 (+1)
Con 10 (+0)
Int 3 (4)
Cha 9 (1)
Alignment unaligned Languages
Mine Chase
This moving cart battle happens in a part of the mine
where the tracks diverge into three sections. The
characters start in the center of track 2 with kobolds
on each side. The kobolds ride in four carts, each cart
holding one kobold slinger and two kobold tunnelers.
Setup: To begin the encounter, place one mine cart
of kobolds in the start area on track 1 and another on
track 3. When all kobolds in a cart are killed, remove
the cart and add another with the same initiative on
a random track at the start of the next round. Repeat
until all four carts of kobolds have been destroyed. If
the characters were pursuing a fleeing kobold, be sure
to place it in a mine cart on the track ahead of them.
Mine Carts: Large crystals fixed to the front and
back give off bright light when the cart is in motion.
Each cart measures almost 10 feet square and can
accommodate four passengers. The carts roll easily
on the tracks and pick up speed quickly in the downward sloping tunnel. The carts have no controls other
than simple hand brakes on the fore and aft. A cart
offers cover to standing creatures and superior cover
to prone creatures.
Moving: The mine carts move at a speed of 6
when rolling downhill. Any combatant in a cart can
take a move action to use the following mine cart
terrain powers. For the purpose of triggering any
attack, moving a mine cart is considered to be forced
movement.
Move Actions
Shift Weight
Requirement: The creature must be in one of the affected
mine carts squares.
Effect: The mine cart moves forward 1 square on its track.
All creatures in the mine cart move with the terrain.
Apply Brakes
Requirement: The creature must be in one of the affected
mine carts squares.
Effect: The mine cart moves back 1 square on its track. All
creatures in the mine cart move with the terrain.
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10
Travel by Foot
Traveling to the deep mine by foot takes roughly
ninety minutes. If the characters take the time to
explore every side tunnel turnout, they encounter
the kobolds at the turnout closest to area 2C. Run the
encounter on foot.
If the party marches past the turnout without
stopping to explore it, invite the players to roll initiative and place their characters anywhere on the
leftmost portion of the map. On the kobolds initiative count, their mine carts rush down tracks 1 and 3
and screech to a halt at the rightmost portion of the
encounter map. All characters standing on a square
in track 1 or 3 must succeed on an Acrobatics check
(DC 19) or take 1d10 + 4 damage. Those whose
check result is 15 or lower also fall prone.
Conclusion
After the encounter, the rest of the trip to the deep
mine is uneventful. The tracks lead to the deep mine
checkpoint at area 3A.
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12
3 Kobold Dragonshields
Traits
XP 150 each
Initiative +4
Perception +4
Darkvision
Trap Sense
The kobold has a +2 bonus to all defenses against traps.
Standard Actions
Minor Actions
Shifty F At-Will
Effect: The kobold shifts 1 square.
Incite Faith F Encounter
Effect: Close burst 10 (kobold allies in the burst). The target
gains 5 temporary hit points and can shift 1 square as a
free action.
Skills Stealth +9, Thievery +9
Str 9 (+0)
Dex 16 (+4)
Wis 17 (+4)
Con 12 (+2)
Int 9 (+0)
Cha 12 (+2)
Alignment evil
Languages Common, Draconic
Equipment hide armor, spear, bone mask
Standard Actions
Level 2 Soldier
XP 125 each
Initiative +4
Perception +2
Darkvision
Minor Actions
Shifty F At-Will
Effect: The kobold shifts 1 square.
Triggered Actions
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13
4. Weasel Pen
3 Giant Weasels
Level 1 Skirmisher
Standard Actions
XP 100 each
Initiative +5
Perception +1
Darkvision
Move Actions
Minor Actions
Shifty F At-Will
Effect: The kobold shifts 1 square.
Skills Athletics +4, Stealth +8, Thievery +8
Str 8 (1)
Dex 17 (+3)
Wis 13 (+1)
Con 13 (+1)
Int 9 (1)
Cha 10 (+0)
Alignment evil
Languages Common, Draconic
Equipment leather armor, light shield, short sword
Level 1 Skirmisher
Traits
XP 100 each
Initiative +5
Perception +1
Low-light vision
Low Profile
The weasel moves at normal speed while squeezing.
Standard Actions
m Bite F At-Will
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 1d8 + 4 damage.
Move Actions
Skitter F At-Will
Effect: The weasel can shift up to half its speed. During this
movement, it can move through enemy spaces.
Str 9 (1)
Dex 16 (+3)
Wis 12 (+1)
Con 10 (+0)
Int 3 (4)
Cha 9 (1)
Alignment unaligned Languages
5. Collapsed Mine
Combat Encounter Level 1 (600 XP)
In the long-forgotten calamity that befell this mine,
the passages to this section collapsed. Many miners
were trapped here and live on in undead misery.
Light: None.
Monsters: 6 grasping zombies.
Other Creatures: Trapped zombie foreman.
When the characters enter 5A, read:
A rickety wooden elevator platform occupies this room.
Rusted iron rungs are anchored into the rock wall, allowing
passage to the shaft below. The air is stuffy and full of dust.
Perception DC 15: A human figure struggles under
a fallen support beam to the south.
When the characters approach 5B, read:
A zombified human corpse in tattered robes is pinned
beneath a heavy wooden beam that fell from the ceiling. It
hisses and f lails around, trying to grab your legs. The creature must have been trapped here for decades. Deep grooves
have been carved into the rock floor, and the fingers on the
creatures hands have been worn to nubs as it tried to free
itself. A wand and purse are cinched to its leather belt.
When the zombies emerge from 5C, read:
Moaning wails and the sounds of shuffling feet break the
stillness. A throng of restless undead shambles into view.
5A. Upper Mine Elevator: Rusted iron rails
lead to an elevator platform. Presumably, mine carts
were once raised and lowered here, but its questionable whether the platform could support such weight
now. The elevator mechanism is still functional, but
excessive weight could cause it to break, dumping
its occupants into the 40-foot-deep shaft below. Iron
rungs in the wall lead down to area 5E.
5B. Fallen Foreman: This passageway is unremarkable except for a solitary zombie trapped
beneath a support beam on the floor. The poor soul
was once the mines foreman. The zombie is considered to be helpless. Noise in this area attracts the
attention of the zombies in area 5C.
Treasure: At his waist, the zombie foreman carries
a wand of digging and a purse containing 27 sp and
dried figs. The wand of digging is a metal wand tipped
with a tiny shovel head. The wand can be used once
per day to blast through two 5-foot squares of natural
rock. The accompanying explosion can be heard up to
50 squares away.
5C. Ore Deposit: Undead are often drawn to
mindlessly carry out the tasks they performed while
living. The zombie miners mill around a rich vein of
silver ore. There are several high-purity silver deposits on the rock surface. A character with a mining
pick could break off five chunks worth 10 gp each.
The zombies shamble toward any loud noise in the
collapsed mine area.
5D. Cave-In: The ceiling has collapsed in this
area. It would take five workers an hour to clear a
5-foot square of debris.
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Level 1 Brute
XP 100 each
Initiative 1
Perception 1
Darkvision
Traits
Zombie Weakness
A critical hit automatically reduces the zombie to 0 hit
points.
Standard Actions
m Slam F At-Will
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 1d12 + 3 damage, or 1d12 + 8 against a grabbed
target.
M Zombie Grasp F At-Will
Attack: Melee 1 (one creature); +4 vs. Reflex
Hit: 1d6 + 3 damage, and the zombie grabs the target
(escape DC 12) if it does not have a creature grabbed.
6. Barracks
Combat Encounter Level 2 (625 XP)
Supply rooms in this area are used as a barracks.
Perception DC 8: You hear loud yipping voices in
an argument behind the door.
Light: Bright light (oil lanterns).
Monsters: 2 kobold wyrmpriests, 1 kobold dragonshield, 8 kobold tunnelers.
6A. Main Barracks: Two wyrmpriests argue over
who gets to bunk closest to Jiro, the kobold wild mage
favored by Kerang. They are surrounded by a few
onlookers (one dragonshield and two tunnelers). Jiros
quarters are separated behind a filthy curtain. The
kobold wild mage is spending all his time in Kerangs
chamber now. If combat breaks out, the six tunnelers
in area 6B awake and join the fray.
6B. Bedding Chamber: This room contains six
sleeping kobold tunnelers.
6C. Treasure Room: The kobolds refer to this
area as their treasure room. An unlocked wooden
chest contains one treasure (DMs discretion).
Triggered Actions
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15
Kobold Dragonshield
Traits
XP 150 each
Initiative +4
Perception +4
Darkvision
Trap Sense
The kobold has a +2 bonus to all defenses against traps.
Standard Actions
Minor Actions
Shifty F At-Will
Effect: The kobold shifts 1 square.
Incite Faith F Encounter
Effect: Close burst 10 (kobold allies in the burst). The target
gains 5 temporary hit points and can shift 1 square as a
free action.
Skills Stealth +9, Thievery +9
Str 9 (+0)
Dex 16 (+4)
Wis 17 (+4)
Con 12 (+2)
Int 9 (+0)
Cha 12 (+2)
Alignment evil
Languages Common, Draconic
Equipment hide armor, spear, bone mask
Standard Actions
Level 2 Soldier
XP 125
Initiative +4
Perception +2
Darkvision
Minor Actions
Shifty F At-Will
Effect: The kobold shifts 1 square.
Triggered Actions
8 Kobold Tunnelers
Standard Actions
Minor Actions
Shifty F At-Will
Effect: The kobold shifts 1 square.
Triggered Actions
7. Holding Cell
Roleplaying Encounter
The kobolds have converted this former office into a
prison cell. The sole occupant is Zeta Windsnap, the
missing girl from Dardun.
Light: Bright light (oil lantern).
When the characters come near the door, read:
A door with a horizontal slot cut into the center is set into a
small alcove ahead. The door is wrapped with a thick chain
and locked with a heavy padlock. Suddenly, a frail human
hand shoots out through the slot, reaching for you. In a desperate whisper, a young girls voice says, Help me! Quick!
Please!
The Cell Door: The lock on the door is a good one
(Thievery DC 20 to open), and the door is made of
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8. Slime Pool
Combat Encounter Level 1 (175 XP)
This section of the mine has become flooded after
years of neglect. A green slime has taken up residence
in the murky waters at the crossroads. The kobolds
never visit this cave.
Light: None.
Monsters: 1 green slime.
Level 4 Lurker
Traits
Ooze
While squeezing, the ooze moves at full speed rather than
half speed, it doesnt take the 5 penalty to attack rolls,
and it doesnt grant combat advantage for squeezing.
Standard Actions
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Level 3 Lurker
Traits
XP 150 each
Initiative +7
Perception +7
Darkvision
Development
From the highest ledge, characters can see a back
passageway that is not visible from the ground. The
passage branches but eventually leads to Kerangs lair.
Sniper
Whenever the angler is hidden and misses with a ranged
attack, it remains hidden.
m Pincers F At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 1d10 + 6 damage.
R Filament Strangle F At-Will
Attack: Ranged 5 (one creature); +7 vs. Reflex
Hit: 1d6 + 4 damage, and the angler pulls the target 3
squares. The target is restrained (save ends). The effect
also ends if the target teleports or if the target or another
creature hits the filament in the targets square. The filament uses the anglers defenses. An attack against the
filament deals no damage or effects to the angler. Only
one creature can be restrained by this attack at a time.
The angler can pull the target vertically, and the target
can end the pull suspended in air.
Sustain Standard: The target takes 1d6 + 4 damage, and
the angler pulls the target 3 squares.
Skills Stealth +8
Str 16 (+4)
Dex 15 (+3)
Wis 12 (+2)
Con 13 (+2)
Int 2 (3)
Cha 5 (2)
Alignment unaligned Languages
Standard Actions
Standard Actions
Development
If the adventurers were successful in the Hot on the
Trail encounter, Kerangs breath weapon does not
recharge, and only the effect of fiery explosion works.
Other than Jiro, the dragon cares little for his minions. Jiro and the other kobolds fight to protect their
master to their last breath.
m Pincers F At-Will
Attack: Melee 1 (one creature); +5 vs. AC
Hit: 6 damage, or 9 against an immobilized, restrained, or
helpless target.
Str 11 (+1)
Dex 13 (+2)
Wis 8 (+0)
Con 11 (+1)
Int 2 (3)
Cha 5 (2)
Alignment unaligned Languages
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XP 500
Initiative +6
Perception +10
Darkvision
Standard Actions
m Bite F At-Will
Attack: Melee 2 (one creature); +11 vs. AC
Hit: 2d10 + 7 damage.
M Claw F At-Will
Attack: Melee 2 (one creature); +11 vs. AC
Hit: 1d8 + 4 damage.
M Dragons Fury F At-Will
Effect: The construct uses bite once and claw twice. If both
claw attacks hit the same target, the target falls prone.
C Breath Weapon (fire) F Recharge 5 6
Attack: Close blast 5 (creatures in the blast); +9 vs. Reflex
Hit: 2d8 + 7 fire damage, and ongoing 5 fire damage (save
ends).
Miss: Half damage.
Triggered Actions
Trap Sense
The kobold has a +2 bonus to all defenses against traps.
Standard Actions
Minor Actions
Shifty F At-Will
Effect: The kobold shifts 1 square.
Triggered Actions
Traits
Level 5 Controller
XP 200
Initiative +4
Perception +4
Darkvision
Standard Actions
Minor Actions
Shifty F At-Will
Effect: The kobold shifts 1 square.
Triggered Actions
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Standard Actions
Level 2 Soldier
XP 125 each
Initiative +4
Perception +2
Darkvision
Minor Actions
Shifty F At-Will
Effect: The kobold shifts 1 square.
Triggered Actions
Concluding the
A dventure
Once the adventurers have defeated Kerang, any
kobolds remaining in the mine slink away into the
countryside. Jiro has a key that can be used to unlock
Zeta Windsnaps cell. If the characters released her
earlier, Zeta is hiding in the bushes outside the mine,
waiting to lead the party back to the village. When
the characters return to Dardun, the residents cook a
grand feast in their honor and beg to hear the tale of
the adventure.
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Captain
Slygos
Treasure
By Timothy Ide
Illustrations by Eric Belisle
Cartography by Mike Schley
For the past year, trade along the Silverwrack Coast
has suffered from the attacks of a goblin pirate
known as Captain Slygo. Fisherfolk have been particularly hard-hit by Captain Slygo and his ship, the
Red Cutter. Of late, however, Slygos piracy has moved
from high-seas robbery to maritime murder, and the
adventurers are called on to settle the score.
Captain Slygos Treasure is a Dungeons &
Dragons adventure for characters of levels 24.
Background
The pirate raids on the Silverwrack Coast have
reached a deadly apex. Looted and empty fishing
boats drift past port towns and harbors. Other craft
are set afire and crashed into shore, full of dead
bodies. The latest outrage occurred when the seafaring goblins raided the town of Mastwick two weeks
ago, making off with everything they could carry and
killing many people.
TM & 2012 Wizards of the Coast LLC. All rights reserved.
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A dventure Synopsis
To deal with the pirate threat, the adventurers must
first sail to Blood Anchor Island. After coming ashore,
they explore the port town, Granacks lair, and the
secret valley where Slygos treasure is buried. The
inhabitants of the island include a large number of
goblin pirates, mostly encountered at the port, as well
as bugbears and hobgoblins at Granacks lair. Additionally, savage lizardfolk live in the secret valley,
and they take a dim view of trespassers and treasure
hunters.
A dventure Hooks
Any of the following hooks might be sufficient to
motivate the characters.
F Mercenary Interest: Mastwicks council has sent
notices and messages to outlying communities
seeking adventurers willing to face pirates with
the possibility of recovering pirate treasure.
F Rescue: Merchant Drago Holts son, Harno, vanished after the merchant vessel he was traveling
aboard ran afoul of the pirates. Drago holds out
hope that Harno was taken captive, although no
ransom demands have been made. The merchant
offers a generous 500 gp for any news of his son,
plus 1,000 gp for Harnos safe return.
F Treasure: In addition to all the talk of the Silverwrack Coasts pirate problem, rumors abound of
a treasure buried on the island the maps depict.
(Slygo is the source of the rumor as well.)
M ast wick
Before the pirate raid, Mastwick was a steadily
growing community whose prosperity was fueled
by increasing overseas trade. Today, that prosperity
hangs by a thread.
When the characters arrive in Mastwick, read:
Mastwick is a small town surrounded on all sides by a
wooden stockade ten feet in height. A steady trickle of grimfaced people are leaving the town, some riding carts or
wagons loaded up with their possessions, others taking only
what they can carry. Two sorry-looking guards stand watch
outside the main gate.
Beyond the gates, the mood is somber. The streets are
lined with empty shops and houses, some boarded up. The
remaining citizens are going about their business, looking
up occasionally to glare sourly at the people leaving.
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The ship that Elder Malden has selected is a solidly built carrack named the Fortune Star. Its female
human captain, Ralfine Tancred, is a weather-beaten
old salt with a wooden leg. Her navigator husband,
Jev Tancred, has already plotted a course to Blood
Anchor Island based on the information given in the
bottled maps.
Captain Tancred originally had eight crew, but
five of them were burned alive in the tavern during
the Mastwick raid. Her three remaining sailors are
Galen, Merek, and Voral.
Eight new recruits, claiming to be experienced
sailors from Owlston, recently volunteered to sail
with the Fortune Star. Allan Colgrave, a gingerbearded, beer-bellied human male in his early forties,
is their leader. Colgrave has agreed to be Tancreds
first mate on the voyage.
Unknown to Elder Malden and Captain Tancred,
Colgrave and his crew are greedy scalawags. After
finding one of Slygos maps themselves, they are keen
to get their hands on whatever the treasure might be.
Not having a ship of their own, they would rather let
others lead the mission, then rob them later on.
Captain Tancred has misgivings about Colgrave
and his sailors, but she knows that beggars cant be
choosers. She doesnt yet suspect Colgraves crew of
being criminals, but their insolence irritates her.
Tancred has already been paid by the town for the
mission. Nevertheless, she and her crew feel entitled
The adventurers complete this quest if they kill Granack and end the murderous pirate captains raids on
the Silverwrack Coast.
T he Fortune Star
Level 4 Leader
Initiative +2
Perception +8
Standard Actions
Minor Actions
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Level 4 Striker
Initiative +5
Perception +9
Standard Actions
Human Goon
Traits
Mob Rule
While at least two other human goons are within 5 squares
of the goon, it gains a +2 power bonus to all defenses.
Standard Actions
Level 5 Lurker
XP 200
Initiative +11
Perception +9
Standard Actions
Triggered Actions
Allan Colgrave
Medium natural humanoid, human
HP 49; Bloodied 24; Healing Surges 7
AC 19, Fortitude 16, Reflex 19, Will 16
Speed 6
Level 5 Striker
Initiative +7
Perception +9
Standard Actions
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T he Voyage
The voyage to Blood Anchor Island takes three
days, just as the map says. For the purpose of this
adventure, the winds and weather are favorable. In
addition, the Fortune Star is equipped with sweep oars
and can be rowed if it is ever becalmed.
Boarding Action
Captain Granacks second-in-command, Borkel,
is currently helming the Red Cutter and is anxious
Ship Features
On both ships, the main deck is 8 feet above sea level.
The foredeck and the poop deck are each 8 feet above
the main deck.
Cover: A creature on the deck of either ship can
gain partial cover against ranged attacks from rigging, sails, and other maritime paraphernalia.
Rigging: The rigging can be climbed with a DC
10 Athletics check.
Overboard: A creature knocked into the sea can
climb back onto one of the ships by scaling the slippery hull. With the aid of a rope, the task requires a
DC 5 Athletics check (DC 20 without a rope).
Swinging on Ropes: Swinging on a rope is a
move action. A swinging creature moves up to its
speed to a square of the same or lower elevation than
the square in which it started. A swinging creatures
movement provokes opportunity attacks only for leaving its initial square. Swinging can be used to charge.
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Level 4 Brute
XP 175 each
Initiative +7
Perception +8
Low-light vision
Traits
Bushwhack
The bugbear gains a +4 bonus to attack rolls against a creature that has no allies adjacent to it.
Standard Actions
6 Hobgoblin Grunts
Standard Actions
XP 175
Initiative +6
Perception +4
Low-light vision
Move Actions
Traits
Phalanx Soldier
While at least one hobgoblin ally is adjacent to the grunt, it
gains a +2 bonus to AC.
Standard Actions
Triggered Actions
Goblin Cutter
Standard Actions
Triggered Actions
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Conclusion
Having just set out, the Red Cutter has no treasure
aboard. If the characters interrogate captive goblins,
they can learn the following information.
F The Red Cutter belongs to Captain Granack, selfproclaimed Scourge of the Silverwrack Coast.
The hobgoblin took command after ousting the
nefarious Captain Slygo.
F Granacks lair is an underground complex on
Blood Anchor Island, not far from the islands
only settlement, Shantytown. The captain is there,
along with the pirates treasure and a number of
prisoners taken in the last raid.
F Slygo was last seen drowning his sorrows at the
Smashed Skull, a tavern in Shantytown. He swore
that one day hed win back the Red Cutter, but Granack laughed at him.
F Under any threat, the goblins reveal that the
guards in Shantytown wont attack creatures that
they believe to be pirates.
Blood A nchor
Island
Goblin pirates took over this small isle two years
ago. One of their ships, the Blood Anchor, had been
badly damaged in a raid, and it eventually sank in a
sheltered cove on the islands south side. Naming the
island after their sunken pirate vessel, the goblins salvaged the wreck and used the wood to build the first
structures of what would later become Shantytown.
Other goblin vessels brought supplies to the island,
and as Shantytown grew, the goblins began exploring
their new home. They laid claim to an underground
complex called the Spiral, which provided the only
easy access to the islands interior. While exploring the interior, the goblins were attacked by a nasty
tribe of lizardfolk and decided to leave the reptilian
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that such visitors spend here. Likewise, if the characters anchor the Fortune Star out at sea and row ashore
in a boat flying a pirate flag, the goblins do not attack.
Making Landfall
Landing anywhere along the islands ever-present
cliffs is impossible, and any ship or boat attempting
to do so is dashed to pieces. Landing on the beach or
docking at Shantytown are the only options open to
the characters, but either of those approaches can
incorporate different strategies.
Use Stealth
The characters might sneak ashore by boat somewhere along the beach, then make their way into
Shantytown without attracting undue attention. If
they abandon any attempt at stealth or get themselves
into trouble, they face the monsters described in the
Town Watch encounter (see below) and possibly the
citizens of the town.
Pretend to Be Pirates
The goblins dont attack any ship that flies a pirate
flag. Nongoblin pirate vessels stop here from time to
time, and the residents of the town covet the money
Assault Shantytown
Approach Peacefully
If the characters arrive aboard the Red Cutter without
behaving aggressively, the goblin guards, puzzled and
unsure, dont fire on the ship. When the adventurers step onto the wharf, the jig is up and the alarm is
raised.
Crew Companions
When the Fortune Star makes landfall, Captain Tancred is content to guard the ship while the characters
complete their mission. If the characters insist that
members of the crew accompany them, the captain
orders Allan Colgrave and his crew to go with the
party. Colgrave and his scalawags cooperate grudgingly, even as they wait to betray the characters and
claim Slygos treasure.
Town Watch
Shantytown
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Level 4 Brute
XP 175
Initiative +7
Perception +8
Low-light vision
Traits
Bushwhack
The bugbear gains a +4 bonus to attack rolls against a creature that has no allies adjacent to it.
Standard Actions
Level 3 Skirmisher
Traits
XP 150 each
Initiative +5
Perception +3
Low-light vision
Threatening Reach
The hobgoblin can make opportunity attacks against enemies within its weapons reach (2 squares).
Standard Actions
Move Actions
Triggered Actions
2 Goblin Sharpshooters
Level 2 Artillery
Traits
XP 125 each
Initiative +5
Perception +2
Low-light vision
Combat Advantage
If a target granting combat advantage to the sharpshooter
is hit by the sharpshooters attack, the target takes 1d6
extra damage.
Sniper
If the sharpshooter misses with a ranged attack while
hidden, it remains hidden.
Standard Actions
Triggered Actions
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1. Wharves
Exploration Encounter
Decrepit wharves extend out into the cove. It is possible to dock larger vessels here, including the Red
Cutter and the Fortune Star. Nine smaller, singlemasted patrol and fishing boats are presently moored
here.
2. Watchtowers
Combat Encounter Level 1 (600 XP)
Hobgoblins assigned to these watchtowers keep an
eye on the wharves (area 1) and watch the cove for
approaching ships. If an unfamiliar vessel enters
the cove without flying a pirate flag, the hobgoblins
sound the alarm to alert the town watch.
Light: Varies depending on the time of day.
Monsters: 4 hobgoblin archers (2 per tower).
When you are ready to begin the encounter,
read:
Overlooking the wharves stand a pair of thirty-five-foot
watchtowers made of stacked logs. Each one sports a
pitched roof draped with sunbaked palm leaves.
Each watchtower is a hollow structure with an internal ladder leading up to the rooftop. Creatures atop
the towers have superior cover against attacks from
the ground and partial cover against attacks from
neighboring rooftops.
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Standard Actions
Level 3 Artillery
XP 150 each
Initiative +5
Perception +8
Low-light vision
Triggered Actions
Captain Slygo
Captain Slygo can be found in the Smashed Skull
day or night. He is yesterdays hero, and none of the
fickle goblins pay him much heed anymore. When
Granack arrived on the island and demanded Slygos
surrender, the goblin captain recognized that he was
outclassed and gave up at once, inspiring Granack to
let him live. Since then, Slygo has been staying out of
Granacks way and secretly using empty bottles from
the Smashed Skull to send his maps out to sea.
When he becomes aware that strangers have come
to the island, Slygo contacts the adventurers. If the
characters avoid the Smashed Skull, Slygo actively
searches for them.
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Traits
Level 4 Striker
Initiative +5
Perception +8
Low-light vision
Survival Instinct
While bloodied, Slygo gains a +2 power bonus to all
defenses.
Standard Actions
Triggered Actions
T he Spiral
The road from Shantytown leads to the Spiral, an
ancient gateway built by lizardfolk. The Spiral is the
entrance to the Secret Valley, and it also serves as
Granacks private residence.
When the characters approach the Spiral, read:
The old flagstone road leads to an enormous granite cliff,
the bottom third of which is overgrown with jungle vines.
Carved into this bluff at ground level is a giant snakes head
with lamp light burning in its eyes. Pillars hold open its
fanged maw, within which is set a pair of wooden double
doors.
Perception DC 15: A similar snakes head protrudes
from the rock wall fifty feet above ground level.
Perception DC 20: Lurking in the open mouth of the
upper snake head are two bugbear guards.
If Captain Slygo is with the characters, he refers
to the carved heads as the Great Snake Heads of
Kekuala. He can recount the information given in the
Cult of Kekuala sidebar.
The adventurers can also learn this information
with a successful DC 19 Religion or History check.
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Cult of Kekuala
In the days of legend, the lizardfolk deity Semuanya
lived with its mate Kekuala in the great Bog of
Semuanya. Over time, Kekuala became more and
more distracted by abstract and cerebral matters,
until ultimately the god split into two entities: male
and female. These two were the first mortal lizardfolk. The death of the deity was deemed a marvelous
sacrifice by the early lizardfolk, and they resolved to
honor it.
A great empire of the lizardfolk arose, one dedicated to matters of the intellect, knowledge, and
abstract philosophy. This empire covered vast territory, and the temple on Blood Anchor Island was just
one of its many centers of worship and learning.
Eventually, the golden age of the lizardfolk empire
came to an end. The ruling class had become removed
from the common lizardfolk and were failing to deal
with their concerns. A rival philosophy became more
powerful, that of the more warlike cult of Semuanya.
The ways of Kekuala proved too abstract to deal
with the practical concerns of fighting battles, and
eventually they were abandoned, leaving shamans
of Semuanya in charge. The way of Kekuala was
forgotten.
The lizardfolk empire is a largely forgotten piece
of history. The rise of the cult of Semuanya forbade
all reference to it in their oral traditions, and memory
of it has faded. The ruins on Blood Anchor Island are
one of the few remnants of this ancient civilizations
achievements.
pillars that form a vaulted dome at the apex. The passage downward is a sloping ledge cut from the rock of
the chamber, which spirals inward as it descends.
Falling: The edge of the downward-spiraling
ledge features no protective rail. Any creature that
falls off the edge takes 1d10 damage as it hits the
level below.
Alarm: If alerted to the presence of a hostile force,
Granack remains in his quarters (area 4), guarded
by his faithful hobgoblin cleavers (who are otherwise
encountered in area 3).
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Level 5 Brute
XP 200 each
Initiative +5
Perception +4
Low-light vision
Standard Actions
Minor Actions
2. Storeroom
Exploration Encounter
Granack keeps his personal supplies of food and alcohol in this chamber. Enough rations are stored here
to keep five Medium creatures alive for two weeks.
Twenty-four kegs of rum and fifty-three bottles of red
wine are here as well.
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3. Kitchen
Combat Encounter Level 1 (450 XP)
Granacks meals are prepared here.
Light: Dim (sputtering torches in sconces).
Monsters: If the characters have successfully infiltrated the Spiral without raising the alarm, Granacks
three hobgoblin cleaver followers are here, preparing
a slaughtered kruthik for their captains next meal. If
an alarm has been sounded, the cleavers are instead
in area 4.
When the door is opened, read:
This kitchen is a conglomeration of pots, pans, half-eaten
food, and cluttered benches. It smells of rotting vegetation
and burned meat.
The cleavers are Granacks cooks, bodyguards, and
lovers, and they are the only ones he trusts to prepare
his food and keep his bed. These females are willing to die to protect Granack, but he does not feel the
same way about them. The other goblins fear these
favored servants because they are good at overhearing any dissent and reporting it back to their leader.
The cleavers intimidate even the bugbears.
Treasure: Each cleaver wears three pieces of jewelry, amounting to one treasure of the characters
level.
3 Hobgoblin Cleavers
Level 3 Brute
XP 150 each
Initiative +3
Perception +2
Low-light vision
Standard Actions
Move Actions
Triggered Actions
4. Granacks Quarters
Combat Encounter Level 3 (800 XP)
Granack resides here with his imp advisor and pet
guard drakes. In his spare time, the hobgoblin pirate
counts his gold and plots his next raid.
Light: Bright (torches).
Monsters: Captain Granack, Vex (imp), 2 guard
drakes.
Other Creatures: If an alarm has sounded, the
bugbear warriors from area 1 and the hobgoblin
cleavers from area 3 might also be present.
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Imp
XP 400
Initiative +6
Perception +8
Low-light vision
Traits
Sly Charge
If Granack charges, he triggers no attack for leaving the
initial square.
Standard Actions
Minor Actions
Triggered Actions
Standard Actions
Level 3 Lurker
XP 150
Initiative +8
Perception +8
Darkvision
m Bite F At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 1d6 + 5 damage.
Vanish (illusion) F At-Will
Effect: The imp becomes invisible until the end of its next
turn or until it hits or misses with an attack.
M Tail Sting (poison) F Recharge when the imp uses vanish
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 2d8 + 3 damage, and the target takes ongoing 10
poison damage and a 2 penalty to Will (save ends both).
Skills Arcana +9, Bluff +9, Stealth +9
Str 12 (+2)
Dex 17 (+4)
Wis 14 (+3)
Con 16 (+4)
Int 16 (+4)
Cha 16 (+4)
Alignment evil
Languages Common, Supernal
2 Guard Drakes
Small natural beast (reptile)
HP 48; Bloodied 24
AC 15, Fortitude 15, Reflex 13, Will 12
Speed 6
Level 2 Brute
XP 125 each
Initiative +3
Perception +7
Standard Actions
m Bite F At-Will
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 1d10 + 3 damage, or 1d10 + 9 while the drake is
within 2 squares of an ally.
Str 16 (+4)
Dex 15 (+3)
Wis 12 (+2)
Con 18 (+5)
Int 3 (3)
Cha 12 (+2)
Alignment unaligned Languages
5. Collapsed Ceiling
Exploration Encounter
The ceiling here has fallen, filling this chamber with
rubble and earth. Abstract murals on the walls provide no clue as to the rooms original purpose.
6. Barracks
Exploration Encounter
This ill-kept room is the sleeping quarters of the
guards in the Spiral. Pungent skins have been piled
along the walls, which are set with curious abstract
murals similar to those found in other areas of the
complex.
7. Prison Cell
Roleplaying Encounter
The wooden door to this room is locked. Granack carries the key, or the door can be opened with a DC 21
Athletics check or Thievery check.
Light: None.
Creatures: 8 human prisoners.
When the door is opened, read:
A foul stench fills this room, which is occupied by several
malnourished and unhappy prisoners.
The rag-clad prisoners are starving, filthy, and miserable. Six are humans from settlements up and down
the Silverwrack Coast, along with two foreigners
taken from merchant ships. They wear shackles that
slow them until they are removed (requiring a DC
27 Strength check or a DC 15 Thievery check). The
prisoners are ready to fight for their freedom if the
characters are willing to lead them. They are the
equivalent of human goons.
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8. Bronze-Covered Door
Exploration Encounter
Characters who descend into the Spiral eventually
come to a door, beyond which stands a tunnel that
leads to the Secret Valley.
Light: Dim (sputtering torches).
When the characters descend to the end of the
spiral, read:
At the bottom of the Spiral stands a bronze-plated wooden
door. Abstract swirls and patterns engraved into the metal
are marred by corrosion.
Excessive dampness has caused the door to bloat and
seal shut. The rotted wood beneath the bronze is soft,
however, and the door can be broken down with a
DC 13 Athletics check.
When the characters break through the door,
read:
Beyond the door, a tunnel twists away into the darkness.
This tunnel runs the better part of two miles and
opens out into the Secret Valley. Aside from a few bats
near the exit, no creatures reside here.
T he Secret Valley
Beyond the Spiral spreads a primeval jungle sheltered
by tall, rocky ridges. The characters must venture into
this dangerous landscape to retrieve Captain Slygos
precious treasure.
T emple of K ekuala
This building is an ancient temple of Kekuala, its
floor plan designed to simulate an ancient symbol for
wholeness or completion. Priests and pilgrims would
meditate within, moving from room to room.
Buried Treasure
Slygos treasure is in a wooden chest concealed under
a loose flagstone in the main hall (marked X on the
map). The floor was built over hard packed earth,
which Slygo and his pirates dug up. After being
revealed, the chest is easy to remove from its hole. It is
locked (DC 22 Thievery check to pick), but Slygo still
has the key on a leather thong around his neck.
Treasure: The chest contains five treasures of the
characters level. See Concluding the Adventure.
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Savages of Semuanya
Combat Encounter Level 5 (1,200 XP)
As the adventurers make their way out of the temple
with Slygos hoard, the lizardfolk who hold this site
sacred attack them. The lizardfolk of the island are
particularly savage, keeping their numbers down
through selective cannibalism, feasting on the old
and the weak. Their weapons are crude and they
practice scarification. They are hostile toward all
other species.
Light: Varies depending on the time of day outside. Dim light within the temple.
Monsters: Threescars (greenscale bog mystic), 2
greenscale hunters, 4 greenscale raiders.
When the lizardfolk attack, read:
A half-dozen lizardfolk with lustrous green scales and crude
weapons suddenly storm out of the jungle. As the largest of
them howls in anger, you see that it bears three nasty scars
across its face.
Lore: Threescars is the oldest of the island lizardfolk, and he is too tough and ornery to end up being
eaten. His war band keeps watch over the temple, and
he became aware of intruders as the characters made
their way through the valley.
Development: If the heroes leave the temple
without digging up the treasure, or avoid the temple
entirely, the lizardfolk attack when the characters
make camp or prepare to leave the valley.
If Captain Slygo is present, he fights alongside the
characters, realizing theyre his best hope of survival
against the savage lizardfolk. He hurls exploding
bottles at Threescars to provoke the bog mystic into
engaging in melee.
Undergrowth: Squares outside the clearing that
surrounds the temple contain heavy jungle undergrowth and are difficult terrain.
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2 Greenscale Hunters
Traits
Standard Actions
Minor Actions
Level 4 Skirmisher
Standard Actions
4 Greenscale Raiders
Level 3 Soldier
Standard Actions
Minor Actions
Triggered Actions
Concluding the
A dventure
With Granack defeated, the goblin pirates abandon
their murderous ways and the adventurers mission is
complete. They can return to Mastwick as heroes and
collect any outstanding rewards.
The characters must decide how to divide the treasure. The Fortune Star crew expects to receive a full
share. If Slygo is still with the party, he also asks for
a share equal to that of a party member. The goblin
considers this to be a generous deal and a fair reward
for the characters ridding the world of Granack. In
any case, Slygo departs the island on a small boat or,
if the characters allow it, he reclaims the Red Cutter.
If the characters dont share the treasure, the crew
of the Fortune Star becomes their enemy, and the
adventurers lose face in Mastwick and nearby areas.
If the characters deny Slygo his share, he sulks and
leaves without protest. The total wealth found in the
adventure is eight treasures, even though the adventure sees the party gain only about half a level. You
can compensate for this extra treasure by reducing
the characters rewards in future encounters.
Colgrave and his scalawags might attempt to steal
the treasure after its back aboard the Fortune Star.
They prefer to do so with subterfuge rather than
through a confrontation with the adventurers.
If the adventurers encounter Captain Slygo in
the future, the circumstances of their parting in this
adventure will set the tone of their next meeting.
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Player Handout:
Silverwrack
Coast
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Player Handout:
Blood Anchor
Island
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Demonomicon of Iggwilv:
Fraz-Urbluu, Prince
of Deception
By John Ross Rossomangno
Illustration by Ralph Horsley
Perhaps it was Zagig who set me upon my course. From the
pages of the Tome of Zyx I learned the foundation of what
has become my art, my lifes work. Together we imprisoned
the Prince of Deception. And in observing his attempts at
escape, I refined my craft. Long after I had finished with
Zagig and begun to advance my own plans, a pair of easily
duped adventurers released the demon prince from his
prison.
And now a creature whose very essence is composed
of hatred and destruction is swollen with rage. But it is a
scheming rage, an eruption of ruin to be brought forth in
due time. When that eruption occurs, Fraz-Urbluu will
certainly visit vengeance not only on his former prison, the
Material Realm, but on every demon prince that conspired
to humiliate him. I am not too proud to admit that even I
fear the consequences of his centuries of plotting.
from the Demonomicon of Iggwilv
Mounting R age
There is no shortage of cunning demons throughout
the Abyss known to revel in duping their foes. But
none approaches the mastery of deceit possessed by
Fraz-Urbluu. He delights in schemes that manipulate his victims into carrying out his will, then slowly
reveal to them the atrocities that their actions brought
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Lore
Arcana DC 30: Residing in Hollows Heart, the
176th layer of the Abyss, Fraz-Urbluu is known as
the Prince of Deception. His mastery of illusion and
deceit is matched only by his prowess in demonic
summoning; he is even able to call forth other demon
princes for a limited time.
History DC 30: The demon prince was imprisoned by the wizard Zagig for centuries, and the
knowledge gleaned from Fraz-Urbluu contributed
to works such as the Demonomicon of Iggwilv. Upon
his escape, the demon prince discovered his realm
in ruin and his greatest treasure, the Staff of FrazUrbluu, sundered and lost.
Fraz-Urbluu
Traits
Standard Actions
Minor Actions
m Slam F At-Will
Attack: Melee 3 (one creature); +35 vs. AC
Hit: 3d10 + 25 damage.
m Bite F At-Will
Attack: Melee 1 (one creature); +35 vs. AC
Hit: 3d6 + 25 damage.
M Demonic Fury F At-Will
Effect: Fraz-Urbluu uses slam twice and bite once.
Abyssal Deception F Daily
Requirement: Fraz-Urbluu must be bloodied.
Effect: Fraz-Urbluu takes 200 damage, illusory escape
recharges, and Fraz-Urbluu uses it. In the space he
vacated, another demon princesuch as Grazzt, Juiblex,
Kostchtchie, Oublivae, or Zuggtmoyappears. The
demon prince is weakened, and it attacks Fraz-Urbluus
enemies on Fraz-Urbluus initiative count. If Fraz-Urbluu
uses a minor action to dismiss the demon prince, FrazUrbluu becomes visible, or the demon prince becomes
bloodied, it disappears, returning whence it came.
Move Actions
Triggered Actions
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m Claws F At-Will
Attack: Melee 2 (one creature); +35 vs. AC
Hit: 19 damage.
Physical Description
Vrock Lackey
Standard Actions
Triggered Actions
Nalfeshnee Lackey
Standard Actions
m Claws F At-Will
Attack: Melee 3 (one creature); +35 vs. AC
Hit: 19 damage, and the target is slowed (save ends).
Triggered Actions
T he Cult of
Deception
Followers of Fraz-Urbluu congregate in groups of
like-minded individuals. Calling themselves the
Cult of Deception, their goal is to undermine organizations and figures of trust and authority, and in
so doing procure more victims to swell the number
of souls that contribute to Fraz-Urbluus burgeoning power. A cell of the cult typically masquerades
as a sect of worshipers of a good deity or a seemingly
altruistic agency. The cell members recruit individuals under the false premise of furthering a good
cause, then slowly convince these people that certain
dark deeds must be committed to further the greater
good. This trend continues until a subject becomes
willing to die to avert some great catastrophe.
When such a victim is claimed for Fraz-Urbluu,
the soul is delivered into the princes clutches rather
than passing on to its final resting place. The afterlife that the soul experiences is a ruse, perpetrated
Adventure Hooks
The Cult of Deception makes an effective heroic and
paragon tier adversary. Cells are usually encountered in areas of civilization, and their membership
is drawn from the populace in that area. High-ranking members often summon demons to guard their
inner sanctums but otherwise rely upon less overtly
demonic defenses.
F A popular young man becomes the primary
suspect in a series of murders. Because he is an
acolyte in the Temple of Erathis, his brethren insist
that there has been a misunderstanding. Several
of the faithful are actually followers of FrazUrbluu and have convinced the errant acolyte that
he must dispense justice where they cannot. The
characters must convince the deluded young man
that he has been lied to and ferret out the traitorous members of the temple.
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Hollow s H eart
The 176th layer of the Abyss is a mutable place, bending to every whim of its ruler. Prior to his captivity,
Fraz-Urbluu had molded it to his satisfaction. But
during his centuries away, nearly everything eroded
into fine white ash, even the ruins left in the wake
of his rivals rampaging armies. The sky itself was
stripped of its features, remaining black despite the
strange light that illuminated the stark landscape in a
perpetual dusk.
Much of Hollows Heart remains a cold, unfinished
wasteland, and the flat plains of white ash that stretch
between outposts of so-called civilization are littered
with the bones of the lost. Upon his return, the demon
prince began restoring some of his forgotten cities
beginning with his capital, Zoragmelok, but to date has
neglected many broad swaths of wilderness.
Most of his rivals, and even the dwellers within
Hollows Heart, believe the demon prince is
Inhabitants
Several lesser demons had created their own small
empires within his realm while Fraz-Urbluu was
imprisoned. The prince laid most of these to waste
with little effort upon reclaiming custody of Hollows
Heart, but pockets of resistance remain. He is unwilling to spend energy and resources defeating more
entrenched foes if they do not represent an immediate threat, certain that when his staff is again whole
he will punish them appropriately.
Many of the lesser demons of Hollows Heart, and
even some of the once-trusted rakshasa governors,
grew accustomed to the lack of rule in Fraz-Urbluus
absence and reveled in the exceptional chaos that
reigned during that time. Although they dare not
approach Zoragmelok, they marshal their forces in
the hope that a day will come when they can usurp
the Prince of Deception. These pretenders to the
throne are hardly hospitable hosts, but visitors to the
176th layer can sometimes find common ground
among them in a shared hatred for the realms ruler.
During Fraz-Urbluus time away, a rakshasa
dubbed himself The High and Holy Rajah, and the
demons he governed were put to work constructing a
new city. The place called Ketilon was built of a goldflecked stone mined from another layer of the Abyss
and is immune to being destroyed by the demon
Adventure Hooks
Epic-tier characters can unearth the Prince of Deceptions schemes and directly confront Fraz-Urbluu.
Even though they are most likely to deal with his
most powerful servants outside Hollows Heart, they
must travel there to battle the demon prince, who is
unwilling to expose himself anywhere else.
F In collecting fragments of the Staff of Fraz-Urbluu,
the characters have gained the princes attention. Fraz-Urbluu sends agents to monitor them
and deliberately passes information about them
to his rivals. When the heroes are beset by these
demonic forces, they must determine why FrazUrbluu seems intent on losing control of the
pieces that he should so desperately want. Or is
this scenario nothing more than a deception?
F A kingdom is being overtaken by a zealous movement that reveres the High and Holy Rajah. Its
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T he Staff of
Fraz -U rbluu
The Staff of Fraz-Urbluu consists of four pieces: two
roughly equal halves of the wooden staff itself, a bestial claw of adamantine to top the staff, and a crystal
that sits within the claw. Unlike other artifacts, the
staff is intended to come into play during the heroic
tier and accompany its wielder through to the epic
tier as more pieces are acquired. Fraz-Urbluu is currently in possession of the crystal.
Staff of Fraz-Urbluu
Lore
Arcana DC 23: The Staff of Fraz-Urbluu was lost
during the sack of Hollows Heart after the demon
prince was imprisoned in the natural world. Unable
Starting score
Owner gains a level
Each fragment joined to the first
Owner tricks a good creature into performing
an evil act (max 1/day)
Owner does not follow up on information about
other staff pieces (max 1/day)
Owner admits to the staffs true nature
5
+1
+5
+2
1
2
Number of Pieces
Maximum Concordance
One 6
Two 12
Three 16
Four 20
Pleased (1620)
The staff and I are meant to rule over greater beings, but I
will not forsake my companions . . . trust me.
Concordance
In addition to seeking out and joining other pieces of
the staff to itself, each segment of the artifact delights
in acts of dishonesty. Regardless of other conditions,
the artifacts maximum concordance is determined
by the number of pieces that have been gathered and
assembled by a single owner.
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Normal (511)
Ive told you, this staff is less remarkable than you think,
now stop asking about it!
The staff periodically lies to the wielder to get its
way and encourages the wielder to do the same with
others.
Property
The item functions as a +2 implement, increasing to +3 if you
are 6th level or higher.
Utility Power (Illusion) F Daily (Standard Action)
Effect: You become invisible until you hit or miss with an
attack, or until the end of your next turn.
Unsatisfied (14)
Im not so sure I trust you, or anyone. You tell me one
thing, but the staff tells me another.
Subtly, the staff tries to convince its wielder to abandon any companions who are unwilling to pursue its
agenda. The staff pretends nothing is wrong while it
surreptitiously attempts to manipulate events so that
Property
The item uses telepathy 10 to communicate with others and
manipulate them into acting against its wielder.
Angered (0 or lower)
No! I wont lie for you anymore!
The staff secretly hampers its wielder and uses its
abilities to convince others that its owner is a dangerous liar who must be stopped. The staff continues to
behave as if its attitude were unsatisfied, but it gains
the following property that the DM must use secretly.
Property
The item provides no item bonus to any skill checks. Instead,
the user takes a 4 penalty to Arcana, Bluff, Diplomacy, and
Intimidate checks.
Moving On
Its all been a lie!
A demon of a level equal to the wielders level + 1d4
appears at a most inopportune time (the middle of
a dangerous battle, during a tense negotiation) and
attacks the possessor of the staff until it acquires the
item or it is destroyed. If the demon is successful, it
and the staff return to the Abyss; otherwise another
demon appears one week later.
48
Elves with
Demonic Designs
A People out of Time: The Dlardrageths committed their atrocities centuries ago. Soon afterward,
their fellow elves defeated them and imprisoned the
few surviving daemonfey and a small army of feyri in
permanent magical stasis. They escaped in 1369 DR,
and though they have had the intervening century to
adjust, many feyri still view this new world as strange
and difficult. To make matters worse for them, their
leaders (Sarya Dlardrageth, her son, Ryvvik, and
her nephew, Xhalph) vanished only a few years later
when they were at the head of a feyri attack on the
fledgling kingdom of Cormanthor, leaving the surviving feyri directionless in a foreign land.
Quest for Ancient Relics: In Faern today, the
daemonfey and their feyri relations operate mostly
as individuals or in small groups. They dont have the
collective strength and organization to mount a fullscale incursion, but they are far from helpless. All
feyri know about the heritage of Dlardrageth, including the caches that the house created to store its most
prized treasures. Those storage places have been
looted over the centuries, meaning that the items the
feyri believe to be their possessions are now back in
the world at large. No member of the race will pass
up an opportunity to visit a curio shop or some other
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Standard Actions
Level 6 Lurker
XP 250
Initiative +9
Perception +8
Darkvision
m Claw At-Will
Attack: Melee 1 (one creature); +11 vs. AC
Hit: 2d6 + 7 damage.
M Treachery Revealed Recharge when the skin-dancer
uses confusing target
Attack: Melee 1 (one creature); +11 vs. AC
Hit: 2d6 + 10 damage, and the target is weakened (save
ends).
C Confusing Target (polymorph, teleportation) Recharge
when the skin-dancer uses treachery revealed
Attack: Close burst 5 (one creature in the burst); +9 vs. Will
Hit: The skin-dancer assumes the form of the target, and
can immediately teleport itself and the target, swapping
places. Creatures must make a DC 28 Insight check to
distinguish between the skin-dancer and the target. The
effect ends after the skin-dancer makes an attack or at
the end of the encounter.
Minor Actions
Standard Actions
Level 8 Brute
XP 350
Initiative +6
Perception +9
Darkvision
Minor Actions
Triggered Actions
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Level 20 Controller
Standard Actions
XP 2,800
Initiative +12
Perception +13
Darkvision
Move Actions
Minor Actions
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XP 6,400
Initiative +17
Perception +19
Darkvision
Standard Actions
Minor Actions
Triggered Actions
One of the feyri most accomplished at wielding arcane power is Lord Pharnth, a member of the
group who refer to themselves as blood sorcerers. He
combines fey magic with blood and bone to produce
formidable and persistent ill effects.
Uneasy Allies: Feyri often act with antagonism
toward anyone and everyone, but it is possible to
earn their trust. They respond well to intelligence,
strength, and power, as well as a certain moral flexibility. They dislike those who delude themselves
into thinking themselves equal to the feyri, but they
love to compete with worthy rivals. Seeing through
the disguise of a skin-dancer on multiple occasions
without attacking often draws the feyris attention,
offering interesting or witty creatures the chance to
prove themselves worthy of an alliance. Often, the
skin-dancer Dalthira will play along with a clever
stranger, even if she knows doing so is dangerous
(such as if her friend means to betray her) simply
because she revels in generating chaos. On the other
hand, a feyri of much greater repute, such as someone who might qualify as the Last Heir, considers
only how someone might serve his or her purposes,
and this feyri will discard a friend the instant that
person ceases to be useful or becomes even a minor
annoyance.
Dueling with the Daemonfey: Feyri vary widely
in their abilities and skills. Dalthira rarely shows
her true face to anyoneat least not before their last
few breaths. In a conflict, she surrounds herself with
allies and uses confusing target to throw off enemies,
sticking close to her assumed double. Once the jig is
up, the skin-dancer uses treachery revealed to punish
enemies that see through her guise.
A feyri marauder like Mogwyn is a much more
straightforward opponent, because she trusts her
multiple arms and massive build to carry her to
victory.
As a feyri blood sorcerer, Lord Pharnth draws
magical strength from his tainted bloodline. He
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Prisoners of the
Iron Flask
By Derek Guder
To Catch a Demon
An iron f lask looks like a palm-sized urn crafted of
simple, heavy iron without much decoration. The
stopper is often a brass plug adorned with intricate
runes and sigils. Cheaper and less reliable flasks vary
in appearance, a sign that they might be more dangerous to employ than usual.
An iron f lask can be used to trap almost any nonnatural creature, though it is usually turned against
demons, devils, and elementals. Those most tempted
by the flasks power also seem to be prone to dealing
with nefarious forces.
When the command word is spoken, the owner
of an empty flask can try to capture an otherworldly
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Iron Flask
Level 26 Rare
R andom P risoners
The Iron Flask
of Tuerny the Merciless
The first iron flask was created by Tuerny the Merciless, a tyrannical wizard who ruled a kingdom through
mental control and armies supplemented with summoned demons. Always desperate for greater power,
he crafted the magic item and trapped the great
Grazzt within it.
Inevitably, the demon lord turned on the wizard
at a dramatic moment and dragged Tuerny back to
the Abyss, where he was transformed into a dretch
as punishment. That was not the end of his story,
though; Tuerny survived and was promoted to a nalfeshnee. He helped free Iggwilv from Grazzts prison,
and the two formed a brief and ill-fated alliance to
conquer the world.
The Iron Flask of Tuerny the Merciless was thought
to have been lost but is rumored to have reappeared
over the centuries. A remote monastery claimed to
be guarding the flask, keeping it out of the hands of
those who would abuse its power. Iggwilv herself is
also said to possess it. The flask supposedly contains a
portion of Demogorgons might, allowing the Mother
of Witches to spy on mighty demon lords without
being detected. The true fate of the flask might be
forever lost to the ages.
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d%
Creature (level)
0150 None; to create an occupied flask, roll again
Fire demon (18)
51
52
Bebilith (18)
Indwelling devil (18)
53
54
Barbed devil (18)
55
Ash-wrought soulburner (19)
56
Rakshasa noble (19)
57
Goristro (19)
58
Mavawhan (19)
59
Nalfeshnee swine guard (20)
60
Ice devil (gelugon) (20)
61
Djinn thunderer (20)
62
Armanite lancer (20)
63
Haures (20)
64
Nabassu (20)
65 Shaadee (20)
66
Kazrith (20)
Quarrak (21)
67
68 Unbound balor (21) (from Dragon 377)
War devil (malebranche) (22)
69
70
Djinn windbow (22)
71 Efreet fireblade (22)
72
City corruptor (evanissu) (22)
Jarrlak (22)
73
Nycademon (22)
74
75 Ultrodemon schemer (22)
d%
Creature (level)
76
Hezrou (22)
Corruption devil (22)
77
78
Infernal girallon (22)
Astral stalker (22)
79
80 Efreet cinderlord (23)
81 Efreet flamestrider (23)
82 Storm devil (23)
83
Hellwasp devil (23)
84
Glabrezu (23)
85
Nabassu deathwing (23)
86
Nalfeshnee tyrant (23)
87
Rakshasa dread knight (24)
88
Djinn cloudstalker (24)
89
Djinn stormsword (24)
90
Assassin devil (24)
Marilith (24)
91
92
Bonegouge assassin (24)
Ferrolith (24)
93
94 Seszrath (24)
Hezrou mangler (24)
95
96
Draegloth abomination (24)
97 Efreet pyresinger (25)
98
Voracalith (25)
Pillager devil (25)
99
Djinn skylord (25)
100
d% Theme or Template
0105 Demogorgon cultist
Feywild denizen
06
0711 Legion of Avernus
1216 Lolths chosen
1721 Orcus blood cultist
22 Snaketongue cultist
2327 Those who hear
2832 Tiamats red hand
33
Beast of Demogorgon
34
Champion of Bane
35
Chaos warrior
36
Dragontouched destroyer
37
Grizzled veteran
38
Hellbound soldier
39
Mad alchemist
40 Slithering idol
41 Spectral assassin
42 Spiderblessed spinner
4347 Baphomets Horned Legion
4852 Faithful of Grazzt
5357 Kostchtchies Winter Host
5862 Oublivaes Ruinlords
6367 Pazuzus Dread Flock
6872 Yeenoghus Death Pack
7377 Zuggtmoys Rot Cultists
7882 Chaos beast
8387 Devotee of darkness
8892 Doomdreamer
93 Maenad
94
Moilian dead
9599 Slave to the Nine Hells; roll d10 to determine
specific theme
Roll twice and apply both
100
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Legendary Prisoners
Legendary Prisoners
d10 Prisoner (level)
1
Baphomet (28)
Dagon (32)
2
3
Demogorgon (34)
Grazzt (32)
4
5
Kostchtchie (31)
6
Ogrmoch (34)
7
Orcus (33)
8
Pazuzu (33)
9
Yeenoghu (28) (from Dragon Annual 2009)
10
Zuggtmoy (22)
A dventure Seeds
Below are six sample prisoners, complete with adventure seeds. They are numbered so that you can easily
select one randomly.
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1. A Trapped Sage
The characters require a key piece of information to
complete their quest. The only creature that possesses
the knowledge is trapped in an iron f lask. The party
must find the flask, free the prisoner, and convince it
to helpnot to mention deal with the current owner
of the flask and whoever imprisoned the creature in
the first place.
This plot is a twist on the story of traveling to a
sage to learn information. It also allows the use of an
exotic or planar creature as the sage without requiring the adventurers to trek across the multiverse.
2. A Trapped Ally
A powerful ally that the characters have come to
rely on (such as a friendly dragon or angel) has been
trapped in an iron f lask, requiring them to mount a
rescue. Whatever villain imprisoned the creature is
3. A Trapped Villain
An iron f lask can give the player characters the
chance to talk to a dangerous villain without the
immediate risk of violence. The encounter is a good
opportunity for roleplaying or exposition.
If the trapped villain is an established enemy of
the heroes, they might be tempted to exploit or subvert their foe. Even if they choose to leave the villain
imprisoned, the mere presence of the iron f lask can
invite trouble. Perhaps the villains minions are seeking the urn so they can release their master, or maybe
other forces want to acquire the flask for their own
purposes.
Alternatively, the player characters could find an
iron f lask that holds an unfamiliar entity. This scenario is a great way to introduce a new villain to the
campaign. The heroes might release the prisoner to
accomplish a specific goal, and the creature ends up
sticking around and becoming a recurring threat.
4. A Secret Weapon
In a quest to defeat an ancient god, a rampaging
primordial, or a threat to the multiverse, the player
characters might face an enemy that they cannot kill
or overcome. In need of some way to dispose of their
foe, they track down the Iron Flask of Tuerny the Merciless and try to use it to capture their enemy.
Their quest doesnt end there, however. After trapping their foe, the heroes must protect the flask from
falling into the wrong hands. If the villain were ever
released, it certainly would seek bloody vengeance
against the adventurers.
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5. Puzzle Hunt
An ancient force has been broken into pieces and
sealed within several iron f lasks that were scattered
to the winds. The player characters must find the
urns as part of a greater goal. They might be trying to
resurrect an old god or racing against a cult bent on
reforming a dangerous primordial.
This plot allows for incremental success or failure
without necessarily dooming the whole quest. Each
piece of the shattered entity is effectively a separate
prisoner that must be dealt with. In this scenario, it is
especially important to make each prisoner distinct
and surprising so the pattern of finding a series of
flasks doesnt grow stale.
6. Role Reversal
The player characters are the ones trapped in an iron
flask. Either each hero is confined in a separate flask,
or the whole party is imprisoned in a special flask
designed to hold multiple captives. The players can
create new, temporary characters for a brief adventure to free their usual party.
With the right group, it can be interesting to have
one players temporary character find the iron f lask
that contains another players regular character. The
temptation to use the bond of command when releasing the prisoner presents opportunities for dramatic
roleplaying.
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By Will Doyle
By Stephen Radney-MacFarland
Fjorins Foothold
By Christopher Perkins and Aeryn Rudel
Fjorin Hammermain cut a deal with the monsters
infesting his adamantine mine, and adventurers are
about to pay the price. A D&D adventure for characters of levels 35.